Table of Contents

GURPS Core Resources: Magic

These rules only matter to wizards, and only in worlds where magic exists. If you are not creating a wizard for a magical setting, you can safely skip this section.

LEARNING MAGIC

Anyone can learn most spells – although in some worlds, you must be a mage to use the spells you know. Some spells specify a particular level of Magery as a prerequisites: if you lack the required Magery level, you cannot learn the spell. Each magic spell is a separate skill, learned just like any other skill. Most spells are IQ/Hard skills, but a few potent spells are IQ/Very Hard. Spells have no default – you can only cast spells you know.

Add your Magery to IQ when you learn spells. For instance, if you have IQ 12 and Magery 3, you learn spells as if you had IQ 15. In addition, reduce the time required to learn spells (but not the point cost) by 10% per Magery level, to a minimum of 60% the usual time at Magery 4; e.g., Magery 3 would let you learn spells in 70% the usual time. The maximum level of Magery available in your world is up to the GM. Most GMs will want to limit PCs to Magery 3 or 4.

If you know more than a few spells, you may wish to make a “grimoire.” This is a list of the spells you know and your skill with each, along with the energy cost, time to cast, duration, etc. for each spell. This saves a lot of reference time in play!

PREREQUISITES

Any spell but the most basic has one or more prerequisites: requirements you must meet in order to learn the spell. If the prerequisite is another spell, you must have at least one point in the prerequisite spell before you can study the advanced spell. Some spells require a minimum Magery level; for instance, “Magery 2” means you must have Magery 2 (or higher) to learn the spell. A few spells require a minimum basic attribute score, an advantage, or even a mundane skill.

Mana

Mana is the ambient energy that empowers magic. Magic will work only if the mana level of the game world or specific area allows it, as follows:

Very High Mana: Anyone who knows spells can cast them. A mage who spends FP to cast a spell on his turn gets those FP back at the start of his next turn. However, all failures are treated as critical failures – and actual critical failures produce spectacular disasters! Very high mana is extremely rare in most settings.

High Mana: Anyone who knows spells can cast them. This mana level is rare in most worlds, but some game worlds have high mana throughout.

Normal Mana: Only mages can cast spells. These spells work normally, according to all rules given in this chapter. This is the default mana level in most fantasy settings: mages use magic, others don’t.

Low Mana: Only mages can cast spells, and all spells perform at -5 to skill, for all purposes. (Magic items are similarly affected; see Power of a Magic Item, p. 481.) However, critical failures have mild effects or no effect at all.

No Mana: No one can use magic at all. Magic items do not function (but regain their powers when taken to an area with mana). This mana level occurs in isolated spots in magical worlds, but entire game worlds can lack mana, making magic use impossible.

CASTING SPELLS

You must know a spell in order to cast it, unless you possess a magic item that lets you cast it (see Magic Items, p. 480). Tell the GM what spell you are casting, then take Concentrate maneuvers for the requisite number of turns (see Time Required, p. 236). At the end of the last second of concentration, make a success roll for the spell. Casting a spell works like any other use of a skill. Roll 3d and compare the total to your effective skill: your base skill with the spell adjusted by any applicable modifiers. Modifiers depend on the class of spell (see Spell Classes, p. 239). If your roll is less than or equal to your effective skill, the spell works. If it is greater than your effective skill, the spell fails.

On a success, mark off the spell’s energy cost against your FP or HP (see Energy Cost, p. 236). Its effects take place immediately. On a critical success, the spell works especially well. Details are up to the GM, who should be both generous and creative. Whatever else occurs, there is never an energy cost if you get a critical success when you cast a spell.

On a failure, the spell does not work. If success would have cost energy, you lose one energy point; otherwise, you lose nothing. (Exception: You must pay the full energy cost even on a failure for an Information spell; see Information Spells, p. 241.) On a critical failure, you must spend the full energy cost and the spell fails… badly! The GM may use the Critical Spell Failure Table or improvise some other “backfire” he finds amusing.

DISTRACTION AND INJURY

If you use an active defense against an attack, or are knocked back, knocked down, injured, grappled, or otherwise distracted while concentrating, make a Will roll at -3 to continue casting your spell. On a failure, your spell is spoiled and you must start over. If you are stunned while concentrating, your spell is automatically spoiled.

If you are injured but not stunned while concentrating, and succeed on the roll to avoid distraction, you may cast your spell. However, the shock penalty for your injury reduces your effective skill. See p. 419 for details on shock.

CASTER AND SUBJECT

The “caster” of a spell is the person who is attempting to cast it. The “subject” of a spell is the person, place, or thing upon which the spell is cast. If you are casting a spell on yourself, you are both caster and subject. The subject can also be another being, an inanimate object, or even a patch of ground. If the subject is a place, the caster can “touch” it by extending a hand over it or touching the ground, as appropriate for the spell.

TIME REQUIRED

Most spells take one second to cast. Take the Concentrate maneuver for one turn and attempt your skill roll at the end of your turn. If you succeed, the spell takes effect instantly. Whether you succeed or fail, your turn ends as soon as you roll the dice.

Example: Wat wants to cast Create Fire, a one-second spell. On his turn, Wat says, “I’m concentrating on Create Fire.” This uses his entire turn. He then rolls the dice for his spell. If he succeeds, he creates fire – but either way, Wat’s turn ends.

Some spells take more than one second to cast. This requires multiple, consecutive Concentrate maneuvers in combat. Make the skill roll at the end of the last turn of concentration. You may “abort” an unfinished spell before it is cast, at no penalty, but you must start over if you wish to try again.

Example: If a spell takes three seconds to cast, you must spend three turns doing nothing but concentrating. You roll the dice at the end of your third turn.

ENERGY COST

Each spell has an energy cost. When you cast the spell, you must pay this cost in either FP or HP. The better you know the spell, the less energy you need to cast it. If you know it well enough, you can cast it at no cost.

Exception: Never reduce the cost of a Blocking spell; see Blocking Spells (p. 241).

If your base skill with a spell – modified only by the -5 for low mana, if applicable – is 15 or higher, reduce the cost to cast the spell by 1. If you have skill 20 or higher, reduce the cost by 2. Cost continues to decrease by 1 per full five skill levels beyond skill 20. Apply the same reduction to the cost to maintain a spell. Calculate the entire cost for a spell (for instance, by multiplying cost for the size of the subject or the area affected) before applying energy cost reductions for high skill. Energy is still going into the spell, but your skill lets you draw it from the surrounding mana rather than supplying it yourself!

You normally pay the energy cost of a spell in FP. You can recover lost FP by resting. A mage with the Recover Energy spell (p. 248) recovers FP faster than normal.

Burning HP

You may also expend life energy to pay the cost of a spell. Mark off some or all of the cost against HP instead of FP – the spell is actually harming you! You are at -1 on your spell roll per HP used. This is instead of the usual shock penalty for injury, and High Pain Threshold has no effect.

Using HP to power spells is dangerous, but it may be necessary if you are badly fatigued and must cast another spell. You may “burn” HP until you fall unconscious. Should a failed HT roll indicate that you have died, you do not actually spend the HP. Instead, you fall unconscious. Treat HP lost this way just like any other injury.

Critical Spell Failure Table

Roll 3d on the table below. If the result is inappropriate – or if it is the result that the caster intended – roll again. The GM is free to improvise instead of using the table. Improvisations should be appropriate to the spell and the situation, and should never kill the caster outright.

