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Published by amyfwakulchyk, 2023-03-07 09:12:28

384439201-World-Tree

384439201-World-Tree

plexity . Typica l "littl e bits " includ e suc h thing s a s havin g th e spel l d o a bit o f continuin g damag e (cf. Bleedin g Woun d (D e C o 10)), havin g a mino r are a effec t i n additio n t o its ordinar y effec t (cf Fir e Splas h (C r P y 10)), makin g it a bi t mor e accurat e if it is targeted , makin g it adjustabl e (cf. th e differenc e betwee n Fir e Everywher e (C r P y 20 ) an d Roun d Scalpe l o f Fir e (C r P y 25)). Spells tha t wor k o n volume s o f materia l ca n b e improve d a f e w time s easily , bu t the n ge t harder. Makin g P gallon s o f wate r is complexit y 5 , 10 P is complexit y 10 , 100 P is complexit y 15 , a n d 1,000P is complexit y 20 . Afte r this, th e improvement s com e wit h mor e difficulty : 10,000 P is complexit y 3 0 an d 100,000 P is complexit y 45 . Ther e is generall y n o absolut e limi t o n ho w hug e th e effects ma y be . DURUDO R Durudo r spells ten d t o b e 5-1 5 mor e comple x tha n th e analo ­ gou s non-Durudo r ones. Eve n s o the y ofte n don' t wor k a s well . HIDDEN TROW VICTIM Som e spells ar e hidde n fro m their victims, usin g illusion s t o cove r th e sensatio n o f th e spel l hittin g th e victim's Magi c Resistance . Th e victi m ma y no t us e cle y t o defen d himself, unless h e make s th e (Perceptio n + Magi c Analysis + s2 0 >= Power ) roll t o notic e th e spel l first. Excep t for th e effects, th e victi m doesn' t eve n notic e tha t h e wa s th e targe t o f a spell . Typicall y add s 2 0 complexit y + Destro c + Illusidor. FORGOTTEN Forgotte n spells mak e th e victi m forge t tha t th e spel l hap ­ pened . Th e victi m gets a n ordinar y resistanc e roll, and ma y us e cle y an d whatever . If h e doe s no t resist th e spell , h e wil l no t remembe r th e attempt , o r th e spell , (cf Thirst Afte r Heav y Labo r ("De C o A q M e 10) Makin g a spel l Forgotte n usuall y add s 5 complexit y an d Destro c an d Mentador . HIDDEN FROM MAGIC SENSE Spells ma y hid e themselve s fro m magi c sens e a s illusio n spells d o if the y ar e illusio n spells: usuall y +10-1 5 complexity , plu s Illusidor. Suc h spells still sho w physicall y a s the y build : a Fir e Flowe r wil l start its victi m smoldering , eve n if th e magi c canno t b e seen . Hidin g tha t aspec t to o require s som e +2 5 com ­ plexity , Illusidor, an d Destro c o r Mutoc . WAITING FOR COMMAND Spells ma y hav e their effects delayed , s o tha t the y tak e effec t o n a wor d fro m C. - or, wit h Spiridor, mindfully . This usuall y require s 5 complexity , Ruloc , an d Sustenoc ; and , fo r mindful ­ ness, Spiridor. (This doesn' t mak e th e spel l itself mindfu l - just t h e delay.) (cf Colla r o f Flam e fCr R u S u P y [Sp ] 10)). HARDER T O RESIST Makin g a spel l mor e penetran t - tha t is, harde r t o resist - is straightforward ; + 5 complexit y usuall y give s + 5 penetration , or, equivalently , - 5 o n Magi c Resistanc e rolls, (cf. Fir e Ros e (C r P y 10)). HIGHER QUALITY Man y spells creat e o r wor k material ; th e simplest spells giv e l o w quality . Spells ca n giv e highe r quality , a t a cost . Sometime s t h e spells tak e longe r t o cast , wit h duratio n "afte r cone" ; this usuall y give s C. he r full skill i n th e mundan e art. Sometime s the y includ e Spiridor, fo r th e sam e effect. Sometime s they ar e 5 - 10 complexit y higher, whic h add s 1/2 Finess e t o th e quality ; thes e spells are popula r wit h peopl e wh o d o wis h t o lea m th e mundan e skill. PAIRED SPELLS Pair tw o unrelate d spells int o one . This is goo d fo r spee d (yo u g e t tw o spells i n on e action ) an d fo r conservin g cle y (th e paire d spel l costs on e cley ; th e component s eac h ge t th e full Powe r o f t h e paire d spell). Th e complexit y o f th e paire d spel l is th e usu ­ all y 5-1 0 mor e tha n th e su m o f th e complexitie s o f th e individ ­ u a l spells. If th e tw o spells don' t fit togethe r well , o r ar e clos e t o th e limits o f their complexity , it migh t b e mor e tha n 10 . Th e paire d spel l require s all th e arts o f th e components . Wizard's Doubl e Armo r (S u L o C o 30 ) is a paire d spell , o f Tast e o f Invulnerabilit y (S u C o 15 ) an d Thic k Distanc e Armo r (S u L o 10). MECHANICS or INVENTING SPELLS This process take s a lon g time , ofte n months. T o th e mage , it is har d labor: long , lon g day s spen t i n intricat e calculation s tha t are , a s th e sayin g goes, hal f algebra , hal f poetry , an d hal f guesswork . Th e wor k is punctuate d b y attempts t o cast parts o f th e calculate d spel l b y spontaneou s o r wove n magi c t o se e if they're at all right . Onc e th e spel l work s basicall y a s intended , it wil l still requir e a lo t o f wor k t o mak e it professiona l quality . Spel l researc h take s plac e in period s o f (Complexity/5)dl 0 day s - so , workin g o n a complexity-1 5 spel l take s plac e i n perio d s o f 3 d 10 days. This tim e shoul d b e uninterrupted , contigu ­ o u s day s o f full-time work . Ad d an extr a dl O day s pe r brea k o f mor e tha n a day , u p t o doubl e th e origina l time . T h e mag e describe s th e desire d spel l i n full detail , includin g arts. Playe r an d gamemaste r agre e o n the arts. Th e gamemas ­ t e r decide s wha t complexit y th e spel l wil l be , an d tells th e mage . Ofte n this wil l mak e the mag e revis e th e desire d spell . T h e mag e spend s som e tim e workin g o n th e basi c spell . Afte r ever y (Complexity/5)dl 0 day s o f work , sh e ma y mak e a roll o f Wits + Worst Ar t + Magi c Theor y + s2 0 >= 15 + Complexity . If this roll succeeds, sh e ha s invente d a workabl e (bu t probabl y no t ver y good ) draft o f th e spell ; g o o n t o th e nex t step . If it fails, s h e ha s not , bu t sh e ma y tr y again , wit h anothe r (Complexity/5)dl 0 days' work , a t +(Magi c Theory/20) , keepin g fractions, o n th e roll. Sh e ma y tr y a s ofte n a s sh e likes. Th e roll h a s tw o botc h dic e pe r art o f th e spell ; if it botches, all successiv e rolls ar e a t -20 . T h e draft spel l is probabl y mor e comple x tha t it ough t t o be . Rol l a (d2 0 + (Magi c Theor y / 5 ) - (Complexity/5)) . O n a 3- , it is 2 0 complexit y highe r tha n it shoul d be . O n 4-10 , it is 15 high . O n 11-16 , it is 10 high . O n 17-20 , it is 5 high . O n 21+ , it is th e complexit y it shoul d be . If th e draft spel l is undesirabl y complex , th e mag e ma y attemp t t o improv e it. Fo r eac h (Complexity/5)dl 0 day s spent , mak e anothe r (d2 0 + (Magi c Theor y / 5) - (Complexity/5) ) roll , at a bonu s o f +(Magi c Theory/10 ) pe r attempt . If the late r roll is bette r tha n th e former, th e spel l ha s bee n improved . Afte r this, th e mag e know s th e spell . Sh e ma y o r ma y no t b e abl e to cast it, bu t sh e ca n mak e copie s fo r othe r people . VARIATIONS Som e situation s mak e th e spel l easie r o r harde r t o invent . Her e ar e som e typica l modifiers: • If th e mag e know s a simila r spell , ad d + 1 t o all d2 0 rolls. If


t h e mag e know s severa l simila r spells, ad d +2 . If th e mag e know s severa l simila r spells whic h collectivel y cove r all th e aspects o f th e spel l bein g invented , ad d +3 . • If the spel l is a well-designe d restricte d (easier) versio n o f o n e th e mag e know s (Levitat e fo r someon e wh o know s Levitat e Other) , ad d +3 . • If th e mag e is makin g a standar d modificatio n t o a n existin g spell , an d ha s mad e a simila r modificatio n t o anothe r spell , ad d + 3 . • If th e mag e ha s a knac k i n som e o f th e arts o f th e spell , sh e m a y hav e som e insigh t tha t make s inventin g th e spel l muc h easier: ther e is a percentag e chanc e equa l t o th e mage's tota l knac k o f subtractin g 50 % fro m th e tim e required . So , a basi c Herethro y mag e ha s a 4 % chanc e o f subtractin g 50 % fro m th e tim e o f a Creo c spell . Enchantment The Wild and Scaly Llezcaryg took the blazing tail of a remorshka, the golden cactus that had grdwn in the master-jeweler's forge, a goblet spun entirely of ruby, and certain other things that we do not know. Zie curled up in zir workshop for a month and a day, as the sky shook and the winds hid their faces. When zie was done, zie gave the goblet to Duke Dursus. "Walk around the city," zie said, "and pour out from this goblet behind you." And the duke walked around the city, pouring out behind from the goblet. Where the goblet's water touched the ground there arose flames: at first so high they caught the stars in their upper claws, but they sank down to the height of three tall trees. That night when the scoriax came, the city was safe. The scoriax howled and swirled, but the fire cast them back. One of them gave himself wings and made to fly over the wall. The flames reared as high as they had at first, rending the scoriax in their fireclaws, tossing the ashes of his corpse up into the stars. "Now you are safe within.", the Zi Ri said, and curled zir tail. "For a certain and worthy price I shall tell you how to open a gate to get out." — Moika oa Kantele, The Life of Duke Dursus Enchantmen t is th e hardest o f th e magica l techniques, an d th e mos t poten t i n effects. It produce s magi c items. Th e least o f its products are permanen t spells wit h a n endarin g reality , o r one - u s e item s wit h a powerfu l spel l o n them . Goo d enchantments c a n yiel d mor e magi c tha n wen t i n t o them : spendin g a thousan d cle y t o mak e a n ite m tha t ca n cast on e spel l thre e time s a day , forever. Th e greatest magic s worke d b y prime s hav e mostl y bee n enchantments. Performin g a n enchantmen t is a painstakin g an d elaborat e process, startin g wit h mundan e material , an d pourin g int o it th e essentia l stuff o f magic . Ther e ar e thre e branche s o f enchantmen t i n regula r use . Recipe Enchantment is use d b y certai n artisan s t o mak e a few particula r kind s o f magi c items. Pattern Enchantment make s one-us e magi c item s tha t cast patter n spells. Th e disciplin e is almost dea d outsid e academe , havin g bee n replace d b y boun d spells. Enchantment, o r Great Enchantment a s its practition ­ e rs cal l it, allow s makin g almost anything . Socially , enchantmen t is a n ol d technique , havin g bee n invente d i n th e first tw o centuries. I n th e last centur y o r so , it ha s bee n use d less an d less. Boun d magi c is vastl y cheape r an d easie r tha n enchantmen t for makin g simpl e one-us e magi c items; an d binding , especiall y wit h reasoning , is considerabl y mor e flexible . Enchantmen t isn't dyin g ou t - peopl e still perfor m craft enchantments an d mak e majo r magi c items, doin g thing s whic h canno t b e approximate d b y boun d spells. Bu t ther e aren' t man y peopl e makin g one-us e magi c item s anymore . T h e enchantmen t rule s giv e th e playe r a bi t o f th e feelin g tha t t h e enchante r has, workin g wit h a n elaborat e syste m o f tradeoffs a n d balances, strugglin g wit h symbol s an d rituals t o pus h th e boundarie s o f skill an d power , managin g fine details an d delicate , risk y calculations. RtCIP L LNC.IANTME.N T Then "Here" asked Kathulla Kazrie what boon she craved of him for the services she had rendered and the price she had paid. She asked the god for wealth: wealth for her, and perpetual wealth for the child within her that the god had rendered fatherless, and for all their descendants forever. So "Here" granted her the recipe for making Helms of the Deep Void, and she named him honorable and more than honorable. — Amarok Kazrie, Autobiography Recipe s ar e agreements betwee n prime s an d god s that certai n procedure s shal l resul t in certai n enchantments. The y ar e ver y closel y guarde d secrets, th e prize d propert y o f familie s o r guilds. The y ar e no t flexible . Eac h recip e ha s its ow n condi ­ tions; mos t requir e significan t levels o f craft skill, somewha t lowe r levels o f magica l arts, an d usuall y onl y noddin g acquain ­ tanc e wit h th e Enchantmen t skill . Mos t ar e limited , an d ca n onl y b e performe d b y a certai n species, o r region , o r family . Makin g a ne w recip e require s earnin g th e hig h favo r o f on e o f t h e relevan t gods, an d happen s onl y a fe w time s a century . Sinc e th e details vary , w e giv e som e examples. Som e othe r commo n recip e enchantments ar e give n o n pag e 307 . Merchant's Cloa k A Merchant's Cloa k remember s wha t happene d nearby , an d c a n sho w th e image s an d sound s a t th e wearer's command . Fo r example , th e merchan t migh t agre e t o sell seve n bale s o f clot h f or thirt y lozen s a bale ; if th e buye r late r say s the y agree d o n twenty , th e merchan t ca n hav e th e cloa k repla y th e scen e wher e the y agree d o n thirty . (Th e weare r ca n als o tell it t o forge t a n event.) Th e cloa k canno t lie , eve n if th e merchan t woul d pre ­ fer it to. 2 0 Th e cloa k work s wel l a s a cloak : it is war m o n col d days, coo l o n ho t days, an d is almost impossibl e t o ge t dirt y o r wea r out . A Merchant's Cloa k costs at least seve n thousan d lozens, makin g it a statu s symbo l for wealth y merchants. Onl y Can i wh o ar e bloo d descendants o f Than e Hanoo f ca n mak e Merchant's Cloak s b y th e recipe . (Than e Hanoo f wa s a tailo r o f th e secon d centur y wh o ha d certai n adventures, an d a fair numbe r o f descendants. ) Th e enchante r mus t hav e Enchantmen t >= 3 , Corpado r >= 6 , Weavin g >= 10, Tailorin g >= 13 , a n d Dexterit y >= +2 . Sh e mus t als o b e abl e t o ge t si x cle y a da y reliably ; th e enchantmen t require s tha t many . T h e cloa k must b e mad e b y th e enchanter, startin g fro m th e wool . A short phras e must b e sai d ove r ever y shuttle-pass an d stitc h o f sewing . (Actuall y a fe w errors ar e acceptable.) Ther e a r e som e othe r rituals required ; th e publi c know s little , excep t tha t th e thre e whit e pigeon s ar e release d unhur t afte r sundown , a n d th e pocket-mirro r is neve r see n again . Th e process take s thre e month s t o do , averagin g hal f th e enchanter's efforts durin g tha t time . 20 A greater enchanter could make a merchant's cloak that could lie. It would be much more expensive. The merchant would have to make a great deal of money out of those lies to make up the cost.


