** Powers & Perils Book 2 Magic Spells What follows is the Book 2 Magic Spells for Powers & Perils. However, they have been paraphrased and summarized into a tighter format. These are in my own words. But there may be some spells that use the exact wording of the listed spell. Each spell is listed in a quick format so it can be edited or printed out in a separate format for easy reference. The format of the spells are as follows: Spell #) Spell Alignment [Notes] Spell Body Spell characteristics like Range/Duration Wheras Notes will be later used for Priesthood. If a spell is listed as Varies that is directly from the book or they are spells that are multi-alignment. This basic file contains all book 2 magics Spells 1-118. There are family spells like Fire Powers which have sub-members but those are not given a number. So in this file there are 118 spells. Note: Abbreviations - RU - Rounded Up RD - Rounded Down EL - EL used as a power shortened to EL as Power 1) Abandon Elder Target loses all sense of purpose and moves randomly about. If target is attacked they are ambushed and spell is negated. Duration - (EL+1)x3 Turns Range - EL+1" 2) Astral Fire Balance Invisible flames. Can be used against Inanimate objects, if so Caster remains motionless. If at animate objects, may move but each phase rolls Success chnace. If cast any other magic or damaged spell fails. If any failure occurs the effect is Abysmal automatically. No effect on those with innate Earth or Desert Powers. When cast against inanimate objects person will resist using MDV x 2. Inanimate objects can resist as well, if magical the resistance is MDVx2, otherwise object is consumed. Duration - EL+1 phases Range - (EL+1)/2" (Radius) MDV Limit- (EL+1)x5 3) Astral Powers Balance A) Akasha Learn information from past events. Failure is automatically abysmal. Duration : 2 weeks (EL as power) Range - N/A Time - 1 Phase per week viewed (period of trance) Optional- Can use for specific animate or inanimate objects. The duration is 2 month periods instead of weeks. Time is not affected. Double casting cost if used this way. B) Astral Leech Astral being (same as enemy) is created. Must have object or bit of person's anatomy discarded in the last 72 hours. It then seeks its target and leech away the target. The MDV of leech is MEL of caster. It adds 1 to MDV per day the leech exists. Only Dispell/Banish can affect the leech. Duration - Until spell dispelled/target dies. Range - Unlimited (can go 100 miles a day & is 1" from target) Damage - 1D6+EL Energy points per day. C) Astral Paths Can travel astral paths among the Middle World. All encounters are Upper World on the paths. If no protection is cast the party will age 5 days per day on the paths. Sleep is not required while on the paths through the Upper world. Travellers are not in the middle world but are moving as if through the terrain of the middle world with no obstruction. Duration - EL+1 Strategic turns Range: - Touch when casting, (EL+1)/2" after Speed - Normal, for Middle World equivalent in distance use MR x (EL+2). Note: Those leaving the radius of the caster while travelling will roll Empathy. If greater than Empathy they are dead, otherwise ranodmly appear somewhere in Middle World. D) Astral Web Strands of Astral energy that binds all enemies of caster within the radius. The target can't move until end of duration. If Caster moves Range x 5 hexes from target the effect is negated. Bounds can only be removed magically. Like Astral Leech, if a target is not affected initally he can't be during the duration. Duration - 3 phases (EL as power) Range - EL+1 (Radius) E) Astral Well Astral well is created and players are sent to Referee selected point in the Upper World. Range - EL+1" Well Diamater - 1"x(EL/3 RU) MDV Limit - (EL+1)x3 F) Opposition Force attacks only supernatural creatures that is diametrically opposed to the being. If success they are destroyed. Can't affect Balance aligned supernatural forces or creatures. Range: EL+1" G) Creation Can create animate life from memory or imagination. It can attack, speak and do other actions. If cast at triple mana cost can be given any power or ability the caster has (x3 per ability or power). If failure occurs a monster from subconscious is created and attacks the Caster using -EL from combat/magic rolls. If Abysmal then -35 to all rolls. It will kill the target per Vengeful Horror application. If it kills the Caster the monster lives on, otherwise he fades in 20-EL phases. HPV: (EL+1)x10 Creature Duration: 2 days (EL as power) Commadn - 20%+(ELx5%) Range: 2" (EL as power) OCV: HPV/4 RU DCV: EL+2 Total Bonuses: EL-2 (Referee assigns) Command - If creature obeys, roll %, if greater creature flees Range: Initially appears EL+1 hexes from caster. Note: Creatures created are not illusions. If failure occurs they are totally immune to Caster commands. 4) Blindness Sidh Magics Target is blinded for duration. Range - Touch only Duration - EL+1 strategic turns 5) Blood Vengeance Elder Only cast on willing targets & dedicates them to killing another person They will seek out the person & have Uncontrollable Battle Fury on sight of target. Attacker will subtract EL from all combat rolls. Range - Touch only Damage - +EL (added to target damage inflicted in normal combat) 6) Chaining Chaos Creates visible magical bonds. Each Chaining spell will have to be broken to be free if cast more than once. If target strength is more than spell strength it will take 3-((creature strength-spell strength)/10, RU) phases to break the spell. Range - EL+1" Duration - Until broken/dispelled Strength - 20+(ELx10) 7) Choking Moisture Chaos Target can't breath and can't do any other actions. Duration - EL+1 phases Damage - 1D6+(ELx2) to Enl per 4 RD 1 HPV taken Range - (EL+1)x2" 8) Clairvoyance Balance Limited form of Divination. Target gets +EL (spell EL) added to all attacker roll's and can't be ambushed. Target gets -(EL/2 RD) to attack rolls. Present can be clouded for non-combat so ELx2 is added to all success rolls for target. Duration - 10 turns + (EL squared) Range - (EL+1)/2" (radius of clairvoyance for target) 9) Communicate Varies Can talk to target in same language. Spell ends of duration or by caster's will (Roll will or less). For random creatures use 2D10+MDV for will. Neither can fight or cast magic. Range - EL" Duration - (EL+1)xMEL turns 10) Compulsion Chaos Target must perform specific task or tasks with specific goal. Ends when either person dies, dispelled or goal reached. It acts like Geas on Target and can't fight caster. Range: ELx2" 11) Concealing Mist Elder Thick mist that only the caster can see through. No one in it or outside can see through it. Mist follows Caster. Can't use any other magic during spell. Those in the mist and in same hex as target will add ELx2 to their attack rolls (must be in same hex). Missile fire adds ELx5 to their rolls and has x4 range values. Any fire spell contacts the spell will consume that portion of the mist. Spell ends if Caster damaged. Caster cna be anywhere in the mist not just the center. Duration - (EL+1)x3 turns Range - EL+1" (Diamater) 12) Cold Elder Intense sphere of cold. Plants x2 the damage and x2 the Freeze chance. Duration is only if frozen, x3 for plant duration. If insect or reptile is frozen they are killed. While frozen the target will take 1 hit point per EL+1 each phase until he is thawed. Frozen Chance - 10+(ELx5)% Duration - (EL+1)x2 phases Damage - 2D6+EL (only on first phase of effect) Range - EL+1" (diameter) 13) Corruption Chaos Any animate or formerly animate object rots. Damage is scored every day. No effect on supernatural forces. Spell is negated if person heals points greater than damage inflicted that day. Damage - EL+1 per day Range - (EL+1)/2" (side of 60 degree cone) 14) Cure Disease Varies Cures effects of Plaque or Disease. Only one person for target. Chance of success is same for Revelation. Range - Touch 15) Damage Reversal Balance Spell reverses damage done by enemies. Must be in range and damaged to work. If not in range automatic failure and the damage listed is added to Caster. Otherwise the damage is removed from Caster and inflicted on the enemy. If in contact with someone caster can use spell on them paying 2x mana cost and +10 to roll. Damage in this way is not affected by armor. Range - (EL+1)x2" Damage - (ELx2)+1 16) Darkness Powers Chaos A) Darkling Light Lightning of Darkness. Unless dispelled target will be killed. If caster is killed spell engated and person is undamaged. Otherwise dispell of EL or higher needed to negate. Creatuers of Light take x2 damage. Range - (EL+1)x3" Damage - EL+1 (each phase until consumed) B) Darkness Only castable where Light exists. It negates any light spell and is negated by light spells. Darkness is total. Only caster, those he touches and creatures with magical darkness sight can see. If damage is done it is consumed in doing so. Damage is only against supernatural Law aligned forces and those with innate light powers. Any force damaged will fight the caster with uncontrollable battle fury and there is no AV protection effect. Range - EL+1" (diamater) Duration - 2 turns (EL as power) Damage - (EL+1)x2 per phase C) The Dark Companion A speechless Dark companion who obeys the Caster. Non-magical light does 1D3 damage per phase. To issue orders Caster must know Dark Chaos tongue or use communicate spell. The Dark companion can: A) hide in any darkness B) In normal combat will score EL8 (as weapon user) DOUBLE damage with a SB+2. C) listed AV doesn't appy against light, magic or silver coated weapons Optional: Caster can use it to seek out a specific enemy. Duratino is unlimited but the mana cost is x10. To maintain Caster pays 1 mana point per EL+1, per day. If target is knocked unconscious or killed the companion takes over the body and the victim is now under the control of teh Caster. After this takes place no maintenance is required. Duration - EL+1 strategic turns Range - 2" (EL as power) OCV - EL+4 HPV - DCVx2 (If 0 then Dispelled) AV - EL+4 MR* - (EL+1)x2" MDV- OCV DCV: EL+2 * If seeking companion is created only. Strategic rate is MRx5 miles. Never will enter any light wilingly. 17) Dark Sight Shamantic See in darkness. Range is the range to see and how far inclusions will need to be from Caster. Inclusions - EL Duration - 2 phases (EL as power) Range - (EL+1)x3" 18) Death Blast Shamantic Corporate or discorporate spirit is destroed for an enemy. With success the person is dead. Victim will add DOUBLE MDV to the caster's roll. MDV limit applies, if MDVx2 is greater than the listed MDV limit the person is only stunned. The stunned person will move at 1/2 speed, fight at 1/2 OCV/DCV (RU) for EL phases. It is cast on specific target only MDV Limit - (EL+1)x5 Range - (EL+1)x2" 19) Death Powers Chaos A) The Fog of Death Noxious cloud that kills anyone, other than Caster, that enters. Add MDVx2 to Caster's roll for success. This roll is taken each phase a person is in the fog. Abysmal failure is only taken on the initial success roll. Spell will move with the Caster who remains in center. If cast any other magic or damaged the caster will have to roll to fall victim to his own spell. Any missile fire in or out of the fog will use the Obscured range values. Range - (EL+1)/2" (Radius) Duration - (EL+1)x2 phases B) The Hand of Death Must touch the target. MDV is used in resistance to the spell. If success the person dies. Caster can touch a person once per phase for the duration. If not affected the first time he will add MDVx3 thereafter. Range - Touch Duration - (ELx1) phases 20) Decay Chaos Affects healing process. Only cast on damaged living creatures. No effect on supernatural forces. Only Negate Curse can end the spell's effects. Without magical heailng the Healing Chance is reduced ELx4 until spell negated. If magical healing is used then the reduction is (Decay EL-Heailng EL)x4. If result is negative, increase the Healing Chance. If HC is 0 or less the person can't heal without magical aid. Duration - EL+1 days squared Damage - EL+1 (Hit points per day) Range - EL+1" 21) Desert Powers Varies A) Desication Affects Energy Loss. Per phase takes the Damage listed. Per 3 Energy Level hits 1 Physical point is scored. IF Energy Level is 0 or less the person is a dried dead husk. Duration - EL+1 phases Damage - 1D10+(ELx2) per phase to Energy level (per 3 then 1 HPV) Range - (EL+1)x2" B) Grasping Sands Sand will grab and encumber a person. A Crush chance is taken when spell is cast again and gets success. Then the person takes the listed damage each phase. Armor helps in the damage. Duration - (EL+1)x2 phases Range - (EL+1)x3" Crush Chance - (EL+1)x10% (MDV and AV added to roll. Damage - EL+1 per phase C) Heat Intense area of furnace like heat. Caster never affected by his own spell. Caster can move anywhere in the radius area. If caster mvoes out of effect area spell is negated. No jinn, Ifret or those with innate fire powers can be affected. Duration - (EL+1)x2 phases Range - EL+1" (radius) Damage - EL+2 per phase [No AV is applied] D) Navigation Caster can navigate in any direction to a specific place in the desert. If no specific place then failure is automatic. Success gives a course in the right direction. Failure gives only a course in the general direction of the destination. Caster is in an trance until goal reached. While in this trance his OCV/DCV, D, A and S reduced 50%, RD. Abysmal failure give a totally wrong direction. Can't cast any other magic or spell is negated. Range - (EL+1)x10 miles (if object further away failutre automatic) E) Whirlwind Twister of air and sand. Caster can move inside it with others he touches if he wishes. Anyone enters the area or is in it but not touched by caster suffers the listed damage and is thronw out. If no damage is suffered from the spell the person may enter the eye of the funnel where the caster is. To do so must roll Dodge Value on 1D10 or less. Duration : 5 turns x ((EL+1)x2) Distance - (EL+1)x4" per phase Damage - 2D6+(ELx3) Funnel - 1"x(EL/3 RU) if 0 radius = 1 (Radius) 22) Destruction Chaos Only affects inanimate objects and then destroys them. Offensively it is cast on one target. It will destroy cubic feet in or around that target. Damage is from falling debris and material (if exists). Defensively it creates a zone of destruction around the caster. Any inanimate material entering it will be destroyed. If item is not magical it has a MDV of 0 but if magical it uses MDVx2 in resisting the spell. Duration - (EL+1)x2 phases* Range - 2" (EL as power) Offensively its 2 cubic feet and defensively its diamater for base factor Damage - 1D6+(ELx2) * Duration is only for Defensive mode. Caster can move and objects are not affected over 10 x (EL+1) pounds. 23) Detection Varies Detect a specific class of thing. Success gets the general direction. Failure detects it but no direction. Abysmal gets nothing. Can study a particular type of object that is in phsyical contact with Caster. If success gets detectino of magic and basic type of magic. Only through touch of the item. Abysmall yields no info. Failure gets detectino of magic but not type of magic (ie alignment). Range - EL+1 inches squared 24) Disease Chaos Gives target a non-contagious disease. Duration is how many days it'll take to kill the victim. On success the damage listed is taken in Energy Level on success. Then roll 2D10-spell EL. The effects: 3 or less Victim in coma till cured or dies. 4-10 Victim passes out, coming in/out, can't move 11-20 St-(St/Duration) RU if 0 passes out Any Stamina or Energy lost will be regained if survive. After duration roll <= to current energy level on D100 or die. May subtract Poison Resistance from roll. Range - Touch Duration - (10-EL) days (if 0 take death roll immediately) Damage - 5% + (EL+2) to energy level 25) Disintegration Chaos Only affects animate objects. Results in total dissolution of the entity becoming a fuming powder. If target is larger than the MDV listed he is not affected. Armor will not affect the spell unless its magical, granting immunity to this spell. Range - Touch MDV Max - (EL+1)x3 26) Disorder Chaos Victim loses control and moves randomly at 1/2 speed (RD). Roll 1D10 every phase for random direction: 1 - North 6 Northwest 2 - Northeast 7-9 No movement allowed 3 - Sotheast 10 Any direction of player's choice 4 - South 5 - Southwest Victim will attack any target within melee range at the end of the movement. Roll modifier is taken by all affected persons in combat Spell ends at end of duration (can't be dispelled/cured) or when victim leaves area of effect. If leave the area he is stunned for 1 phase then enxt phase acts normal. Caster may move out of area and cast other magic. Missile fire into area is not obscured in any way. Victims can't do missile fire. Roll Modifier - EL Duration - (EL+1)x4 phases Range - (EL+1)x2" (diamater) 27) Dispell/Banish Varies Dispell magic or banish supernatural forces. Must learn for ONE alignment when learning. If not the same alignment of the magic or force then their MDV is doubled in resisting. Dispell - Spells end on success. MDV of spell is MEL+EL of it's caster. Banish - Success sends the force back to Upper/Lower World. Failure nothing. Abysmal the force may attack the creature freely with modifiers since the caster can't move. Range - EL+1" MDV Limit - (EL+2)x3 28) Divination Varies General forecast of a person's future. Duration - 2 hours (EL as power) Range - Subject must be known to Caster or 2"xEL range. If 0 then Caster must touch him. 29) Dreams Law Can be used only on sleeping targets to interrogate or attack mind. To interrogate must touch the victim and the mind replays events the person remembers. Parameters for knowledge are same for Akasha. In attack mode a mind creature is sent to attack the mind. Any damage inflicted to or by the creature goes to the victim's Energy Level. If Energy level goes 0 then victim is catatonic and an insane vegetable. Can only be cured by a Sanity spell and can't do anything till then not even move. Damage - EL+1 (energy level) Hit point value - (EL+1)x3 (of mind creature attacking mind) Combat factors - Identical to the victim. 30) Earth Powers Varies A) Avalanche Causes rock slippage. Must be underground in mountains or hills and have stone near caster that is higher elevation than he is. Damage - 1D6+(ELx2) Range - EL+1 Speed - (4+EL)x2 (MR of falling rocks) Note: Avalanche can cause more avalanches at Referee's whim. That is set off within 2d6+EL hexes in either direction. B) Earth Strength Doubles Strength and Stamina of person. To affect others must touch him. It also has same effect of EL/2 RU Regeneration. If contact is lost with earth caster will pass out for a number of hours equal to the amount of S and St increase.. Duration : EL+1 hours C) Earthquake Open or close chasms. Chance of death is A-(ELx2) on D100 if player is in chasm and rolls higher. If not killed roll 1D6 1-3 they are on opposite side of chasm from CAster, while 4-6 they are on same side as caster. Add AB x 5 to roll for death chance in addition to their MDV. Spell may be used at EL-4 as a Destruction spell. Range - (EL+1)x2" Width - EL+1 feet (Open or close movement) Length - EL+1" [of rift] Depth - 2 (EL as power) feet D) Fire Resistance Resistance fo fire. Listed damage is the amount of protection person has against fire. Duration ends or if all points are lost in protection spell ends. Must touch person and have fire in same hex for spell to work. Duration - EL+1 hours Damage - (EL+1)x5 E) Location Find specific item or person in the earth that the Caster has precise knowledge or information about. Success gives the direction, distance to object and Caster can see it. Failure only see the object. Abysmal yields nothing. Range - 2 miles (EL as power) F) Transport Waves in the earth to move. Those caught under or in the waves not included by Caster will suffer the damage. Damage: 1D6+(ELx2) and be knocked down. Wave will continue in the direction until duration ends or dispelled. Caster remains in midpoint of wave and can't move or suffer damage as well. Damage - 1D6+(ELx2) Duration - (EL+2 tactical turns) squared Range - (EL+1)/2" (length of wave) Speed - (EL+2)x2 31) Elemental Powers Elder Must be in area where elemennt is dominant and within 1 hex of it in its free state. Success forms pact with element and Caster gains knowledge at the EL of this spell as follows: Type Knowledged gained Air Storm Powers, Flight Fire Fire Powers, Fire Resistance Earth Earth Powers Water Water Powers, Water from Stone and Sweeten Water When summoning an elemental from the one the elemental alliance made, the caster will double Summoning EL. Summoned creature will add MDV to caster's roll. Any magic-user not forming an alliance (this spell) first will have MDVx2 added to casters roll and failure is abysmal. Range: (EL+1)x2" (range of Caster to elemental possible, it must be in the element for elemental to appear.) Duration: 2 turns (EL as power) if longer alliance broken and elemental will attack the summoner unless dispelled. 