Introduction

Bla bla bla spells bla bla bla

Realms of power is identified by colours, like (no realm), Arcane, Channeling, Essence, Mentalism, Elemental, and Psionic.

SymbolDescription
[RR Mod: #]Any RRs against the effects of this spell are modified by #.
*Instantaneous; spell doesn't require preparation
Spell doesn't require power points
Part of a set of spells that must be thrown consinuously in order to be effective (or fully effective)
TypeDescription
EElemental spell. These spells use the force of the spell to manipulate physical elements (heat, cold, wind, light, water, earth, sound, smell, taste, touch). These elements (and not the spell) are used to either create a phenomena that can affect the physical environment of the target (e.g., a “wall” spell) or the sense of the target (e.g., an “illusion” spell). Because the elements are real, no Resistance Rolls are normally allowed.
BEBall Elemental spell. These are elemental spells that attack an area with one of the physical elements. (i.e., “ball” spells). Such attacks are resolved on either Attack Table 5.2 or Attack Table 5.3.
DEDirected Elemental spell. These are elemental spells that directly attack a target with one of the physical elements (i.e., “bolt” spells). Such attacks are resolved on one of the “bolt” attack tables (Attack Tables 5.4 through 5.8).
FForce spell. These spells involve the direct manipulation of matter, energy, the elements, or living beings through the use of a spell’s force. If the spell has a target capable of resisting, the caster must make an attack roll on the Basic Spell Attack Table 5.1 to determine the RR modification for the target. Determine the type of armor the target is wearing and roll on the appropriate column of the table (using the Other column if nothing else applies). After determining the RR modification, the target makes an RR (on Table 5.10, using the target’s level and the attacker’s level as the indexes).
PPassive spell. These spells usually only indirectly or passively affect a target. Thus, if an RR is allowed (GM’s discretion), its purpose is only to determin if the target is aware of the spell. Many detection spells are of this type.
UUtility spell. These spells only affect the caster, a willing target, or a target incapable of resistance. Thus, RRs are not usually necessary. A willing target who is capable of resisting may still be required to make an RR (GM’s discretion), but it is modified by -50 (i.e., he will most like not resist). Most healing spells are of this type.
IInformational spell. These spells involve gathering information through means that do not require RRs.
Sub-TypeDescription
sSubconscious spell. These spells are capable of being cast (or triggered) by the subconscious. The caster can always cast a spell of this type as a normal spell; and if he is unconscious (or is asleep or in a trance), a spell of this type can be cast by the subconscious as necessary (starting with the highest level spell needed). An exception to this is the Stun Relief spell. This spell may (at the option of the caster) be cast by the subconscious while the caster is stunned.
mMental Attack spell. These spells affect the target’s mind and are subject to mental defenses.
vVestment spell. These spells require the caster to be wearing a magical vestment.

Overview of spell lists

Arcane

Noen ord om Arcane Powers

Open Arcane

AC 13.1.1 Arcane Barriers
AC 13.1.2 Arcane Forces
AC 13.1.3 Arcane Senses
AC 13.1.4 Arcane Shield
AC 13.1.5 Arcane Signs
AC 13.1.6 Detection Law
AC 13.1.7 Power Manipulation
AC 13.1.8 Realm Law
AC 13.1.9 Spell Inhibitors
AC 13.1.10 Spell Triggers

Closed Arcane

AC 13.2.1 Arcane Healing
AC 13.2.2 Arcane Summons
AC 13.2.3 Arcane Visions
AC 13.2.4 Aura Lore
AC 13.2.5 Bladerunes
SoD 14.8.1 Dragons Way
AC 13.2.6 Fire Manipulation
SoD 14.5.1 Hunters Senses
AC 13.2.7 Light Manipulation
AC 13.2.8 Nature Manipulation
AC 13.2.9 Power Mastery
AC 13.2.10 Shifting Law
SoD 14.5.2 The Hunt
SoD 14.8.2 True Fay

Arcane Base Lists

Arcanist Base Lists

AC 13.3.1 Mana Law
AC 13.3.2 Power Focus
AC 13.3.3 Power's Mastery
AC 13.3.4 Spell Shaping
AC 13.3.5 Void Law
AC 13.3.6 Wards

Chamur the Vault Lists

SoD 14.6.1 The Vault Opened

Chaotic Base Lists

AC 13.5.1 Arcane Motions
AC 13.5.2 Chaotic Senses
AC 13.5.3 Changes
AC 13.5.4 Hand of Chaos

Magehunter Base Lists

AC 13.6.1 Amplifications
AC 13.6.2 Containing Ways
AC 13.6.3 Hunter's Call
AC 13.6.4 Power Lore
AC 13.6.5 Spell Protection
AC 13.6.6 Spell Tracker

Wizard Base Lists

AC 13.4.1 Faith Breaker
AC 13.4.2 Mind Breaker
AC 13.4.3 Spell Bane
AC 13.4.4 Spell Coordination
AC 13.4.5 Spell Hand
AC 13.4.6 Spell Shield

Evil Arcane

AC 13.7.1 Dark Entities
AC 13.7.2 Power Leech
AC 13.7.3 Power Subversion
AC 13.7.4 Terror

Channeling

Noen ord om Channeling

Open Channeling

SL 2.1.1 Barrier Law
SL 2.1.2 Concussion's Ways
SL 2.1.3 Detection Mastery
SL 2.1.4 Light's Way
SL 2.1.5 Lofty Movements
SL 2.1.6 Nature's Law
SL 2.1.7 Purifications
SL 2.1.8 Sound's Ways
SL 2.1.9 Spell Defense
SL 2.1.10 Weather Ways

Closed Channeling

SL 2.2.1 Blood Law
SL 2.2.2 Bone Law
SL 2.2.3 Calm Spirit
SL 2.2.4 Creations
SL 2.2.5 Locating Ways
SL 2.2.6 Lore
SL 2.2.7 Muscle Law
SL 2.2.8 Nerve Law
SL 2.2.9 Organ Law
SL 2.2.10 Symbolic Ways

Channeling Base Lists

Animist Base Lists

SL 2.3.1 Animal Mastery
SL 2.3.2 Herb Mastery
SL 2.3.3 Nature's Lore
SL 2.3.4 Nature's Movement/Sense
SL 2.3.5 Nature's Protection
SL 2.3.6 Plant Mastery

Channeling-Based Alchemist Base Lists

TC 13.3.1 Holy Armoring
TC 13.3.2 Holy Office
TC 13.3.3 Holy Wards
TC 13.3.4 Holy Weapons
TC 13.3.5 Holy Works

Cleric Base Lists

SL 2.4.1 Channels
SL 2.4.2 Communal Ways
SL 2.4.3 Life Mastery
SL 2.4.4 Protections
SL 2.4.5 Repulsions
SL 2.4.6 Summons

Divine Alchemy Base Lists

TC 17.3.1 Divine Enchantments
TC 17.3.2 Divine Imbedding
TC 17.3.3 Divine Potions
TC 17.3.4 Divine Inorganics
TC 17.3.5 Divine Organics

Druid Base Lists

SoD 14.2.1 Druid's Garden

Healer Base Lists

SL 2.7.1 Blood Ways
SL 2.7.2 Bone Ways
SL 2.7.3 Cleansing
SL 2.7.4 Muscle Ways
SL 2.7.5 Organ Ways
SL 2.7.6 Surface Ways

Mythic Base Lists

CC 17.3.1 Holy Mission
CC 17.3.2 The Defender
CC 17.3.3 The Eye
CC 17.3.4 The Mask
CC 17.3.5 The Will
CC 17.3.6 Vengeance

Paladin Base Lists

SL 2.5.1 Communion
SL 2.5.2 Exorcism
SL 2.5.3 Holy Arms
SL 2.5.4 Holy Healing
SL 2.5.5 Holy Shields
SL 2.5.6 Inspiring Ways

Priest Base Lists

CC 17.4.1 Aquatic Forms
CC 17.4.2 Banishments
CC 17.4.3 Battlefield Healing
CC 17.4.4 Ceremonies
CC 17.4.5 Chants
CC 17.4.6 Crusade
CC 17.4.7 Death Mastery
CC 17.4 8 Divine Aura
CC 17.4.9 Divine Magic
CC 17.4.10 Faith's Shield
CC 17.4.11 Holy Defenses
CC 17.4.12 Holy Discipline
CC 17.4.13 Holy Element
CC 17.4.14 Holy Symbol
CC 17.4.15 Holy Trances
CC 17.4.16 Holy Weapon
CC 17.4.17 Holy Wind
CC 17.4.18 Holy Wrath
CC 17.4.19 Horse Mastery
CC 17.4.20 Hunting Mastery
CC 17.4.21 Insect Mastery
CC 17.4.22 Land Forms
CC 17.4.23 Nature Domination
CC 17.4.24 Proselytizing
CC 17.4.25 Serpent Law
CC 17.4.26 Spirit Domination
CC 17.4.27 Spirit Law
CC 17.4.28 Spiritual Vision
CC 17.4.29 Stone Mastery
CC 17.4.30 The Hunter
CC 17.4.31 Time Lore
CC 17.4.32 Tree Mastery
CC 17.4.33 Voodoo Magic

Ranger Base Lists

SL 2.6.1 Inner Walls
SL 2.6.2 Moving Ways
SL 2.6.3 Nature's Guises
SL 2.6.4 Nature's Summons
SL 2.6.5 Nature's Way
SL 2.6.6 Path Mastery

Sula'Fay Base List

SoD 14.1.1 Soulight Ways
SoD 14.1.2 Sula'Fay Ceremonies

Summoner Base Lists

CC 17.1.1 Animal Summons
CC 17.1.2 Plannar Summons
CC 17.1.3 Summoning Bond
CC 17.1.4 Summoning Circles
CC 17.1.5 Summoning Mastery
CC 17.1.6 Teleportals

Warlock Base Lists

CC 17.2.1 Doom's Law
CC 17.2.2 Faith Destruction
CC 17.2.3 Look of Terror
CC 17.2.4 Revenging Law
CC 17.2.5 Transformations
CC 17.2.6 Wyrd Mastery

Evil Channeling

SL 2.8.1 Curses
SL 2.8.2 Dark Channels
SL 2.8.3 Dark Lore
SL 2.8.4 Disease
SL 2.8.5 Necromancy
SL 2.8.6 Wounding

Channeling TP Lists

CR 33.1 Perimeter Wardings

Essence

Noen ord om Essence

Open Essence

EC 14.2.1 Air Mastery
EC 14.2.2 Allurement
SL 3.1.1 Delving Ways
SL 3.1.2 Detecting Ways
SL 3.1.3 Elemental Shields
SL 3.1.4 Essence Hand
SL 3.1.5 Essence's Perceptions
EC 14.2.3 Fey Conjury
SL 3.1.6 Lesser Illusions
SL 3.1.7 Physical Enhancements
SL 3.1.8 Rune Mastery
EC 14.2.4 Shadow Mastery
SL 3.1.9 Spell Wall
EC 14.2.5 Sound Mastery
EC 14.2.6 Sustain Body
SL 3.1.10 Unbarring Ways

Closed Essence

EC 14.3.1 Circle Mastery
EC 14.3.2 Counterspells
SL 3.2.1 Dispelling Ways
EC 14.3.3 Earth Mastery
EC 14.3.4 Elemental Summons
EC 14.3.5 Familiar Mastery
EC 14.3.6 Fire Mastery
SL 3.2.2 Gate Mastery
SL 3.2.3 Invisible Ways
EC 14.3.7 Light Mastery
SL 3.2.4 Living Change
SL 3.2.5 Lofty Bridge
EC 14.3.8 Magic Staff
EC 14.3.9 Matter Shaping
EC 14.3.10 Mechanism's Way
SL 3.2.6 Rapid Ways
SL 3.2.7 Shield Mastery
SL 3.2.8 Spell Enhancement
SL 3.2.9 Spell Reins
SL 3.2.10 Spirit Mastery
EC 14.3.11 Water Mastery

Essence Base Lists

Alchemist Base Lists

See Essence-Based Alchemist

SL 9.1.1 Enchanting Ways
SL 9.1.2 Essence Imbedding
SL 9.1.3 Inorganic Skills
SL 9.1.4 Liquid-Gas Skills
SL 9.1.5 Ment./Chan. Imbedding
SL 9.1.6 Organic Skills

Dabbler Base Lists

SL 3.5.1 Concealment Mastery
SL 3.5.2 Influences
SL 3.5.3 Mechanisms
SL 3.5.4 Movement Mastery
SL 3.5.5 Senses
SL 3.5.6 Thieving Law

Essence-Based Alchemist Base Lists

TC 13.2.1 Armor Enchantments
TC 13.2.2 General Enchantments
TC 13.2.3 Item Analysis
TC 13.2.4 Organic Skills
TC 13.2.5 Weapon Enchantments

Illusionist Base Lists

SL 3.3.1 Feel-Taste-Smell
SL 3.3.2 Guises
SL 3.3.3 Illusion Mastery
SL 3.3.4 Light Molding
SL 3.3.5 Mind Sense Molding
SL 3.3.6 Sound Molding

Magician Base Lists

SL 3.4.1 Earth Law
SL 3.4.2 Fire Law
SL 3.4.3 Ice Law
SL 3.4.4 Light Law
SL 3.4.5 Water Law
SL 3.4.6 Wind Law

Mana Molder Base Lists

EC 14.5.6 Glyphs
EC 14.5.1 Mana Barriers
EC 14.5.2 Mana Items
EC 14.5.3 Mana Molding
EC 14.5.4 Mana Servants
EC 14.5.5 Mana Warriors

Monk Base Lists

SL 3.6.1 Body Reins
SL 3.6.2 Body Renewal
SL 3.6.3 Evasions
SL 3.6.4 Mind Over Matter
SL 3.6.5 Monk's Bridge
SL 3.6.6 Monk's Sense

Runemage Base Lists

EC 14.4.1 Commanding Will
EC 14.4.2 Inscriptions
EC 14.4.3 Nomenclature Mastery
EC 14.4.4 Physical Manipulation
EC 14.4.5 Symbolism
EC 14.4.6 Warding Ways

Sorcerer Base Lists

SL 3.7.1 Flesh Destruction
SL 3.7.2 Fluid Destruction
SL 3.7.3 Gas Destruction
SL 3.7.4 Mind Destruction
SL 3.7.5 Solid Destruction
SL 3.7.6 Soul Destruction

Taoist Monk Base Lists

MAC 20.1.1 Body Renewal
MAC 20.1.2 Evasions
MAC 20.1.3 Inner Eye
MAC 20.1.4 Monk's Bridge
MAC 20.1.5 Nature's Form
MAC 20.1.6 Nature's Harmony

Warrior Mage Base Lists

EC 14.6.1 Combat Ways
EC 14.6.2 Combat Illusions
EC 14.6.3 Spell Defense
EC 14.6.4 Warrior's Enhancements
EC 14.6.5 Warrior's Bane
EC 14.6.6 Will of the Warrior

Evil Essence

SL 3.8.1 Dark Contacts
SL 3.8.2 Dark Summons
SL 3.8.3 Darkness
SL 3.8.4 Entity Summons
SL 3.8.5 Matter Disruption
SL 3.8.6 Physical Erosion

Essence TP Lists

EC 14.1.1 Arachhemancy
EC 14.1.2 Brewing Lore
EC 14.1.3 Corpist Casting
EC 14.1.4 Crystalist Casting
EC 14.1.5 Guildcraft Mastery
EC 14.1.6 Hearth Magic
EC 14.1.7 Herbalist Casting
EC 14.1.8 Magical Ropes
EC 14.1.9 Mending Ways
EC 14.1.10 Mirror Magic
EC 14.1.11 Nomenst Casting
EC 14.1.12 Ocean Law
EC 14.1.13 Predictions
CR 33.2 Structure Wardings
EC 14.1.14 Traveler's Ways

Demonologist TP Lists

SoD 14.4.3 Banishment Ways
SoD 14.4.1 Binding Ways
SoD 14.4.2 Containment Ways
SoD 14.4.4 Demonic Relations

Mentalism

Noen ord om Mentalism

Open Mentalism

SL 4.1.1 Anticipations
SL 4.1.2 Attack Avoidance
SL 4.1.3 Brilliance
SL 4.1.4 Cloaking
SL 4.1.5 Damage Resistance
SL 4.1.6 Delving
SL 4.1.7 Detections
SL 4.1.8 Illusions
SL 4.1.9 Self Healing
SL 4.1.10 Spell Resistance

Closed Mentalism

SL 4.2.1 Gas Manipulation
SL 4.2.2 Liquid Manipulation
SL 4.2.3 Mind Mastery
SL 4.2.4 Mind's Door
SL 4.2.5 Movement
SL 4.2.6 Sense Mastery
SL 4.2.7 Shifting
SL 4.2.8 Solid Manipulation
SL 4.2.9 Speed
SL 4.2.10 Telekinesis

Mentalism Base Lists

Armsmaster Base Lists

MC 17.4.1 Armor Mastery
MC 17.4.2 Battle Law
MC 17.4.3 Fortress Law
MC 17.4.4 Martial Law
MC 17.4.5 Warrior Law
MC 17.4.6 Warrior Mastery

Astrologer Base Lists

SL 9.2.1 Far Voice
MC 17.2.1 Far Voice
SL 9.2.2 Holy Vision
MC 17.2.2 Holy Vision
SL 9.2.3 Starlights
MC 17.2.3 Starlights
MC 17.2.4 Starlore
SL 9.2.4 Starsense
MC 17.2.5 Starsense
SL 9.2.5 Time's Bridge
SL 9.2.6 Way of the Voice
MC 17.2.6 Way of the Voice

Bard Base Lists

SL 4.5.1 Controlling Songs
SL 4.5.2 Entertaining Ways
SL 4.5.3 Item Lore
SL 4.5.4 Lores
SL 4.5.5 Sound Control
SL 4.5.6 Sound Projection

Enchanter Base Lists

MC 17.3.1 Seeming Defenses
MC 17.3.2 Seeming Enhancement
MC 17.3.3 Seeming Law
MC 17.3.4 Seeming Mastery
MC 17.3.5 Seeming Memories
MC 17.3.6 Seeming Projection

Lay Healer Base Lists

SL 4.3.1 Blood Mastery
SL 4.3.2 Bone Mastery
SL 4.3.3 Concussion Mastery
SL 4.2.4 Muscle Mastery
SL 4.3.5 Nerve and Organ Mastery
SL 4.3.6 Prosthetics

Magent Base Lists

SL 4.6.1 Assassination Mastery
SL 4.6.2 Disguise Mastery
SL 4.6.3 Escapes
SL 4.6.4 Gathering Secrets
SL 4.6.5 Misdirections
SL 4.6.6 Poison Mastery

Mentalism-Based Alchemist Base Lists

TC 13.4.1 Attack Mastery
TC 13.4.2 Defense Mastery
TC 13.4.3 External Concentration
TC 13.4.4 Meditative Healing
TC 13.4.5 Understanding Mastery

Mentalist Base Lists

SL 4.4.1 Mind Attack
SL 4.4.2 Mind Control
SL 4.4.3 Mind Merge
SL 4.4.4 Mind Speech
SL 4.4.5 Presence
SL 4.4.6 Sense Control

Mystic Base Lists

SL 4.7.1 Confusing Ways
SL 4.7.2 Gas Alteration
SL 4.7.3 Hiding
SL 4.7.4 Liquid Alteration
SL 4.7.5 Mystical Change
SL 4.7.6 Solid Alteration

Seer Base Lists

MC 17.1.1 Far Visions
SL 9.3.1 Future Visions
MC 17.1.2 Future Visions
SL 9.3.2 Mind Visions
MC 17.1.3 Mind Visions
SL 9.3.3 Past Visions
MC 17.1.4 Past Visions
SL 9.3.4 Sense Through Others
SL 9.3.5 True Perceptions
SL 9.3.6 True Sight
MC 17.1.5 Vision Borrowing
MC 17.1.6 Vision Guard

Zen Monk Base Lists

MAC 20.2.6 Body Control
MAC 20.2.1 Body Renewal
MAC 20.2.2 Evasions
MAC 20.2.5 Mind's Shadow
MAC 20.2.3 Zen Awareness
MAC 20.2.4 Zen Focus

Evil Mentalism

SL 4.8.1 Mind Death
SL 4.8.2 Mind Disease
SL 4.8.3 Mind Domination
SL 4.8.4 Mind Erosion
SL 4.8.5 Mind Illusions
SL 4.8.6 Mind Subversion

Mentalism TP Lists

MC 17.5.1 Animal Bonding
MC 17.5.2 Body Shifting
MC 17.5.3 Charades
MC 17.5.4 Dream Law
MC 17.5.5 Dream Lore
MC 17.5.6 Dream Travel
MC 17.5.7 Houri's Beguilement
MC 17.5.8 Houri's Kisses
MC 17.5.9 Knowledge Mastery
MC 17.5.10 Medical Law
MC 17.5.11 Mind Shifting
MC 17.5.12 Physicks
MC 17.5.13 Sailing Mastery
MC 17.5.14 Sea Mastery

Elemental

FI 5.15.1 Aether Mastery
FI 5.7.1 Air Control
FI 5.10.1 Cold Mastery
FI 5.14.1 Combat Links
FI 5.11.1 Dark Mastery
FI 5.8.1 Earth Fields
FI 5.8.2 Earth Mastery
FI 5.13.1 Elemental Channels
FI 5.13.2 Elemental Combat Enhancements
FI 5.6.1 Elemental Counters
FI 5.6.2 Elemental Defenses
FI 5.6.3 Elemental Summons
FI 5.13.3 Elemental Gate Mastery
FI 5.14.2 Elemental Armor
FI 5.14.3 Elemental Champions
FI 5.14.4 Elemental Weapon
FI 5.13.4 Elemental Healing
FI 5.13.5 Elemental Restorations
FI 5.13.6 Elemental Transformations
FI 5.9.1 Fiery Ways
FI 5.9.2 Flame's Course
FI 5.10.2 Ice Mastery
FI+ 4.1.1 Lesser Air Mastery
FI+ 4.1.2 Lesser Earth Mastery
FI 5.14.5 Lesser Elemental Change
FI 5.14.6 Lesser Elemental Protections
FI+ 4.1.3 Lesser Fire Mastery
FI+ 4.1.4 Lesser Ice Mastery
FI+ 4.1.5 Lesser Light Mastery
FI+ 4.1.6 Lesser Water Mastery
FI 5.11.2 Light Mastery
FI 5.15.2 Nether Mastery
FI 5.15.3 True Elemental Energy
FI 5.15.4 True Elemental Fluids
FI 5.15.5 True Elemental Mastery
FI 5.15.6 True Elemental Matter
FI 5.12.1 Water Mastery
FI 5.12.2 Water Ways
FI 5.7.2 Wind Mastery

Elemental Base Lists

FI+ 4.2.1 Elemental Facades
FI+ 4.2.2 Elemental Links
FI+ 4.2.3 Elemental Planar Summons
FI+ 4.2.4 Elemental Survival
FI+ 4.2.5 Elemental Travels
FI+ 4.3.1 Storm Law
FI+ 4.3.2 Storm's Protections
FI+ 4.2.6 Traveler
FI+ 4.3.3 Weather Mastery

Elemental Base Lists

FI 6.9.1 Elemental Crafting
FI 6.9.2 Elemental Forge

General Lists

CtC 10.1.1 Amalgam Law
CtC 10.1.2 Automata
CtC 10.1.3 Changeling Mastery
CtC 10.1.4 Construct Mastery
CtC 10.1.5 Golem Mastery
CtC 10.1.6 Simulacra
CtC 10.2.1 Construct Magic
CtC 10.2.2 Golem Magic
CtC 10.2.3 Sentience
CtC 10.3.1 Demonic Empowerment
CtC 10.3.2 Elemental Empowerment
CtC 10.3.3 Life Empowerment
CtC 10.3.4 Spirit Empowerment
CtC 10.4.1 Abomination Lore
CtC 10.4.2 Entity Control

General Alchemist Base Lists

TC 13.1.1 Inorganic Skills
TC 13.1.2 Liquid/Gas Skills
TC 13.1.3 Other Realm Imbedding
TC 13.1.4 Own Realm Imbedding

General TP Lists

CR 33.8 Gargoyle Mastery
CR 33.6 Glass/Ceramic Crafting
CR 33.3 Item Enhancements
CR 33.4 Metal Crafting
CR 33.9 Sacred Grounds
CR 33.5 Stone Crafting
CR 33.7 Wood Crafting

Horse Rider Thane TP Lists

SoD 14.3.1 Equestrian Ways

Racial Spell Lists

Gnoll Spell Lists

UR ** Glyphstones

Grey Orc Spell Lists

UR ** Scar Unbinding

Ulpir Spell Lists

SoD 14.7.2 Herding Ways
SoD 14.7.1 Human Mastery
SoD 14.7.3 Master of the Land

Abomination Lore

Aether Mastery

Air Control

Air Mastery

Allurement

Amalgam Law

Amplifications

Animal Bonding

Animal Mastery

  1. Animal Sleep I Puts any animal (i.e., non-humanoid) to sleep. Will not affect enchanted creatures or creatures with greater than animal intelligence.

    Area of Effect: 1 animal Duration: 1 min/lvl Range: 100' Type: F

  2. Animal Restoration I Caster may heal any non-fatal damage in any animal up to 10 pounds in weight. Healing takes 6-600 minutes.

    Area of Effect: 1 animal Duration: P Range: touch Type: U

  3. Animal Tongues Allows caster to understand and “speak” the language of any 1 animal species.

    Area of Effect: caster Duration: 1 min/lvl Range: 1 min/lvl Type: I

  4. Animal Sleep III As Animal Sleep I, except can put up to 3 animals to sleep.

    Area of Effect: 3 animals Duration: 1 min/lvl Range: 100' Type: F

  5. Animal Mastery I Allows caster to control the actions of any 1 animal.

    Area of Effect: 1 animal Duration: C Range: 100' Type: Fm

  6. Animal Location Caster can locate members of any 1 species of animal or he can find out what species are in the area.

    Area of Effect: caster Duration:Range: 1 mile R Type: I

  7. Befriending All animals within 10' will act friendly toward caster. This spell does not control the animals.

    Area of Effect: all animals Duration: C Range: 10' Type: F

  8. Animal Restoration II As Animal Restoration I, except will affect an animal up to 150 pounds in weight, or an animal up to 10 pounds in weight can be healed of fatal damage (though not brought back from the dead).

    Area of Effect: 1 animal Duration: P Range: touch Type: U

  9. Animal Empathy Caster can understand and/or visualize the thoughts and emotions of any 1 animal.

    Area of Effect: 1 animal Duration: C Range: 100' Type: I

  10. Animal Summons I Caster magically summons a 1st-level, non-intelligent creature from the surrounding area. The caster can specify the type of creature, but the GM should determine the type of creature that answers the summons. If the animal can understand the caster (e.g., Animal Tongues), the creature can be controlled through normal communication. Otherwise, control is maintained only through concentration of the caster. If the animal summoned is used for a task that is not dangerous (in its own perception), the duration for this spell is 10 minutes per level. However, if the animal is ever put into a dangerous situation, the duration immediately drops to 1 round per level.

    Area of Effect: 1 animal Duration: varies Range: 100' Type: E

  11. Animal Mastery III As Animal Mastery I, except caster can control 3 animals.

    Area of Effect: 3 animals Duration: C Range: 100' Type: Fm

  12. Animal Summons III As Animal Summons I, except caster can also choose two of the following options: a) the level of the summoned creature is increased by one, b) an extra 1st level creature can be summoned, or c) the duration can be doubled.

    Area of Effect: varies Duration: varies Range: 100' Type: E

  13. Animal Call Caster can “call” any 1 known, specific animal. If it is physically possible, the animal will come to him.

    Area of Effect: 1 animal Duration:Range: 1 mile/lvl Type: U

  14. Animal Reviving I Will return any animal up to 10 pounds in weight from the dead. The dead animal must make a roll (d100, open-ended) and add 2 times its previous level. There is an additional modifier of -2 per day that the animal was dead. If the result is over 100, the animal is returned from the dead. If the result is less than 100, the animal may not be returned from the dead by this caster (until the caster gains another level). The animal will be at -100 to all actions for a number of days equal to 20 days per day dead.

    Area of Effect: 1 animal Duration: P Range: touch Type: U

  15. Call of the Wild When cast upon any domesticated animal, that animal will return to its “wild” state. The animal will have no difficulty adapting to the harsh requirements of the wilderness (and have no desire to return to domestication).

    Area of Effect: 1 animal Duration: P Range: touch Type: U

  16. Animal Mastery V As Animal Mastery I, except caster can control 5 animals.

    Area of Effect: 5 animals Duration: C Range: 100' Type: Fm

  17. Animal Restoration III As Animal Restoration I, except will affect an animal up to 3,000 pounds in weight, or an animal up to 150 pounds in weight may be healed of fatal damage (though not brought back from the dead).

    Area of Effect: 1 animal Duration: P Range: touch Type: U

  18. Animal Summons V As Animal Summons II, except four options can be chosen.

    Area of Effect: varies Duration: varies Range: 100' Type: E

  19. Animal Reviving II As Animal Reviving I, except modifier is -1 for every two deads deady and there is no recovery time.

    Area of Effect: 1 animal Duration: P Range: touch Type: U

  20. Animal Summons X As Animal Summons II, except nine options may be chosen.

    Area of Effect: varies Duration: varies Range: 100' Type: E

  21. Animal Master True As Animal Mastery I, except caster can control all animals of a given species within 10'R per level.

    Area of Effect: varies Duration: C Range: 10'/lvl Type: Fm

  22. Animal Reviving III As Animal Reviving III, except target is automatically brought back from the dead and there is no recovery period; and the range is 100'.

    Area of Effect: 1 animal Duration: varies Range: 100' Type: U

  23. Animal Summons True As Animal Summons I, except caster can select one option for every two levels of experience.

    Area of Effect: varies Duration: varies Range: 100' Type: E

Special Notes

When allowed to choose more than one option on summoning spells, the same option may be chosen more than once. For example, with a Animal Summons III, two options are available. This means that if both options are used for the same thing: that three first-level creatures could be summoned, or one third-level creature could be summoned, or one first-level creature could be summoned for four times as long.

Animal Summons

Anticipations

Aquatic Forms

Arachnemancy

Arcane Barriers

Arcane Forces

Arcane Healing

Arcane Motions

Arcane Senses

Arcane Shield

Arcane Signs

Arcane Summons

Arcane Visions

Armor Enchantments

  1. Shield* Creates an invisible force shield in front of the caster. This functions as a normal shield (substract 25 from appropriate attacks, etc.), except it does not occupy a hand. This spell cannot be combined with a "real" shield.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  2. Enchanted Robes I Caster temporarily enchants on robe to confer a +10 DB. This does not reduce the weight of said robes in any fashion.

    Area of Effect: 1 robe Duration: 1 min/lvl Range: 10' Type: U

  3. Deflections I* Caster can deflect any one missile that passes within 100' of him (caster must be able to see the missile). This causes 100 to be substracted from the missile's attack.

    Area of Effect: 1 missile Duration:Range: 100' Type: U

  4. Armor I Allows caster to enchant armor and shields instilling un them a +5 magical bonus or a +10 bonus versus a general group (such as Elves, greater Drakes, etc.). The armor must have a +0 non-magical bonus to begin with due to material composition.