Hug e Ba g A Hug e Ba g ca n b e an y size : it is a leathe r pouc h stampe d wit h picture s o f world-branches. It ca n hol d five t o fifty time s a s muc h materia l a s a regula r ba g th e sam e size , thoug h it wil l weig h n o mor e tha n a regula r ba g would . It is roughl y lik e a ba g wit h a permanen t Bi g Ba g (M u L o 10). Hug e Bag s ar e reason ­ abl y common . New , the y cost fro m 10 0 t o 2,00 0 lozens, dependin g o n size , workmanship , an d carryin g capacity . Th e leathe r wears ou t i n 10-2 0 years; wom-ou t Hug e Bag s ca n b e bough t for modest prices, if yo u don' t min d th e ris k o f th e ba g breaking . Anyon e ca n perfor m th e Hug e Ba g enchantment , if the y kno w t h e recip e an d hav e (Dexterit y + Leatherworkin g >= 8), (Enchantmen t >= 2), (Locado r >= 4) , an d (Wil l + Musi c >= 10). It take s a fe w week s t o do . Th e enchantmen t is know n to includ e tracin g symbol s wit h a fingerti p ove r eac h squar e inc h o f the bag , singin g a monotonou s complicate d whin y song , an d feed ­ ing it a cley . Th e powe r o f th e enchantmen t is relate d t o th e maker's Leatherworkin g + Enchantment . I n mos t places, th e recip e is a carefully-guarde d possessio n o f a wealth y leatherworke r o r two . Rag e Spea r A Rag e Spea r is mad e fro m th e spira l ho m o f a carcanofex , a fairly dangerou s Verticals-beast . Th e Rag e Spea r double s th e user's Comba t Stanc e for attacking : if th e use r choose s a +1 0 aggressiv e comba t stance , sh e gets +2 0 o n he r attac k roll (bu t onl y th e usua l -1 0 o n he r defens e roll). Th e Might y Blo w com ­ b a t optio n give s tripl e stanc e o n attack . Rag e Spears ar e almost indestructible . Fiv e t o te n thousan d lozen s is a fair price , ne w o r used . T h e recip e fo r Rag e Spears appears in severa l standar d textbook s o n enchantment . Th e enchante r must b e a n experience d Herethro y spear-fighte r (Polearm s >= 15 , Comba t Stanc e Bas e >= 15), a s wel l a s hav e a modes t amoun t o f magica l skil l (Enchantmen t >= 2 , Mentado r >= 3 , Rulo c >= 3 , Spirido r >= 3). Th e enchantmen t take s a fe w hours, plu s th e carcanofex's hom . Carcanofe x ar e rar e anywhere , an d especiall y rar e in region s wher e th e recip e for Rag e Spears is available . PATTER N ENCHANTMEN T Patter n enchantmen t make s minor , one-us e magi c item s tha t cast patter n spells. It ha s largel y bee n supersede d b y spellbind ­ ing , whic h doe s roughl y the sam e thin g muc h mor e cheaply . Ther e ar e fe w professiona l patter n enchanters aroun d anymore : mainl y ol d wizard s wh o refus e t o lear n newfangle d techniques. T h e mai n thing s keepin g th e disciplin e aliv e ar e th e diehards, a n d th e fac t tha t magi c students an d apprentice s ca n d o patter n enchantments a s exercise s lon g befor e they'r e read y t o tackl e mor e seriou s work . A n enchante r ca n enchan t a n objec t wit h a spel l o f complexi ­ ty u p t o Enchantment+5 , takin g a day's wor k an d twelv e cley . T h e spel l wil l hav e Powe r = 1/2 (Enchantmen t + Worst Art + Will)+s6 , plu s a modifie r fo r ho w suitabl e th e substanc e is fo r t h e spell . Exceptionall y goo d substance s ca n giv e modifiers u p to +20 , for healin g potion s mad e wit h th e Seve n Blesse d Herb s brew . Ther e is n o limi t o n th e numbe r o f patter n enchantments a per ­ s o n ma y own . Usin g a patter n enchantmen t is muc h lik e havin g t h e spel l cast ; e.g., a heale r givin g a patter n enchantmen t Hea l Onc e potio n t o a patien t ca n us e he r Medicin e skill wit h it. Patter n enchantments requir e comman d action s t o g o off (e.g., thinking a potio n o r wavin g a wand) ; the y canno t b e mad e t o g o o ff automatically . The y d o no t tak e cle y t o use . GREA T ENCHANTMEN T Grea t enchantmen t is th e highest techniqu e o f magic : th e hardest , th e most expensive , the mos t demanding , an d th e on e wit h the mos t impressiv e results. A n enchante r can , i n principle , produc e a devic e that doe s anything , a t an y power , an y desire d numbe r o f times. I n practice , mos t grea t enchantments a r e muc h mor e modest . Eac h grea t enchantmen t ha s a Challenge rating . Determin e t h e Complexit y an d Powe r o f th e effec t a s if it wer e a spell . (It is har d t o mak e high-complexit y item s wit h lo w power ; fo r most enchantment s th e Powe r mus t b e a t least a s bi g a s th e Complexity. ) Th e bas e Challeng e ratin g is typicall y th e effect's Powe r + 2xComplexity , considerin g the effec t a s a spell . Man y aspects o f th e enchantmen t wil l modif y th e Challenge . If th e ite m ha s severa l effects, ad d all their (2xComplexity ) score s t o the effect. If th e effects all dra w fro m th e sam e poo l o f charge s (e.g., a ring whic h ca n mak e yo u stron g o r invisibl e onc e pe r day , bu t canno t d o bot h i n th e sam e day) , giv e the m all t h e sam e Powe r an d just ad d tha t Powe r onc e t o th e Challenge . If th e effects hav e differen t pools o f charge s (e.g., a ring whic h c a n mak e yo u stron g onc e pe r day , an d invisibl e onc e pe r day ) a d d all their Powers . Exception : mino r littl e extr a enchant ­ ments for primaril y artisti c valu e ofte n ca n b e don e wit h a mer e + 1 t o +1 0 o n Challenge ; e.g., makin g th e eye s o n th e sword's hilt glo w is a mer e + 1 t o cost , no t th e +1 5 it ough t t o require . Makin g an enchante d ite m nearl y unbreakabl e is typicall y + 5 t o + 1 0 Challenge . T h e typica l magi c ite m ca n us e its effec t onc e pe r day . Mor e use s add s t o th e Challenge : 3/da y typicall y add s +25 % t o th e bas e Challenge , 12/da y typicall y add s +50% , an d unlimite d use s typicall y add s +100% . Continuou s usag e migh t ad d anywhere from n o extr a (e.g., fo r a swor d whic h wa s continuousl y ver y sharp ) t o +100 % o r mor e (e .g., for a staff whic h continuall y deflects ever y Corpado r attac k aime d a t anyon e i n th e area). T h e typica l magi c ite m ha s a trigger, ofte n a comman d wor d o r gesture . Makin g the trigger a s smar t a s a boun d spell's com ­ man d is +1 0 Challenge . Makin g it a s smar t a s bindin g wit h rea ­ sonin g is +20 . Makin g it actuall y sentien t is +3 0 o r mor e an d require s a Spirido r skill o f 15 o r more , dependin g o n th e leve l o f intelligenc e an d independen t actio n desired . T h e ite m bein g enchantmen t ha s a n Enchantabilit y ratin g for t h e effect, give n a s a percentage . A typica l goo d choic e for a n enchantmen t (e.g., a shiel d fo r defensiv e spells) ha s a n Enchantabilit y o f abou t 100% . A typica l poo r choic e (e.g., a shiel d for artisti c spells) ha s a n Enchantabilit y o f abou t 50% : twic e a s har d a s fo r a goo d choice . A super b matc h betwee n ite m an d effec t ca n ge t u p t o 150% , bu t suc h thing s ar e rare . Y o u ca n perfor m th e enchantmen t if you r Performin g Enchantmen t total , Enchantabilit y x (2xEnchantmen t + Nou n + Ver b + Wits + Wil l + Faith) , is a t least a s larg e a s th e enchant ­ ment's Challenge . Ther e ar e a wid e variet y o f technique s an d circumstance s whic h improv e th e Enchantabilit y o r Performin g Enchantmen t total . Fo r example , consecratin g an ite m t o a suitabl e go d - if t h e go d approve s - migh t ad d 10 % t o Enchantability . Performin g th e enchantmen t take s (Challenge/20 ) steps. Eac h ste p take s a t least on e wee k o f full-time work , an d supplie s cost-


i n g anywher e fro m Challeng e t o 50xChalleng e lozens. Eac h day's wor k mus t begi n a t daw n (s o a n enchante r ca n onl y wor k o n on e ite m a t a time) , an d take s d 6 hours o f labo r an d 3d 6 cley . A t th e en d o f eac h week's work , roll si0 0 < Enchantmen t + 1/2 Enchantability . (So , if you r Enchantmen t = 20 , an d th e Enchantabilit y =100% , roll si 0 0 < 70.) If th e roll succeeds, tha t ste p is finished. If it fails, th e ste p wil l nee d t o b e repeated , a t a + s 6 fno botch dice} bonu s o n Enchantability . Th e bonuse s accumulat e a s yo u tr y an d retr y th e step , bu t d o no t carr y ove r t o late r steps. Botche s o n th e si0 0 indicat e la b accidents o r othe r problems, generall y ruining th e week's wor k o r more . Onc e all th e step s hav e bee n finished, th e ite m need s a closin g ritua l tha t take s a full day . Enchantment s ar e har d t o modify . Patter n spells rarel y suffice . Anothe r enchante r ma y attemp t t o modif y a finished enchant ­ ment . Changin g a trigge r (e.g., if th e swor d wa s buil t t o onl y wor k for Rhathugash , modifyin g it s o it ca n b e use d b y any ­ body ) require s a month's harrhwor k an d a n Enchantmen t + Wil l + s2 0 >= Challenge/ 5 roll , o r harde r if th e ite m wa s protecte d in advanc e against modification . Othe r change s (e.g., addin g a n e w effect) ar e eve n harder. Identifying Magic Items It either turns all the water within a hundred yards into pepper vodka, or summons a burning squid which will eat you if you don't know how to control it. Ill tell you when I've figured out which. Until then, go away and don't interrupt me. -- Muzmensis Oooth, sorcerer A mag e ma y attemp t t o identif y a n enchantmen t quickly , mak ­ i n g a Perceptio n + Enchantmen t + s2 0 >= 3 0 (o r more ) roll. If t h e roll succeeds, th e mag e gets a reasonabl y goo d ide a abou t wha t th e mos t prominen t effect(s) o n th e ite m are , an d perhap s a hin t abou t th e trigger. Mor e accurat e identificatio n take s a while , usuall y fou r o r mor e hours' wor k i n a decentl y equippe d templ e o r laboratory . Afte r the first hour, th e mag e wil l understan d th e ite m a s sh e woul d hav e fro m a quic k identification , eve n if sh e faile d tha t roll. Afte r th e full work , mak e a Wits + Enchantmen t + s2 0 >= 2 0 (o r more ) roll". If this rol l succeeds, th e mag e understand s th e ite m i n reasonabl e depth : usuall y wel l enoug h t o us e it, o r teac h others t o us e it. Subtletie s an d obscur e o r nove l feature s wil l probabl y b e missed . Som e day s o r week s furthe r wor k ma y revea l som e o f thes e featares; th e details ar e u p t o th e gamemas ­ ter.


