In Apocalypse the powers of magic come in the form of psionic powers, not magic in the classical sense. Psionic powers come from within, a direct drain on the physical and mental attributes of the caster. Because of this the original rules of magic will apply, using powers will drain ST points, and those used ST points will count as wounds. This means you can knock yourself unconscious by draining you ST down to 0. It also means that casting high cost powers will inflict wounds as they are cast, and will inflict wound like effects, such as someone casting a spell of 5ST or more will be at -2 next action. A cast of 8ST or more will result in the cast falling down, after completing the cast.
BLUR (T) (1/1)
Defensive spell that makes the target harder to see/hear/smell. Add one dice to all directed attacks against the subject, and all rolls to detect the target by the unaware (but once alert this mod no longer applies)
DETECT POWER (T) (1)
Directed at any one item/being (weapon, door, figure etc) within the zone, tells the caster whether the item is magic or has any spells on it. Does NOT identify the spell. Note: the GM makes the roll against the adjDX; if the roll is missed, the GM says "It doesn't seem to be magic," whether or not the item is magic.
DROP WEAPON (T) (1+)
Makes the target drop whatever is being clasped in one hand (rings are unaffected). The cost of casting this spell is increased by 1ST for each 20ST the target has. The cost is doubled if the weapon is being held with two hands.
IMAGE (C) (1)
Creates an image of 1Size.
LIGHT (T) (1)
Makes any small (8cm or less) item glow like a torch (any colour) for a full day. Will light up a ring, the end of your weapon, your hand, etc. The caster can will the light to go out at anytime, but must recast the spell to get it back. Will cover a single zone in light.
POWER FIST (M) (1/dice) (1d6-2)
A telekinetic blow that does 1d6-2 damage for every 1ST put into it. As a force blow it can be used to bash doors, trigger traps or perform any other suitable crude form of force manipulation within line of sight. A Power Fist that does at least 6pts of damage (unmodified dice result) will trip or knockback its target unless they make a standard ST or DX roll. Each point of Size over 1 will increase the damage requirement by +3, so a Size3 creature would need 12 damage.
SLOW MOVEMENT (T) (2 - 4rds)
Reduces the Movement Rate of the target by half for 4 rounds. The effects of this spell do not accumulate, but can overlap to extend its duration of effect. The Size of the target will increase the cost of the spell by an extra 1 per Size over 1, eg a Size3 creature would make the power cost 4ST.
WEAPON (S) (var*/1):
Summons a melee weapon identical to a normal physical one. The ST cost to summon the weapon is 1 per hand needed to wield it, so a 2Handed Sword would cost 2ST to summon and 1 per round. Summoned weapons are attuned to their summoner and accordingly do +1 damage. Can be created to duplicate any existing weapon that is currently visible to the caster, but crafting the weapon will increase its summoning cost by 1ST. Such a duplication is a visual one only. The item (or any part of it) may not leave the hand of the summoner or it vanishes.
AID (T) (2 turns)(1@)
Temporarily adds 1 to ST, DX or IQ of any figure (including the caster themselves) for each 1ST used to cast it. Lasts 2 turns.
AVERT (T) (2/1)
Defensive spell. When a caster throws AVERT on a victim, the victim must end their movement further away than they started it, each turn the spell is on. A victim who cannot move away without running into some thing or falling into a river or chasm must make their saving roll (3d vs adjDX) to avoid falling down. A figure which is InContact must move to Alone status, a figure that is Alone in the same zone must move to the boundary, a figure on a boundary must move to the next zone.
CLUMSINESS (T) (fixed duration)
Subtracts 2 from the target's DX for every 1ST the wizard uses to throw the spell. Lasts 3 turns if ST is less than 30, 1 turn if greater. Additional casting will extend the duration.
CONFUSION (T) (fixed duration)
Subtracts 2 from the victim's IQ for every 1ST the caster uses to throw the spell. Lasts 3 turns. A figure who's IQ is reduced by a Confusion spell cannot use high-IQ spells while 'confused" to a level lower than the IQ required for the spell, but can re-energise spells already cast. Additional casting will extend the duration.
DARKNESS (S):
Extinguishes all artificial lights (including LIGHT spells) within its range. Does not affect light from sources outside its range. Basic cost is 1ST. Range is the zone the wizard is in, plus 1ST for each extra zone. Duration 3 turns -can be extended past that time (whatever its range) for 1 ST per turn. Example: A wizard wishes to cast Darkness in an area 3 zones from their own zone for 4 turns. It costs him 1+3x1=4 ST to cast the spell, and one more to hold it for the 4th turn. If the wizard is killed or goes unconscious, the darkness lifts. The wizard CAN limit the darkness effect to a PART of that area, even to having it hit one torch among dozens, if he wishes. Torches, lights, etc., come back to life when the spell ends.
DARK VISION (T):
Gives subject the ability to see normally, even in total dark, for 1 hour. (Note to GMs: In labyrinth adventuring, you may make this one hour on YOUR OWN watch, rather than keep track of that many turns.) ST cost: 3. This spell does NOT penetrate invisibility, magically induced shadow, etc. -that is left for MAGE SIGHT.
DETECT LIFE (S)(2ST+)
When this spell is succeufully cast (again, GM makes adjDX roll), it tells the wizard whether there are any living beings (except members of his party) within the zone they are in. Basic ST cost is 2; range can be increased by 1 zone (in all directions) for each additional ST the wizard puts into it. The wizard MAY, if they wish, make the spell "directional," and look at only one zone within the spell's range. He may also look for one kind of life -i.e., orcs. If the GM misses the roll, they say "You sense nothing living," regardless of whether there is actually any life about. NOTE: Germs, flies, etc., don't count. Large plants do ..• so this spell is !ess useful in the forest.
FIRE (C)(1ST)
Fills one hex with magical flame. Effects of this flame are as follows: No creature of less than IQ 8 will pass through or stay in it; animals are afraid of fire. (An illusion, of course, could pass through.) A figure who moves through a fire hex, or is in a hex when a wizard creates itte there, takes 2 hits of damage. A figure which moves into a fire hex and STOPS (to attack, for instance) takes 4 hits and suffers -2 DX that turn. The effects of itte hexes are cumulative within a turn, but armor and protective spells DO work. Example: A figure moves through 2 fire hexes (4 hits damage) and stops in a third one to attack (4 more hits). The protection given by that figure's armor and spells are taken from the total of 8 hits to see how many hits the figure actually took from the iue. The hits take effect as soon as the protection is used up. If the iJgure in the example had Stone Flesh (stopping 4 hits) but no other armor, he would suffer no damage in the iust two hexes. However, these would use up the protection, and upon stopping in the third hex he would take 4 hits. (The Stone Flesh would still take 4 hits off any other attack that turn.)
A wizard may also use this spell to produce controlled fire in his own or an adjacent hex. He could light his own cigar, a friend's torch, or an enemy's beard. ST cost to use Fire in any fashion: 1 ST.
HEAL (1 ST+2/1 ST) (Priest only).
Removes damage or Fatigue from the target permanently, costing 1ST to cast then exchanging 1 wound for each 2 ST expended. Requires physical contact.
REVEAL MAGIC (S)(1ST/1ST@)
A Power that may be used by the caster during combat to reveal what secret protective spells or devices their foes may be using. Will reveal any or all of the following spells, whether they have just been cast or are properties of a magical item being actively used by the foe: Avert, Shock Shield, Reverse Missiles, Eyes-Behind, Fireproofing, Stone Flesh, Iron Flesh, Fresh Air, Spell Shield, Un-noticeability, Blast Trap, Shape Shifting, Mage Sight, Dark Vision, and Hammertouch. Will also reveal any amulets worn, and any objects presently giving immunity to any specific sort of power.
NOTE: the spell does NOT pick up a magical item that is NOT powered-up at the moment. It will always pickup an "always-on" sort of item. It will never tell the caster WHAT item of the foes is magical - just that there's protection there.
Reveal Magic may be cast on one figure at a time. It will work on any figure within the zone of the caster (if on the boundary they must chose which zone), but they (or one of their illusions etc) must be able to see the figure the spell is cast on. When the spell is cast, it will automatically reveal any Slippery Floors or Sticky Floors within the same zone as the figure who cast it.
SUMMON WOLF (C) (2/1@)
Brings a wolf (ST10, DX14, IQ6, MA12, bite does 1+1 damage) to follow the caster's orders. Costs 2ST to cast plus 1ST each turn the wolf remains.