Roll Result
3 Spell fails entirely. Caster takes 1d of injury.
4 Spell is cast on caster (if harmful) or on a random nearby foe (if beneficial).
5-6 Spell is cast on one of the caster’s companions (if harmful) or on a random nearby foe (if beneficial).
7 Spell affects someone or something other than its intended target – friend, foe, or random object. Roll randomly or make an interesting choice.
8 Spell fails entirely. Caster takes 1 point of injury.
9 Spell fails entirely. Caster is stunned (IQ roll to recover).
10-11 Spell produces nothing but a loud noise, bright flash of light, awful odor, etc.
12 Spell produces a weak and useless shadow of the intended effect.
13 Spell produces the reverse of the intended effect.
14 Spell seems to work, but it is only a useless illusion. The GM should do his best to convince the wizard and his companions that the spell did work!
15-16 Spell has the reverse of the intended effect, on the wrong target. Roll randomly.
17 Spell fails entirely. Caster temporarily forgets the spell. Make an IQ roll after a week, and again each following week, until he remembers.
18 Spell fails entirely. A demon or other malign entity appropriate to the setting appears and attacks the caster. (The GM may waive this result if, in his opinion, caster and spell were both lily-white, pure good in intent.)

Canceling Spells

Sometimes, you will want to end a spell before its full duration is up. If you specify a shorter duration when you cast the spell, the spell lasts exactly the time desired. If you suddenly decide to “cancel” a spell before its time is up, though, you must pay one energy point (from FP or HP) to do so, regardless of the spell or your skill level.

MAGIC RITUALS

To cast a spell, you must usually perform a ritual that involves gestures and speech. If you can’t perform the ritual, you can’t cast the spell! For instance, if the ritual for a spell requires you to speak, you cannot cast the spell if you are gagged or under a spell of silence. The higher your skill with a spell, the easier it is to cast: it takes less time, requires less energy, and has less stringent ritual requirements. See the list below for details. In all cases, “skill” refers to base skill, not effective skill. The only modifier that matters here is the -5 for low mana, if applicable.

Skill Effect
9 or less Ritual: You must have both hands and both feet free for elaborate ritual movements, and you must speak certain words of power in a firm voice. Time: Doubled. Cost: As listed.
10-14 Ritual: You must speak a few quiet words and make a gesture. Time: As listed. Cost: As listed.
15-19 Ritual: You must speak a word or two or make a small gesture (a couple of fingers are enough), but not necessarily both. You are allowed to move one yard per second while taking the Concentrate maneuver. Time: As listed. Cost: Reduced by 1.
20-24 Ritual: None! You simply stare into space as you concentrate. Time: Halved (round fractions up to the next second). Minimum casting time is still one second. Cost: Reduced by 2.
25-29 Ritual: None. Time: Divided by 4 (round up). Cost: Reduced by 3.
30 or more As above, but for every five levels of skill beyond skill 25 (that is, at levels 30, 35, 40, etc.), halve casting time again and reduce energy cost by one more point.

Certain spells always require a specific ritual. Such requirements override the rules above. For instance, high skill has no effect on the cost to cast Blocking spells (p. 241) or the time to cast Missile spells (p. 240).

LIMITS ON EFFECT

The effects of many spells vary with the energy spent. For instance, a healing spell might heal 1 HP per energy point, or a combat spell might inflict 1d damage per point. If the spell description sets no upper limit, then you may spend as much energy as you can afford! The more you spend, the greater the effect. If the spell specifies a finite range of effects and associated energy costs, though, you cannot exceed the upper limit without a high level of Magery (see below).

If either type of variable spell is cast on the same subject more than once, only the spell with the most powerful effects counts – multiple instances of a given spell do not “stack” or add in any way. Spells that heal, damage, or otherwise permanently affect the subject are an exception: you may cast such spells repeatedly, healing or damaging the subject by the full amount each time.

Magery and Effect

Talented mages may exceed the usual limits for spells that allow a finite number of “levels of effect” (dice of damage, bonuses to skill, etc.). The upper limit is the higher of the standard number of levels or the caster’s Magery level.

Example: Major Healing (p. 248) allows you to spend 1, 2, 3, or 4 energy points to heal 2, 4, 6, or 8 HP. It has four levels of effect. Magery 10 would let you revise this limit to 10 levels of effect – you could spend 1-10 energy points to heal 2-20 HP! The GM is free not to use this rule if he thinks it would be unbalanced. Of course, if he puts a limit on the highest level of Magery available, this is not a problem!

DURATION OF SPELLS AND MAINTAINING SPELLS

Some spells produce an instantaneous effect when cast and then end immediately. Other spells last for a fixed “duration” (given for the particular spell, but most often one minute) and then wear off – unless you maintain them.

If you can maintain a spell, the energy cost to do so is given in its description, following the casting cost. When the spell reaches the end of its duration, you may continue the spell by paying its maintenance cost. If you do, the spell continues for another interval equal to its duration. This takes no time and requires no skill roll. Distance is not a factor.

Example: The Light spell (p. 249) notes “Duration: 1 minute” and “Cost: 1 to cast; 1 to maintain.” It ends after a minute unless, at the end of that minute, you spend one more energy point to maintain it. If you do, it lasts another minute. You may repeat this process for as long as you wish, provided you can supply the required energy. As long as you are conscious, you know when one of your spells needs to be renewed. However, you cannot maintain a spell while you sleep, and you cannot “hand off” a spell to someone else so he can maintain it for you.

High Skill and Cost to Maintain

Energy cost reduction for high skill also applies to the cost to maintain a spell. This can reduce maintenance cost to zero. For instance, if you know a spell at skill 15-19, you may reduce its maintenance cost by 1; if this cost is 1 to begin with, you can maintain the spell indefinitely at no energy cost!

Concentration and Maintenance

You can maintain a spell without concentration unless the spell requires constant manipulation and change; e.g., to maneuver a levitating object. Spells like this require you to take the Concentrate maneuver only. If you are distracted, injured, or stunned, you must make a Will roll at -3. If you fail, the spell does not end, but it remains in precisely the state it was in when you were distracted, and does not respond to change until you can concentrate on it again. On a critical failure, the spell ends.

Casting another spell does not break concentration, but you suffer a skill penalty for doing two things at once (see below).

Ceremonial Magic

If you know a spell at skill 15+ and have a group of willing assistants, you may opt to cast the spell by leading your assistants in an elaborate ritual that maximizes the spell’s power. Such “ceremonial magic” is time-consuming, but lets you cast more powerful spells than you could cast on your own. When you work ceremonial magic, multiply casting time by 10. Energy cost does not change, but your assistants can supplement your energy input as follows:

Each mage who knows the spell at level 15+: as much energy as he wishes to contribute. Each non-mage who knows the spell at level 15+: up to 3 points. Each mage who knows the spell at level 14 or lower: up to 3 points. Each unskilled spectator who supports the casting (by chanting, holding candles, etc.): 1 point, to a maximum of 100 points from all spectators. Each spectator who opposes the casting: -5 points, to a maximum penalty of -100 points from all spectators!

Sum the energy from all sources to find the total energy available. If this exceeds the cost to cast the spell, you receive a skill bonus.

Extra Energy Skill Bonus
20% +1
40% +2
60% +3
100% +4

Add another +1 per additional 100% of the required energy.

At the end of the ritual, make a skill roll to cast the spell. Apply all standard modifiers for magic use and any bonus for extra energy. Regardless of the outcome of the die roll, all contributed energy is spent when you roll the dice.

Notes on Ceremonial Magic

• High skill does not reduce casting time or energy cost.

• A group aids concentration. If you are distracted during the ritual, roll at Will as opposed to Will-3 to avoid distraction.