32) Elf-Shot Sidh Magic Must have Bow and Arrow both dedicated. It costs 10 to dedicate the Bow and 5 for each arrow. Once dedicated if not used the mana is lost if not for this spell. If any hit (Using -EL) on Combat Table then victim's HPV goes to 0 and they are paralyzed. Duration is the days of paralysis before they can move. There is a Hit point limit to this sepll. Once dedicated and used a arrow doesn't need to be rededicated. If too large to be affected he will suffer (ELx2)+Normal damage. The dedicated Arrow is treated as Elven arrow for normal damage purposes. Duration - (EL+1)x3 days. Range - Range of bow used times 2 Hit point limit - 10+(EL+1) Note: Success rolls taken for dedication of bow/each arrow not each shot. 33) Exorcism Shamanic Banishment spell that affects Ghosts and Edimmu. Attributes are like that of Dispell/Banish. Can banish posession of demons. Note: Dispell/Banish has no effect on Ghosts/Edimmu. 34) Fascination Varies Specific target becomes enthralled by Caster until released, cured or person resists the spell. Only negate Curse and Dispell/banish affect this spell. Caster may release at any time but pays 1 Mana point per EL+1 per day. To resist the person rolls D100 and uses MDV-EL of spell. If it is 0 or less he is helpless to resist. Chance is MDV-EL on d100. If resist then person has 2D10-EL turns before Caster realizes control is lost. Range - (EL+1)x2" (Spell to be maintained must be in range) Max Duration - 2x(EL+5) weeks* * If beyond this duration the soul is destroyed if not breoken by then and the victim is a total thrall. If this is the case and spell is broken the victim dies. 35) Fatal Spear Elder Same parameters as Elf-Shot. If hit is cored victim is killed. Same mana cost for spear as is listed for Bow in Elf-Shot. 36) Fate Balance Caster puts a Bane on the victim. Effect occurs 24 hours after the spell is cast. The caster will specify a creature and situation in which the victim will die. ALL damage scored by it will do one level lower on the Combat table (ie Hits are severe, deadly are automatic deaths). Victim fights creature but it has a NAV+2. If the creature is killed the spell is broken. IF spell broken or fails abysmally the creature rebounds and the Bane becomes the Caster's problem. No range or limit applies however caster must have a object the victim used in the last week. OCV (EL+1)x3 (Max OCV of bane caster can select). 37) Fire Powers Law A) Combustion Ignite inanimate combustible matter. First must start in same hex as Caster. Caster controls the direction the fire spreads as long as he remains motionless. If he moves the spread stops unless referee determines it spreads naturally. Victim can add Dodge Roll to Caster's roll to be affected. Distance - EL+1 (other hexes that can be affected) Speed - (EL+1)/2" (PMR of fire spread) Damage - (EL+1)x2 (Not to caster) Duration - (EL+1)x2 turns minimum fire continues to burn after caster moves or reaches max distance. B) Fire Ball Expanding sphere of flame. Range - (EL+1)x2" Speed - EL+1" Damage - 1D10+(EL)D10 Duration - 2 phases C) Fire Darts Intense tongue of flame at specific target. Range - EL+1" Damage - 1D6+(EL)D6 D) Fire Detection Finds closest fire or flame in range. If no object then it will detect for those who have Fire Mana (ie innate or learned ability to use fire). If still none then it will detect fire at 0" (ie the caster). On success direction and distance of the closest body in his range is given. Range - EL+1 miles squared E) Fire Showers Shower of fire centered on area specified by caster within his range. All in shower can be affected including Caster. Caster can maintain for the listed duration as long as he does not cast other magic, move or defend himself in normal combat if these things are done the spell ends immediately. Range - (EL+1)/2", EL+1" (1st is area effect, 2nd -max distance away the caster can put the center) Damage - 1D10+EL (each phase) Duration - EL+1 turns 38) Flaming Death Elder Specific animate target burns until duration or dispelled. Range - EL+1" Duration - EL+1 phases Damage - 2D6+(ELx3), EL+1 (1st-initial phase 2nd-after first phase) Optional; If water is present can douse water at 40% each turn, minus Victim's MDV and adding spell ELx2 to the roll. During the phase of dousing the victim is engaged and can do no other action. 39) Forgetfulness Elder Memory for listed duration, except learned physical skills, is forgotten. If cast at 3x Mana cost person can implant memories at 1 day per tactical turn implanting them. Once caster begins this though he must finish the implanting or his mind will go blank for listed duration. Duration - EL+1 days, squared Time to regain memory - (EL+1 weeks) if implant than x4 the time for memories to slowly begin returning. Range - EL 40) Foyson Theft Sidh Magic Food doesn't change appearance but Caster can obtain nutritional value in the form of flour like substance from food. Only affect raw or prepared foods and won't affect animate or magical creatures. Range - EL/2" Food points - 2 (EL as power) Weight - 1/4th (flour) lb per 16 lbs of FP converted. 41) Hatred Varies Caster must know the person. Makes one person obsessed with burning hatred of another person. Spell lasts until dispelled or person is killed. Target must be known to caster. Range - (EL+1)x2" 42) Healing Varies Heals damage. Range - Touch Damage healed - 1D6+StB+EL HC increase - (EL+1)x5% Stamina Bonus Increase - EL/3 RD [For Next day's healing] 43) Healing Light Law Caster heals 2d10+(ELx2) alloted points to people in affected area. Caster can't be healed this way. Caster and those healed can't move. Caster can't use any other magic. It takes 1 turn for the healing process. Range - (EL+1)/2' [diameter] 44) Hell Powers Chaos A) Fire Darts As for fire powers. If cast at 3x the mana cost can send a wave of darts to affect multiple targets in the area. If this is the case then +5 to success roll for each target. B) Fire Resistance As for Earth Powers, Fire Resistance C) Pain Searing spasms of searing pain. If cast at 3x mana then can create sphere of pain to affect beings in area, except caster (the range is the diameter instead of range to target). Range - EL+1" Duration - EL+1 turns Roll Modifier - ELx2 Speed Reducton - (EL+1()x5% (RD) Note: If cast multiple times has an additive effect on target D) Summon Demons Same rules as for Summoning but all Demons summoned at 50% cost, rounded up. 45) Illusion Powers Varies A) Active Illusion Illusion that can move and attack caster's enemies. It can inflict damage and kill if believed. If spell succeeds then a Will roll is made to believe (for ceatures MDV x4) adding ELx5 to the roll. If result is greater than Will then it is believed. Important: If in combat and the illusion is defeated (killed) it will be immediately disbelieved. Range - (EL+1)x2" Duration - (EL+1)x3 turns Max HPV - (EL+1)x5 (per 10 RD +1 Mana cost) MDV - (EL+1)x2 (MDV of illusion and creature simulated) OCV - (EL+1)x2 (per 3 RD +1 Mana Cost) DCV - EL Important: If simulated creature is able to cast magic the illusion can also simulate this. The cost is the same as the mana cost of the spell and can affect the believer as if real magic. B) Glamours Can change the appearance of inanimate objects. The weight limit is used as a max weight of the object. Per 10% increase over this factor RU add 5 to the caster's roll. Does not change physical reality just the appearance. Range - (EL+1)x2" Duration - 2 hours (EL as power) Weight Limit - 2 pounds (EL as power) C) Major Illusion Changes appearance of everything in the affected area as for Active illusion and Glamours. Range - EL+1 (radius of effect) Duration - (EL+1)x2 minutes Important: Caster can move but can't cast other magic. D) Personal Illusion Changes appearance of specific being. If Caster himself then subtract MDV in addition to the EL modifier roll. To disbelieve anyone with Will (MDV for creatures) higher than ELx2 will automatically disbelieve. Range - Touch and target is motionless if move fails Duratino - 2 hours (EL as power) 46) Insanity Chaos Can create insanity based on EL. Can be at the EL or any EL below it. EL Type 1-3 Neurosis 4-6 Paranoia 7+8 Schizophrenia 9+ Cataonia Neurosis allows caster to force a trait on a victim. Paranoia is when the world is out to destroy the victim. He may attack creatuers but the paranoid is clever and those who roll Empathy or less will see he is insane. Schizophrenia gives the victim 1D3 personalities beyond his own using the determiantion table below: Roll Trait Roll Trait 1 Generous 6 Sadistic 2 Vicious 7 Masochistic 3 Quiet 8 Flighty 4 Self Effacing 9 Braggart 5 Cowardly 10 Overbearing GM will determine daily which personality is dominant that day. The trait is extremes in the behavior. Catatonic victims incapable of voluntary movement thus will die if not cared for. Lasts until cured by Sanity spell, caster is killed or victim dies. Only castable on intelligent enemies. Non-humans may add MDVx2 to success roll. Range - EL+1" MDV Limit - (EL+1)x3 47) Invisibility Varies Caster and any person he has body contact with is invisible. Doesn't affect surface where caster walks. If duration ends or contact lost become visible. All persons in contact with caster or item held by him can see him whether contact maintained or not. Per person in contact -1 to duration for caster. Duration - (EL+1)x5 turns 48) Invulnerability Chaos Enhances physical damage resistance. Damage listed is the number of hits scored to inflict actual damage. Touch is required to affect targets for spell who must be undamaged. If not then spell is automatic abysmall failure. If cast on Caster than duration and damage is reduced 50%, RD. Daamage by ono-magical weapons will affect the resistance. Spell ends at duration end or when all resistance is gone. Duration - (EL+1)x10 phases Daamge - (EL+1)x5 49) Knowledge Varies Gain general info about specific thing from supernatural forces. It can be used for Expertise in spell, educational skill or other area. Can't be used to learn combat skills due to physical activity they require. Cost is normal to learn magic from same alignment as caster or skill. But modified for other alignments by Orientations. Sidh magicians can only learn from Sidh or Elder magics. If this spell is used more often than Frequency listed failure is abysmal. Expertise Gained: 1D6+EL (total never exceeds cost to learn a skill or spell or increase it to next EL). Frequency: 15-EL days Note: Can only cast in area that has been purified for magic of same alignement as caster otherwise failure is abysmal. 50) Leeching Chaos Leech energy from intelligent, animate life. Effect of success increases Casting ability of Caster and kills victim. Caster must touch the victim for full turn and victim must be alive at end of turn. Increase Gained 3+(EL squared) mana points) Note: Casting ability can't be increased beyond current ability. Can't leech more than a victim's Energy Level. 51) Liberate Spirit Law Caster's spirit leaves the body and can move through Middle World areas at listed speed (PMR). Can't be affected by normal combat but only through magical or supernatural basis. Duration is number of turns spirit can be out of body, if it doesn't return to the body by end of duration the body dies. If the spirit does return it enters the body and can end the spell then. Duration - (EL+1)x5 turns Speed - EL+Mana Level (PMR) 52) Lichcraft Chaos Caster must be trained in Necromantic Powers. Success makes the Caster a Lich failure kills him. As a Lich get the following abilities: A) Cast Necromantic Powers +2 Current/Maximum Levels B) Invulnerability - Caster must disembowel himself. Immune to all normal attacks aside from special dedicated magical items. Important: Viscera of the Lich is held in a special container. If its destroyed the Lich can be killed in normal combat. C) Immortality - Immune to Death. If magic kills lich and viscera remains unharmed he will reform in 1D6 days. D) Self-Sustaining- Must cast 2 mana points daily (success automatic) to sustain himself. E) To kill a Lich 100% of the hit points needed to kill him must be inflicted on him in 1 phase by a power that can harm him. Otherwise the container sustaining his viscera can be destroyed. Can only be cast once. If not chaos oriented failure is automatic. Can only cast Chaos magic and General skills of magic for caster once becomes a Lich. Listed range is how far a Lich can be away from his apparatus sustaining himself. he will know the location and of any contact made to the container at all times. Range - (EL+1)x10 Miles* * Lich may improve the apparatus EL each day without mana. It will take 1 day per EL. Note: If Lich is reborn he must rededicate himself as a Lich and is reborn into a human as old as the Lich was when he first succeeded with the rite. Until the redediction he will lost 1 Energy point per day. These points are lost until rededication is completed. 53) Light Powers Law A) Light Magical light that can only be created in darkness. The listed damage is only for those afflicted by Light. Range - EL+1" (radius) Duration - 4+(EL+2) phases Damage - EL+1 per phase B) Killing Light Cast at specific target. If spell succeeds and a Hit of any kind is scored on 2nd roll on combat table then target is killed. Using EL as the OCV. In any other result the damage is scored using a BL of MEL+EL on combat table. Range - (EL+1)x2" Damage - 3D6+EL Exception: If target afflicted by light the second roll is taken and any hit will kill. If not then damage is increased by (EL+1)x2 to the listed damage. C) Radiant Light Blinding flash of light that stuns for listed duration. If creature afflicted by light then stunned for 2x duration and takes the listed damage. While Stunned OCV/DCV are reduced 50% (RD) for duration and +EL to all combat rolls. Duration - EL+1 phases of stun Range - (EL+1)/2" (radius) Damage - (EL+1)x3 hits 54) Lower World Travel Shamanic Shaman can send his spirit to the Lower World while body stays in Middle World. Same effects as Liberate Spirit but can alter the environment (ie use magic the shaman has) through his spirit. Automatically oriented so the shaman doesn't need to cast Orient Self or use drum. The spirit is physical in the lower world and can be damaged as normal. The damage suffered is taken immediately on his body in the middle world. 55) Luck Sidh Magics Can affect luck of a person good or bad. The modifier is +/- to ANY rolls taken by the person while duration lasts. Duration - (EL+1)x5 phases Range - EL+1" Modifier - EL+1 56) Masquerade Elder Spell makes caster look like a trusted friend or relative to those who see him. Spell lasts until duration ends or Caster attacks the fooled person. If cast on another person other than Caster than x2 normal mana to cast. It is only good against sight of intelligent humanoid creatures. Duration - (EL+1)x20 turns Range - Touch 57) Might Law Strength increased for duration. Amount of increase divided by 5 (RU) acts as damage resistance like Invulernability. Never cast on Caster but must touch others. Duration - 2 turns (EL as power) Increase - (EL+1)x5 Optional: If Referee wishes it can have a draining effect on the character. Per point of increase 1 Energy Level point is subtracted. If the result is 0 or less the person goes into a Coma and a Cure Disease si required to regenerate the Energy Level to normal after duration ends. 58) Music Law Has soothing effect on dumb creatures. The caster can move and cast other magic but if the creature is attacked the spell is negated yet the creature is taken unaware. Intelligent creatures will be stunned for 1 phase as they figure out where the music is coming from. Thsoe affected will not move more than 1 hex or 1/4th normal movement (RD), whichever is less. Intelligent creatures are those with a Intellect of 5 or more. Duration - (EL+1)x2 turns Range - EL+1" (radius) 62) Open Prison Law All locks within range are unlocked. Magical locks may use their MDV to resist the effect. Doors thare are unlocked but barred have no affect. Range - (EL+1)/2" (60 degree cone) Dissolution - Shaman should benefit since both in contac tiwh tearth ? Origin powers C) Repulsion Creatures that are given a specific description are stunned for number of phases. They must flee away from the shamana during this time. Caster must remain in area where the spell was cast. Creatures with the specific description given must roll each phase they are in the effect area to be affected. If affected twice they are killed. Three phases are required to cast spell with Orient Self cast on 3rd phase. Can't repel anything caster hasn't seen. Range is Radius?? 59) Necromantic Powers Chaos Only chaos oriented wizards can learn these powers. Others can learn Dark Knowledge but not the other spells if not chaos. A) Animation Can make the dead move. The MDV is 1/2 of the living creature. On being animated the corpse will be unmoving for 1D6 phases. During this time he should be controlled or the dead will attack any living being, including the Caster. Range - Touch (must touch the dead) Duration - d days (EL as power) B) Communicate with the Dead Same as basic communicate spell and is used to give the dead commmands that are under necromancer's powers. C) Control the Dead Allows caster to control the dead which has been animated. Can see through the eyes of the dead and caster does not have to see the dead to control them. Control lasts until dispelled or the dead is not animated anymore. Range - 2" (EL as power - Diamater) Note: Per dead controlled must pay 1 Mana point per day to maintain control or the dead will attack living beings or caster. D) Corruption As for Corruption spell. E) Dark Knowledge Can question the spirits of the dead within Caster's range. Can ask EL+1 questions with answers that are the literal truth but may be misleading or specious. Spirit can only answer things it may have known and if asked such a question it doesn't know it will disapper and spell is broken. Any person, other than Caster, not protected will be attacked if within sight of the spirit as per an Edimmu attack. The cost to protect each person is an additional 2 mana points. Range - EL/2" F) Decay As for the Decay spell. G) The Black Curse Only cast on bound, animate beings who are within 2" of caster and the caster must have some portion of the target anatomy. Also must be cast on a purified (for necromancy) altar. If the above is not met the spell fails. If spell succeeds then the person is the total slave of the caster who can't rebel. The person dies and becomes controlled and animated at no cost. The spirit is cast into the hells. Only a Negate Curse of the zombie or the casting dying will end the effect. Zombie has followign effects: A) I, W, E, EM reduced to 0 B) A+D reduced 80% RD C) S+St doubled D) Zombine damage is pernament & no healing until caster heals him. E) OCV = HPV/5 + SB + StB F) DCV equals 2+AB+DB. The minimum DCV for any Zombie equals zero. MR is helped in calculating the DCV. G) MR equals 8, C and EnL both equal zero. H) The Zombie will only heal if the Caster heals him magically. In any other case, damage is permanent. Remember that the Zombie's MR is calculated in when determining its DCV. H) The Seeking Death Enemy spirit will attack a target. Only caster and enemy target will see the white form that is created. Caster must have a part of the anatomy of the target. Once the white form appears near the target it will grow and darken while becoming solid. Creature attributes are: A) Identitcal to enemy except no expertise adn HPV is his HPV/2 RU. B) Hand of Death at EL of Seeking Death EL, MEL is caster's MEL divided by 2 (RD) C) MDV same as Caster's MDV D) PMR 8 Creature can only be seen at night. Range is unlimited and lasts until creature killed, target killed or spell is dispelled. It has the twisted appearance of the victim. It will always be within 1D10-1" of the target. Time to Matrutiy - 30 days - (ELx2) Note: Caster will have to administer to this spell nightly for it to mature. If caster does other magic during this time the seeker will attack the caster on maturity. 