This is a samplin g o f th e spells availabl e o n th e Worl d Tree . Man y o f thes e spells ar e common , foun d i n spellshop s in all civilize d territories. Others ar e obscure , include d for illustra ­ tiv e purposes, o r purel y theoretical . READIN G A PATTER N SPELL DESCRIPTION "What the vorf does this spell called "Bite the Spell's Head QjX'do?" W e writ e spel l description s i n a compac t notation . Ther e ar e a fe w standar d abbreviations. F o r example , th e tex t o f th e Fir e Flowe r (C r P y 5 ) spel l reads, "Fire blossoms briefly around S., doing (P/5+s6-Soak) damage, or half of that if S. succeeds in a Magic Resistance roll [Range: short, Speed: build, Dur: instant, Resist: MR half]." This mean s that , whe n th e spel l take s effect, the victi m wil l tak e one-fift h o f th e spell's Powe r i n damage , plu s s6 , minu s th e vic ­ tim's Soak ; if the victi m resists th e spell , h e take s hal f tha t amount . If th e Fir e Flowe r is cast wit h Power=33 , an d th e vic ­ t i m ha s Soak=2 , h e wil l tak e 5+s 6 damage , o r hal f o f that . T h e spel l is liste d a s havin g short rang e (viz., P feet), a s building rathe r than takin g effec t instantly , a s bein g a n instantaneous effec t a s oppose d t o on e whic h lasts fo r a n appreciabl e lengt h o f time , an d a s havin g a M R (Magi c Resistance ) roll fo r half effect. Followin g a Worl d Tre e convention , C. is give n th e femal e pronou n an d S. th e mal e i n spel l descriptions. So , a spel l migh t read , "This spell prevents S. from approaching C. He must make a roll on Strength + Magic Resistance + s20 > P to approach within three yards of her." "S." an d "He " ar e th e pers o n th e spel l wa s cast on ; "C. " an d "her " ar e th e perso n wh o cast t h e spell . Skills an d attribute s mentione d i n th e spel l ar e ordinaril y C.'s, a s i n th e Hea l Onc e spell , whic h say s "Heals P/5+Medicine damage." Th e "Medicine " skil l involve d is C.'s. Bu t whe n S. is makin g resistanc e rolls o r th e like , th e skills involve d ar e S.'s. T h e "Strengt h + Magi c Resistance " whic h S. use s t o approac h C. whe n unde r th e spell in th e previou s paragrap h ar e S.'s Strengt h a n d Magi c Resistance . Som e spells hav e a n art liste d a s optional. Fo r example , Persona l Geyse r ha s [Py ] a s a n art, meanin g tha t it ca n b e cast wit h Pyrado r if th e caste r wants to . If C . choose s t o us e th e optiona l art, it is treate d exactl y th e sam e a s th e spell's othe r arts. S o , a mag e wit h Aq=16 , Mem=0 , an d Cr= l 1 coul d cast Persona l Geyse r wit h power=27+d20 . If tha t mag e ha d Py=13 , sh e coul d n o t cast it wit h Pyrado r becaus e he r Memor y + Lowes t Ver b + Lowes t Nou n = 0+11+1 3 is less tha n th e spell's complexit y o f 2 5 . If sh e ha d Py=14 , sh e coul d cast it wit h power=25+d20 . SPEL L RANG L Spel l range s ar e usuall y on e o f th e following : Spel l Range s Wor d Rang e self T h e spel l affects C. herself, an d he r equipment , an d tha t is all. touc h C . must touc h S. C.'s bod y touchin g S.'s, n o matte r h o w lightly, alway s works. C.'s bod y touchin g S.'s clothin g usuall y work s (5/ 6 o f the time); C.'s bod y touchin g S.'s armo r o r othe r equipmen t usuall y doesn' t (1/ 6 o f the time). short P feet. mediu m 1 OP feet. lon g 1 OOP feet. sigh t 1000 P feet, bu t C. must b e abl e to se e S. wit h he r o w n eyes. conn . T h e spel l usuall y is cast throug h a n arcan e connectio n to S. (se e pag e 77) , thoug h it ha s a maximu m rang e o f P miles. It ma y als o b e cast a t short rang e o n a targe t C. ca n see . spec . Special ; se e th e spell's description . Unless otherwis e mentioned , mos t spells requir e C . t o b e abl e t o se e S. Locado r spells ar e a commo n exception : C . ma y tele ­ port t o a plac e describe d as, say , "fort y fee t tha t way. " Abbreviation s P T h e spell's Power . C. T h e spell's caster, ordinaril y referre d to a s "she" . s. T h e spell's subjec t (beneficiar y o r victi m a s the cas e ma y be) , ordinaril y referre d to a s "he" . S. nee d not b e a person ; spells ca n b e cast a t swords , plates, othe r spells, a n d s o on . If th e targe t is alway s inanimate , S. ma y b e referre d to a s "it. " Occasionally , if the spel l is typicall y cast o n a n objec t that someon e is holding , S. wil l refe r to the holde r rathe r than the objec t itself: e.g., a spel l to turn S.'s armor int o glass. If ther e are man y subjects, S. usuall y refers t o the m individually .


SPEL L SPEE D S e e pag e 18 5 for the discussio n o f whe n spells start. Spell Speed Word Duration fast T h e spel l is fast; it take s effec t the instan t it is cast . buil d T h e spel l need s on e actio n befor e it take s effect. after cone . C. must spen d som e time describin g wha t the spel l doe s (e.g. , wha t a n illusio n wil l loo k like). Th e spel l take s effec t fast - bu t not until C. ha s finished describin g wha t it is suppose d to do . ( A goo d wa y to ru n this is t o mak e the playe r sa y wha t the spel l is goin g to d o - i n enoug h detai l to satisfy the G M - an d time ho w lon g it take s he r to sa y it ) spec . S e e th e spel l description . SPEL L DURATIO N Spel l Duration Word Duration cone . A s lon g a s C . concentrate s fully o n maintainin g the spell . C . ca n maintai n concentratio n for short time s in eas y situation s withou t difficulty. If C. is disturbe d (e.g., i n combat) , sh e ma y hav e to mak e a Wil l + Concentratio n roll . Fo r long-ter m concentration , C . shoul d mak e this rol l eac h hour, wit h threshol d 10 for the first hour, 12 for the second , 14 for the third , an d s o on . P / 5 action s T h e spel l lasts for C.'s nex t P/ 5 actions, rounde d to the nearest whol e number. (Optional : the spel l lasts for P/ 5 o f its ow n actions; this is mor e correc t bu t rarel y wort h the bookkeepin g unless the spel l is takin g action s o n its own j nex t S. actio n T h e spel l affects S. until th e en d o f his nex t action . P / 5 minutes, (etc). T h e spel l lasts for P/ 5 minutes. Othe r concret e time s are don e similarly . atten d Ever y P/ 5 actions, C. must spen d on e actio n to maintai n the spell , o r it wil l fade . Th e spel l remind s C. o f this need . atten d hourl y Ever y hour, C . must spen d a minut e concentratin g o n the spell ; otherwis e a s "attend" . atten d dail y Ever y day , C . must spen d te n minute s concentratin g o n the spell ; otherwis e a s "attend" . per m T h e spel l is permanent , lastin g until somethin g stop s it. (It ca n b e cancelle d o r dispelled.) Som e spells are permanen t bu t allo w S. a Magi c Resistanc e roll t o brea k the spel l eac h action ; suc h spells coul d last forever, bu t rarel y last for lon g i n practice . rea l T h e spell's effec t is real ; e.g., th e doo r is reall y destroyed . Rea l effects canno t b e dispelled . The y c a n b e changed , o r degrad e ove r time ; e.g. rea l spellcreate d ic e wil l mel t naturally . instan t T h e spel l is ove r i n a n instant. Fo r example , the fire burn s S., bu t is soo n gone . Its effects remain . Th e sam e a s "real" . spec . Special ; se e spel l description . a lengt h o f time T h e spel l lasts for the indicate d lengt h o f time .


SPEL L .MAGI C RESISTANC E This describe s ho w a spel l is resisted . Sometime s som e gamemaste r judgmen t is needed ; e.g., if a spel l normall y cast o n nonlivin g objects ha s n o resistanc e listed , bu t is cast o n a person , t h e perso n wil l probabl y ge t a Magi c Resistanc e roll - o r a n "easy " o r "auto " resistance . T h e standar d Magi c Resistanc e roll is Magi c Resistanc e + s2 0 > spell's Power . Eve n experts a t Magi c Resistanc e usuall y fail t h e standar d roll. Se e pag e 18 5 fo r mor e details. Spell Magi c Resistanc e Wor d Meanin g none N o resistanc e roll is allowe d unde r ordinar y circumstances. Unusual circumstance s may grant a resistanc e roll, o r eve n automati c resistance , at the gamemaster's option. M.R. T h e spell gets a standard Magi c Resistanc e roll whe n it takes effect. If S. resists it, it has no effect at all o n hi m M.R. half T h e spell gets a standard Magi c Resistanc e roll whe n it takes effec t If S. resists it, it has half of its usual effect. E.g., a resiste d Fir e Flowe r doe s half damage . eas y T h e spell gets a n eas y Magi c Resistanc e roll: Magi c Resistanc e + s2 0 >= P/2 . If the roll succeeds, the spell ha s n o effect o n S. auto T h e spell ca n b e automatically resiste d if S. doe s not wan t to b e affected. If S. is conscious, S. may choos e to resist it. (auto) T h e spell is ordinaril y cast o n somethin g that canno t resist it (e.g., a piec e of clothing). However, if it is cast in a situation wher e Magi c Resistanc e could appl y (e.g., a piec e of clothing that is bein g worn), it may b e resiste d automatically. n/a T h e spell doesn't ordinaril y hav e a targe t that ca n resist it. If it is someho w used o n something that c a n resist (or is bein g used b y someone), it may b e auto o r M.R. resiste d a t the gamemaster's option. until M R (+5 ) S. is allowe d a Magi c Resistanc e roll eac h action, until one succeeds. Whe n on e succeeds, the spell is cancelled . Th e rolls get easier: eac h on e ha s a +5 bonu s abov e the previou s one . So , the first resistanc e roll ha s no bonus, the secon d ha s +5 , the third has +10 , and s o on. dail y until M R Like "until MR" , but S. is only allowe d on e Magi c Resistanc e roll, at dawn , to brea k the spell eac h day. Har d (-10) S. is allowe d a Magi c Resistanc e roll, a s wit h M R, but that roll is at-10 . spec . Special ; se e spell description . illus T h e spell is an illusion. No resistanc e is possibl e in general, but cleverness o r perceptio n might allo w peopl e to deduc e that it is not real. Th e caster's Powe r and Finess e reduc e chance s of detection. OTHE R SPEL L DESCR I PTIVE S • Simpl e Shape : Man y spells creat e a lo t o f something ; e.g., a Wal l o f Woo d spel l make s a grea t dea l o f woo d quickly . Suc h spells ofte n insist tha t th e materia l the y creat e is in a simpl e shape . Lines, planes, circles, triangles, squares, domes , an d sphere s ar e goo d example s o f simpl e shapes. A descriptio n lik e " a littl e circl e aroun d eac h o f th e scawn , connecte d b y straigh t lines " is no t simple . Th e gamemaster's judgmen t applies, an d a mag e ca n figure ou t if a shap e is simpl e wit h a Wits + Magi c Theor y + d2 0 >= 1 0 roll. • Fragile: Man y spells ar e fragile : unusuall y eas y t o dispel , o r havin g som e requirements in orde r t o continu e t o exist . Rea d t h e spel l descriptio n for details. Fragil e spells ca n b e dispelle d relativel y easily . • Gain Knowledge : Som e spells giv e C. a vast amoun t o f information ; e.g., th e name s o f everyon e wh o wa s eve r born . Thes e spells ar e completel y safe ; th e vast floo d o f informatio n doe s no t overwhel m C. , no r alte r he r personality . Th e spel l feels rathe r a s if C . ha d learne d th e knowledg e b y heart in school . • Mindful: Mindfu l spells d o exactl y wha t C. wants; C. doe s n o t eve n hav e t o tell the m wha t t o do ; th e spel l understand s an d anticipate s C.'s needs. The y ar e aliv e (i n th e sens e tha t the y hav e spirits). Mindfu l spells ar e run b y C.'s player for C.'s benefit . • Living: Man y spells ar e aliv e (havin g spirits), bu t ar e no t mindful . Living , non-mindfu l spells ar e quit e effective , bu t the y ten d t o hav e distinc t personalitie s wit h limits o n their obedience . Mos t non-mindfu l livin g spells fight others o f their kin d (o r eve n othe r livin g spells) instea d o f obeyin g C ; usuall y castin g on e livin g spel l is good , bu t castin g tw o a t th e sam e tim e waste s bot h o f them . • Th e qualit y o f objects is measure d o n th e sam e scal e a s skills: qualit y 5 is goo d amateu r work , qualit y 10 is startin g pro ­ fessional , qualit y 15 is expert professional . I n most cases, spells creat e objects that ar e hal f o f C.'s skil l i n quality ; e.g., a master - tanne r wit h Tanning=1 6 coul d creat e journeyman-qualit y hide s o f qualit y 8. A Wits+Finesse+s2 0 >= 2 0 roll allow s C . t o ad d a quarte r o f he r Finess e t o th e quality , eve n if tha t exceed s he r skill. Botches Patter n spells cast i n stress situation s ca n botc h o n their Powe r roll, an d sometime s o n a Finess e o r Attac k roll if the y mus t d o somethin g accurately . In mos t cases, thos e ar e th e onl y rolls the y ca n botc h on . Fo r example , the s6's in mos t Pyrado r attac k spells neve r hav e botc h dice .