• Ceremonial magic is hard to coordinate. A roll of 16 is always a failure, and a roll of 17-18 is always a critical failure – even if effective skill is 16+.

• Once the spell is cast, the participants can continue to provide energy to maintain the spell. The composition of the group may change, as long as the ritual continues uninterrupted. Thus, ceremonial magic lets you maintain a spell indefinitely.

CASTING SPELLS WHILE MAINTAINING OTHER SPELLS

You can only cast one new spell at a time. However, you can cast new spells before older ones end. Apply the following modifiers whenever you cast spells while you have other spells active:

-3 per spell you are concentrating on at the moment. See the individual spell descriptions to learn which spells require concentration.

-1 per other spell you have “on” at the moment. A spell that lasts permanently (as indicated in the spell description) does not carry a penalty.

DIFFERENT KINDS OF MAGIC

There are many different types of magic. Spells fall into “colleges” according to subject matter and “classes” according to the way they work.

COLLEGES OF MAGIC

Spells related by subject matter – e.g., fire, healing, or mind control – belong to the same college. The basic spells of a college are prerequisites for the more advanced ones. Some spells fall into more than one college. For instance, Earth to Air (p. 243) is both an Earth and an Air spell. This is only important when counting prerequisites. Most wizards specialize in only a few colleges. This is the most efficient way to learn advanced magic. However, you may learn spells from as many colleges as you wish.

SPELL CLASSES

Each spell falls into one or more classes that define how it works in play. These classes are not mutually exclusive, except as noted below.

Regular Spells

Most spells fall into this class. A Regular spell affects only one subject. Its energy cost assumes a human-sized subject – that is, one with Size Modifier 0. For a subject with a positive SM, multiply cost by 1 + SM: ¥2 energy for SM +1, ¥3 for SM +2, ¥4 for SM +3, and so on. There is no cost reduction for a subject with a negative SM. A few Regular spells give special cost schemes that override these rules.

Regular spells work best if you can touch or see the subject. You do not have to see through your own eyes; any spell that lets you see by magical means will do. If you cannot touch the subject, apply a skill penalty equal to your distance in yards from the subject; e.g., -5 at five yards. Figure distance at the moment you roll the dice for the spell. If you cannot touch or see the subject, there is a further -5 penalty. There are two ways to direct such a spell:

• Name a target location. For instance, if you specify “One yard beyond the other side of this door,” you’ll get whoever is standing on the other side of the door. If there is nobody there, you wasted the spell.

• Name a subject; e.g., “The closest person in the next room,” or, “George, who I know is around here somewhere.” The GM determines the actual range to the subject. This is risky! If the subject is farther away than you think – or simply absent – you are inviting failure or even critical failure! No physical barrier affects a Regular spell. Unless the spell backfires, a Regular spell never hits the wrong target.

Area Spells

These spells affect an area rather than an individual. They are cast on a surface – floor, ground, etc. – and their effects extend four yards (12 feet) up from that surface. A few Area spells work differently; see the individual spell descriptions for details. The size of the area governs the energy cost, but not the difficulty of the roll. The cost listed for an Area spell is its “base cost.” The actual cost to cast the spell is equal to base cost multiplied by the radius of the area of effect in yards (minimum one yard): ¥1 for a one-yard radius, ¥2 for a two-yard radius, ¥3 for a three-yard radius, and so on.

Some Area spells have a fractional base cost, such as 1/2 or 1/10. You must spend a minimum of one energy point on these spells. A few Area spells specify a minimum cost; you must always pay the minimum cost, even if this is larger than the base cost multiplied by the desired radius. If an Area spell affects living beings, it affects everyone in the area of effect. You may choose to affect only a part of the area, rather than the whole circle, but the cost is still the same.

If you cannot touch some part of the affected area, apply a skill penalty equal to your distance in yards from the nearest edge of the area. Otherwise, Area spells work like Regular spells.

Area Spells on a Battle Map

Represent Area spells on a battle map as follows. The area of effect of a spell cast over a one-yard radius is a single hex. The area of effect of a spell cast over a two-yard radius is a central hex and all adjacent hexes. The area of effect of a spell cast over a three-yard radius is a central two-yard area of effect plus the ring of hexes adjacent to that. And so on, building up larger areas by adding successive rings of adjacent hexes.

Magic Staffs

A “magic staff” is any wand or staff imbued with the power to extend your reach for the purpose of casting spells (see Staff, p. 481). It gives three main benefits:

• Touching a subject with your staff lets you cast spells on that subject at no distance penalty. This is useful in situations where you must cast a spell on a subject you cannot touch with your hand (e.g., when casting a healing spell on someone trapped under rubble).

• Pointing with a staff reduces the range to a distant subject by the length of the staff. This is valuable for Regular spells, as a one-yard wand shaves -1 off distance penalties, while a two-yard quarterstaff eliminates -2! You can point as part of the ritual to cast a spell. Tell the GM you are pointing at the subject when you start concentrating. (This might warn an unwilling subject!)

• A staff can carry Melee spells. This gives them more reach, and lets you strike and parry without putting your hand in harm’s way. A magic staff can be any length up to two yards. A wand is Reach C, too light to do damage, and uses Knife or Main-Gauche skill. A long wand or short staff is Reach 1, functions as a baton in combat, and uses Shortsword or Smallsword skill. A full-length staff is Reach 2, counts as a quarterstaff in combat, and uses Staff or Two-Handed Sword skill. In most game worlds, a suitable ordinary item can be enchanted as a magic staff for $30, but it must be made from once-living materials (wood, bone, ivory, coral, etc.).

Melee Spells

Melee spells “charge” your hand or magic staff (see box) with harmful energies that affect the first target you strike. These spells require two skill rolls: a roll against spell skill to cast the spell, and a normal melee attack roll to hit your target with your hand or staff.

To cast a Melee spell, concentrate for the required time, roll against spell skill at the end of the final turn of concentration, and pay the energy cost. There is no distance modifier – you are casting the spell on yourself! On a success, you energize your hand or staff with the spell’s magic. On your next turn, you must do one of two things with your spell: hold it or attack with it.

If you hold your spell, your hand or staff remains “charged.” This has no energy cost and requires no skill roll. You cannot cast another spell while holding a Melee spell. You can take any other combat maneuver (but an attack with the energized hand or staff discharges the spell). A parry with that hand or staff does not discharge the spell; an attack is part of the ritual, and nothing else works.

A held Melee spell on a staff persists only for as long as you wield the staff. If you lose hold of your staff, even for an instant, the spell drains away harmlessly. If someone grabs your staff, and you are both holding onto it on your turn, your attempt to wrench it free counts as an attack, and your opponent instantly suffers the spell’s effects!

To attack, roll against DX or an unarmed combat skill to hit with a hand, or the appropriate Melee Weapon skill to hit with a staff. This is a standard melee attack. Your target may attempt any active defense. If he succeeds, your spell is not triggered; you may try again next turn. If he fails, your melee attack does its usual damage and your spell affects him immediately. Armor protects normally against some Melee spells, not at all against others. If the spell is one that ignores armor, neither an unarmed parry (even with an armored limb) nor a block will protect the target from the spell. Even if such a defense wards off the melee attack, the spell arcs through the target’s armor or shield and affects him.

Note that some Melee spells are Resisted (see p. 241). These spells require a second roll against spell skill, when the spell actually takes effect, to overcome the target’s resistance.