DAZZLE (S):
Creates a blinding psychic flash. ALL sighted creatures (friend or foe) in the zone of the wizard (but NOT the wizard themselves) suffer -3 DX for 3 turns. Images, illusions, etc. (ANYTHING with eyes) are affected. Cost: 3 ST.
DETECT ENEMIES (S):
Exactly like Detect Life (above), but picks up ONLY on beings with general or specific hostile intent. Costs 3. ST to cover the immediate zone of the wizard plus 2 more ST for each additional zone.
Can also detect some kinds of hostile magic (since that contains a residuum of its caster): Blast Trap, Proxy (of a hostile being), Rope or Giant Rope, Hand of Glory, and other traps of a magical (but never physical) nature. If it works, the wizard will be told "You sense a hostile being", or "You sense hostile magic" -per-haps both -but never details of any kind.
FAR VISION <n:
Subject of this spell can see "like a hawk" for frve minutes; their distance vision is increased a hundred times. Cost: 1 ST.
LOCK/KNOCK (T):
This spell controls doors, gates, etc., and can be used in two opposite ways: to hold something closed or to open it. A door held by a LOCK spell can be opened only by a KNOCK or by physical destruction; a KNOCK will negate one LOCK spell OR open one ordinary lock. A door held by two physical lock~ and three LOCK spells would require five KNOCK spells to open it. Cost to cast this spell, either as LOCK or KNOCK, is 2 ST. NOTE: Some things (like a ton of sand, or a troll holding it) will close a door in the face of any KNOCK. A successful KNOCK spell will NEVER trigger traps. A failed KNOCK spell will ALWAYS trigger any traps that opening the door would have. A KNOCK will not affect a spell-created GATE.
It IS possible to pick a Lock held by a LOCK spell. Each LOCK spell on a door adds one die to the difficulty of ONE Lock on that door (the GM decides which one). If a Lock normally requiring 3 dice to open is secured by two LOCK spells, it takes 5 dice to open. Opening it voids the spells.
If a door has no Locks on it, a LOCK spell makes it harder to push o.pen. For more details, see DOORS. No more than five LOCK spells may be cast on one door, no matter how many locks it has on it. A LOCK lasts until something removes it or the door is opened -except that a wizard may pass through their own LOCK spells without removing them.
SHADOW (C):
Fills one hex with totally black shadow, extendirJg some 3 meters in the air. A hex may be shadowed while a figure is in it. Figures may move freely through shadow hexes. A figure attacking from or through a shadow hex has DX -6. An attack INTO a shadow hex is DX -4. Cost: 1 ST. To make use of the shadow hex you must be InContact with it and Alone.
SHOCK SHIELD (T):
Does 1 die of damage to any other enemy creature InContact with the caster, at the end of each turn the spell is on. Armor and shields don't protect. Cost: 2 to cast, 1 each tum it's maintained.
SPEED MOVEMENT (T):
Doubles MA of target figure for 4 turns. Speed spells do NOT multiply, but DO add. Two speed spells do NOT quadruple the subject's speed; they double it for twice as long. Cost: 2 ST.
SUMMON MYRMIDON (C):
Brings a warrior (ST 12, DX 12, IQ 8, MA 10, 2d broadsword, no armor) to follow wizard's orders. (See SUMMONED CREATURES.) Costs 2 ST, plus 1 each turn the myrmidon remains.
TRIP (T):
Knocks victim down. Does NO damage-but if victim is on edge of a chasm, pit, river, etc., they must make a 4d saving roll against adjDX to avoid falling in. A good hard Magic Fist would have the same effect. The Trip spell costs 2 ST, or 4 ST if the target has 30 ST or over.
TRAILTWISTER (S):
Another protective spell. The Trailtwister will · confuse pursuing enemies who are not actually within sight. If a wizard successfully casts the Trailtwister on a crossroads or inter-section (of whatever type), pursuers will usually take the wrong path. The leader of the pursuers gets a 4d saving roll against their IQ to penetrate the spell Trail twister lasts one day, or 'until the casting wizard is killed or wills the spell to end, and will confuse all who pass EXCEPT the wizard and those they guide. A person or group returning to a "twisted" crossway will have a 50% chance of being confused AGAIN each time after the first that they come there, too. ST cost: 4.
WARD (S):
This is a protective spell. By setting Ward on a doorway, or just an area of floor, a wizard can "booby-trap" it psychically. Anything that comes through the warded doorway or area of floor (up to 3 small hexes) will be known to the casting wizard, even if they are asleep, busy, or facing another way. They will also know if the intruder has evil intentions. However, the wizard must stay within 3 zones of their Ward at all times, or it will cease to work. Any number of Ward spells may be cast. Lasts 1 day. Cost: 2 ST. This spell is also needed to use the magic items called WARDS (q.v.). It must be cast once over each of the five wards to energize them.
CREATE WALL (C):
Creates a solid wall in one hex - looks like a real wall. This spell CANNOT be cast over a figure or part of a figure to entomb him/her in solid rock; cast at a hex containirJg a figure, it fails. (A wall cast on an image, or part of one, WILL destroy it.) Cost: 2 ST.
CONTROL ANIMAL (T):
Puts any one animal under wizard's control as long as spell is maintained. Works only on REAL animals; if the target was actually an illusion or image, it vanishes when the spell strikes. A controlled animal will follow most orders, includirJg orders to attack its friends (see CONTROL SPELLS) but gets a 3d saving roll against IQ when the spell first hits. This spell does NOT affect humanoids or dragons. It does affect wolves, bears, etc. Cost: 2 ST, plus 1 per turn maintained.
DESTROY CREATION (T):
Removes any one thing created by a Creation spell, with the following exceptions: (1) Has no effect on summoned beings. (2) Only removes one hex of a multi-hex fire, wall, or shadow. (3) has no effect on a multi-hex image or illusion of a living being. Costs 1 ST.
ILLUSION (C):
Creates any 1-hex illusion. See IMAGES AND ILLUSIONS. Cost: 2 ST.
PERSUASIVENESS (T):
Lets subject of spell speak convincingly. When using any Talent (Charisma, New Followers, etc.) requiring convincing others to do something, a figure with a Persuasiveness spell on him/her gets to roll ONE LESS DIE when making the attempt. A figure under a Persuasiveness spell also gets +2 on any reaction roll the GM makes. The spell lasts 1 minute. ST cost: 2, plus 1 each minute it is renewed.
REVERSE MISSILES (T) (2+1):
Causes any missile spells (or missile or thrown weapons) aimed at the spell's subject to turn against the one who fired them instead.When this spell is cast, the player records the fact, secretly. He shows it to the other player at the END of the first turn in which missiles were fired at the spell's subject. All missiles which hit that figure are then considered to have hit the figure who fired them, instead (same damage). This may result in "replaying" part of a turn, to achieve the proper unpleasant surprise to the player who fired the missiles. (Exception: If a highly dexterous archer fired two arrows at the protected figure in one turn, only the first arrow turns back. The dexterous archer is then warned, and NO second arrow is fired.) This spell has NO EFFECT against non-missile attacks. Cost: 2 ST, plus 1 each turn it is maintained. If the character who fired the missile is also protected by REVERSE MISSILES, the missile flies back and forth (one round trip per turn) until it strikes some intervenirg object or one of the spells ceases.
ROPE (C):
Creates a magical rope to entangle victim, halving his MA. The rope also IMMEDIATELY reduces the victim's DX by 2. Each later turn the rope remains, it reduces his DX by one more .•• so it is -3 on the second turn the rope remains, -4 on the 3rd turn, etc. To remove the rope, the victim must stand still for a tum, doirJg noth-ing else, and make a saving roll on 3 dice against adjDX. A succe89-ful savirJg roll removes the rope, which vanishes. If a figure's DX is reduced to 2 or less by a rope, he falls to the floor, helpless. NOTE: A figure in an adjoining hex can remove another figure's rope in the same way -by standing still and making his own adjDX roll on 3 dice. The Rope spell is not effective against creatures with a ST of 20 or more. For that you need the Giant Rope spell (IQ 15). Cost of the regular Rope spell is 2 ST.
REVEAL/CONCEAL (I'):
This is another multi-purpose spell. It can be used to:
(a) to find a hidden object,
(b) to hide some object,
(c) to hide the magic spells on an item, or
(d) to make hidden spells on an item easier to find.