60) Negate Curse Law Acts like Dispell/Banish for those spells that require it. Range - Touch 61) Oblivion Balance Target sent to oblivion where he ceases to exist. Caster can recall target at any time at 2x cost to send him. Target suffers no effects of time and will return to the point he was sent from originally as he was. A hit point limit applies if larger then the excess is adding to MDV in resistance of the spell. If abysmall occurs the caster is sent into oblivion until duration ends. Range - (EL+1)x2" Duration - 2 months (EL as power) Hit point limit - (EL+1)x5 62) Open Prison Law All locks within range are unlocked. Magical locks may use their MDV to resist the effect. Doors thare are unlocked but barred have no affect. Range - (EL+1)/2" (60 degree cone) 63) Orient Self Shamanic Shaman must cast this before can cast any other shamanic spell. Can use -MELx2 for success roll in addition to normal modifiers. Puts shaman into a trance for the duration. The drum is required for casting this spell. Duration - (MEL+EL)x2 phases 64) Origin Powers Shamanic A) Dissolution Caster must know specific description of a person or creature AND have material derived from its anatomy. If both are correct and spell succeeds then target is dissolved into the earth. Victim must be in contact with the earth or abysmal failure occurs automatically. Spell must be prepared for 2 weeks of consecutive days and spell cast on 14th day. Range - Unlimited. B) Inanimate Creation Must take 2 weeks as for Dissolution. Caster must have the precise definition of all attributes of the object created. If the spell works the object comes to life near him. It must be cast at night or failure occurs. To work the object must: A) Be something the shaman has made a detailed inspection of OR B) Be something the shaman has the skill to make in a normal way Object will fade away in EL+1 days if the Pernamence Chance for pernamence is not rolled. Per trait added to object +10 to the Pernamence roll. Permanence Factor - 30+((EL+1) x5) C) Repulsion Creatures that are given a specific description are stunned for number of phases. They must flee away from the shamana during this time. Caster must remain in area where the spell was cast. Creatures with the specific description given must roll each phase they are in the effect area to be affected. If affected twice they are killed. Three phases are required to cast spell with Orient Self cast on 3rd phase. Can't repel anything caster hasn't seen. Range - (EL+1)/2" Duration - (EL+1)x2 turns Turns stunned - EL+1 65) Painlessness Law Person is immune to movement effects from damage. For magic users damage does not disrupt concentration. Can be used to cure a Pain spell. The EL must be greater than or equal to the Pain spell to be negated. Range - EL+1" Duration - (EL+1)x2 phases* *If spell ends before Pain is negated the Pain spell begins anew. 66) Paralysis Varies Victim can't move due to frozen muscles. Range - (EL+1)x2" Duration - (EL+1)x2 phases Max Strength - (EL+1)x10* * If stronger +EL to all combat rolls and MR reduced by 50% RD for target, can move with struggle. Multiple spells not additive. 67) Peace Elder Area of peace created where all, including Caster, can't fight or do hostile activities. Combat in the area will engate the spell for those involved. Caster can move and do other magic. Magic and missile fire into is considered combat. Any person entering area can be affected. Range - EL+1" (radius) Duration - (EL+1)x2 turns 68) Perception Shamanic Shaman can learn specific benefits and purpose of a specific item or thing held by Shaman. Can learn the basic attributes, alignment, and how to use the item's powers. Will only have this knowledge during the Orient Self trance. At all other times shaman will know its value but not its exact value. Range - Touch 69) Pernament Magics Varies A) Curse or Ban Cast on specific person or creature. Must have a portion of antomy or something that has touched target in last 48 hours to cast. Curse is used to punish a previous act or force a future act. A ban is used to prevent a specific action, to stop target from going to a specific place or meeting specific persons or persons. Curse or Ban is up to the imagination of the Caster and up to the limits of Referee. Upon success a Curse is active. For a ban to work the condition must be broken. Only a negate curse or a Sanity (if affects mind) spell will end spell. Note: Curses must have a possible non-magical solution for the person to redeem himself. B) Enhancement Enhances the dead or inanimate material like natural magical items. Failure destroys 1/2 the material and does not bring out the enhanced properties. Abysmal destroys all the material. Destruction means the material can't be enhanced only. Each type depends as follows: A) Plant derived, liquid (EL+1)x2 doses B) Gem, Metal, Manufactured item - 1 item C) Other materials - EL+1 doses (if consumed in use) 1 item (if not consumed). A negate curse or Dispell/Banish can destroy the enhancement. C) Enchantment Caster must create the object from virgin material. Can only enchant one attribute per spell. Success will enchant the attribute, failure will not. Abysmal will not enchant and will not let other attributes be enchantable. Failure makes it imposible to enchant it in that way. Attributes are as follows: Weapons A) Hit Chance EL+1 B) Fatigue Value - 1+(ELx2) C) Strength EL/2 RU (to WSB) Armor A) Armor Value: (EL+2)/2 RU (to AV) B) Weight (EL+1)x5% (+/-% to weight) Shields A) Armor Value: EL+1 (to AV) Other A) Attribute Increase (EL+1)x20% Armor Value can't be triple the original AV in enchantments. Shield Armor Value can't be doubled original AV when enchanted. D) Enchanted Dedicated Can be dedicated for a specific creature or alignment. It will cost 2x normal cost for the sword enchantment. For the creature or dedicated purpose the enchanted values are doubled. For all other forces they are reduced 50%, RU. E) Ensorcelled Items Must create object from virigin material. Allows an item to use a certain magical power. Caster must be able to cast said power to enchant it on the item. Item can cast the spell, defend against it, grant immunity against it or attack anyone that touches it with the power. MEL of spell is Caster's MEL. EL is the EL spell of the caster places on it (<= to EL for caster). The item can't vary the EL and casts at the listed EL. It can cast the power (EL+1)/3 RU times a day. No limit if used as defense or immunity. In defensive mode the item's MDV is added to caster's MDV. If 3x fost tehn can defend against a particular alignment. If 5z the cost can defend against all magic. If used in immunity the Attacker EL - Immunity EL= Effective EL of the item. If used when touched the power affects those who touch it. Per +1 mana the caster can exclude person from thsi effect. Special Ensorcelled items A) Mana Storage: Store (EL+1)x10 mana Recharge EL+1 per day B) Intellect: Cost - 3x Sword cost 10x other items. Intellect gained is (EL+1)D10. C) Communication: Can communicate with magic user. Has a Eloquence and Empathy of (EL+1)D6. D) Emotional Constraints: Given some personality trait. Items of C and D must have an intellect. F) Ward Pact Pernament enchantments on places or things. Is eternal regardless of fate of caster. Only negated by Dispell/Banish with an EL >= to the EL of the ward. Wards can grant immunity to a guardian that may be summoned. A) Cast the Pact B) Cast the spell, for personaified Guardian Summoning is cast. C) Pay 2x(EL+1) Mana points to place the ward into effect. Note: EL of a ward can't be higher than EL for pernament magic cast. The creator will never trigger a ward. Family spells are not ut into wards but the individual spells of the family are. 70) Petrify Chaos Matter turned to stone. Only a negate curse ends it before duration ends. Can sue dispell/banish at 3x cost to end but if the spell fails the caster is turned to stone. If abysmal failure then turned to stone pernamently. Range - Touch Duration - 2 days (EL as power) Hit point limit - (EL+1)x5 (as for paralysis) 71) Plaque Chaos Given a virulent, contagious disease. Anyone in contact with the victim will roll Infection Chance to be affected. Damage is Energy level per day. Other effects: Roll Effect 1 Victim in Coma 2+3 Accerlating Pain, Each Energy point lost added to Combat rolls 4-7 Wasting Plaque, S, St, and C reduced while has disease. Total is energy level loss, player divides up points to stat 8+9 Balance affected, D and A as above (4-7) 10 Emotional Effect. progressive insanity until death with Referee determing type and effect. Healing has no effect only Cure Disease will end spell. Range - EL+1" Duration - (EL+1)x3 days Damage - (EL+1)d6 (EnL) Infection Chance - (EL+1)x15% (Con added to roll) 71) Planar Travel Varies Can travel in Upper world and other planes of reality. Caster can travel or stay with those he includes. If he stays in the normal world then cost is 2x mana cost for spell. Listed duration is how long they can travel before rebounding back to their world. There is a chance the travellers will end up in a plane other than that intended. If caster is not with them the chance is doubled. If they arrive in wrong place they stay there (no duratino) until recalled and found. To ercall it costs 2x cost to send him. A planar Map is helpful in knowing the details of a particular plane. Duration - 2 days (EL as power)* Max inclusions - EL * Time is in the plane's time. Not middle world time. 72) Preservation Law Preserves food and prevents infection on characters for duration. Any food protected is immune to Foyson Theft and if attempted Abysmal failure is automatic. Range - Touch only Duration - 2 days (EL as power) 73) Preserve the Dead Balance Prevents decay and rot of body. Only good on complete bodies and the dead. Range - Touch Duration - 2 weeks (EL as power) Note: Body in this way can be resurrected before duration ends. 74) Protection Varies Must learn for each alignment. If used for another alignment it is 3x MDV in resisting the spell. Used to protect against creatures, supernatural forces or spells. If success the modifier is added to enemy combat and magic success rolls. Spell will NOT protect against any person or creature that has the same alignment or orientation as the spell is intended to possoe. In this case, the spell will affect this person and any enemies. Duration - (EL+1)x2 turns Range - EL/2" (radius) Roll Modifier - EL+2 75) Punishment Sidh Magic Only affects those who violate the mores of the Sidh and the interests of the caster in doing so. Spell creates a wasting disease on target that only a negate curse (not a cure disease) will give relief to the spell (it will only reduce the duration by 50%). Only the actions of the target can end the effects before death occurs. Caster must define the actions for the target to perform to end the spell. If victim survives the disease ends. Range - Unlimited (as long as criminal is known to caster or something is retained from his crime). Duration : EL+1 weeks Damage - EL+1 daily to energy level 76) Purification Varies Prepare an area for spells. At 10x cost it can handle an entire alignment's spells. Modifier is subtracted from magic sucess rolls. Roll Modifier - (EL+2)x2 77) Quarrels Varies Casuses people to fight their allies and friends. Caster can exempt some people and must exempt himself if he doesn't want the same effects of spell. Duration - EL+1 turns Range - (EL+1)x2" (diameter) Exclusions - EL+1 MDV Limit - (EL+2)x3 78) Regeneration Law Heals the listed damage each turn but per hit point healed -1 to Energy Level temporarily. Can rebuild the Energy Level by paying 1 Mana point per energy point lose. But only up to energy level 1 if negative and not beyond. Only enough to sustain life. Range - Touch Duration - (EL+1)x2 turns Damage - EL+1 per turn Note: Can negate the remaining portion of spell at the cost of the cost of EL mana points. Important - Energy loss will occur until duration ends even if totally healed by the spell. 79) Restoration Shamanic Restore a tonah tie for a shaman, create a new tie or return a spirit to its body. Success results in thsoe actions. To return a spirit shaman must release the spirit and return it to its body. Failure in any step is failure for the processs. To restore a tie the shaman must perform a proven action to placate the wrath of the Tonah. If this action is not done failure results. The tie can't be gained back if failure with that species. In future encounters the tonah will be hostile to the caster. To create a new tonah must cast Lower World travel and the first creature encountered becomes the tonah (random or referee choice). To create a new tie you pay 2x the mana cost. A shaman can't have more than (MEL+1)/5 RU tonah ties. 80) Resurrection Varies Returns the dead to life. Any damage is healed and the person lives. Failure means the body remains dead forever. The reduction factor is a temporary factor reduction fo each attribute, for constitution however it is pernament. Range - Touch Max Time to recall - 2 days (EL as power) Reduction Factor - 100%-((EL+1)x10) RU to all stats Note: Those bodies that have any necromantic powers cast on them or that die from Energy loss can't be ressurrected. 81) Revelation Law Negates effect of any illusion, invisibility or shape changign spell. If the EL is less than EL of spell negation is automatic. Otherwise a success roll is made. Range - EL" (60 degree cone) 82) Revivification Law Revives any unconscious person. If damage was the cause of being unconscious then the Damage listed is healed. If the HPV is not raised to 1 the spell fails and none are healed. If used against non-humans +10 to success roll. Does not work for those unconscious from disease or plaque (only cure disease affects them). Range - Touch Damage - (EL+1)x2 83) Sea Powers Varies A) Calm Sea Ends effects of storm, with ship becoming island of calm in the storm around it. Does not affect magically created storms. Range - (EL+1)x2" B) Friendly Current Propels a ship faster or slower. Can be used for ship caster is on or to oppose a enemey ship. It is added or subtracted from the ship's speed depending on how it is used. If negative then the ship is pushed back. Caster can't use any other magic during this spell. For Mana Regeneration purposes the caster is considered to be using magic the entire duration. Range* - (EL+1)x10" Duration : EL+1 strategic turns Speed - (EL+1)x3" * Used against enemy ships on how far current remains in effect. For speed it is miles per strategic turn or hexes (") per tactical turn. C) Navigation Sea is commanded to take the ship to a specific place. Caster remains in a deep trance during spell. Twice the listed speed for Friendly Current. Spell ends if dispelled or ship arrives at destination or he is awaken. Destination must be within 100x(EL+1) miles that is in contact with the sea. D) Water Breathing Can breath sea water (losing ability to breathe air) for duration of spell. No effect on those naturally able to breathe sea water. Any person in contact with the affected person has the same water breathing ability. If contact is lost they will lose the effect immediately. Range - EL/2" Duration - 2 turns (EL as power) Note: Caster can only cast sea powers if in or on the sea. Failure occurs otherwise. 84) Sanity Law Spell negates Insanity, Disorder, Compulsion, Terror, Hatred and any other spell that functions to affect the mind of victim. Effect depends on the EL cast (See Revelation). Range - Touch only 85) Shape Changing Varies Can change into a specific form from caster's natural form. Each form is distinct and will require a spell for new forms to change into. Spell does not affect HPV, OCV, and OCV of caster. To work the caster must have a part of creature's anatomy. Only affects the Caster (see Transmutation). Caster remains in form until duration ends. May cast +1 Mana point to increase duration by 100%. Max number of increases is EL times. Close examination of the form changed into will reveal the change. The eyes do not change for this spell so remain the same eyes of Caster. Character can roll Empathy to detect the change. Duration - (EL+1)x20 turns 86) Silence Chaos Sphere where no sound exists. Thsoe affected or that enter the sphere will suffer irreversible Catatonia. Optional: At the Referee's wish Revivfication can end the spell of the Catatonia but the EL must be greater than the EL of the silence spell. If not abysmal failure is automatic. This spell has no effect on supernatural forces of Chaos. Range - EL+1" (radius) Duration - 2 phases (EL as power) 87) Silent Terror Chaos Spell shows victim the Abyss and its unnatural essence. It destroys their ability to functin as individuals. Incapable of speech and will flee at contact of any life form. Unless restrained and cared for they will die within 48 hours. They are incapable of any action on their own volition. Only cure is Forgetfullness (not sanity). Must be made to forget what they have seen. Range - EL+1" MDV Limit - (EL+1)x4 88) Slay the Tame Sidh Magic Only affects domnsticated creatures (others have tonah or guardian protection). If spell succeeds target are killed. If cast on wild creature they will add MDV+15 to the caster's roll. Range - EL+1" Hit point limit - (EL+1)x7 (if larger no affect) 89) Sleep Powers Varies A) Perpetual Trance Victim falls into deep slumber and can only be awaken magically. Must have portion of victim's anatomy. Victim in trance does not age and only dies if killed. After duration the person can be awakened by touch or any loud noise within 1" of victim. Sleepers are surrounded by a pale radiance. Anyone that touchs it can be affected by the spell. If they are they are affected as for Sleep Touch. If not and the victim is moved they will awake & spell ends. Range - 1/2" (EL as power) Duration - EL+1 years B) Sleep Mist Fine mist in a area effect spell. Any victim that suffers damage will automtically awaken. Range - EL+1" (radius) Duration - (EL+1)x5 turns (for effect of sleep) MDV Limit - (EL+1)x2 (if higher no affect) C) Sleep Touch Person touched goes into deep sleep trance. Only ends at end of duration, appropriate spell or physical injury. Range - Touch 90) Slime Chaos Pool of semi-animate acidic slime from the earth. It will damage metal objects and animate material. If item is magical 1 hit dissolves it totally. If metal object then 1 hit scored will damage (reduce) FV or AV by 1. If 0 then the item is completely dissolved. Slime will grasp an enemy. The strength listed is required to move 1". Per 60, RU, increase over this value the creature can move an additional inch. If triple the strength the creature can move as normal. The persistence is after leaving the pool the amount of time the slime will still affect the object unless immersed in water. Caster selects center point for spell and if caster is in effect range can be affected by the slime as well. Slime is semi-animate and will creep up EL+1 inches per phase of the person until it totally consumes the object (even going into every crack and hole it can find). Slime not immune to Astral Fire. Can affect creatures with Earth Powers. Duration - 2 hours (EL as power) MDV limit - (EL+1)x2 (as for sleep mist) Casting Range - EL+1" Effect Area - (EL+1)/2" Damage - 2D6+EL per phase Strength - (EL+1)x5 Depth - (EL+1)x6 inches (actual inch not tactical inch) Persistence - EL+1 per phase Note: MDV limit only applies to inanimate objects. Animate creatures will suffer damage regardless if in area. 91) Smokeless Flame Elder Flame of incredible intensity. Success damages target, Abysmal will affect Caster. No effect on creatures with innate fire powers, Fire Elementals, Jinn and Ifret. Uses same restrictions of Fire Darts spell. No smoke is given off by fire or damage from the fire. Range - EL+1" Damage - 3D10+(ELx4) 92) Soul Sight Shamanic Success yields the following: A) Orientation of target B) If target is magic-user C) Basic emotion of target D) IF person telling the truth E) If person has innate magical powers or talents & if so what they are F) If person is possessed or plaqued by supernatural forces & which ones G) Reading of Target's Probable Intent All those in caster's effect area are readble. Time to read for each item per person above is 1 phase. If spell works the every one is readable. Must see the eyes of the target to read them. MDV is only used if magic user and the target is aware of what Shaman is doing Range - (EL+1)/2" (radius) Duration - (EL+1)x2 turns 93) Speed Varies Increase PMR of target. If caster does it on himself then -20 to success roll. Only for ground movement no ability to fly or walk on water. Range - Touch only Duration - (EL+1)x3 turns PMR increase - EL+1 (only up to 4x current PMR) 94) Spirit Cage Shamanic A cage of mystical power. Shaman must have a wicker cage to start the formation of the spell. If success then the spirit is captured in the cage. Only non corporate (free roaming) spirits can be captured. First must free a spirit from a body by using Spirit Death. Any captured soul can be communicated with by the Shaman if a communicate spell is done. If the communicate spell fails the spirit escapes the cage. 95) Spirit Death Shamanic Severes tie of spirit to its body. The spirit wanders looking for its body. While the body has effect of Disease at the EL of this spell. To cast the shaman must have a fetish of the person's anatomy (pieces of hair, fingernails, etc.). The victim must be asleep as well or spell fails. Optional: Referee can allow the psirit to find their body at the base chance of their MDV (MDV%) per day. If the body dies the spirit can become a Edimmu or Ghost at Referee's choice. Range - 2" (EL as power) (Max distance of shaman from body and for the spirit to be restricted from finding the body). Duration - until death of body or until spirit finds body Note: Spirits are trapped in the world where the Shaman is put into a trance by the Orient Self. They are trapped unless they can focue on their body to bring themselves out of it. If the spell fails the fetish is worthless for any further attempts at casting magic. 