Missile Spells

This class of spells encompasses long-distance “projectile” or “bolt” attacks, such as Fireball (p. 247) and Lightning (p. 244). Missile spells require two skill rolls: a roll against spell skill to cast the spell, and a roll against Innate Attack skill (p. 201) to hit the target. To cast a Missile spell, you must concentrate for one second. At the end of your turn, roll against your skill with the spell. There is no modifier for distance – you are creating a magical missile in your hand. On a success, you may invest one or more points of energy in the spell, to a maximum number of energy points equal to your Magery level. The missile then appears in your hand, “charged” to the desired level.

On your next turn, you have three options with your missile: make a ranged attack with it, hold it, or enlarge it. If you opt to enlarge your missile, you must concentrate for another second. At the end of your turn, you may invest more energy in the spell – anything from one point to points equal to your Magery level. This does not require a skill roll.

The turn after that, you have the same options: attack, hold, or enlarge. On your fourth and subsequent turns, you may only attack or hold. You cannot spend more than three seconds building up a Missile spell.

Once you stop enlarging a Missile spell, you may “hold” it in hand, ready to attack. You do not have to launch the missile until you want to. While holding a Missile spell, you may move up to your full Move, take a Wait or Aim maneuver, or even attack using the hand that isn’t “holding” the missile. You may defend normally. However, you cannot cast another spell.

There is one drawback: if you are injured while you have a missile “in hand,” you must make a Will roll. If you fail, the missile immediately affects you!

When you are ready to attack, roll against your Innate Attack skill to hit. This is a standard ranged attack, subject to the usual modifiers for target size, speed, and range. Once launched, the missile flies in a straight line to the target. Physical barriers affect it just as they would affect any missile weapon. Your target may block or dodge, but not parry. If he fails, he is hit and the spell affects him. The strength of the effect depends on the energy invested. Most Missile spells inflict 1d of damage per point of energy.

Damage Resistance – whether natural or from armor – protects normally against damaging Missile spells.

Dissipating Held Melee and Missile Spells

You sometimes need to dispel a held Melee or Missile spell quickly, without taking a full turn to make an attack – for instance, so you can concentrate on another spell. You can do this as a free action at any point during your turn; simply state that you are dissipating the spell and it “evaporates” harmlessly. You can also get rid of a Missile spell (not a Melee spell) by “dropping” it at your feet. This, too, is a free action. This does not damage you, unless the missile is explosive, but it damages whatever you are standing on. Missiles that inflict burning damage are liable to set fires!

Blocking Spells

A Blocking spell is cast instantly as a defense against either a physical attack or another spell. It is the magical equivalent of a block, parry, or dodge (and often counts as one of these defenses; see the spell description for details). You may cast only one Blocking spell per turn, no matter how skilled you are. You cannot attempt a Blocking spell against a critical hit. If you try a Blocking spell, it automatically interrupts your own concentration. You lose any spell you were preparing exactly as if you had failed the Will roll to resist a distraction. If you are holding (not casting) a Melee spell, it is unaffected. If you are holding a Missile spell, you cannot enlarge it further but may retain it for later use. Blocking spells do not get an energy cost reduction for high skill.

Information Spells

Information spells are cast to gain knowledge. Some require you to touch the subject, while others function at a distance; see Long-Distance Modifiers (box) for range penalties. Spells intended to find things are at -1 per “known” item you choose to ignore in your search. Most Information spells have additional special modifiers, so be sure to read the spell description carefully.

When you cast an Information spell, the GM rolls for you in secret. If the spell succeeds, the GM gives you the desired information – the better the roll, the better the information. If the spell fails, the GM says, “You sense nothing.” On a critical failure, the GM lies to you! Regardless of the outcome, you must always pay the full energy cost for the spell.

Information spells generally allow only one attempt per day by each caster (or ceremonial group). “Seek” spells are an exception to this.

Except where specifically noted, Information spells have no duration. They grant a momentary glimpse of insight and end immediately; therefore, you cannot maintain them.

Resisted Spells

A spell of any type can also be “Resisted.” A spell like this works automatically only on a critical success. On a regular success, your spell must defeat the subject’s resistance to work. The subject always has a chance to resist, even if he is unconscious. A conscious subject is aware that something is happening, and may choose not to resist. Individuals who are unconscious, unfamiliar with magic, or wary of hostile magic always try to resist.

To resolve a Resisted spell, you must first succeed at your skill roll. If the spell has a single subject (that is, it isn’t an Area spell), you have a penalty equal to the subject’s Magic Resistance (p. 67), if any – even if he is willing! On a failure, the spell fails and the subject notices nothing. On a success, note your margin of success; e.g., if you rolled a 6 against an effective skill of 13, you succeeded by 7. If the subject is living or sapient, the Rule of 16 applies (see The Rule of 16, p. 349). There is no such limit if the subject is a spell.

The subject then attempts a resistance roll. A character resists using the attribute or other trait indicated in the spell description – usually HT or Will. The subject’s Magic Resistance, if any, adds to his resistance. A spell resists using the caster’s effective skill when he cast the spell. Compare the subject’s resistance roll to your skill roll in a Quick Contest. If you win, your spell affects the subject. If you lose or tie, the spell has no effect – but you must still pay the full energy cost! A conscious subject feels a slight mental or physical wrench (depending on which attribute he resisted with), but no other effect. You know whether or not the subject resisted your spell.

Resisted Area Spells: When casting an Area spell that is Resisted, make the usual success roll for the spell and record your margin of success if you succeed. Everyone in the area gets a resistance roll, and those with Magic Resistance get double the usual benefit. Your spell affects those who make their roll by less than you did.

Special Spells

These spells follow special rules given in the spell description.

Long-Distance Modifiers

Use these modifiers for Information spells that work over long distances, such as “Seek” spells. Certain advantages also use these range penalties. If the distance falls between two values, use the higher.

Distance Penalty
Up to 200 yards 0
1/2 mile -1
1 mile -2
3 miles -3
10 miles -4
30 miles -5
100 miles -6
300 miles -7
1,000 miles -8

Add another -2 per additional factor of 10.

Alternative Magic Systems

This chapter describes the “standard” magic system. It will work as is, or with minor changes, for wizards in most worlds inspired by fantasy literature. Some visions of magic will demand a radical redesign, however. Two sample variants appear below.

Clerical Magic

To handle the powers of magic-using priests, start with the standard magic system, but read “Magery” as “Power Investiture” (see p. 77) and “mana” as “sanctity.” Sanctity levels range from “no sanctity” (the temple of an opposed deity) to “very high sanctity” (in the god’s presence). Clerics have Power Investiture instead of Magery, and their spells have no prerequisites. A priest may acquire a new spell simply by praying for it, as long as he has at least one point to spend on the spell. This benefit is balanced by the fact that he can only learn those spells offered by his god (GM’s decision) and by the fact that his god may alter the outcome of his magic – or suspend his magical powers – for reasons he is unlikely to comprehend.

Ritual Magic

Magic use depends on a single “core skill,” typically Ritual Magic (p. 218) or Thaumatology (p. 225). Each college of magic is an IQ/Very Hard “college skill” or “path” that defaults to the core skill at -6. College skills have the core skill as a prerequisite and may never exceed the core skill.

Ritual mages can cast spells at default! Each spell is a Hard technique with a default to the associated college skill. For each prerequisite the spell or its prerequisites would have in the standard system, the default is at a cumulative -1 (e.g., a spell with one prerequisite that itself has one prerequisite defaults to college skill-2). To raise a spell past its default level, the mage must have at least one point in the college skill, but he can ignore the spell’s prerequisites under the standard system. Spells cannot exceed the associated college skill.