Generic Protective Spells There are many ways to protect against hostile magic. The most common have been collected as the generic protective spells. For example, a Mutoc mage trying to protect someone from fire will generally try to make the fire less harmful - shrinking it, or turning parts of it to harmless light. The best low-complexity way to do this is the Mutoc Pyrador 5 spell Blunt the Pyrador Blade. There is one version of each of these spells for each Noun. For example, there are separate spells Blunt the Pyrador Blade. Blunt the Herbador Blade, and so on. Some of the variants are useless: Sheath in Corpador . which wraps a weapon in wool, is effective, but Sheath in Mentador. which could only wrap it in memories or some such, is largely ineffective. The Durudor variants are generally higher-complexity and less effective than the others. There is a full set of high-complexity variants, which are somewhat more effective, and usually 20-25 complexity higher. We present two of them. (ANY NOUN) Sheath in <Noun> (Cr Nn 5) Puts some material (whose art is given by the Noun) around an attack, so that it does less damage. For example, Sheath in Herbador could put an instant balsa-wood sheath on a sword; Sheath in Aquador could dump a few gallons of water on a fire. C must describe what the spell is doing physically. Ordinarily, this reduces the attack's damage by P/10 points. Bad choices of sheath do not work as well (e.g., covering a flaming sword in pitch will blunt the blade for a little while, but feed the fire). This spell is purely defensive, and will refuse to function if used aggressively: Sheath in Pvrador will not sheath a beast's face in fire, because that would injure the beast. The Herbador (using soft wood or cloth), Corpador (cloth), and LocadofAdistance) variants are the most useful. Unlike many other defense spells, the Sheath spells don't require the Noun that they're defending against. They pay for that generality by being less effective against any specific Noun. Note that if the attack hits several people (e.g., a fireball) all its targets will be protected. Multiple castings of Sheath spells are ineffective. NOTE: The complexity of Sheath in Durudor is 15. [Range: medium, Speed: fast, Dur: next s. action, Resist: (M.R.)] Alert to <Noun> (Ke Nn 5) Make S. acutely aware of <Noun> materials which are about to hurt him. Gives S. a P/5+s6 bonus on Defense and Magic Resistance rolls against <Noun>, if S. is able to move. Multiple castings are max rather than add. NOTE: The complexity of Alert to Durudor is 10, and the effect is only P/10+d3. Only that spell can protect against Durudor in this way - e.g., Alert to Pyrador does not protect against flaming metal swords. [Range: short, Speed: fast, Dur: P/5 actions, Resist: n/a] Blunt the <Noun> Blade (Mu Nn 5) Make an attack made of <Noun> less powerful, reducing its damage by P/10. No effect on non-damaging attacks in general. Multiple castings add. NOTE: The complexity of Blunt Durudor is 15, and the effect is only P/20. Only that variant of the spell can protect against Durudor or partially-Durudor objects in this way. [Range: short, Speed: fast, Dur: next s. act, Resist: (M.R.)] Weaken the <Noun> Spell (De Nn 5) Reduce the power of a spell whose arts include <Noun>, by (P/5 + si2). Multiple castings add, but Weaken can only reduce the target spell's power by half, even in multiple castings. Weaken may only be cast after the spell being countered has been cast, and before it takes effect. NOTE: The complexity of Weaken Durudor Spells is 15, and the effect is only P/10 + d6. Only that variant of the spell can protect against Durudor or partially-Durudor spells in this way. [Range: short, Speed: fast, Dur: perm, Resist: (M.R.)] Armor Turning <Noun> (Ru Su Nn 5) Makes it hard for <Noun> materials to approach S., adding P/5 to S.'s Defense and Magic Resistance rolls for a moment. (This spell protects moderately from any number of attacks while it is active, cf. Deflect <Nemn>. which does a great deal more to a single attack.) Multiple castings max rather than add. NOTE: The complexity of Armor Turning Durudor is 20, and the effect is only P/10. Only that variant of the spell can protect against Durudor or partially-Durudor objects in this way. [Range: short, Speed: fast, Dur: P/5 actions, Resist: auto] Deflect <Noun> (Ru Nn 5) This spell deflects one attack, giving it a worse chance to hit. Deflect may be cast at anything that is about to make an Attack roll: most physical attacks, including those caused by spells. It subtracts P/2 from the Attack roll. If this spell is cast on a person (or a weapon wielded by a person), that person gets a Magic Resistance roll; if that roll fails, the physical attack that person makes on his next action is turned. If it is making several attacks simultaneously, only one of them is deflected. Multiple castings are ineffective. NOTE: The complexity of Deflect Durudor is 15, and the effect is only P/5. Only the Durudor spell can protect against metal (or even weapons which are partly metal) in this way. [Range: short, Speed: fast, Dur: next S. action, Resist: M.R.] Remedy for <Noun> (HI Nn Co 5) This cures up to (d6 + Medicine/3) damage that S. has taken recently from Noun materials. This spell only works if S. has taken fewer than P/25 (rounded down) actions since being wounded; e.g. if P<25, then the spell must be cast before S.'s next action. This is true healing. Note: Remedy for Durudor is complexity 35, and almost never used. [Range: short, Speed: fast, Dur: real, Resist: auto] Toughen Against <Noun> (Su Nn Co 5) This makes S. somewhat resistant to <Noun>-based attacks, adding (P/5 + d6) to his Magic Resistance and +1 to his Soak against that Noun. Multiple castings max rather than add. NOTE: The complexity of Toughen Against Durudor is 20. The effect is P/10 + d3 to Magic Resistance and +1 to Soak. Only the Durudor spell can protect against metal (or even weapons that are partially metal) in this way. [Range: short, Speed: fast, Dur: P/5 actions, Resist: auto] Dispel <Noun> Spells (De Nn Ma 10) Destroys an active spell involving <Noun> as one of its arts: either a spell that is building, or one with a magical effect that has taken effect, so long as the power of the spell < P/3 + dlO. Spells with physical effects cannot be dispelled by this spell; e.g., once someone has been turned into a frog (even temporarily), Dispel Corpador Spells will not help him. Spells with magical effects can be dispelled after they take effect; e.g., levitation or paralysis spells. NOTE: The complexity of Dispel Durudor Spells is 20. Only that yariant can dispel spells involving Durudor. [Range: short, Speed: build, Dur: real, Resist: (M.R.)] The Oyster and the <Noun> Wizard (De Ru Su Nn Ma 15) Add P to S.'s Magic Resistance against spells involving the Noun. Note that it requires C. to concentrate to maintain it. It frequently protects to some extent against spells which do not have Magic Resistance rolls, at the gamemaster's discretion. [Range: short, Speed: fast, Dur: cone, Resist: auto] Aura of Alertness to <Noun> (Ke Su Nn 15) Like Alert to <Noun>. but lasts longer. Specifically, gives S. a bonus of +(P/5+s6) on Defense and Magic Resistance against <Noun>. (Durudor: complexity-25, effect is P/10 + d3) [Range: short, Speed: fast, Dur: P/5 hours, Resist: auto] Aura of Weakening <Noun> (De Su Nn 15) Attempts to weaken every <Noun> spell cast at S., reducing their


power by P/5+sl2 just before they take effect. The Aura only weakens the part of the spell affecting S. (unlike the De Nn 5 spell Weaken, which weakens the entire spell); that is, if a group of people each protected by Aura of Weakening are struck by a fireball, each gets the protection from his own Aura, but not from the other victims'. (Durudor: complexity-25, effect P/10+s6) [Range: short, Speed: fast, Dur: P/5 hours, Resist: auto] Aura of Turning <Noun> (Ru Su Nn 15) A long-duration Armor Turning <Noun>. Adds P/4+d6 to S.'s Defense and Magic Resistance rolls. (Durudor: complexity 30, effect P/10+d3) [Range: short, Speed: fast, Dur: P/5 hours, Resist: auto] Aura of Toughness against <Noun> (Su Nn Co 15) Make S. resistant to <Noun>-based attacks for a while, adding (P/4+d6) to his Magic Resistance and +1 to his Soak against that Noun. (Durudor: complexity-30, effect is P/10+d3 to MR and +1 to Soak) [Range: short, Speed: fast, Dur: P/5 hours, Resist: auto] Grand Blunting of the <Noun> Blade (Mu Nn 25) A more potent variant of Blunt the <Noun> Blade, which reduces the damage of a <Noun> attack by P/7. It fs otherwise identical to Blunt the <Noun> Blade. NOTE: the Durudor variant is complexity 40, and the effect only P/12. [Range: short, Speed: fast, Dur: next S. act, Resist: (M.R.)] Grand Weakening of the <Noun> Spell (De Nn 25) A more potent variant of Weaken the <Noun> Spell. Its effect is (P/4 + 2s 12). It is otherwise identical to Weaken the <Noun> Spell. The Durudor variant is complexity 40, and the effect is P/8+2d6. [Range: short, Speed: fast, Dur: perm, Resist: (M.R.)] AIRADOR Creoc Airador Breath of Sweet Flowers (Cr Ai 5)« Fills the area with a mild scent, which C. may design; the spell takes effect immediately after C. has designed the scent. (C. may simply sniff something and use its scent; in this way, non-Cani can use a scent with Cani-like precision.) The scent will not overwhelm other scents in the area. [Range: short, Speed: after cone , Dur: P/5 hours, Resist: n/a] Wind in the Face (Cr Ai 5) «• A small but fierce wind blows into S.'s face while C. concentrates, blinding and bothering him, causing Trouble 2 in most cases. [Range: short, Speed: fast, Dur: cone, Resist: Hard (-10)] Wind at the Back (Cr Ai 5) * Make a mild breeze blow behind S., though the breeze may be overcome by stronger winds in the area. If S. resists the spell, the breeze blows at the place he was when the spell was cast. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Crawly Sparks (Cr Ai 10) « Big incandescent sparks of lightning crawl all over S., doing P/5 damage and looking terrible and ugly. [Range: short, Speed: build, Dur: instant, Resist: M.R. half] Vile Stench (CrAi 10) * Creates a vile stench in the area. It's not so foul that it will interfere with concentration or determined activity^-but it's a good way to clear out a restaurant. [Range: medium, Speed: build, Dur: P/5 minutes, Resist: n/a] Whistle up the Wind (Cr Ai 10) , Create a moderate wind, up to about fifteen miles an hour. It blows in the direction C points, for as long as C continues pointing plus P minutes. [Range: medium, Speed: build, Dur: spec, Resist: n/a] Cheer the Faltering Friend (Cr Ai II [Te] 10) C. may speak up to P words, which will be heard by S. and those near S., just as if C. had spoken them out loud next to S. Without Tempador, Tempador, C. may send a message to S. if she has seen S. within P/5 hours, even if she cannot see him at the time of casting, so long as he is within range. [Range: sight [special], Speed: fast, Dur: instant, Resist: none] Awful Winds (CrAi 15) A harsh, gritty wind blows from C , in a 60° x (20+P) foot cone. Ordinary-sized people caught in the wind take P/20 damage on each action while C. concentrates. Small animals take less damage; large ones take more. Armor doesn't help significantly. Also, people who get out of the wind take less or no damage This is a typical air-based, attack spell: it inflicts small injuries on a lot of people, but can be avoided easily. [Range: special, Speed: build, Dur: cone, Resist: M.R. half] ' Coil of Fog (CrAi 15) Make a thick billow of fog around the point of casting, in a cloud P feet in radius. The fog is unnaturally thick; it's hard to see past two or three feet. The fog is no tougher than ordinary fog, and a breeze will clear it quickly. [Range: short, Speed: fast, Dur: P/5 actions, Resist: n/a] New-Grown Rain (Cr [Su] Ai Aq 15) Creates a raincloud, at the usual height over C.'s head, 50P feet in diameter. With Sustenoc, the water it creates is real and permanent, and can be used to water crops and the like. [Range: far, Speed: build, Dur: P/5 hours, Resist: n/a] The Words of the Running River (Cr Ai Aq II 15) This spell is cast next to a river. Everything that C. says, the river will repeat; her voice may be heard in the river's noises all the way up and down its banks. (The gamemaster will decide exactly what the river is, for the purposes of this spell. The spell will not cross lakes, and will only go along one branch of a fork or confluence.) [Range: touch, Speed: build, Dur: P/5 minutes, Resist: none] Scold the Distant Child (Cr Ai II Lo 15) C. may speak up to P words to S.; at C.'s option, those near S. hear the words also. This spell works through an arcane connection. [Range: conn, Speed: fast, Dur: instant, Resist: none] The Bright-Winged Messenger (Cr Ke [Su] Ai Sp 15) Create a bird made entirely of air. It will circle around C.'s head for a minute or so, and C. should speak to it. Then it will fly to S., if S. is within P miles. When it gets to him, it will circle his head, and repeat what C. told it, in its high chirpy voice. If cast with Sustenoc, the bird will circle S.'s head for a minute, and carry S.'s reply back to C ; the spell ends when C. gets the reply. The bird flies at about forty miles an hour, and can be blocked by material and magical obstacles. It is only dimly visible, as a shining shape in the air. (This spell is best used when S. is awake and paying attention.) [Range: conn, Speed: build, Dur: P/5 hours, Resist: none] Leaden Mist (Cr Su Ai 20) Create a cloud of fog, up to P feet in radius, centered on C , which behaves like fog but is as hard to move through as water. Missiles shot though it are at-5 penalty per foot traveled. [Range: short, Speed: build, Dur: P/5 actions, Resist: n/a] Goldenrod Wind (Cr Mu Ai Hr 20) A large-area sniffle attack. It fills an entire wind with an irritating pollen, to which most people are allergic. (There is a 90% chance that an individual is allergic to a given goldenrod wind. Different castings of Goldenrod Wind produce different pollens, so being immune to one spell doesn't help with another.) Those who are allergic suffer Trouble 4 while they are in the wind, and Trouble 2 for P minutes afterwards. [Range: long, Speed: build, Dur: P/5 minutes, Resist: M.R. and special] Whisper Falcon (Cr Ai Sp 20)