    Area of Effect: self Duration: 24hrs Range: self Type: F

  5. Enchanted Robes II As Enchanted Robes I, except it confers a temporary +20 to DB.

    Area of Effect: 1 robe Duration: 1 min/lvl Range: 10' Type: U

  6. Bladeturn I* Caster can deflect any one melee attack that he can see (and is within range). This causes 50 to be substracted from the attack.

    Area of Effect: 1 attack Duration:Range: 100' Type: U

  7. Deflections II* As Deflections I, except 2 missiles are affected.

    Area of Effect: 2 missiles Duration:Range: 100' Type: U

  8. Armor II As Armor I, except armor and shields can be enchanted with a +10 bonus or a +15 bonus versus a general group (such as Elves, greater Drakes, etc.). The armor must have a +5 non-magical bonus to begin with due to material composition.

    Area of Effect: self Duration: 24hrs Range: self Type: F

  9. Aim Untrue I* Caster can deflect any one missile that passes 100' of him (caster must be able to see the missile). This causes the missile to automatically miss the target.

    Area of Effect: 1 missile Duration:Range: 100' Type: U

  10. Enchanted Robes III As Enchanted Robes I, except it confers a temporary +30 DB.

    Area of Effect: 1 robe Duration: 1 min/lvl Range: 10' Type: U

  11. Bladeturn II* As Bladeturn I, except allows for 2 melee attacks to be affected.

    Area of Effect: 2 attacks Duration:Range: 100' Type: U

  12. Armor III As Armor I, except armor and shield can be enchanted with a +15 bonus or a +20 bonus versus a general group (such as Elves, greated Drakes, etc.). The armor must have a +10 non-magical bonus to begin with due to material composition.

    Area of Effect: self Duration: 24hrs Range: self Type: F

  13. Deflections III* As Deflections I, except 3 missiles are affected.

    Area of Effect: 3 missiles Duration:Range: 100' Type: U

  14. Aim Untrie III* As Aim Untrie I, except 3 missiles are affected.

    Area of Effect: 3 missiles Duration:Range: 100' Type: U

  15. Mass Deflections* As Deflections I, except as many missiles as the caster's level may be affected.

    Area of Effect: varies Duration:Range: 100' Type: U

  16. Mass Bladeturn* As Bladeturn I, except as many attacks as the caster's level may be affected.

    Area of Effect: varies Duration:Range: 100' Type: U

  17. Mass Aim Untrue* As Aim Untrue I, except as many missiles as the caster's level may be affected.

    Area of Effect: varies Duration:Range: 100' Type: U

  18. Armor IV As Armor I, except armor and shields can be enchanted with a +20 bonus or a +25 bonus versus a general group (such as Elves, greater Drakes, etc.). The armor must have a +15 non-magical bonus to begin with due to material composition.

    Area of Effect: self Duration: 24hrs Range: self Type: F

  19. Mas Re-aiming* As Aim Untrie I, except all missiles 100' of the caster are reversed and make an attack on their source. Each missile attacks its firer with a +20 OB

    Area of Effect: varies Duration:Range: 100' Type: U

Special Notes
  1. Special enchanted abilities that can be produced using the spells on this list can be found in Section 9.4. Enchanted Abilities can be placed in items even if they lack the material strength requirements necessary for the Armor spells on this list.
  2. Armor Spells on this list can create either a magical item with a bonus against all combotants or a limited, but greater bonus against a particular group. Generally, the limited bonus is applied as a second enchanted ability after the general bonus has been given to the item, though this need not be the case. These bonuses are not cumulative. The wielder or wearer gets the best of the two nonuses if both are present in the item.
  3. Enchanted armor is considered to be superior in design, and thus, the armor penalties are reduced by 10 (cannot be reduced below 0). Enchanted armor is also normally made at 85% of normal weight. This reduction is applied after the -10 for superior design.
  4. When casting a spell that can affect multiple targets, the caster can concentrate in order to hold the spell until it can be applied to the allowed number of targets.
  5. The bonuses from the Enchanted Robes spells are not cumulative and they are not cumulative with bonuses from other armor.

Armor Mastery

Assassination Mastery

Attack Avoidance

Attack Mastery

Aura Lore

Automata

Banishment Ways

Banishments

Barrier Law

  1. Light Wall I Creates a wall a black, insubstantial wall up to 20' x 20' x 1" that light cannot pass into or through (i.e., it does not hinder movement, but it blocks vision).

    Area of Effect: 20'x20'x1" Duration: C Range: 50' Type: E

  2. Airwall Creates a wall of dense churning air up to 10' x 10' x 3'. This wall reduces all movement through it by 50%. In addition, all attacks through the wall suffer a -50 penalty.

    Area of Effect: 10'x10'x3' Duration: C Range: 50' Type: E

  3. Light Wall II As Light Wall I, except for duration.

    Area of Effect: 20'x20'x1" Duration: 1 min/lvl Range: 50' Type: E

  4. Waterwall Creates a wall of water up to 10' x 10' x 1'. This wall reduces all movement through it by 80%. In addition, all attacks through the wall suffer a -80 penalty.

    Area of Effect: 10'x10'x1' Duration: C Range: 50' Type: E

  5. Woodwall Creates a wall of wood up to 10' x 20' x 2". This wall can be burned though, chopped through, or toppled (if not propped up somehow).

    Area of Effect: 10'x20'x2" Duration: 1 min/lvl Range: 50' Type: E

  6. Earthwall As Woodwall, except wall is made of earth and has a size up to 10' x 10' x (3' at base, 1' at top) of packed earth.

    Area of Effect: 10'x10'x3' Duration: 1 min/lvl Range: 50' Type: E

  7. Icewall I As Woodwall, except wall is made of ice and has a size up to 10' x 10' x (2' at base, 1' at top). It can be melted through, chipped through, or toppled (if not propped up somehow).

    Area of Effect: 10'x10'x2' Duration: P Range: 50' Type: E

  8. Barrier Pit Opens a pit (500 cubic feet in stone; 1000 cubic feet in earth or ice). The entire pit must be within 50' of caster. A pit may not be opened except on a horizontal surface with an incline of less than 45°.

    Area of Effect: varies Duration: P Range: 50' Type: E

  9. Airwall True As Airwall, except for duration.

    Area of Effect: 10'x10'x3' Duration: 1 min/lvl Range: 50' Type: E

  10. Stonewall As Woodwall, except wall is made of stone and has a size up to 10' x 10' x 1'. It can be chipped through.

    Area of Effect: 10'x10'x1' Duration: 1 min/lvl Range: 50' Type: E

  11. Waterwall True As Waterwall, except for duration.

    Area of Effect: 10'x10'x1' Duration: 1 min/lvl Range: 50' Type: E

  12. Woodwall True As Woodwall, except for duration.

    Area of Effect: 10'x20'x2" Duration: P Range: 50' Type: E

  13. Earthwall True As Earth Wall, except for duration.

    Area of Effect: 10'x10'x3' Duration: P Range: 50' Type: E

  14. Icewall II As Icewall I, except wall is up to 20' x 20' x (4' at base, 2' at top).

    Area of Effect: 20'x20'x4' Duration: P Range: 50' Type: E

  15. Stonewall True As Stonewall, except for duration.

    Area of Effect: 10'x10'x1' Duration: P Range: 50' Type: E

  16. Meld Walls Fuses 2 touching walls (seam can be up to 20' long) or fuses a section of stone blocks (up to 100 cubic feet’).

    Area of Effect: varies Duration: P Range: touch Type: E

  17. Curved Wall As any one of the lower level “wall” spells on this list, except the wall can be curved up to a semicircle.

    Area of Effect: varies Duration: varies Range: 50' Type: E

  18. Wall of Force By directly Channeling the power of his deity, the caster creates a transparent wall of “force” that is absolutely impassable by anyone or anything. It can be up to 10' x 20' x 1".

    Area of Effect: 10'x20'x1" Duration: 1 rnd/lvl Range: 100' Type: E

Special Notes
  1. All “Wall” spells created by spells on this list must rest (i.e., stand) on a solid surface.
  2. All “Wall” spells (except Wall of Force) require that at least 1 cubic foot of the material that the wall consists of be within 50' of the caster.
  3. With all walls, the caster has the option of varying the width and height (not the thickness) up to the allowed dimensions. If the caster is attempting to “fill” a space with the wall, the wall will not fit perfectly (i.e., not snug).
  4. A wall cannot be created in the same space as other solid material. It can only displace liquids and gasses.

See Section 7.1.13 for more information on walls.

Battle Law

Battlefield Healing

Binding Ways

Bladerunes

Blood Law

  1. Flowstop I Allows caster to stop bleeding on a wound that is bleeding 1 hit per round; target may not be moved, or bleeding will resume at prior rate.

    Area of Effect: 1 target Duration:Range: touch Type: U

  2. Flowstop III As Flowstop I, except that caster can stop bleeding on a wound that is bleeding up to 3 hits per round (total).

    Area of Effect: 1 target Duration:Range: touch Type: U

  3. Clotting I Allows caster to stop bleeding on a wound that is bleeding 1 hit per round; for 1 hour, target can move at no more than a walking pace, or bleeding will resume at prior rate.

    Area of Effect: 1 target Duration:Range: touch Type: U

  4. Flowstop V As Flowstop I, except that caster can stop bleeding in a wound that is bleeding up to 5 hits per round.

    Area of Effect: 1 target Duration:Range: touch Type: U

  5. Limb Preservation ‡ * Allows caster to prevent the deterioration of 1 limb (even while severed); also requires use of same spells from Muscle Law, Bone Law, and Nerve Law.

    Area of Effect: 1 limb Duration: 1 day/lvl Range: touch Type: U

  6. Cut Repair I Allows caster to stop bleeding from 1 wound that is bleeding 1 hit per round.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  7. Clotting III As Clotting I, except that caster can stop bleeding in a wound that is bleeding up to 3 hits per round (total).

    Area of Effect: 1 target Duration:Range: touch Type: U

  8. Minor Vessel Repair Allows caster to completely mend a damaged minor blood vessel (a vessel that bleeds at up to 3 hits per round, not major arteries or veins).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  9. Cut Repair III As Cut Repair I, except that caster can repair wound(s) that bleed(s) up to 3 hits per round (total); three 1 hit per round wounds or one 3 hit per round wound or one 2 hit per round and one 1 hit per round wound can be healed.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  10. Major Vessel Repair Allows caster to repair 1 damaged blood vessel of any size, including severed veins and arteries; recovery time: 1-10 days, depending on size of vessel and severity of damage. A major vessel is one that bleeds at 5 hit per round or more when severed.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  11. Joining ‡ * Allows caster to reattach severed limb; also requires use of Bone Law, Muscle Law, and Nerve Law Joining spells in order to restore functional status; limb is fully functional in 10-100 days.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  12. Flowstop True As Flow Stoppage I, except that all blood loss (i.e., hits per round) from one wound is stopped.

    Area of Effect: 1 target Duration:Range: touch Type: U

  13. Clotting True As Clotting I, except that blood loss (i.e., hits per round) from one wound is stopped.

    Area of Effect: 1 target Duration:Range: touch Type: U

  14. Unclotting Allows caster to remove any one blood clot; will counter Clotting Curse (on the Evil Cleric list, Curses). This spell has no affect on bleeding wounds that have clotted (i.e., “clots” in this sense apply only to internal blood clotting).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  15. Cut Repair True As Cut Repair I, except that it will stop bleeding and close any one wound.

    Area of Effect: 1 target Duration:Range: touch Type: U

  16. Mass Flowstop As Flow Stoppage True, except that caster may stop bleeding from a number of wounds equal to his level (e.g., a 20th level caster can stop bleeding from 20 wounds).

    Area of Effect: varies Duration:Range: touch Type: U

  17. Joining True ‡ * As Joining, except that limb is fully functional in 10 minutes (provided caster also uses the other three Joining True spells).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  18. Mass Clotting As Mass Flow Stoppage, except that bleeding is stopped as in Clotting True.

    Area of Effect: varies Duration:Range: touch Type: U

  19. Mass Blood Repair Allows caster to stop bleeding in, and fully repair, 1 wound per level (e.g., a 50th level caster can fully repair a total of 50 wounds/spell cast).

    Area of Effect: varies Duration: P Range: 100' Type: U

Special Notes

See Section 7.2 for more information on healing.

Blood Mastery

Blood Ways

Body Control

Body Reins

Body Renewal

Body Shifting

Bone Law

  1. Bone Lore Caster acquires complete understanding of any bone damage, including the tools and methods required for healing. Caster does not receive the skill or power to perform the cure.

    Area of Effect: 1 target Duration:Range: touch Type: I

  2. Minor Fracture Repair Allows caster to mend one simple fracture (not compound fractures, shatters, joint damage, etc.). Recovery time is one day.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  3. Cartilage Repair Allows caster to repair all cartilage damage around one joint. Recovery time is one day.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  4. Limb Preservation ‡ * Allows caster to prevent the deterioration of one limb (even if severed). Also requires the use of the same spell from Nerve Law, Muscle Law, and Blood Law.

    Area of Effect: 1 target Duration: 1 day/lvl Range: touch Type: U

  5. Major Fracture Repair As Minor Fracture Repair, except that the caster can also repair compound fractures. Recovery time is one day.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  6. Skull Repair Allows caster to mend one fracture in a skull (but not a shattered area). Recovery time is 1-10 days (depending on the damage).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  7. Joint Repair Allows caster to repair one broken (but not shattered). Recovery time is 1-10 days.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  8. Major Fracture Repair True As Minor Fracture Repair, except recovery is instantaneous.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  9. Joining ‡ * Allows caster to reattach a limb. Requires the use of Muscle Law, Blood Law, and Nerve Law Joining spells to restore functional status. Limb is fully functional in 10-100 days.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  10. Cartilage Repair True As Cartilage Repair, except recovery time is instantaneous.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  11. Major Fracture Repair True As Major Fracture Repair, except recovery time is instantaneous.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  12. Skull Repair True As Skull Repair, except recovery time is instantaneous.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  13. Joint Repair True As Joint Repair, except recovery time is instantaneous.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  14. Shatter Repair Allows caster to repair any broken or shattered bone. Requires a 10 minute operation and 1-10 days recovery time.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  15. Mass Minor Fracture Repair As Minor Fracture Repair, except it repairs one minor fracture per level of the caster. Spell operates as long as caster concentrates; each mended fracture requires a one day recovery period.

    Area of Effect: varies Duration: P Range: touch Type: U

  16. Mass Cartilage Repair As Mass Minor Fracture Repair, except it repairs cartilage (as in Cartilage Repair).

    Area of Effect: varies Duration: P Range: touch Type: U

  17. Joining True ‡ * As Joining, except that the limb is fully functional in 10 minutes (provided that the caster also uses the other three Joining True spells).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  18. Mass Major Fracture Repair As Mass Minor Fracture Repair, except for the range and it repairs major fractures (as in Major Fracture Repair).

    Area of Effect: varies Duration: P Range: 100' Type: U

  19. Mass Shatter Repair As Mass Minor Fracture Repair, except for the range and it repairs any broken or shattered bone (as in Shatter Repair).

    Area of Effect: varies Duration: P Range: 100' Type: U

Special Notes

See Section 7.2 for more information on healing.

Bone Mastery

Bone Ways

Brewing Lore

Brilliance

Calm Spirit

  1. Calm I Target will take no aggressive/offensive action, and will fight only if attacked.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 100' Type: Fm

  2. Calm II As Calm I, except 2 targets may be affected.

    Area of Effect: 2 targets Duration: 1 min/lvl Range: 100' Type: Fm

  3. Hold Kind Humanoid target is held to 25% of normal action.

    Area of Effect: 1 target Duration: C Range: 100' Type: Fm

  4. Calm III As Calm I, except 3 targets may be affected.

    Area of Effect: 3 targets Duration: 1 min/lvl Range: 100' Type: Fm

  5. Calm IV As Calm I, except 4 targets may affected.

    Area of Effect: 4 targets Duration: 1 min/lvl Range: 100' Type: Fm

  6. Calm V As Calm I, except 5 targets may be affected.

    Area of Effect: 5 targets Duration: 1 min/lvl Range: 100' Type: Fm

  7. Mass Animal Calming I Caster can calm a number of animals equal to his level.

    Area of Effect: varies Duration: 2 min/lvl Range: 100' Type: Fm

  8. True Hold As Hold Kind, except it will affect any target.

    Area of Effect: 1 target Duration: C Range: 100' Type: Fm

  9. Calm X As Calm I, except that 10 targets may be affected.

    Area of Effect: 10 targets Duration: 1 min/lvl Range: 100' Type: Fm

  10. Shout of Calming* All targets in radius must resist or they are calmed.

    Area of Effect: varies Duration: 1 min/lvl Range: 50' Type: Fm

  11. Mass Animal Calming II As Mass Animal Calming I, except RRs are modified by -20 and the range is 10'/lvl.

    Area of Effect: varies Duration: 1 min/lvl Range: 10'/lvl Type: Fm

  12. Lord Calm Allows Caster to calm up to 20 targets.

    Area of Effect: varies Duration: 1 min/lvl Range: 10'/lvl Type: Fm

  13. Long Calm Caster can calm any 1 target.

    Area of Effect: 1 target Duration: 1 day/lvl Range: 300' Type: Fm

  14. Mass Calm Caster can calm a number of targets equal to his level.

    Area of Effect: varies Duration: 1 min/lvl Range: 100' Type: Fm

  15. Calm True Caster can calm any 1 target.

    Area of Effect: 1 target Duration: P Range: 100' Type: Fm

Special Notes An “aggressive” action is defined as any action with the intent to directly harm any individual(s). Actions that result in harm indirectly to individuals are not “aggressive.” Pulling the lever on the wall to drop an individual into a pit is an aggressive action (the action directly resulted in the harm on an individual). Running away to get help is not an aggressive action.

Ceremonies

Changeling Mastery

Channels

  1. Create Holy Water When this spell is cast, up to four ounces of clean, clear water is transformed into holy water. This spell takes one hour to cast. If the water is not placed into a clean receptical, its holy nature is ruined.

    Area of Effect: 4 oz. water Duration: P Range: touch Type: E

  2. Calming* Caster points his arm (elbow locked and fist clenched) at the target and channels raw power from his power source (usually a deity). The target of the spell may take no aggressive/offensive action, and will only fight if attacked.

    Area of Effect: 1 target Duration: 1 rnd/10 fail Range: 50' Type: F

  3. Channels I* When this spell is cast, the first level spell that the caster begins to cast the next round will be “channeled” to another spell user of the Channeling realm. The “channeled” spell is transmitted to the other spell user when it would normally take effect, and must be used by the receiving spell user immediately (i.e., the receiving spell user is now treated as the caster of the spell). All normal restrictions apply to the transmitted spell. The caster of the Channels spell must be able to see the receiver of the spell or know exactly where he is (direction and distance, or specific location). The receiver must know exactly when the spell is coming (though he need not know exactly what spell is coming). For example, if a Cleric was at a certain altar at midnight of a full moon ready to receive a spell; then another spell user who knew this could use Channels to send him a spell.

    Area of Effect: 1 spell Duration:Range: varies Type: U

  4. Stunning* Caster points his arm (elbow locked and fist clenched) at the target and channels raw power from his power source (usually a deity). The target of the spell is stunned

    Area of Effect: 1 target Duration: 1 rnd/10 fail Range: 50' Type: F

  5. Channels III* As Channels I, except up to a third level spell may be transmitted.

    Area of Effect: 1 spell Duration:Range: varies Type: U

  6. Golden Slumbers* Caster points his arm (elbow locked and fist clenched) at the target and channels raw power from his power source (usually a deity). The target of the spell falls into a deep sleep. The first minute of this sleep is magical (and the target cannot be awakened in any normal fashion). After the first minute, the target may be awakened normally (though his deep sleep will prevent him from waking on his own until he has slept a full eight hours).

    Area of Effect: 1 target Duration: 1 rnd/10 fail Range: 10' Type: F

  7. Channels V* As Channels I, except up to a fifth level spell may be transmitted.

    Area of Effect: 1 spell Duration:Range: varies Type: U

  8. Blinding* Caster points his arm (elbow locked and fist clenched) at the target and channels raw power from his power source (usually a deity). The target of the spell is blinded for the duration of the spell.

    Area of Effect: 1 target Duration: 10 min/10 fail Range: 10' Type: F

  9. Channels VIII* As Channels I, except up to an eighth level spell may be transmitted

    Area of Effect: 1 spell Duration:Range: varies Type: U

  10. Absolution* [RR Mod: -20] Target’s “soul” is torn from his body; it remains in whatever place “souls” go for the duration of the spell. The soul can be returned early only through Lifegiving. Target is unconscious until soul is restored. Even subconscious activities (i.e., healing, etc.) suffer a -75 penalty.

    Area of Effect: 1 target Duration: 1 week/10 fail Range: 50' Type: F

  11. Holy Shout* All beings not of the caster’s own “alignment” (religious persuasion) are affected. All targets failing their RRs by 40 or less are stunned for 1 round per 10 failure. All those failing by more than 40 are unconscious.

    Area of Effect: 20'R Duration:Range: 20' Type: F

  12. Item Returning* Target item (weighing no more than 10 pounds) will return to a designated location. This spell has two possible durations (determined at the time of casting). The caster may send (i.e., teleport) the target item to a designated location at the time of casting (with an instant duration), or the caster can designate that the target item return to the caster when the possessor of the item has completed a specific task (speci- fied at the time of casting).

    Area of Effect: 1 object Duration: varies Range: touch Type: U

  13. Channels X* As Channels I, except up to a tenth level spell may be transmitted.

    Area of Effect: 1 spell Duration:Range: varies Type: U

  14. Sanctuary* Caster is returned to a predefined place this is (a type of teleportation). Caster must have lived in the place for at least 30 days (mediating for 16 hours in this place each day) to define it as his “sanctuary.” A spell user may only have one such place defined at any one time.

    Area of Effect: caster Duration:Range: self Type: U

  15. Item Rereturning As Item Returning, except object will stay at the designated location (set at time of casting) for up to 1 round per level. At the end of this time, the object will go back to where it “returned” from.

    Area of Effect: 1 object Duration: varies Range: touch Type: U

  16. Absolution Pure* As Absolution, except “soul” can only be brought back through Lifegiving.

    Area of Effect: 1 target Duration: P Range: 50' Type: F

  17. Sanctuary True*For up to 1 round per level after he has used Sanctuary, the caster may cast this spell and be returned to within 20' of the point at which he used Sanctuary.

    Area of Effect: caster Duration:Range: self Type: U

  18. Lord Channels* As Channels I, except up to a twentieth level spell may be transmitted.

    Area of Effect: 1 spell Duration:Range: varies Type: U

  19. Holy Bridge Opens a direct channel to the caster’s deity; results depend on the deity’s personality, motives, and powers. Any spell the deity can cast may be transmitted through the gate.

    Area of Effect: deity Duration: 1 rnd Range: varies Type: U

Special Notes
  1. For the Returning and Rereturning spells, normal encumberance rules apply (see Section 7.1.12 for more on encumberance limits for spells).
  2. Note that the spells on this list may vary in appearance or usage based upon the nature of the deity. GMs should feel free to replace some of the spells above for spells more approrpriate to the deity. For example, a deity of fire might have a Bolt of Fire instead of Stunning (attacking on the Fire Bolt Attack Table with a special -25 modification).
  3. The GM should be careful and clear when defining “alignment” for the Holy Shout spell. This should include all folk who are not specifically following the caster’s religion (and thus it might include some allies).

Chants

Changes

Chaotic Senses

Charades

Circle Mastery

Cleansing

Cloaking

Cold Mastery

Combat Links

Combat Ways

Combat Illusions

Commanding Will

Communal Ways

  1. Guess When faced with a choice about which he has little or no information (e.g., which corridor leads outside the quickest), the caster may cast this spell and the GM will determine which way he goes, biasing the choice favorable by 25% (e.g., roll d100: correct on a 26-100, incorrect on 1-25).

    Area of Effect: caster Duration:Range: self Type: I

  2. Intuitions I Caster gains a vision of what will probably happen in the next minute if he takes a specified action.

    Area of Effect: caster Duration:Range: self Type: I

  3. Dream I Caster has a dream relating to a topic decided upon just before retiring. The caster must sleep for a normal sleep cycle (minimum of 4 hours) for this spell to work.

    Area of Effect: caster Duration: sleep Range: self Type: I

  4. Intuitions III As Intuitions I, except caster gets to gaze 3 minutes into the future.

    Area of Effect: caster Duration:Range: self Type: I

  5. Death’s Tale Caster gets a vision of the events surrounding the death of any 1 dead target through the eyes of the deceased. He also gets a view of the killer (if any). The caster must be within 10' of the corpse. Corpse must have died within a number of years equal to caster’s level.

    Area of Effect: caster Duration:Range: self Type: I

  6. Channel Opening I Caster can make contact with any 1 known target he his acquainted with. This spell will enable the caster to learn the specific location (direction and distance only) of the other being. This spell is often used with a Channels spell (see Cleric Base List 2.4.1).

    Area of Effect: 1 being Duration: C Range: 1 mile/lvl Type: U

  7. Intuitions V As Intuitions I, except caster may gaze 5 minutes into the future.

    Area of Effect: caster Duration:Range: self Type: I

  8. Dreams III As Dream I, except limit is 3 dreams per night on different topics.

    Area of Effect: caster Duration: sleep Range: self Type: I

  9. Intuitions X As Intuitions I, except caster may gaze 10 minutes into the future.

    Area of Effect: caster Duration:Range: self Type: I

  10. Commune I Caster receives (usually from his patron deity) a “yes” or a “no” answer to a question on a single topic. This spell may be used a maximum of once per day.

    Area of Effect: caster Duration: C Range: self Type: I

  11. Magic Basin I The target of this spell is a small pool of clear, clean water. The water must be calm (and remain calm for the duration of the spell). The caster may designate a topic and a vision will appear in the pool that relates to the topic. This vision normally takes 5-50 rounds.

    Area of Effect: 1 pool Duration: 1 min/lvl Range: 10' Type: I

  12. Channel Opening II As Channel Opening I, except for range.

    Area of Effect: 1 being Duration: C Range: 10 mile/lvl Type: U

  13. Magic Basin II As Magic Basin I, except up to two topics may be designated (5-50 rounds is required for each one).

    Area of Effect: 1 pool Duration: 1 min/lvl Range: 10' Type: I

  14. Death’s Tale True Caster gets a vision of the events sur rounding the death of any 1 dead target within 10 feet. Caster gets an understanding of the reason(s) the deceased died, exactly who the killer was (if any), and who was ultimately responsible (if anyone). Corpse may be of any age.

    Area of Effect: caster Duration:Range: self Type: I

  15. Commune True As Commune I, except caster can receive a more detailed answer (e.g., a name or short phrase) to a question involving only 1 concept.

    Area of Effect: caster Duration: C Range: self Type: I

  16. Intuitions True As Intuitions I, except caster may gaze into the future for a number of minutes equal to his level.

    Area of Effect: caster Duration:Range: self Type: I

  17. Channel Opening True As Channel Opening I, except caster can open a channel to anyone he chooses, regardless of whether or not he is acquainted with the being The caster must specify the type of being he is seeking (e.g., a priest of a specific deity, a warrior with blue eyes, etc.).

    Area of Effect: 1 being Duration: C Range: 1 mile/lvl Type: U

  18. High Prayer Caster receives detailed information from his deity on a single topic question.

    Area of Effect: caster Duration: C Range: self Type: I

Special Notes
  1. When using Guess, the caster must have a limited number of options (i.e., finite and countable). After the spell is cast, the caster may not cast another Guess for the same information until his experience level has increased (See Section 7.1.4).
  2. See Section 7.1.2 for more on dreams and symbology in divination.

Communion

  1. Detect Enemies I Detects the total number of “enemies” (giving approximate direction and distance). This spell also reveals the most heavily represented type of enemy (by total levels). Caster can concentrate on a different 50'R each round.

    Area of Effect: 50'R Duration: 1 min/lvl(C) Range: 100'/lvl Type: P

  2. Cancel Channeling When the caster of this spell is a target of a spell from the realm of Channeling, the “incoming” spell must first make an RR. For RR purposes, each spell uses a level equal to its caster’s level. If the “incoming” spell passes the RR, it may target the caster normally; otherwise the incoming spell has no effect on this target.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: F

  3. Cancel Essence As Cancel Channeling, except affects spells from the realm of Essence.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: F

  4. Cancel Mentalism As Cancel Channeling, except affects spells from the realm of Mentalism.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: F

  5. Dreams I Caster has a dream relating to a topic decided upon just before retiring. The caster must sleep for a normal sleep cycle (minimum of 4 hours) for this spell to work.

    Area of Effect: caster Duration: sleep Range: self Type: I

  6. Enemy Speech For the duration of this spell, the caster can read and speak one “enemy” language with skill rank 8.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: I

  7. Dispel Channeling Any active spell from the realm of Channeling that is on the target must make an RR (use the level of that spell’s caster as the spell’s level). If the spell fails it RR, it is dispelled.

    Area of Effect: 1 target Duration:Range: 10' Type: F

  8. Dispel Essence As Dispel Channeling, except affects spells from the realm of Essence.

    Area of Effect: 1 target Duration:Range: 10' Type: F

  9. Dispel Mentalism As Dispel Channeling, except affects spells from the realm of Mentalism.

    Area of Effect: 1 target Duration:Range: 10' Type: F

  10. Detect Enemies II As Detect Enemies I, except for range and area of effect.

    Area of Effect: 100'R Duration: 1 min/lvl(C) Range: 500'/lvl Type: P

  11. Dreams III As Dream I, except limit is 3 dreams per night on different topics.

    Area of Effect: caster Duration: sleep Range: self Type: I

  12. Death’sTale Caster gets a vision of the events surrounding the death of any 1 dead target through the eyes of the deceased. He also gets a view of the killer (if any). The caster must be within 10' of the corpse. Corpse must have died within a number of years equal to caster’s level.

    Area of Effect: caster Duration:Range: self Type: I

  13. Channel Opening I Caster can make contact with any 1 known target he his acquainted with. This spell will enable the caster to learn the specific location (direction and distance only) of the other being. This spell is often used with a Channels spell (see Cleric Base List 2.4.1).

    Area of Effect: 1 being Duration: C Range: 1 mile/lvl Type: U

  14. Dispel Channeling Sphere I As Dispel Channeling, except for the area of effect (centered on the caster). If the radius encounters an already existing spell, the spell must make an RR (with a +30 modifier) or be cancelled (not dispelled) for as long as the active spell is inside the radius.

    Area of Effect: 10'R Duration: C Range: self Type: F

  15. Dispel Essence Sphere I As Dispel Channeling Sphere I, except affects spells from the realm of Essence.

    Area of Effect: 10'R Duration: C Range: self Type: F

  16. Dispel Mentalism Sphere I As Dispel Channeling Sphere I, except affects spells from the realm of Mentalism.

    Area of Effect: 10'R Duration: C Range: self Type: F

  17. Commune I Caster receives (usually from his patron deity) a “yes” or a “no” answer to a question on a single topic. This spell may be used a maximum of once per day.

    Area of Effect: caster Duration: C Range: self Type: U

  18. Death’s Tale True Caster gets a vision of the events surrounding the death of any 1 dead target within 10 feet. Caster gets an understanding of the reason(s) the deceased died, exactly who the killer was (if any), and who was ultimately responsible (if anyone). Corpse may be of any age.