If an object is to be hidden with CONCEAL, it must already be in a hiding place, or else it must be very small and inconspicuous. For example, if a ring is placed in the corner of a room and two CONCEAL spells placed on it, a person in the room would not see it unless he made a 2-die roll vs. his IQ. (Actually, the GM would make this roll.) A 3-die hidden trap with two Conceal spells placed on it would require searchers to roll FIVE dice to find it. A Conceal spell lasts until removed. A REVEAL spell can help fmd a hidden object, trap, etc. When you are looking for hidden things, REVEAL may be cast in a given hex. For each REVEAL spell cast (any number may be used) one CONCEAL spell in that hex is eliminated. When all CONCEAL spells (if any) in that hex are gone, each REVEAL spell cast in that hex makes EACH hidden object, trap, etc., in that hex 1 die easier to fmd. If two REVEAL spells were cast in a hex containing a 4-die hidden door, the GM (rolling for a member of that party) would only need roll 2 dice against IQ to see the door. Used this way, a REVEAL spell lasts only 12 turns.
A CONCEAL spell on an object will also hide the fact that the object is enchanted, and the nature of the enchantment. For each Conceal spell on an object (again, up to 5 may be cast), a wizard examining that object with either DETECT MAGIC or ANALYZE MAGIC must roll 1 more die. Each CONCEAL spell on an object affects all spells on that object (including itself). EXAMPLE: A wizard is attempting to use ANALYZE MAGIC on a ring. He rolls 3 dice normally -but there are 5 CONCEAL spells on the ring. The GM therefore rolls 8 dice against the wizard's IQ to see if he can analyze the ring's nature. By casting a REVEAL spell on an enchanted object, one CON-CEAL spell on that object can be removed. REVEAL spells have no further effect on an object after all CONCEAL spells are gone. The ST cost for this spell is variable.
Used as REVEAL, it always costs 2 ST. To CONCEAL an object the first time also costs 2. For each added time CONCEAL is placed on the same object, the cost doubles. The second one costs 4, the third costs 8, the 4th 16, and the 5th and last costs 32 to cast. Variations are possible. A wizard might choose to put a powerful spell on a sword, put 5 CONCEAL spells on it, and put another minor spell on the sword, unprotected by the CONCEAL spells -thus, a low-IQ wizard using ANALYZE MAGIC on the sword might find the minor spell and think he knew everything.
The Rule of Five (q.v.) keeps more than 5 CONCEAL spells from being used on any one object -but these spells do not count against the regular 5-spell limit. A sword could have 5 CONCEAL spells on it, and five other spells hidden by CONCEAL. A CONCEAL spell does not hide an object from the person who put it where it is. If your sword has a CONCEAL spell on it, you don't have to spend all day searching for it when it's in your belt.
SLEEP (T):
Puts victim to sleep until he (a) awakens naturally, which takes several hours, (b) is hit, or (c) is. shaken awake (takes 2 turns) by a figure in an adjoining hex. A sleeping figure falls down. Does NOT work on figures with basic ST of 20 or more. Cost: 3 ST.
SUMMON BEAR (C):
Brings a bear (ST 30, DX 11, IQ 6, MA 8, bite does 2 + 2 damage) to follow wizard's orders. (See SUMMONED CREATURES.) Costs 4 ST, plus 1 each turn the bear remains.
SILENT MOVEMENT (T):
Lets subject of spell walk, run, climb, etc., totally noiselessly. This spell will NOT let you communicate silently - it just lets you move without being heard. Costs 1 ST to cast, plus 1 each tum it is maintained.
STICKS TO SNAKE (T):
Lets wizard turn a prepared stick (looks like a snake) into a small snake (ST 8, DX 13, IQ 4, MA 6, -2 on DX of anyone attacking it). The snake can move and/or fight on the turn after it appears, and will stay for 6 turns before reverting to a stick. If the snake is killed, the stick reappears immediately -broken. The snake's bite does 1-1 damage. Cost: 3 ST. The spell CAN be recast before the 6 turns are up, to give the stick a further 6 turns as a snake.
ANALYZE MAGIC (T):
This spell (if successful) tells the wizard the exact NATURE of the enchantment on any one object. If there are more than one spells on the object examined, this spell will reveal one each time it is cast ... low IQ spells before higher IQ ones, all in the order they are listed in this book. The wizard MAY specify that he is looking for "harmful" or "beneficial" spells, in which case (if successful) he will get the simplest spell of that type (if any) -otherwise nothing. NOTE: .As with other "detection" spells, the GM makes the roll. If the roll is missed, the GM should LIE to the wizard about the object -the more by which the roll was missed, the bigger the lie! A roll of 17 or 18 should produce a real whopper. Cost: 4 ST.
ASTRAL PROJECTION (S):
Lets the wizard send his "astral body" to another place while he (apparently) sleeps. The astral body can go anywhere the wizard knows about if he knows (approximately) the path. Distance is no barrier. The astral body can observe events in other places for one hour; at the end of that time, it automatically returns. A wizard cannot take real physical objects (magical or otherwise) with him onto the astral plane. The exception is his staff. If the wiz-ard has a staff, his astral body possesses an "astral staff" having all the powers given in the STAFF or STAFF OF POWER spell. How-ever, no other spells which may have been cast on his "real" staff carry over into the astral plane -thus, he could not carry a Light-ning rod (for instance) with him. An astral body looks like the wizard's real body, and is dressed and armed the same way. A figure in the astral plane may look for traps, read open books, etc., just as though he were there in physical or insubstantial form. A wizard in the astral plane may cast a spell on himself, or on another astral figure, exactly as though he were physically present. However, if an astral figure wishes to cast a spell on any physical person or object, the ST cost is TRIPLED. Furthermore, a wizard in astral form cannot use the CREATE GATE or CONTROL GATE spells at all. Combat between astral beings is handled exactly like combat between "real'' creatures, except that (a) there are no physical barriers on the astral plane, and (b) no magical item (except the staff) can be used. Wizards can cast spells at one another, just as though the fight were physical Other forms of combat also work; two astral figures can battle with weapons or HTH. An astral figure will have astral weapons identical to the "real" ones he was carrying, but they will not have the magic powers (if any) that the real ones did. Nothing in the physical plane, except a Dazzle spell or a Word of Command, can harm an astral body; in fact, an astral body cannot communicate with a physical being except by telepathy (the ST cost for telepathy is the ordinary cost, not the tripled one). Pentagrams, wards, and other magical protections WILL stop an astral body. A physical being cannot observe an astral body in any way except by Mage Sight. DETECT LIFE will detect nothing. DETECT ENEMIES or a WARD spell will warn that something is present, but that's all. An astral body has the ST that its possessor did immediately after the spell was cast to send him onto the astral plane. ST lost by the astral body (due to spells cast, wounds, or anything else) is also lost by the physical one. An astral body cannot draw ST from a strength battery, or from an AID spell cast by a physiCill being. He can use the DRAIN STRENGTH spell, if he knows it-but only on a willing subject. Death of the astral body kills the physical body, and vice versa. '· Cost: 10 ST.
BLAST (S):
Does 1 die of damage to EVERY creature, friend or foe, InContact with the caster, except the wizard. Costs 2 ST.
BREAK WEAPON (T):
Shatters one weapon, shield, staff, etc., in hand of a foe. Does not work on enchanted swords, shields, etc., con-structed with Immunity (q.v.) against this spell. Such a weapon also will not break on a roll of 18, though it may be broken dehberately if someone wants to do so. Broken weapons do half damage (round down); broken staffs are useless. Cost: 3 ST. 3-HEX FIRE (C): Like the Fire spell, but covering up to 3 connected hexes. Cost: 2 ST. 3-HEX SHADOW (C): Like the Shadow spell, but covering up to 3 connected hexes. Cost: 2 ST.
DRAIN STRENGTH (S):
Lets wizard drain life force from others (humans or humanoids only) into themselves or their human or human-oid friends. No ST cost -but each 5 ST drained from another gives only 1 ST to the recipient. Can NOT be used to heal hits from wounds -only fatigue or exhaustion. The person being drained must cooperate or be subjugated (tied up, unconscious, etc.). The victim must never be killed by the spell. If the victim had 9 ST left, a wizard could take 5 away (giving himself only 1) but could not take the other 4 away. The backlash would kill the wizard! A wizard cannot make up the 5 ST by draining more than one figure; they could not, for instance, take 3 from one victim and 2 from another to give themselves 1. The wizard, the victim, and the figure (if other than the wizard) receiving ST must all be adjacent to one another. If the wizard fails their DX roll on this one, they lose 1 ST and nothing happens to anyone else. The lost ST is fatigue damage to the victim, NOT physical injury .