Create a mostly-mindful air elemental, a bird whose wings are winds and whose feathers are fogs. The elemental is solid enough to touch, though if it is cut it will bleed air (and probably die). Life = P/10, MR = P, Attack Base = P+Finesse, Damage Base = 1, Strike Bonus = 2, Defense Base = P, Soak = 0. It can carry about 3P pounds in flight. Whisper falcons ignore their duties if other elementals or mindful spells are around, and try to strike up conversations with them - often as the other creature tries to kill the whisper falcon. [Range: short, Speed: build, Dur: attend, Resist: n/a] Cloud of <Poison> Doom (Cr De Ru [Su] Ai Co 25) Creates a cloud, up to P feet radius, of vapor that carries poison with it. Everyone who touches it and fails a save gets a dose of the venom, of strength P /10 . The poison is not cumulative; there is no harm in continuing to breathe it. There is one version of this spell for each kind of poison; Fever, Howly, and Weakness poisons are complexity 35 and Paralysis and Slow Death are 45. The cloud has "attend" duration. If the spell is cast without Sustenoc, the poison is temporary and will vanish when the spell is over. If the spell is cast with Sustenoc, the poison is real and will continue to afflict the victims normally. [Range: medium, Speed: build, Dur: attend, Resist: M.R.] Hurling the Lightning (Cr Ai 30) C. shoots a small bolt of lightning from her finger (or forepaw or whatever) at S. The lightning does P/5+s6 damage, or half that if S. resists magic. It looks impressive and has a reputation for being deadly - but that reputation is due to the skill required to cast it and the concomitant Power. The only advantage over a simple Fire Flower is the better range and the different arts. [Range: medium, Speed: build, Dur: real, Resist: M.R. half] The Bird of Distant News (Cr Ke Su Ai Sp 35) The easiest common spell for sending messages vast distances. It is like The Bright-Winged Messenger (Cr Ke Ai Sp 15), except that it has no range limit per se. Note that the bird can only fly forty miles an hour, a thousand miles a day, and the spell's duration is limited. [Range: conn, Speed: build, Dur: P/5 days, Resist: none] Raking of the Cloud's Claws (Cr Mu Ai 50) Calls down a bolt of lightning from a cloud over S.'s head, inflicting P/3 damage to S. (and everyone touching S. or directly above him) and P/5 to everyone within three yards of S. [Range: medium, Speed: build, Dur: real, Resist: none] Fist of the Air God (Cr Ru Ai 50) Create an intense windstorm, P/10 miles long and one mile wide, capable of devastating a city. The wind does minimal damage to people directly, but is strong enough to blow trees over, damage buildings, and so on, like a very severe hurricane terrestrially. It builds up over ten minutes of concentration. [Range: long, Speed: special, Dur: cone, Resist: none] Bird With Loud Wings (Cr Ai Sp 60) Summon a mindful elemental, a huge bird made of lightning. It can sweep across a 10 foot (wingspan) by 10 foot area, doing (P/10+s6- Soak) (half if S. resists) damage to everyone there; or concentrate its efforts on a single victim, pecking with its crackling beak with Attack Base = Finesse+P/2, Damage Base = P/5, Damage Increment = 4. It has Defense Base = 20+Finesse, Soak = 0, Life = 2P, MR = P, Combat Stance Base = Finesse. It pays no special attention to other elementals. [Range: medium, Speed: build, Dur: attend, Resist: none] Destroc Airador Smother the Flames (De Ai 5) Extinguishes a fire by denying it air. If the fire doesn't need air (magical fires rarely do), this spell does no good. At power 10, this can put out a small bonfire; at power 50, a burning shed. [Range: short, Speed: build, Dur: real, Resist: n/a] No More Fog (De Ai 5) Destroys all the natural fog within P feet. [Range: short, Speed: fast, Dur: real, Resist: n/a] Stolen Breath (De Ai 10) The air in S.'s lungs vanishes. This is painful and causes a point of damage. S. cannot talk for a few seconds, until he gets his breath again. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Circle of Calm Air (De Ai 10) No natural winds come within P feet of C , as long as she attends to the spell. Magical winds cast after the Circle is started are kept out if their Power < P/2+2sl0. [Range: short, Speed: fast, Dur: attend hourly, Resist: n/a] Mask Odors (De Su Ai II 10) Hide some or all of S.'s odors (e.g., the fact that S. is on heat), as chosen by C. The remaining odors do not change. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Destroy the Cloud (De Ai Aq 15) Destroy P/10 clouds. Clouds are inherently fragile; this spell can destroy clouds created by (or under the influence of) a spell of power < P. [Range: long, Speed: build, Dur: real, Resist: n/a] Healoc Airador Clean-Smelling Air (HI Ai 5) Remove a scent from the air in the region (though not a person), including a scent produced by a spell of power < P/3+sl0. [Range: short, Speed: build, Dur: real, Resist: n/a] Purify Scent (HI Ai 5) Return S.'s scent to its ordinary state, removing perfumes and the like. [Range: short, Speed: build, Dur: real, Resist: M.R.] Fresh Air (HI Ai 10) Make the air in the region fresh, dispelling natural bad odors and other noxiousness. [Range: short, Speed: fast, Dur: P/5 hours, Resist: n/a] Clean-Smelling Person (HI De Ai 10) Remove S.'s scent entirely. It is a grave insult to do this to a Cani, and moderately insulting to do it in the presence of a Cani. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Kenno c Airador Eyes in Fog (Ke Ai 5) S. can see through fog as if it were clear air. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: auto] See the Whirling Wind (Ke Ai 5) C. can see the shapes of the winds in the area, and which way they are blowing, and how fast. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] The Careful Ea r (Ke Ai 5) C. can pick out one kind of sound clearly, even if there is a lot of other sound. For example, C. could hear what her partymates are saying in the middle of a battle. [Range: medium, Speed: fast, Dur: P/5 minutes, Resist: none] F a r Vision (Ke Mu Ai Co 5) S. can see (20P)% further than normal. [Range: touch, Speed: build, Dur: P/5 minutes, Resist: auto] See the Secret Smoke (Ke Ai Py II 10) This spell, one of the best simple scrying spells, is cast on a smoking bit of incense. C. breathes in some of the incense when she casts the spell. Thereafter, while the spell lasts, she may see and hear everywhere that the incense reaches; that is, everywhere it can be smelled. This spell is fragile; any spell that protects from Airador will cancel it,


as will most strong Airador, Pyrador, or Illusidor spells. [Range: medium, Speed: fast, Dur: P/5 minutes, Resist: n/a] Edges of the Air (Ke Ai 15) « Tell where the air in the area is. Can be used to walk around safely without seeing, or to detect invisible things or intangible illusions. It is not a very precise spell; it misses small objects such as Zi Ri. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] Hear the Wind's Song (Ke Ai 15) «• C. may stand in a wind, and ask the wind to let her to hear one thing (e.g., what her husband is saying). If the wind (or gamemaster) can understand what she is asking, and those sounds are actually in that wind, it will carry the right sounds to her for her to hear. Note that the spell's range is potentially unlimited. [Range: special, Speed: build, Dur: P/5 minutes, Resist: none] Echoes of Vanished Voices (Ke Ai Te 20) C. hears the sounds of some event that happened within the last P days, near where she is now. C specifies the time and date of the sounds to hear. The replayed sound may be at most P minutes long. [Range: short, Speed: fast, Dur: real, ResistMone] Plan the Picnic (Ke Ai Te 20) Tells C. what the weather will probably be for the next P days. As with most precognitive spells, its predictions are not guaranteed - but they will be correct if nothing out of the ordinary happens. [Range: short, Speed: fast, Dur: real, Resist: none] Muto c Airador Creeping Clouds (Mu Ru Ai 10) Enchants a fog, so that it will follow S. around at walking speed. If S. stands still, the fog will engulf him. [Range: medium, Speed: build, Dur: P/5 hours, Resist: hard (-20)] Stinging Fog (Mu Ai Aq 10) Make a fog painful to sensitive skin, including eyes and noses. The fog causes Trouble 1 for most people, Trouble 2 for people with good senses (including Sleeth and Cani). [Range: short, Speed: build, Dur: P/5 minutes, Resist: until M.R. (+3)] Breath of Cool Water (Mu Ai Aq 10) S.'s next breath of air becomes water as he breathes it. This makes S. choke, giving him Trouble 4. S. spends at least one action choking, and must make a Stamina + Swim + s20 >= 12 each action after that to recover. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R.] Ward for the Napping Kittens (Mu Ai II 10) Make noises in the area much quieter. Shouting sounds like ordinary speech; ordinary speech is like whispering. -10 on rolls to hear. [Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a] Thunder Whisper (Mu Ai II 10) Make noises in the area much louder. Ordinary speech is like shouting; shouting is almost painful, and will make Sleeth flatten their ears. + 10 on rolls to hear faint sounds. [Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a] Speaking Wind (Mu Ai 15) Makes a tube of air which carries sound, so that any sound made at one end can be heard softly but clearly at the other. The tube can be one- or two-way. Big objects in the tube block it while they are there, and wind may destroy it. C. must have a connection to the other end of the tube, or be able to see it; the tube may be up to P miles long. Sound travels one mile a second in the tube. [Range: conn, Speed: build, Dur: P/5 minutes, Resist: n/a] Word of the Pounding Bell (Mu Su Ai 15) C. says one word of her choice, and the spell makes it hang in the air, reverberating and getting louder - loud enough to hurt. Everyone within P feet of C , including C. herself, must make a Stamina - Perception + s20 >= P/2 resistance roll in each of the spell's three actions. Those who succumb to the first action take d2 damage; to the second, d4; to the third, d6. [Range: short, Speed: build, Dur: 3 actions, Resist: spec] Fog Spectre (Mu Ru Ai Sp 20) Animates a bank of fog, mindfully, giving it a shape that is a crude mirror of C.'s. The spectre may expand to up to P times taller, wider, and deeper than C, or may shrink to half C.'s size. It may coalesce to as dense as a Coil of Fog, or attenuate to a thin haze. It may fly at P/10 x running speed. The spectre has ordinary senses, and can speak. It is not solid. Life = 1, MR = P, Defense Base = 40, Soak=0. [Range: short, Speed: fast, Dur: attend hourly, Resist: n/a] Many-Fanged Storm (Mu Su Ai Aq 30) Enchants a rainstorm, turning the rain into heavy pointed hail. The storm will do (P/20)+s6-Soak damage per action to everyone in the rain. Umbrellas will be shredded in d3 actions; trees will lose too many leaves and branches to give shelter in 2d6 actions. Ice will coat the ground, giving everyone in the area Trouble 2. [Range: medium, Speed: build, Dur: P/5 actions, Resist: none] Ashen Wind (Mu Ai Py 80) Turn a wind into a flame. The flame is not very hot: it's about like a candle flame. It does d3-Soak damage each round to things inside it, and most obvious measures (magical and mundane) will protect against it. Still, the entire wind is changed; that can be thousands of miles long. It is unlikely to set the World Tree itself on fire; it's not hot enough. But it can set every building and tree in a country on fire in moments. [Range: spec, Speed: build, Dur: cone, Resist: M.R. half] Ruloc Airador Wandering Wisp (Ru Ai [Sp] 5) Cause a wisp of smoke or fog to drift around at a walking speed. With Spiridor, the wisp moves mindfully. Without Spiridor, it will only move while C. concentrates. [Range: medium, Speed: fast, Dur: attend, Resist: n/a] Umbrella of the Great Ones (Ru Su Ai Aq [Sp] 10) Blows rain away from C , so that C. can walk in the midst of a downpour and stay dry. (It also works on rainlike attacks of power < P.) With Spiridor, C. may direct the rain (or attack) at someone close to C. [Range: short, Speed: fast, Dur: attend hourly, Resist: n/a] Herd the Clouds (Ru Ai 15) Move P/10 clouds around, at P miles an hour. [Range: sight, Speed: fast, Dur: attend, Resist: n/a] Tiny Whirlwind (Ru Ai 15) Put a small whirlwind around S., giving S. Trouble 5. Missiles and some attacks on S. also have Trouble 5. [Range: medium, Speed: fast, Dur: P/5 minutes, Resist: M.R.] Cloud on a Spindle (Ru Mu Ai 15) Knot and compress a cloud or a fog, up to P yards in radius, into a fluffy solid ball the size of an apple. When the spell is over, or someone tugs at the ball, the cloud will unknot and appear at its original size and density. [Range: short, Speed: build, Dur: P/5 months, Resist: none] Ride the Winds (Ru Ai 20) C. flies high and quickly, supported by billows of air, at Zi Ri flying speed. The spell requires periodic attention, or it will fail and let C. land gently. The attention required to change directions will maintain the spell. [Range: self, Speed: build, Dur: attend, Resist: n/a] Lightning Hounds (Ru Cr Ai Sp 25) Creates or enchants a cloud in a thunderstorm, so that it blasts S. with lightning bolts: one every d6 actions, for 2s6 damage. If S. can find some suitable shelter, the lightning cannot reach him. The cloud is moderately intelligent, but not mindful. S. makes a Magic Resistance roll (for half damage) against each bolt. The spell lasts long enough to