    Area of Effect: caster Duration:Range: self Type: I

  19. Detect Enemies True As Detect Enemies I, except for range and area of effect.

    Area of Effect: 200'R Duration: 1 min/lvl(C) Range: 1000'/lvl Type: P

  20. Commune True As Commune I, except caster can receive a more detailed answer (e.g., a name or short phrase) to a question involving only 1 concept.

    Area of Effect: caster Duration: C Range: self Type: U

  21. Channel Opening True As Channel Opening I, except caster can open a channel to anyone he chooses, regardless of whether or not he is acquainted with the being The caster must specify the type of being he is seeking (e.g., a priest of a specific deity, a warrior with blue eyes, etc.).

    Area of Effect: 1 being Duration: C Range: 1 mile/lvl Type: U

  22. High Prayer Caster receives detailed information from his deity on a single topic question.

    Area of Effect: caster Duration: C Range: self Type: U

Special Notes
  1. See Section 7.1.22 for more on dreams and symbology.
  2. The GM should define enemy as appropriate to his world. For most worlds, the term enemy will mean those that are actively opposed to the religion or deity.

Concealment Mastery

Concussion Mastery

Concussion's Way

  1. Healing I Target is healed of d10 concussion hits.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  2. Frost/Burn Relief I Target is healed of one area of up to mild frostbite or 1st degree burn.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  3. Minor Irritation Relief Target is healed of one minor irritation (e.g., headache, toothache, bee-sting, hangover, etc.).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  4. Healing III As Healing I, except that target is healed of 3d10 concussion hits.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  5. Stun Relief * Target is relieved of 1 round’s worth of accumulated stun effects. See Section 7.1.1 for more information.

    Area of Effect: 1 target Duration: P Range: touch Type: Us

  6. Frost/Burn Relief II As Frost/Burn Relief I, except caster can heal 2 areas of mild damage or 1 area of moderate damage (e.g., 2nd degree burn).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  7. Regeneration I * Will reduce damage target has by 1 hit every minute as long as caster concentrates. If the caster is unconscious this spell will operate on him without concentration. See Appendix 7.1.1 for more on subconscious spells.

    Area of Effect: 1 target Duration: C Range: touch Type: Us

  8. Healing V As Healing I except that target is healed of 5d10 concussion hits.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  9. Frost/Burn Relief III As Frost/Burn Relief I, except caster can heal 3 areas of mild damage or 1 area of severe damage (e.g., 3rd degree burn) or a combination of 1 mild and 1 moderate area of damage.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  10. Awakening Target is instantly awake.

    Area of Effect: 1 target Duration:Range: 100' Type: U

  11. Healing VII As Healing I, except that target is healed of 7d10 concussion hits.

    Area of Effect: P Duration: P Range: touch Type: U

  12. Regeneration II * As Regeneration I, except target’s damage is reduced by 2 hits per minute of concentration.

    Area of Effect: 1 target Duration: C Range: touch Type: U

  13. Frost/Burn Relief IV As Frost/Burn Relief I, except caster can heal 4 mild or 2 moderate or 1 mild and 1 severe or 2 mild and 1 moderate area(s) of damage.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  14. Healing X As Healing I, except that target is healed of 10d10 concussion hits.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  15. Long Stun Relief * As Stun Relief, except that the caster’s range is 100'.

    Area of Effect: 1 target Duration: P Range: 100' Type: Us

  16. Regeneration III * As Regeneration I, except target’s damage is reduced by 3 hits per minute.

    Area of Effect: 1 target Duration: C Range: touch Type: U

  17. Healing XV As Healing I, except that target is healed of 15d10 concussion hits.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  18. Regeneration V * As Regeneration I, except target’s damage is reduced by 5 hits per minute.

    Area of Effect: 1 target Duration: C Range: touch Type: U

  19. True Healing As Healing I, except that target is healed of all concussion hits.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  20. Mass True Healing Allows caster to heal all concussion hits in a number of targets equal to level of caster.

    Area of Effect: varies Duration: P Range: 100' Type: U

Special Notes

See Section 7.2 for more on healing.

Confusing Ways

Construct Magic

Construct Mastery

Containing Ways

Containment Ways

Controlling Songs

Corpist Casting

Counterspells

Creation

  1. Sustain Self Allows caster to go without food or water and not suffer damage (i.e., provides nutrition and water for 1 day).

    Area of Effect: caster Duration: 1day Range: self Type: U

  2. Water Production I Caster can produce sufficient in any available receptacle to supply a being for one day.

    Area of Effect:Duration: P Range: 10' Type: E

  3. Food Production I Caster can produce sufficient food from the surrounding area to feed 1 hearty appetite for 1 day.

    Area of Effect:Duration: P Range: 10' Type: E

  4. Fire Starting Allows caster to set a fire of 1'R; fire will then last as long as there is fuel. A target in the 1'R will take an ‘A’ Heat critical.

    Area of Effect: 1'R Duration: &mdahs; Range: 1' Type: E

  5. Nutrient Conjures I Caster can produce 1 loaf of waybread that weighs .5lb and will support 1 being for 1 day; the loaf will lose potency in 1 month.

    Area of Effect:Duration: P Range: 10' Type: E

  6. Water Production III As Water Production I, except caster can produce 3 days of water.

    Area of Effect:Duration: P Range: 10' Type: E

  7. Food Production III As Food Production I, except caster can produce sufficient food to feed 3 beings for 1 day.

    Area of Effect:Duration: P Range: 10' Type: E

  8. Herb Enhancement Allows caster to enhance the potency of any 1 growing herb by 100% (i.e., x2); spell may be employed only once per herb.

    Area of Effect: 1 herb Duration: P Range: touch Type: U

  9. Water Production V As Water Production I, except caster can produce 5 days of water.

    Area of Effect:Duration: P Range: 10' Type: E

  10. Food Production V As Food Production I, except caster can produce sufficient food to feed 5 beings for 1 day.

    Area of Effect:Duration: P Range: 10' Type: E

  11. Nutrient Conjures III As Nutrient Conjure I, except caster can produce 3 loaves of waybread.

    Area of Effect:Duration: P Range: 10' Type: E

  12. Herb Mastery Caster can double the potency of any 1 herb (growing or dead); spell may be employed only once/herb. May not be combined with Herb Enhancement.

    Area of Effect: 1 herb Duration: P Range: touch Type: U

  13. Lesser Plant Production Caster can produce a plant up to 10' in height and/or width; plant must be commonly found in the region.

    Area of Effect: 1 plant Duration: P Range: range Type: E

  14. Mass Water Production As Water Production I, except caster can create 1 day of water per level (e.g., a 17th level Cleric could create 17 days of water).

    Area of Effect:Duration: P Range: 10' Type: E

  15. Food Production True As Food Production I, except caster can produce sufficient food to feed a number of beings equal to his level.

    Area of Effect:Duration: P Range: 10' Type: E

  16. Lesser Animal Production Caster can create an animal representative of the surrounding region and weighing no more than 10 pounds; animal will be friendly to caster.

    Area of Effect: 1 animal Duration: P Range: 10' Type: E

  17. Nutrient Conjures True As Nutrient Conjure I, except caster can produce loaves of waybread equal to his level.

    Area of Effect:Duration: P Range: 10' Type: E

  18. Greater Plant Production As Lesser Plant Production, except that caster can create 1 plant with a height and/or width of 1' per level (e.g., a 30th level could produce a 20' high tree with a 30' maximum width); plant must be commonly found in the local area.

    Area of Effect: 1 plant Duration: P Range: 10' Type: E

  19. Greater Animal Production As Lesser Animal Production, except that caster can produce an animal with a maximum weight of 1 pound per level; the animal must be a native of the area.

    Area of Effect: 1 animal Duration: P Range: 10' Type: E

Special Notes

See Section 7.2 for more information on the effects of herbs.

Crusade

Crystalist Casting

Curses

Damage Resistance

Dark Channels

Dark Contacts

Dark Entities

Dark Lore

Dark Mastery

Dark Summons

Darkness

Death Mastery

Defense Mastery

Delving

Delving Ways

Demonic Empowerment

Demonic Relations

Detecting Ways

Detection Law

Detection Mastery

  1. Detect Channeling Detects any active spell or item from the Channeling realm; caster can concentrate on a different 5'R each round.

    Area of Effect: 5'R Duration: 1 min/lvl (C) Range: 50' Type: P

  2. Detect Essence As Detect Channeling, except realm is Essence.

    Area of Effect: 5'R Duration: 1 min/lvl (C) Range: 50' Type: P

  3. Detect Mentalism As Detect Channeling, except realm is Mentalism.

    Area of Effect: 5'R Duration: 1 min/lvl (C) Range: 50' Type: P

  4. Detect Life As Detect Channeling, except detects living beings.

    Area of Effect: 5'R Duration: 1 min/lvl (C) Range: 50' Type: P

  5. Detect Curse As Detect Channeling, except detects curses on people or things.

    Area of Effect: 5'R Duration: 1 min/lvl (C) Range: 50' Type: P

  6. Detect Undead As Detect Channeling, except detects the presence of Undead.

    Area of Effect: 5'R Duration: 1 min/lvl (C) Range: 50' Type: P

  7. Detect Traps As Detect Channeling, except it gives a 75% chance of detecting a trap (trap sophistication modifiers may reduce or enhance this chance). See Section 7.1.28 for information on trap complexity.

    Area of Effect: 5'R Duration: 1 min/lvl (C) Range: 50' Type: P

  8. Life Typing As Detect Channeling, except it analyzes one living being; giving race, age, and current state of health.

    Area of Effect: 1 target Duration:Range: 50' Type: P

  9. Detect Invisible As Detect Channeling, except detects invisible things. All attacks against an invisible target suffer a -50 penalty (instead of the standard -100). See Section 7.1.10 for more in Invisibility.

    Area of Effect: 5'R Duration: 1 min/lvl (C) Range: 50' Type: P

  10. Percieve Power I As Detect Channeling, except it will give an estimate of the power (i.e., level) of the person, item, or spell examined.

    Area of Effect: 5'R Duration: 1 min/lvl (C) Range: 50' Type: P

  11. Poison Analysis As Detect Channeling, except it gives an analysis of any poisons on a single object or in a single being.

    Area of Effect: 1 target Duration:Range: 50' Type: P

  12. Power Typing As Detect Channeling, except it analyzes general spell type (in item or cast) and what spell list it was cast from. In the case of a person, it gives his exact profession.

    Area of Effect: 5'R Duration: 1 min/lvl (C) Range: 50' Type: P

  13. Detect Spell As Detect Channeling, except detects any spell that has ever been cast in the area examined.

    Area of Effect: 5'R Duration: 1 min/lvl (C) Range: 50' Type: P

  14. Percieve Power II As Perceive Power I, except range is 500' and area is 50'R.

    Area of Effect: 50'R Duration: 1 min/lvl (C) Range: 500' Type: P

  15. Location Gives the direction and distance to any specific object or place that the caster is familiar with or has had described in detail. The caster must have the dimensions of the object exact within 10% of actual size and know at least two other attributes that make the item unique (e.g., color, texture, weight, etc.). Note that sometimes the caster must know more than two other attributes to make the item unique.

    Area of Effect: caster Duration:Range: 300' Type: P

  16. Curse Analysis As Detect Channeling, except a curse may be analyzed for level, effect and required cure.

    Area of Effect: 5'R Duration: 1 min/lvl (C) Range: 50' Type: P

  17. Life Analysis As Life Typing, except also gives exact profession, alignment, and other pertinent details.

    Area of Effect: 1 target Duration:Range: 50' Type: P

  18. Detect True As Detect Channeling, except any of the lower level spells on this list can be used once per round.

    Area of Effect: varies Duration: 1 min/lvl (C) Range: 50' Type: P

  19. Location True As Location, except range is 1 mile per level.

    Area of Effect: caster Duration:Range: 1 mi/lvl Type: P

Special Notes
  1. All of the spells on this list are Passive in type. The target of the spell is allowed an RR, but success only indicates that the target is aware that a spell was cast upon him (i.e., the spell still works). More information on Passive spell effects may be found in Section 7.1.18.
  2. A “curse” (for the purposes of the Detect Curse spell) is defined as something that is detrimental and magical in nature (e.g., delivered from the Curses spell list).

Detections

Disease

Disguise Mastery

Dispelling Ways

Divine Aura

Divine Enchantments

  1. Research Allows caster to research special enchantment spells to be used in creating items.

    Area of Effect: caster Duration: 24hrs Range: self Type: I

  2. Empathy Allows the caster to enchant an item with "empathy".

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  3. Weapon I Allows the caster to enchant an weapon with a +5 bonus or a +10 bonus versus a general group (such as Elves, greater Drakes, etc.) The Weapon must have a +0 non-magical bonus to begin with due to material composition. The bonus associated with this spell is not cumulative with other spell bonuses on this list (i.e., casting both a Weapon I and a Weapon II will not yield the same bonus as Weapon III).

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  4. Armor I As Weapon I, except armor or shields can be enchanted. The armor must have a +0 non-magical bonuus to begin with due to material composition.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  5. General I As Weapon I, except general type magi items with bonuses can be enchanted to give a Class I bonus.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  6. Low Intelligence Allows the caster to enchant an item with "Low Intelligence".

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  7. Weapon II As Weapon I, except weapons with a +10 bonus or a +15 bonus versus general group (such as Elves, greater Drakes, etc.) may be enchanted. The weapon must have a +5 non-magical bonus to begin with due to material composition.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  8. Armor II As Armor I, except armor and shield can be enchanted with a +10 bonus or a +15 bonus versus a general group (such as Elves, greater Drakes, etc.). The armor must have a +5 non-magical bonus to begin with due to material composition.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  9. General II As General I, except general type magic items with bonuses can be enchanted with a Class II bonus.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  10. Medium Intelligence Allows the caster to enchant an item with "Medium Intelligence".

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  11. Weapon III As Weapon I, except weapon with a +15 bonus or +20 versus general group (such as Elves, greater Drakes, etc.) may be enchanted. The weapon must have a +10 non-magical bonus to begin with due to material composition.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  12. Armor III As Armor I, except armor and shields can be enchanted with a +15 bonus or a +20 bonus versus general group (such as Elves, greater Drakes, etc.). The armor must have a +10 non-magical bonus to begin with due to material composition.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  13. General III As General I, except general type magic items with bonuses can be enchanted with a Class III bonus.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  14. High Intelligence Allows the caster to enchant an item with "High Intelligence".

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  15. Very High Intellygence Allows the caster to enchant an item with "Very High Intelligence".

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  16. Weapon IV As Weapon I, except weapons with a +20 bonus or a +25 bonus versus a general group (such as Elves, greater Drakes, etc.) may be enchanted. The weapon must have a +15 non-magical bonus to begin with due to material composition.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  17. Armor IV As Armor I, except armor and shields can be enchanted with a +20 bonus or a +25 bonus versus a general group (such as Elves, greater Drakes, etc.). The armor must have a +15 non-magical bonust to begin with due to material composition.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  18. General IV As General I, except general type magic items with bonuses can be enchanted with a Class IV bonus.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  19. Weapon V As Weapon I, except weapons with a +25 bonus or a +30 bonus versus a general group (such as Elves, great Drakes, etc) may be enchanted. Weapon must be made of Mithril or other substance that provides at least a +20 material bonus.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  20. Armor V As Armor I, except armor and shields can be enchanted with a +25 bonus or +30 bonus versus a general group (such as Elves, greater Drakes, etc.). Armor must be make of Mithril or other substance that provides at least a +20 material bonus.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  21. General V As General I except general type magic items with bonuses can be enchanted with a Class V bonus.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  22. Artifact Intelligence Allows caster to enchant an item with "Artifact Intelligence".

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  23. Weapon VI As Weapon I, except weapon with a +30 bonus or a +35 bonus versus a general group (such as Elves, greater Drakes, etc.). Weapon must have a material bonus of +25.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  24. Armor VI As Armor I, except armor and shields can be enchanted with a +30 bonus or a +35 bonus versus a general group (such as Elves, greater Drakes, etc.). Armor must have a material bonus of +25.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  25. General VI As General I, except general type magic items with bonuses can be enchanted with a Class VI bonus.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  26. Legendary Intelligence Allows the caster to enchant an item with "Legendary Intelligence".

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  27. Weapon VIII As Weapon I, ecvept weapons with a +40 bonus or +45 bonus versus a general group (such as Elves, greater Drakes, etc.) may be enchanted. The weapon must have a material bonus of +30.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  28. Armor VII As Armor I, except armor and shields can be enchanted with a +40 bonus or +45 bonus versus a general group (such as Elves, greater Drakes, etc.). The armor must have a material bonus of +30.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  29. General VIII As General I, except general type magic items with bonuses can be enchanted with a Class VIII bonus.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  30. Weapon X As Weapon I, except weapons with a +50 bonus or +55 bonus versus a general group (such as Elves, greater Drakes, etc.) may be enchanted. The weapon must have a material bonus of +30.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  31. Armor X As Armor I, except armor and shields can be enchanted with a +50 bonus or a +55 bonus versus a general group (such as Elves, greater Drakes, etc.). Armor must have a material bonus of +30.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  32. General X As General I, except general type magic items with bonuses can be enchanted with a Class X bonus.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  33. Weapon/Armor/True As Weapon I, Armor I, and/or General I, except items can be enchanted with a bonus equal to the casters level divided by three (e.g., a 198th level alchemist would enchant items with a bonus of +166), +5 may be added to the bonus if it only applies versus a general group. Weapons and Armor must have a material bonus of +30.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

Special Notes
  1. Special enchanted abilities can be produced using the spells on this list can be found in Sections 9.3 and 9.4. Enchanted Abilities can be placed in items even if they lack the material strength requirements necessary for the Weapon spells on this list.
  2. Weapon and Armor spells on this list can create either a magical item with a bonus against all combatants, or a limited (but greater) bonus against a particular group. These bonuses are not cumulative. The wielder or wearer gets the best of the two bonuses (if both bonuses are present in the item).
  3. Enchanted weapons are considered to be superior in design (with +1 initiative and +20 Strength). In addition, all material bonuses and enchanted bonuses (the highest enchanted bonus if there are multiple bonuses) are added directly to the strength of the weapon.

Divine Imbedding

  1. Research Allows caster to research special imbedding spells to be used in creating items

    Area of Effect: caster Duration: 24hrs Range: self Type: I

  2. Imbed I Allows caster to imbed a 1st level spell from any realm in an item or potion

    Area of Effect: item Duration: 24hrs Range: self Type: F

  3. Charge Wand Allows caster to charge a Wand from any realm.

    Area of Effect: wand Duration: 24hrs Range: self Type: F

  4. Imbed II As Imbed I except 1st to 2nd level spells can be imbedded.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  5. Daily I Allow caster to imbed a 1st level spell from any realm (using an Imbed spell) that can be cast once per day.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  6. Imbed III Sa Imbed I except 1st to 3rd level spells can be embedded.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  7. Charge Rod As Charge Wand, except a Rod from any realm can be charged.

    Area of Effect: rod Duration: 24hrs Range: self Type: F

  8. Imbed IV As Imbed I, but 1st to 4th level spells can be imbedded.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  9. Daily III As Daily I, except 1st to 3rd level spells can be imbedded; a 1st level spell could be cast 3 times per day; a 2nd or 3rd, once per day.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  10. Imbed V As Imbed I, except 1st to 5th level spells can be imbedded.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  11. Charge Staff As Charge Wand, except a Staff from any realm can be charged.

    Area of Effect: staff Duration: 24hrs Range: self Type: F

  12. Imbed VI As Imbed I, except 1st to 6th level spells can be imbedded.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  13. Daily V As Daily I, except 1st to 5th level spells can be imbedded: a 1st level spell could be cast 5 times per day; a 2nd or 3rd 2x/day; a 4th or 5th, once per day.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  14. Imbed VII As Imbed I, except 1st to 7th level spells can be imbedded.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  15. Imbed X As Imbed I, except 1st to 10th level spells can be imbedded.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  16. Daily X As Daily I, except 1st to 10th level spells can be imbedded; a 1st level spell could be cast 10 times per day; a 2nd 5x/day; a 3rd 3x/day; a 4th or 5th 2x/day; a 6th, 7th, 8th, 9th, 10th, once per day.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  17. Constant Allows a spell of 1st to 10th level from any realm to be imbedded (using an Imbed spell) so that it functions constantly.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  18. Divine Imbedding As Imbed I, except any level spell from any realm may be imbedded.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  19. Lord Daily As Daily I, except 1st to 20th level spells of any realm can be imbedded: a 1st level spell could be cast 20 times a day; a 2nd level 10x/day; a 3rd, 6x/day; a 4th, 5x/day; a 5th, 4x/day; a 6th, 3x/day; a 7th, 8th, 9th or 10th 2x/day; 11th through 20th once per day.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  20. Lord Constant As Constant, except a 1st tp 20th level spell of any realm may be imbedded so that it functions constantly.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  21. Daily True As Lord Daily except a 1st to 50th level spells of any realm can be imbedded: a 1st level spell could be cast 50 times per day; a 2nd, 25x/day; a 3rd, 16x/day; a 4th, 12x/day; a 5th, 10x/day; an 11th pr 12th, 4x/day; a 13th, 14th, 15th, or 16th, 3x/day; a 17th through 25th, 2x/day; and a 26th through 50th once per day.

    Area of Effect: item Duration: 24hrs Range: self Type: F

  22. Constant True As Constant, except a 1th to 50th level spell of any realm may be imbedded so that functions constantly.

    Area of Effect: item Duration: 24hrs Range: self Type: F

Divine Magic

Divine Potions

  1. Work Liquid Allows caster tto flawlessly work with non-magical liquids. All required tools and materials must be present. The time normally required to work with the liquid is halved.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  2. Potion I Allows caster to make one dose of a potion that can habe a 1st level spell imbedded in it (using an Imbed spell).

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  3. Minor Poisons Allows the caster to flawlessly and safely handle, prpare, and process minor poisons with a maximum attack of 3rd level.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  4. Work Gas As Work Liquid, except allows caster to work with non-magical gas.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  5. Potion II As Potion I, except up to a 2nd level spell can be imbedded.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  6. Potion III As Potion I, except up to a 3rd level spell can be imbedded.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  7. Major Poison As Minor Poison, except works with up to 10th level poisons.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  8. Magical Liquid As Work Liquid, except allows caster to work with magical liquids.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  9. Potion IV As Potion I, except up to a 4th level spell can be imbedded.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  10. Gaseous Potion By casting this spell immediately before a Potion Spell, the caster creates a gaseous potion. This is threated as a normal potion except it is not imbided, but released into the air (usually by dashing the gaseous potion vial against a hard surface). Everyone within 1'r/lvl of the potion where the gas is released will be affected, unless a successful RR is made vs. the caster's level. The GM may decide that certain spells may not be made into gaseous potions.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  11. Magical Gas As Work Liquid, except allows caster to work with magical gasses.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  12. Potion V As Potion I, except up to 5th level spell can be imbedded.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  13. Potion VII As Potion I, except up to 7th level spell can be imbedded.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  14. Potion X As Potion I, except up to 10th level can be imbedded.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  15. Multiple Doses As Potion I, except allows a Potion # spell to be used to create multiple doses. For example, a Potion V could be used to create 5 doses of a 1st level spell, or 1 dose of a 3rd level spell and 1 dose of a 2nd level spell, or 2 doses of a 2nd level spell and a dose of a 1st level spell, etc.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  16. Poison True As Minor Poison, except works with up to any level poisons.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  17. Lord Potion As Potion I, except up to a 20th level spell can be imbedded.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  18. Potion XXX As Potion I, except up to a 30th level spell can be imbedded.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  19. Potion True As Potion I, except any level spell can be imbedded.

    Area of Effect: self Duration: 24hrs Range: self Type: Type

  20. Permanent Potion Casting this spell on a potion creates a permanent potion. Usually, permanent potions glow with radiant power. The effects of a permanent potion remains forever potent. For example, a permanent potion of flying would grant the imbiber the permanent ability to fly. The effects someone drinks more than one permanent potion are up to the GM, though it is suggested they be very harsh. The GM may decide that certainspells/potions may not be made permanent or that they may have serious drawbacks (a permanent potion of Haste might halve the imbiber's life span, for instance).

    Area of Effect: self Duration: 24hrs Range: self Type: Type

Doom's Law

Dragon Way

Dream Law

Dream Lore

Dream Travel

Druid's Garden

Earth Fields

Earth Law

Earth Mastery

Elemental Armor

Elemental Champions

Elemental Channels

Elemental Combat Enhancements

Elemental Counters

Elemental Crafting

Elemental Defenses

Elemental Empowerment

Elemental Facades

Elemental Forge

Elemental Gate Mastery

Elemental Healing

Elemental Links

Elemental Planar Summons

Elemental Restorations

Elemental Shields

Elemental Summons

Elemental Survival

Elemental Tranformations

Elemental Travels

Elemental Weapon

Enchanting Ways

Entertaining Ways

Entity Control

Entity Summons

Equestrian Ways

Escapes

Essence Hand

Essence Imbedding

Essence's Protections

Evasions

Exorcism

  1. Repel Undead I Causes Undead to flee or disintegrate. All Undead have a class assigned to them. This spell will affect 1 point of Undead (Class I Undead count as 1 point, Class II Undead count as 2 points, etc.). Animated Dead (see the Evil Channeling List, Necromancy) are treated as Class I Undead and are not entitled to an RR (i.e., they automatically disintegrate if the spell does not fail). Creatures & Monsters provides complete descriptions of the different types of Undead.
    Each target is entitled to an RR. If the target fails the RR by 50 or less, it will flee (if the target cannot flee, it will remain motionless). If the target fails by more than 50, it disintegrates. One Base Attack Roll is applied to all targets. For the purposes of RRs, if no class is given for an Undead, use the following table to determine its class.
    LevelClassLevelClass
    1-2I9-12IV
    3-5II13-15V
    6-8III16+VI
    The RR of any single Undead can be modified by concentrating the effects of the spell on that target. For each additional point of the spell allocated to a target (beyond those normally needed to affect it), that target’s RR is modified by -5. Thus, Repel Undead V could affect five Class I Undead with no RR modifier or one Class I Undead with an RR modifier of -20 to each or one Class II Undead with an RR modifier of -5 and two Class I Undead with no RR modifier or any combination of targets providing no more than 5 points were allocated.

    Area of Effect: varies Duration: 1 min/lvl Range: 100' Type: F

  2. Detect Undead Detects the presence of Undead in the area of affect. Caster can move the area of effect 5' each round.

    Area of Effect: 10'R Duration: 1 min/lvl(C) Range: 10'/lvl Type: P

  3. Repel Undead III As Repel Undead I, except affects 3 points of Undead.

    Area of Effect: varies Duration: 1 min/lvl Range: 100' Type: F

  4. Repel Demon I For as long as the caster concentrates, Type I Demons that are in the area of effect may not leave, and Type I Demons that are outside the area of effect may not enter.

    Area of Effect: 5'R/lvl Duration: C Range: 10' Type: F

  5. Repel Undead V As Repel Undead I, except affects 5 points of Undead.

    Area of Effect: varies Duration: 1 min/lvl Range: 100' Type: F

  6. Repel Demon II As Repel Demon I, except affects up to Type II Demons.

    Area of Effect: 5'R/lvl Duration: C Range: 10' Type: F

  7. Banish Demon I Banishes the target Type I Demon from this plane of existance for the duration of the spell.

    Area of Effect: 1 Demon Duration: 1 mo/lvl Range: 10' Type: F

  8. Neutralize Curse I [RR Mod: -20] Nullifies a curse for the duration of this spell. The curse is not dispelled and takes effect after the duration of this spell.

    Area of Effect: 1 target Duration: 1 min/lvl Range: touch Type: F

  9. Repel Demon III As Repel Demon I, except affects up to Type III Demons.

    Area of Effect: 5'R/lvl Duration: C Range: 10' Type: F

  10. Repel Undead X As Repel Undead I, except affects 10 points of Undead.

    Area of Effect: varies Duration: 1 min/lvl Range: 100' Type: F

  11. Banish Demon II As Banish Demon I, except affects up to a Type II Demon.

    Area of Effect: 1 Demon Duration: 1 mo/lvl Range: 10' Type: F

  12. Repel Undead XII As Repel Undead I, except affects 12 points of Undead.

    Area of Effect: varies Duration: 1 min/lvl Range: 100' Type: F

  13. Repel Demon IV As Repel Demon I, except affects up to Type IV Demons.

    Area of Effect: 5'R/lvl Duration: C Range: 10' Type: F

  14. Neutralize Curse II As Neutralize Curse I, except for duration.

    Area of Effect: 1 target Duration: 1 hr/lvl Range: touch Type: F

  15. Repel Undead XVAs Repel Undead I, except affects 15 points of Undead.

    Area of Effect: varies Duration: 1 min/lvl Range: 100' Type: F

  16. Repel Demon V As Repel Demon I, except affects up to Type V Demons.

    Area of Effect: 5'R/lvl Duration: C Range: 10' Type: F

  17. Banish Demon III As Banish Demon I, except affects up to a Type III Demon.

    Area of Effect: 1 Demon Duration: 1 mo/lvl Range: 10' Type: F

  18. Neutralize Curse III As Neutralize Curse I, except for duration.

    Area of Effect: 1 target Duration: 1 hr/lvl Range: touch Type: F

  19. Repel Demon VI As Repel Demon I, except affects up to Type VI Demons.

    Area of Effect: 5'R/lvl Duration: C Range: 10' Type: F

  20. Repel Undead True As Repel Undead I, except one Undead of type V or less is disintegrated. Type VI Undead are sent fleeing.

    Area of Effect: varies Duration: 1 min/lvl Range: 100' Type: F

  21. Repel Demon True As Repel Demon VI, except for area of effect.

    Area of Effect: 10'R/lvl Duration: C Range: 10' Type: F

  22. Uncurse True [RR Mod: -50] Dispels a curse if the curse fails an RR. The curse’s level is the level of the caster of the original curse. If the curse is not dispelled, the caster cannot try again until he has gone up another level of experience.

    Area of Effect: 1 target Duration: P Range: touch Type: F

  23. Banish Demon True As Banish Demon I, except affects up to a Type IV Demon.

    Area of Effect: 1 Demon Duration: 1 mo/lvl Range: 10' Type: F

Special Notes
  1. For all spells that affect Undead, GMs may want to give modifications to certain very powerful undead. See Creatures & Monsters for a complete listing of Undead. A caster can only attempt to repel a given Undead once per level.
  2. See Section 7.1.30 for more on curses and removing them.
  3. Demons are assumed to be beings of another plane who are brought into the caster’s plane through the use of an elemental force (one not of the Demon’s plane). Thus, the Demon and caster do not make RRs during the summons. See Creatures & Monsters for a full description of Demons. If no type for a Demon is given, use the following table to determine a Demon’s type. The GM may wish to this type system to account for the types of Demons he wishes to use in his world.
    LevelTypeLevelType
    1-2I16-20V
    3-5II21-40VI
    6-10III41+ Beyond the Pale
    11-15IV 

External Concentration

Faith Breaker

Faith Destruction

Faith's Shield

Familiar Mastery

Far Vision

Far Voice

Feel-Taste-Smell

Fey Conjury

Fiery Ways

Fire Law

Fire Manipulation

Fire Mastery

Flame's Course

Flesh Destruction

Fortress Law

Future Vision

Gargoyle Mastery

Gas Alteration

Gas Destruction

Gas Manipulation

Gate Mastery

Gathering Secrets

General Enchantments

  1. Protection Sphere I Substracts 5 from elemental attack rolls and adds 5 to RRs versus spells to all beings within 10'R of the caster.