EYES-BEHIND (T):
This spell, when cast upon a person, improves their peripheral vision and co-ordination, so that they seem to have "eyes in the back of his head." The effect of this is to negate gangup bonuses. Furthermore, he can see events directly behind him! ST cost to cast: 3, plus 1 per turn to maintain it.
FREEZE (T):
Totally freezes victim (stops all actions, stiffens body) for 2 to 12 turns (after the spell strikes, wizard rolls 2 dice). A frozen figure can see and hear. He can attempt to disbelieve. He can even attempt a spell IF it is one he can cast without moving - that is, 5 below his IQ. But he cannot move at all. Does not work on beings with basic ST of 30 or more. Costs 4 ST.
FIREBALL (M):
Does (1-1) damage for every ST point the wizard puts into it. Can be used to set fire to flammable objects.
GREATER HEAL (T) (1 ST + 1/1 ST) (Theologian only)
As the Heal spell but replaces wounds for ST at a 1:1 cost.
INVISIBILITY (T):
Lets wizard make themself (or another) invisible. The counter for an invisible figure is removed from the map (see HIDDEN MOVEMENT). An attack against an invisible figure is made at -6 DX (and, of course, has no effect if directed against the wrong hex). Invisibility does NOT make one inaudible or unsmell-able, and is no use in the dark except against creatures who see in the dark normally. Otherwise, the effects of invisibility on your foes DX are NOT cumulative with those of blur, dazzle, shadowed hexes, or darkness. Cost: 3 ST to cast, plus 1 for each turn the spell is maintained. This spell does NOT work on illusions or images; it destroys them.
MAGE SIGHT (T):
Allows its subject to see objects concealed by blur, invisibility, shadow, or ordinary darkness. Cost: 2 ST, plus 1 per later turn.
MAGIC RAINSTORM (C):
Creates a "storm" one megahex in size. Like other creations, it lasts 12 turns. It can stand still or (at its creator's command) move at 1 hex/turn, changing shape if neces-sary. The magic rainstorm puts out all fires (real and magical). Fire-balls, lightning, and dragon fire cannot go through it. (It has no effect on dragons; they have sufficient sense to close their mouths.) Cost: 4 ST.
REPAIR (T):
This spell will magically repair (as good as new) any simple item of weight less than 2 kg. Items up to 4 kg can be re-paired by two wizards working simultaneously, and so on. The spell will repair a broken rope, pot, etc. It will not cure a living being. It WILL repair a weapon, even if the weapon was magical -but the magic goes out of a weapon when it breaks, and this spell will NOT restore the magic ... it will leave a perfectly good ordinary weapon. This spell will also NOT repair a complicated machine -it just joins simple breaks. All the pieces of the item to be repaired MUST be available. ST cost: 6.
FLIGHT (T):
Lets subject (temporarily) fly. (See FLIGHT rules under MOVEMENT.) Any attack on a flying (one-hex) creature is at -4 DX. A creature flying by this spell has a MA of 12. Such a creature will not be used to flight -so if he/she attacks while in the air, his/ her DX will be adjusted by -2 for regular physical attacks or magic spells cast on another, and -4 for attacks with physical thrown or missile weapons. This is in ADDITION to the -4 DX mentioned above if a flying creature is the target attacked. If one flying wizard aims a staff stroke at another, his DX is -6; -2 because he's flying, and -4 because his target is. This is clearly not an effective way to attack. Costs 3 ST to cast, plus 1 per turn flying.
SUMMON GARGOYLE (C):
Brings a Gargoyle (ST 20, DX 11, IQ 8, MA 8 on ground, 16 in air, fist does 2 dice damage) to serve wizard. (See SUMMONED CREATURES.) Costs 4 ST, plus 1 each turn the Gargoyle stays.
CONTROL PERSON <n:
Puts any one human or humanoid, natural or summoned, under wizard's control for as long. as spell is maintained. If target was an image or illusion, it disappears. A controlled person will follow most orders, including orders to attack his former friends. (See CONTROL SPELLS.) NOTE: Target of the spell gets a saving roll against his IQ on 3 dice. This spell does not work on ani-mals or dragons. Cost: 3 ST, plus I each turn the spell is maintained.
STONE FLESH (T):
Gives subject's body the power to act as armor, stopping 4 hits per attack. The protective effect of Stone Flesh is cumulative with any other natural or magical hit-stopping ability (armor, fur, etc.) of its possessor, but not with Iron Flesh. There is no way to tell if a figure is protected by this spell except to hit him or use Reveal Magic. Costs 2 ST to cast, plus 1 each turn the spell continues.
SLIPPERY FLOOR (T):
Makes the floor over one megahex extremely slick. When any figure enters the slippery area, the player who cast the spell reveals it. Any f~gure in a hex made slippery, or any figure entering a slippery hex, must make his ~ving roll (3 dice against DX) to avoid falling in that hex. If the figure then enters another slippery hex in the same turn, it must roll again, and so on ... and even if a figure simply stands still in a slippery hex, it must make the saving roll to avoid falling. A figure which falls in a slippery hex may try to stand next turn, but must make its 3-die saving roll to do so. Of course, it may choose to lie still, or to crawl out (see CRAWLING under MOVEMENT). To figure the range for this spell, or any other thrown spell covering one MH, count the hexes from the wizard to the center of the MH involved; this is the DX-. This spell DOES affect images and illusions. Lasts 12 turns unless re-newed. Cost: 3 ST. STOP (T): The victim of this spell has a MA of zero for the next four turns. He or she may do anything else, but may not move to another hex under any circumstances. Cost: 3 ST.
4-HEX IMAGE (C):
Lets wizard create an image (see IMAGES AND ILLUSIONS) of anything no greater than 4 hexes in size. Cost: 2 ST. 3-HEX WALL (C): Like the Wall spell, but affecting any 3 connected hexes. Cost: 4 ST.
FIREPROOFING (T):
Makes its subject immune to all effects of all kinds of fire and flame. His clothes and the things he carries will also be unaffected. Cost: 3 ST to cast, plus 1 per turn to maintain, for each hex of size of the subject.
STICKY FLOOR (T):
Makes an area of floor 1 MH in size magically "sticky." The only effect is on figures' movement. Any f~gure entering a "sticky" floor area stops immediately. Each turn there-after, his MA is reduced to 1. A figure with a STover 30 has MA 2. An area cannot be both "slippery" and "sticky" due to magic; the second spell cast will fail to work. This spell affects images and illusions. This effect lasts 12 turns unless renewed. Cost: 3 ST.
CURSE (T):
The Curse is a general "foul-up" spell cast at one indivi-dual. It lasts until removed by Remove Thrown Spells. An individual may not know that he is cursed (although it's usually easy to figure out), but a Detect Magic spell will detect it, and an Analyze Magic spell will give its nature. For every 2 ST the curser puts into the curse, EVERY die roll the victim makes is increased by 1 if the victim wanted to roll low, or decreased by 1 if he wanted to roll high. A 6-ST Curse would change every roll by 3.
OPEN TUNNEL (T):
Turns one hex of rock (or any other material) into air. The effect of this spell is permanent. A smaller area may be affected if the wizard wishes, and the wizard may control the shape of the area. Cost: 10 ST. It is possible to kill with this spell by turning all or part of a foe into air. However, the spell is not instantaneous. If this spell is direc-ted against a living being, that creature has a 4-die roll against DX to escape. If the roll is successful, the target creature immediately jumps back one hex, out of the way. Otherwise, he (or part of his body) vanishes. The GM assesses damage done by a partial vanishing. Except in the case of a giant slime, Goo, or truly enormous creature, this effect will be very severe.
OPEN PATHWAY (T)
The caster is able to create a pathway to the other side, allowing them to cross over to other other world, and back. The path will remain active for about 10 rounds during which time anyone may use it, from either side. Cost: 10 ST.