throw P/5 bolts. [Range: medium, Speed: build, Dur: spec , Resist: spec] An Angel's Helpful Wings (Ru Ai Sp 30) S. flies on wings of wind at a fast flying speed, guided mindfully. The spell maintains concentration, and does its best to fly S. to the place that C. would think was best. Usually, C. will instruct the mindful spell to fly where S. asks - but sometimes C. will have other plans. [Range: touch, Speed: build, Dur: attend hourly, Resist: auto] Sustenoc Airador Wall of Air (Su Ai 10) Make some air thick and stiff, though it remains invisible. Missiles shot through it hit at -P/2; most physical attacks made through it hit at -P/5. It requires the (easy) roll, Strength + Climb + s20 >= P/3 for a creature to push through, but the attempt takes an action. The wall is one foot thick, and up to P yards long and 4 yards high in a simple shape. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: none] Lasting Weather (Su Ai 10) Make weather phenomena in the region last 5P% longer than usual [Range: far, Speed: fast, Dur: spec, Resist: n/a] Air Like Tar (Su Ai 15) The air around S. congeals, becoming thick and sticky like so much tar. S. suffers Trouble P/10+d3, but gets +2 on Soak. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Armor of Air (Su Ai 15) The air around S. becomes thick and hard to penetrate, giving S. +2 Soak. It does not get in S.'s way. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: M.R.] AQUADOR Creoc Aquador Snowball (Cr Aq 5) Throw a snowball at someone - a snowball which can be as big as a heavy iceball if C. desires. As a weapon, the iceball has Attack Base = Perception + Finesse + P/3, Damage Base = P/5, Damage Increment =2. Lesser snowballs have the same Attack roll, but need not do damage. [Range: short, Speed: build, Dur: P/5 actions, Resist: none] Splash (CrAq5 ) Splash S. in the face with a magically-created bucket of water, hard. S. will have Trouble 3 in his next action. The water vanishes after a few seconds. This spell may protect S. from fire (typically +P/10 on Soak), or encourage an Orren to turn into an otter. [Range: short, Speed: fast, Dur: next S. act, Resist: M.R.] Invoke the Mighty Puddle (Cr [Su] Aq 5) Create up to P gallons of water in a ball between C.'s hands. (A complexity-10 variant makes 10P gallons; a complexity-15 variant makes 100P.) [Range: short, Speed: fast, Dur: P/5 hours [real], Resist: n/a] Save a Trip to the Well (Cr [Su] Aq 5) Fill a container with water, up to 3P gallons. If cast with Sustenoc, this spell produces real water, and does indeed save a trip to the well. [Range: short, Speed: fast, Dur: P/5 hours [real], Resist: n/a] A Cup of Wine (Cr Aq Hr 5) Creates a wooden cup of tolerable wine. Drink too much of it, and you'll be very thirsty the next day (and still hung over). Related spells create other beverages. The quality of the wine is about half of C.'s winetasting skill; an expert oenophile can make a pretty good wine, but not one that will satisfy her refined palate. A complexity-10 variant with Sustenoc makes real wine; a complexity-40 variant gets ~*A of C.'s winetasting skill. [Range: short, Speed: fast, Dur: P/5 hours, Resist: none] Icy Slips (Cr Aq 10) Creates a circle of very slippery ice, up to P feet in radius, at a place of C.'s choice within spell range. Most physical actions are harder, typically Trouble 4 inside the ice. Running usually turns into falling. [Range: medium, Speed: build, Dur: P/5 actions, Resist: n/a] Barkeeper's Revenge (Cr Aq Co 10) Gives S. the effect of drinking strong drink, without the pleasure of actually drinking it. The number of drinks is P/20, rounded up, but never more than four. [Range: short, Speed: build, Dur: real, Resist: M.R.] Slippery Trail (CrAq 15) S. leaves a trail of Icy Slips as he walks or flies, making S. very hard to chase on foot. The trail can be up to P/4 feet on each side of S. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] Cool Armor (Cr HI Su [Mu] Aq 15) Create a suit of armor for S, made entirely out of ice. It is cumbersome, giving S. Trouble 5. However, it is good armor, giving +3 Soak. It maxes rather than adds to other armor, so the spell can be used aggressively to encumber people wearing plate armor. Healoc and Sustenoc keep it from melting, and repair damage to it. With Mutoc, the armor is made light enough so that a flier can wear it and fly. [Range: short, Speed: build, Dur: P/5 minutes, Resist: easy] Invisible Icicles (Cr De Aq II 15) Creates a simple-shaped wall of invisible icicles: most of them inverted with their bases on the ground, but with enough stout pillars and lintels of ice for plenty of ordinary downward-hanging ones as well. The wall is 2P yards long, P/5 yards high, and P/5 yards thick. It is not solid, but the space between icicles is only a few inches. [Range: spec, Speed: build, Dur: P/5 minutes, Resist: none] Winter Serpent (Cr Mu Su Aq Sp 15) Create a serpent made of ice. It coils and constricts S. It causes S. Trouble (P/10), and s6-Soak damage each action; the damage increases by 1 on every roll of 4+ on the s6, as the serpent constricts more tightly. The serpent has Life = P/2, MR = P/2, Defense Base = 0, Soak = 5. If S. makes his magic resistance roll against the spell, the serpent appears a few feet away, and gets to try to constricts.. It may try once per round, with Attack=20. The serpent is not mindful, or even intelligent. It will attack another elemental involved with S. (e.g., another Winter Serpent on the same target), but it pays no attention to anything further away. [Range: short, Speed: build, Dur: P/5 minutes, Resist: spec] Strangling Sleet (Cr Aq 20) Cover everything in a circle up to P/3 feet in radius, somewhere in the spell's long range, with an inch-thick layer of ice. People and animals covered with ice will probably want to break out - for people, a (Strength + Stamina + s20 >= 10) roll, which they may attempt on each action. People in the icy region suffer the same penalties as Icy Slips. People who are trapped in the ice take 1 point of damage per action. [Range: long, Speed: build, Dur: P/5 minutes, Resist: M.R.] Wall of Ice (Cr Aq 20) Create a wall of ice, up to P inches thick, up to P yards wide, up to P feet high, in a simple shape. It's hard to get through or over the wall of ice without a serious effort. [Range: medium, Speed: build, Dur: P/5 minutes, Resist: none] Cruel Ice Fairy (Cr Su Aq Sp 20) Creates a small water elemental, like a starfish with three-foot arms, made of ice and slush. It is a good fighter, slapping with a heavy icecovered tentacle with Attack Base = 20+P/5+Finesse, Damage Base = P/5, Damage Increment = 2, Defense Base = 8, Soak = 5. Life = P/2, Combat Stance Base = Finesse, MR = P/2. It can attack twice per round, but only once per target. It is well-named, and will usually behave in the most vicious way that C. allows. It moves slowly, about


half walking speed. Cruel Ice Fairies will always fight other elementals in the area, no matter what C. wants. [Range: short, Speed: build, Dur: attend, Resist: none] Pond in my Pocket (Cr [Su] Aq 20) Create up to 1000P gallons of water. The creation takes a few seconds, and starts inside some container (a bucket will do), but will happily overflow it if the container is too small. [Range: short, Speed: build, Dur: P/5 hours [real], Resist: (M.R.)] Personal Geyser (Cr Aq [Py] 25) Sprays a mighty torrent of water out of C.'s hand, up to P feet long. C. may direct it at a single target, for P/5-Soak damage if the target is nearby or P/10-Soak if he is at the spell's limit. People at close range must roll Strength + Dodge + s20 >= P-20 or be knocked over. C. ma y choose to fan many people with the torrent, doing half that damage to each of them and a roll vs. P-30 to knock over. If cast with Pyrador, the water is boiling, and the spell does an extra s6 damage. [Range: short, Speed: build, Dur: cone, Resist: M.R. half] Hail Hurricane (Cr Ru Aq Ai 25) Summons a fierce whirling wind, full of huge hailstones, in a circle of up to P feet radius somewhere in medium range. All people inside take P/5-Soak damage on each of their actions, and are bruised and battered. Shelter protects from the hail only after the second action. [Range: medium, Speed: build, Dur: cone, Resist: none] Portable Lake (Cr [Su] Aq 30) Creates a lot of water: enough to fill a hole 20P yards on a side, and up to P yards deep. If the spell is cast on someplace that could not naturally be a lake (e.g., a castle), the water lasts only a single action, or P/5 actions if the spell is cast with Sustenoc. If cast into a suitable hole with Sustenoc, it is real. [Range: short, Speed: build, Dur: P/5 hours [real], Resist: n/a] Flushing the Emperor's Commode (Cr Aq 40) Spray a great deal of water at each of P/5 people, from a point right in front of each one of the victims. This does P/5+s6-Soak damage to each, and knocks them over as well. [Range: short, Speed: build, Dur: instant, Resist: none] Destroc Aquado r Mother's Towel (De Aq 5) « Dry S. off. This spell is generally ineffective against magically-created water. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Sudden Thirst (De Aq Co 5) « Make S. thirsty. At P=10, S. needs a drink. At P=30, S. gets thirsty; after a few minutes of strenuous exertion, like fighting, S. may start suffering Trouble. At P=60, S. is seriously thirsty; S. suffers Trouble 1 until he drinks. Every 20 points of Power past 60 make the Trouble one worse. [Range: short, Speed: build, Dur: real, Resist: M.R.] Instantly Dry(De Aq 10) * Remove all the liquid from something nonliving. Good for preserving food. [Range: short, Speed: build, Dur: real, Resist: (auto)] Thirst after Heavy Labor (De Aq Co Me 10) Make S. thirsty, as with Sudden Thirst. If S. fails his Magic Resistance roll, he doesn't consciously realize that he was struck by a spell - though, if he actually wonders about the matter, he will realize that he was. This spell is reputed to b e popular among poisoners. [Range: short, Speed: build, Dur: real, Resist: M.R.] Personal Drought (De Aq 20) Remove a great deal of the liquid from S.'s body, doing P/5 damage. S. will b e healed of this damage after spending an hour resting and drinking. Maxes. [Range: short, Speed: build, Dur: real, Resist: M.R.] Fresh Water (HI Aq 5) « Makes stale or slightly noxious water fresh again. This spell is ineffective against magically tainted waters, or poisoned waters. [Range: short, Speed: build, Dur: real, Resist: n/a] Cleanse the Venom (HI Aq 10) « Remove poison and foulness from a beverage, up to P gallons. [Range: touch, Speed: build, Dur: real, Resist: n/a] Refill the Cup (HI Aq Te 10) Fill a cup that was emptied within the last P seconds, with the same liquid that it used to hold. This spell cannot duplicate magical or other exotic properties, but it will do the best it can: e.g., replacing a fine liqueur by a coarser but similar one, or a magic potion by a fluid that tastes the / same but is powerless. The new liquid is real and permanent. [Range: short, Speed: build, Dur: real, Resist: n/a] Kenno c Aquado r Detect Poison (Ke Aq 5) » Tell if a liquid is poisoned. [Range: short, Speed: fast, Dur: real, Resist: none] Know the Beverage (Ke Aq 5) # Tell what kind of liquid S. is, with no great precision. Mainly useful to tell if it's wine or water or magic potions in those sealed bottles. [Range: short, Speed: fast, Dur: real, Resist: none] Visions from the Wandering Boat (Ke Aq Hr 10) C. casts this spell on a small wooden model of a boat with a pair of eyes painted on it, and puts the boat in a stream and lets it go. As long as C. concentrates and touches the stream, she can see out of the boat's eyes. [Range: spec, Speed: build, Dur: cone, Resist: n/a] Find the Well (Ke Aq 15) Find the best place nearby to dig a well, and get an estimate of how deep the well should be. [Range: long, Speed: build, Dur: real, Resist: n/a] Find the Sailor's Grave (Ke Aq Sp 20) A body of water tells C. about something that lies submerged in it. If C. asks about something, the water tells about that thing; if not, it simply tells C. something it thinks might interest her. [Range: short, Speed: fast, Dur: real, Resist: (auto)] M u t o c Aquado r Clear Glue (Mu Aq 5)» Make up to P quarts of water sticky, like a thick paste. [Range: short, Speed: build, Dur: P/5 hours, Resist: none] Cold Delight (Mu Aq 5) Freeze up to P quarts of water. [Range: short, Speed: fast, Dur: real, Resist: none] Healoc Aquado r Instant Broth (Mu Aq * 5) «


Flavor up to P cups of water . Herb flavors require Herbador; meat stock requires Corpador. cf. A Cup of Wine for quality of the broth, but using a skill in cooking. [Range: short, Speed: fast, Dur: real, Resist: none] Stretch Water (Mu Aq 5) Expand a quantity of water by a factor of P, to a maximum of 5P gallons after stretching. (A complexity-10 variant expands by 10P to a maximum of 50P gallons; a complexity-15 variant expands by 100P to a maximum of 500P gallons.) [Range: short, Speed: fast, Dur: real, Resist: none] The Warm Bath (Mu Aq Py 5) Heat a basin of water, to bathing temperature. Power=20 is enough for a bathtub. [Range: short, Speed: build, Dur: P/5 hours, Resist: none] Water to Wine (Mu [Su] Aq 10) Turn P cups of one beverage into the same amount of another, cf. A Cup of Wine for quality of the beverage. [Range: short, Speed: fast, Dur: P/5 hours [real], Resist: n/a] Chewing the Chill Daggers (Mu Aq 15) Freezes S.'s saliva, and turns it into a mouthful of long cold blades of ice. This does P/10 damage when it first takes effect (Soak only protects people who wear armor inside their mouths). It does another d3 if S tries to talk or bite. No effect on creatures without saliva. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R.] Freeze the Lake (Mu Aq 15) Freeze a lake, up to a circle 10P yards in radius, up to P inches deep. The ice is real, and the water under it is chilled, but the ice will melt naturally. [Range: long, Speed: build, Dur: real, Resist: none] Breath in the River (Mu Aq Ai 15) S. can breathe underwater; water turns to air in his lungs. [Range: short, Speed: fast, Dur: P/5 hours, Resist: n/a] Sea of Grass (Mu Aq Hr 50) Turn a body of water (an entire lake or river, say) into soil, growing a mixture of plants. C must hold seeds for the desired plants. The transformation takes an hour or so. People who lived on or in the lake usually get upset. [Range: long, Speed: spec, Dur: real, Resist: none] Ruloc^Aquador Duck's Cloak (Ru Aq 5) Rain and such doesn't wet S. This spell is ineffective against magically created water. It doesn't do much good if S. jumps in a lake, cither. [Range: touch, Speed: fast, Dur: P/5 hours, Resist: auto] Flow Uphill (Ru Aq 5) Make water flow uphill, e.g., in a stream over the edge of a container, at P cups per second. A complexity-15 variant can reverse a brook. [Range: short, Speed: build, Dur: cone, Resist: n/a] Water Whip (Ru Mu Aq 5) Make a tub of water extend a lashing tendril. It swats once at S., inaccurately but hard: Attack Base = Perception + Finesse + P/5, Damage Base = P/5, Damage Increment = 5. [Range: short, Speed: build, Dur: instant, Resist: none] Sink-not (Ru Aq 10) S. doesn't sink in water, if S. weighs 20P lbs. or less. [Range: short, Speed: build, Dur: P/5 hours, Resist: auto] Crashing Waves (Ru Aq 15) Make a wave in a body of water, up to P yards long and P/3 feet high. [Range: medium, Speed: build, Dur: real, Resist: none] Charge of the Brave Stream (Ru [Cr] Aq 15) [Create and] throw up to 40P gallons of water in a given direction. It's very distracting to people who get hit (Trouble 4 on their next actions), and somewhat damaging (Damage = (P/10-Soak)). It is also very wide; the spell can hit up to P/5 people under ordinary circumstances. The spell is really intended for putting out fires and cleaning streets, but Aquador mages enjoy throwing it at enemies. [Range: short, Speed: build, Dur: instant, Resist: none] Sustenoc Aquado r Unboiling Water (Su Aq 5) Prevents up to 10P gallons of water from boiling or evaporating [Range: short, Speed: build, Dur: P/5 hours, Resist: n/a] Doubled Drink (Su Aq 10) Enspells a cupful of liquid, so that if it is poured, P/5 cupfuls will flow out before it is dry. The extra liquid is real, but must be poured out within P/5 minutes. It works best on water, wine, soup, and such. If potions and poisons and other powerful liquids are increased, their powers are diluted: the drinker must drink P/5 times as much to get the effect of a single dose. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] Dry-not (Su Aq Co 10) S., who must be a living being, doesn't run out of liquid, if he is somehow losing liquid. This protects S. from bleeding wounds (e.g., Bleeding Wound): the wound keeps bleeding, but S. doesn't suffer damage from blood loss. If cast before Sudden Thirst, reduce the power of the Sudden Thirst by P. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: M.R.] CORPADOR Creoc Corpador Nobody's Hide (Cr [Su] Co 5) Create an animal's hide, optionally tanned, or with fur or fleece. The quality of the hide and tanning is half of C.'s leatherworking skill. [Range: short, Speed: build, Dur: P/5 hours [real], Resist: n/a] Make a Bone (Cr [Su] Co 5) Create a bone (or several bones), weighing up to P pounds. [Range: short, Speed: fast, Dur: P/5 hours [real], Resist: n/a] Bone Dart (Cr Ru Co 5) Creates and shoots a sharpened bone dart at S. Attack Base = Perception + Finesse + P/3, Damage Base = P/5, Damage Increment = 2. This is the most common attack spell, as it is easy for Cani and Herethroy with almost no magical training. Despite that, it is a poor attack spell. [Range: short, Speed: build, Dur: instant, Resist: none] Make a Bone Tool (Cr Co 10) Create a simple bone tool, weighing up to P pounds, which C. may describe as she casts the spell. [Range: short, Speed: after cone , Dur: P/5 hours, Resist: n/a] Leather Noose (Cr Ru [Su] Co 10) Creates a leather noose around S.'s neck, and tugs it closed. It does 1 damage the first action, 2 the second, and so on - to a maximum of 3, after Soak. Innate armor soaks this damage, as does other armor that closely protects the neck. Taking the noose offtakes both hands (and a Str + Dex + s20 >= P/2 roll), or a sharp knife (and a Dex + Knife + s20 >= P/2 roll). With Sustenoc, it lasts P actions. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R.] Make a Terch (Cr [Su] Co Hr 10)