    Area of Effect: 10'R Duration: 1 min/lvl Range: self Type: U

  2. Protection II Substracts 10 from elemental attack rolls against the target and adds 10 to all of the targets RRs versus spells.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  3. Cancel Power When the caster of the spell is the target of a spell from any realm of opwer, the "incoming" spell must first make an RR before the caster makes an RR. For RR purpose, each spell uses a level equal to the caster's level. If the "incoming" spell passes the RR, it may target the caster of this spell normally; otherwise the incoming spell has no effect on this target.

    Area of Effect: 1 spell Duration: C Range: self Type: F

  4. General I Allows the caster to enchant general type magic items with a Class I bonus.

    Area of Effect: self Duration: 24hrs Range: self Type: F

  5. Protection Sphere II As Protection Sphere I, except the bonuses are +10.

    Area of Effect: 10'R Duration: 1 min/lvl Range: self Type: U

  6. General II As General I, except general type magic items with bonuses can be enchanted with a Class II bonus.

    Area of Effect: self Duration: 24hrs Range: self Type: F

  7. Power Shield Creates a shimmering shield in front of the caster. This shield subratcts 10 from all frontal spell attack rolls on the caster (base or elemental). If the caster performs no other actions during a round, he can "parry" (as with a normal shield) one spell attack. The parry bonus is equal to the sum of all the bonuses that the caster would normally have for his spell's base attack roll.

    Area of Effect: caster Duration: C Range: self Type: U

  8. Protections III As Protections II, except bonuses are +15.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  9. Dispelling Sphere As Cancel Power, except for the area of effect (centered on the caster). If the radius encounters an already existing spell, that spell must make an RR (with a +30 modifier) or be canceled.

    Area of Effect: 10'R Duration: C Range: self Type: F

  10. General III As General I, except general type magic items with bonuses can be enchanted with a Class III bonus.

    Area of Effect: self Duration: 24hrs Range: self Type: F

  11. Essence Resistance Target gets a +50 bonus for all RRs versus Essence spells

    Area of Effect: 1 target Duration: C Range: 100' Type: U

  12. Mentalism Resistance Target gets a +50 bonus for all RRs versus Mentalism spells.

    Area of Effect: 1 target Duration: C Range: 100' Type: U

  13. Protections V As Protections II, except bonuses are +25.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  14. Channeling Resistance Target gets a +50 bonus for all RRs versus Channeling spells.

    Area of Effect: 1 target Duration: C Range: 100' Type: U

  15. General IV As General I, except general type magic items with bonuses can be enchanted with a Class IV bonus.

    Area of Effect: self Duration: 24hrs Range: self Type: F

  16. Reistance True Target gets a +50 bonus for all RRs versus any realm of power;s spells.

    Area of Effect: 1 target Duration: C Range: 100' Type: U

Special Notes

General spells can be used to either add a bonus to a skill or skill category, a figured ability (Resistance Rolls, etc.), create adders, or create multipliers. The caster must specify what the effect of the General spell must be before item creation begins. Use the table below to determine the exact amount of the bonus.

Glass/Ceramic Crafting

Glyphs

Glyphstones

Golem Magic

Golem Mastery

Guildcraft Mastery

Guises

Hand of Chaos

Hearth Magic

Herb Mastery

  1. Herb Lore Caster can understand the nature, origin, and value of any 1 herb. If the plant is not an herb, no information will be gained.

    Area of Effect: 1 herb Duration:Range: touch Type: I

  2. Enhancement Allows caster to enhance the potency of any 1 growing herb by 100% (i.e., x2). This spell may be used only once per herb.

    Area of Effect: 1 herb Duration: P Range: touch Type: U

  3. Herb Finding I Allows caster to locate any 1 specific variety of herb that is sought, regardless of physical obstacles (gives exact direction, distance, and quantity)

    Area of Effect: varies Duration: 1 rnd/lvl Range: 100' Type: I

  4. Instant Herbal Cures Allows caster to make any 1 herb capable of being instantly effective. When the herb is subse- quently used, its benefits/dangers will be immediately felt. The herb will keep for 1 day per level of the caster.

    Area of Effect: 1 herb Duration: 1 day/lvl Range: touch Type: U

  5. Herb Mastery II Caster can double the potency of any 1 herb (growing or dead). This spell may be employed only once per herb. May not be combined with Herb Enhancement.

    Area of Effect: 1 herb Duration: P Range: touch Type: U

  6. Herb Finding III As Herb Finding I, except that the range is 300'.

    Area of Effect: varies Duration: 1 rnd/lvl Range: 300' Type: I

  7. Herb Production Caster can grow an herb by planting the proper seed. The herb is sterile and the growth takes 1-10 rounds.

    Area of Effect: 1 seed Duration: P Range: touch Type: U

  8. Herb Mastery III As Herb Mastery II, except potency is 3 times.

    Area of Effect: 1 herb Duration: P Range: touch Type: U

  9. Herb Finding V As Herb Finding I, except range is 500'.

    Area of Effect: varies Duration: 1 rnd/lvl Range: 500' Type: I

  10. Herb Cleansing Allows caster to remove any harmful poisons, by-products, or side effects from all herbs within range.

    Area of Effect: varies Duration: P Range: 10' Type: U

  11. Herb Mastery V As Herb Mastery II, except potency is 5x.

    Area of Effect: 1 herb Duration: P Range: touch Type: U

  12. Herb Finding X As Herb Finding I, except range is 1 mile. Location is known within 10’R.

    Area of Effect: AoE Duration: Dur Range: 1 mile Type: I

  13. Herb Mastery X As Herb Mastery II, except potency is 10x.

    Area of Effect: 1 herb Duration: P Range: touch Type: U

  14. Preserved Instant Herbal Cures As Instant Herbal Cures, except herb will keep for 1 week per level of the caster.

    Area of Effect: 1 herb Duration: 1 week/lvl Range: touch Type: U

  15. Herb Finding XX As Herb Finding I, except range is 5 miles. Location is known within 25'R.

    Area of Effect: 1 herb Duration: P Range: touch Type: I

  16. Lord Herb Finding As Herb Finding I, except range is 20 miles; location is known within 100'R.

    Area of Effect: varies Duration: 1 rnd/lvl Range: 20 miles Type: I

  17. Enhancement True As Enhancement, except that potency of 1 growing herb is increased 100% x level of caster (e.g., a 30th level caster could increase the potency of a growing herb by 3000% or 30 times its normal potency).

    Area of Effect: 1 herb Duration: P Range: touch Type: U

  18. Herb Mastery True As Herb Mastery II, except that the potency fo 1 herb can be increased by 100% x level of caster (e.g., a 50th level caster could increase the potency of any herb by 5000% or 50 times its normal potency).

    Area of Effect: 1 herb Duration: P Range: touch Type: U

  19. Herb Finding True As Herb Finding I, except that caster can locate any 1 herb variety within a range of 1 mile per level of caster (e.g., 50 miles for a 50th level caster). Location is known within 100'R.

    Area of Effect: varies Duration: 1 rnd/lvl Range: 1 mi/lvl Type: I

Special Notes

See Section 7.1.9 for more information on herbs and Herb Enhancement and Herb Mastery increasing the effectiveness of herbs.

Herbalist Casting

Herding Ways

Hiding

Holy Armoring

Holy Arms

  1. Holy Attack I * Adds +15 to the caster’s melee or missile attack for the current round.

    Area of Effect: self Duration:Range: self Type: U

  2. Righteous Blow I After casting this spell, there is a chance that the caster’s next attack (melee or missile) will be treated as “Magic” for the purposes of resolving criticals (usually only applicable against Large and Super Large creatures). The chance is equal to 10% plus 5% for each round that the caster concentrates (i.e., prays) immediately prior to preparing and casting this spell. The attack affected by this spell must occur within 1 minute per level after this spell was cast.

    Area of Effect: self Duration:Range: self Type: U

  3. Holy Strength I Caster gains a +5 to his strength stat bonus for the purposes of one manuever. In combat, this results in a +10 to melee attacks and +5 to missile attacks.

    Area of Effect: self Duration: 1 rnd/lvl Range: self Type: U

  4. Holy Attack II * As Holy Attack I, except bonus is +20.

    Area of Effect: self Duration:Range: self Type: U

  5. Righteous Blow II As Righteous Blow I, except attack is treated as “Mithril.”

    Area of Effect: self Duration:Range: self Type: U

  6. Holy Focus * As Righteous Blow I, except the critical is treated as “Holy” and the chance is equal to 20% plus 2% for every extra Power Point used to cast this spell. A maximum number of PPs equal to the caster's level may be used to cast this spell. For example, a 6th level Paladin has a maximum chance of 20%; a 10th level Paladin could attain a 28% chance (by investing 10 PPs in the casting of the spell).

    Area of Effect: self Duration:Range: self Type: U

  7. Holy Attack III * As Holy Attack I, except bonus is +25.

    Area of Effect: self Duration:Range: self Type: U

  8. Righteous Blow III As Righteous Blow I, except attack is treated as “Holy.”

    Area of Effect: self Duration:Range: self Type: U

  9. Holy Aura I A bright, shimmering aura surrounds the caster. All creatures “of darkness” who are in the area of effect must make an RR each round or receive an 'A' severity critical (type to be determined by the GM; based upon the nature of the creature).

    Area of Effect: 10'R Duration: 1 min/lvl Range: self Type: F

  10. Holy Attack IV * As Holy Attack I, except bonus is +30.

    Area of Effect: self Duration:Range: self Type: U

  11. Righteous Blow IV As Righteous Blow I, except attack is treated as “Slaying” (creature type must be chosen when spell is cast).

    Area of Effect: self Duration:Range: self Type: U

  12. Holy Strength II As Holy Strength I, except strength stat bonus is +10 for a manuever (+20 to melee attacks; +10 to missile attacks).

    Area of Effect: self Duration: 1 rnd/lvl Range: self Type: U

  13. Holy Attack V * As Holy Attack I, except bonus is +35.

    Area of Effect: self Duration:Range: self Type: U

  14. Holy Aura II As Holy Aura I, except delivers a 'B' critical.

    Area of Effect: 10'R Duration: 1 min/lvl Range: self Type: F

  15. Holy Attack VI * As Holy Attack I, except bonus is +40.

    Area of Effect: self Duration:Range: self Type: U

  16. Holy Strength III As Holy Strength I, except strength stat bonus is +15 for a manuever (+30 to melee attacks; +15 to missile attacks).

    Area of Effect: self Duration: 1 rnd/lvl Range: self Type: U

  17. Holy Attack VII * As Holy Attack I, except bonus is +45.

    Area of Effect: self Duration:Range: self Type: U

  18. Holy Aura True As Holy Aura I, except delivers a 'C' critical.

    Area of Effect: 10'R Duration: 1 min/lvl Range: self Type: F

  19. Holy Attack True * As Holy Attack I, except bonus is +50.

    Area of Effect: self Duration:Range: self Type: U

  20. Holy Focus True * As Holy Focus, except attack is automatically Holy.

    Area of Effect: self Duration:Range: self Type: U

  21. Holy Martyr The caster exposes all within the area of effect to the raw power of his deity. All in the area of effect suffer a +100 Fireball attack (centered on the caster). All concussion damage is doubled and an extra Slaying Critical (on the Large Creature Critical Strike Table) is delivered. The caster acts as the center-point for the blast and is not immune to any of the damage. For the caster, no objects, spells, etc. will protect him from the blast.

    Area of Effect: 1'R/lvl Duration:Range: self Type: E

Holy Defenses

Holy Discipline

Holy Element

Holy Healing

  1. Healing I Target is healed of d10 concussion hits.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  2. Flowstop I Allows caster to stop bleeding on a wound that is bleeding 1 hit per round. Target may not be moved, or bleeding will resume at prior rate.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  3. Frost/Burn Relief I Target is healed of one area of mild frostbite or first degree burn.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  4. Minor Fracture Repair Allows caster to mend one simple fracture (not compound fractures, shatters, joint damage, etc.). Recovery time is one day.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  5. Healing III As Healing I, except heals 3d10 concussion hits.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  6. Stun Relief I * Target is relieved of one round’s worth of accumulated stun. See Section 7.1.1 for more information.

    Area of Effect: 1 target Duration: P Range: touch Type: Us

  7. Major Fracture Repair As Minor Fracture Repair, except that the caster can also repair compound fractures. Recovery time is one day.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  8. Disease Resistance I For the duration of this spell, the target gets an additional RR versus any disease(s).

    Area of Effect: 1 target Duration: 10 min/lvl Range: touch Type: U

  9. Poison Resistance I For the duration of this spell, the target gets an additional RR versus any poison(s).

    Area of Effect: 1 target Duration: 10 min/lvl Range: touch Type: U

  10. Minor Vessel Repair Allows caster to completely mend a damaged minor blood vessel (a vessel that bleeds at up to 2 hits per round, not major arteries or veins).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  11. Healing V As Healing I, except heals 5d10 concussion hits.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  12. Muscle/Tendon Repair I Allows caster to repair (not replace) one damaged muscle or tendon. Recovery time is 1 hour.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  13. Frost/Burn Relief III As Frost/Burn Relief I, except caster can heal 3 areas of mild damage or 1 area of severe damage (e.g., third degree burns) or a combination of 1 mild and 1 moderate area of damage.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  14. Stun Relief II * As Stun Relief I, except relieves 2 rounds of stun.

    Area of Effect: 1 target Duration: P Range: touch Type: Us

  15. Unparalysis Caster can cure any one paralyis problem.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  16. Healing X As Healing I, except heals 10d10 concussion hits.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  17. Frost/Burn Relief IV As Frost/Burn Relief I, except caster can heal 4 mild or 2 moderate or 1 mild and 1 severe or 2 mild and 1 moderate areas of damage.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  18. Undisease Caster can remove any one disease from the target.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  19. Unpoison Caster can remove any one poison from the target.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  20. Stun Relief True * As Stun Relief I, except relieves all rounds of stun.

    Area of Effect: 1 target Duration: P Range: touch Type: Us

  21. Healing XV As Healing I, except heals 15d10 concussion hits.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  22. Healing True As Healing I, except heals all concussion damage.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  23. Laying on Hands True Caster can use any lower level spell on this list once per round.

    Area of Effect: 1 target Duration: P Range: touch Type: U

Special Notes
  1. See Section 7.2 for more information on healing.

Holy Mission

Holy Office

Holy Shields

  1. Protection Prayer I Everyone in the area of effect who is aligned with the caster (GM’s discretion) subtracts 5 from all elemental attacks against them. They may also add 5 to all RRs versus spells. These bonuses are not conferred to the caster.

    Area of Effect: 10'R Duration: 1 min/lvl Range: self Type: U

  2. Aura Creates a bright aura about the caster, making him appear more powerful and subtracting 10 from all attacks against him.

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  3. Shield * Creates an invisible force shield in front of the caster. This functions as a normal shield (subtracting 25 from appropriate attacks, etc.), except it does not occupy a hand. This spell cannot be combined with a “real” shield.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  4. Blur * Causes target to appear blurred to attackers. This subtracts 10 from all attacks.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  5. Unpain I * Caster is able to sustain an additional 25% of his total concussion hits before passing out. Hits are still taken and remain when the spell lapses.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: Us

  6. Protection Prayer II As Protection Prayer I, except bonuses are 10.

    Area of Effect: 10'R Duration: 1 min/lvl Range: self Type: U

  7. Deflections I * Caster can deflect any one missile that passes within 10' of him (caster must be able to see the missile). This cause 100 to be subtracted from the missile’s attack.

    Area of Effect: 1 missile Duration:Range: 10' Type: U

  8. True Aura As Aura, except it makes the caster appear very powerful; subtracting 15 from all attacks against him.

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  9. Bladeturn I * Caster can deflect any one melee attack that he can see (and is within range). This causes 50 to be subtracted from the attack.

    Area of Effect: 1 attack Duration:Range: 10' Type: U

  10. Unpain II * As Unpain I, except an additional 50% can be sustained.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: Us

  11. Protection Prayer III As Protection Prayer I, except bonuses are 15.

    Area of Effect: 10'R Duration: 1 min/lvl Range: self Type: U

  12. Deflections II * As Deflections I, except will deflect up to two missiles.

    Area of Effect: 2 missiles Duration:Range: 10' Type: U

  13. Aim Untrue I * Caster can deflect any one missile that passes within 100' of him (caster must be able to see the missile). This causes the missile to automatically miss.

    Area of Effect: 1 missile Duration:Range: 100' Type: U

  14. Bladeturn II * As Bladeturn I, except affects 2 attacks.

    Area of Effect: 2 attacks Duration:Range: 10' Type: U

  15. Unpain III * As Unpain I, except an additional 75% can be sustained.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: Us

  16. Protection Prayer IV As Protection Prayer I, except bonuses are 20.

    Area of Effect: 10'R Duration: 1 min/lvl Range: self Type: U

  17. Deflections III * As Deflections I, except will deflect up to three missiles.

    Area of Effect: 3 missiles Duration:Range: 10' Type: U

  18. Aim Untrue III * As Aim Untrue I, except affects up to three missiles.

    Area of Effect: 3 missiles Duration:Range: 100' Type: U

  19. Bladeturn III * As Bladeturn I, except affects 3 attacks.

    Area of Effect: 3 attacks Duration:Range: 10' Type: U

  20. Unpain IV As Unpain I, except an additional 100% can be sustained.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: Us

  21. Protection Prayer True As Protection Prayer I, except bonuses are 25.

    Area of Effect: 10'R Duration: 1 min/lvl Range: self Type: U

  22. Mass Deflections As Deflections I, except will deflect one missile per level of the caster.

    Area of Effect: 1 missile/lvl Duration:Range: 10' Type: U

  23. Holy Shields True Caster may use any lower level spell on this list once per round.

    Area of Effect: varies Duration: 1 rnd/lvl Range: varies Type: U

Special Notes
  1. The Aura and True Aura spells are not cumulative with each other or with the Blur spell.
  2. For more information on multiple target spells (e.g., Deflections II, etc.), see Section 7.1.16.

Holy Symbol

Holy Trance

Holy Vision

Holy Wards

Holy Weapon

Holy Weapons

Holy Wind

Holy Works

Holy Wrath

Horse Mastery

Houri's Beguilement

  1. Enhance Beauty I Adds +20 to the caster's Appearance. This cannot raise the caster's Appearance above 100.

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  2. Analyze Individual Caster learns details about the target's romantic emotional attachments (if any) and secual preferences.

    Area of Effect: 1 target Duration:Range: 10' Type: Pm

  3. Seduce I Adds +25 to any Seduction maneuvers for the duration of this spell.

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  4. Silver Tongue The target will believe everything the caster says, unless the target has prior (or incontrovertible evidence) to the contrary.

    Area of Effect: 1 target Duration: C Range: 50' Type: Fm

  5. Study Individual Caster studies and memorizes the appearance and mannerismis of a being, for later use in a Face Shifting True or Change type spell. The caster can only have as many forms studied as she has levels.

    Area of Effect: caster Duration:Range: 10' Type: I

  6. Face Shifting True Allows the caster to alter the form of her face. If she used Study Individual, she can take on the exact facial form.

    Area of Effect: caster Duration: 1 hr/lvl Range: self Type: U

  7. Influence I Adds +15 to any maneuvers using any skills in the Influence skill category (except Seduction).

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  8. Entertain I The caster receives a +15 bonus to all performing skills (in the Artistic • Active category) for the duration of the spell.

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  9. Body Shifting True As Face Shifting True, except the caster can alter her build and the shape of her body.

    Area of Effect: caster Duration: 1 hr/lvl Range: self Type: U

  10. Enhance Beauty II As Enhance Beauty I, except the bonus is +40 and the maximum is 101.

    Area of Effect: self Duration: 10 min/lvl Range: self Type: U

  11. Racial Change Caster can alter her entire body to the form of another humanoid race (no increase in mass). This spell is insufficient in itsel to allow the caster to impersonate a specific being.

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  12. Entertain II As Entertain I, except the bonus is +30.

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  13. Influence II As Influence I, except the bonus is +30.

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  14. Change Sex Caster changes to become a member of the opposite sex in terms of purely physical factors. The caster is sterile for the duration of this spell. This spell can be used in combination with Racial Change and other spells.

    Area of Effect: caster Duration: 1 month/lvl Range: self Type: U

  15. Seduction II As Seduction I, except the bonus is +50.

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  16. Entertain III As Entertain I, except the bonus is +45.

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  17. Timeless Caster may appear to be any age desired, chosen at time of casting

    Area of Effect: caster Duration: 1 month/lvl Range: self Type: U

  18. Enhance Beauty III As Enhance Beauty I, except the bonus is +40 and the maximum is 103.

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  19. Influence III As Influence I, except the bonus is +45.

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  20. Entertain IV As Entertain I, except the bonus is +60.

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  21. Seduction True As Seduction I, except the bonus is +75.

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  22. Change Sex True As Change Sex, except the caster becomes a true member of the opposite sex (i.e., genetics, personality, and all physchological factors are also changed, and the caster may choose whether to be sterile for the duration (choice must be made at time of casting)

    Area of Effect: caster Duration: 1 month/lvl Range: self Type: U

  23. True Youth Caster has two years of his age "removed" (i.e. rejuvination). If the spell fails, the caster is killed and the total true age returns immediately. The spell may be cast repeatedly and the effects are cumulative; however, each time it is cast on the caster, the unmodified failure chance increases by 1

    Area of Effect: caster Duration: P Range: self Type: U

Houri's Kiss

  1. Kiss of Captivation* The target believes the caster is a good friend

    Area of Effect: 1 target Duration: 1 hr/10 fail Range: touch Type: Fm

  2. Kiss of Pain* The target loses 20% of his remaining concission hits

    Area of Effect: 1 target Duration:Range: touch Type: Fm

  3. Kiss of Imporence* The target is totally impotent.

    Area of Effect: 1 target Duration: 1 day/10 fail Range: touch Type: Fm

  4. Kiss of Ecstacy* The target is in "seventh heaven" (i.e. extreme ecstacy, joy, etc.), and may only spend 50% activity for the duration of this spell (i.e., he does not have a full 100% activity each round). The pleasure engendered is addictive and the target may act irrationally or allow himself to be manipulated to obtain a further "dose".

    Area of Effect: 1 target Duration: 1 min/10 fail Range: touch Type: Fm

  5. Kiss of Fire* As Kiss of Pain, except the taget loses 40% of his remaining hits

    Area of Effect: 1 target Duration:Range: touch Type: Fm

  6. Kiss of Sleep* The target falls into a deep natural sleep. The first d10 rounds are magical (i.e. the target cannot be awakened by normal means).

    Area of Effect: 1 target Duration: 1 hr/10 fail Range: touch Type: Fm

  7. Kiss of Jealousy* The target is extremely jealous of a person chosen by the caster and will act on this emotion according to his (the target's) nature.

    Area of Effect: 1 target Duration: 1 day/10 fail Range: touch Type: Fm

  8. Kiss of Agony* As Kiss of Pain, except the target loses 60% of his remaining hits.

    Area of Effect: 1 target Duration:Range: touch Type: Fm

  9. Kiss of Weakness* The target feels physically drained. His Strength stat bonus is reduced by 10.

    Area of Effect: 1 target Duration: 1 hr/10 fail Range: touch Type: Fm

  10. Minor Kiss* Enables the next Kiss spell (if cast within 1 minute) to affect a target of the same sex and race as caster.

    Area of Effect: 1 spell Duration: varies Range: self Type: U

  11. Kiss of Blinding* The target is blinded

    Area of Effect: 1 target Duration: 1 hr/10 fail Range: touch Type: Fm

  12. Kiss of Torment* As Kiss of Pain, except the target loses 90% of remaining hits.

    Area of Effect: 1 target Duration:Range: touch Type: Fm

  13. Kiss of Impotence True* As Kiss of Impotence, except the duration is permanent

    Area of Effect: 1 target Duration: P Range: touch Type: Fm

  14. Kiss of Enslavement* The target will obey the caster in any suggested act that is not completely alien to him (e.g., no suicide orders, no blinding himself, etc.).

    Area of Effect: 1 target Duration: 1 day/10 fail Range: touch Type: Fm

  15. Lesser Kiss* As Minor Kiss, except enables the next Kiss spell (if cast within 1 minute) to affect a target of any sex belonging to another humanoid race.

    Area of Effect: 1 spell Duration: varies Range: self Type: U

  16. Kiss of Hate* As Kiss of Jealousy, except the emotion is hate.

    Area of Effect: 1 target Duration: 1 day/10 fail Range: touch Type: Fm

  17. Kiss of Amnesia* The target is an amnesiac, remembering nothing of his past for the duraiton of this spell.

    Area of Effect: 1 target Duration: 1 day/10 fail Range: touch Type: Fm

  18. Kiss of Love* AsKiss of Jealousy, except the emotion is love.

    Area of Effect: 1 target Duration: 1 day/10 fail Range: touch Type: Fm

  19. Kiss of Coma* The target falls into a deep coma.

    Area of Effect: 1 target Duration: 1 day/10 fail Range: touch Type: Fm

  20. Greater Kiss* As Minor Kiss, except enables the next Kiss spell(if cast within 1 minute) to affect any sentient target of any sex.

    Area of Effect: 1 spell Duration: varies Range: self Type: U

  21. Delayed Kiss* Causes the effect of the next Kiss spell (if cast within 1 minute) to be delayed for up to 1 minute per level of the caster.

    Area of Effect: 1 spell Duration: varies Range: self Type: U

  22. Blown Kiss* Causes the next Kiss spell (if cast within 1 minute) to have a range of 50'

    Area of Effect: 1 spell Duration: varies Range: self Type: U

  23. Kiss of Death* As Kiss of Coma, except the target will die immediately if he fails his RR by more than -50

    Area of Effect: 1 target Duration: varies Range: touch Type: Fm

Special Notes
  1. Kiss spells, unless otherwise stated or empowered by one of Minor Kiss, Lesser Kiss, or Greater Kiss, will only affect members of the same race as and opposite sex to the caster.
  2. If the caster of a Kiss spell actually kisses a target, a special modification of -30 is applied to the target's RR in addition to the normal modifications. It is also not possible to claim this modification if the Kiss has been enhanced by the Blown Kiss spell
  3. At the GM's discretion, caster may be allowed to "stack" Delayed Kiss and/or Blown Kiss with one of Minor Kiss, Lesser Kiss, or Greater Kiss. Caster must successfully cast all the desired spells within one minute for this to work.

Human Mastery

Hunter's Call

Hunters Senses

Hunting Mastery

Ice Law

Ice Mastery

Illusion Mastery

Illusions

Influences

Inner Eye

Inner Walls

Inorganic Skills

  1. Work Stone Allows caster to flawlessly work non-maginal stone, creating items with a -50 to +0 bonus (in combat). All required tools and materials must be present. The time required to work the stone is halved.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  2. Work Base Metals As Work Stone, except non-magical base metals such as copper, iron, tin, lead, etc., can be worked. This spell does not allow the working of hard iron. Items created with metals from this spell have bonuses ranging from -30 to -10.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  3. Work Base Alloys As Work Stone, except non-magical base alloys such as brass, bronze, pewter, etc, (but not iron alloys) can be worked. Items created with the materials from this spell have bonuses that range from -15 to +0.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  4. Work Hard Iron As Work Stone, except non-magical hard iron can be worked. Items created with the metals from this spell have a bonus of +0.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  5. Work Low Steel As Work Stone, except non-magical low carbon steel can be worked. Items created with the metals from this spell have a bonus of +5.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  6. Make Alloys For the duration of this spell, the caster can make base alloys from base metals (but not steel from iron). The amount of the alloy that can be make depends on the available supplies and equipment.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  7. Work High Steel As Work Stone, except non-magical high carbon steel can be worked. Items created with the metals from this spell have a bonus of +10.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  8. Make Steel For the duration of this spell, the caster can make steel from iron. The amount of steel that can be make depends on the available supplies and equipment.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  9. Work White Alloy As Work Stone, except non-magical white alloy steel can be worked. Items created with the metals from this spell have a bonus of +15.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  10. Work Gemstone As Work Stone, except non-magical gemstones can be worked.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  11. Work Black Alloy As Work Stone, except non-magical black alloy steel can be worked. Items created with the metals from this spell have a bonus of +20.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  12. Work Mithril As Work Stone, except Mithril can be worked. Must be cast in conjunction with a Weapon V, Armor V, or General V, or the Weapon V, Armor V, or General V spell will fail.

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  13. Work Laen As Work Stone, except Laen can be worked. Must be cast in conjunction with a Weapon VI, Armor VI, or General VI spell, or the Weapon VI, Armor VI, or General VI spell will fail. (Note that such spells may need the aid of a deity, demon, or other powerful magical being).

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  14. Work Eog As Work Stone, except Eog can be worked. Must be cast in conjunction with a Weapon VI, Armor VI, or General VI, or greater spell, or the Weapon VI, Armor VI, or General VI (or greater) spell will fail. (Note that such spells may need the aid of deity, demon, or other powerful magical being.)

    Area of Effect: caster Duration: 24hrs Range: self Type: F

  15. Make/Work Allows the caster to make and work any metal, alloy, or inorganic material. If the material is enchanted it must be cast in conjunction with a Weapon, Armor, or General spell of corresponding power (e.g., a magical substance that yields a +10 bonus would require an Weapon II, Armor II, or General II). (Some such spells may need the aid of a deity, demon, or other powerful magical being)

    Area of Effect: caster Duration: 24hrs Range: self Type: F

Special Notes

The spells manipulating material for non-magic weapons can also be used to make other non-magic objects where strength and durability are essential (usually armor and shields)

Inscriptions

Insect Mastery

Inspiring Ways

  1. Courage For the duration of this spell, all within the area of effect (including the caster) may make a second RR versus any fear or panic effect. This second RR is made with an additional +10 modifier.

    Area of Effect: 10'R Duration: 1 rnd/lvl Range: self Type: U

  2. Inspirations I * Caster inspires all allies who are within the area of effect (they must be aware of the caster). All allies gain +5 to melee attacks and moving manuevers for the duration of the spell. This spell will only work during combat or highly religious moments (e.g., an oratory presentation prior to a large battle). These bonuses do not apply to the caster.

    Area of Effect: 20'R Duration: 1 rnd/lvl Range: 100' Type: U

  3. Voice of Friendship * For as long as they speak together, the target of this spell will believe that the caster is a good friend and is acting in the target’s best interest.

    Area of Effect: 1 target Duration: varies Range: 50' Type: Fm

  4. Inspirations II * As Inspirations I, except bonuses are +10.

    Area of Effect: 20'R Duration: 1 rnd/lvl Range: 100' Type: U

  5. Voice of Reason * For as long as the caster speaks, the target will beleve that the reasoning and ideas that the caster expresses are correct and valid.

    Area of Effect: 1 target Duration: varies Range: 50' Type: Fm

  6. Inspirations III * As Inspirations I, except bonuses are +15.

    Area of Effect: 1 target Duration: 1 rnd/lvl Range: 100' Type: U

  7. Voice of Caution * For as long as the caster speaks, the target will become more cautious (less rash) and will tend to obey the caster's warnings without hesitation or doubt.

    Area of Effect: 1 target Duration: varies Range: 50' Type: Fm

  8. Command I * Target must obey the caster. However, he will not perform any act that is completely alien to him (e.g., no suicide suggestions, no blinding himself suggestions, etc.).