TELEKINESIS (T):
Lets wizard move objects by the force of his mind. Objects may be picked up, thrown, etc. A wizard may do anything with TK that he could do if his own body were there. However, the object manipulated must be where he can see it. (Exception: A wiz-ard with TK could use it to untie himself, even if he were in the dark or his hands were tied behind him.) For purposes of governing TK, the GM should assume that the wizard has one "invisible body" which he may place and use anywhere he can see. It is possible to use a weapon with this spell -but any weapon controlled telekin-etically is at an extra -4 DX. Cost: 2 ST per turn.
CONTROL ELEMENTAL (T):
Puts any one elemental under wizard's control as long as spell is maintained. An elemental gets a 3-die saving roll against its IQ (which is 8) when the spell first hits; if it makes the roll, the spell is ineffective. Most elementals will simply leave if a control spell fails, but a fire elemental may well attack, and any large elemental might feel hostile; make a reaction roll. A controlled elemental will follow most orders (see CONTROL SPELLS), but gets another 3-die saving roll if given an order which is likely to result in its own demise. ST cost to wizard: 3, plus 1 every MINUTE (12 turns) the spell is maintained after the first minute. If the elemental has a ST greater than 30, double this cost. A wizard may control more than one elemental, but they MUST be of the same type;. this is true even if he created the elementals himself.
LIGHTNING (M):
Does 1 die damage for each ST point the wizard puts into it. Can also be used to blast through solid objects -for instance, a created Wall hex will vanish after taking 5 hits from Lightning, and the remainder (if any) of the lightning force passes straight through. If a being is killed by magical lightning, all magical items it carried are destroyed. SUMMON GIANT (C): Brings a giant (ST 30, DX 9, IQ 8, MA 8, no armor, club does 3 + 3 damage) to follow wizard's cuuers. (See SUMMONED CREATURES.) Costs 4 ST, plus 1 for each turn the giant stays.
4-HEX ILLUSION (C):
Lets wizard create any illusion (see IMAGE.S AND ILLUSIONS) no greater than 4 hexes in size. Cost: 3 ST. REMOVE
THROWN SPELL (T):
Negates the effect of any Thrown-type spell ... can be used to dissolve an enemy spell, or to eliminate a foe's own magic protection. Has no effect on spells other than Thrown type, on magical items, or on the Spell Shield. Cost: 2 ST.
DISPEL ILLUSIONS (S):
Causes all illusions within 5 megahexes of the wizard's own megahex to vanish immediately, regardless of their size and who created them. Cost: 5 ST.
SPELL SHIELD (T):
Prevents any spells (hostile or otherwise) from being cast on its subject -that is, protects against effects of all Special, Missile, and Thrown spells. Does NOT affect spells already cast; does NOT protect against ordinary physical force, including damage done by created beings or things, damage done by weapons (ordinary, magical, or staffs), or the effects of magic ropes and slippery floors. When a spell hits a figure protected by .Spell Shield, the wizard casting the spell loses the entire ST cost for that spell, because it succeeded but was nullified. Exception -a wizard casting the Death Spell at a protected figure loses only 1 ST. Cost of the Spell Shield: 3 ST, plus 1 per turn it is maintained. GLAMOR (T): This is a special sort of illusion. A Glamor is cast over some living creature to make him appear as other than what he is; it is a magical disguise. A Glamor does NOT give the disguised creature any of the abilities of his disguise, and cannot make him appear to be more than twice his actual size. A Glamor can NOT be pene-trated by disbelieving. It lasts until removed by Remove Thrown Spell, until the casting wizard wills it away, or until the englamored one dies. A creature with Mage Sight may have a 4-die roll against IQ, ONCE ONLY, to see through a Glamor when it is first encountered. If successful, this removes the Glamor -but only for him; others will still see the illusion. ST cost to cast a Glamor is 10. FRESH AIR (T): The subject of this spell can breathe normally, re-gardless of where he may be -entombed in rock, underwater, surrounded by noxious gases, etc. The spell magically brings him air from elsewhere. ST cost: 2 to cast, plus 1 per minute to maintain.
WEAPON/ARMOR ENCHANTMENT (T):
This is the simplest spell to enchant objects; with this spell, armor (and shields) can be enchan· ted to enhance their protective value, and weapons can be enchan-ted to hit more often and/or do more damage. For details on casting this spell, see CREATING MAGICAL ITEMS. Any suit of armor, or any shield, can be enchanted to stop more blows. Applying this spell at the "lowest level" will produce an item that magically stops I extra hit/attack. Applying it in a stronger form will let an item stop 2 hits/attack-and so on, up to 5. Any weapon can. be enchanted to do more damage, or to hit more often, or both. Applying the spell "lightly" will give a weapon that does +I damage, or increases its user's DX by I, whichever the maker specifies. Stronger applications can give a weapon with damage and DX bonuses totaling up to 5 -never more. An item that is both offensive and defensive (a spike shield or main-gauche, for instance) could have both offensive and defensive bonuses on it -but not totaling more than 5. This spell (in all its forms) is permanent. It MAY be removed by a Remove Thrown Spell -like any other thrown spell .•. but the bonuses on a multiply-enchanted object must be removed one at a time.
TELEPATHY (f):
Lets wizard read mind of one subject. Costs 4 ST to establish, plus 1 per turn it is held. Wizard can ask subject 2 ques-tions per turn, and subject will answer to the best of his/her know-ledge (works best on humanoids, but language is no barrier). Wizard must be in physical contact with subject -so a hostile subject had better be tied up or held. A hostile subject gets a 4-<lie saving roll vs. IQ to avoid having his mind read. Subject must be conscious. This spell will work on animals, but they may not know much. It will NOT work on dragons. It may be used to GIVE information rather than take it-but still at only 2 pieces of data per turn. This is the spell the Wizard's Guild will use to help a character forget a spell or talent to "make room" for a new one. Used this way, it takes one full day and requires ST equal to 4 times the IQ level of the spell/talent being forgotten. The subject must cooperate completely. It allows the wizard to enter the subject's mind fully. A wizard cannot cast this spell on himself; outside help is always needed to forget.
SUMMON LESSER DEMON (C):
Allows wizard to summon a minor demon, who will perform one service for him, or fight for 12 turns, but will NOT grant a wish. The demon is a 1-hex creature with ST 50, DX 13, IQ 16, and infinite MA due to its ability to teleport itself. It may use any weapon. It does 2 dice damage in HTH; its skin stops 3 hits/attack. It takes 5 undisturbed turns to complete the summoning, and if the wizard fails the DX roll at the end of the summoning, the demon will appear anyway -and attack HIM. ST cost to summon a lesser demon is 20. The summoning of demons is more fully explained under SUMMON DEMON, an IQ 17 spell.
EXPLOSIVE GEM (S):
This is a spell for creating a simple kind .of magic object. An Explosive Gem may be made to go off when disturbed at all, or to explode only when thrown, at the maker's pleasure. Its maker may handle it without danger. Explosive gems of 6 dice power or greater also put one die of damage on each figure in a hex adjacent to that in which they explode! ST cost is the damage squared.
IRON FLESH (T):
Similar to Stone Flesh, but better: lets subject's body stop 6 hits per attack. Costs 3 ST, plus 1 per turn.
TELEPORT (S):
Instantly "blinks" wizard to another hex. He may choose any facing he likes in the new hex. He does not have to be able to see the hex he is going to, but if he comes out in a hex with a solid object, he dies -and so does the object, if it was alive. Illusions count as solid; images disappear. Cost: 1 ST for each MEGAHEX distance transported.
SUMMON SMALL DRAGON (C):
Brings a small (4-hex) dragon (ST 30, DX 13, IQ 16, MA 6 on ground, 16 in air; breath does 2 dice damage, claw does 2 -2) to follow wizard's orders. (See DRAGONS and SUMMONED CREATURES.) Costs 5 ST, plus 1 each turn the small dragon stays. · GIANT ROPE (C): A strong version of the Rope spelL Cast on a crea-ture of ST 20 or more, it has just the same effect that an ordinary Rope spell has on a human. Cast on a weaker creature, it has the effect of two simultaneous Rope spells, which must be removed one at a time. Cost: 5 ST. 7-HEX SHADOW (C): Like a Shadow spell, but affecting up to 7 connected hexes. Cost: 3 ST.
7-HEX IMAGE (C):
Lets wizard create any image occupying up to 7 connected hexes. (See IMAGES AND ILLUSIONS.) Costs 4 ST.
MEGAHEX AVERT (f):
Like an Avert spell, but cast on the occupants of a whole megahex at once ... that is, any hex and all hexes adjacent to it. If the spell works, every figure in the MH is under an Avert spell, as above. Costs 3 ST to cast, plus 1 each turn the spell is held.