Create a terch coin. Without Sustenoc it is magical and can be detected as counterfeit. With Sustenoc it is not magical, and considered a legal terch in most places. [Range: touch, Speed: fast, Dur: P/5 hours [real], Resist: n/a] Conjure the Tiny Pet (Cr Ru [Su] Co Sp 15) Creates a small animal: e.g., a rabbit, a ferret, a small housecat, a cockatiel, a trout. C. can give the animal one simple command, which it will obey to the best of its ability so long as doing so does not get it in danger, or too badly distracted. It has animal intellect and personality. [Range: short, Speed: build, Dur: P/5 hours [P/5 months], Resist: none] Poison the Dart with <Poison> (Cr De [Su] Co 15) Create enough venom of the specified kind to poison one dart or other blade. The poison has strength P/20. Note that the spell's duration starts when the poison is created, not when it is delivered; using this spell without Sustenoc runs the risk of having the venom vanish and its victim recover instantly from Trouble or similar effects (though damage done by the poison is real). Fever, Howly, and Weakness poisons are complexity 20 and Paralysis and Slow Deattt are 30. [Range: touch, Speed: build, Dur: P/5 actions [real], Resist: n/a] Your Corpse (Cr [Su] Co 20) Create a copy of S.'s body, dead. That's all the spell actually does, but the uses for the corpse can be fiendish. C. must have an arcane connection to S., or be able to see S. [Range: conn, Speed: build, Dur: P/5 days [real], Resist: M.R] Conjure the Helpful Dog (Cr Ru [Su] Co Sp 20) Creates a dog, which will aid C. within the limits of its ability. The dog will be a fairly intelligent one, but still of animal intellect. Attack Base = 10+Finesse+P/5, Combat Stance Base - 5, Damage Base = 3+P/20, Damage Increment = 2, Defense Base = 15, Soak = 1, Life = P/2, MR = P/2, Combat Stance Base = Finesse/2, Dogs created by this spell consider other dogs (especially others created by this spell) to be competition for C.'s attentions, and will frequently fight them instead of doing what C. wants. C. can stop such a fight on Charisma + Command + s20 >= 20, with a +8 bonus if C. is Cani, but cannot stop the conflict for long. (Similar spells create other animals. Complexity20 spells can make large useful animals, like dogs and horses; horses and other non-aggressive animals usually refuse to fight at all; and aggressive animals are too aggressive, like the dogs.) [Range: short, Speed: build, Dur: attend [attend hourly], Resist: M.R.] Portrait in Flesh (Cr [Su] Co 25) Create a mindless but living copy of S.'s body; the body has P/3 Life. C. must have an arcane connection to S., or be able to see S. [Range: short, Speed: build, Dur: P/5 days, Resist: M.R.] Awful <Poison> Dart (Cr De Ru [Su] Co 25) Create a dart with a dose of the designated kind of poison on it, and throw it at a target. It has Attack Base = Perception + Finesse + P/5, Damage Base = P/5, Damage Increment = 2, and poison of strength P/15. Fever, Howly, and Weakness poisons are complexity 30 and Paralysis and Slow Death are 35. [Range: short, Speed: build, Dur: P/5 actions [real], Resist: none] The Grand Banquet (Cr [Su] Co Hr 30) Create a huge meal, of nine dishes that C. designs, enough to feed P/3 people. If it's cast with Sustenoc, the feasters won't find themselves starving a few hours later. The quality of the food is half of what C. would appreciate. [Range: short, Speed: after cone , Dur: P/5 hours [real], Resist: none] Spider Horror (Cr Ru Co Sp 30) Create thousands of tiny spiders. Everyone that C. doesn't like within the P-foot range of the spell gets bitten, suffering Itchy 1 venom each action, to a limit of Itchy P/5. [Range: short, Speed: build, Dur: P/5 actions, Resist: none] Dancing Bones (Cr Ru Su Co Sp 35) Animate a corpse or skeleton to do your bidding. Animated corpses are obedient, but not intelligent. Bodies of most prime races get Attack Base = P/2, Damage Base = 4, Damage Increment = P/25, Defense Base = 0, Soak = 7. Life = 2P, MR = P/2, Combat Stance Base = Finesse. Skeletons get Life=P, but do not stink as much. This spell is disrespectful of the dead, and C. risks civil suits or worse from the living relatives of the corpse, but the spell is not considered evil in most places. [Range: short, Speed: build, Dur: attend hourly, Resist: none] Destroc Corpado r Aching Wound (De Co 5) ' Opens a wound on S., which does P/10 damage. The damage cannot be soaked, but a successful Magic Resistance roll protects completely. [Range: short, Speed: build, Dur: instant, Resist: M.R.] Feathery Claw That Tears (De Co 5) , Opens a wound on S., which does P/10 damage; the damage cannot be soaked, and resisting magic cuts the damage by half. It requires C. to touch S., and the wound opens at the place where C. touches S. [Range: touch, Speed: build, Dur: instant, Resist: M.R. half] Blast the Leather Armor (De Co 5) ' Wreck and weaken a suit of leather armor, leaving it hanging off the wearer in shreds, giving no Defense or Soak.. (A Dexterity + Armor Repair + s20 >= P/2 roll and ten minutes of work will make the armor functional again.) [Range: short, Speed: fast, Dur: instant, Resist: M.R.] Clip the Long Nails (De Co 5) « Manicure nails or trim (or sharpen) the nails or claws of a willing subject. This is mainly used for grooming, though newly-sharpened claws do +1 base damage and +1 damage increment on their first hit. Blunted claws do -1 on each on the first hit, but the spell's automatic resistance makes that hard to apply. [Range: short, Speed: after cone , Dur: real, Resist: auto] Cut the Heavy Hide (De Co 5) > Cut a piece of hide in a simple way (e.g., along a painted line). [Range: short, Speed: fast, Dur: real, Resist: auto] Needle in the Heart (De Co 5) p Cause a quick zigzag pang in S.'s chest. This is a quick and very painful attack, better for scaring than killing. It does one point of damage. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Snap the Bone (De Co 5) i Break a dead bone cleanly. If someone is holding it (e.g., a weapon), the holder is allowed a Magic Resistance roll. Reduces the Soak of bone armor by 1, but this maxes. [Range: short, Speed: build, Dur: real, Resist: (M.R.)] Clean the Clay Dishes (De Co Hr 5)» Cleans food off of clay (or other Durudor) dishes. [Range: short, Speed: build, Dur: real, Resist: n/a] Clean the Wooden Dishes (De Co Hr Sp 5) * Cleans food off of wooden (or leather) dishes. Spiridor is used so it can mindfully tell what is dish and what is food. [Range: short, Speed: build, Dur: real, Resist: n/a) Dismal Itch (De Co Me 5) t S. itches miserably on one part of his body, and scratching does no good at all. It is distracting, causing S. Trouble 1. This spell is mainly used for punishing annoying people. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Manicurist's Revenge (De Co 10) « S.'s claws get brutally clipped. They lose P/10 from the base damage they inflict (to a minimum of 0), and one point from the damage incre-


ment (to a minimum damage increment of 1), until they grow back. Multiple castings add. A similar spell, Toothless Beast.- ) works on fangs. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Bleeding Wound (De Co 10) Opens a wide wound on S., doing P/10 damage and bleeding for another point of damage per action (for convenience, C.'s action, and it's up to C.'s player to remember), until S. spends an action binding it, or is given a healing spell (even one that does no additional healing). After P/5 actions bleeding, the wound slows down to one point an hour. Multiple Bleeding Wound spells still do only one point of bleeding per action, but the times until the bleeding slows are added. [Range: short, Speed: build, Dur: real, Resist: M.R.] A Sleeth's Fierce Claw (De Co 10) Opens a wide wound on S. at a touch, doing P/10 base damage and bleeding for another 2 per C.'s action for a while. Like Bleeding Wound except for the bleeding damage and the need to touch S. [Range: touch, Speed: build, Dur: real, Resist: M.R.] Destroy the Foul Wart (De Co 10) Destroy a wart or mole or other blemish. The spell doesn't leave a scar if C. succeeds in a Perception + Finesse + s20 >= 15 roll. On a botch, it leaves S. looking worse than he did with the blemish. [Range: touch, Speed: build, Dur: real, Resist: auto] Poke the Foeman's Eyes (De Co 10) Injure S.'s eyes. This causes S. Trouble 4 on most actions, or less if S. does not use eyes. [Range: short, Speed: build, Dur: real, Resist: M.R.] Again the Gaping Wound (De Co 15) Cancels most simple healing spells recently cast on S., including Heal Once. Pretense of Health, and Heal the Awful Wound. It can cancel up to P/10 spells, each of which has power < P+s20. This spell is much more effective than most counterspells because healing spells are fragile. (It is possible to invent healing spells which are not subject to Again the Gaping Wound, but they would be 10-15 higher complexity.) [Range: short, Speed: fast, Dur: perm, Resist: M.R.] Vanish the Unwanted Child (De Co 20) S. stops being pregnant, if S. was pregnant. This may have further consequences, e.g. if S. was nearly ready to give birth, or if S. wanted the child. [Range: touch, Speed: build, Dur: real, Resist: M.R.] Ravages of the Disintegrating Flesh (De Co 25) Inflict a terrible wound on S., doing P/5+s6 damage. On a roll of Wits + Finesse + s20 >= 20, C. may focus on a particular limb, causing S. Trouble d6 with that limb. Or, on a roll of Perception + Medicine + s20 >= 25, C. may assault the vital organs; if this is successful, S. will faint for d6 actions. (C. may only attempt one of the two.) [Range: short, Speed: build, Dur: real, Resist: M.R.] Insects of Agony Consume Your Flesh (De Su Co 30) Kill S. over P/5 days, with a thousand tiny painful wounds that will not heal; Sustenoc keeps S. alive despite the wounds, though S. can die of other things. S. suffers Trouble P/5 from pain. Very nasty. [Range: short, Speed: build, Dur: P/5 days, Resist: M.R.] The Spilling of the Life (De Co 35) Ravages S.'s body with a dozen disintegrations, leaving him covered with wounds. Initially it does P/3+s6 damage. Each action thereafter it does s6 further damage. Multiple castings of this spell add. A healer can work to heal a single casting: it takes three successful Medicine + Wits + .s20 >= 30 + P/10 rolls to stop the continuing damage, and each attempt takes an action. [Range: short, Speed: build, Dur: real, Resist: M.R. half] The Very Awful Spell (De Co 50) Destroys S.'s body. Healing is difficult, as there is nothing left to heal. [Range: short, Speed: build, Dur: real, Resist: M.R.] Healoc Corpado r Heal the Body's Weapons (HI Co 5) Heals all damage to S.'s claws. [Range: touch, Speed: build, Dur: real, Resist: auto] Heal the Bruise (HI Co 5) Heal d3 points of damage. This is overlapping healing, not cumulative with other Heal the Bruise or Heal Once spells. [Range: touch, Speed: fast, Dur: real, Resist: auto] Kiss the Stinging Cut (HI Co 5) Make a minor pain feel better. This has the force of a good dose of aspirin, terrestrially. [Range: touch, Speed: build, Dur: P/5 hours, Resist: auto] Heal Once (HI Co 10) The basic healing spell. It heals P/5+Medicine damage. This does overlapping healing: if the spell (or others like it) is used twice on S. in the same day, S. gets the best of the two spells' effects, rather than their sum. The healing is fragile. This spell is the most common way to heal wounds. Heal Once, like other spells which use skills, does not work well bound; it only heals P/5 damage, as C.'s Medicine skill does not help on a wound that has not happened when the spell is bound. [Range: short, Speed: fast, Dur: real, Resist: auto] The Happy Butcher (HI Co 10) Up to 20P pounds of slightly putrid meat becomes fresh and edible (and salable!) Fresh meat becomes fresher, as if it were just killed. [Range: touch, Speed: build, Dur: real, Resist: n/a] Regrow the Fur (HI Co 10) Regrows S.'s fur (or scales, or chitin, or whatever), to its normal state for this time of the year. It is a cosmetic spell, and cannot heal injuries to hide or chitin. [Range: short, Speed: build, Dur: real, Resist: auto] The Guard in the Pub (HI Co 10) Makes S. less drunk, by the equivalent of P/10 drinks. [Range: short, Speed: build, Dur: real, Resist: M.R.] Dispel Sneeze (HI Co 15) Heal minor maladies and sniffles causing Trouble 1. On a roll of Wits + Medicine + (P/5) + d20 >= 20, and with appropriate medicines, can handle Trouble 2. There are more effective, more complex versions of this spell. The complexity-20 version can cure Trouble 1-2 by itself, and 3-4 on Wits + Medicine + P/5 + d20 >= 25, and so on. [Range: short, Speed: fast, Dur: real, Resist: easy] Banish Pain (HI Co 15) S.'s body doesn't hurt at all, though S knows where it ought to hurt. In particular, S. suffers no Trouble due to pain. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: M.R.] Healing Sleep (HI Co 15) Heal 2slO+(P/4)+Medicine {no botch dice} as S. sleeps a full night: If S. does not sleep as much as he should in that night, he is healed proportionately. Only one of these spells can be used on S. in a given night, but it is cumulative with other kinds of healing spells. [Range: touch, Speed: spec, Dur: real, Resist: auto] Pretense of Health (HI Co 15) S. is temporarily healed P/2+Medicine points. While under this spell, S. is actually wounded, but the wounds are "hidden". Hidden wounds cause no inconvenience or death - while they are hidden. See page 191 for a description of temporary healing. Wounds that have been hidden by one temporary healing spell cannot be hidden again by another one. Spells like Heal the Awful Wound, which heal to some particular degree of health rather than doing some number of points of healing, do not heal hidden damage at all, though they can help S. when the temporary healing is wearing off. When the Pretense of Health wears off (its duration is an unusually