    Area of Effect: 1 target Duration: C Range: 10'/lvl Type: Fm

  9. Inspirations IV * As Inspirations I, except bonuses are +20.

    Area of Effect: 20'R Duration: 1 rnd/lvl Range: 100' Type: U

  10. Words of Friendship * As Voice of Friendship, except will affect all who can hear the caster.

    Area of Effect: varies Duration: varies Range: 100' Type: Fm

  11. Inspirations V * As Inspirations I, except bonuses are +25.

    Area of Effect: 20'R Duration: 1 rnd/lvl Range: 100' Type: U

  12. Command II * As Command I, except affects two targets.

    Area of Effect: 2 targets Duration: C Range: 10'/lvl Type: Fm

  13. Words of Reason * As Voice of Reason, except will affect all who can hear the caster.

    Area of Effect: varies Duration: varies Range: 100' Type: Fm

  14. Inspirations VI * As Inspirations I, except bonuses are +30.

    Area of Effect: 20'R Duration: 1 rnd/lvl Range: 100' Type: U

  15. Courage True As Courage, except the second RR automatically succeeds.

    Area of Effect: 10'R Duration: 1 rnd/lvl Range: self Type: U

  16. Inspiriations VII * As Inspirations I, except bonuses are +35.

    Area of Effect: 20'R Duration: 1 rnd/lvl Range: 100' Type: U

  17. Words of Cautions * As Voice of Caution, except will affect all who can hear the caster.

    Area of Effect: varies Duration: varies Range: 100' Type: Fm

  18. Inspirations VIII * As Inspirations I, except bonuses are +40.

    Area of Effect: 20'R Duration: 1 rnd/lvl Range: 100' Type: U

  19. Voice of Conviction [RR Mod: -50] After casting this spell, the caster must tell the truth (as he knows it). All targets who fail their RR will believe the caster is speaking the absolute truth.

    Area of Effect: 1 target Duration: varies Range: 10' Type: Fm

  20. Inspirations True * As Inspirations I, except bonuses are +50.

    Area of Effect: 20'R Duration: 1 rnd/lvl Range: 100' Type: U

  21. Words of Conviction As Voice of Conviction, except will affect all who can hear the caster.

    Area of Effect: varies Duration: varies Range: 100' Type: Fm

  22. Inspirations Mastery Caster can use any lower level spell from this list once per round.

    Area of Effect: varies Duration: 1 rnd/lvl Range: varies Type: U

Special Notes
  1. Voice and Words spells will only work on non-enemies (i.e., those that are not actively hostile to the caster).
  2. Voice and Words spells increase favorable reactions. This effect lasts 1 hour per level of the caster after the caster stops speaking. After this duration, the target's natural tendancies and reactions will take over. Note that most targets will continue to believe the caster even after the spell has lapsed.
  3. Any target who resists a Voice or Words spell by more than 50 will realize that the caster was using magical influence.

Invisible Ways

Item Analysis

  1. Item Assessment Caster can assess the value of a non-macival item (e.g., jewelry, metal, a house, a boat, etc.), to within 10%. This spell also allows the Alchemist to calculate respective values for the different cultures with which he is familiar.

    Area of Effect: self Duration:Range: touch Type: I

  2. Item Tale Gives caster a general idea of the place of origin of a non-magical item, the race of the being who made it, when it was made (within 100 years), and whether it has any culture or historical significance

    Area of Effect: self Duration:Range: touch Type: I

  3. Detect Power Detects magical power in an item, but not its realm or potency.

    Area of Effect: self Duration:Range: touch Type: I

  4. Detect Curse Caster learns if there is a curse on an item, but not its specific nature.

    Area of Effect: self Duration:Range: touch Type: I

  5. Power Lore aster learns the origin of an item's magical power. For example, he would learn whether a magic item had been made by spells, imbedded entities, ritual, or divine magic.

    Area of Effect: self Duration:Range: touch Type: I

  6. Item Analysis I For each of an item's abilities, caster has a 20% chance of determining what enchanted abilities the item has. Once an Item Analysis spell has been cast on an item, it may not be cast on that item again until the caster has reached a new level of experience.

    Area of Effect: self Duration:Range: touch Type: I

  7. Text Analysis Caster cab read text written in an unknown language: understanding all concepts, vocabulary, syntax, idioms, and cultural references. Caster will not know a text's implications or any answers to riddles.

    Area of Effect: self Duration: 1 min/lvl (C)) Range: touch Type: I

  8. Rune Analysis One rune may be safely examined (without setting it off) to determine its general purpose, approximate level, its type, and its general effects.

    Area of Effect: self Duration:Range: touch Type: I

  9. Symbol Analysis One symbol or ward may be safely examined (without setting it off), to determine its general purpose, approximate level, its type, and is general effects.

    Area of Effect: self Duration:Range: touch Type: I

  10. Delving Gives significant details concerning an item's construction and purpose (but not specific powers).

    Area of Effect: self Duration:Range: touch Type: I

  11. Spell Analysis Provides the Alchemist with information on an active or inactive spell, giving its duration, type, and the profession of its caster (but not exactly which spell it is).

    Area of Effect: self Duration:Range: 100' Type: I

  12. Item Analysis II As Item Analysis I, except that there is a 40% chance for discovering each ability.

    Area of Effect: self Duration:Range: touch Type: I

  13. Curse Analysis Gives the origin of a curse, the source of its power, an idea of its effectiveness (i.e., level), and its general effects.

    Area of Effect: self Duration:Range: touch Type: I

  14. Death Analysis Gives information concenring a being's death, such as how it died (e.g., weapon, disease, poison, spell, etc.), and when the death occurred (within 1 day per level if no body is present; unlimited otherwise).

    Area of Effect: self Duration:Range: touch Type: I

  15. Power Analyiss One item, person, or place may be examined to see if it has power, which realm(s) it is from, a general idea of its origins, and its general effects.

    Area of Effect: self Duration:Range: 100' Type: I

  16. Item Analysis III As Item Analysis I, except that there is a 60% chance of discovering each ability.

    Area of Effect: self Duration:Range: touch Type: I

  17. Mass Analysis As any lower level spell on this list, except one item per round may be examined.

    Area of Effect: self Duration: 1 rnd/lvl Range: touch Type: I

  18. Item Analysis IV As Item Analysis I, except that there is a 80% chance for discovering each ability.

    Area of Effect: self Duration:Range: touch Type: I

  19. Item Analysis True As Item Analysis I, except that all abilities are automatically discovered.

    Area of Effect: self Duration:Range: touch Type: I

  20. Analysis True As any lower level spell on this list (excluding Mass Analysis), except one item per round may be examined.

    Area of Effect: self Duration: 1 rnd/lvl Range: touch Type: I

Item Enhancements

Item Lore

Knowledge Mastery

Land Forms

Lesser Air Mastery

Lesser Earth Mastery

Lesser Elemental Charge

Lesser Elemental Protections

Lesser Fire Mastery

Lesser Ice Mastery

Lesser Illusions

Lesser Light Mastery

Lesser Water Mastery

Life Empowerment

Life Mastery

  1. Preservation I Caster can preserve a “dead” body, preventing any further deterioration (i.e., stat deterioration) or damage from already existing wounds; the target will be in a coma; this spell will not prevent the target’s soul from leaving the body.

    Area of Effect: 1 body Duration: 1 min/lvl Range: 10' Type: U

  2. Lifekeeping I Caster can prevent the soul of a “dead” body from leaving its body (thus preventing actual death and enabling the fallen being to be restored via simple bodily repairs). This spell must be cast before the soul leaves the body or Lifegiving will be necessary for recovery.

    Area of Effect: 1 body Duration: 1 min/lvl Range: 10' Type: U

  3. Preservation II As Preservation I, except for the duration.

    Area of Effect: 1 body Duration: 1 hr/lvl Range: 10' Type: U

  4. Heal Life Essence I The target of this spell is any being who has suffered some amount of soul damage. The target will be healed of d10 ponts of lost temporary Constitution. See Section 7.2 for more information on soul damage.

    Area of Effect: 1 body Duration: P Range: 10' Type: U

  5. Lifekeeping II As Lifekeeping I, except for the duration.

    Area of Effect: 1 body Duration: 1 hr/lvl Range: touch Type: U

  6. Heal Life Essence II As Heal Life Essence I, except will heal 2d10 lost points.

    Area of Effect: 1 target Duration: P Range: 10' Type: U

  7. Preservation III As Preservation I, except for the duration.

    Area of Effect: 1 body Duration: 1 day/lvl Range: touch Type: U

  8. Heal Life Essence III As Heal Life Essence I, except will heal 3d10 lost points of temporary Constitution.

    Area of Effect: 1 target Duration: P Range: 10' Type: U

  9. Preservation IV As Preservation I, except for duration.

    Area of Effect: 1 body Duration: 1 week/lvl Range: 10' Type: U

  10. Lifekeeping III As Lifekeeping I, except for the duration.

    Area of Effect: 1 body Duration: 1 day/lvl Range: 10' Type: U

  11. Lifegiving I Caster can “raise” 1 dead being by restoring the being’s lost soul. Target’s soul must still exist and he must have died within the last year. To be successfully “raised”, the target must roll d100 (open-ended) and add his Constitution stat (not the stat bonus). A modification of -10 is applied to the result for every day the target has been dead (e.g., if the target has been dead for 3 days, 30 is subtracted from the roll). If the result is over 100, the target is “raised” successfully. If the result is less than 100, the target is not “raised” (and may not ever be raised by this caster). The target will be incapacitated (-100 to all activity) for a period of 100 days for each day dead (e.g., if the target was dead 2 days, the recovery period would be 200 days).

    Area of Effect: 1 body Duration: P Range: 10' Type: U

  12. Heal Life Essence True As Heal Life Essence I, except will heal one lost point of temporary Constitution per level of the caster.

    Area of Effect: 1 target Duration: P Range: 10' Type: U

  13. Preservation V As Preservation I, except for the duration.

    Area of Effect: 1 body Duration: 1 month/lvl Range: 10' Type: U

  14. Lifegiving II As Lifegiving I, except a modification of -5 per day dead is applied to the target’s roll and the recovery period is only 50 days per day dead.

    Area of Effect: 1 body Duration: P Range: 10' Type: U

  15. Lifekeeping IV As Lifekeeping I, except for duration.

    Area of Effect: 1 body Duration: 1 week/lvl Range: 10' Type: U

  16. Lifegiving III As Lifekeeping I, except a modification of -2 per day dead is applied to the target’s roll and the recovery period is only 20 days per day dead.

    Area of Effect: 1 body Duration: P Range: 10' Type: U

  17. Preservation True As Preservation I, except for the duration.

    Area of Effect: 1 body Duration: 1 year/lvl Range: 10' Type: U

  18. Restoration The target of this spell is any being that has had his mental capabilities hindered (e.g., from the Mind Erosion spell list). The target of this spell will recover lost experience. However, recovery is not always complete. The amount of experience that is not recovered is 1% for each day that the target suffered from the condition. For example, if a target lost 10,000 experience points and it took him 20 days to find a Cleric with this spell, he would only recover 8,000 of the lost experience points.

    Area of Effect: 1 target Duration: P Range: 10' Type: U

  19. Lifegiving IV As Lifegiving I, except a modification of -1 per day dead is applied to the target’s roll and the recovery period is equal to the number of days dead.

    Area of Effect: 1 body Duration: P Range: 10' Type: U

  20. Lifegiving V As Lifegiving I, except a modification of -1 for every two days dead is applied to the target’s roll and there is no recovery period.

    Area of Effect: 1 body Duration: P Range: 10' Type: U

  21. Restoration True As Restoration, except that target’s mind is fully restored (including experience).

    Area of Effect: 1 body Duration: P Range: 10' Type: U

  22. Lifegiving True As Lifegiving, except the target is automatically raised from the dead and there is no recovery period.

    Area of Effect: 1 body Duration: P Range: 10' Type: U

Special Notes

See Section 7.2 for more on soul damage and the effects of death.

Light Law

Light Manipulation

Light Mastery

Light Molding

Light's Way

  1. Projected Light Beam of light (like a flashlight) springs from the caster’s palm; 50' effective range. If the caster closes his fist, the light will “turn off;” when the fist is opened, the light will come back on (so long as the spell duration has not expired).

    Area of Effect: 50' beam Duration: 10 min/lvl Range: self Type: E

  2. Light I Lights a 10'R area about the point touched; if the point is on a mobile object or being, it will move with the object/being. See Section 7.1.7.

    Area of Effect: 10'R Duration: 10 min/lvl Range: touch Type: E

  3. Aura Creates a bright aura about the target, making him appear more powerful and subtracting 10 from all attacks against the target.

    Area of Effect: 1 target Duration: 10 min/lvl Range: 10' Type: U

  4. Light II As Light I, except 1 or 2 areas can be created with a total radius of 20' (e.g., one area of 20' or two areas of 10').

    Area of Effect: 20'R Duration: 10 min/lvl Range: touch Type: E

  5. Sudden Light Causes a 10'R burst of intense light, all within are stunned for 1 round per 10 failure.

    Area of Effect: 10'R Duration:Range: 100' Type: F

  6. True Aura As Aura, except it makes him appear very powerful; subtracting 15 from all attacks against the target.

    Area of Effect: 1 target Duration: 10 min/lvl Range: 10' Type: U

  7. Shock Bolt A bolt of intense, charged light is shot form the palm of the caster; results are determined on the Shock Bolt Attack Table.

    Area of Effect: 1 target Duration: &mbash; Range: 100' Type: DE

  8. Light III As Light II, up to 3 areas can be created with a total radius of 30'.

    Area of Effect: 30'R Duration: 10 min/lvl Range: touch Type: E

  9. Utterlight I As Light I, except it is the equivalent of full daylight; it also nullifies all magically created darkness for the duration.

    Area of Effect: 10'R Duration: 1 min/lvl Range: touch Type: E

  10. Waiting Light As Light I, except caster can delay the spell up to 24 hours; it can be triggered by one of the following (decided by caster): elapsed time, specific movements, specific sounds, or touch.

    Area of Effect: 10'R Duration: 10 min/lvl Range: touch Type: E

  11. Flare A 6" radius ball of light is shot from the palm of the caster. It will travel to the limit of the range, explode (as a flare), burn with a bright light (as a flare), drift slowly to earth, and go out. An area equal to the range is lit if the flare can raise to its full range. If used against a target, use the Shock Bolt Attack Table but deliver Heat criticals.

    Area of Effect: varies Duration: 1 rnd/lvl Range: 20'/lvl Type: DE

  12. Light V As Light III, except up to 5 areas can be created with a total radius of 50'.

    Area of Effect: 50'R Duration: 10 min/lvl Range: touch Type: E

  13. Light X As Light III, except up to 10 areas can be created with a total radius of 100'.

    Area of Effect: 100'R Duration: 10 min/lvl Range: touch Type: E

  14. Utterlight V As Utterlight I, except up to 5 areas can be created with a total radius of 50'.

    Area of Effect: 50'R Duration: 10 min/lvl Range: touch Type: E

  15. Mass Light As Light III, except total radius is 10' per level.

    Area of Effect: 10'R/lvl Duration: 10 min/lvl Range: touch Type: E

  16. Mass Aura As Aura, except as many targets as the caster’s level can be affected.

    Area of Effect: varies Duration: 10 min/lvl Range: 10' Type: U

  17. Lightning Call Caster can cause a lightning bolt to strike a target within his range. Results are determined on the Lightning Bolt Attack Table. There must be a storm within 1 mile that is severe enough to cause precipitation or lightning or very heavy winds. The caster must be outdoors to cast this spell.

    Area of Effect: 1 target Duration:Range: 100' Type: DE

  18. Alkar As Aura, except target seems like a minor god and the subtraction is 25.

    Area of Effect: 1 target Duration: 10 min/lvl Range: 10' Type: U

  19. Mass Utterlight As Utterlight I, except as many areas as the caster levels can be created with a total radius of 10' per level.

    Area of Effect: 10'R/lvl Duration: 1 min/lvl Range: touch Type: U

Special Notes

None of the Aura spells (Aura, True Aura, Mass Aura, and Alkar) are cumulative with each other or with the Blur spell.

Liquid Alteration

Liquid Manipulation

Liquid-Gas Skills

  1. Work Liquid Allows caster to flaslessly work with non-magical liquids. All required tools and materials must be present. The time normally required to work with the liquid is halved.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  2. Potion I Allows caster to make one dose of a potion that can have a 1st level spell imbedded in it (using Own Realm Imbedding, or Other Realm Imbedding).

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  3. Minor Poisons Allows the caster to flawlessly and safely handle, prepare, and process minor poisons with a maximum attack level of 3rd level.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  4. Work Gas As Work Liquid, except allows caster to work with non-magical gas.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  5. Potion II As Potion I, except up to a 2nd level spell can be imbedded.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  6. Potion III As Potion I, except up to a 3rd level spell can be imbedded.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  7. Major Poison As Minor Poison, except works with up to 10th level poisons.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  8. Work Magical Liquid As Work Liquid, except allows caster to work with magical liquids.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  9. Potion IV As Potion I, except up to a 4th level spell can be imbedded.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  10. Gaseous Potion By casting this spell immediately before a Potion spell, the caster creates a gaseous potion. This is treated as a normal potion except that it is not imbibed, but released into air (usuallu by dashing the gaseous potion vial against a hard surface). The area of effect of the gas is 1' radius per level of spell in the potion. Everyone in the area of effect of the point where the gas is released will be affected. All potential victims make an RR (versus the caster's level) to avoid the gas (note that this is an addition to the RR versus the spell in the potion). The GM may decide that certain spells may not be made into gaseous potions.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  11. Potion V As Potion I, exceept up to a 5th level spell can be imbedded.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  12. Work Magical Gas As Work Liquid, except allows caster to work with magical gasses.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  13. Potion VII As Potion I, except up to a 7th level spell can be imbedded.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  14. Potion X As Potion I, except up to a 10th level spell can be imbedded.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  15. Multiple Doses As Potion I, except allows a Potion # spell to be used to create multiple doses. For example, a Potion V could be used to create 5 doses of a 1st level spell, or 1 dose of a 3rd level spell and 1 dose of a 2nd level spell, or 2 doses of a 2nd level spell and a dose of a 1st level spell, etc.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  16. Poison True As Minor Poison, except works with up to any level poisons

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  17. Lord Potion As Potion I, except up to a 20th level spell can be imbedded

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

Special Notes

See Section 11.0 for more informationn on imbedding spells in items.

Living Change

Locating Ways

  1. Guess When faced with a choice about which he has little or no information (e.g., which corridor leads outside the quickest) the caster may cast this spell and the Gamemaster will determine which way he goes, biasing the choice favorable by 25% (e.g, roll 1-100: correct on 26-100, incorrect on 01-25).

    Area of Effect: caster Duration:Range: self Type: I

  2. Pathfinding I Caster learns the location(s) of any “path(s)” within 100'; gives the nearest point on path, but not the path’s course.

    Area of Effect: caster Duration:Range: 100' Type: I

  3. Guidance The caster is subtly directed (hints and clues) towards a specific destination (within 100'/lvl) by guidance from his deity. The exact form of the guidance may vary from deity to deity (e.g., a deity of water might leave hints in the rocks of a stream, etc.). For the duration of the spell, the caster must concentrate on following the guidance.

    Area of Effect: caster Duration: 10 min/lvl(C) Range: 100'/lvl Type: E

  4. Location I Gives the direction and distance to any specific object or place that the caster is familiar with or has had described in detail.

    Area of Effect: 1 target Duration:Range: 100' Type: P

  5. Pathfinding III As Pathfinding I, except range is 300'.

    Area of Effect: caster Duration:Range: 300' Type: I

  6. Location III As Location I, except range is 300'.

    Area of Effect: 1 target Duration:Range: 300' Type: P

  7. Pathfinding V As Pathfinding I, except range is 500'.

    Area of Effect: caster Duration:Range: 500' Type: I

  8. Location V As Location I, except range is 500'.

    Area of Effect: 1 target Duration:Range: 500' Type: P

  9. Memory’s Path Caster can remember an exact route he traveled; whether or not he was without one or more of his senses when he made his original journey (e.g., a 12th level caster could remember the course of 12 hours of a trip even if he had been blindfolded). To be effective, this spell must be cast within 1 month of the journey.

    Area of Effect: caster Duration: 1 hr/lvl Range: self Type: U

  10. Pathfinding X As Pathfinding I, except range is 1 mile.

    Area of Effect: caster Duration:Range: 1 mile Type: I

  11. Divine Guidance As Guidance, except the form of the guidance is that of an animal companion sent by the deity. The caster can follow the animal to a specific destination. If more than 24 hours pass without the caster making progress towards the destination, the animal will leave.

    Area of Effect: caster Duration: 1 hr/lvl Range: 1 mi/lvl Type: E

  12. Finding I Caster can locate any 1 object he describes, if indeed it exists and is in range (e.g., caster could describe a type of mace he had never seen or heard of).

    Area of Effect: 1 object Duration:Range: 100' Type: P

  13. Location X As Location I, except range is 1 mile.

    Area of Effect: 1 target Duration:Range: 1 mile Type: P

  14. Pathfinding True As Pathfinding I, except range is 10 miles.

    Area of Effect: caster Duration:Range: caster Type: I

  15. Finding III As Finding I, except range is 300'.

    Area of Effect: 1 object Duration:Range: 300' Type: P

  16. Lord Location As Location I, except range is 20 miles.

    Area of Effect: 1 target Duration:Range: 20 miles Type: P

  17. Paths True As Pathfinding I, except range is 1 mile per level and exact route(s) within the range are ascertained.

    Area of Effect: 1 mi R/lvl Duration:Range: 1 mi/lvl Type: I

  18. Location True As Location I, except range is 1 mi per level.

    Area of Effect: 1 target Duration:Range: 1 mi/lvl Type: P

  19. Finding True As Finding, except range is 100' per level.

    Area of Effect: 1 object Duration:Range: 100'/lvl Type: P

Special Notes
  1. When using Guess, the caster must have a limited number of options (i.e., finite and countable). After the spell is cast, the caster may not cast another Guess for the same information until his experience level has increased (see Section 7.1.4).
  2. A path is defined as either: a trodden path/way or a road/way/ track made for a particular purpose. (See also Section 7.1.25).
  3. When using any Location spell, the caster must provide an unambiguous description of the object being sought. This includes a minimum of: the item’s dimensions (within 10% of actual size) and at least two other identifying attributes (e.g., color, weight, shape, texture, etc.). Often, it will take more than two other attributes to make the description “unique” (i.e., no other item within range can possibly match the description).

Lofty Bridge

Lofty Movements

  1. Edgewalking Target can walk along narrow edges (down to 2" wide) that can support his weight. Maneuver rolls are not normally required.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  2. Limbwalking Target can walk along tree limbs as if he were on level ground.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  3. Stonewalking Target can walk on stone surfaces of up to 60 ̊ as if he were on level ground.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  4. Waterwalking Target can walk on water as if he were on level ground; may not be used on rough water.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  5. Merging Organic Target can merge into organic material (live or dead). While merged, the target cannot move or perceive. When the target emerges from the material, he can emerge from any side or face of the material. The target cannot move “through” material greater in width than his own body size plus 2 feet.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  6. Store Sanctuary Caster “stores” a location for use with spells later on this list. While casting this spell, the caster must meditate for one hour in the location that will be stored. The caster can only have one sanctuary stored at a time. As long as this location remains “stored,” it will detect as a magical (i.e., “holy”) place.

    Area of Effect: caster Duration: P Range: self Type: U

  7. Limbrunning As Limbwalking, except target can run.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  8. Stonerunning As Stonewalking, except target can run.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  9. Waterrunning As Waterwalking, except target can run.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  10. Windwalking Target can walk on calm air. This spell only allows for horizontal movement. Vertical movement must be achieved by other means.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  11. Returning I Caster may return to his stored sanctuary so long as the sanctuary is no more than 1 mile away.

    Area of Effect: caster Duration:Range: self Type: U

  12. Great Merging Organic As Merging Organic, except target may turn within the material and perceive the world outside of the material.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  13. Returning V As Returning I, except the sanctuary can be up to 5 miles away.

    Area of Effect: caster Duration:Range: self Type: U

  14. Windrunning As Windwalking, except target can run.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  15. Returning X As Returning I, except the sanctuary can be up to 10 miles away.

    Area of Effect: caster Duration:Range: self Type: U

  16. Merging True Organic As Great Merging Organic, except target may use spells on himself while merged.

    Area of Effect: AoE Duration: Dur Range: range Type: Type

  17. Windrunning True As Windrunning, except target can run up to twice the normal speed on calm air without expending energy.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  18. Word of Return * As Returning I, except the sanctuary can be any distance away up to 10 miles per level of the caster.

    Area of Effect: caster Duration:Range: self Type: U

  19. Rereturning * Caster may go to his sanctuary (as per Word of Return), stay up to 1 round per level, and then return to the point where he cast his spell (thus making it a round trip).

    Area of Effect: caster Duration:Range: self Type: U

Look of Terror

Lore

  1. Afterthoughts Allows caster virtual total recall of any conversation or writing he encountered within a period of days equal to his level.

    Area of Effect: caster Duration:Range: self Type: I

  2. Detect Evil Detects “true evil” in an animate or inanimate target; caster can concentrate on a 5'R area each round.

    Area of Effect: 5'R Duration: 1 min/lvl Range: 100' Type: P

  3. Detect Curse As Detect Evil, except caster can detect curses.

    Area of Effect: 5'R Duration: 1 min/lvl Range: 100' Type: P

  4. Detect Emotion As Detect Evil, except caster can detect extremes of emotion (e.g., hatred, love, sadness, etc.). In addition, the caster learns which emotions the target is feeling in extreme. If there are no extremes of emotion (i.e., only normal feelings), this spell detects nothing.

    Area of Effect: 5'R Duration: 1 min/lvl Range: 100' Type: Pm

  5. Light Lore I Caster can ascertain the origin point and nature of any 1 “holy item” that is not “of darkness” or “of evil;” will not give specific capabilities.

    Area of Effect: 1 item Duration:Range: range Type: P

  6. Poison Lore Caster can ascertain exact nature and type of poison; he can determine what cure may be used, but does not receive the required tools or skills.

    Area of Effect: 1 poison Duration:Range: 10' Type: P

  7. Life Lore Caster can determine the nature and type of any 1 living target. He will not be able to ascertain the target’s personal traits or capabilities, but will know the normal abilities associated with the target’s species.

    Area of Effect: 1 target Duration:Range: 100' Type: P

  8. Curse Tales Caster can determine nature and origin of any 1 curse, including the name of the one who bequeathed it.

    Area of Effect: 1 curse Duration:Range: 10' Type: P

  9. Dark Lore I As Light Lore I, except caster can ascertain the origin point and nature of any 1 item “of darkness” or “of evil.”

    Area of Effect: 1 item Duration:Range: 10' Type: P

  10. Light Lore II As Light Lore I, except that caster can ascertain the origin point and nature of any 2 “holy items” or caster can determine the nature, origin point, and the exact significance of any 1 “holy item.”

    Area of Effect: varies Duration:Range: 10' Type: P

  11. Emotion Analysis Caster can determine the nature and origin of extreme emotion(s) found within any 1 target (inanimate or animate); the degree and other details of the emotion(s) can also be acquired.

    Area of Effect: 1 target Duration:Range: 10' Type: Pm

  12. Light Lore III As Light Lore I, except that caster can ascertain the origin point and nature of any 3 “holy items” or caster can determine the age, origin point, name of the creator, and nature of any 1 “holy item.” Caster also learns item’s specific capabilities.

    Area of Effect: varies Duration:Range: 10' Type: P

  13. Dark Lore II As Light Lore II, except that it can only be used on items “of darkness” or “of evil.”

    Area of Effect: varies Duration:Range: 10' Type: P

  14. White Lore Caster can ascertain exact nature, origin, purpose, and history of any 1 “holy item;” it allows caster to visualize all who have possessed the item.

    Area of Effect: 1 item Duration:Range: 100' Type: P

  15. Dark Lore III As Light Lore III, except that it can be used only on items of evil or “darkness.”

    Area of Effect: varies Duration:Range: 10' Type: P

  16. Life Lore True As Life Lore, except caster can determine specific traits and capabilities of any 1 target.

    Area of Effect: 1 target Duration:Range: 10' Type: P

  17. Black Lore As White Lore, except it can only be used on an item “of darkness” or “of evil.”

    Area of Effect: 1 target Duration:Range: 100' Type: P

  18. White Lore Mastery As White Lore, except caster can acquire the information on all “holy items” within 100'.

    Area of Effect: varies Duration:Range: 100' Type: P

Special Notes
  1. A “curse” is usually something that is detrimental and magical in nature (e.g., delivered from the Curses spell list). The GM may decide that the “curses” spells on this list only apply to “magical” curses. Normally, curses may not be Dispelled; they may only be affected by Remove Curse spells.
  2. “Evil,” “Good,” “Holy,” “Of Darkness,” and “Of Light” are defined and discussed in Section 7.1.3.

Lores

Magic Staff

Magical Rope

Mana Barriers

Mana Items

Mana Law

Mana Molding

Mana Servants

Mana Warriors

Martial Law

Master of the Land

Matter Disruption

Matter Shaping

Mechanism's Way

Mechanisms

Medical Law

Meditative Healing

Mending Ways

Mentalism/Channeling Imbedding

Metal Crafting

Mind Attack

  1. Jolts I Target is stunned

    Area of Effect: 1 target Duration: 1 rnd/10 fail Range: 100' Type: Fm

  2. Hesitation Target hesitates in any nondefensive action. He suffers a -20 to initiative rolls and he must parry with at least half of his OB

    Area of Effect: 1 target Duration: 1 rnd/10 fail Range: 100' Type: Fm

  3. Minor Pain Traget takes 25% of hir remaining concission hits (i.e., those not already taken).

    Area of Effect: 1 target Duration:Range: 100' Type: Fm

  4. Shick A Target takes an 'A' Electricity critical strike.

    Area of Effect: 1 target Duration:Range: 100' Type: Fm

  5. Jolt III As Jolt I, except for duration

    Area of Effect: 1 target Duration: 3 rnd/10 fail Range: 100' Type: Fm

  6. Paralyze I Target is paralyzed

    Area of Effect: 1 target Duration: 1 rnd/10 fail Range: 100' Type: Fm

  7. Shock B As Shick A, except Electricity critical is a 'B'.

    Area of Effect: 1 target Duration:Range: 100' Type: Fm

  8. Major Pain As Minor Pain, except 50% of remaining concussion hits are taken.

    Area of Effect: 1 target Duration:Range: 100' Type: Fm

  9. Mind Shout I* Everyone within the area of effect is a target, all failing to resist are stunned.

    Area of Effect: 10'R Duration: 1 rnd/10 fail Range: self Type: Fm

  10. Jolt V As Jolt I, except for duration

    Area of Effect: 1 target Duration: 5 rnd/10 fail Range: 100' Type: Fm

  11. Paralyze III As Paralyze I, except duration is 3 rounds per 10 failure

    Area of Effect: 1 target Duration: 3 rnd/10 fail Range: 100' Type: Fm

  12. Shock C As Shock A, except Electricity critical is a 'C'

    Area of Effect: 1 target Duration:Range: 100' Type: Fm

  13. Maind Shout II* As Mind Shout I, except area of effect is 50'R

    Area of Effect: 50'R Duration: 1 rnd/10 fail Range: self Type: Fm

  14. Shock D As Shock A, except Electricity critical is 'D'

    Area of Effect: 1 target Duration:Range: 100' Type: Fm

  15. Paralyze V description

    Area of Effect: 1 target Duration: 5 rnd/10 fail Range: 100' Type: Fm

  16. Jolts X As Jolts I, except for duration

    Area of Effect: 1 target Duration: 10 rnds/10 fail Range: 100 Type: Fm

  17. Mind Shout III* As Mind Shout I, exceptarea of effect is 100'R

    Area of Effect: 100'R Duration: 1 rnd/10 fail Range: self Type: Fm

  18. Shock E As Shock A, except Electricity critical is an 'E'

    Area of Effect: 1 target Duration:Range: 100' Type: Fm

  19. Greater Shout As Mind Shout I, except area of effect is 50'R and any target failing by more than 50 is unconscious for eight hours.