CALLING (S):
The caster of this spell can draw to him the closest being of any kind he specifies, as long as that being is not more than a few kilometers away. The creature "called" will move toward the wizard as fast as it can travel without putting itself in some severe danger. Its reaction when it arrives at the wizard is NOT modified by the spell -so if you call a sabertooth tiger, you'd better be ready to deal with it when it appears! The wizard can call any creature of a type he has encountered before. If no creature of the type called is within range, the GM may, at his discretion, substitute a similar type, especially if the wizard's die roll was good. ST cost: 5.
HAMMER TOUCH (f):
The subject of this spell can "thump" a person, door, or other object with his fist, doing 1 die of damage for every point of ST that was put into the spelL The spell lasts 3 turns -so the subjjlct of a 4-point HAMMER TOUCH would be able to deliver three 4-<lie punches, one on each of the next 3 turns. This spell is useful for HTH combat, or for breaking down doors, but cannot be 15 effectively combined with the Unarmed Combat talents or the MAGIC FIST spell. The subject of the spell will not be hurt, no matter what he hits, unless he rolls a 17 or 18 -then he takes 1 die of damage himself.
UNNOTICEABILITY (T):
As its name implies, this spell makes its subject hard to notice. He is not invisible, so Dark Vision, Mage Sight, etc., are of no help; he is simply very easy to overlook. Anyone who would normally see (hear, smell, etc.) an "unno-ticeable" figure must make a 4-<lie saving roll vs. IQ. Failure to make the roll means that they will never realize he is there. They will not look, walk, or fne missiles in his area unless absolutely necessary. Even if they bump into him, they won't realize he's there if they had missed their IQ roll before. Figures in battle roll one more die to notice; figures with Alert-ness or Acute Hearing roll one less die for each talent. If an "un-noticeable" figure attacks someone, the one attacked will notice him. Once you notice an unnoticeable figure, you can see him clearly, but those who have not noticed him must still make a roll to see him, even if you point. They may decide you're insane! ST cost: 3 to cast, plus 1 each turn it is maintained.
PENTAGRAM (C):
Creates a magical barrier which keeps out evil influences. A pentagram is a five-sided figure, but treat it as covering one megahex. A pentagram will act as a Spell Shield to stop any magical attack from outside the MH. It will also stop images, illu-sions, and summoned beings. The only thing it will NOT stop is a totally "natural" thing -such as a purely physical attack by a non-magical creature. Costs 5 ST to cast, plus 1 for each turn main-tained. The catch: (1) It takes 3 full turns to draw the pentagram; if the wizard is disturbed while drawing it, he loses 1 ST and must start over. (2) When the fust attack is made against the pentagram, the wizard who drew it must make a 3-<lie saving roll against IQ to see if he drew it correctly. If he misses the roll, the pentagram is faulty and offers NO protection. It is also possible to summon a demon ·INTO a pentagram. If the pentagram holds, everyone outside its perimeter will be safe.
CREATE GATE (C):
Allows the wizard to make a Gate (see GATES). The gate will follow whatever rules the wizard specifies at the time he STARTS the gate. Cost to build a Gate is 100 ST: 50 when one end of the gate is set up, and 50 when the other end is set up. Once the gate is fmished, the wizard cannot change it unless he knows the Control Gate spell (IQ 18).
ASTRAL PROJECTION (S): moved to IQ12
7-HEX ILLUSION (C):
Creates an illusion of anything occupying no more than 7 connected hexes (see IMAGES AND ILLUSIONS). Costs 5 ST. SUMMON DRAGON (C): Brings a 7-hex dragon (ST 60, DX 14, IQ 20, MA S on ground, 20 in air; breath does 3 dice damage, claw does 2 dice damage) to serve wizard. Costs 5 ST, plus TWO each turn the dragon stays.
7-HEX FIRE (C):
Like the Fire spell, but cast on any 7 connected hexes. Costs 4 ST.
7-HEX WALL (C):
Like the Wall spell, but affecting any 7 connected hexes. NOTE: Although you cannot entomb a f'Jgure by putting a wall in its own hex, this spell can let you put walls in every hex surrounding a figure, thus trapping it. Cost: 6 ST.
CREATE/DESTROY ELEMENTAL (S):
As "Create Elemental," this spell will create one elemental, which will do the bidding of its creator for one day. It will then seek to escape. If its creator wishes to avoid this, he must either (a) make a 5-die roll against his own IQ, (b) use the Control Elemental spell and try to force it to destroy itself, (c) use the Destroy Elemental version of this spell (below). If he makes the IQ roll, the elemental will serve him for a further day and then try to escape again -and so on. Any time an elemental is ordered to do something which threatens its existence, it gets a 3-die roll against its OWN IQ of 8; if it makes the roll, it escapes. In order to create an elemental, the wizard must be in a place appropriate to that element (see ELEMENTALS) and must expend 5 ST, plus 1 for every ST the elemental is to have. As "Destroy Elemental," this spell destroys all elementals within a 5-MH radius of the caster, no matter what their ST. However, if an elemental is "in its element," that is, in a place appropriate to its creation and being, this spell will not affect it. For instance, a sala-mander in a volcano, or an undine in a river, would be unharmed. A free elemental will be very hostile to anyone it suspects may plan to use this spell, and will certainly attack a wizard who attempts it and fails. ST cost: 10.
DEATH SPELL (T):
When this spell is cast, compare the ST of the wizard with that of the victim. The LOWER strength (at that moment) is the amount of ST lost by EACH of the two. In other words, the weaker one immediately dies, and the stronger one loses that much ST. Therefore, if a wizard uses this spell on a stronger opponent, it means his own death instead. Armor, Stone or Iron Flesh, etc., do NOT protect against this spell, although the Spell Shield stops it.
LONG-DISTANCE TELEPATHY (S):
Allows a wizard to send a SHORT (5 words) message to any character he knows, whatever the distance. Allows 2 wizards who know each other and know the spell to converse for 30 seconds (they split the ST cost). Cost: 12 ST.
MEGAHEX SLEEP (T):
A Sleep spell which affects every figure with ST less than 20 (except the wizard himself) in a single megahex, OR any single r~gure with ST of 50 or less. Otherwise, just like Sleep, above. Costs 8 ST.
TRANCE (S):
The wizard seems to sleep for one hour of game time. During this period, he may ask one yes-no question of the GM. The GM will answer truthfully. (If the wizard missed his DX roll, the trance fails; the GM does not get to lie to him.) Cost: 10 ST.
WRITE SCROLL (S):
Lets wizard create a Scroll (see MAGIC SCROLLS). The wizard must know both the Scroll spell and the spell to be written on the scroll ST cost: None. Writing a scroll requires a wizard's whole effort for as many days as the IQ required for the" spell; he must make his DX roll once on each of those days or his pen slips and he ruins the scroll Therefore, ST cost is inappli-cable; it just takes days of work. A scroll CANNOT be made for any spell that creates a magic item.
WEAPON OF POWER (S):
Cast on an existing melee weapon it increases the damage of the weapon by +1d6. It is not affected by Drop Weapon or Break Weapon spells. Costs 10ST and 1ST per round.
BLAST TRAP (S):
An object prepared with this spell will explode under some one condition set by the wizard when he casts the spell (exactly as for EXPUNGE, above). There may be only one trigger-ing situation per spell, though an object may have more than one Blast Traps on it. The force of the blast depends on the ST put into the spell. For 6 ST, a wizard can produce a blast doing (I+ I) damage to anyone in the hex with the object. For 12 ST, he can set a blast which will do (2+2) to anyone in the hex, and I die damage to anyone in an adjacent hex. For 24 ST, he can enchant an object to explode so as to do 3 dice damage to anyone in the same hex, and 2 dice damage to anyone adjacent. The DETECT TRAPS ability will not detect this spell, but the spell to DETECT ENEMIES will. Since this is not a "Create Magical Item" spell, the cost to cast it does not vary, whether other spells are on the object or not. This spell lasts only a day; it must then be re~ast. Blast Trap can only be used on relatively small (no more than 10 kg) objects. When the item explodes, it is totally destroyed. Any exposed flammable items in the affected hexes will also catch fue unless their holders make 3-die saving rolls against DX.