Magery adds to core skill, college skills, and spells. If standard and ritual magic coexist, normal Magery and Ritual Magery are separate advantages. All other rules are the same.

Spellbook

Each spell includes:

Name of Spell and the Class(es) it belongs to. A “(VH)” indicates an IQ/Very Hard spell; otherwise, it’s IQ/Hard.

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

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

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

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

Prerequisites: Other spells you must know (have placed at least one point in the spell) before you may study this spell, as well as any Magery, IQ, or other requirements.

AIR SPELLS

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

Purify Air - Area

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

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

Duration: Works instantly. Purification is permanent.
Base Cost: 1. Cannot be maintained; must be recast.

Create Air - Area

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

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

Shape Air - Regular

This spell lets the caster create movements of air over a small area. The caster must choose a starting point (calculate distance penalties to that point). The wind starts there and blows in a stream one yard wide, for a distance in yards equal to 5 times the energy put into the spell, and then dissipates. This may cause knockback (see Knockback, p. 378) on someone it hits; each second, roll 1d per full 2 points of energy in the spell. Treat this as damage for knockback purposes only (this spell does not cause injury).

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

No-Smell - Regular

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

Duration: 1 hour.
Cost: 2; same to maintain.
Prerequisite: Purify Air.

Predict Weather - Information

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

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

Breathe Water - Regular

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

Duration: 1 minute.
Cost: 4 to cast; 2 to maintain.
Prerequisites: Create Air and Destroy Water (p. 253).

Walk on Air - Regular

Temporarily grants the subject the Walk on Air advantage (p. 97). If the subject falls for any reason (e.g., injury), the spell is broken! If the spell is recast immediately, he falls for only one second (about 5 yards) and then “lands” on the air (taking 1d damage) – unless he hits ground before then. If he’s 10 feet over a lava pit, too bad!

Duration: 1 minute.
Cost: 3 to cast; 2 to maintain.
Prerequisite: Shape Air.

Earth to Air - Regular

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

Duration: Permanent.
Cost: 1 to transform one cubic foot of earth/stone to air, giving enough air for one person to breathe for 1 minute. To transform larger quantities of earth/stone at once, the cost is 5 per cubic yard.
Time to cast: 2 seconds.
Prerequisites: Create Air and Shape Earth (p. 245).

Stench - Area

Produces a cloud of vile, yellowish gas that reeks of brimstone. Until it dissipates, anyone who breathes it must make a HT roll or take 1d damage. Roll once per minute. Those in the area also begin to suffocate (see Suffocation, p. 436). The cloud is heavy, and “rolls” downhill if the ground is not level. The rate of dissipation depends on the area and presence of wind; indoors, it usually lasts until the spell expires, but outdoors on a windy day, it might only last 10 seconds or so.

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

Lightning - Missile

Lets the caster shoot a bolt of lightning from his fingertip. This has 1/2D 50, Max 100, Acc 3. Treat any metal armor as DR 1 against this spell! If the target is wounded, he must make a HT roll, at -1 per 2 HP suffered, or be stunned. He may attempt a HT roll each turn thereafter to recover. Against electronic equipment, treat this attack as if it had the Surge damage modifier (see Surge, p. 105).

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

Cost: Any amount up to your Magery level per second, for three seconds. The bolt does 1d-1 burning damage per energy point.
Time to cast: 1 to 3 seconds (the caster’s fingers sparkle as the spell builds up).
Prerequisites: Magery 1 and at least six other Air spells.

BODY CONTROL SPELLS

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

Itch - Regular; Resisted by HT

Causes the subject to itch fiercely in a spot of the caster’s choice. The subject is at -2 DX until he takes one full turn to scratch (more, if armor, etc. is in the way!). Only one Itch spell can affect a given subject at a time. Duration: Until the subject takes a turn to scratch.
Cost: 2. Cannot be maintained; must be recast.

Spasm - Regular; Resisted by HT

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

Duration: A moment.
Cost: 2. Cannot be maintained; must be recast.
Prerequisite: Itch.

Pain - Regular; Resisted by HT

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

Duration: 1 second.
Cost: 2. Cannot be maintained; must be recast.
Prerequisite: Spasm.

Clumsiness - Regular; Resisted by HT

The subject suffers -1 to his DX and DX-based skills for every point of energy put into the spell.

Duration: 1 minute.
Cost: 1 to 5 to cast; half that amount to maintain (round up).
Prerequisite: Spasm.

Hinder - Regular; Resisted by HT

The subject is at -1 to his Move and Dodge scores for every point of energy put into the spell. This spell is also considered a Movement spell.

Duration: 1 minute.
Cost: 1 to 4 to cast; same to maintain.
Prerequisite: Clumsiness or Haste (p. 251).

Rooted Feet - Regular; Resisted by ST

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

Duration: 1 minute, or until subject breaks free.
Cost: 3. Cannot be maintained; must be recast.
Prerequisite: Hinder.

Paralyze Limb - Melee; Resisted by HT

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

Duration: 1 minute.
Cost: 3. Cannot be maintained; must be recast.
Prerequisites: Magery 1 and five Body Control spells, including Pain.

Wither Limb - Melee; Resisted by HT

The caster must strike the subject on a limb to trigger this spell. Armor does not protect. Resolve resistance on contact. If the caster wins, the subject’s limb withers immediately; it is crippled for all purposes. The subject also takes 1d damage.

Duration: Permanent unless healed magically.
Cost: 5.
Prerequisites: Magery 2 and Paralyze Limb.

Deathtouch - Melee

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

Cost: 1 to 3.
Prerequisite: Wither Limb.

COMMUNICATION AND EMPATHY SPELLS

These spells deal with discerning (or concealing) thought and intent. For spells that manipulate emotions and loyalties, see Mind Control Spells (p. 250).

Sense Foes - Information; Area

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

Base Cost: 1 (minimum 2).

Sense Emotion - Regular

Lets the caster know what emotions the subject is feeling at the moment. It works on any living being, but is not much use except on sapient creatures! This also tells how loyal the subject is to the caster (see Loyalty of Hirelings, p. 518).

Cost: 2.
Prerequisite: Sense Foes.

Truthsayer - Information; Resisted by Will

This tells whether the subject is lying or not. May be cast in two ways:

1. To tell whether the subject has told any lies in the last five minutes.

2. To tell whether the last thing the subject said was a lie.

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

Cost: 2.
Prerequisite: Sense Emotion.

Mind-Reading - Regular; Resisted by Will

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

Modifiers: -2 if the caster does not know the subject’s native language; -2 if the subject is of a different race – or -4 or more if the subject is totally alien!
Duration: 1 minute.
Cost: 4 to cast; 2 to maintain.
Time to cast: 10 seconds.
Prerequisite: Truthsayer.

Hide Thoughts - Regular

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

Duration: 10 minutes.
Cost: 3 to cast; 1 to maintain.
Prerequisite: Truthsayer.

EARTH SPELLS

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

Seek Earth - Information

This spell tells the caster the direction and approximate distance of the nearest significant amount of any one type of earth, metal, or stone. Use the long-distance modifiers (p. 241). Any known sources of that material may be excluded if the caster specifically mentions them before beginning.

Cost: 3.
Time to cast: 10 seconds.

Shape Earth - Regular

Lets the caster move earth and shape it into any form. If the form is stable (e.g., a hill), it remains permanently after shaping. An unstable form (e.g., a column or wall) lasts only while the spell continues – no special concentration is required – and then collapses. Earth moved with this spell travels at only Move 2. It can harm no one except by flowing over an immobile person and burying him. If earth is moved onto a person to bury him – or from beneath him, to create a hole – he may move normally on his next turn, to escape. He is trapped only if he fails to do so.