    Area of Effect: 50'R Duration: 1 rnd/10 fail Range: self Type: Fm

  20. Mind Shout True As Mind Shout I, except area of effec tis 300'R

    Area of Effect: 300'R Duration: 1 rnd/10 fail Range: self Type: Fm

  21. Shout True As Mind Shout (50'R), except targets failing by 1-50 are unconscious, and targets failing by more than 50 are dead. RRs for mentalism spell users are modified by -20.

    Area of Effect: 50'R Duration: varies Range: self Type: Fm

Mind Breaker

Mind Control

  1. Question Target must answer a single-concept question truthfully (though he must be able to understand the question).

    Area of Effect: 1 target Duration:Range: 10' Type: Fm

  2. Sleep Target falls into natural sleep. The first round is a magical sleep (the target cannot be awakened through normal means).

    Area of Effect: 1 target Duration:Range: 50' Type: Fm

  3. Charm Kind Humanoid target believes caster is a good friend.

    Area of Effect: 1 target Duration: 10 min/lvl Range: 50' Type: Fm

  4. Calm Target will take no offensive action, will fight only in self-defense.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 100' Type: Fm

  5. Confusion Target is incapable of making decisions or initiating action; may continue to fight current foes or in self-defense.

    Area of Effect: 1 target Duration: 1 rnd/5 fail Range: 100' Type: Fm

  6. Fear Target fears caster and attempts to flee. Fleeing usually equates to running at maximum pace away from the caster.

    Area of Effect: 1 target Duration: 1 min/10 fail Range: 100' Type: Fm

  7. Suggestion Target will follow a single suggested act that was not completely alien to him (e.g., no suicide suggestions, no blinding himself suggestions, etc.).

    Area of Effect: 1 target Duration: varies Range: 10' Type: Fm

  8. Hold Kind Target is held to 25% of normal action.

    Area of Effect: 1 target Duration: C Range: 50' Type: Fm

  9. Emotions Causes any desired emotion. Possible emotions include hate, love, sadness, anger, etc.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 100' Type: Fm

  10. Master of Kind Target must obey the caster as specified in Suggestion.

    Area of Effect: 1 target Duration: 10 min/lvl Range: 10' Type: Fm

  11. Coma [RR Mod: +20] Target falls into a coma.

    Area of Effect: 1 target Duration: 1 day/10 fail Range: 100' Type: Fm

  12. True Charm As Charm Kind, except works on any sentient creature.

    Area of Effect: 1 target Duration: 10 min/lvl Range: 50' Type: Fm

  13. Hold True As Hold Kind, except any sentient being can be affected.

    Area of Effect: 1 target Duration: C Range: 50' Type: Fm

  14. Geas Target is given 1 task. Failure results in a penalty determined by GM (task must be within target’s capabilities). If the target ignores the task, he will suffer the same effects of failure.

    Area of Effect: 1 target Duration: varies Range: 10' Type: Fm

  15. Hold Kind True [RR Mod: -20] Target is totally paralyzed (0% action).

    Area of Effect: 1 target Duration: C Range: 50' Type: Fm

  16. Mind Break Target is a blathering idiot. He may be led around but he can take no action.

    Area of Effect: 1 target Duration: P Range: 50' Type: Fm

  17. True Sleep [RR Mod: -20] Target is unconscious and unwakeable.

    Area of Effect: 1 target Duration: 1 min/10 fail Range: 10' Type: Fm

  18. True Geas As Geas, except failure is punished by the target suffering five 'E' criticals (choose which critical types randomly).

    Area of Effect: 1 target Duration: varies Range: 10' Type: Fm

  19. Mind Control True When he concentrates, caster has total control of target’s mind. After the initial casting, the range for control is 1 mile per level of the caster.

    Area of Effect: 1 target Duration: 1 min/lvl (C) Range: 300' Type: Fm

  20. Mind Master As Mind Control True, except duration is permanent (until dispelled). The caster need only concentrate to give commands. Only one target can be controlled in this fashion at a time.

    Area of Effect: 1 target Duration: P (C) Range: 300' Type: Fm

Mind Death

Mind Destruction

Mind Disease

Mind Domination

Mind Erosion

Mind Illusions

Mind Mastery

Mind Merge

  1. Empathy Caster learns target’s basic feelings. The caster can concentrate on a new target each round.

    Area of Effect: 1 target/rnd Duration: 1 rnd/lvl (C) Range: 10' Type: Pm

  2. Read Emotions Caster learns target’s emotions in detail. The caster can concentrate on a new target each round.

    Area of Effect: 1 target/rnd Duration: 1 rnd/lvl (C) Range: 50' Type: Pm

  3. Merge With Mentalist Allows two Mentalism spell users to communicate mentally and exchange power points.

    Area of Effect: caster + 1 target Duration: C Range: touch Type: U

  4. Focus Merge When cast before (within 1 minute) a Mind Merge or a Ready Merge spell, this spell allows the caster to focus on a specific person as the target (that he has Mind Stored the person).

    Area of Effect: caster Duration: C Range: self Type: U

  5. Thoughts Caster receives surface thoughts from target. If target makes his RR by more than 25 he realizes that someone is trying to read his thoughts.. The caster can concentrate on a new target each round.

    Area of Effect: 1 target/rnd Duration: 1 rnd/lvl (C) Range: 100' Type: Fm

  6. Mind Merge I Allows caster and target to interchange thoughts; if both are Mentalism spell users they can interchange power points. They must be able to see each other or the caster must know the exact location of the target or the caster must use Focus Merge to locate the target (in all cases, the target must be within range).

    Area of Effect: caster + 1 target Duration: C Range: touch Type: U

  7. Prepare Merge The caster prepares himself to be the target of a Mind Merge or Ready Merge spell, thus, increases the range of the “incoming” spell. The increased range is equal to the original range times the number of Power Points used to cast the Prepare Merge spell (e.g., if a caster uses 18 Power Points, the range is 18x normal).

    Area of Effect: caster Duration: C Range: self Type: U

  8. Mind Merge II As Mind Merge I, except range is 100'.

    Area of Effect: caster + 1 target Duration: C Range: 100' Type: U

  9. Inner Thoughts As in Thoughts, except caster also learns reasoning and thought patterns behind surface thoughts.

    Area of Effect: 1 target/rnd Duration: 1 rnd/lvl Range: 100' Type: Fm

  10. Ready Merge* As in Mind Merge I, except for range and caster and target must have Merged before and it is instantaneous.

    Area of Effect: caster + 1 target Duration: C Range: 100'/lvl Type: U

  11. Mind Switch Target and caster switch minds and spell casting abilities. Target (in caster’s body) is in a coma if he is not also a Mentalist. If the target is unwilling, he may make a new RR every hour.

    Area of Effect: caster + 1 target Duration: 1 day Range: touch Type: Fm

  12. Mind Scan As in Inner Thoughts, except caster can also scan target’s conscious memories, at a rate of 1 scene every round.

    Area of Effect: 1 target/rnd Duration: 1 rnd/lvl (C) Range: 100' Type: Fm

  13. Mind Merge True As Mind Merge I, except for range and caster must know the exact location of the target mentally or through some other means.

    Area of Effect: caster + 1 target Duration: C Range: 50'/lvl Type: U

  14. Mind Probe As in Mind Scan, except caster can probe target’s subconscious memories (i.e., all experiences).

    Area of Effect: 1 target/rnd Duration: 1 rnd/lvl (C) Range: 100' Type: Fm

  15. Mind Switch True As in Mind Switch, except lasts until the caster decides to return to his own body.

    Area of Effect: caster + 1 target Duration: varies Range: touch Type: Fm

  16. Thought Steal Caster can remove one thought or memory from the target’s mind each round.

    Area of Effect: 1 target Duration: 1 rnd/lvl (C) Range: 100' Type: Fm

  17. Ready Merge True* As in Ready Merge, except range is unlimited.

    Area of Effect: caster + 1 target Duration: C Range: unlimited Type: U

Mind Over Matter

Mind Sense Molding

Mind Shifting

Mind Speech

  1. Mentalist Tongue* Caster may mentally speak with another spell caster of the Mentalism realm.

    Area of Effect: caster + 1 target Duration: C Range: 100' Type: Fm

  2. Prepare Mind I The caster enters a trance-like state to prepare his mind to be the recipient for a Mind Tongue spell. While he is under the effects of this spell, any “incoming” Mind Tongue spell has its range increased by 10 times.

    Area of Effect: caster Duration: C Range: self Type: U

  3. Mind Tongue I* Caster may mentally speak with any one thinking being. They must be able to see each other or the caster must know the exact location of the target or the caster must use Focus Merge to locate the target (in all cases, the target must be within range).

    Area of Effect: caster + 1 target Duration: C Range: 100' Type: Fm

  4. Focus Mind When this spell is cast, the next Mind Tongue spell (cast within one minute of this spell) will be able to focus in on a specific person as its target. The person must be Mind Stored (see the Presence spell list).

    Area of Effect: caster Duration: C Range: self Type: U

  5. Prepare Mind II* As Prepare Mind I, except range is increased by 20 times.

    Area of Effect: caster Duration: C Range: range Type: U

  6. Mind Tongue II As Mind Tongue I, except range is 500'.

    Area of Effect: caster + 1 target Duration: C Range: 500' Type: Fm

  7. Prepare Mind III As Prepare Mind I, except range is increased by 50 times.

    Area of Effect: caster Duration: C Range: self Type: U

  8. Mind Speech I* Caster can broadcast thoughts to minds of all within range. This is a “one-way” communication.

    Area of Effect: 10'R Duration: C Range: self Type: Fm

  9. Mind Tongue III* As Mind Tongue I, except range is 1,000'.

    Area of Effect: caster + 1 target Duration: C Range: 1000' Type: Fm

  10. Prepare Mind IV As Prepare Mind I, except range is increased by 100 times.

    Area of Effect: caster Duration: C Range: self Type: U

  11. Mind Speech II* As Mind Speech I, except area of effect is 100'R.

    Area of Effect: 100'R Duration: C Range: self Type: Fm

  12. Friend Speech* As Mind Speech, except caster can limit broadcast to desired beings.

    Area of Effect: 10'R Duration: C Range: self Type: Fm

  13. Prepare Mind V As Prepare Mind I, except range is increased by 500 times.

    Area of Effect: caster Duration: C Range: self Type: U

  14. Mind Speech III* As Mind Speech I, except area of effect is 300'R.

    Area of Effect: 300'R Duration: C Range: self Type: Fm

  15. Waiting Tongue* A 25-word mental message can be delayed. The triggering area must be no larger than 10'R and the trigger can be any of the following: a fixed time period up to 24 hours, specified movements, specified sounds, touch, reading, or by a specific Mind Stored person entering the area.

    Area of Effect: 10'R Duration: C Range: 100' Type: Fm

  16. Prepare Mind True As Prepare Mind I, except range is increased by 1,000 times.

    Area of Effect: caster Duration: C Range: self Type: U

  17. Mind Tongue IV* As Mind Tongue I, except range is 1 mile.

    Area of Effect: caster + 1 target Duration: C Range: 1 mile Type: Fm

  18. Friend Speech True* As Friend Speech, except area of effect is 100'R.

    Area of Effect: 100'R Duration: C Range: self Type: Fm

  19. Mind Speech True * As Mind Speech I, except area of effect is 2,000'R.

    Area of Effect: 2000'R Duration: C Range: self Type: Fm

  20. Mind Tongue True* As Mind Tongue I, except range is 1 mile per level.

    Area of Effect: caster + 1 target Duration: C Range: 1 mile/lvl Type: Fm

  21. Waiting Speech * As Waiting Tongue, except it is broadcast to all within a 300'R.

    Area of Effect: varies Duration: varies Range: self Type: Fm

  22. Far Mind Speech* As Mind Speech I, except area of effect can be up to 1 mile per level from caster.

    Area of Effect: 10'R Duration: C Range: 1 mile/lvl Type: Fm

Special Notes
  1. Except where communication is noted as being only “one-way,” the spells above create a “two-way” communication between the target (and the caster). The caster is not required to speak verbally. The target speaks verbally, but the caster is actually reading the thoughts of the target (though some targets may learn to use mental communication—any caster who knows this list is presumed to have this ability).

Mind Subversion

Mind Vision

Mind's Door

Mind's Shadow

Mirror Magic

Misdirections

Monk's Bridge

Monk's Sense

Movement

Movement Mastery

Moving Ways

Muscle Law

  1. Muscle Lore Caster acquires a complete understanding of any muscle damage, including the tools and methods required for healing; caster does not receive the skill or power to perform the cure.

    Area of Effect: 1 target Duration:Range: touch Type: I

  2. Tendon Lore As Muscle Lore, except the knowledge obtained concerns the healing of tendon damage.

    Area of Effect: 1 target Duration:Range: touch Type: I

  3. Sprain Repair Allows caster to repair (not replace) 1 sprain; recovery time: 1 hour.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  4. Muscle Repair I Allows caster to repair (not replace) 1 damaged muscle; recovery time: 1 hour.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  5. Limb Preservation‡* Allows caster to prevent the deterioration of 1 limb (even while severed); also requires use of same spells from Nerve Law, Bone Law, and Blood Law.

    Area of Effect: 1 target Duration: 1 day/lvl Range: touch Type: U

  6. Tendon Repair I Allows caster to repair one damaged tendon; recovery time: 1 hour.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  7. Muscle Repair III As Muscle Repair I, except caster can repair 3 damaged muscles.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  8. Tendon Repair III As Tendon Repair I, except caster can repair 3 damaged tendons.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  9. Joining‡* Allows caster to reattach limb, but requires use of Bone Law, Blood Law, and Nerve Law Joining spells in order to restore functional status; limb is fully functional in 1-10 days.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  10. Muscle Repair True As Muscle Repair I, except recovery is instantaneous and requires 1 minute “operation” (concentration by caster).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  11. Tendon Repair True As Tendon Repair I, except recovery is instantaneous and requires 1 minute “operation” (concentration by caster).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  12. Mass Muscle Repair Allows repair of 1 muscle per level of the caster (e.g., a 17th level caster can repair 17 muscles); spell can be used as long as caster concentrates (i.e., caster can move from target to target until he has healed a number of muscles equal to his level); recovery time: 1 hour.

    Area of Effect: varies Duration: P Range: touch Type: U

  13. Mass Tendon Repair As Mass Muscle Repair, except caster heals tendons.

    Area of Effect: varies Duration: P Range: touch Type: U

  14. Muscle Regeneration Allows caster to regenerate 1 muscle; regrowth takes 1-10 hrs, depending on extent of loss.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  15. Joining True‡* As Joining, except limb is fully functional in 10 minutes (provided caster also uses the other three Joining True spells).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  16. Tendon Regeneration Allows caster to regenerate 1 tendon; regrowth takes 1-10 hrs, depending on extent of loss.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  17. Mass Repair True As Mass Muscle Repair, except any combination of muscles and tendons may be healed, the range is 100', and recovery is instantaneous.

    Area of Effect: varies Duration: P Range: 100'R Type: U

Special Notes

See Section 7.2 for more information on healing.

Muscle Mastery

Muscle Ways

Mystical Change

Nature Domination

Nature Manipulation

Nature's Form

Nature's Guises

Nature's Harmony

Nature's Law

  1. Plant Lore Caster learns nature, history, and value of any 1 plant.

    Area of Effect: 1 plant Duration:Range: 10' Type: I

  2. Herb Lore Caster can understand the nature, origin, and value of any 1 herb; if the plant is not an herb, no information will be related.

    Area of Effect: 1 herb Duration:Range: 10' Type: I

  3. Stone Lore Caster learns the nature, history, and origin of any 1 stone.

    Area of Effect: 1 stone Duration:Range: 10' Type: I

  4. Speed Growth Caster can increase speed of growth for any 1 species of plant within the radius by 10 times.

    Area of Effect: 1 species Duration: 1 day Range: 10' Type: U

  5. Animal Tongues Allows caster to understand and “speak” the language of any 1 animal species.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: I

  6. Animal Mastery I Caster can control the actions of any 1 animal.

    Area of Effect: 1 animal Duration: C Range: 100' Type: Fm

  7. Nature's Awareness I Caster can monitor animate activity in the area (e.g., he will be aware of subtle movements). For the duration of the spell, the caster cannot move.

    Area of Effect: caster Duration: C Range: 100' Type: I

  8. Plant Tongues Allows caster to understand and “speak” the language of any 1 plant species.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: I

  9. Animal Mastery III As Animal Mastery I, except caster can control 3 animals.

    Area of Effect: 3 animals Duration: C Range: 100' Type: Fm

  10. Animal Empathy Caster can understand and/or visualize the thoughts and emotions of any 1 animal.

    Area of Effect: 1 animal Duration: C Range: 100' Type: P

  11. Plant Control I Caster can control the automatic and/or mental processes of any 1 plant. Caster can also control the plant’s movements. Note that this spell does not allow movement beyond normal allowances.

    Area of Effect: 1 plant Duration: 1 min/lvl Range: 100' Type: Fm

  12. Stonespeech Caster can communicate with any 1 stone if it possesses any animate qualities (e.g., caster could speak to a holy stone that possesses an intelligence).

    Area of Effect: 1 stone Duration: 1 min/lvl Range: self Type: I

  13. Herb Production Caster can grow an herb by planting the proper seed. The herb is sterile and the growth takes 1-10 rounds.

    Area of Effect: 1 seed Duration: P Range: touch Type: U

  14. Animal Mastery V As Animal Mastery I, except caster can control 5 animals.

    Area of Effect: 5 animals Duration: C Range: 100' Type: Fm

  15. Plant Control III As Plant Control I, except caster can control any 3 plants.

    Area of Effect: 3 plants Duration: 1 min/lvl Range: 100' Type: Fm

  16. Nature's Awareness V As Nature’s Awareness I, except that the radius is 500'.

    Area of Effect: caster Duration: C Range: 500' Type: I

  17. Earth Empathy Caster can understand and/or visualize the thoughts and emotions of any 1 animal, plant, stone, or dead organic object. The caster can change targets once per round.

    Area of Effect: 1 object Duration: 1 min/lvl Range: 100' Type: P

  18. Mastery As Animal Mastery I, except caster can control all of the animals of a given species within a range equal to 10' x his level (e.g., at 30th level you could control all of the ferrets or minks within 300').

    Area of Effect: 1 species Duration: C Range: 10'lvl Type: Fm

  19. Animal Mastery True As Animal Mastery I, except duration is permanent and concentration is not required. At a given time, there may only be 1 animal controlled by caster through use of this spell.

    Area of Effect: 1 species Duration: P Range: 10'/lvl Type: Fm

Special Notes
  1. Any spell that provides information to the caster can be tricky for the GM to run. Every GM should examine lore spells and determine how much information he is willing to impart to the players. See Section 7.1.21 for more information on Lore spells.
  2. A herb is defined as a plant that, when specially prepared, provides some unusual benefit to the user. This does not apply to poisons.

Nature's Lore

  1. Trap Detection Caster has a 75% chance of detecting a trap in the area of effect. The caster can concentrate on a different area each round. There must be living plants or animals in the area of effect or no information will be gained.

    Area of Effect: 5'R Duration: 1 min/lvl Range: 50' Type: P

  2. Nature’s Awareness I Caster can monitor animate activity in the area of effect (e.g., he will be aware of subtle movements). For the duration of this spell, the caster cannot move.

    Area of Effect: 100'R Duration: C Range: self Type: I

  3. Pathfinding Caster learns the location(s) of any “path(s)” within 100'. The spell gives the nearest point on the path, but not the path’s course.

    Area of Effect: 100'R Duration:Range: 100' Type: I

  4. Detect Magic Caster has a 75% chance of detecting active magic in the area of effect. The caster can concentrate on a different area each round. There must be living plants or animals in the area of effect or no information will be gained.

    Area of Effect: 10'R Duration: 1 min/lvl Range: 50' Type: P

  5. Weather Prediction I Give a 95% chance of predicting time, type, and severity of weather over the next 24 hour period.

    Area of Effect: caster Duration:Range: 1 mi/lvl Type: I

  6. Nature’s Awareness II As Nature’s Awareness I, except for the area of effect.

    Area of Effect: 200'R Duration: C Range: self Type: I

  7. Weather Prediction III As Weather Prediction I, except period is 3 days.

    Area of Effect: caster Duration:Range: 1 mi/lvl Type: I

  8. Locate Landmark I For the duration of this spell, the caster will know the direction and distance to any unique natural feature that the caster is familiar with. The feature must be within range or no information is gained.

    Area of Effect: caster Duration: 1 min/lvl Range: 100'/lvl Type: I

  9. Waiting Awareness I Allows caster to set up a natural “alarm system” in the area of effect. Any disturbing activity will cause caster to be alerted.

    Area of Effect: 10'R Duration: 1 hr/lvl Range: self Type: I

  10. Nature’s Awareness III As Nature’s Awareness I, except for the area of effect.

    Area of Effect: 300'R Duration: C Range: self Type: I

  11. Weather Prediction V As Weather Prediction I, except period is 5 days.

    Area of Effect: caster Duration:Range: 1 mi/lvl Type: I

  12. Memory’s Path Caster can remember an exact route he travelled; whether or not he was without one or more of his senses when he made his original journey (e.g., a 12th level caster could remember the course of 12 hours of a trip, even is he had been blindfolded). To be effective, this spell must be cast within one month per level of the journey.

    Area of Effect: caster Duration: 1 hr/lvl Range: self Type: U

  13. Waiting Awareness II As Waiting Awareness I, except for area of effect.

    Area of Effect: 50'R Duration: 1 hr/lvl Range: self Type: I

  14. Locate Landmark II As Locate Landmark I, except for the range.

    Area of Effect: caster Duration: 1 min/lvl Range: 300'/lvl Type: I

  15. Nature’s Eye I Allows caster to visualize and sense activity in a known area (100'R).

    Area of Effect: 100'R Duration:Range: 1 mi Type: I

  16. Nature’s Awareness V As Nature’s Awareness I, except for the area of effect.

    Area of Effect: 500'R Duration: C Range: self Type: I

  17. Elemental Communication The caster can communicate with any elemental force within range. The elemental force must be able to communicate with the caster (i.e., this spell does not confer communication abilities upon the force). Elemental forces include all magically created elementals, water spirits, forest spirits, etc.

    Area of Effect: caster Duration: C Range: 100' Type: I

  18. Water Visions The target of this spell is a small pool of water. The water must be calm (and remain calm for the duration of the spell). The caster may designate a topic and a vision will appear in the pool that relates to the topic. The vision takes 1-50 rounds.

    Area of Effect: 1 pool Duration: C Range: 10' Type: I

  19. Locate Landmark True As Locate Landmark I, except for the range.

    Area of Effect: caster Duration: 1 min/lvl Range: 1000'/lvl Type: I

  20. Nature’s Eye II As Nature’s Eye I, except for the range and area of effect.

    Area of Effect: 500'R Duration: C Range: 10 mi Type: I

  21. Weather Prediction True As Weather Prediction I, except period is 1 day/lvl.

    Area of Effect: caster Duration:Range: 1 mi/lvl Type: I

  22. Nature’s Eye III As Nature’s Eye I, except for the range and area of effect.

    Area of Effect: 500'R Duration: C Range: 100 mi Type: I

  23. Animist’s Eye Allows caster to monitor an area of 100'R that he has both been to and become acquainted with (i.e., spent at least 1 day meditating in or 30 days living in).

    Area of Effect: 100'R Duration: C Range: varies Type: I

Special Notes

A path is defined as either a trodden path/way or a road/way/ track made for a particular purpose. See Section 7.1.25 for more on Paths.

Nature's Movement

  1. Cat’s Step Caster moves as quietly as a cat. Adds +20 to all Stalking manuevers.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  2. Chameleon Skin Caster’s skin takes on the coloration of the surrounding terrain. Adds +10 to +50 to all Stalking/Hiding manuevers. As caster moves, coloration changes to match the surrounding terrain. This spell does not affect gear or clothing.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  3. Wolf Sense Caster gains an increased sense of smell and hearing (subtle smells and higher sonic ranges included). Adds +50 to Perceptions with only these senses; +20 to Perceptions using these sense combined with others.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  4. Deer Speed I Caster can run at two times normal pace (i.e., Run pace) and expend exhaustion points as if only walking.

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  5. Bat Sense Increases caster’s ability to manuever without his sight. When blinded or otherwise without sight, this spell adds +10 to +50 to manuever rolls in the dark. Note that this spell does not negate penalties for blindness; it simply decreases them.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  6. Otterlungs Caster can safely hold his breath for the duration of this spell.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  7. Glide I Caster can glide like a bird. The product of the caster’s altitude and horizontal speed cannot exceed 100' per round. For example, a caster can glide along at a rate of 5' per round if he were 20' off the ground; or he could glide at the rate of 50' per round if he were 2' off the ground. Note that the total must equal 100' (i.e., the caster cannot choose to have a total less than or more than 100').

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  8. Hawk’s Sense Caster gains the visual acuity of a hawk. Adds +50 to all Perceptions involving only sight; +20 to all Perceptions involving this sense combined with others.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  9. Tiger Skin Caster’s skin has the resilience of a large cat (effective AT of 3).

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  10. Boar Strength Caster gains the ferosity of a wild boar. He gains +20 to his melee OB, but cannot parry or use missiles for the duration of the spell.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  11. Lion Claws Caster gains the ability to make claw attacks as a lion. He may attack using the Claw Attack Table (from Arms Law), with a maximum of Medium results. The caster must develop skill (i.e., an OB) with these claws (cost to develop is the same as Martial Arts Striking; stat modifiers are St/St/Ag).

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  12. Insect Sense Caster gains the vibratory sensitivity of an insect. He can sense vibrations in the ground (or other solid material) up to the area of effect. He will gain information indicating general movements and number of targets (±10%). Treat as a +25 to +100 bonus to Perceptions (depending on the type of activity).

    Area of Effect: 10'R/lvl Duration: 1 min/lvl Range: self Type: U

  13. Deer Speed II As Deer Speed I, except the speed increase is three times (i.e., Sprint pace).

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  14. Bear Skin Caster’s skin has the resilience of a bear (effective AT of 8).

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  15. Bear ArmsCaster gains the ability to make grapple attacks as a bear. He may attack using the Grapple Attack Table (from Arms Law), with a maximum of Medium results.The caster must develop skill (i.e., an OB) with this attack (cost to develop is the same as Martial Arts Sweeps/Throws; stat modifiers are St/St/Ag).

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  16. Glide III As Glide I, except product must equal 300'.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  17. Viperfang Caster gains the ability to make bite attacks as a serpent. He may attack using the Bite Attack Table (from Arms Law), with a maximum of Medium results. The caster must develop skill (i.e., an OB) with this attack (cost to develop is the same as Martial Arts Striking; stat modifier are St/Ag/Ag).

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  18. Wyvern Skin Caster’s skin has the resilience of a minor drake (effective AT of 12).

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  19. Deer Speed III As Deer Speed I, except the speed increase is four times (i.e., Fast Sprint pace).

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  20. Ox Strength Caster gains the strength of an ox. He gains a +40 melee OB, but cannot parry or use missiles for the duration of the spell.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  21. Glide True As Glide I, except product must be 500'.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  22. Deer Speed True As Deer Speed I, except speed increase is five time (i.e., Dash pace).

    Area of Effect: caster Duration: 10 min/lvl Range: self Type: U

  23. Dragon Skin Caster’s skin takes on the resilience of a lesser drake (effective AT of 20).

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

Special Notes

With the exception of Chameleon Skin, Lion Claws, and Viperfang, the caster does not physically change with any of the spells on this list.

Nature's Protection

  1. Study Form Caster studies and memorizes the form of one type of animal or plant for use with spells later on this list. The caster can only have as many forms studied as he has levels.

    Area of Effect: 1 target Duration: P Range: 300' Type: I

  2. Resist Elements Caster is protected from natural heat up to 170 ̊F and natural cold down to 20 ̊F (treat as if target were in 70 ̊F temperature). For temperatures above 170 ̊F, subtract 100 ̊F to determine the effective temperature for the caster. For temperatures below 20 ̊F, add 50 ̊F to determine the effect temperature for the caster. Caster also receives +20 to all RRs versus heat spells and heat attacks (+20 DB versus elemental fire and heat attacks); as well as +20 to all RRs versus cold spells and ice attacks (+20 DB versus elemental cold and ice attacks). The duration of this spell is 10 minutes per level if the caster does not move. If the caster moves, the spell will last as long as the caster concentrates.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  3. Hues Allows caster to take on the physical coloration of any 1 organic object. The caster must be in contact with object when the spell is cast. In many situations this will give a +10 to +50 bonus (GM’s discretion) to Hiding attempts (and perhaps to some Stalking attempts).

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  4. Plant Facade Allows caster to appear as any one type of plant that he has studied. Caster retains his size and will not smell or feel like the plant (i.e., it is purely a visual illusion and is subject to normal illusion rules — see Section 7.1.27 for more on illusions).

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: E

  5. Silent Moves Caster can move silently, so long as he does not create a sound originating more than 1' from his body.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  6. Underwater Breathing Caster can breathe normally under water. This spell will not function with any liquid but water.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  7. Animal Facade Allows caster to appear as any one type of animal that he has studied. Caster retains his size and will not smell or feel like the animal (i.e., it is purely a visual illusion and is subject to normal illusion rules — see Section 7.1.27 for more on illusions).

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: E

  8. Shadow Caster and objects on his person appear to be a shadow; and thus are almost invisible in dark areas (e.g., in many situations this could be handled with a Stalking/Hiding bonus between +25 and +75).

    Area of Effect: AoE Duration: Dur Range: self Type: Type

  9. Shielding Organic I* Any single attack made against the caster this round suffers a -50 modifier. The weapon or object striking the caster must be from an organic source (i.e., an animal) or at least a partially organic weapon (i.e., an arrow).

    Area of Effect: 1 attack Duration:Range: self Type: E

  10. Plant Form I Allows caster to take the form of any one plant he has studied. The caster will look and feel like the plant. He can vary his size from 75% of normal to 200% of normal. The caster does not gain the physical abilities of the plant. See Section 7.1.11 for more on changing forms.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: F

  11. Protection From Elements Caster is protected from any natural heat and natural cold (treat as if target were in 70 ̊F temperature). Caster also receives +40 to all RRs versus fire/ice spells, heat/cold attacks (+40 DB versus elemental attacks). The duration of this spell is 10 minutes per level if the caster does not move. If the caster moves, the spell will last as long as the caster concentrates.

    Area of Effect: caster Duration: varies Range: self Type: U

  12. Animal Thoughts For the duration of this spell, the caster’s mental patterns will appear to be those of any animal he has studied. The caster cannot move while this spell is active.