96) Stillness Chaos No sound can be created by target at all. If a magic-user he can't cast any magic that uses his Casting Ability but can still use Innate powers. Range - EL+1" Duration - 2 phases (EL as power) 97) Storm Powers Varies A) Flight Caster and any in physical contact with him can fly through use of air currents. If MR falls below the Minimum rate then the spell ends immediately. Duration - 2 turns (EL as power) Minimum speed - (EL+1)/3 RU (min. pmr) Max Speed - EL+4 (Max PMR) B) Lightning Bolt of energy directed at target. Only Magical Armor will have its AV in protection, no regular armor protects against it. Shields of all kinds are usable. Shields are only usable if the optional Dodging Magic rules are in use. Range - (EL+1)x3 Damage - (EL+1)D10+EL C) Lightning Swarm Centered on Caster a swarm of charged particles is the effect area. Any hostile magic cast into it will use +EL from their success roll. No missile fire can be shot into the spell. If Referee allows it then add ELx5 to the combat rolls.If caster moves or casts any other magic spell ends. Duration - EL+1 phases Range - EL+1" (Diameter) Damage - 1D6+(ELx2) (scored each time target is affected) D) Thunderhead Localized thunderstorm. Time to marshall forces of the air takes 10-EL turns or 2 phases whichever is greater. Can only be cast in open air. Thunderstorm creates Winds at 50% RD of the caster's EL in this spell. Caster can pull down lightning bolts from the clouds. If somoene is hit by these Bolts the target is killed unless immune to it at the EL. The wind can enter enclosed areas but not the lightning bolts. Must have a clear open sky for spell. Can cast 1 lightning bolt per turn. Range - 2" (EL applies as power/Diaemter) Duration - EL+1 turns E) Wind Winds that slow an enemy. Damage listed is taken to PMR of targets. If 0 target can't move, if negative then the victim is blown over. Per 10 points of Strength (RD) the person can negate 1 point of wind damage. Caster can leave spell but if cast other magic spell will end. Once blown over can't stand while winds exist. Range - (EL+1)x2" Duration - 2 phases (EL as power) Damage - EL+1 (to pmr) 98) Strange Powers Balance A) Astral Ills Unnatural radiation in the area. Pernament reduction in Con and Strength. Also victim suffers from Plaque at EL of this spell. If Str or Con reach 0 they are killed. Con reduction affects Energy Level of victim. HPV is also pernamently reduced. Any attribute lose can be negated by a Negate Curse. Range - (EL+1)/2" (radius) Duration - EL+1 phases Characteristic Effect - 1D6+EL (Roll for both C/St) Note: Those in effect area can be affected each phase. If the effect fails that person can't be affected for the rest of the encounter. If caster uses magic or moves he suffers Abysmal failure and spell ends. B) Automata Cast on inanimate material. Gives it the ability to move and understand orders. They can't communicate but the object can be talked to with a Communicate spell. To end the spell the caster must dispell it. If duration ends before dispelled it will attack the caster and uncontrollable as its highest priority. Only creator of the automaton can dispell the object no other magic-user can. Max Damage object can take is ELx Damage Factor below: Material Damage factor Armor Value Soft, Cloth 1/2 1 Wood, Leather 1 2 Metal 2 4 Stone 4 8 Magic, Enhanced x2 +EL Automata can't be killed just stopped. It will take 1 phase per hit point to reassemble if the listed damage is done and pieces are scattered. It will then attack again. If a piece is taken it will track the thief down till it gets it back. Range - Touch Damage - Normal+AV Duartion - 2 hours (EL as power) OCV - EL DCV - EL MR: See below table Form MR Legless (EL+2)-DF* Legged ((EL+2)x2)-DF* Winged ((EL+2)x5)-DF* *DF=Damage Factor above If 0 or less MR then can't move. But if Referee wishes can give it a MR of 1 (PMR 1/0/1/0). For the Automata to be considered to be magic or enchanted, the caster must cast Enhancement AFTER he has succeeded in forming the creation. All Permanent Automata are magic or enchanted. Non-permanent ones are not and the listed duration will apply for them. C) Simulcrum Replica of Caster in miniature form. While simulcrum exists Caster doesn't age or suffer physical damage. The damage goes to the Simulcrum. If the Simulcrum takes the total damage it can take or over 24 hours it dies. If simulcrum dies the Caster passses out for 1 hour per (EL+1)x2 of the spell that created it. If the simulcrum is attacked the Caster takes the damage not the simulcrum. The caster also suffers Pain and Disease at the EL of the simulcrum spell as long as the Simulcrum exists and is not curable. Only can be cast with blood of Caster and essencedecanted from Mandrake. No more than one Simulcrum per caster at any one time. Range - 2 miles (EL as power)* Total Damage - 20 + (ELx3) 24 hour damage - 10+(ELx2) *For attack or normal use. This is the max distiance caster can be away from Simulcrum and get benefits. If further away after 48 hours the simulcrum dies. 99) Summoning Varies Summon supernatural forces not native to Middle World. Including Supernatural forces of Upper Worlds, Tonahs, Guardian spirits, spiritual forces and Elementals. Must learn for each orientation. If not right orientation of Caster than MDV is doubled in resisting the summons. Failure has no results. Abysmal means the force will come and attack the caster. Creature will come in 1D6x contact level phases. If caster does any other magic control is lost and force will attack caster. Range is max distance away the Caster can place the summoned force. If duration ends and force not dispelled force may attack caster if it sees fit. Range - EL Max Contact Level - EL/3 RU Duration - (EL+1)x2 turns Cost Per entity - Mana Cost x Contact Level (for 1 member) Number Summonable - (EL+1)/2 RU Note: If control is lost Caster can try to influence the force if he has a fanatical tie with its alignment. It must promise something of value greater to it than the death of the Caster. If the object is not given in EL+1 weeks the force will try to kill the caster. If more than one entity is summoned they must be of the same type of supernatural force. To summon a creature they must have a Contact Level (CL) with a numerical value (not NA). 100) Sustenance Law Changes inorganic matter to edible food. If its Poisonous it is changed to food but retains its poison. If duration ends and food not eaten it returns to its former state. Caster must have the same weight of matter to turn into the same weight in food points (each FP = 1/4 pound). Range - (EL+1)/2" (Radius) Duration - 2 hours (EL as power) Food Created - 2 Food Points (EL as power) 101) Sweeten Water Elder Turns sea water into drinkable water that is held in a container. Caster must have EL to convert all the fluid in the container at once or spell fails. Duration is as for Sustenance. Duration - 2 hours (EL as power) Ability - 2 ounces (EL as power) Note: Referee can allow this spell to change any liquid to drinkable water at his choice. 102) Telepathic Powers Varies A) Control All parameters as for Fascination. If control lapses caster can -10 from success roll to regain it. B) Mind Burn Attacks the mind. Damage listed goes to Intelligence, Will, Empathy and Eloquence. If any go to 0 caster gains control of victim's voluntary muscles for duration listed. Duration - EL+1 phases Damage - (EL+1)x2 Range - EL/2" C) Mind Search Can detect presence of other minds, their relative intelligence and if they have any magical power. Not impeded by any non- magical barriers. Range - EL+1" (60 degree cone) D) Mind Shield Cloaks mind of Caster. It can't be detected by Telepathy or Soul Sight. Can only be cast on himself or a mind he has previously contacted telepathically. The max EL spell will cloak the caster against equals the EL that he casts. Duration - 2 Hours (EL as power) E) Sending Parameters are as for Communicate except a common tongue is needed. If not caster only picks up on surface emotions and nothing else. Once contact is made he can -20 from success roll to do it again with the same mind. The Range for the first mental touch is as for Communicate. After that the Range below is used. Range - 2 miles (EL as power). F) Suggestion Forces victim to perform EL+1 Specific Actions that do not include suicide. It must be an order of 5 words or less. Actions will be completed in order and will consume the needed time to do so. For Intelligent Creatures +MDVx2 to the succcess roll and number of suggestiosn are reduced 50% RD. Range - EL+1" 103) Terror Chaos Victim flees away from caster for duration. Either person is totally affected or totally unaffected. Range - (EL+1)/2" (Radius) Duration - 2 turns (EL as power) 104) Theft Chaos Will detect a specific item and send it to the caster. Caster must know the exact appearance of item and its exact location.If off by slightest amount spell fails. If the item belonged to the Caster and he was the last oen to touch it besides the thief he may -MELx2 from his cuccess roll. Only affects inanaimate objects. Can't affect magical items. Can't affect items protected or warded magically. If this is the case failure is absymal automatically. Range - 2" (EL as power) 105) Time Powers Varies A) Cure Age Reduces physical age of target & temporarily increases Constitution. Range - Touch only Duration - EL+1 months Constitution IncreasE - (EL+1)x2 Effect - 2 weeks (EL as power) Note: Age reduction is pernament but the Constitution increase is only for listed duration. If cast on same target again during duration the chance of death is Con increase plus the Age decrease if both spells succeed. B) Time Slow Slows time in the effected area for victims. The modifier is for victim's attack combat rolls. Range - (EL+1)/2" (radius) Percentage Reduction - ELx5% (MR reduction, RU) Roll modifier - (EL+1)x2 Duration - EL+1 turns Exemptions - EL (Caster automatically exempt) C) Time Stop Victim has no passage of time and is frozen in place. If new creatures enter effect area they must roll to fall under the effects each phase. If unaffected they move normally. If exempted person leaves the area he loses his exemption. If he returns he can be affected. If a effected victim is touched in any way by an uneffected person the spell is engated and he can't be affected again unless spell is recast. Spell is blocked by physical objects and targets are only effected if the caster sees them. It effects animate and inanimate objects. Spell ends if caster does any other magic or he suffers physical damage. The spell moves if the caster moves. Range - (EL+1)/2" (radius) Durations - EL+1 turns Exemptions - EL D) Time Trap Only cast on those already affected by Time Stop. The person is put into null time and locked. They will not age and be oblivious to anything around them. They will be immobile. If the person is touched the spell will end for that victim. Spell ends if touched, duration ends or dispelled. Range - Touch only Duration - 2 weeks (EL as power) MDV Limit - (EL+1)x5 E) Time Travel Can travel forward or back in time. Caster can send him or any others through time. If Caster does not go then the mana cost is tripled. To be affected each person must be in contact with the Caster. Per person included Caster must pay the mana ocst. Cost is Base Mana cost times the number of people traveling. Range Forward - 2 minutes (EL as power) Range Backward - 2 months (EL as power) Inclusinos - EL/2 RU 106) Tongues Elder Caster can communicate with ANY animate or inanimate object. The detail and quality of information gained depends on the intellect of the object and its awareness. If cast at 2x the mana a person in contact with Caster can question the object. If cast at 5x mana cost the caster will learn pernamently the langauge of the spell at the max EL possible if he rolls Will + Empathy and spell succeeds. If object is outside the Range speech is heard but not understood by Caster. Does not compell the object to talk that is up to the caster to persuade the object to talk. Duration - (EL+1)x2 ??? Range - 2" (EL as power, radius) 107) Tracking Law Without errors the caster can track a creature. If the creature is within range he sees it as a faint glow. Caster must have something that was in contact with the person to track within the last 72 hours. If has a part of person's anatomy can -10 from success roll. While under influence of spell he can't tire, caster can move and do other magic. Success rolls are taken each day. Cast at 3x the cost it can revel the exact location of the person and give distance away with the shortest path to him. Cast in this extended way the range is unlimited and caster is compelled to pursue him. Range - 2" (EL as power) 108) Transmutation Varies Changes the form of animate and inanaimate objecs other than the Caster himself. To change from animate to inanimate +20 to success roll. For inanimate to animate form +25 to roll. Victims of spell will have the new physical form in every detail. Ianimate objects changed to animate will be unintelligent. Animate beings will have their intellect intact when changed. The listed Extensions is extension to the duration and per extension costs 5 mana points. Must be determined at the time of the spell. So duration is Duration x extension. The caster can automatically dispell this spell. Any others will add MDV of the spell to their success roll. Duration - 2 hours (EL as power) Extensions - EL/2 RD Range - EL+1" Important: Any form that naturally doesn't isn't capable of using magic won't allow use of magic. If the form has no form of hands or speech no magic can be cast. HPV is not modified in the new form. 109) Travel Powers Varies A) Insubstantiability Has no mass and thus can walk through objects. Suffers no damage. Yet if attack is done through spell that does not take blood or energy level attack effects will be doubled. Unless in the air (not solid or liquid) when duration ends the person will die. Referee can allow others to be effected if in constant contact with caster. Unless effected by Flight or Levitate type spells person can't fly or levitate. Movement Rate - MR+EL Duration - 2 Turns (EL as power) B) Interworld Travel Travel to Lower, Middle or upper world. Spell is learned for each world. If in lower can only go to Middle if in Upper can only go to Middle. If in Middle world can go to either. Supernatural forces native to Upper world or elder aligned forces will never be found in the Lower World. This also applies to characters fanatically tied with Law, Chaos or Balance. Only castable where barriers to other worlds exist. If failure to travel then everyone, caster and those included will suffer the damage listed. Damge - (EL+1)x3 Inclusions - EL C) Levitation Can move up, down, parallel to the ground or hover in the air. Spell ends when contact with solid ground or anything that touches solid ground. If this is the case he can fall if still in the air. Per person included +1 to the man cost and the inclusions is in addition to the caster. Spell must be cast for each person included. If caster can't include that many spell fails. Duration - (EL+1)x2 PMR - EL+1 Inclusions - EL Range - EL/3 RD (if 0 contact must be maintained, radius) Optional: To simplify the number of inclusions it can be done based on the weight of the caster. If an item weighs this amount or less it is 1 inclusion. If the object is carried by a person that is affected it doesn't count at all. Per 100% of the weight increase +1 inclusion. Note: All inanimate material icnluded in the spell will move the same way as the caster if not carried by another person. After success the caster can vary range (if over 0) and limit it. Thus he can put objects outside the range and they will immdiately fall. D) Teleport Move from one place to another in physical reality. All factors for Range and Inclusions are as for Levitate. No duration for this spell. Can't travel from world to world. Distance - 2 miles (EL as power) Inclusions - EL Range - EL/3 RD (if 0 contact must be maintained, radius) Note: Optional rule for Levitate can apply for this power as well. If person doesn't know precise knowledge of the destination there can be errors. Change per journey is 20-EL on D100. If there is an error roll 1D10-EL on table below: Roll Effect -9 or less Caster lands 2D10 feet away from destination -5 to -8 Lands D100x10 feet away 0 to -4 1D10 miles away from destination 1 to 7 1D10x5 feet higher than intended destination 8 to 9 Arrives 1D10 feet below intended destination 10 1D10x10 Feet below the intended destination Miles divided by 100, RU is subtracted from error D100. Optional: If no knowledge is known to caster of destination may still cast but +20 to success roll and -40 to error roll. IF error occurs it is modified as normal. 110) Truth Law Tie is formed between caster and person he touches. Neither may lie while questions are asked and give the truth as they know it. Caster remains conscious but the person touches goes into a trance. Neither may move or do other action for the duration. A phase is sufficent to ask or answer one question. If perso resists then it will take 1D3 to answer the question. Both are compelled to tell the truth. Duration - EL+1 turns 111) Vengeful Horror Elder Only can be cast on persons that have previously harmed the caster. It creates a monster from the victim's subconsicious to attack and destroy him. Because of hesitation and terror the person's OCV is reduced 50% RD against the monster. If at any turn he fails to roll Willx2 he will turn and flee. He will flee until the Horror is not seen or until morale check is done (rolld each turn). The Horror can only be dispelled or killed. It will disappear if victim is killed. Range - EL+1" (distance away monster can appear from caster) Horror OCV - ELx2 Horror DCV - EL+3 Horror MR - (EL+2)x3 horror HPV - 10 + (ELx5) Horror Bonuses - MR/10 RU (to physical stats alloted by Referee) (Should be allocated to where victim is weak) Horror NAV - EL Horror MDV - MEL+EL Note: Caster must have portion of victim's anatomy if not present. The horror created is a product of the person that is attacked by it. It is in his mind. It cannot be seen or attacked by any other peron. The presence of this phenomena can be detected magically. If it is, the magic-user who detEcted it can attempt to dispell it by Dispelling Magic or casting a Sanity spell on the person affected. 112) Wakefulness Law Caster is immune to sleep (magical or normal). He will not sleep and when duration ends will fall asleep for 1 hour per 3 hours kept awake. If multiple spells cast on victim then effects are additive. Range - Touch only Duration - (EL+1)x12 hours 113) Watchful Sleep Balance Person will sleep and be aware of everything around him. He will not wake till duration ends or if he or his friends are threatened, in which case he wakes up immediately. If duration is more than 4 hours he will heal the listed Damage in hit points and Mana points but must sleep the entire duratino of spell. If spell cast on another person, pay 2x cost and must touch them. Duration - EL+1 hours Damage - EL+2 (Healed hit points/Mana points if Duration 2+ hours) Range - (EL+1)x2" (awareness radius) 114) Water from Stone Law Water from inorganic, inanimate matter. Does not affect pure ore refined metals. It will affect any inanimate stone or crystalline substance. Water is drinkable. Duration - EL+1 hours (then is mist and goes away) Quarts produced - 2 (EL as power) Range - EL/3" RU (if 0 must touch stone) Note: must be enough material to produce the water. General rule is 6 cubic inches produces 1 quart. 