Anyone buried by this spell may try to claw his way out of the loose earth. One roll, at ST-4, is allowed per turn. GMs may make this roll harder if the victim is buried under more than two cubic yards of earth! The victim can hold his breath (see Holding Your Breath, p. 351), but he eventually risks suffocation (see Suffocation, p. 436).

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

Earth to Stone - Regular

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

Duration: Permanent.
Cost: 3 per cubic yard (minimum 3).
Prerequisites: Magery 1 and Shape Earth.

Earth to Air - Regular

As listed under Air Spells; see above.

Create Earth - Regular

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

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

Flesh to Stone - Regular; Resisted by HT

“Petrifies” a living subject (and all his gear!), turning him to stone. Must affect the entire subject.

Duration: Permanent, unless reversed by Stone to Flesh.
Cost: 10.
Time to cast: 2 seconds.
Prerequisite: Earth to Stone.

Stone to Earth - Regular

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

Duration: Permanent.
Cost: 6 per cubic yard (minimum 6).
Prerequisites: Earth to Stone or any four Earth spells.

Stone to Flesh - Regular

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

Duration: Permanent.
Cost: 10.
Time to cast: 5 seconds.
Prerequisites: Magery 2, Flesh to Stone, and Stone to Earth.

Entombment - Regular; Resisted by HT

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

Duration: Permanent, unless reversed by this spell.
Cost: 10 (but only 6 to reverse an entombment).
Time to cast: 3 seconds.
Prerequisites: Magery 2 and five Earth spells.

ENCHANTMENT SPELLS

Enchantment spells allow mages to create permanent magic items, and constitute both a college of magic and a class of spells. Since they are only ever used to create artifacts, they appear with the other rules for artifacts in Chapter 17 (see Enchantment Spells, p. 480).

FIRE SPELLS

These spells deal with the traditional magical “element” of fire. Should the volume of a particular fire matter in play, assume that the flames created or controlled by Fire spells shoot six feet high. See Flame (p. 433) for rules for setting things on fire.

Ignite Fire - Regular

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

Duration: One second.
Cost: Depends on the amount of heat desired:
1 – for an effect as though a match had been held to the subject: lights a candle, pipe, or tinder in one second.
2 – for an effect as though a torch had been held to the subject: ignites paper or loose cloth in one second, ordinary clothes being worn in four seconds.
3 – for an effect as though a blowtorch had been held to the subject: ignites dry firewood or clothes being worn in one second, leather in two seconds, heavy wood in six seconds.
4 – for an effect as though burning magnesium or phosphorus had been held to the subject: ignites coal in one second, heavy wood in two seconds.
Cost to maintain is the same as the original cost to cast.

Create Fire - Area

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

Duration: 1 minute.
Base Cost: 2; half that to maintain. Ordinary fires set by this spell do not require maintenance.
Prerequisite: Ignite Fire.

Shape Fire - Area

Lets the caster control the shape of any flame. Each shape change requires a second of concentration. Once shaped, the flame keeps that shape until the spell expires, without concentration. Moving a flame requires constant concentration (the flame moves at Move 5, on the caster’s turn). A natural fire cannot move to a place that it can’t burn, but flame made with the Create Fire spell needs no fuel and can move almost anywhere. Flame shaped with this spell normally retains its volume. If the fire is “spread out” across twice its original area, it only does half damage; if spread across three times its original area, it does 1/3 damage, and so on.

Duration: 1 minute.
Base Cost: 2; half that to maintain.
Prerequisite: Ignite Fire.

Deflect Energy - Blocking

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

Cost: 1.
Prerequisites: Magery 1 and Shape Fire.

Extinguish Fire - Area

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

Duration: Once out, a fire stays out.
Base Cost: 3.
Prerequisite: Ignite Fire.

Heat - Regular

This spell raises the temperature of an object. It does not necessarily produce fire, though most things burn if heated enough. Heat radiates away normally. (Use this as a guideline for playable effects – don’t try to turn the spell into a physics exercise!) Any wizard planning to make extensive use of this spell should arm himself with a list of the melting points of various materials. The spell can have drawbacks. If you were in jail, you might melt your way through the bars… but the radiated heat would probably broil you first.

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

Cold - Regular

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

Duration, Cost, and Time to cast: As for Heat, except each minute lowers the target’s temperature by 20°.
Prerequisite: Heat.

Resist Cold - Regular

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

Duration: 1 minute.
Cost: 2 to cast; 1 to maintain. Cost doubles if subject must resist cold of -40° or more; cost triples if subject must resist the cold of absolute zero.
Prerequisite: Heat.

Resist Fire - Regular

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

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

Fireball - Missile

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

Cost: Any amount up to your Magery level per second, for three seconds. The fireball does 1d burning damage per energy point.
Time to cast: 1 to 3 seconds.
Prerequisites: Magery 1, Create Fire, and Shape Fire.

Explosive Fireball - Missile

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

Cost: Any amount up to twice your Magery level per second, for three seconds. The fireball does 1d burning damage per full 2 points of energy.
Time to cast: 1 to 3 seconds.
Prerequisite: Fireball.

GATE SPELLS

These spells manipulate time, space, and dimensions.

Planar Summons - Special

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

When the creature appears, the caster must immediately try to control it. Treat this as a Quick Contest between the caster’s Planar Summons skill and the entity’s Will. The caster is at +4 if he knows the creature’s “true name.” If the caster wins, he can give the creature a single command, which it must carry out. On completing this task – or after one hour in any event – the entity usually vanishes. However, some powerful entities can stay for as long as they wish…

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

Duration: Until the task is done or one hour, whichever is less. Usually.
Cost: 1 point per 10 character points used to build the summoned entity. Minimum energy cost is 20 (although this will not always summon a 200-point being). The GM secretly determines the capabilities of all summoned creatures.
Time to cast: 5 minutes.
Prerequisites: Magery 1 and at least one spell from each of 10 different colleges.

Plane Shift (VH) - Special

This spell bodily transports the caster – along with anything he is carrying (up to Heavy encumbrance) – to a particular plane of existence. Each plane requires its own Plane Shift spell. This is a one-way trip. To get back, the caster must know Plane Shift for his home plane or get a wizard in the other plane to cast Banish (p. 252) on him. This spell gives the caster no special immunity to his surroundings. To safely visit a plane where the natural conditions are vacuum, flame, etc., you must learn the necessary protective spells.

Duration: Permanent.
Cost: 20.
Time to cast: 5 seconds.
Prerequisite: Planar Summons for the same plane.

HEALING SPELLS

Anyone who tries to heal himself has a skill penalty equal to the amount of injury he has. For example, a wizard who is missing 4 HP rolls at -4 to heal himself. A critical failure with a Healing spell always has some appropriate bad effect on the patient, aggravating the injury, creating a new wound, or the like.

Lend Energy - Regular

Restores the subject’s lost Fatigue Points, at an energy cost to the caster. Cannot increase the subject’s FP score above its normal maximum.

Cost: Any amount; the energy spent by the caster goes to the subject as restored FP (e.g., if the caster spends 5 energy, the subject regains 5 lost FP). Casting cost is not reduced by high skill.
Prerequisite: Magery 1 or Empathy (p. 51).