CLEANSING (T):
This spell will kill all small life forms (disease germs, vermin, etc.) within the specified area. Up to 7 connected hexes may be cleansed with one spell, at a ST cost of 20 per hex. This spell will make moldy food safe to eat, cure a plague victim, vam-pire, or werewolf, or kill off the lice in your garments. It will NOT . affect poisons or make something inedible good to eat. Any Jiving being wholly within the cleansed area will be killed, EXCEPT those specifically named by the wizard who casts the spell ... thus, this spell can be used as a weapon in emergencies. However, you can't kill a dragon by cleansing ONE of his hexes! Unfortunately, the spell always puts 1 die of damage even on the individual(s) the wizard does not want to injure, so there is a risk involved when a very weak individual is cured this way.
DISSOLVE ENCHANTMENT (T):
This spell will "de-enchant" a person or object of ANY one spell on it, except the Spell Shield. It is usually used to remove a Curse or other malign spell from an object, but can also be used by a foe to take a good spell off one of your enchanted items. However, the ST cost is very high: 100 if the spell was placed on the item by the Greater Magic Item Creation spell, and 50 if by the Lesser Magic Item Creation spell, Staff, Exploding Gems, etc. The DX and damage bonuses on enchanted weapons and armor may also be removed by this spell at a cost of 50. If you need this spell to take a Curse off an object, you will probably have to go to the Wizard's Guild, since it takes several wizards in cooperation to provide the necessary strength.
EXPUNGE (S):
An Expunge spell may be cast on any already-enchant-ed object. A certain condition is set under which Expungement will occur (i.e., a goblin picks up that object). Any condition may be set, as long as it has some immediate rela_tion to the enchanted object. For instance, an EXPUNGE spell could NOT be set to act when the King of a far-away city sneezed. It COULD be set to act when some-one in the same room with the object sneezed. If and when the condition is met, the Expunge spell acts·, erasing the enchantment on the object. The Expunge spell also vanishes. A Detect Magic spell will detect Expunge, and an Analyze Magic spell will tell what it is. Of course, if the Expunge spell was set to act when Analyze Magic was cast on the item, the investigator has gained little. It is possible to set an Expunge spell to erase one, some, or all of the spells on an object. Only one Expunge spell may be cast on an object; it counts as one of the five permissible spells. The Expunge spell may have up to five separate "triggering" conditions -never more. This is an excellent spell for keeping powerful items out of the wrong hands. Its ST cost is always 125 ST/day for 3 weeks, with no spell-ingredients needed, no matter how many spells are on the object already.
GEAS (S):
A Geas is a command to do, or not to do, a certain thing. A wizard who has this spell may lay a geas on any figure just by talk-ing to him -no DX roll required. The victim gets a saving roll-4 dice against IQ. A wizard may only attempt a given Geas once (ever) on any figure, and a figure may have only one Geas at a time on him/her. Examples of a Geas might be (a) not to touch weapons for a year, (b) to go on a quest for a certain thing and bring it to the wizard, (c) to attack all wizards on sight ... etc. Analyze Magic will detect a Geas; only a Wish or Dissolve Enchantment will remove it. ST cost to· cast a Geas is 10.
INSUBSTANTIALITY (T):
The subject of this spell is rendered tempo-rarily "out of phase" with the rest of the universe. He (or it) appears as a dim, foggy shape. No physical weapon, attack, or missile spell can affect an Insubstantial figure, but Thrown-type spells can. An Insubstantial figure moves at only one hex per turn, but can pass through any solid objects at that same speed -or can go up or down at one level (about 5 meters) every 3 turns. An Insubstan-tial figure can use Thrown-and Creation-type spells (even while moving), but cannot use other spells or personally make a physical attack on other figures, whether the other figures are physical or insubstantial. Thus, cembat involving insubstantial figures is purely magical. Insubstantial figures can be heard (dimly) if they speak. Some kinds of creatures (notably Wraiths) are naturally insub-stantial. A f'Jgure which becomes solid in the middle of another solid object dies-and so does that other object, if it was alive. Cost: 4 ST to become insubstantial, and 2 each turn the spell is continued.
REMOVE CURSED OBJECT (T):
This spell may be considered a "temporary" version of the above. It suppresses a Curse or other spell on an obnoxious magical object for just long enough to allow the wearer to put it down or take it off. If you have been inveigled into picking up a sword that reduces your DX, putting on a Helm of Stupidity, or donning a ring which geases you to sing bawdy songs at the top of your voice, this is the spell you need. It costs 20 ST to cast; you can usually get it done at the Wizard's Guild for a mere $500. If you don't have the money, they will do it for free -but they keep the object after it is removed. This spell makes no permanent change in the magical nature of an object. •
SPELLSNIFFER (T):
This spell, cast on any llgure, gives that figure a combined REVEAL, DETECT, and ANALYZE MAGIC ability that covers everything within 5 hexes. When this s~ell is successfully cast, the GM makes .two rolls against the Sl!bject figure's IQ for each spell or magic item within range. On a 3-die roll against IQ, the spell/magic item is detected if the roll is successfuL If it is detected, the GM makes a 4-die roll to see whether it is analyzed. A success-ful 4-die roll means the spell/item is understood, as per ANALYZE MAGIC. If a figure or item has several spells on it, separate rolls are made for each spelL A figure using this spell will know (if he makes his 3-die roll) that an illusion or image has magic about it, and will also know (if he makes his 4-die roll) that it is an illusion or image, as the case may be. CONCEAL, of course, impedes this spell just as it impedes ANALYZE MAGIC. Cost of this extremely powerful and useful spell is 2 ST to cast, plus 1 each turn it is maintained.
SPELLS SUMMON DEMON (C):
Allows wizard to summon a 3-hex Greater Demon. The demon will do one of three things: (1) Fight for 12 turns and disappear. Its ST is 100, DX 14, IQ 20. It does 4 dice damage in bare-handed combat, and may use any weapon. Its skin stops 4 hits/attack. (2) Grant one regular wish (see WISHES). (3) Perform one service. The service is up to the GM; legitimate services include transporting the wizard and his party (up to 10 people) to another place, bringing the wizard some known object from a known place, etc. The demon can transport itself instantan-eously -but if it has to fight (or search) for more than 12 turns, it will vanish rather than finishing the job. Also, demons are very literal-minded. Remember the famous dialogue ... WIZARD: Demon, make me a milkshake. DEMON: ZAP! You're a milkshake. The GM (acting for the demon) may be as obtuse and perverse as he wishes in conforming to the letter of a wizard's instructions -but precisely worded instructions should be followed precisely. HOW-EVER, the time it takes to instruct a demon counts against the 12 turns (that is, one minute) that he will stay! The other catch in summoning a demon is that (1) it takes 10 undisturbed turns to rmish the summoning (any disturbance costs the wizard 1 ST and forces him to start over); (2) if the wizard blows his DX roll at the close of the summoning, the demon will attack, which makes a pentagram good life insurance; (3) if the wizard demands a wish from the demon, he must make a 3-die roll on the difference between his IQ and the demon's or die. See the section on Wishes for details. Demons will not cast spells while in our plane; they are highly magical, but don't use magic as we know it. The ST cost to summon a Demon is 30.
THE LITTLE DEATH (T):
This spell puts its subject in a suspended animation closely resembling death. There is no breath, no thought, and no heartbeat (therefore, wounds don't bleed). The only way to tell the figure is alive is to discover (through ANALYZE MAGIC) that this spell is being used. A f~gure can cast this spell on itself or another. It costs only 1 ST for a figure to voluntarily enter the Little Death -but the f~gure will Jose one ST every day, until he is truly dead or until the spell is removed (through DISSOLVE ENCHANTMENT or REMOVE THROWN SPELLS) by another. A figure cannot voluntarily leave the Little Death. The ST cost to cast the Little Death on another is 4 if the sub-ject is willing, or unconscious; otherwise the cost is 10. Again, the subject will lose 1 ST point per day until he/she dies or the spell is removed. This spell is quite useful for preserving the life of a badly-wounded friend. An ingenious wizard will fmd many other applica-tions.
CONTROL GATE (C):
By casting this spell, a wizard can determine where the other end of a Gate is and what rules govern it; by cast-ing it again, he can change the rule on either a temporary or per-manent basis. ST cost to do either of these things is 10. A wizard who knows this spell can also destroy a Gate (both ends) at a ST cost of 50; he must be within Creation Spell range (that is, the gate must be in a MH adjacent to his MH) to do so.