115) Water Powers Varies A) Flood Bodies of fresh water that can be risen or lowered by the Depth listed. Range is the area effected. At end of duration the waters return to their original condition violently. If person in flood area rolls over Strength on D100 can be washed in. Any person that is washed in can be killed. Any person in the bed when the water returns drowns. Range - (EL+)x2" Duration - (EL+1)x3 turns Depth - (EL+1)x2 feet Speed - EL+1" (MR) Returning water speed - 40+EL MR B) Friendly Current As for Sea Powers but speed is 1/2 RU. Can only be used to send current downstream. Can't reverse or stop it. C) Water Breathing As for Sea Powers but only used in Fresh Water. D) Water Walking Caster and any included with him can walk on water. If he stops moving over the water the spell is negated and will start to sink. Caster's and any other creatures MR is used for the MR on the water. Duration - (EL+1 sqaured)+10 turns Inclusions - EL/2 RU (+1 mana per entity). 116) Wildness Elder Cast only on domesticated animals. Causes them to go to their wild state and forget their training. They will act as wild creatures and try to escape their captivity. If it escapes the effects are pernament. If it doesn't, or the duration ends the skills and training are retained. Sanity spell can also engate this spell. Animal will never attack the caster. If caster helps animal escape it will forever be considered a Personal Contact (friend). Range - EL+1" Duration - 2 phases (EL as power) 117) Withering Hand Chaos Caster can kill Plant life or material from Plant by-products. It won't affect magical or protected by magic items unless he rolls success against the object. One touch per phase is allowed. Duration - (EL+1)x2 phaes 118) Wounds Chaos Lance of magical power for combat from fingers of Caster. The length is as follows: EL Length 0-2 Fighting Dagger 3-5 Sword 6-8 Heavy Sword 9+ Polearm Weapons Exertise - ELx2 (subtracted from combat rolls) Strength Bonus - EL/2 RU Duration - 4 turns (EL as power) Note: Success roll is made for the spell and combat rolls made as normal for each attack. Optional: Spell has a leeching effect when a Deadly or Severe hit is scored. Damage done is scored against Energy Level in this case in addition to the physical damage. The amount of reduction divided by 5 RU is healed by caster and gained to Hit Points and Mana Points. ** Powers & Perils - Alternative Spell Information What follows are spells that are not found in the basic Book 2 Magic & Combat Book for Powers & Perils. The sources include Wout's P&P Website, Heroes Magazines, P&P Mailing List and other articles or minor sources (listed if applicable). If there is a author to these spells they are also listed. This file contains the follow sections: o Alternative Spells Spell # Spell Total A) Elder Priest Spells 119-121 3 B) New Illusion Powers 122-123 2 C) New Spells [Errata] 124-125 2 D) Priesthood Spells - Basic 126-131 6 E) Priesthood - Urigallu 132-136 5 F) Priesthood - Ashipu/Qadishtu Mah 137-150 14 G) Priesthood - Mashmashu - - * H) Priesthood - Baru 151-156 6 I) Priesthood - Qadishtu / Kalu 157-161 5 J) Priesthood - Tariti (Allani) 162-186 25 K) New Spells - Other 187 1 * Can learn all the spell sections of the previous Priest sections [D-F], any spell of their alignment and Wizardy general skills. Their spells are derived from their gods they worship. o Variants to Spells 1) Elf Shot Variant [Casting] --------------------------------------------------------------------------- * Alternative Spells These spells were found in various P&P sources. Those sources will be listed after the spell. They are included here to just collect all the spells into one place. The spells were not be changed from their source unless stated otherwise. I may have personal comments in a "Note:" section. A) Elder Priest Spells In the description of the Elder pantheon three new spells were introduced. These spells may only be cast by the priests of the respective gods: Chauntea for Crop Protection, Silvanus or Mielikki for Tanglevine and Malar for Lycantropy Curse. 119) Crop Protection Elder The spell protects crops within the affected area against natural threats such as diseases, hail, frost and vermin for the Duration specified. If cast at twice the normal cost, the spell grants crop within the affected area immunity against the spells Cold, Disease, Foyson Theft and Withering Hand as well. The EL of the immunity equals EL of the Crop Protection spell. BMC - 2 Area - EL+1" (a radius) Duration - (EL+1) squared strategic turns Source: Main P&P Website. Mathijs Tuynman 120) Tanglevine Elder The spell creates an area of intense plant growth that catches any creature within its area of effect for the duration specified. The strength listed is the minimum strength required to move 1". BMC - 1 Casting Area - (EL + 1)* 2" Effect Area - EL + 1" Duration - 20 + (EL* 10) Strength - (EL+1)* 5 turns Source: Main P&P Website. Mathijs Tuynman 121) Lycanthrophy Curse Elder All parameters of the spell are as specified for the Black Curse (of the Necromantic Powers). The victim changes into a lycanthrope or a beastman (caster's option). BMC: 6 Source: Main P&P Website. Mathijs Tuynman B) New Illusion Power Spells Note: These spells look like they would fit into the Illusion Powers Family of spells. No alignment is used so I assume the illusions are the same alignment as Illusion Powers family regular spells. 122) Deceptiive Creation With Deceptive Creation the mage can create illusionary things, creatures, smells, sounds etc. The spell is not capable of inflicting damage. It is automatically disbelieved if it would in reality inflict damage. When the spell has been cast, the creation can be maintained at a cost of 1 Mana Point per turn. Area affected is the maximal size of the deceptive creation. BMC - 1 Range - (EL+1) * 2" (center of radius) Duration - (EL+1) * 2 phases Area effected - EL + 1" (radius) Source: Main P&P Website. Unknown Author. 123) Tumble Tumble spells are cast on an area. Everyone in this area is affected by the spell. If the spell succeeds, roll as for Active Illusion for every target in the area. If the target believes the spell, he will be convinced the area around him turns and moves and trapdoors open everywhere and he is falling. The target is incapable of any action for the duration of the spell. BMC - 6 Range - EL + 1" (center of radius) Area affected - EL + 1" (radius) Duration - (EL+1) * 2 phases Damage - EL + 1 per phase Source: Main P&P Website. Unknown Author. C) New Spells 124) Invisibility Sphere An invisibility sphere is a spherical area, which has no effect on the earth or inanimate structures. All persons who are within the sphere, or who enter it, are invisble to people outside of it AND visible to anyone inside of it. The spell may be cast, by the caster, on others without including himself in its effect. It is cast to effect a specific number of beings and is negated when any of those beings leave the sphere, or when the duration ends. Duration - (EL+1) x 5 turns (If the spell is cast at three times the normal cost, the duration can be doubled.) Number of Inclusions - EL+1 Range - EL x 1/2" (A diameter) NOTE - If the spell is cast at increased power, it will only effect entities that are specifically included in it regardless of who may enter the diameter at a later date. IMPORTANT - The Base Mana Cost for this form of invisibility is 4 instead of 2. Source: Main P&P Website. Tower of the Dead. 125) Sound Sphere Version 1 - The spell creates an area filled with a cacophony of other-worldly, infernal sound. Anyone in the area of effect has a chance to be affected. Those that are suffer EL+1 squared days of deafness and must roll their Will. If they fail the will roll they suffer Insanity at 1/2 the EL of the Sound Sphere spell (RD) - if the result equals the Sound Sphere EL no chance of Insanity exists. The caster is not immune to the affect of this spell unless his lifeform is. If he casts the sphere such that he is in its radius, he must roll to be affected . CASTING RANGE - EL+1 * 2 SPHERE RADIUS - EL (If zero, the sphere will only affect a single individual in the target hex) IMPORTANT - Demons, Beasts and any being with demon or beast blood of whatever source are immune to the affect of this spell. Version 1 - The spell may be cast at 1/2 the listed BMC. When it is used in this manner it is used as a tactical diversion. Persons entering the sphere offect hear strange sounds from random directions. Now and then emphatic sounds shout from nowhere. Used in this manner, the spell disrupts the concentration of people, strikes fear into animals, etc. No magic-user may cast magic while affected by the sphere without making a Will roll each phase. DURATION - EL+1 * 3 (Phases for Version 1, Turns for Version 2.) Note: Below is directly from Richard Snider's comments on the above versions from the P&P Mailing list The above is just off the top of my head. I will solidify it for the redo of Book Two. Hope it helps. The wonderful paste up artist chopped the description out and I didn't catch the mistake. Sorry about that. One of many I didn't catch. I do not remember the exact particulars any longer. I do recall the general intent and affects. Source: P&P Mailing List. Richard Snider D) Priesthood Spells - Basic Powers All spells from Priesthood article found on main P&P Website. These are as with the Book 2 spells summarized versions of the spell. Author: Richard Snider 126) Bless Varies Gives temporary increase in a characteristic or given combat advantages for attack or defense. Person must be willing to take blessing. For x2 Mana cost priest can put conditions on the blessing. Also double mana gives double duration. Per increase cost paid, the number of days the person affected is doubled. BMC: 1 Amount of Blessed's OCV/DCV - Priests EL+1. Characteristic bonus - EL+1 x2. Duration - EL+1 days 127) Healing Varies As for the Wizardry spell listed in Powers & Perils. BMC: 1 128) Insight Varies Limited form of Shamanic Soul Sight combined with Elf's Intent reading ability. Success gives: 1. The basic attitude of the person. 2. The person's orientation, i.e. Law, Chaos, etc. 3. If person has supernatural powers and orientation of powers Also may add (EL+1)x2 to Influence chance in talking to this person if not hostile to the Priest. BMC: 2 129) Detect Evil Varies As for Mana Reading and priest must be actively searching for Evil. BMC: 2 130) Presence Varies Increased chance of influence (EL+1) DCV increase of (EL+1 / 3 RU). Repels enemy aligned forces. The Base Line on Magic table to roll for repulsion is Caster's EL+ (MEL/2) RU. Success means the the target affected can't approach within EL inches of the Caster. If already in that range he must flee out of the radius of affect. While doing so he can't do anything else but move directly away as fast as possible. BMC - 2 MDV Limit - Priest's EL x 5 Duration - EL+MEL in turns. 131) Purification Varies Same as basic Purification spell but also repels supernatural forces hostile to the caster's alignment. The rules for Presence also apply here as well. Those forces too strong to be repelled are infuriated. BMC - 2 Range - EL+1 inches (A diameter, with caster in center). E) Priesthood Spells - Urigallu Magic Note: They have two types R)itual and C)astable at any time of spells. They will be listed as such in the header. Rituals require long preparations for the spell to be cast. 132) Blessed Truth Varies [Urigallu] [Castable] Like the basic Truth spell. But the person is aware and not compelled to speak truth in any way but if he lies he will be in danger. Cast a normal mana allows caster to tell when someone is lying to him at a Will+(ELx5) chance. If roll succeeds then the Priest is aware of the lie, if fails he believes the lie to be truth. When cast at x3 the cost Priest can impose a minor curse on the affected person. When the person lies the curse strikes him. Types of curses are nervous twitches, boils, minor disease symptoms & other such things. Curse ends when the spell ends with no lasting damage. Can only cast this way (at 3x cost) when Priest is on Purified ground for his alignment. BMC - 2 133) Ceremony Varies [Urigallu] [Ritual] Basic forms of ritual worship. Required material preparation, purification and a prepared altar and/or sacred ground. Basic forms: 1. Worship: Worship of Deity for praise. Prayers to complex festivals. 2. Placation: Appease angry gods & renew deity and people ties 3. Dedication: Dedication for person, plate or things like Marriage, Ordination of a Priest, Confirmation and Baptism. 4. Holy Observances: Rituals for celebrating high holy days & periods. 5. Funerals: Other Priests may help out with the ritual. Effect of basic ceremony varies with basic chance of ELx5 with modifier of +20 to -20. The benefit gained is up to the Referee. If success is done with ELx5 by Priest the Priest will subtract EL from roll. Partial success benefit gained is Priest's EL+His Rank. BMC - 8 133) Curses Varies [Urigallu] [Ritual] Curses that affect the victim in the afterlife. At 2x cost can be done like regular Cuses spell for immediate effects. BMC: 6 134) Judgement Varies [Urigallu] [Castable] Used in church trials. On success the caster becoems aware of EVERY crime that the person affected has committed against the god that the Priest calls on. Cast at x2 cost it grants this awareness for the God's entire court. Cast at x3 the knowledge is gained for the God's entire alignment. Victim must be willing or prevented from resisting. Ritual demands victim must be relatively motionless while judgement is read. BMC: 4 135) Command Varies [Urigallu] [Castable] Victim must perform a action Priest wants him to do. But victim has a choice rolling under Will he may flee rather than obey the command. Targets who worship the God called on by the Priest have +20 chance of the spell working on them and a -20 subtracted from their will if they choose to resist the order. The tasks must be performed immediately within 10 seconds or less. It can be cast for greater effect but must be on purified ground with target willing or restrained. Done this way it is x3 the casting cost and no Will is allowed to resist. Success this way puts a Geas on the target. Range - EL (If the EL is zero, the Priest must touch his target.) BMC: 5 136) Hidden Truth Varies [Urigallu] [Castable] Cast on himself the Priest can't be lied to easilly. The chance to detect the truth is Em+(ELx5) if the speaker makes an Influence roll to conceal the fact. If the speaker fails in this roll the Priest learns the full truth. Both sides are not in a trance and are fully aware during the duration. Range - EL+1 (Min. Distance from speaker and Priest) Duration - (EL+1) x 10 (minutes) BMC - 5 F) Priesthood Spells - Ashipu And Qadishtu Mah Magic 137) Healing Hand Varies [Ashipu/Qadishtu] [Healing Arts] Heals damage and targets are immune to infection for 48 hours. Have normal healing benefits of Healing Spell. Priest can't use it on himself. Can only be cast on those with same alignment as Priest or that have no alignment. If this is not the case they suffer the amount of healing in hit points as damage if the alignment is not matched. Heals - 1D10+EL [Partial Success - EL points] BMC - 3 Source - Energy Level [Cast from Energy level not Casting ability] 138) Dispell/Banish Varies [Ashipu/Qadishtu] [Healing Arts] As specified for basic spell but only used on supernatural forces of the enemy alignment. BMC - 3 139) Regrowth Varies [Ashipu/Qadishtu] [Healing Arts] Heals pernament physical damage of many kinds. At basic cost it can heal losses to a character's characteristics. On success a number of characteristic points is Priest's EL+1 are healed. Cast at x3 the cost it can heal pernament, debilitating Injuries, Cast in this way it takes 1 day per normal phase required to cast the spell. Injury is cured if rolled (EL+1)x10 or less on D100. If failure then the chance is doubled. If victim is tained by evil to the Priest then spell can't succeed. BMC - 5 140) Energy Varies [Ashipu/Qadishtu] [Healing Arts] Heals back lost energy. Can be cast from Casting Ability or from Priest's Energy level. Cast from Energy level the minimum gain is EL cast times 2. When used from Energy level it has same restrictions as Healing Hand. If used from Casting Ability it can be cast on himself but must obey all other restrictions. Damage suffered as a result of misuse of this spell is a number of points subtracted from the Energy Level of the Priest and his intended target. Heals - 2D6+EL (Energy level] [From Casting Ability] Heals - 2D10+eL (Energy level) [From Energy level] BMC - 6 141) Negate Poison Varies [Ashipu/Qadishtu] [Healing Arts] Success or failure negates poison with BL less than or equal to (EL+1)xw2 If the BL is higher than success is reguired to negate the Poison. It has no further affect but the previous poison effects are retained until recovery. When success is required the poison is allowed to use BL as for MDV in resisting negation. BMC - 6 142) Negate Magic Varies [Ashipu/Qadishtu] [Healing Arts] This spell operates against evil magic, as defined by the religion, only. It can be used to negate a spell being cast if the Priest's Casting Speed is at least equal to that of his enemy. The effect, in this case, adds the EL x 2 PLUS the Priest's MDV to the enemy's roll for success. If Success does not result, the spell is negated completely. BMC - 7 143) Exorcism Varies [Ashipu/Qadishtu] [Healing Arts] As specified for the Shamanic spell. BMC - 8 144) Repel Evil Varies [Ashipu/Qadishtu] [Offensive Spell] Priest can repel forces of the opposite alignment. While spell is being employed the caster has a certain radiance about him relative to the EL in radiance. Those who are higher than MDV limit will add Priest's EL to all attacks they attempt magical or physical while in his affect radius. After duration ends can be recast, without chance of failure, at full cost. This will increase the duration by 1/2 the duration above, rounded down. MDV Limit - (EL+1) x 3 Radius of Effect - EL (If the EL is zero the effect applies if the enemy tries to touch the Priest.) Duration of Flight - (EL+2) x 2 phases Duration of Effect - (EL+1) x 3 (Turns) BMC - 2 Source - Cast from Energy Level 145) Paralyze Enemy Varies [Ashipu/Qadishtu] [Offensive Spell] Enemy is paralyzed by success as for Paralysis basic spell. To effect the touch Priest must roll a Hit or better on combat table and shield hits are normal hits. Range - Touch Duration - EL+1 phases [Time Priest can touch victim] BMC - 3 146) Purifying Lance Varies [Ashipu/Qadishtu] [Offensive Spell] Priest forms and casts a lance of his deity's power into soul of his enemy. If spell succeeds then roll on combat table using BL of ELx2. With the following attack types: Hit Type Effect Of Power Deadly Target killed or converted or taken by the god, Sevre Target takes major damage, dazed, cuse laid on him Hit Minor damage or fights under tactical disadvantage Shield Hit Little damage, subdual of EL on enemy Miss Chance by more than 25, suffers subdual damage instead BMC - 5 147) Inner Revelation Varies [Ashipu/Qadishtu] [Offensive Spell] Like Knowledge spell. Only used to gain Priestly spell knowledge or Scholarly knowledge associated with his faith. Effect is like the basic Knowledge spell. When used on willing or confined persons in purified ground can be used on others. Cast in this way and at x3 cost it can gain ELx20% of what there is to know about the target. At EL5 Priest knows all about the target and at EL10 he can learn about the soul's past lives or other arcane knowledge. BMC - 5 Source - Casting Ability or Energy Level 148) Absorption of Evil Varies [Ashipu/Qadishtu] [Offensive Spell] Priest becomes barrier against evil. All evil magic or beings that enter effect radius are diminished by his power. He abosrbs this evil essence into himself to protect others. He can absorb ELx2 mana or energy points per turn. When this is exceeded each phase he can absorb EL+1. The amount absorbed drains the Priest's Energy Level. Any that are absorbed beyond his limit is applied to the death chance below. Once the spell is active it lasts for its entire duration and can't be dispelled. Importnat - Mana will be absorbed before Energy unless target uses magic naturally. If a normal wizard he will drain the Casting Ability before he can attack his energy level. Maximum Drain - EL+1 (Max most from any one person/being) Minimum Drain - EL/2, round up (taken from each enemy) Radius of Effect - EL+1 BMC - 8 Note: Instead of taking energy or mana he can inflict subdual damage. If he does so no armor counts against the damage caused. However, the effect listed above is reduced 50%, RD. Also mana being cast into a spell is drained before dormant mana from casting ability. 