Lend Vitality - Regular

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

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

Recover Energy - Special

This spell allows the caster to rest and recover Fatigue Points more quickly than normal by drawing energy from the mana around him. A normal person recovers 1 FP every 10 minutes. A mage who knows this spell at skill 15 or higher recovers 1 FP every 5 minutes. A mage who knows this spell at skill 20 or higher recovers 1 FP every 2 minutes. No further improvement is possible. Note that this spell works on the caster himself; it cannot restore FP to others. The mage must rest quietly, but no ritual or die roll is required. While resting, he can maintain ordinary spells, but not those that require concentration. This spell does not function in low or no-mana areas.

Cost: None.
Prerequisites: Magery 1 and Lend Energy.

Awaken - Area

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

Base Cost: 1.
Prerequisite: Lend Vitality.

Minor Healing - Regular

Restores up to 3 HP to the subject. Does not eliminate disease or poison, but cures the damage they cause. This spell is risky when used more than once per day by the same caster on the same subject. If you try, roll at -3 for the first repetition, -6 for the second, and so on.

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

Cost: 1 to 3. The same amount is restored to the subject.
Prerequisite: Lend Vitality.

Major Healing (VH) - Regular

Restores up to 8 HP to the subject. Does not eliminate disease or poison, but cures the damage they cause. Otherwise, this spell functions just like Minor Healing: it is at -3 per casting on the same subject in one day, and Physician skill at level 15 or higher mitigates the effects of a critical failure.

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

Cost: 1 to 4. Twice the amount spent is restored to the subject.
Prerequisites: Magery 1 and Minor Healing.

Great Healing (VH) - Regular

Restores all of the subject’s missing HP. Does not eliminate disease or poison, nor does it restore crippled or missing body parts, but it can heal HP lost to any of these things. A given subject can only benefit from this spell once per day, whether cast by the same caster or by a different caster each time. If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure.

Cost: 20. One try per day per subject.
Time to cast: 1 minute.
Prerequisites: Magery 3 and Major Healing.

KNOWLEDGE SPELLS

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

Detect Magic - Regular

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

Cost: 2.
Time to cast: 5 seconds.
Prerequisite: Magery 1.

Aura - Information

Shows the caster a glowing halo, or “aura,” around the subject. This aura gives the caster a general insight into the subject’s personality – the better the skill roll, the better the insight. The aura also shows whether the subject is a mage (and about how powerful); whether the subject is possessed or controlled in any way; and whether the subject is in the grip of any violent emotion. A critical success detects “secret” traits, such as lycanthropy, vampirism, and unnatural longevity. All living beings have auras; inanimate things do not. A zombie is detectable by his faint, death-haunted aura, while a vampire retains the aura he had in life. Illusions and created beings have no aura, so a successful casting of this spell distinguishes them from real persons.

Cost: 3 (for any size subject).
Prerequisite: Detect Magic.

Seeker - Information

Attunes the caster to one individual or manmade object he is looking for. A success gives the caster a vision of the item’s whereabouts – or leads him to it, if it is within a mile. To seek a person, the caster must either know his name or know him well enough to visualize him. For instance, you cannot use this spell to solve a murder by seeking “the murderer” if you don’t know who that is – but if you do, Seeker will find him.

Modifiers: Long-distance modifiers (p. 241). Something associated with the item sought (e.g., part of a lost person’s clothing) should be available at the time of casting; if not, roll at -5. The roll is at +1 if the caster has held or is otherwise familiar with the item sought.
Cost: 3. One try per week.
Prerequisites: Magery 1, IQ 12+, and at least two “Seek” spells (e.g., Seek Earth and Seek Water).

Trace - Regular

May be cast on any object or living being. As long as the spell is maintained, the caster will know where the subject is if he concentrates for a second. Either the subject must be with the caster when the spell is first cast, or the caster must first cast Seeker successfully. Long-distance modifiers (p. 241) apply if subject is not in caster’s presence.

Duration: 1 hour.
Cost: 3 to cast; 1 to maintain. One try per day.
Time to cast: 1 minute.
Prerequisite: Seeker.

Identify Spell - Information

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

Cost: 2.
Prerequisite: Detect Magic.

Analyze Magic - Information; Resisted by spells that conceal magic

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

Cost: 8.
Time to cast: 1 hour.
Prerequisite: Identify Spell.

LIGHT AND DARKNESS SPELLS

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

Light - Regular

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

Duration: 1 minute.
Cost: 1 to cast; 1 to maintain.

Continual Light - Regular

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

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

Darkness - Area

Cloaks the area of effect in pitch darkness. A person inside the area can see out normally, but can see nothing else within the area. Those outside the area can see only darkness within. Thus, attacks out of darkness suffer no penalty, but attacks into darkness are at a penalty; see Visibility (p. 394) for combat rules. The Dark Vision advantage lets you see through a Darkness spell, but Night Vision and Infravision do not.

Duration: 1 minute.
Base Cost: 2 to cast; 1 to maintain.
Prerequisite: Continual Light.

Blur - Regular

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

Duration: 1 minute.
Cost: 1 to 5 to cast; the same to maintain.
Time to cast: 2 seconds.
Prerequisite: Darkness.

META-SPELLS

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

Counterspell - Regular; Resisted by subject spell

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

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

Cost: Half that of the spell countered, not counting bonuses the other caster got for high skill.
Time to cast: 5 seconds.
Prerequisite: Magery 1.

Dispel Magic - Area; Resisted by subject spells

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

Duration: Dispelled magic is permanently gone.
Base Cost: 3.
Time to cast: 1 second for each energy point spent.
Prerequisites: Counterspell and at least 12 other spells (any type).

MIND CONTROL SPELLS

These spells have no effect on subjects that lack intelligence (IQ 0) or free will (in general, this means the Automaton meta-trait; see p. 263). Thus, they do not work on most golems, robots, zombies, etc.

Foolishness - Regular; Resisted by Will

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

Duration: 1 minute.
Cost: 1 to 5 to cast; half that amount to maintain (round up).
Prerequisite: IQ 12+.

Forgetfulness - Regular; Resisted by Will or skill

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

Duration: 1 hour.
Cost: 3 to cast; 3 to maintain.
Time to cast: 10 seconds.
Prerequisites: Magery 1 and Foolishness.

Daze - Regular; Resisted by HT

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

Duration: 1 minute.
Cost: 3 to cast; 2 to maintain.
Time to cast: 2 seconds.
Prerequisite: Foolishness.

Mass Daze - Area; Resisted by HT

As Daze, but can be cast over an area.

Duration: 1 minute.
Base Cost: 2 to cast; 1 to maintain. Minimum radius 2 yards.
Time to cast: 1 second for each energy point spent.
Prerequisites: Daze and IQ 13+.

Sleep - Regular; Resisted by HT

Subject falls asleep. If standing, he falls – but this does not wake him. He can be awakened by a blow, loud noise, etc., but will be mentally stunned (see Effects of Stun, p. 420). The Awaken spell (p. 248) arouses him instantly. If not awakened, he will sleep for around eight hours and awaken normally.

Cost: 4.
Time to cast: 3 seconds.
Prerequisite: Daze.

Mass Sleep - Area; Resisted by HT

As Sleep, but can be cast over an area.

Base Cost: 3. Minimum radius 2 yards.
Time to cast: 1 second for each energy point spent.
Prerequisites: Sleep and IQ 13+.

Command - Blocking; Resisted by Will

Lets the caster give the subject one immediate command – a word and a gesture, or at most two words – which the subject must obey. If the subject is unable to fulfill the command immediately or on his next turn, the spell has no effect. Some examples:

“Drop it!” – the subject drops whatever he was holding.