    Area of Effect: caster Duration: C Range: self Type: U

  13. Shielding Organic II* As Shielding Organic I, except the penalty is -100.

    Area of Effect: 1 attack Duration:Range: self Type: U

  14. Animal Form I Allows caster to take the form of any one animal he has studied. The caster will look and feel like the animal. He can vary his size from 75% of normal to 200% of normal. The caster does not gain the physical abilities of the animal. See Section 7.1.11 for more on changing forms.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  15. Animal Thoughts True As Animal Thoughts, except caster can move (though he must maintain concentration).

    Area of Effect: caster Duration: C Range: self Type: U

  16. Plant Form II As Plant Form I, except caster may also assume the scent and physical abilities of the plant. Caster can vary his size from 50% of normal to 400% of normal.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  17. Animal Form II As Animal Form I, except caster gains the movement abilities of the chosen animal. Caster can vary his size from 50% of normal to 400% of normal.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  18. Shielding Organic III* As Shielding Organic I, except attack automatically misses.

    Area of Effect: 1 attack Duration:Range: self Type: E

  19. Animal Form III As Animal Form II, except caster gains the phsyical attacks of the animal. Caster can vary his size from 5% of normal to 4000% normal.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  20. Plant Form True As Plant Form II, except the caster can change his form to any other plant he has studied at any time during the duration of the spell.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: F

  21. Animal Form True As Animal Form III, except the caster can change his form to any other animal he has studied at any time during the duration of the spell.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: F

  22. Nature’s Form True As Plant Form III and Animal Form III in operation at the same time.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: F

  23. Shielding Organic True* Each round during the duration of the spell, the caster can negate (i.e., cause to miss) one attack directed at him. The attacking weapon must be at least part organic and he must be able to see the attack.

    Area of Effect: caster Duration: 1 rnd/lvl Range: self Type: E

Special Notes
  1. See Section 7.1.27 for specific limitations on illusions (i.e., facades).
  2. See Section 7.1.11 for specific rules on changing forms.
  3. For the purposes of spells on this list, an animal is a creature that has no greater than animal intelligence.

Nature's Summons

Nature's Way

Necromancy

Nerve and Organ Mastery

Nerve Law

  1. Nerve Lore Caster acquires complete understanding of any nerve damage, including the tools and methods required for healing: caster does not receive the skill or power to perform the cure.

    Area of Effect: 1 target Duration:Range: touch Type: I

  2. Minor Nerve Repair Allows caster to repair minor damage to 1 nerve; requires 1 day recovery period. Minor damage is defined as any nerve damage that results in penalties up to -20.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  3. Limb Preservation‡* Allows caster to prevent the deterioration of 1 limb (even while severed); also requires use of same spells from Muscle Law, Bone Law, and Blood Law.

    Area of Effect: 1 limb Duration: 1 day/lvl Range: touch Type: U

  4. Major Nerve Repair As Minor Nerve Repair, except will heal any nerve damage.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  5. Unparalysis Caster can cure any 1 paralysis problem.

    Area of Effect: 1 target Duration: 10 min/lvl Range: touch Type: U

  6. Minor Nerve Repair True As Minor Nerve Repair, except there is no recovery time.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  7. Joining‡* Allows caster to reattach limb, but requires use of Bone Law, Muscle Law, and Blood Law Joining spells in order to restore functional status; limb is fully functional in 10-100 days.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  8. Minor Brain Repair Allows caster to repair minor brain damage (including recovery from coma); note that experience lost is not restored (% lost permanently dependent on severity of damage); requires a 1 hour operation; recovery time: 1-10 days.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  9. Major Nerve Repair True As Major Nerve Repair, except that there is no recovery period required.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  10. Paralysis Cures Allows caster to cure paralysis in 1 target (recovery time of 1-10 days); paralysis must have resulted from a spell or disease (not a poison).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  11. Unpsychosis Allows caster to repair a minor psychosis in 1 target (recovery time of 1-10 days). Minor psychoses include mild to moderate phobias (see GM Law for more on mind diseases).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  12. Mass Nerve Repair True As Nerve Repair True, except that each spell cast affects 1 nerve per level of caster.

    Area of Effect: varies Duration: P Range: touch Type: U

  13. Joining True‡* As Joining, except that limb is fully functional in only 10 minutes (provided caster also uses the other three Joining True spells).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  14. Nerve Regeneration Allows caster to regenerate lost nerve; regrowth takes 1-10 days, depending on extent of loss.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  15. Brain Regeneration Allows caster to regenerate lost brain material; regrowth takes 10-100 days, depending on extent of damage; target is in coma during recovery; note that experience lost is not restored (amount lost permanently is dependent on severity of damage).

    Area of Effect: 1 target Duration: P Range: touch Type: U

Special Notes

See Section 7.2 for more information on healing.

Nether Mastery

Nomeclature Mastery

Nomenst Casting

Ocean Law

Organ Law

  1. Organ Lore Caster acquires complete understanding of any organ damage, including the tools and the methods required for healing; caster does not receive the skill or power to perform the cure.

    Area of Effect: 1 target Duration:Range: touch Type: I

  2. Nasal Repair Allows caster to repair any nose damage short of complete nose loss; requires 6-60 minutes depending on damage.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  3. Minor Ear Repair Caster can repair any external damage, including ear loss (regeneration takes 1-10 hours).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  4. Minor Eye Repair Allows caster to repair any minor eye damage (e.g., corneal scratch, removal of foreign object, etc.).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  5. Major Ear Repair As Minor Ear Repair except that caster can repair any interior or exterior damage; hearing is restored in 1-10 days (note that complete replacement of the inner ear is an exception).

    Area of Effect: 1 target Duration: P Range: touch Type: U

  6. Major Eye Repair As Minor Eye Repair, except that caster can repair any eye damage short of total eye loss (e.g., eye’s destruction precludes repair); recovery time: 1-10 days.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  7. Heart Repair Allows caster to repair any heart damage short of total loss or destruction (i.e., replacement); requires 1-10 hour operation and 1-100 day recovery time.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  8. Lung Repair Allows caster to repair any lung damage short of total loss or destruction (i.e., replacement); requires a 1-10 hour operation and 1-100 day recovery time.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  9. Organ Repair Allows caster to repair any internal or external organ damage (not including the brain or nervous system); requires a 1-10 hour operation and 1-10 day recovery time.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  10. Nose Regeneration Allows target to regenerate 1 lost nose; regrowth takes 1-10 days.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  11. Organ Transplant Allows caster to transplant 1 healthy organ; operation takes 1 hour; recovery time: 1-10 days; chance of rejection is 10% if same race, 50% if other humanoid.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  12. Eye & Ear Regeneration Allows target to regenerate 1 lost eye or ear (including inner ear); regrowth takes 1-10 days, depending on loss.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  13. Organ Repair True As Organ Repair, except recovery time is 10 minutes and no operation is required.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  14. Heart Regeneration Allows caster to regenerate heart; regrowth takes 1-10 days.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  15. Organ Regeneration Allows caster to regenerate any internal or external organ (not including the brain or nervous system); regrowth takes 1-10 days.

    Area of Effect: 1 target Duration: P Range: touch Type: U

Special Notes

See Section 7.2 for more information on healing.

Organ Ways

Organic Skills

  1. Work Coth Allows caster to flawlessly fabricate and fashion non-magical cloth. All required tools and materials must be present. The time to work the material is halved.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  2. Work Leather Allows caster to flawlessly create non-magical leather (from animal skins). All required tools and materials must be present. The time to work the material is halved

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  3. Work Wood Allows caster to flawlessly work non-magical wood. All required tools and materials must be present. The time to work the material is halved.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  4. Rune Paper I Allows caster to make a sheet of paper which will hold one first level spell. Also allows caster to flawlessly make and work non-magical paper. All required tools and materials must be present. The tie to work he paper is halved.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  5. Work Organic Allows caster to work any non-magical organic material (e.g., horn, bone, chitin, wax, feathers, hair, etc.). All required tools and materials must be present. The time to work the material is halved.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  6. Rune Paper II As Rune Paper I, except the paper will hold a 1st or 2nd level spell.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  7. Make Wand Allows caster to make a "wand" which may have a 1st or 2nd level spell imbedded in it using an imbedding spell.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  8. Rune Paper III As Rune Paper I, except the paper will hold a 1st, 2nd, or 3rd level spell.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  9. Make Rod Allows caster to make a "rod" which may have a first to fifth level spell imbedded in it using an imbedding spell.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  10. Rune Paper V As Rune Paper I, except the paper will hold a 1st to 5th level spell.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  11. Organic Rune When cast immediately before a Rune Paper spell, this allows a rune to be placed on any non-living organic material.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  12. Rune Paper VII As Rune Paper I, except the paper will hold a 1st to 7th level spell.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  13. Make Staff Allows caster to make a "staff" which may have a 1st to 10th level spell.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  14. Rune Paper X As Rune Paper I, except the paper will hold a 1st to 10th level spell.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  15. Work Magic Cloth Allows the caster to flawlessly fabricate and fashion magical cloth. All required tools and materials must be present. The time to work the aterial is halved.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  16. Work Magic Leather Allows caster to falwlessly create magical leather (from animal skins). All required tools and materials must be present. The time to work the material is halved.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  17. Work Magic Wood Allows caster to flawlessly work magical wood. All required tools and materials must be present. The time to work the material is halved.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  18. Work Magic Organic True allows caster to work any magic material (e.g., horn, bone chitin, wax, feathers, hair, etc.). All required tools and materials must be present. The time to work the material is halved.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  19. Lord Rune Paper As Rune Paper I, except the paper will hold a 1st to 20th level spell.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  20. Rune Paper XXX As Rune Paper I, except the paper will hold a 1st to 30th level spell.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

  21. Rune Paper True As Rune Paper I, except the paper will hold any level spell.

    Area of Effect: 1 object Duration: 24hrs Range: self Type: F

Special Notes

Note: Rune paper may be re-used. Each sheet may hold only one spell at a time, and that spell vanishes when used, but the same paper may then be re-inscribed with another rune.

Other Realm Imbedding

  1. Research Allows caster to research special imbedding spells to be used in creating items

    Area of Effect: self Duration: 24hrs Range: self Type: I

  2. Imbed I Allows caster to imbed a 1st level spell from a realm other than that of the caster in an item or potion.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  3. Charge Wand Allows caster to charge a wand from a realm other than that of the caster.

    Area of Effect: 1 wand Duration: 24hrs Range: self Type: F

  4. imbed II As Imbed I, except 1st to 2nd level spells can be imbedded.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  5. Daily I Allows caster to imbed a 1st level spell (using an Imbed spell), that can be cast once per day.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  6. Imbed III As Imbed I, except 1st through 3rd level spells can be imbedded.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  7. Charge Rod As Charge Wand, except rods from a realm other than that of the caster can be charged.

    Area of Effect: 1 rod Duration: 24hrs Range: self Type: F

  8. Daily III As Daily I, except 1st through 3rd level spells can be imbedded; a 1st level spell could be cast 3 times per day; a 2nd or 3rd, once per day.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  9. Imbed IV As Imbed I, except 1st through 4th level spells can be imbedded.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  10. Imbed V As Imbed I, except 1st through 5th level spells can be imbedded.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  11. Daily V As Daily I, except 1st through 5th level spells can be imbedded; a 1st level spell could be cast 5 times per day; a 2nd twice a day; a 3rd, 4th, 5th, once per day.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  12. Charge Staff As Charge Wand, except staves from a realm other than that of the caster can be charged.

    Area of Effect: 1 staff Duration: 24hrs Range: self Type: F

  13. Imbed X As Imbed I, except 1st through 10th level spells can be imbedded.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  14. Daily X As Daily I, except 1st through 10th level spells can be imbedded; a 1st level spell could be cast 10 times per day; a 2nd 5x/day; a 3rd 3x/day; a 4th, or 5th 2x/day; a 6th, 7th, 8th, 9th, or 10th, once per day.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  15. Constant Allows a spell of 1st through 10th (from a realm other than that of the caster) level to be imbedded (using an imbed spell) so that it functions constantly.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

Special Notes

See Section 11.0 for more informationn on imbedding spells in items.

Own Realm Imbedding

  1. Research Allows caster to research special imbedding spells to be used in creating items.

    Area of Effect: self Duration: 24hrs Range: self Type: I

  2. Imbed I Allows caster to imbed a 1st level from his own realm spell in an item or potion.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  3. Charge Wand Allows caster to charge a wand containing a spell from his own realm.

    Area of Effect: 1 wand Duration: 24hrs Range: self Type: F

  4. Imbed II As Imbed I, except 1st to 2nd level spells can be imbedded.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  5. Daily I Allows caster to imbed a 1st level spell (using an Imbed spell) that can be cast once per day.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  6. Imbed III As Imbed I, except 1st to 3rd level spells can be imbedded

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  7. Charge Rod As Charge Wand, except rods can be charged.

    Area of Effect: 1 rod Duration: 24hrs Range: self Type: F

  8. Imbed IV As Imbed I, except 1st to 4th level spells can be imbedded.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  9. Daily III As Daily I, except 1st to 3rd level spells can be imbedded; a 1st level spell could be cast 3 times per day; a 2nd or 3rd, once per day.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  10. Imbed V As Imbed I, except 1st to 5th level spells can be imbedded.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  11. Charge Staff As Charge Wand, except staves can be charged.

    Area of Effect: 1 staff Duration: 24hrs Range: self Type: F

  12. Imbed VI As Imbed I except 1st to 6th level spells can be imbedded

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  13. Daily V As Daily I, except 1st to 5th level spells can be imbedded: a 1st level spell could be cast 5 times per day; a 2nd or 3rd 2x/day; a 4th or 5th, once per day.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  14. Imbed VII As Imbed I, except 1st to 7th level spells can be imbedded.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  15. Imbed X As Imbed I, except 1st to 10th level spells can be imbedded.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  16. Daily X As Daily I, except 1st to 10th level spells can be imbedded; a 1st level spell could be cast 10 times per day; a 2nd 5x/day; a 3rd 3x/day; a 4th or 5th 2x/day; a 6th, 7th, 8th, 9th, or 10th, once per day.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  17. Constant Allows a spell of 1st to 10th level to be imbedded (using an Imbed spell) so that it functions constantly.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

  18. Imbed True As Imbed I, except any level spell can be imbedded.

    Area of Effect: 1 item Duration: 24hrs Range: self Type: F

Special Notes

See Section 11.0 for more informationn on imbedding spells in items.

Past Vision

Path Mastery

Perimeter Wardings

Physical Enhancements

Physical Erosion

Physical Manipulation

Physicks

Plannar Summons

Plant Mastery

  1. Plant Lore Caster learns nature and history of any 1 plant.

    Area of Effect: 1 plant Duration:Range: touch Type: I

  2. Speed Growth I Allows caster to increase speed of growth for any 1 species of plant within the area of effect by 10 times.

    Area of Effect: 10'R Duration: 1 day Range: 10' Type: U

  3. Plant Tongues Allows caster to understand and “speak” the language of any 1 plant species.

    Area of Effect: caster Duration: 1 min/lvl Range: touch Type: I

  4. Plant Restore Heals damage to one plant that is less complex than a tree (especially severe damage may get a RR to avoid the effects of this spell, GM discretion).

    Area of Effect: 1 plant Duration: P Range: touch Type: U

  5. Speed Growth II As Speed Growth I, except growth rate is 100 times normal.

    Area of Effect: 10'R Duration: 1 day Range: 10' Type: U

  6. Plant Location Caster can locate members of any 1 species of plant or he can find out what species are in the area of effect.

    Area of Effect: 1 mi R Duration:Range: self Type: I

  7. Plant Growth II Allows caster to double the size of any 1 plant. The growth takes place over the course of 1 day.

    Area of Effect: 1 plant Duration: P Range: touch Type: U

  8. Plant Control I Caster can control the automatic and/or mental processes of any 1 plant. The caster can also control the plant’s movements, though this spell doesn’t allow movement beyond normal allowances.

    Area of Effect: 1 plant Duration: 1 min/lvl Range: 100' Type: Fm

  9. Speed Growth III As Speed Growth I, except the area of effect is 100'R, and the range is 100'.

    Area of Effect: 100'R Duration: 1 day Range: 100' Type: U

  10. Plant Growth III As Plant Growth I, except size increase is 3 times.

    Area of Effect: 1 plant Duration: P Range: touch Type: U

  11. Plant Control III As Plant Control I, except caster can control any 3 plants.

    Area of Effect: 3 plants Duration: 1 min/lvl Range: touch Type: Fm

  12. Tree Restore As Plant Restore, except it can affect any plant (including trees).

    Area of Effect: 1 tree Duration: P Range: touch Type: U

  13. Plant Growth V As Plant Growth I, except size increase is 5 times.

    Area of Effect: 1 plant Duration: P Range: touch Type: U

  14. Speed Growth IV As Speed Growth II, except the area of effect is 100'R and the range is 100'.

    Area of Effect: 100'R Duration: 1 day Range: 100' Type: U

  15. Plant Control V As Plant Control I, except caster can control any 5 plants.

    Area of Effect: 5 plants Duration: 1 min/lvl Range: touch Type: Fm

  16. Wall of Thorns Summons a wall of very tough (but pliable) thorns. The wall is up to 10' x 10' x 5'. Anyone moving through the wall receives d10 dagger attacks (use a +50 dagger attack on the Dagger Attack Table from Arms Law, if available) per foot of wall moved through. The wall must rest on a solid surface.

    Area of Effect: 10'x10'x5' Duration: 10 min/lvl Range: 100' Type: E

  17. Firestop This spell will put out any fires upon living materials that are in the area of effect.

    Area of Effect: 10'R/lvl Duration: 10 min/lvl Range: 100' Type: U

  18. Plant Growth X As Plant Growth I, except size increase is 10 times.

    Area of Effect: 1 plant Duration: P Range: touch Type: U

  19. Plant Growth True As Plant Growth I, except affects all plants in the area of effect.

    Area of Effect: 100'R Duration: P Range: 100' Type: U

  20. Speed Growth True As Speed Growth I, except for the range and area of effect.

    Area of Effect: 10'R/lvl Duration: 1 day Range: 10'/lvl Type: U

  21. Plant Control True As Plant Control I, except caster can control all plants within the area of effect.

    Area of Effect: 100'R Duration: 1 min/lvl Range: 100' Type: Fm

  22. Plant Animation Caster can animate any 1 plant. The plant can then move slowly, carrying any root system it may possess along.

    Area of Effect: 1 plant Duration: 1 min/lvl Range: 100' Type: U

Special Notes

See Section 7.1.13 for more information about walls.

Poison Mastery

Power Focus

Power Leech

Power Lore

Power Manipulation

Power's Mastery

Power Mastery

Power Subversion

Predictions

Presence

  1. Presence• * Caster is aware of the presence of all sentient/ thinking beings within his range.

    Area of Effect: 10'R Duration: C Range: self Type: U

  2. Feel I* Caster gets general idea of the race and level of one being. The target must first be located by Presence or Presence True.

    Area of Effect: 1 target Duration:Range: 10'/lvl Type: Pm

  3. Mind Store* As Feel I, except caster stores mental pattern of target. This can be used with other spells (both on this list and others). The caster can only have as many patterns stored as the sum of his Memory and Presense temporary stats (not the bonuses). The caster can choose to release a stored pattern at any given time (the GM should require that a character keep track of all the patterns he has stored).

    Area of Effect: 1 target Duration:Range: 10'/lvl Type: Pm

  4. Transfer Mind Store The caster can transfer a copy of any one Mind Stored person to another caster from the Mentalism realm (i.e., both casters now have the person stored). The target of this spell must know the Mind Store spell.

    Area of Effect: AoE Duration:Range: range Type: U

  5. Feel III* As Feel I, except analyzes 3 targets at once (all targets must be within range).

    Area of Effect: 3 targets Duration:Range: 10'/lvl Type: Pm

  6. Mind Typing * As Feel I, except caster learns race, profession, and level of target.

    Area of Effect: 1 target Duration:Range: 10'/lvl Type: Pm

  7. Finding I Caster gets direction and distance to any unshielded mind that he has a mental pattern of (from Mind Store).

    Area of Effect: caster Duration: C Range: 100'/lvl Type: Pm

  8. Direction I Caster gets direction to any unshielded mind which he has a mental pattern of (from Mind Store).

    Area of Effect: caster Duration:Range: 1000'/lvl Type: Pm

  9. Presence True * Can get presences in one 50'R. The caster can concentrate on one 50'R area each round.

    Area of Effect: 50'R Duration: C Range: 100'/lvl Type: Pm

  10. Awareness * As Presence, plus a general knowledge of the target’s actions. In a tactical situation, the caster can declare his actions after learning one of the target’s actions for the round (and when he wants to perform the action). This does not prevent the target from changing his action (with the appropri- ate penalty for changing his action).

    Area of Effect: caster Duration: C Range: 10'/lvl Type: Pm

  11. Direction II As above, except range is 1 mile per level.

    Area of Effect: caster Duration:Range: 1 mile/lvl Type: Pm

  12. Long Feel* As Feel I, except that range is 100' per level.

    Area of Effect: 1 target Duration:Range: 100'/lvl Type: Pm

  13. Feel V* As Feel I, except analyzes 5 targets at once (all targets must be within range).

    Area of Effect: 5 targets Duration:Range: 10'/lvl Type: Pm

  14. Mass Feel* As Feel I, except caster may “feel” one target per round.

    Area of Effect: 1 target/rnd Duration: C Range: 10'/lvl Type: Pm

  15. Mind Typing True* As Mind Typing, except range is 100' per level.

    Area of Effect: 1 target Duration:Range: 100'/lvl Type: Pm

  16. Finding II As Finding I, except range is 1 mile per level.

    Area of Effect: caster Duration: C Range: 1 mile/lvl Type: Pm

  17. Feel X As Feel I, except analyzes 10 targets at once (all targets must be within range).

    Area of Effect: 10 targets Duration:Range: 10'/lvl Type: Pm

  18. Awareness True* As Awareness, except that caster learns all actions of the target.

    Area of Effect: caster Duration: C Range: 10'/lvl Type: Pm

  19. Finding III As Finding I, except range is 5 miles per level.

    Area of Effect: caster Duration: C Range: 5 miles/lvl Type: Pm

  20. Direction True As Direction I, except no range limitations.

    Area of Effect: caster Duration:Range: unlimited Type: Pm

  21. Finding True As Finding I, except no range limitations.

    Area of Effect: caster Duration: C Range: unlimited Type: Pm

Prostetics

Protections

  1. Prayer I Target gets a 5 bonus to his RRs and maneuver rolls. The duration of this spell is 10 minutes per level if cast on a non-mobile target. If cast on a mobile target, the spell will last as long as the caster concentrates. If cast on a non-mobile target that is moved, the spell is dispelled. If caster is the target, the duration is 1 minute per level.

    Area of Effect: 1 target Duration: varies Range: 100' Type: U

  2. Bless I Target gets a 5 bonus to his DB and maneuver rolls. The duration of this spell is 10 minutes per level if cast on a non- mobile target. If cast on a mobile target, the spell will last as long as the caster concentrates. If cast on a non-mobile target that is moved, the spell is dispelled. If caster is the target, the duration is 1 minute per level.

    Area of Effect: 1 target Duration: varies Range: 100' Type: U

  3. Resistance I Target gets a 5 bonus to his RRs and DB. The duration of this spell is 10 minutes per level if cast on a non- mobile target. If cast on a mobile target, the spell will last as long as the caster concentrates. If cast on a non-mobile target that is moved, the spell is dispelled. If caster is the target, the duration is 1 minute per level.

    Area of Effect: 1 target Duration: varies Range: 100' Type: U

  4. Heat Resistance* Target is protected from natural heat up to 170 ̊F (treat as if target were in 70 ̊F temperature). For tempera- tures above 170 ̊F, subtract 100 ̊F to determine the effective temperature for the target. Target also receives +20 to all RRs versus heat spells and heat attacks (+20 DB versus elemental fire and heat attacks). The duration of this spell is 10 minutes per level if cast on a non-mobile target. If cast on a mobile target, the spell will last as long as the caster concentrates. If cast on a non- mobile target that is moved, the spell is dispelled.

    Area of Effect: 1 target Duration: varies Range: 100' Type: U

  5. Cold Resistance* Target is protected from natural cold down to 20 ̊F (treat as if target were in 70 ̊F temperature). For temperatures below 20 ̊F, add 50 ̊F to determine the effective temperature for the target. Target also receives +20 to all RRs versus cold spells and cold attacks (+20 DB versus elemental cold and ice attacks). The duration of this spell is 10 minutes per level if cast on a non-mobile target. If cast on a mobile target, the spell will last as long as the caster concentrates. If cast on a non- mobile target that is moved, the spell is dispelled.

    Area of Effect: 1 target Duration: varies Range: 100' Type: U

  6. Temperature Sphere I All who are within the sphere are allowed benefits of either a Heat Resistance or a Cold Resistance spell (must be the same for all targets). The sphere is not mobile. The duration of this spell is 10 minutes per level if cast on a non-mobile target. If cast on a mobile target, the spell will last as long as the caster concentrates. If cast on a non-mobile target that is moved, the spell is dispelled.

    Area of Effect: 10'R Duration: varies Range: 100' Type: U

  7. Protections Sphere I All within the radius are allowed the benefits of Prayer I or Bless I or Resistance I spell (must be the same for all targets). The sphere is not mobile. The duration of this spell is 10 minutes per level if cast on a non-mobile target. If cast on a mobile target, the spell will last as long as the caster concentrates. If cast on a non-mobile target that is moved, the spell is dispelled.

    Area of Effect: 10'R Duration: varies Range: 100' Type: U

  8. Prayer III As Prayer I, except total bonus is 15 and bonus may be spread over 1-3 targets. One target would get a +15 bonus; three targets would get +5 each; etc.

    Area of Effect: varies Duration: varies Range: 100' Type: U

  9. Bless III As Bless I, except total bonus is 15 and bonus may be spread over 1-3 targets. One target would get a +15 bonus; three targets would get +5 each; etc.

    Area of Effect: varies Duration: varies Range: 100' Type: U

  10. Resistance III As Resistance I, except total bonus is 15 and bonus may be spread over 1-3 targets. One target would get a +15 bonus; three targets would get +5 each; etc.

    Area of Effect: varies Duration: varies Range: 100' Type: U

  11. Temperature Sphere II As Temperature Sphere I, except radius is 20'.

    Area of Effect: 20'R Duration: varies Range: 100' Type: U

  12. Protections Sphere III As Protections Sphere I, except all within the radius are allowed the benefits of Prayer III or Bless III or Resistance III spell (must be the same for all targets).

    Area of Effect: 10'R Duration: varies Range: 100' Type: U

  13. Prayer V As Prayer I, except total bonus is 25 and bonus may be spread over 1-5 targets. One target would get a +25 bonus; five targets would get +5 each; etc.

    Area of Effect: 1-5 tgts Duration: varies Range: 100' Type: U

  14. Bless V As Bless I, except total bonus is 25 and bonus may be spread over 1-5 targets. One target would get a +25 bonus; five targets would get +5 each; etc.

    Area of Effect: 1-5 tgts Duration: varies Range: 100' Type: U

  15. Resistance V As Resistance I, except total bonus is 25 and bonus may be spread over 1-5 targets. One target would get a +25 bonus; five targets would get +5 each; etc.

    Area of Effect: 1-5 tgts Duration: varies Range: 100' Type: U

  16. Protections Sphere V As Protections Sphere I, except all within the radius are allowed the benefits of Prayer V or Bless V or Resistance V spell (must be the same for all targets).

    Area of Effect: 10'R Duration: varies Range: 100' Type: U

  17. Protections True Target gets a +30 bonus to his RRs, maneuver rolls, and DB and 30 is subtracted from all elemental attacks against him.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 100' Type: U

Special Notes

Resistance, Prayer, Bless, and Protection Spheres are not cumulative with each other.

Proselytizing

Purifications

  1. Disease Purification Stops infection and/or spread of a disease in 1 target after he has acquired the disease. No further damage will occur in uninfected areas of the body.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  2. Food Preservation This spell perfectly preserves one day’s worth of food for 1 week, after which it will spoil normally.

    Area of Effect: varies Duration: 1 week Range: touch Type: U

  3. Poison Purification Neutralizes any 1 poison in the system of 1 target. Note: Damage already sustained is not cured.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  4. Disease Resistance I For the duration of the spell, target gets an additional RR versus any disease(s).

    Area of Effect: 1 target Duration: 10 min/lvl Range: touch Type: U

  5. Poison Resistance I For the duration of the spell, target gets an additional RR versus any poison(s).

    Area of Effect: 1 target Duration: 10 min/lvl Range: touch Type: U

  6. Sustenance Purification This spell neutralizes abnormal diseases, poison, and other similar substances in one day’s worth of food and/or water. It will not neutralize a poison or similar substance that is a natural part of the food (e.g., it will not neutralize the natural poison in poisoned mushrooms).

    Area of Effect: varies Duration: P Range: touch Type: U

  7. Disease Resistance II As Disease Resistance I, except target gets 2 additional RRs.

    Area of Effect: 1 target Duration: 10 min/lvl Range: touch Type: U

  8. Poison Resistance II As Poison Resistance I, except target gets 2 additional RRs.

    Area of Effect: 1 target Duration: 10 min/lvl Range: touch Type: U

  9. Mind Disease Cures Target is cured of any 1 mind disease, recovery 1-50 days.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  10. Disease Resistance III As Disease Resistance I, except target gets 3 additional RRs.

    Area of Effect: 1 target Duration: 10 min/lvl Range: touch Type: U

  11. Poison Resistance III As Poison Resistance I, except target gets 3 additional RRs.

    Area of Effect: 1 target Duration: 10 min/lvl Range: touch Type: U

  12. Undisease Caster can remove any 1 disease from a target.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  13. Unpoison Caster can remove any 1 poison from a target.

    Area of Effect: 1 target Duration: P Range: touch Type: U

  14. Mass Undisease Caster can remove any 1 disease from a number of targets equal to his level (e.g., an 18th level caster could remove leprosy from 18 targets).

    Area of Effect: varies Duration: P Range: 100' Type: U

  15. Mass Unpoison Caster can remove any 1 poison from the systems of a number of targets equal to his level.

    Area of Effect: varies Duration: P Range: 100' Type: U

  16. Mind Disease Cures True As Mind Disease Cures, except recovery is instantaneous.

    Area of Effect: 1 target Duration: P Range: 10' Type: U

  17. Greater Disease Purification All disease in the area is eliminated.

    Area of Effect: varies Duration: P Range: 100' Type: U

  18. Greater Poison Purification All poison in the area is neutralized.

    Area of Effect: varies Duration: P Range: 100' Type: U

  19. Purification True Eliminates all poisons and/or diseases in the area.

    Area of Effect: varies Duration: P Range: 100'/lvl Type: U

Rapid Ways

Realm Law

Repulsions

  1. Repel Undead V Causes up to 5 Undead to flee or disintegrate. All Undead have a class assigned to them. This spell will affect up to 5 points of Undead (Class I Undead count as 1 point, Class II Undead count as 2 points, etc.). Animated Dead (see the Evil Channeling List, Necromancy) are treated as Class I Undead and are not entitled to an RR (i.e., they automatically disintegrate if the spell does not fail). Creatures & Monsters provides complete descriptions of the different types of Undead.