149) Dispersion Varies [Ashipu/Qadishtu] [Offensive Spell] [Missing Information from Article] BMC - 10 150) Damnation Varies [Ashipu/Qadishtu] [Offensive Spell] [Missing Information from Article] BMC - 15 G) Priesthood Spells - Mashmashu Can learn all the spell sections of the previous Priest sections [D-F], any spell of their alignment and Wizardy general skills. Their spells are derived from their gods they worship. H) Priesthood Spells - Baru 151) Awareness Varies [Baru] Baru are trained in art of Divination. Per hour using this talent he expends 12-EL energy points. During this power the Priest increases Empathy by (EL+1)x5. He grants ability to detect ambushes at the Empathy Increase x2. He can also become aware of other surprises that give off signs of threat. Used in the above format does not entail any casting cost. The minimum cost to attune oneself in this way is one energy point per hour. Spell can also be cast from the Energy Level in e conventional method. When this is done the Priest places himself in a trnace after telling the Referee what specific influence he is sensitizing himself to. The influence chance must be a specific class of thing. Used in this way he becomes automatically aware of the thing within the radius of effect. He will remain entranced for the minimum duration stated below. The maximum duration, in all cases, is ten times this minimum. Per minute, or less, that the Priest remains in this trance he must pay the casting cost for the spell. Important: The referee is free to limit and devise the spell dynamics. Range - (EL+ 1) x 3 (Range in Hexes or inches) Minimum Duration - EL+1 turns BMC - 1 Source - From Energy Level 152) Questing Sight Varies [Baru] Allows Priest to key himself to discover whereabouts of specific person or thing. Must know the precise appearance of person or thing or have something that has been in contact with the target in the last EL+1 weeks. On success he will learn the precise whereabouts of the target i.e. surroundings and how far away it is, and in what direction it lies. Priest can cast at up to 5 times the cost. Per 100% increae the range is doubled. Maximum Distance - (EL+1) squared miles BMC - 2 153) Divination Varies [Baru] As for the spell of the same name in Powers & Perils. Priests using this spell may subtract their Awareness EL in addition to the normal EL modifier. BMC - 3 154) Knowledge Varies [Baru] Expertise depends on use of the spell as follows: 1) Used To Master Baru Skills For Baru Magic, Meditation or Scholarly skills associated with Divination he gains 2D6+EL expertise with each success. 2) Used For Other Priestly Knowledge When the spell is used to gain knowledge from other classes of the the Priesthood, the normal expertise (1D6+EL) is gained. 3) Used For Any Other Purpose Used for other than 1+2 gain is caster's EL. The referee is free to devise the restrictions and more uses of this spell. All other restrictions like Frequency are as for the basic Knowledge spell. BMC - 3 Source - Either Casting Ability or Energy Level 155) Divine Vision Varies [Baru] Only used on purified ground usually in a temple with other Priests monitoring the affair. The Priest concentrates on a problem of importance and opens himself to the will of the gods. It is used to gain the best solution to placate the angry god or overcome enemies of the god. There is a chance the misuse of this spell can lead to the Priest's death. The table below using the magic table results should be consulted. Vision Effect Table +50+ God is open to the question asked with his knowledge. Priest gets a definite response & the god is likely to give him some support in the goal's end. +21- +49 God favors the Priest & gives good resposne. -20- +20 God responsds, answer is given in riddles but does give info of benefit tot he Priest. No other aid. -21- -40 God it mitted. May mislead Priest to teach lesson. If god is deadly or very angry may give temporry disability or insanity on the Priest to teach some manners. -41&less God is furious with Priest. God will mislead the Priest, give him a pernamnet disability or strike him dead. Note: A positive value on the table above indicates a roll less than or equal to the number the Priest needs to roll. A negative value is a number greater than the roll required. BMC - 6 156) Vision Trance Varies [Baru] Only used in very serious instances when Priest must have a precise view of future for himself or some other person. Priest enters a trance where he is comatose during the spell. While in this trance he travels the future in spirit form. Per day in future, 10 minutes pass in present. While in the future he sees what is occuring in the future for the person. Days Forward - (EL+1) x 2 (Days of future) Energy Loss - 20-(EL+1) per day travelled BMC - 8 Source - Casting ability or Energy Level Note: Due to this spell it can disrupt players and the Referee in a great deal. Referee must use the spell with caution. I) Priesthood Spells - Qadishtu And Kalu Magic 157) Spirit Blessing Varies [Qadishtu/Kalu] Effect of Healing Light for replacing energy lost to disease, poison or soul-draining attacks of any kind. The amount gained is divided evenly among all persons withint he effect area (RU). If attack is from a creature from an enemy alignment the gain is 2 energy points for every benefit gained. All parameters for range and effect are as for Healing Light. Never will give benefit to a member of the enemy alignment. BMC - 2 Source - Casting Ability or Energy Level 158) Blessed Sphere Varies [Qadishtu/Kalu] Roll for success is taken each phase it remains in effect. Creates an area hostile to the enemy alignment. Will affect supernatural members of that enemy alignment each phase that it succeeds against them. It also affects non-supernatural members to a lessor degree. Supernatural members, with a Contact Level, are affected by both Energy Loss & damage. Other members are only affected by Energy Loss. Priest may not move or take ANY other action during spell. His entire being is concentrated into his song. The physical damage is only protected by armor dedicated against Priestly magic. Range - EL+1 (The effect radius) Damage - EL/2, round up (HPV). Energy Loss - EL+1 BMC - 3 159) Ritual Music Varies [Qadishtu/Kalu] Helps enhance performance of allied Priestly music. Only used to enhance the music not other Priestly magic. Diameter - (EL+1)x2 Modifier - EL+1 (To other Priests using magic) BMC - 5 160) Punish/Satire Varies [Qadishtu/Kalu] Rarely used but most potent of spells. To use caster must be trained as both Musician and a Singer. Must succeed with both entertainment skills. The Audience Type modifier using the Entertainment Table is target's MDV/2 RU (must be 16 or less). To work the Priest must succeed with all 3 rolls. Effects are infinite but follow procedure: 1. Priest states EXACT effect AND what crime known to the Priest is his reason, of the target. Just being Evil is not sufificent. 2. Priest defines the conditions, will lift the effect of the spell. If can't be lifted by target's actions then MDV+5 to target. After the Priest delineates his spell, the Referee determines the effectiveness required for it to take effect. Effectiveness is determined by adding the amount the spell succeeded by to the amount that the Entertainment skills succeeded by times five. Punish/Satire Effects - EffectivenessDesired Results 0 to 10 Minor malady, inconvenient physical or mental problem, target is hardly impaired. 11 to 25 Non-fatal illness, slight physical or mental problem, target is slightly impaired. 26 to 50 Significant mental or physical problem, target is impaired 51 to 80 Lingering illness, major mental or physical problem, target is severely impaired. 81 to 120 Fatal illness, disabling mental or physical problem, transmutation, target is completely impaired. 121 and up Anything the Priest wishes is possible. This spell must be cast in the presence of the target to be affected. It may not be used unless the Priest has a Significant reason for doing so. It is primarily used as a spell of last resort to punish those who need it or who may profit from a lesson. It has no effect on non-intelligent (INT rating for species 4 or less) creatures or supernatural forces (creatures with a Contact Level). T Range - EL+1 BMC - 7 Source - Casting Ability or Energy Level 161) Sacred Bane Varies [Qadishtu/Kalu] Bane is placed on target with following effects: 1. Damage as for Blessed Sphere if enters purified ground or sacred to Priest's alignment. 2. All members of Priest's alignment add bane's EL+1 to any damage 3. Supernatural members of Priest's alignment who encounter the victim attack with uncontrollable battle fury. Negate Curse is required to remove the Bane. It also ends with death of victim cursed with it. Range - EL+1 MDV Limit - (EL+1) x 5 BMC - 10 J) Priesthood Spells - Tariti (Allani) Note: Where these Priestess are dominant they have the following powers plus those of Urigallu. 162) Master Emotion Varies [Tariti (Allani)] Cast from Energy Level Tariti can control her emotions. Using the Casting Ability may lessen another person's response to an emotion. On success the target ignores effect of emotion specified for duration. If target is affected by spell causing extreme emotion this spell will negate the effect. It operates like Immunity does for spells. If her EL is greater, the enemy spell is negated. If not it is ignored for the duration of the spell. When the spell ends, the enemy spell resumes at a reduced EL. When cast in this way it is cast gainst the MDV of the spell and the person it is cast at considered to have an MDV of zero for influencing the chance of success. Range - EL (The range the person to be affected must be within.) Duration - (EL+1) x 2 turns BMC - 1 Source - Casting Ability or Energy Level 163) Sublime Peace Varies [Tariti (Allani)] Enahanced version of Peace cast at a single person. Those affected are incapable of any hostile emotion & may not initiate combat for any reason. They are also sensitive to pleasant stimuli & can't feel pain (other than magical pain with EL higher than spell EL). When cast on herself twice Casting Cost is subtracted from the Energy Level. Used in this way it has range of Peace spell for herslef and everyone else. Duration - EL+1 squared minutes Rnage - Touch (or Peace range if cast other way) BMC - 2 Source - Casting Ability or Energy Level 164) Inflict Emotion Varies [Tariti (Allani)] As for Master Emotion above except this use of the spell increases the degree to which the target is affected by the specified emotion and the Priestess has no ability to cast it from her Energy Level. All other factors remain the same. BMC - 3 165) Destroy Emotion Varies [Tariti (Allani)] Person can't experience emotion the Priestess attacks. On success the person loses the emotion. Spell effect ends by a Negate Curse spell. Cast at 3x normal cost can eliminate only part of the choosen emotion. Range - Touch BMC - 5 166) Soul Search Varies [Tariti (Allani)] Determines major motivations & desires of the target are. Her influence Chance is increased in interaction with that person. This causes the target to be hard to dislike her or doing her harm. If Priestess is not within 1 hex of target (Range for spell) then +10 to EL modifier. Influence Chance increase - (EL+1)x5 BMC - 8 167) Empathic Union Varies [Tariti (Allani)] Cast at half normal cost it allows her to sense CURRENT emotions of her subject and an impression of what is causing those emotions. At normal cost she gains this knowledge and may use Master EMotion or Inflict Emotion (if she knows those spells) to modify emotions read. When used with this spell the Emotion spell automatically succeeds. The emotion spell may only be used to influence the strongest emotions the target is feeling (the Priestess may exclude feelings the target may have for her if she chooses to do so). Cast at twice normal power, this spell reads the emotional history of the person's recent past and can modify emotional memories (all factors are as for Forgetfulness in Powers & Perils). At three times normal cost the Priestess unites with her subject. This yields perfect understanding of all that that person is and grants the same understanding of the Priestess to her target. Both feel what the other is feeling as well as what they are feeling themselves. Neither are truly aware of themselves while they are affected by this spell. They become one. After the Union, the Priestess retains perfect knowledge of the emotional foundation and personality of her partner. Her partner will retain only flashes of insight about her. This spell can be cast at five times cost to forge a permanent Empathic Bond between the Priestess and ONE other person. If this is done, both retain awareness of their individuality while gaining the ability to feel the emotions of their partner when they choose to. When one experiences extreme emotion, such as in combat, under torture, etc, the other is allowed a Will roll to keep those emotions from affecting them as well. If the roll is a success, they are not affected. A partial success means they are visibly affected and a failure forces them to react to the emotion as if it was happening to them. Emotional Union at this level is a permanent spiritual tie between two beings. Though they remain seperate, they are one. This grants the following benefits: 1. Either can track the other no matter how far apart they are. 2. If physical damage, energy loss or illness afflicts one, the other can minimize its effect by taking half the effect on themself. 3. The MDV of each is increased by half the MDV of the partner with the highest MDV when that partner is in range. 4. If either suffers an attack on their soul, both suffer equally. These are the basic attributes of the spell. The last two forms must be cast on purified ground. Neither may be cast on an unwilling target. Both require a good deal of Ritual and specific environmental influences (referee discretion) to succeed. If an Abysmal Failure occurs in either case, the spell may never be tried on that target again. The less powerful forms are usable without these restrictions. Duration - EL+ 1 squared minutes MDV Limit - (EL+1) x 4 (When target is not willing) Range - Touch Transfer Range - EL" (Max distance of united pair can be separated & still use the full attributes. If 0 must touch) BMC - 12 J) Shadow Magics - 168) Communicate Varies Caster can communicate with shadow of any being within his range. Must be cast using Tongue of Shadow. It is used to gain info about person's orientation, intent and personality. Not used to communicate with that person. When spell is used 1/3 of target's MDV, RD can be applied in defense against it. Unless he rolls EM or less, the target is unaware that any communication is taking place. Range - (EL+1) x 3" Duration - 12-EL phases (Time to learn info above) BMC - 1 169) Create Warriors Varies Shadow Warriors are created. Per Warrior created Caster loses 1 energy point per full turn that they remain. This is in addition to the normal mana/energy lost to cast spell. Cast at x3 cost, caster can form 1 Shadow warrior with 1+(EL/2), RU, times normal Shadow Warrior values. When formed the Warriors flow out of the caster. They move as Caster directs. While controlling more than 1 warrior the caster can do nothing else. If controlling single warrior he may use other Shadow Magic, move or engage in other physical actions. The Range listed is how far the shadow can be away from the caster before it disappears. NOTE - Innate Shadow Weavers may command any number of warriors witfiout suffering the restriction above. Instead of using the base cost specified in Book One, determine an EL as an Innate Power for this spell. Treat it as an innate power in all ways unless the Shadow Weaver is trained. Once he is trained, this spell starts at his Innate EL, can be cast at that EL or lower and can draw from either the Casting Ability or the Energy Level. Range - (EL+1) x 5" Max Warriors - EL+1 BMC - 2 170) Dark Sight Varies Spell may not use spell to include others. Not usable in total darkness and does not grant better than normal vision. Can see in darkness. Note: Innate Shadow Weavers have total Dark Sight at no cost. They see in the dark as well as they can in the day. (Their sight is as good as an Elf at night and as good as a man in the day.) Range - (EL+1)x5" Duration - 2 phases (EL as power) BMC - 1 171) Deadly Shadow Varies Victim's own shadow is turned against him. To cast must have victim's blood and hair from the person to be affected OR he must have cast Soul Sight on that person's shadow within last 24 hours. If neither is true, the spell fails absymally. If both are, caster may -10 from his roll in addition to normal modifiers. Can only be cured by a Negate Curse spell. Each day he fails to roll Will, the shadow's attack drains 2D6+EL energy points from him. While the victim is drained the victim loses Strength, STamina and Constitution equal to 1/2 the energy lost. When one of the stats are reduced to 0 the victim's MR, OCV/DCV are reduced 50%. When 2 stats are at 0 he is put into a coma. If all 3 reach 0 he is dead. Damage - 2D6+EL (Each day / Energy loss) Stat Lose - 1/2 Energy lose to S, St and C per day BMC - 10 172) Delusion Varies Victim sees movement in the shadows around him. Unless Will-EL is rolled, he will surrender thinking he is overwhelmed. Failure causes immediate surrender of victim, partial causes him to flee in random direction. On succes he ignores the spell. Cast at x2 the cost it affects everyone in a circular area defined by its radius. If MDV is higher than limit he is not affected, may roll Will x2 to resist instead of Will. The Range is the Max distance from the caster that the person affected, or the caster of the radius cast, can be. Range - (EL+1) x 4" Radius - (EL+1) x 2" Duration - 2 turns (EL factor applies as a power). MDV Limit - (EL+1) x 4 EL Modifier - EL+5 BMC - 2 173) Disorder Varies As for the basic Chaos Disorder spell. In this case it weaves shadows that mislead and delude the mind and make it impossible to judge distance and direction. Caster is unaffected. Caster can't do any other type of magic, including shadow magic. BMC - 4 174) Energy Varies Regenerates caster's Energy Level. If an additional Mana Point is paid, it may be used to raise the energy level of some other person on touch. When cast on himself -MDV from roll in addition to normal modifiers. IF spell results in failure the energy recipient loses half the energy he stood to gain. If Abysmal he loses as much energy as he was to gain. If Energy goes below 0 he is dead, if at 0 he is in a coma. Can't be cast on same person more than once in a given day. If it is, the target is in coma for 1 hour per energy point he would have gained. Unless he rolls his current Energy Level or less, his EnL is reduced to 0 and he is in coma until a Negate Curse spell wakes him. After the initial duration, one roll is allowed every 24 hours. Range - Touch only Energy Gain - 2D6+EL energy points BMC - 3 175) Fatal Shade Varies Dark shade that attaches to victim and drains his soul. Victim is doomed, unless spell is dispelled or victim is killed before full effect of spell. Caster must have blood, hair or spit of victim to use this sapell. Shade must be banished magically if the person is to be saved. It cannot be banished magically if the person is to be saved. It cannot be affected by any weapon or spell except a Dispell/ Banish spell. Damage - (EL+1) (Energy level per day) MDV - MEL+(EL x 2) (The MDV of the spell) Range - (EL+1) x 2" (Max distance of caster to target for success) BMC - 8 176) Freezing Hand Varies Paralytic spell doing physical damage to target. Must touch victim during duration 1. If he does not caster loses energy equal to listed damage and spell is wasted. Duration 2 is the number of phases the victim is affected after being touched. Caster can't do any other magic during this spell, if he does it ends. Any part of Duration 2 that remains for any victim is lost when another spell is begun. The Max Strength is as for Paralysis spell. Range - Touch only Duration I - (EL+1) x 2 phases [For initial touch] Duration II - 2 turns (EL factor applies as a power) [Actual effect] Damage - EL+2 (HPV per phase or Energy to Caster if touch fails) Max. Strength - (EL+ 1) x 20 BMC - 3 177) Invisibility Varies As for basic Invisibility spell but can only be cast when caster is in shadows. NOTE - Innate Shadow Weavers are not required to cast this spell. Whenever they enter a shadow, and choose to be invisible, they pay the mana points required for the EL used and are. If trained, they may use an EL less than or equal to their innate EL. BMC - 1 178) Leeching Varies Caster leeches energy from shadow of another being. Target gets his full MDV in defense. Success increases increases Energy Level and Casting Ability of caster. Success also decreases Energy Level and/or Casting Ability (if he has one). Range - EL Damage - (EL+1) x 5 BMC - 2 IMPORTANT - If a spell takes more energy or mana than a person has, it takes what he has in that area and no more. At no time may the total points received by the caster be greater than 1/2 the amount drained, rounded up. No more than 2/3 of the points gained, rounded up, can be assigned to any one area. The remainder must be assigned to the other area. No points may be assigned to an area where none have been used or lost. Points that cannot be assigned due to this are lost. 179) Liberate Shadow Varies As for Liberate Spirit but the shadow not spirit is sent on a specific mission. It returns when mission is complete or it is recalled. While shadow is gone, caster is unaware of his surroundings & what shadow is doing. The caster is defenseless. Only action caster can do is recall the shadow with a Will-EL roll. Once it returns the caster will know what the shadow saw & did while it was gone. Caster loses 1D6 energy points per turn shadow is gone. After shadow is recalled shadow returns in 1D2 turns. If it exceeds the recall range in performing its mission, it must be summoned (CL1) to be recalled. Cast at x3 cost it can be on a willing person other than the caster While this is done that person suffers effects above and the caster will be able to monitor the activities of the person's shadow & help direct it to complete its mission. Person whose shadow is sent must still recall it (not the caster). He is allowed to add 1/2 caster's Will to his own in doing so. If this fail the shadow must be summoned and force it back into the person's body before person dies. The range is the distance shadow can be sent from the caster and still be recalled without summoning. Range - (EL+1) x 25" Speed - MDV (MR equals the Caster's MDV) EL Modifier - (EL+ 1) x 5 BMC - 4 NOTE - Shadow Weavers have this as an innate power. Their EL is determined as specified in Book One. They may liberate their spirit, with no EL modifier, at their innate EL. They may operate as normal while it is gone except they may not cast Shadow Magic. If trained, they cast the spell at 1/4 mana cost, rounded up, at any EL less than or equal to their innate EL AND receive the normal EL modifier. They may not liberate another person's shadow unless they are trained. 