LESSER MAGIC ITEM CREATION (S):
Lets wizard create any magic item on the Lesser Magical Item list -see CREATING MAGIC ITEMS for details, costs, and other requirements.
MEGAHEX fREEZE (T):
A Freeze spell which affects all figures with ST less than 20 (except the caster himse!O in a given megahex, OR any single figure with ST less than 50. Otherwise, just like fREEZE (above). ST cost: 12.
SHAPESHIFTING (T):
Classic spell used to turn princes to frogs, etc. Turns its subject into any known type of creature, with any attri-butes. However, the IQ may not be raised, and the total of STand DX may not be raised. ST and DX may be traded off, lowered, etc., as long as neither is reduced more than 1 below the usual minimum for the new shape. A person could be shapeshifted into a relatively clumsy wolf-but not a wolf of DX 6! GMs may use their discretion as to what kind of shifting is allowed. The individual's memory, spells, and talents remain intact, though he will not be able to use those spells and talents for which he no longer has IQ. Likewise, DX for spells and some talents will be impaired if the new shape has no hands! These adjustments must be left up to the GM. A formerly-human character shifted into wolf form will still be able to understand all the languages he could before, and will be able to speak them in a barking, whining fashion. He will also be able to communicate, in rudimentary fashion, with other wolves, but they will know there's something funny about him. Shifting to a new shape gives you the physical, but not the men-tal, abilities of that shape. If you shift to Goblin shape, you will move and fight as a Goblin, but you will not magically learn the Goblin language. Furthermore, your clothes will not shift or vanish -you'll need new ones. ST cost: 20 to shift another, 10 to shift yourself. The spell is permanent unless removed by Dissolve Enchantment, a wish, or another shape-shift.
WIZARD'S WRATH (M):
This most powerful of missile spells can have the physical effect of any of the other three. It can appear as a telekinetic blow like the Magic Fist, a fiery blast, or a smashing electrical discharge. Whatever form the casting wizard chooses to use, though, it does 1 + 1 damage for each ST the wizard puts into it. Its other effects will be appropriate to the form chosen .
LONG-DISTANCE TELEPORT (S):
Lets wizard "blink" himself or another (one person at a time) from anyplace to anyplace else, pro-vided the wizard has been to the destination or can see it (or a clear memory of it) by some means, magical or otherwise. A crystal-ball visualization is NOT accurate enough for this spell. Up to 50 kg of "cargo" can be carried by the spell's subject. If the wizard misses his DX result with any result EXCEPT a 16, the teleported character is dead, kaput, finished, lost forever. How-ever, if the wizard rolls exactly 16 (regardless of his DX), the tete-ported character goes, not to the intended destination, but some-where in some way similar to that place. (GMs: Determination of this place is up to you. Make it interesting.) A wizard can use this spell to get rid of a foe, but CANNOT use it to deliberately disintegrate him, send him to Limbo, etc. Re-member: The chosen destination has to be one the wizard is actually familiar with somehow -and the wizard cannot deliberately cast the spell clumsily to try to kill the subject. ST cost: 20.
REVIVAL (T)(50ST)
This spell will restore any dead creature to life, provided death took place less than an hour ago. ST cost: 50. The spell cures all minor wounds and diseases and leaves its subject unconscious with a ST of 1. It will NOT restore youth. For revival to succeed, most or all of the body must be present. If the body has been severely burned, mangled, or otherwise dam-aged, or if limbs are missing, the wizard must make his DX roll on FOUR dice. Revival does NOT restore missing limbs. The character who is revived loses 5 points from some attribute or combination of attributes. See DEATH. No way has ever been found 'io make this spell work when read from a scroll.
RESTORATION (T)(20 ST)(Theologian)
Heals all of the targets wounds, diseases or physical afflictions completely. Requires Theology skill.
ZOMBIE (T):
Lets wizard reanimate a corpse to create an undead ser-vant. The Zombie has no IQ and a DX of 2 less than it did in life. Its ST is equal to the ST t;1e wizard puts into it when he casts the spelL A zombie cannot cast spells or take independent action. Its creator can see through its eyes. A zombie's wounds cannot heal on their own, and it loses 1 ST a day as it rots; however, healing potions, further Zombie spells, etc., can give it more strength. It is impolite to bring a zombie into a public place, because they smell bad and frighten people. ST cost to create a Zombie: 5 ST plus whatever extra ST (must be at least 2) you give the Zombie. If the controlling wizard dies, his Zombies will wander aimlessly. Make a reaction roll for everything they encounter. On a bad reaction (l or 2) a Zombie will attack. Burned, beheaded, or dismembered corpses cannot be used for zombies. An intact skeleton can be used; it will make a zombie Skeleton (q.v.).
GREATER MAGIC ITEM CREATION (S):
Lets wizard create any magic item on the Greater Magical Item list -see CREATING MAGIC ITEMS for details, costs, and other requirements.
WORD OF COMMAND (S):
A wizard who knows one of these words can say it to any figure (or to a group) and compel obedience. The wizard must make his own adjDX roll to say the Word properly. Each hearer gets a 5/IQ roll to avoid obeying. Effects of a Word last one minute (12 turns). Each victim then gets a 5/IQ roll each turn to escape its influence. A Word of Command may be spoken in the Sorceror's Tongue, in which case it will affect any being with a mind (IQ over 2) that hears it. It may also be spoken in any language that the wizard knows -in which case, it will affect only those who hear it AND understand that language. A wizard speaking a Word of Command may direct it so only those in front of him can hear, or whisper it in one person's ear, but cannot direct it much more finely than that. A wizard is not affect-ed by his own Word. ST cost for using a Word is 3, regardless of how many hear it. A number of different Words of Command are known. Each is a SEPARATE spell, and must be learned separately. These include:
KILL: Hearers will mindlessly attack anything living.
FLEE: Hearers will run madly from the wizard.
SURRENDER: Hearers will drop their weapons (or cease flight) and stand meekly.
COME: Hearers will come to the wizard and follow where he leads.
BELIEVE: Hearers will believe anything that anyone tells them. They cannot try to disbelieve in an illusion unless someone tells them it is not real. They cannot tell each other things. They always believe the last thing they see or hear while affected by this Word.
STOP: Hearers stop whatever they're doing.
QUIET: Hearers do their best to make no sound whatsoever.
GO THAT WAY: This Word must be used with a gesture. Hear-ers will travel in the direction indica ted.
"DO NOT": This must be used with another Word of Command. It cannot be used with an "ordinary" word. Hearers do the exact opposite of the negated Word. Total ST cost remains 3.
OBEY: Hearers will attempt to obey any command given them by anyone. A figue commanded to harm itself, attack a friend, or make a suicidal attack will get one immediate 5/IQ roll to break the Word's compulsion.
Other Words of Command include SING (at the top of your lungs), SCREAM (ditto), LAUGH (ditto), FREEZE (as per spell), CRAWL (on hands and knees), CRY, HICCUP, and EAT. Some of these are of very little practical use -but mages have never been apt to discard a spell just because it was pointless. There is no Word of Command for "DIE." There are stories that SLEEP was once known, but it is not now found in grimoires.
POSSESSION (S):
The wizard casting this spell puts himself into a trance and takes over the body of some other creature. To be possessed, a person or animal must be in physical contact with the possessing wizard or some object he has previously prepared as a "trap," OR must be well known to the wizard. The victim gets a 4~ie saviitg roll against his own IQ to avoid being possessed when the attack first takes place; if he makes the roll, he will know who tried to possess him. Possession may be noticed by either a Scholar or a good friend of the possessed victim on a ~ie roll against the noticing person's IQ, the FIRST time the victim is encountered after possession. It may also be detected by an Analyze Magic spell cast on the victim. Possession ends when (a) the possessing wizard dies, (b) the victim dies (this also does 2 dice damage to the wizard!) (c) the possessing wizard voluntarily lets go, or (d) a successful exorcism takes place. A "Dissolve Enchantment" spell (ST cost 50) will exorcise the possessor without harming him or the victim. ST cost to cast this spell is 20 if it succeeds, 5 if the victim makes his saving roll. The ST is spent when the attack is made, not when the "trap" item is prepared. Preparing the trap uses the same spell, costing a separate 10 ST.
RESURRECTION (50 ST)(Theologian)
As Revival spell but can bring back a corpse upto a week old. Requires Theology skill. Body must be able to support life. This spell avoids the loss of 5 pts.