“Look!” – the subject looks in the direction the caster indicates.

“Wait!” – the subject takes the Wait maneuver on his next turn.

Cost: 2.
Prerequisites: Magery 2 and Forgetfulness.

MOVEMENT SPELLS

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

Haste - Regular

Increases the subject’s Move and Dodge scores by up to 3.

Duration: 1 minute.
Cost: 2 to cast, and 1 to maintain, per point added to the subject’s Move and Dodge.
Time to cast: 2 seconds.

Hinder - Regular; Resisted by HT

As listed under Body Control Spells (p. 244).

Great Haste (VH) - Regular

Speeds the subject up a lot. In effect, the subject has one level of Altered Time Rate (p. 38) for the duration of the spell.

Duration: 10 seconds.
Cost: 5. Cannot be maintained; must be recast. At the spell’s end, the subject also loses 5 FP (unless the caster was the subject).
Time to cast: 3 seconds.
Prerequisites: Magery 1, IQ 12+, and Haste.

Apportation - Regular; Resisted by Will

Lets the caster move physical objects without touching them. This spell levitates its subject at Move 1 – not fast enough to do damage with it. Living subjects get to resist with Will.

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

Lockmaster - Regular; Resisted by Magelock

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

Duration: Once opened, a lock stays open until closed.
Cost: 3. Cannot be maintained.
Time to cast: 10 seconds.
Prerequisites: Magery 2 and Apportation.

Deflect Missile - Blocking

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

Cost: 1.
Prerequisite: Apportation.

NECROMANTIC SPELLS

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

Death Vision - Regular

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

Duration: 1 second.
Cost: 2.
Time to cast: 3 seconds.
Prerequisite: Magery 1.

Sense Spirit Information; Area Tells the caster if there are any ghosts, spirits, undead, or similar supernatural entities within the area of effect. On a good roll, it gives a general impression of what kind of being is present. Caster may, at the time of casting, limit the spell to a specific type of entity, or exclude a given type. Base Cost: 1/2. Prerequisite: Death Vision.

Summon Spirit Information; Resisted by spirit’s Will Lets the caster talk to the spirit of a dead person. The subject resists at -5 if he was a friend of the caster. If the spell succeeds, the subject will answer one question, to the best of his knowledge as of the time he died, and one more per minute he remains. If the spell fails, that caster (or ceremonial group) may not summon that spirit again for one year. A critical failure means the caster summoned a malign spirit, who lies deliberately. Modifiers: -5 if you don’t know the subject’s full name. -1 if it has been more than a week since the subject’s death, -2 if more than a month, -3 if more than a year, -4 if more than 10 years, -5 if more than 50 years, and -6 if more than 500 years. Duration: 1 minute. Cost: 20 to cast; 10 to maintain. Halve these costs if the spell is cast at the site of death or over the corpse of the person being contacted. Time to cast: 5 minutes. Prerequisites: Magery 2 and Death Vision.

Zombie - Regular

The subject of this spell must be a relatively complete dead body. The condition of the corpse determines the result: a fresh body produces a zombie, a skeleton produces an animated skeleton, and an old, dry body produces a walking mummy. The animated corpse becomes an undead servant of the caster. It attributes are based on those of the original body, as are its physical advantages and DX-based skills. It does not have the “soul,” mental traits, IQ-based skills, or memories of the living person. The GM determines its exact abilities, as appropriate to the campaign. Duration: The zombie remains animated until destroyed. Cost: 8, multiplied by 1 + SM for creatures larger than human-sized. Time to cast: 1 minute. Prerequisites: Summon Spirit and Lend Vitality.

Turn Zombie Area Inflicts 1d of injury on anything in the area that was animated using the Zombie spell; DR does not protect. In addition, roll 1d for each zombie. On a 1, it turns and flees from the caster. Duration: Successfully turned undead will avoid the caster for one day. Base Cost: 2. Cannot be maintained; must be recast. Time to cast: 4 seconds. Prerequisite: Zombie. (This spell is common among those who have Power Investiture.)

Summon Demon - Special

This is the version of Planar Summons (p. 247) that raises demons; see that spell description for details. If the caster fails to control the demon, it always attacks him! If he manages to control the demon and give it a command, the demon carries out the letter of its orders, doing its best to pervert their spirit to the caster’s disfavor. It also works incidental mischief, unless specifically instructed not to.

Duration: Until the demon’s task is done, or one hour, whichever is less.
Cost: 1 point per 10 character points used to build the demon. Minimum energy cost is 20 (although this will not always summon a 200-point being). Those tempted to summon powerful demons should bear in mind that such demons tend to have high Will, with all that implies for control…
Time to cast: 5 minutes.
Prerequisites: Magery 1 and at least one spell from each of 10 different colleges.

Banish - Special; Resisted by Will

This spell sends an extradimensional visitor (e.g., a demon) back to its plane of origin. It can only be cast if the caster is in his home dimension. In an alien plane, you could not “banish” yourself back home, but a native of that plane could banish you. This spell does not work on a creature that is already in its home dimension. Resolve the Banish attempt as a Quick Contest: the caster’s Banish skill vs. the subject’s Will. If the caster wins, the subject immediately returns to its home plane. It cannot return for one month. Anything that it brought with it when it appeared (e.g., weapons) vanishes with it. Other things it may be carrying (e.g., screaming victims) stay behind.

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

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

Cost: 1 point per 10 character points the subject is worth. Minimum energy cost is 10. The caster does not know in advance how much energy the spell will require, and may fall unconscious or even wound himself in casting the Banish.
Time to cast: 5 seconds.
Prerequisites: Magery 1 and at least one spell from each of 10 different colleges.

PROTECTION AND WARNING SPELLS

Shield - Regular

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

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

Armor - Regular

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

Duration: 1 minute.
Cost: Twice the Damage Resistance given to the subject, to a maximum DR of 5 (cost 10); half that to maintain.
Prerequisites: Magery 2 and Shield.

Magelock - Regular; Resists Lockmaster spell

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

Duration: 6 hours.
Cost: 3 to cast; 2 to maintain.
Time to cast: 4 seconds.
Prerequisite: Magery 1.

WATER SPELLS

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

Seek Water - Information

This spell lets the caster determine the direction, distance, and general nature of the nearest significant source of water. Use the long-distance modifiers (p. 241). Any known sources of water may be excluded if the caster specifically mentions them before beginning. Requires a forked stick; roll at -3 if this is not available. Cost: 2.

Purify Water - Special

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

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

Create Water - Regular

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

Duration: The created water is permanent.
Cost: 2 per gallon created.
Prerequisite: Purify Water.

Destroy Water - Area

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

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

Breathe Water - Regular

As listed under Air Spells (see above).

Shape Water - Regular

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

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

Duration: 1 minute.
Cost: 1 per 20 gallons shaped; same cost to maintain.
Time to cast: 2 seconds.
Prerequisite: Create Water.

Fog - Area

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

Duration: 1 minute.
Base Cost: 2; half that to maintain.
Prerequisite: Shape Water.

Icy Weapon - Regular

Causes any weapon to become freezing cold. This does not harm the user or the weapon, but an attack with the weapon does +2 damage to most foes if it penetrates DR. Multiply this bonus for any Vulnerability (p. 161) to ice or cold. Add this bonus to the final injury inflicted by the attack – for instance, an “impaling” icy attack is still only good for +2 damage, not +4.

Duration: 1 minute.
Cost: 3 to cast; 1 to maintain.
Time to cast: 3 seconds.
Prerequisite: Create Water.

End

This is the end of the file.