    Each target is entitled to an RR. If the target fails the RR by 50 or less, it will flee (if the target cannot flee, it will remain motionless). If the target fails by more than 50, it disintegrates. One Base Attack Roll is applied to all targets. For the purposes of RRs, if no class is given for an Undead, use the following table to determine its class.

    LevelClass
    1-2I
    3-5II
    6-8III
    9-12IV
    13-15V
    16+VI

    The RR of any single Undead can be modified by concentrating the effects of the spell on that target. For each additional point of the spell allocated to a target (beyond those normally needed to affect it), that target’s RR is modified by -5. Thus, Repel Undead V could affect five Class I Undead with no RR modifier or one Class I Undead with an RR modifier of -20 to each or one Class II Undead with an RR modifier of -5 and two Class I Undead with no RR modifier or any other combination of targets providing no more than 5 points were allocated.

    Area of Effect: varies Duration: 1 min/lvl Range: 100' Type: F

  2. Cancel Channeling When the caster of this spell is a target of a spell from the realm of Channeling, the “incoming” spell must first make an RR (before the caster of this spell makes a RR). For RR purposes, each spell uses a level equal to its caster's level. If the “incoming” spell’s RR is successful, it may target the caster normally; otherwise, the incoming spell has no effect on this target.

    Area of Effect: caster Duration: C Range: self Type: F

  3. Anti-Channels I Cancels a Channels I spell being transmitted or received within the range. Note that the Channels I spell gets no RR.

    Area of Effect: 1 spell Duration:Range: 100' Type: E

  4. Neutralize Curse I [RR Mod: -20] Nullifies a curse for the duration of this spell. The curse is not dispelled and takes effect after the duration of this spell.

    Area of Effect: 1 curse Duration: 1 min/lvl Range: 100' Type: F

  5. Anti-Channels III As Anti-Channels I, except affects up to a Channels III.

    Area of Effect: 1 spell Duration:Range: 100' Type: E

  6. Repel Undead IX As Repel Undead V, except 9 points of Undead may be affected.

    Area of Effect: varies Duration: 1 min/lvl Range: 100' Type: F

  7. Remove Curse Dispels a curse if the curse fails an RR. The curse’s level is the level of the caster of the original curse. If the curse is not dispelled, the caster cannot try again until he has gone up another level of experience.

    Area of Effect: 1 target Duration: P Range: touch Type: F

  8. Dispel Channeling I Any active spell from the realm of Channeling that is on the target must make an RR (use the level of that spell’s caster as the spell’s level). If the spell fails it RR, it is dispelled.

    Area of Effect: 1 target Duration:Range: 10' Type: F

  9. Neutralize Curse II As Neutralize Curse I, except curse is nullified for 1 hour per level.

    Area of Effect: 1 curse Duration: 1 hr/lvl Range: 100' Type: F

  10. Anti-Channels V As Anti Channels I, except affects up to a Channels V.

    Area of Effect: 1 spell Duration:Range: 100' Type: E

  11. Repel Undead XII As Repel Undead V, except 12 points of Undead may be affected.

    Area of Effect: varies Duration: 1 min/lvl Range: 100' Type: F

  12. Anti-Channels VIII As Anti-Channels I, except affects up to a Channels VIII.

    Area of Effect: 1 spell Duration:Range: 100' Type: E

  13. Dispel Channeling V As Dispel Channeling I, except affects up to five targets.

    Area of Effect: 5 targets Duration:Range: 10' Type: F

  14. Anti-Channels X As Anti Channels I, except affects up to a Channels X.

    Area of Effect: 1 spell Duration:Range: 100' Type: E

  15. Repel Undead XV As Repel Undead V, except 15 points of Undead may be affected.

    Area of Effect: varies Duration: 1 min/lvl Range: 100' Type: F

  16. Neutralize Curse True As Neutralize Curse I, except curse is nullified for 1 day per level.

    Area of Effect: AoE Duration: Dur Range: range Type: F

  17. Dispel Channeling X As Dispel Channeling I, except affects up to ten targets.

    Area of Effect: 10 targets Duration:Range: 10' Type: F

  18. Repel Undead True As Repel Undead V, except this spell automatically disintegrates any one Undead of Class V or lower. A Class VI Undead is automatically sent fleeing.

    Area of Effect: 1 undead Duration: 1 min/lvl Range: 100' Type: E

  19. Uncurse True [RR Mod: -50] As Remove Curse, except for the RR modification.

    Area of Effect: 1 curse Duration: P Range: touch Type: F

  20. Anti-Channels True As Anti-Channels except any Channels spell can be canceled. Spells channeled with the aid of a Holy Bridge (see Cleric Base list, Channels) are not affected.

    Area of Effect: 1 spell Duration:Range: 100' Type: E

  21. RechannelingCaster can intercept one channeled spell that is being transmitted or received within his range and cast that spell himself. The person sending the channeled spell gets a RR (the attack level of this spell versus his level — not the level of the spell being intercepted).

    Area of Effect: 1 spell Duration: 1 rnd/lvl Range: 300' Type: F

Special Notes
  1. For all spells that affect Undead, GMs may want to give modifications to certain very powerful Undead. See Creatures & Monsters for a complete listing of Undead.
  2. A caster can only attempt to repel a given Undead once per experience level (see Section 7.1.4).
  3. See Section 7.1.30 for more on curses and removing them.

Revenging Law

Rune Mastery

Sacred Grounds

Sailing Mastery

Scar Unbinding

Sea Mastery

Seeming Defenses

Seeming Enchantment

Seeming Law

Seeming Mastery

Seeming Memories

Seeming Projection

Self Healing

Sense Control

  1. Distraction Target suffers a -30 modification to all actions.

    Area of Effect: 1 target Duration: C Range: 100' Type: Fm

  2. Numbing Random limb of target’s is numb and useless. If the limb is a leg, the target loses 40% of his movement. If the limb is an arm, the target suffers -40 to melee and missile fire with that arm.

    Area of Effect: 1 target Duration: C Range: 100' Type: Fm

  3. Blur Vision Target has a -100 OB modification for missile attacks and -50 for all other actions.

    Area of Effect: 1 target Duration: C Range: 100' Type: Fm

  4. Minor Sense Control Causes minor, false sensations in any one of: smell, taste, or touch (e.g., an itch, a stinky smell, or a salty taste).

    Area of Effect: 1 target Duration: C Range: 100' Type: Fm

  5. Audio Attack Loud sound stuns target.

    Area of Effect: 1 target Duration: 1 rnd/10 fail Range: 100' Type: Fm

  6. Audio Control Causes target to hear any sound(s) desired.

    Area of Effect: 1 target Duration: C Range: 100' Type: Fm

  7. Fumble Target fumbles weapon or item in hands. The target should roll on the appropriate Fumble Table.

    Area of Effect: 1 target Duration:Range: 100' Type: Fm

  8. Vision Control Causes target to see whatever the caster desires.

    Area of Effect: 1 target Duration: C Range: 100' Type: Fm

  9. Vision Attack Bright light blinds target.

    Area of Effect: 1 target Duration: 1 rnd/10 fail Range: 100' Type: Fm

  10. Nerve Stun Target is totally numbed. He is suffers a -75 modification to all actions and he is stunned.

    Area of Effect: 1 target Duration: 1 rnd/10 fail Range: 100' Type: Fm

  11. Hallucination Target sees a nonexistent foe. He must fight him until the foe is “defeated” (i.e., takes damage that would drop him). Foe has same capabilities as target but does no damage (i.e., always misses).

    Area of Effect: 1 target Duration: C Range: 100' Type: Fm

  12. Taunting Hallucination As Hallucination, but will never attack. He will only taunt the character (parrying all attacks against him).

    Area of Effect: 1 target Duration: C Range: 100' Type: Fm

  13. Sense Control II As Minor Sense Control, except may affect any two senses (including sight and hearing).

    Area of Effect: 1 target Duration: C Range: 100' Type: Fm

  14. Sensory Overload This spell overloads the target’s senses. If the RR failus by 50 or less, the target is stunned for the duration. If the RR fails by more than 50, he is unconscious.

    Area of Effect: 1 target Duration: 1 rnd/5 fail Range: 100' Type: Fm

  15. Sense Control III Same as Sense Control II, except affects any three senses.

    Area of Effect: 1 target Duration: C Range: 100' Type: Fm

  16. Sense Control IV Same as Sense Control II, except affects any four senses.

    Area of Effect: 1 target Duration: C Range: 100' Type: Fm

  17. Sensory Deprivation Total sensory deprivation, i.e., no sensory input. Every day of deprivation gives a 5% chance (cumulative) of temporary insanity.

    Area of Effect: 1 target Duration: 1 day/10 fail Range: 100' Type: Fm

  18. Sense Control V Same as Sense Control II, except affects all senses.

    Area of Effect: 1 target Duration: C Range: 100' Type: Fm

  19. Long Control As Sense Control V, except initial range is 300'. After the initial casting, the caster can control the senses that the target receives at a range of 1 mile per level of the caster.

    Area of Effect: 1 target Duration: C Range: 300' Type: Fm

  20. Sense Control True As Long Control, except caster can “program” sensory input (i.e., sense X will be received upon reaching point Y) and concentration is only required to “program” memory input and the duration is 10 minutes per level of the caster.

    Area of Effect: 1 target Duration: 10 min/lvl Range: 300' Type: Fm

  21. Private World Target lives in own fantasy world, totally controlled by caster when he concentrates. While in the fantasy, the target receives no sensory input from the real world.

    Area of Effect: 1 target Duration: P (C) Range: 100' Type: Fm

Special Notes
  1. All of the sensations created by spells on this list are strictly mental (i.e., not real). For example, the sound created with Audio Attack is heard only in the target’s head (and it will work on a deaf person).

Sense Mastery

Sense Through Others

Senses

Sentience

Serpent Law

Shadow Mastery

Shield Mastery

Shifting

Shifting Law

Simulacra

Solid Alteration

Solid Destruction

Solid Manipulation

Soul Destruction

Soulight Ways

Sound Control

Sound Mastery

Sound Molding

Sound Projection

Sound's Way

  1. Speech I Target is able to communicate basic ideas in the language of a specific being (e.g., hungry, thirsty, bathroom, peace, etc.). For the duration of the spell, the target has the equivalent of skill rank 2 in the language.

    Area of Effect: 1 target Duration: C Range: 10' Type: U

  2. Quiet I Creates a 1'R area around the target, into and out of which sound cannot travel; if the point is on a mobile object or being, it will move with the object/being; +25 to Stalking attempts. See Section 7.1.7.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 100' Type: E

  3. Soundwall I Creates a plane (up to 20' x 20'), through which sound will not pass.

    Area of Effect: 20'x20' Duration: 10 min/lvl Range: 100' Type: E

  4. Speech II As Speech I, except target can communicate in more complex concepts, although there is a good chance of misinterpretations. For the duration of the spell, the target has the equivalent of skill rank 4 in the language.

    Area of Effect: 1 target Duration: C Range: 10' Type: U

  5. Silence I As Quiet I, except radius is 10'.

    Area of Effect: 10'R Duration: 1 min/lvl Range: 100' Type: E

  6. Quiet III As Quiet I, except 3 targets can be affected.

    Area of Effect: 3 targets Duration: 1 min/lvl Range: 100' Type: E

  7. Soundwall V As Soundwall I, except 5 such walls are created. Each Soundwall must be connected to at least one other Soundwall.

    Area of Effect: (20'x20')x5 Duration: 10 min/lvl Range: 100' Type: E

  8. Quiet V As Quiet I, except 5 targets may be affected.

    Area of Effect: 5 targets Duration: 1 min/lvl Range: 100' Type: E

  9. Silence V As Silence I, except radius is 50'.

    Area of Effect: 50'R Duration: 1 min/lvl Range: 100' Type: U

  10. Speech III As Speech II, except target is reasonably fluent in the language. Target’s accent is imperfect, but there is only a slight chance of misinterpretation. For the duration of the spell, the target has the equivalent of skill rank 6 in the language.

    Area of Effect: 1 target Duration: C Range: 10' Type: U

  11. Sounding Target can speak at 5 times his normal loudness.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: E

  12. Silence X As Silence I, except radius is 100'.

    Area of Effect: 100'R Duration: 1 min/lvl Range: 100' Type: E

  13. Mass Soudwalls As Soundwall V, except as many Soundwalls as the target’s level can be created.

    Area of Effect: varies Duration: 10 min/lvl Range: 100' Type: E

  14. Mass Quiet As Quiet I, except as many targets as the target’s level can be affected.

    Area of Effect: Varies Duration: 1 min/lvl Range: 100' Type: E

  15. Speech True As Speech III, except for the duration and the target speaks the specified language as if he were a native. For the duration of the spell, the target has the equivalent of skill rank 8 in the language.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 100' Type: U

Speed

Spell Bane

Spell Coordination

Spell Defense (Channeling)

  1. Protection I Subtracts 5 from elemental attack rolls against the target, and adds 5 to all of the target’s RRs versus spells.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  2. Cancel Channeling When the caster of this spell is a target of a spell from the realm of Channeling, the “incoming” spell must first make an RR before the caster makes an RR. For RR purposes, each spell uses a level equal to its caster’s level. If the “incoming” spell passes the RR, it may target the caster of this spell normally; otherwise the incoming spell has no effect on this target.

    Area of Effect: caster Duration: C Range: self Type: F

  3. Protection Sphere I As Protection I, except for duration and all beings within 10' of target get the benefits.

    Area of Effect: varies Duration: C Range: 10' Type: U

  4. Cancel Essence As Cancel Channeling, except the caster is protected from spells in the realm of Essence.

    Area of Effect: caster Duration: C Range: self Type: F

  5. Protection II As Protection I, except bonuses are 10.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  6. Cancel Mentalism As Cancel Channeling, except the caster is protected from spells in the realm of Mentalism.

    Area of Effect: caster Duration: C Range: self Type: F

  7. Protection Sphere II As Protection Sphere I, except bonuses are 10.

    Area of Effect: varies Duration: C Range: 10' Type: U

  8. Dispel Channeling I Any active spell from the realm of Channeling that is on the target must make an RR (use the level of that spell’s caster as the spell’s level). If the spell fails its RR, it is dispelled.

    Area of Effect: 1 target Duration: C Range: 10' Type: F

  9. Channeling Shield Creates a shimmering shield in front of the caster. This shield subtracts 10 from all frontal Channeling attack rolls on the caster (base and elemental). If the caster performs no other actions during a round, he can “parry” (as with a normal shield) one spell attack. The parry bonus is equal to the sum of all the bonuses that the caster would normally have for his spell’s base attack roll.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  10. Protection III As Protection I, except bonuses are 15.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  11. Essence Shield As Channeling Shield, except is effective only against Essence spells.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  12. Dispel Essence I As Dispel Channeling, except effects spells in the realm of Essence.

    Area of Effect: 1 target Duration: C Range: 10' Type: F

  13. Mind Shield As Channeling Shield, except is effective only against Mentalism spells.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  14. Protection IV As Protection I, except bonuses are 20.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  15. Spell Shield II As Channeling Shield, except it is effective against two realms of the caster’s choice.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  16. Dispel Mentalism I As Dispel Channeling, except effects spells in the realm of Mentalism.

    Area of Effect: 1 target Duration: C Range: 10' Type: F

  17. Protection V As Protection I, except bonuses are 25.

    Area of Effect: 1 target Duration: 1 min/lvl Range: 10' Type: U

  18. Spell Shield True As Channeling Shield, except all three realms are affected.

    Area of Effect: caster Duration: 1 min/lvl Range: self Type: U

  19. Channeling Resistance Target gets +50 to all RRs against Channeling spells.

    Area of Effect: 1 target Duration: C Range: 100' Type: U

  20. Essence Resistance As Channeling Resistance, except is only effective against Essence spells.

    Area of Effect: 1 target Duration: C Range: 100' Type: U

  21. Mentalism Resistance As Channeling Resistance, except is only effective against Mentalism spells.

    Area of Effect: 1 target Duration: C Range: 100' Type: U

  22. Resistance True As Channeling Resistance, except is effective against all three realms.

    Area of Effect: 1 target Duration: C Range: 100' Type: U

Spell Defense (Essence)

Spell Enhancement

Spell Hand

Spell Inhibitors

Spell Protection

Spell Reins

Spell Resistance

Spell Shaping

Spell Shield

Spell Tracker

Spell Triggers

Spell Wall

Spirit Domination

Spirit Empowerment

Spirit Mastery

Spirit Law

Spiritual Vision

Starlights

Starlore

Starsense

Stone Crafting

Stone Mastery

Storm Law

Storm's Protections

Structure Wardings

Sula'Fay Ceremonies

Summoning Bond

Summoning Circles

Summoning Mastery

Summons

Surface Ways

Sustain Body

Symbolic Ways

  1. Analyze Symbol Caster learns what spell is emplaced within one Symbol within 50'. The Symbol will not be triggered (unless specifically created to be triggered by an Analyze Symbol spell).

    Area of Effect: 1symbol Duration:Range: 50' Type: I

  2. Spell Prime This spell “primes” the next spell cast by the caster — that spell is treated as if it were instantaneous. The PP cost of this spell is equal to the highest level that the caster desires to be primed. For example, if the caster wants any fourth level spell (or less) to be treated as instantaneous, this spell will cost 4 PPs. In addition, when casting this spell, the caster must pray for one minute per PP spent in the spell. For example, if the caster spends 4 PPs on this spell, he must pray for 4 minutes before this spell is completed. Any interruption of this process results in the failure of this spell. The effects of this spell end when the caster casts his next spell (even if the next spell is higher level than the number of PPs expended on this spell). (Got all that?)

    Area of Effect: caster Duration: caster Range: self Type: U

  3. Unsymbol I Caster can remove one Symbol I (an emplaced 1st level spell). The Symbol’s RR is based on the level of the spell in the Symbol spell (the target level) and the level of the Unsymbol spell (the attack level).

    Area of Effect: 1 symbol Duration: P Range: 10' Type: F

  4. Symbol I Caster can emplace one 1st level spell on any 1 given non-mobile stone (see below). Within one minute, the spell to be emplaced must also be cast (within 10'). The symbol is usually visible, but is only required to be visible if reading is the trigger (see below).

    Area of Effect: varies Duration: P Range: 10' Type: U

  5. Symbol II As above, except a 2nd level spell is emplaced.

    Area of Effect: varies Duration: P Range: 10' Type: U

  6. Unsymbol II As above, except 2nd level spell is removed.

    Area of Effect: 1 symbol Duration: P Range: 10' Type: F

  7. Symbol III As above, except a 3rd level spell is emplaced.

    Area of Effect: varies Duration: P Range: 10' Type: U

  8. Analyze Symbol True As Analyze Symbol, except caster

    Area of Effect: varies Duration: &mpush; Range: 50' Type: I

  9. Symbol V As above, except a 5th level spell may be emplaced.

    Area of Effect: varies Duration: P Range: 10' Type: U

  10. Unsymbol III As above, except 3rd level spell is removed.

    Area of Effect: 1 symbol Duration: P Range: 10' Type: F

  11. Symbol VI As above, except a 6th level spell is emplaced.

    Area of Effect: varies Duration: P Range: 10' Type: U

  12. Symbol VII As above, except 7th level spell is emplaced.

    Area of Effect: varies Duration: P Range: 10' Type: U

  13. Unsymbol V As above, except 5th level spell is removed.

    Area of Effect: 1 symbol Duration: P Range: 10' Type: F

  14. Symbol VIII As above, except a 8th level spell is emplaced.

    Area of Effect: varies Duration: P Range: 10' Type: U

  15. Unsymbol X As above, except 10th level spell is removed.

    Area of Effect: 1 symbol Duration: P Range: 10' Type: F

  16. Symbol IX As above, except a 9th level spell is emplaced.

    Area of Effect: varies Duration: P Range: 10' Type: U

  17. Symbol X As above, except a 10th level spell is emplaced.

    Area of Effect: varies Duration: P Range: 10' Type: U

  18. Lord Research See Section 7.4.

    Area of Effect: AoE Duration: special Range: special Type: E

  19. Lord Symbol As above, except a 20th level spell is emplaced.

    Area of Effect: varies Duration: P Range: 10' Type: U

  20. Unsymbol True As above, except caster can remove any spell of a level less than his own (e.g., a 50th level Cleric could remove a 49th level spell, but not a 50th level spell).

    Area of Effect: 1 symbol Duration: P Range: 10' Type: F

Special Notes
  1. A symbol is permanent unless dispelled magically or unless the stone it is placed upon is moved.
  2. The precise size of a symbol may vary. Suggested sizes range from 3" x 3" to 1' x 1'.
  3. The GM may decide to make the attack level of the symbol equal to the type of Symbol spell used. For example, a first level spell placed in a Symbol X would attack as a 10th level spell rather than a 1st level spell.

Symbolism

Telekinesis

Teleportals

Terror

The Defender

The Eye

The Hunt

The Hunter

The Mask

The Vault Opened

The Will

Thieving Law

Time Lore

Time's Bridge

Transformations

Traveler

Traveler's Way

Tree Mastery

True Elemental Energy

True Elemental Fluids

True Elemental Mastery

True Elemental Matter

True Fay

True Perceptions

True Sight

Unbarring Ways

Understanding Mastery

Vengeance

Vision Borrowing

Vision Guard

Void Law

Voodoo Magic

Warding Ways

Wards

Warrior Law

Warrior Mastery

Warrior's Bane

Warrior's Enhancements

Water Law

Water Mastery

Water Ways

Way of the Voice

Weather Mastery

Weapon Enchantments

  1. Enchantment Caster enchants a weapon wich becomes his "Personal Weapon". This spell grants the weapon a bonus equal to +1 per level of the caster to any attack made with this weapon. If the caster gains level, and he wishes the bonus to be increased as well, he must recast this spell. This "personal weapon" only gains the bonus in the hands of its owner.

    Area of Effect: 1 weapon Duration: P Range: touch Type: F

  2. Empathy Allows the caster to enchant an item with "empathy".

    Area of Effect: self Duration: 24hrs Range: self Type: F

  3. Weapon I Allows the caster to enchant an weapon with a +5 bonus or a +10 bonus versus a general group (such as Elves, greater Drakes, etc.). The weapon must have a +0 non-magical bonus to begin with due to material composition. The bonus associated with this spell is not cumulative with other spell bonuses on this list (e.g., casting both a Weapon I and a Weapon II will not yield the same bonus as Weapon III).

    Area of Effect: self Duration: 24hrs Range: self Type: F

  4. Personal Tie Caster ties his "personal weapon" to himself. Anyone else who attempts to utilize his weapon will be at a -1 per level of the owner of the weapon.

    Area of Effect: 1 weapon Duration: P Range: touch Type: F

  5. Cleave Allows caster's "personal weapon" to cut wood as well as an axe, break stone as well as a mattock, or dig earth as well as a spade ()

    Area of Effect: 1 weapon Duration: 1 min/lvl Range: touch Type: F

  6. Low Intelligence Allows caster to enchant an item with "Low Intelligence"

    Area of Effect: self Duration: 24hrs Range: self Type: F

  7. Weapon II As Weapon I, except weapons with a +10 bonus or a +15 bonus versus a general group (such as Elves, greater Drakes, etc.) may be enchanted. The weapon must have a +5 non-magical bonus to begin with due to material composition.

    Area of Effect: self Duration: 24hrs Range: self Type: F

  8. Blade Store Caster may store one spell on his "personal weapon". The caster may not cast another spell while one is stored. Blade Store costs the same amount of PPs as the spell to be stored.

    Area of Effect: 1 weapon Duration: varies Range: touch Type: F

  9. Rejoining Caster is able to repair any damage to his "Personal weapon". Caster is able to rejoin a broken portion of up to 1 linear inch per level.

    Area of Effect: 1 weapon Duration: P Range: touch Type: F

  10. Missile Parry* Caster is able to use his full "personal weapon" OB as parry against missile attacks for the duration of this spell.

    Area of Effect: 1 weapon Duration: 1 rnd/lvl Range: touch Type: U

  11. Medium Intelligence Allows the caster to enchant an item with "Medium Intelligence"

    Area of Effect: self Duration: 24hrs Range: self Type: F

  12. Weapon III As Weapon I, except weapons with a +15 bonus or a +20 bonus versus a general group (such as Elves, greater Drakes, etc.), may be enchanted. The weapon must have a +10 non-magical bonus to begin with due to material composition.

    Area of Effect: self Duration: 24hrs Range: self Type: F

  13. Body Sheath Caster "absorbs" his "personal weapon", and may reproduce it by racasting this spell each time the weapon is un- and resheathet. The mass and weight of the weapon are added to the caster's mass while the weapon is "sheathed".

    Area of Effect: 1 weapon Duration: P Range: touch Type: F

  14. High Intelligence Allows the caster to enchant an item with "High Intelligence".

    Area of Effect: self Duration: 24hrs Range: self Type: F

  15. Elemental Parry* Caster may use up to his entire normal weapon OB to "parry" one elemental spell attack. The caster's OB is substracted from the Directed Spell attack roll.

    Area of Effect: 1 weapon Duration: 1 parry Range: touch Type: U

  16. Spell Parry* Caster may use up to his entire "personal weapon" OB to "parry" a base spell attack (with a type of DE). The casters OB is substracted from the Base Spell roll.

    Area of Effect: 1 weapon Duration: 1 parry Range: touch Type: U

  17. Weapon IV As Weapon I, except weapons with a +20 bonus or a +25 bonus versus a general group (such as Elves, greater Drakes, etc.), may be enchanted. Weapon must be made of a substance that provides a +15 material bonus.

    Area of Effect: self Duration: 24hrs Range: self Type: F

  18. Very High Intelligence Allows the caster to enchant an item with "Very High Intelligence".

    Area of Effect: self Duration: 24hrs Range: self Type: F

  19. Weapon V As Weapon I, except weapons with a +25 bonus or a +30 bonus versus a general group (such as Elves, greater Drakes, etc.), may be enchanted. Weapon must be made of a substance that provides a +20 material bonus.

    Area of Effect: self Duration: 24hrs Range: self Type: F

Special Notes
  1. Special enchanted abilities that can be produced using the spells on this list can be found in Section 9.3. Enchanted Abilities can be placed in items even if they lack the material strength requirements necessary for the Weapon spells on this list
  2. Weapon spells on this list can create either a magical item with a bonus against all combatants, or a limited (but greater) bonus against a particular group. These bonuses are not cumulative. The wielder or wearer gets the best of the two (if both bonuses are present in the item).
  3. Enchanted weapons are considered to be superior in design (with +1 initiative and +20 Strength). In addition, all material bonuses and enchanted bonuses (the highest enchanted bonus if there are multiple bonuses) are added directly to the strength of the weapon.
  4. An Alchemist can only create one "personal weapon" (through the Enchantment spell) at a time.
  5. The spells on this list that do not deal directly with creating enchanted weapons (e.g., Personal Tie, Cleave, Blade Store, etc.), will only work if cast on the Alchemist's "personal weapon".

Weather Ways

  1. Living Gauge Caster can ascertain information from the surrounding atmosphere. Information that may be gained includes: temperature, humidity, barometric pressure, and wind speed. The caster can gain a different piece of information each round.

    Area of Effect: caster Duration: C Range: self Type: I

  2. Rain Prediction Gives caster a 95% chance of predicting the time and type of precipitation (±15 minutes) over the next 24 hour period.

    Area of Effect: caster Duration:Range: self Type: I

  3. Storm Prediction As Rain Prediction, except it allows a 95% chance of predicting the time and type of a storm, ±15 minutes over the next 24 hour period.

    Area of Effect: caster Duration:Range: self Type: I

  4. Weather Prediction I As Rain Prediction except it allows 95% chance of predicting time, type, and severity of weather (±15 minutes) over the next 24 hour period.

    Area of Effect: caster Duration:Range: self Type: I

  5. Breeze Call Caster causes a breeze to come forth that will drive out any gaseous matter (cloud, etc.) and subtracts from all missile attacks (-10). Once set, the direction of the breeze will not change.

    Area of Effect: 10'R Duration: 1 rnd/lvl Range: self Type: E

  6. Fog Call Caster causes fog to arise that obscures all vision in and through the radius. All missile attacks into or out of the fog are modified by -10 to -50 (GM’s discretion).

    Area of Effect: 10'R/lvl Duration: 1 min/lvl Range: self Type: E

  7. Weather Prediction III As Weather Prediction I, except that caster has a 95% chance of predicting weather over a 3 day period.

    Area of Effect: caster Duration:Range: self Type: I

  8. Precipitation Call Caster causes rain or snow (depending on temperature) to fall. The precipitation obscures vision into the radius by 25% and modifies all missile attacks passing through any part of the area by -25.

    Area of Effect: 10'R/lvl Duration: 1 min/lvl Range: self Type: E

  9. Weather Prediction V As Weather Prediction I, except that caster has a 95% chance of predicting weather over a 5 day period.

    Area of Effect: caster Duration:Range: self Type: I

  10. Wind Mastery Caster can control the speed and direction of the wind. Caster can increase or decrease wind speed by 1 mph x his level (e.g., if the wind speed is normally 20 mph, a 15th level caster could reset the wind speed to any speed between 5 and 35 mph). By directing the wind against missile attacks he can cause a -1 modification for each mph of wind speed. Note that caster can also control the direction of the flow of gases and/or clouds.

    Area of Effect: 50'/lvl Duration: 1 min/lvl Range: self Type: E

  11. Clear Skies Caster can make the skies clear of haze, precipitation, clouds, etc. This spell will not affect the wind.

    Area of Effect: 1 mi R Duration: 1 min/lvl Range: self Type: E

  12. Weather Prediction True As Weather Prediction I, except that caster has a 95% chance of predicting weather over a 30 day period.

    Area of Effect: caster Duration:Range: self Type: I

  13. Rain Call Caster can summon rain of moderate intensity. The rain will obscure short range vision by up to 25% and long range vi- sion by up to 75%. In addition, missile attacks will suffer penalties. Short-ranged attacks suffer a -25. Medium- ranged attacks suffer a -75. Long-ranged attacks are not possible.

    Area of Effect: 1 mi Duration: 1 min/lvl Range: self Type: E

  14. Weather Call Caster may use any of the lower level spells on this list, but with an in- creased area of effect (1 mile radius).

    Area of Effect: 1 mi Duration: 1 min/lvl Range: self Type: E

  15. Storm Call Caster may call forth a storm of any type with maximum wind speeds equal to twice his level, and an intensity according to his desires. Effects will vary according to circumstance (and the GM’s discretion). For example, a 30th level caster could summon a lightning storm with intense rain and constant wind speeds of up to 60 m.p.h.: the GM may wish to have random rolls to determine possible lightning strikes versus exposed targets.

    Area of Effect: 1 mi R Duration: 1 min/lvl Range: self Type: E

  16. Weather Mastery Caster may indicate the weather conditions in the area, modifying wind speeds by ±1 m.p.h. per level, and setting the level of intensity, fog, cloud cover etc. Caster may call for shifts in the patterns as he concentrates, but the change will take at least 1 minute.

    Area of Effect: 1 mi R/lvl Duration: 1 min/lvl Range: self Type: E

Special Notes

    All weather generating spells cause weather to gradually form over a period of one minute. In addition, weather generating spells have no effect in areas where there are not normally occurring weather patterns (i.e., inside buildings, etc.).

Will of the Warrior

Wind Law

Wind Mastery

Wood Crafting

Wounding

Wyrd Mastery

Zen Awareness

Zen Focus