180) Shadow Bands Varies Caster creates dark bands, within his range. This will chain 1 enemy per band created. If person's strength is greater than listed strength then bands has no affect. If not, the bands prevent ANY action for the listed duration. Once spell is in force he can direct bands to any target he desires as long as he does not move & does not cast any other magic. He must hit those targets using MELx2 as his OCV on the combat table. Against the initial targets of his spell this restriction does NOT apply. The number affects is the number of bands created (1 per target). If not used immediately, a band may be used later against any target that enters the radius. If the caster moves or casts any other magic, bands not in use are lost. Range - (EL+1) x 2 turns Number Affected - EL+1 Strength - (EL+ 1) x 10 BMC - 5 181) Shadow Cage Varies As for shamanic spirit cage spell but restrictions as for Deadly Shadow. The caster must have a crystal sphere or prism to serve as the cage. It can be cast against shadows that are still tied to their body. If it is cast against free shadows, subtract TWENTY when rolling for success. A person whose shadow is stolen in this way wastes away, losing 1D6 energy points per day until he dies. The only way to save him is to find the item containing his shadow and smash it to release the shadow. BMC - 6 182) Shadow Command Varies Anyone affected by this spell rolls Will+MDV, minus EL modifier, to resist the wishes of his soul. If he makes this roll, he may attack the caster but must add the EL modifier to all combat and magic rolls. If the roll is not a success, he must work towards performing the command that has been placed on his shadow. Only a single command may be placed. In all other ways, it operates as for Compulsion. Range - EL x 2" EL Modifier - (EL+1) x 3 BMC - 3 183) Shadow Plaque Varies The spell strikes the victim with Plague by affecting his shadow. In all other ways, its effect is as for the Plague spell, except the contagion is passed when his shadow comes in contact with the shadow of another living creature. Only a Negate Curse spell can cure the spell before the duration, as specified for Plague, ends. Infection Chance - (EL+1) x 5% (Constitution has no effect on the chance of infection.) BMC - 5 184) Shadow Sculpting Varies Caster can sculpt shadow into usable inanimate objects. Unless caster casts spell at x5 cost to make item pernament (recast again), if the item is touched they will dissolve. Items created must be created with personal knowledge the caster has and can make normally. Cast at the normal cost they are dark objects of solidified shadow. At double the normal cost they have a normal appearance AND can be animated if they have the shape of an animate creature. To animate such an item the caster must allocate EL x 2 points from his EnL to the item. While the item lives, it retains these points and the caster cannot regain them. When it is dispelled or dies, he may regenerate them as normal. In essence, the caster breaths a soul from himself into the item. Animated items of this type have stats as for Creations and will defend their creator fanatically at all times. Range - Touch only Duration - 2 days (EL factor applies as a power, the shadow will dissolve at this time if it has not been made permanent.) Item Limit - EL+1 BMC - 3 185) Soul Sight Varies As for the Shamanic spell of the same name. Sometimes used with the Deadly Shadow spell to curse enemies. BMC - 2 186) Wasting Hand Varies The basic parameters of this spell are as specified for the Freezing Hand. If the caster touches his chosen victim the spell drains energy from him and causes him to age. If he fails to touch him, he suffers the damage he would have done to that person. For Range and Duration see Freezing Hand. Range - Touch only Duration I - (EL+1) x 2 phases [For initial touch] Duration II - 2 turns (EL factor applies as a power) [Actual effect] Damage - (EL+l)D10 [Energy Level and # of months] BMC - 5 IMPORTANT - Those effected are stunned one phase per year that they are aged by this spell. If they are aged more than four years, they pass out for 2D10 turns. This spell has 1/2 its energy draining effect and no age effect on creatures with greater than human life spans. K) New Spells - Other 187) Leeching Darkness No effect on those with innate leeching, death powers or darkness powers. Not negated by Light but can only affect those who are surrounded by Light. It only affects if the EL is greater than or equal to the light EL. It has same effects of LEECHING but does not require target to be unconscious or helpless. Spell lasts as long as there is mana to regain and targets in radius area. Caster is center of spell and if he moves the spell moves. If cast any other magic any failure is abysmal. Abysmal failure results in caster being leeched. Range - EL+1" (Diameter) Duration - 2 turns (EL as power) BMC - 6 Source - Heroes, Doom Manor article --------------------------------------------------------------------------- * Variants to Spells 1) Elf Shot Variant [Casting] The casting rules for the elfshot spell have been changed slightly. A caster still has to dedicate both bow and arrows beforehand, as per the normal rules. He will then spend the mana required for the EL he wishes to cast the spell at, at any time before he fires the arrow. Success rolls for the spell are taken at the moment the arrow damages the target. These rule changes do not reflect on the fatal spear spell. Source: Main P&P Website. Unknown Author. Uknown if official variant. ** Powers & Perils Magic Reference Information This file contains three sections that may be useful to GMs and players alike. It could be edited, printed out or used as a GM screen of sorts. The file is divided up into the following sections: A) Spell Summary Chart This chart shows the basic information for each spell. It lists the spell, alignment, Range, Duration and any Damage it may do. These are the three basic parts of every spell and are used the most often in references during play. There may be blank entries if that particular part of the spell does not exist. B) Spell Summary This section only contains a one line quick description of what the spell does as a quick reminder for those who may forget or need clarification. C) Other Spell Information This chart contains other detailed information for each spell. It lists the spell, any MDV limit and if there are more information that can be found in the spell. It also lists spells that may have optional rules and any notes or other imporant formulae. This chart does NOT list every spell. Most are pretty simple to understand like Fire Ball such that they are ommited from this chart since no other info is needed to use them. -------------------------------------------------------------------------- Spell Summary Chart Spell Align. Range Duration Damage Abandon Elder EL+1" (EL+1)x3 (T) Astral Fire Balance (EL+1)/2" (R) EL+1 (P) Astral Powers Balance Akasha N/A 2 weeks (E) Astral Leech Unlimited Dis/Dies 1D6+EL (E/D) Astral Paths Touch (1) EL+1 (ST) Astral Web EL+1 (R) 2 phases (E) Astral Well EL+1" Opposition EL+1" Creation 2" (E) (2) 2 Days (E) Blindness Sidh Magic Touch EL+1 (ST) Blood Vengeance Elder Touch +EL Damage Chaining Chaos EL+1" Dispell/Broken Choking Moisture Chaos (EL+1)x2" EL+1 (P) 1D6+(ELx2) (E) Clairvoyance Balance (EL+1)/2" (R) 10+EL Sq. (T) Communicate Varies EL" (EL+1(xMEL (T) Compulsion Chaos ELx2" Concealing Mist Elder EL+1" (D) (EL+1(x3 (T) Cold Elder EL+1" (D) (EL+1)x2 (P) 2D6+EL (F) Corruption Chaos (EL+1))/2" (C) EL+1 per day Damage Reversal Balance (EL+1)x2" (ELx2)+1 Darkness Powers Chaos Darkling Light (EL+1)x3" EL+1 (P/C) Darkness EL+1" (D) 2 Turns (E) (EL+1)x2 (P) Dark Companion 2" (E) EL+1 (ST) Dark Sight (EL+1)x3" 2 Phases (E) Death Blast Shamantic (EL+1)x2" Death Powers Chaos Fog of Death (EL+1)/2" (R) (EL+1)x2 (P) The Hand of Death Touch (EL+1) (P) Decay Chaos EL+1" EL+1 Sq. (D) EL+1 / Day Desert Powers Varies Desication (EL+1)x2" EL+1 (P) 1D10+(ELx2) Grasping Sands (EL+1)x3" (EL+1)x2 (P) EL+1 (P) Heat EL+1" (R) (EL+1)x2 (P) EL+2 (P) Navigation (EL+1)x10 miles Whirlwind 5(T)x((EL+1)x2) 2D6+(ELx3) Destruction Chaos 2" (E) (3) (EL+1)x2 (P) 1D6+(ELx2) Detection Varies EL+1 inches Sq. Disease Chaos Touch (10-EL) Days 5%+(EL+2) (E) Disintegration Chaos Touch Disorder Chaos (EL+1)x2" (D) (EL+1)x4 (P) Dispell/Banish Varies EL+1" Divinatino Varies 2"xEL (4) 2 Hours (E) Dreams Law EL+1 (E) Earth Powers Varies Avalanche EL+1 1D6+(ELx2) Earth Strength EL+1 Hours Earthquake (EL+1)x2" Fire Resistance EL+1 Hours (EL+1)x5 Location 2 Miles (E) Transport (EL+1)/2" (Len) EL+2 Sq. (T) 1D6+(ELx2) Elemental Powers Elder (EL+1)x2" 2 turns (E) Elf-Shot Sidh Magic Bow Range x2 (EL+1)(x3 (D) Exorcism Shamanic Fascination Varies (EL+1)x2" 2x(EL+5) (W) Fatal Spear Elder Fate Balance Fire Powers Law Combustion (EL+1)x2 (T) (EL+1)x2 Fire Ball (EL+1)x2" 2 Phases 1D10+(EL)D10 Fire Darts EL+1" 1D6+(EL)D6 Fire Detection EL+1 Sq. (M) Fire Showers (EL+1)/2" (5) EL+1 turns 1D10+EL (P) Flaming Death Elder EL+1" EL+1 phases 2D6+(ELx3)(6) Forgetfulness Elder EL EL+1 Sq. (D) Foyson Theft Sidh Magic EL/2" Hatred Varies (EL+1)x2" Dispell/Killed Healing Varies Touch 1D6+EL+StB Healing Light Law (EL+1)/2' (D) Hell Powers Chaos Fire Darts EL+1" 1D6+(EL)D6 Fire Resistance EL+1 Hours (EL+1)x5 Pain EL+1" EL+1 Turns Summon Demons Illusion Powers Varies Active Illusion (EL+1)x2" (EL+1)x3 (T) Glamours (EL+1)x2" 2 hours (E) Major Illusions EL+1" (R) (EL+1)x2 (M) Personal Illusion Touch 2 Hours (E) Insanity Chaos EL+1" Invisibility Varies (EL+1)x5 (T) Invulnerability Chaos (EL+1)x10 (P) (EL+1)x5 Knowledge Varies Leeching Chaos Liberate Spirit Law (EL+1)x5 (T) Lichcraft Chaos (EL+1)x10 Miles Light Powers Law Light EL+1" (R) 4+(EL+2) (P) EL+1 (P) Killing Light (EL+1)x2" 3D6+EL Radiant Light (EL+1)/2" (R) EL+1 Stun (P) (EL+1)x3 Lower World Travel Shamanic Luck Sidh Magic EL+1" (EL+1)x5 (P) Masquerade Elder Touch (EL+1)x20 (T) Might Law 2 turns (E) Music Law EL+1" (R) (EL+1)x2 (T) Necromantic Powers Chaos Animation Touch d days (E) Talk with the Dead EL" (EL+1(xMEL (T) Control the Dead 2" (D) (E) Dispelled Corruption (EL+1))/2" (C) EL+1 per day Dark Knowledge EL/2" Decay EL+1" EL+1 Sq. (D) EL+1 / Day The Black Curse Death (7) The Seeking Death Unlimited Death (8) Negate Curse Law Touch Oblivion Balance (EL+1)x2" 2 months (E) Open Prison Law (EL+1)/2" IC) Orient Self Shamanic (MEL+EL)x2 (P) Origin Powers Shamanic Dissolution Unlimited Inanimate Creation Repulsion (EL+1)/2" (EL+1)x2 (T) Painlessness Law EL+1" (EL+1)x2 (P) Paralysis Varies (EL+1)x2" (EL+1)x2 (P) Peace Elder EL+1" (R) (EL+1)x2 (T) Perception Shamanic Touch Pernament Magics Varies Curse or Ban Enhancement Enchantment Enchanted Dedication Ensorcelled Items Ward Pact Petrify Chaos Touch 2 days (E) Plaque Chaos EL+1" (EL+1)x3 (D) (EL+1)d6 (E) Planar Travel Varies 2 days (E) Preservation Law Touch only 2 days (E) Preserve the Dead Balance Touch 2 weeks (E) Protection Varies EL/2" (R) (EL+1)x2 (T) Punishment Sidh Magic Unlimited EL+1 weeks EL+1 (E/D) Purification Varies Quarrels Varies (EL+1)x2" (D) EL+1 (T) Regeneration Law Touch (EL+1)x2 (T) EL+1 per turn Restoration Shamanic Resurrection Varies Touch Revelation Law EL" (C) Revivification Law Touch (EL+1)x2 Sea Powers Varies Calm Sea (EL+1)x2" Friendly Current (EL+1)x10" EL+1 (ST) Navigation Water Breathing EL/2" 2 turns (E) Sanity Law Touch only Shape Changing Varies (EL+1)x20 (T) Silence Chaos EL+1" (R) 2 phases (E) Silent Terror Chaos EL+1" Slay the Tame Sidh Magic EL+1" Sleep Powers Varies Perpetual Trance 1/2" (E) EL+1 years Sleep Mist EL+1" (R) (EL+1)x5 (T) Sleep Touch Touch Slime Chaos EL+1" 2 hours (E) 2D6+EL (P) Smokeless Flame Elder EL+1" 3D10+(ELx4) Soul Sight Shamanic (EL+1)/2" (R) (EL+1)x2 (T) Speed Varies Touch only (EL+1)x3 (T) Spirit Cage Shamanic Spirit Death Shamanic 2" (E) Body Death (9) Stillness Chaos EL+1" 2 phases (E) Storm Powers Varies Flight 2 turns (E) Lightning (EL+1)x3 (EL+1)D10+EL Lightning Swarm EL+1" (D) EL+1 phases 1D6+(ELx2) Thunderhead 2" (E/D) EL+1 turns Wind (EL+1)x2" 2 phases (E) EL+1 (to pmr) Strange Powers Balance Astral Ills (EL+1)/2" (R) EL+1 phases Automata Touch 2 hours (E) Normal+AV Simulcrum 2 miles (E) (10) Summoning Varies EL (EL+1)x2 (T) Sustenance Law (EL+1)/2" (R) 2 hours (E) Sweeten Water Elder 2 hours (E) Telepathic Powers Varies Control (EL+1)x2" 2x(EL+5) (W) Mind Burn EL/2" EL+1 phases (EL+1)x2 Mind Search EL+1" (C) Mind Shield 2 Hours (E) Sending 2 miles (E) Suggestion EL+1" Terror Chaos (EL+1)/2" (R) 2 turns (E) Theft Chaos 2" (E) Time Powers Varies Cure Age Touch only EL+1 months Time Slow (EL+1)/2" (R) EL+1 turns Time Stop (EL+1)/2" (R) EL+1 turns Time Trap Touch only 2 weeks (E) Time Travel Tongues Elder 2" (E/R) (EL+1)x2 Tracking Law 2" (E) Transmutation Varies EL+1" 2 hours (E) Travel Powers Varies Insubstantiability Interworld Travel (EL+1)x3 Levitate EL/3 RD (EL+1)x2 Teleport EL/3 RD Truth Law EL+1 turns Vengeful Horror Elder EL+1" Wakefulness Law Touch only (EL+1)x12 (H) Watchful Sleep Balance (EL+1)x2" (R) EL+1 hours EL+2 Water from Stone Law EL/3" EL+1 hours Water Powers Varies Flood (EL+)x2" (EL+1)x3 (T) Friendly Current (EL+1)x10" EL+1 (ST) Water Breathing EL/2" 2 turns (E) Water Walking (EL+1 sq.)+10 (T) Wildness Elder EL+1" 2 phases (E) Withering Hand Chaos (EL+1)x2 phaes Wounds Chaos 4 turns (E) -------------------------------Elder Priest Spells-------------------------- Crop Protection Elder EL+1" (R) (EL+1) Sq. (ST) Tanglevine Elder 20 + (EL*10) Lycanthropy Curse Elder -------------------------------New Illusion Spells-------------------------- Deceptive Creation (EL+1)*2" (R) (EL+1) * 2 (P) Tumble EL + 1" (R) (EL+1) * 2 (P) EL + 1 (P) -------------------------------New Spells ---------------------------------- Invisibility Sphere EL x 1/2" (D) (EL+1) x 5 (T) Sound Sphere Version 1 EL+1 * 2 (EL+1)x3 (P) Version 2 (EL+1)x3 (T) -------------------------------Priesthood Spells --------------------------- Bless Varies EL+1 days Healing Varies Touch 1D6+EL+StB Insight Varies Detect Evil Varies Presence Varies EL+MEL (T) Purification Varies EL+1 inch (D) Blessed Truth Varies Ceremony Varies Curses Varies Judgement Varies Command Varies EL (0=Touch) Hidden Truth Varies EL+1 (EL+1)x10 (M) Healing Hand Varies Dispell/Banish Varies EL+1" Regrowth Varies Energy Varies Negate Poison Varies Negate Music Varies Exorcism Varies Repel Evil Varies EL (0=Touch) Paralysze Enemy Varies Touch EL+1 phases Purifying Lance Varies Inner Revelation Varies Absorption of Evil Varies EL+1 Dispersion Varies Damnation Varies Awareness Varies (EL+1)x3" EL+1 turns Questing Sight Varies (EL+1) sq miles Divination Varies 2"xEL (4) 2 Hours (E) Knowledge Varies Divine Vision Varies Vision Trance Varies Spirit Blessing Varies Blessed Sphere Varies EL+1 (R) Ritual Music Varies (EL+1)x2 (D) Punish/Satire Varies EL+1 Sacred Bane Varies EL+1 Master Emotion Varies EL (EL+1) x 2 (T) Sublime Peace Varies Touch/EL+1" (R) EL+1 sq. (M) Inlict Emotion Varies Destroy Emotion Varies Touch Soul Search Varies Empathic Union Varies Touch EL+1 sq. (M) ----------------------------Shadow Magic Spells ------------------------- Communicate Varies (EL+1) x 3" 12-EL phases Create Warriors Varies (EL+1) x 5" Dark Sight Varies (EL+1)x5" 2 phases (E) Deadly Shadow Varies 2D6+EL (E/D) Delusion Varies (EL+1) x 4" 2 turns (E) Disorder Varies (EL+1)x2" (D) (EL+1)x4 (P) Energy Varies Touch only Fatal Shade Varies (EL+1) x 2" (EL+1) (E/D) Freezing Hand Varies Touch only 2 turns (D) EL+2 ( (11) Invisibility Varies (EL+1)x5 (T) Leeching Varies EL (EL+1) x 5 Liberate Shadow Varies (EL+1) x 25" Shadow Bands Varies (EL+1) x 2 (T) Shadow Cage Varies Shadow Command Varies EL x 2" Shadow Plaque Varies Shadow Sculpting Varies Touch only 2 days (E) Soul Sight Varies (EL+1)/2" (R) (EL+1)x2 (T) Wasting Hand Varies Touch only 2 turns (E) (EL+l)D10 (E) -------------------------------New Spells - Other--------------------------- Leeching Darkness ??? EL+1" (D) 2 turns (E) Index : Range: (R) - Radius (D) - Diameter (C) - Side of 60 degree cone (E) - EL factor applies as power (M) - Miles Duration: (T) - Turns (ST) - Strategic turns (E) - El Factor applies as power (D) - Days (P) - Phases (W) - Weeks (M) - Minutes (H) - Hours Dis/Dies - Until dispelled or target dies Sq. = Squared value Damage: (E) - Energy Level (F) - Only on first phase of being affected (P) - Per phase (/D)- Per day Notes: (1) Astral Paths Range - Touch when casting, (EL+1)/2" after (2) Astral Powers - Creation - 2" (EL as power) but initially appears EL+1 hexes from caster. (3) Destruction - OFfensively 2" (EL as power) (2 cubic feet) Defensive Diameter for base factor (4) Divination - Range: Subject must be known to Caster or 2"xEL range. If 0 then Caster must touch him. (5) Fire Showers - Range: (EL+1)/2", EL+1" (1st is area effect, 2nd -max distance away the caster can put the center) (6) Flaming Death - Damage: 2D6+(ELx3)(6), EL+1 (1st-initial phase 2nd-after first phase) (7) Black Curse - Ends at use of Negate Curse, Zombie or Caster dies. (8) Seeking Death - Ends when Target or victim killed or dispelled. (9) Spirit Death - Duration - until death of body or until spirit finds body (10) Simulcrum - Total Damage - 20 + (ELx3) / 24 hour damage - 10+(ELx2) (11) Freezing Hand - Damage - May be HPV or energy level depending on if initial touch fails ---------------------------------------------------------- Spell Summary Abandon Target roams around randomly Astral Fire Invisible flames attack target Astral Powers Akasha Learn information from past events mystically Astral Leech Leeches from specific target energy points Astral Paths Travel the Astral Paths via the Upper World Astral Web Magical mystical bonds capture target Astral Well Target thrown into the Upper World Opposition Target destroyed by its opposite (alignment wise). Creation Creates animate life from memory or imagination Blindness Target is blinded for Duration Blood Vengeance Dedicates person to kill another person. Chaining Magical bonds. Choking Moisture Target loses ability to breath and takes damage. Clairvoyance Limited form of future forecasting. Communicate Can talk in same langauge with a target. Compulsion Target performs specific task with a specific goal Concealing Mist Mist conceals caster from view of others Cold Intense sphere of cold with chance of freezing Corruption Animate or formerly animate objects rots. Damage Reversal Caster's damage is reversed onto the enemy. Darkness Powers Darkling Light Dark Lightning that consumes target. Darkness Magical darkness The Dark Companion Entity made of darkness to kill enemy targets Dark Sight Can see in darkness Death Blast Destroys a enemy spirit Death Powers Fog of Death Noxious cloud that kills targets that enter it Hand of Death Touch of Caster can kill target Decay Affects healing process of target Desert Powers Desication Dries up the target's body into a husk Grasping Sands Sand will grab and attempt to crush target Heat Creates intense furnace like heat in an area Navigation Can navigate in desert with magic Whirlwind Funnel of twisting sand and air Destruction Destroys matter in Offensive and Defensive modes Detection Can detect magic for a specific class of object Disease Gives target non-contagious disease Disintegration Animate target is disintegrated into fuming powder Disorder Victim moves about randomly Dispell/Banish Ends a spell or banishes a supernatural force Divination General forecast of a person's future Dreams Can interrogate a person in dreams or attack them Earth Powers Avalanche Causes rock slippage in certain areas. Earth Strength Doubles Strength and Stamina for duration Earthquake Opens or closes chasms of earth. Fire Resistance Resistance to fire Damage or fire effects Location Finds sources of fire in range of caster Transport Can move along on a rolling earth wave Elemental Powers Caster forms pact with Elemental for knowledge Elf-Shot If hit HPV goes to 0 and victim is paralyzed Exorcism Banishs Ghosts and Edimmu or possessions of demons Fascination Target becomes enthralled by caster. Fatal Spear Same as Elf-Shot but used with a dedicated spear Fate Caster places a death bane on a victim. Fire Powers Combustion Ignites inanimate combustible matter. Fire Ball Expanding sphere of flame. Fire Darts Intense tongue of flame at specific target. Fire Detection Can find closest fire or flame sources in area Fire Showers Surrounds caster with a curtain of flames Flaming Death Target burns until duration ends or dispelled. Forgetfulness Target's memories can be implanted or forgotten Foyson Theft Obtain nutritional value from food Hatred Makes one person obsessed to kill another person Healing Heals physical damage of a target Healing Light Heals multiple targets in an affect area Hell Powers Fire Darts Stream of Fire or multiple fire tongues of flame Fire Resistance Caster is immune to fire damage Pain Target is given searing spams of pain Summon Demons Summons Demons at a reduced summoning cost Illusion Powers Active Illusion Illusions tht can move and attack caster's enemies. Glamours Changes appearance of inanimate objects Major Illusions Changes an entire affected area with a wide illusion Personal Illusion Changes appearance of specific being via an illusion Insanity Causes a target to become insane in varying degrees Invisibility Turns caster and others completely invisible Invulnerability Creates a added level of protection for casters Knowledge Gains expertise and knowledge in spells or skills Leeching Leeches energy from a specific target Liberate Spirit Spirit can travel the Middle World Lichcraft Dark powers of becoming immortal and a Lich Light Powers Light Magical light created in darkness Killing Light Light cast at target that can kill Radiant Light Blinding flash of light in a area that damages Lower World Travel Shaman can send spirit into Lower World and travels Luck Can affect rolls good or bad for a target Masquerade Target can look like a friendly person to a enemy Might Strength is increased for a limited time Music Magical music that soothes dumb creatures. Necromantic Powers Animation Can animate the dead and for controlling them Talk with the Dead Talk to the dead like a Communicate spell Control th eDead Caster can control the dead which has been animated Corruption Animate or formerly animate objects rots. Dark Knowledge Allows questioning of the spirits for answers Decay Affects healing process of target The Black Curse Person changed into a zombie for caster to control The Seeking death Magical creation will seek out the target to kill him Negate Curse Acts like Dispell/Banish for those spells that need it Oblivion Target goes to a place where they are held non-existant Open Prison Opens all locks within range of Caster Orient Self Required for Shaman to cast other shamanic spells Origin Powers Dissolution Target is dissolved into the earth and dies Inanimate Creation Object becomes animate for the caster Repulsion Creatures are stunned for short period of time Painlessness Prevents pain effects and damage effects Paralysis Victim can't move due to frozen muscles Peace Targets fall into peace feeling nad can't fight Perception Learn specific benefits & purpose of specific item Pernament Magics Curse or Ban Places a curse or ban of action on a person Enhancement Brings out special properties of natural materials Enchantment Makes inanimate objects enchanted to improve them Enchanted Dedicated Items enchanted are dedicated to specific alignment Ensorcelled Items Gives a item special abilities or powers Ward Pact Places pernmanet magic on a place or thing Petrify Matter becomes stone for the victim. Plaque Gives target a viruletn and contagious disease Planar Travel Allows travel to Upper World or other planes Preservation Preserves food and prevents infection of characters Preserve the Dead Prevents decay and rot of the dead Protection Gives a person protection over spells like luck Punishment Gives target a wasting disease until situation resolved Purification Prepares an area for improved spell use Quarrels Makes people fight their allies and friends Regeneration Regenerates hit points at a cost o energy Restoration Restores/Makes new Tonah Tie or returns spirit to body Resurrection Returns the dead to life Revelation Reveals illusionss, invisiliby & shape changes Revivification Wakes up those who are unconscious Sea Powers Calm Sea Ends effects of stomr around a ship. Friendly Current Creates current for ally or enemy ship movement Navigation Directs a ship to a selected destination Water Breathing Allows person to breath under water for duration Sanity Negates insanity, disorder, Compulsion and others. Shape Changing Allows caster to assume a new form Silence Sphere where no sound exists and can knock out enemy Silent Terror Target becomes scared of sheer terror and flees Slay the Tame Slays domesticated animals Sleep Powers Perpetual Trance Places victim into a long sleeping trance Sleep Mist Mist area affect spell that knocks targets out Sleep Touch Those touched will fall into deep sleep trance Slime Semi-animate acidic pool of slime which does damage Smokeless Flame Intense smokeless flame targets at one person Soul Sight Caster can learn various aspects of a person Speed Increases PMR of target Spirit Cage Traps a free roaming spirit into a mystical cage Spirit Death Frees a spirit tie and connection from a body Stillness Target can't create any sound or magic Storm Powers Flight Winds allow the caster to fly through the air Lightning Bolt of highly charged particles for a single target Lightning Swarm A swarm of charged particles in an area effect spell Thunderhead Makes a localized thunderstorm with winds & lightning Wind Strong winds that slow down an enemy & knocks them over Strange Powers Astral Ills Generates mystical radiation in area affect spell Automata Gives inanimate objects ability to move & follow orders Simulcrum A duplicate of the caster in miniature form Summoning Caster can summon supernatural forces to help him Sustenance Caster can form good food from inorganic matter Sweeten Water Turns sea water into drinkable water Telepathic Powers Control Like Fascination Spell but through telepathic means Mind Burn Destroys the mental ability of a selected target Mind Search Searches the area for minds by contacting those minds Mind Shield Blocks the mind against magical probes from others Sending Allows person to send to others through telepathy Suggestion Gives target specific actions to perform Terror Victim flees away from caster in terror Theft Finds a specific object and sends it to the caster Time Powers Cure Age Reduces physical age of target Time Slow Slows down time for those in affected area Time Stop Victim has no passage of time and is frozen in time Time Trap Will lock a person in time for a longer period Time Travel Allows caster & others to move forward & back in time Tongues Allows caster to talk to any animate/inanimate object Tracking Allows tracking of creatures through magical means Transmutation Changes the form of animate/inanimate things Travel Powers Insubstantiability Victim loses solid form and can walk through objects Interworld Travel Can travel to other worlds like Lower/Upper World Levitation Can allow caster to float or move through the air Teleport Can send person from one physical location to another Truth Allows tie of 2 people to only tell the truth Vengeful Horror Creates monster to attack victim who has harmed caster Wakefulness Caster is immune to sleep (magical or normal). Watchful Sleep Allows sleep but keeps target aware of surroundings Water from Stone Creates water from inorganic, inanimate matter. Water Powers Flood Causes bodies of water to rise or lower in height Friendly Current Allows current to move faster in fresh water downstream Water Breathing Allows breathing underwater in fresh water Water Walking Allows caster and others to walk on the water Wildness Makes domesticated animals revert to their wild state Withering Hand Causes plant or material from plants to die Wounds Creates a lance of magical power from caster's fingers --------------------------Elder Priest Spells------------------------------ Crop Protection Helps crops against disease and other natural problems Tanglevine Plants that entangle victims and attacks them Lycanthrophy Curse Victim changes into Lycanthrope or a beastman --------------------------New Illusions Spells----------------------------- Deceptive Creation Illusion of thing or creature incapable of damage Tumble Ilusion for target that resembles constant falling --------------------------New Spells -------------------------------------- Invisibility Sphere Area where all within the sphere become invisible Sound Sphere Area where strange mystical noises/sounds are heard --------------------------Priesthood Spells-------------------------------- Bless Increases a characteristic for short period of time Healing Magical Healing as normal Healing does Insight Limited form of Soul Sight Spell & Elf Intent reading Detect Evil Like Mana Reading but detects evil. Presence Helps influence chance or DCV increae. Purification Purifies a specific area for Priest's enemy alignment Blessed Truth Like Truth spell, but person is aware & not compelled Ceremony Complex forms of ritual worship Curses Curses that affect victim in the afterlife. Judgement Shows every crime of person on trial to caster Command Person must perform a action Priest wants him to do Hidden Truth Priest can't be lied to easilly through this spell Healing Hand Heals damage and target becomes immune to infection Dispell/Banish As basic spell but for enemy aligned forces Regrowth Can heal pernament injuries or regrow them Energy Heals back lost energy level damage Negate Poison Negates effectiveness of poisons for caster Negate Magic Negates or ends effectiveness of enemy magic Exorcism Just like the basic Shamanic spell Repel Evil Causes Evil aligned forces to be repelled or flee Paralyze Enemy Enemy is paralyzed as for Paralysis spell Purifying Lance Magical lance of deity's power for combat Inner Revelation Like Knowledge spell but for Priestly knowledge only Absorption o Evil Barrier against evil and can aborb that evil Dispersion ??? Damanation ??? Awareness Priest has heightened awareness of ambushes or traps Questing Sight Priest can discover whereabouts of person or a thing Divination As for basic spell Knowledge As for basic spell but for Priestly pursuits Divine Vision Can seek divine wisdom to solve problems or issues Vision Trance Can seek a more specific future for a target Spirit Blessing Like Healing Light but for energy loss not physical Blessed Sphere Damages enemy aligned forces to the Priest Ritual Music Helps allies with ritual music performances Punish/Satire Can punish a particular target in certain degrees Sacred Bane Bane is placed on target Master Emotion Can control or modify emotions of target Sublime Peace Causes target peace of any hostile emotions Inflict Emotion As for Master Emotion but increased degree of emotion Destroy Emotion Can destroy part of a selected emotional construct Soul Search Can determine motivations & desires of target Empathic Union Forms a Empathic Bond with another target Communicate Caster can communicate with shadow of other beings Create Warriors Caster creates shadow warriors from shadows Dark Sight Can see in darkness Deadly Shadow Caster causes victim's shadow to turn against him Delusion Victim becomes deluded by shadows around him Disorder Basic Disorder but causes shadows to delude & mislead Energy Regenerates caster's energy level Fatal Shade Dark shade form that attaches to victim & drains soul Feezing Hand Paralytic spell that does physical damage to target Invisibility As for basic invisibility spell but used by shadows Leeching Caster leeches energy from shadow of another being Liberate Shadow Caster can send shadow away on a goal to complete Shadow Bands Bands of shadow that bind a target from any action Shadow Cage Works like that of shamanic cage spell Shadow Command Shadow is commanded to perform some task of a being Shadow Plaque Caster uses shadow to spread a plaque Shadow Sculpting Caster can form shadow objects like creation Soul Sight As for shamanic spell & often used with Deadly Shadow Wasting Hand Like freezing hand but drains energy from victim & age Leeching Darkness Acts like Leeching but through light draining ---------------------------------------------------------- Other Spell Information MDV Limit More Optional Notes Astral Fire (EL+1)x5 Y - Astral Powers Akasha Y Time: 1 phase per week (trance) Astral Leech Y Leech MDV = Caster MDV Astral Paths Y Should cast protection Astral Web Range x5 max, away for Caster Astral Well (EL+1)x3 Well Diamater - 1"x(EL/3 RU) Creation Y HPV: (EL+1)x10 [See sepll] Blood Vengeance Attacker -EL from all combat Chaining Y Strength - 20+(ELx10) Choking Moisture Damage: Per 4 Enl 1 HPV RD. Clairvoyance Y +/- EL (to Attacker/Target) Communicate Can end with a Will Roll. Concealing Mist Y Cold Y Frozen Chance - 10+(ELx5)% Damage Reversal Cast on others x2 cost +10 roll Darkness Powers Darkness Y Dark Companion Y Y See spell for Stats Dark Sight Inclusions: EL Death Blast (EL+1)x5 Y Death Powers The Fog of Death Y Decay Y Desert Powers Desication Per 3 Energy 1 HPV is taken Grasping Sands Crush %: (EL+1)x10% (+MDV/AV). Navigation Y Whirlwind Y See spell for Formulae Destruction Y Disease Y If duration =0 Death roll made Disintegration (EL+1)x3 Disorder Y Roll Modifier - EL Dispell/Banish (EL+2)x3 Dreams Y Combat factors: Same as caster Earth Powers Avalanche Y Speed- (4+EL)x2 (MR of rocks) Earth Strength Y Earthquake Y See spell for other formuae Transport Y Speed - (EL+2)x2 Elemental Powers Y Elf-Shot Y Hit point limit - 10+(EL+1) Fascination Y Fate Y Fire Powers Combustion Y See Distance / Speed formula Fire Ball EL+1" Flaming Death Y Forgetfulness Y Foyson Theft Y Healing HC+:(EL+1)x5 StB+: EL/3 RD Hell Powers Pain Y See other Formulae Illusion Powers Active Illusion Y Glamour Y Weight Limit:2 lbs (EL as power) Personal Illusion Y Insanity (EL+1)x3 Y See insanity charts Invisibility Per person included -1 Duration Invulnerability Y Knowledge Y Gain: 1D6+EL every 15-EL days Leeching Gain: 3+(EL squared mana Liberate Spirit Speed - EL+Mana Level (PMR) Lichcraft Y Light Powers Killing Light OCV: EL Combat EL: MEL+EL BL Radiant Light Y (OCV/DCV)/2 RD for stun Luck Modifier - EL+1 Might Y Y Increase - (EL+1)x5 Necromantic Powers Animation MDV: 1/2 Living Summoned:D6 Ph Control the Dead +1 mana per thrall per day Dark Knowledge Y Decay Y The Black Curse Y See spell for stats The Seeking death Y Matrutiy - 30 days - (ELx2) Oblivion Y Hit point limit - (EL+1)x5 Orient Self Orient Self -MELx2 for success roll Origin Powers Dissolution Y Inanimate Creation Y Permanence Factor-30+((EL+1)x5) Repulsion Y Turns stunned - EL+1 Painlessness Y Paralysis Y Max Strength - (EL+1)x10* Peace Y Pernament Magics Curse or Ban Y Enhancement Y Enchantment Y Enchanted Dedicated Y Ensorcelled Items Y Ward Pact Y Petrify Y Hit point limit - (EL+1)x5 Plaque Y Infection % - (EL+1)x15% (-C) Planar Travel Y Max inclusions - EL Protection Y Roll Modifier - EL+2 Punishment Y Purification Roll Modifier - (EL+2)x2 Quarrels (EL+2)x3 Inclusions - EL+1 Regeneration Y Restoration Y Resurrection Y Max Time to recall-2 days (E) Revivification Y Sea Powers Friendly Current Y Speed - (EL+1)x3" Shape Changing Y Silence Y Y Silent Terror (EL+1)x4 Y Slay the Tame HPV limit-(EL+1)x7 Sleep Powers Perpetual Trance Y Sleep Mist (EL+1)x2 Slime (EL+1)x2 Y See spell for Formulae Smokeless Flame Y Soul Sight Y Speed Y PMR increase - EL+1 Spirit Cage Y Spirit Death Y Y Storm Powers Flight Y Min-(EL+1)/3 Max speed-EL+4 Lightning Y Lightning Swarm Y Thunderstorm Y Wind Y Strange Powers Astral Ills Y Stat Effect - 1D6+EL (C/St) Automata Y See spell for object stats Simulcrum Y Summoning y See spell for more formulae Sustenance y Food made - 2 FP (EL as power) Sweeten Water y Ability - 2 oz. (EL as power) Telepathic Powers Control Y Mind Shield Y Sending Y Suggestion Y Theft Y Time Powers Cure Age Y C+-(EL+1)x2 Effect-2 weeks (E) Time Slow See spell for formulae Time Stop Y Exemptions - EL Time Trap (EL+1)x5 Y Time Travel Y See spell for formulae Tongues Y Tracking Y Transmutation Y Extensions - EL/2 RD Travel Powers Insubstantiability Y Movement Rate - MR+EL Interworld Travel y Inclusions - EL Levitation Y Y PMR-EL+1 Inclusions - EL Teleport Y Y Distance-2 miles (E) Inc.: EL Truth Y Vengeful Horror Y See spell for monster stats Wakefulness Sleep 1 hour per 3 hours awake Watchful Sleep Y Water from Stone Quarts made - 2 (EL as power) Water Powers Flood Y See spell for more formulae Friendly Current Speed is 1/2 RU For Sea Powers Water Walking Inclusions-EL/2 RU (+1 pt per) Wildness Y Wounds Y Y WSB: EL/2 RU Expertise: ELx2 --------------------------Elder Priest Spells------------------------------- Crop Protection Y Area - EL+1" (a radius) Tanglevine Y Strength - (EL+1)* 5 turns --------------------------New Illusion Spells------------------------------- Deceptive Creation Y Area effected- EL+1" (radius) Tumble Y Area affected- EL+1" (radius) --------------------------New Spells --------------------------------------- Invisibility Sphere Y Inclusions - EL+1 Sound Sphere Y --------------------------PriestHood Spells--------------------------------- Bless Y Characteristic bonus-(EL+1=x2 Insight Y Presence EL x 5 Y Blessed Truth Y Ceremony y Judgement Y Command Y Hidden Truth Y Healing Hand Y Heals-1D10+EL [Partial-EL] Regrowth Y Energy Y See spell for healing effect Negate Poison Y Negate Magic Y Repel Evil (EL+1) x 3 Y Paralyze Enemy Y Purifying Lance Y Inner Revelation Y Absorption of Evil Y See spell for Drain effects Awareness Y Questing Sight Y Max Distance-(EL+1) sq miles Knowledge Y Divine Vision Y Vision Trance Y See spell for formulae Spirit Blessing Y Blessed Sphere Y Energy Loss - EL+1 Ritual Music Y Modifier - EL+1 (To allies) Punish/Satire Y Sacred Bane (EL+1)x5 Y Master Emotion Y Sublime Peace Y Inflict Emotion Y Destroy Emotion Y Soul Search Y Inf. Chance bonus - (EL+1)x5 Empathic Union (EL+1)x4 Y Transfer Range - EL" --------------------------Shadow Magic Spells ------------------------------ Communicate Y Create Warriors Y Max Warriors - EL+1 Deadly Shadow Y Stat Lose-1/2 EnL S/St/C/Day Delusion (EL+1)x4 Y EL Modifier - EL+5 Disorder Y Energy Y Energy Gain - 2D6+EL Fatal Shade Y MDV -MEL+(ELx2) (Spell MDV) Freezing Hand Y Max. Strength - (EL+ 1) x 20 Leeching Y Liberate Shadow Y Speed-MDV EL Mod.-(EL+1)x5 Shadow Bands Y # Affected-EL+1 Str-(EL+1)x10 Shadow Cage Y Shadow Command Y EL Modifier - (EL+1) x 3 Shadow Plaque Y Infection Chance - (EL+1)x5% Shaodw Sculpting Y Item Limit - EL+1 Wasting Hand Y More: There is more spell information that should be read about Optional: There is a optional sub-rule for this epll.