long P hours), S.'s wounds reappear slowly, in chunks of s6 damage with s20 minutes between chunks. The Healer's Guild recommends the following procedure for dealing with it: a skilled healer should wait with the patient. Whenever wounds reappear, the healer should immediately use Remedy for Corpador to heal them (the returning wounds are in fact caused by Corpador magic, regardless of the source of the original wound). This minimizes pain and leaves the patient almost completely healed, but uses a great deal of cley. There are cheaper alternatives, but they're not pleasant. Pretense of Health spells add harmonically. The second spell (active at a given time) does half as much healing as it would do by itself; the third does a third, and so on. [Range: short, Speed: build, Dur: P hours, Resist: M.R.] Reduce <Poison> (Hl Co 15) A mediocre spell for dealing with poison, but the best that can be done at this complexity. There is a Reduce spell for each kind of poison; spells intended for one kind do no good on other kinds. The best way to use this spell is to cast it on the poison before it has taken effect: e.g., while it is still in the spider or on the weapon. This reduces the strength of the poison by P/5 (or P/10 if S. resists the spell). It works on all the poison that S. has, and lasts about a day. This spell may also be cast on someone who is poisoned. In this case, it stops the poison from acting for d6 actions; when the poison returns, it has lost P/20 points of strength. It can be used on a given patient once a day. The spell maxes, rather than adds. [Range: short, Speed: build, Dur: spec, Resist: M.R.] Regrow the Broken Tooth (Hl Co 15) Regrow a broken or injured tooth, or do similar dentistry. This spell must be cast within Stamina+s6 days of the injury. If it is not, more elaborate procedures are required. [Range: touch, Speed: after conc, Dur: real, Resist: easy] Wake from Mircannis' Endless Slumber (Hl Co 15) S. is healed of the four elegant, gentle diseases that Mircannis invented. [Range: short, Speed: build, Dur: real, Resist: auto] Heal the Ruined Eye (Hl Co 15) This heals an injured eye, reducing the Trouble of the eye injury by P/10. Repeated casts max. If the spell does not completely heal the eye at once, S. recovers at 1 point of Trouble per day. This spell must be cast within Stamina+s6 days of the injury; beyond that time, much trickier magic (Hl Co 60) is required. [Range: short, Speed: build, Dur: real, Resist: auto] Bind the Slashed Belly (Hl Co 15) Heals injuries to flesh, reducing their Trouble by P /10 . (So, it is good on nasty body wounds, but not on much that is covered by the other spells in this list.) Repeated casts max. If the spell does not completely heal the injuries at once, S. recovers at 1 point of Trouble per day. This spell must be cast within Stamina+s6 days of the injury; beyond that time, complexity-30 spells or natural healing are required. [Range: touch, Speed: build, Dur: real, Resist: auto] Heal the Awful Wound (Hl Co 20) If S. is incapacitated or dead, this heals S.'s body to one life point. If S. was incapacitated, S. is shaken, suffering Trouble 2 for the rest of the day. If S. was actually killed and restored to life by this spell, S. is terribly shaken and suffers Trouble 6 for the rest of the day, Trouble 5 the next, and so on. If S. has been dead for more than a few (2d6) seconds when Heal is cast, it will not restore S. to life; use a Spirit Reunion or similar spell. This is true healing, and can be used repeatedly on the same S. Indeed, repeatedly killing S. and restoring him with this spell is a common form of extreme torture - though a decent healer may decline to cooperate. Heal the Awful Wound is an excellent choice for a bound spell; the bound spell can be set to go off as soon as S. is incapacitated or killed, guaranteeing that it will be cast in time. This spell does nothing about Trouble, poison, etc. [Range: short, Speed: build, Dur: real, Resist: auto] Fix the Fractured Fingers (HI Co 20) This heals'a hand (or foot) injury, reducing the Trouble by P/10. Repeated casts max. It is able to fix small broken bones, but not large ones. S. will recover completely in slO days (a botch indicates that S. will need further magical help). This spell must be cast within Stamina+s6 days of the injury; beyond that time, complexity-35 spells or natural healing are required. [Range: touch, Speed: build, Dur: real, Resist: auto] Restring the Leg (HI Co 20) This heals hamstringing and similar injuries, reducing the Trouble by P/10. Repeated casts max. S. recovers remaining Trouble at 1/day. This spell must be cast within Stamina+s6 days of the injury; beyond that time, complexity-35 spells or natural healing are required. [Range: touch, Speed: build, Dur: real, Resist: auto] The Awful Doctor's Trick (HI De Co 20) S. is temporarily healed P points. The damage returns when the spell is over: in three actions. The main purpose of this spell is to temporarily heal S.'s wounds once, so they cannot be temporarily healed again by usual means. [Range: short, Speed: build, Dur: 3 act, Resist: M.R.] Temporary Health (HI Co 25) S. is completely but temporarily healed of damage to life points, though not Trouble from injuries. This spell is pushing the limits of magic, and is extremely fragile. S. can only have one such spell on at a time. [Range: short, Speed: fast, Dur: P/5 hours, Resist: M.R.] Heal <Poison> (HI Co 25) Reduce the strength of <Poison> by P/10. Repeated castings add. There is one variant of this spell for each kind of poison. [Range: touch, Speed: build, Dur: real, Resist: easy] Straighten the Spinning Head (HI Co 25) This heals head injuries, reducing their Trouble by P/10. Repeated casts add, which is unusual for healing spells. (The similar spell that only maxes is also complexity-25, so nobody bothers with it.) This spell must be cast within Stamina+s6 days of the injury; beyond that time, complexity-45 spells or natural healing are required.. [Range: touch, Speed: build, Dur: real, Resist: auto] Cure Accanax's Hideous Embrace (HI De Co 25) S. is healed of the awful maladies which Accanax invented, such as the red gnowles. These maladies do not afflict primes. (A similar spell, Cure Gnarn's Awful Game, works on the thewks and the other maladies Gnarn invented). [Range: touch, Speed: build, Dur: real, Resist: auto] Birth the Wise Child (HI Mu Co 25) Makes a mother's labor and delivery easier, by a number of simple changes and assistances, such as (for most species) expanding the pelvis when the baby is being born. Gives a bonus of +P/5 on rolls for childbirth, including those made by midwifes. The spell requires a Wits + Medicine + d20 >= 20 roll for best effect. Botches can be terrible. [Range: short, Speed: build, Dur: P/5 hours, Resist: auto] Rejoin the Severed Head (HI [Ru] Co 30) Re-attaches a severed limb (head or otherwise) to S.'s body. The reattached limb is unusable (if a head is reattached, the body is paralyzed), but it won't get any worse, and other healing spells may be able to help it. With Ruloc, this spell works effectively at a distance, it will levitate the severed body part back to the body. This spell must be cast within P/5 actions of the severing. [Range: short, Speed: build, Dur: real, Resist: auto] Breath of Life (HI Ru Co Sp 30)


Heal S.'s body from incapacitation or death to one life point, and reattach S.'s spirit to it if S has been dead for 2d6 minutes or less. It is much like a Heal the Awful Wound followed instantly by a Spirit Reunion, and leaves S. suffering the same Trouble. [Range: touch, Speed: build, Dur: real, Resist: none] Heal Truly (HI Co 35) Truly cures P/5+Medicine damage. Multiple castings add. [Range: short, Speed: build, Dur: real, Resist: M.R.] Knit the Broken Bone (HI Co 35) This heals a broken bone, reducing the Trouble of the break by P/10. Repeating the spell on the following days heals another point of Trouble each day. This spell must be cast within Stamina+s6 days of the injury; beyond that time, complexity-55 spells or natural healing are required.. [Range: touch, Speed: build, Dur: real, Resist: auto] Mircannis' Kiss (HI Co 80) Heal all of S.'s wounds and injuries, visible or hidden, with true healing. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Kenno c Corpado r Find the Fallen Bird (Ke Co 5) Find a body (living or dead) that C. has seen within the last P seconds. Excellent for archers hunting birds. [Range: short, Speed: fast, Dur: instant, Resist: M.R.] Know the Poison (Ke Co 5) Tell what kind of poison afflicts S, or is on an object. [Range: touch, Speed: build, Dur: real, Resist: (M.R.)] See Health and Sickness (Ke Co 10) Tell C. the details of S.'s current state of health, revealing wounds, disease, pain, and so on. This adds P/10 to C.'s Medicine score on S. When the spell fails, as all Kennoc spells do on occasion, it subtracts s6 from C.'s Medicine scores on S. [Range: short, Speed: build, Dur: real, Resist: M.R.] Find the Thief (Ke Cr Co Py 10) Make sparkly wispy lights around everyone who does not make his resistance roll, within P feet of C. If a person is hidden by magic, add the power of the hiding spell to his magic resistance. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: M.R.] Glimpse the One (Ke Co II 10) Give C. a quick glimpse of S. and the area around him. [Range: conn, Speed: build, Dur: instant, Resist: M.R.] See the True Form (Ke Co 15) See what someone's true form is. Penetrates magical disguises, illusions, or transformations of Power < P. S. may also choose to resist the spell. If S. has several equally true forms (e.g., Orren land and water forms), C. sees them all. [Range: short, Speed: fast, Dur: P/5 actions, Resist: M.R.] Guide the Warrior's Hand (Ke Ru Co [Sp] 15) Guide S.'s weapon hand, adding +(P/5)+s6 to his Attack rolls. It is abrupt; the s6 has three botch dice. With Spiridor, it's gentler but more predictable; just adding +(P/5)+d6. If S. is using several weapons, this spell only guides one of them. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: auto] Watch the Distant Friend (Ke Co II 15) C. may watch S. as long as desired, given an arcane connection to S. Despite the name, this spell is more often cast on enemies than friends. S. may make a Magic Resistance roll; succeeding means that the spell will let C. observe the place where S. was when the spell was cast, even if S. moves. (If the roll fails, C.'s scrying will follow S.) [Range: conn, Speed: build, Dur: cone, Resist: M.R.] Veteran's Blessing (Ke Mu Ru Su Co Me 15) S. gets a bit tougher, quicker, and stronger, in ways that improve his fighting prowess. Add +P/5 to Attack and Defense, +P/20 Damage, and +1 Soak. Botches are unpleasant. It is perilous to use this spell (or similar ones) more than once in a day. [Range: touch, Speed: build, Dur: P/5 actions, Resist: auto] Muto c Corpado r Age the Slaughtered Calf (Mu Co 5) Make a leather item up to (2P)% larger in each linear dimension. (Maxes, not adds) [Range: touch, Speed: build, Dur: real, Resist: (auto)] Bend Bone and Horn (Mu Co 5) Bend and reshape a bone or horn object in a simple way; e.g. turning a bone into a spearpoint. [Range: touch, Speed: after cone, Dur: real, Resist: auto] Cobbler for Puppies (Mu Co 5) Shrink a leather item by up to (2P)% in each linear dimension. (Maxes, not adds) [Range: touch, Speed: build, Dur: real, Resist: auto] Hands in the Water (Mu Co 5) This spell may only be cast by Orren in their water-form. It turns C.'s forepaws into suitably-sized versions of her land-form hands. C. could do this herself without a spell, but that would require constant attention. [Range: self, Speed: build, Dur: P/5 hours, Resist: auto] Join Bones (Mu Co 5) Attaches two bones together, as if they were one. [Range: touch, Speed: build, Dur: real, Resist: auto] Join Leather (Mu Co 5) Attaches two pieces of leather together, as if they had originally come from one hide. [Range: touch, Speed: build, Dur: real, Resist: auto] Strong Arm (Mu Co 5) S. gains a point of Strength (and thus +1 on damage) for a few minutes. S. can only endure this or similar spells once a day. This spell, and similar spells, max rather than add. [Range: short, Speed: build, Dur: P/5 minutes, Resist: auto] The Magnificent Do (Mu Co 5) Style S.'s hair or fur. C. must visualize the desired look for S., and make a Wits + Finesse + s20 >= 12 roll, or the hairstyling will be at least somewhat wrong. (Most people who cast this spell professionally use Wits + Hairstyling instead of Wits + Finesse.) A complexity-10 variant allows coloring the fur as well. [Range: short, Speed: after cone , Dur: P/5 hours, Resist: auto] Unburning Leather (Mu Su Co Py 5) Prevent about P/5 pounds of leather from burning in small (nonmagical) fires. It is useful for making cheap fireplaces. (Permanent fireproofing spells for larger objects are very complex.) [Range: touch, Speed: build, Dur: perm, Resist: n/a] Curse of the Spiral Spear (Mu Co Hr 10) Twists a nonmetal weapon into a useless spiral. The wielder of the weapon may attempt to resist this spell. Cannot be used on body parts. [Range: short, Speed: build, Dur: real, Resist: M.R.] Long Wink (Mu Co 10) Cause one of S.'s eyelids to grow closed for a few seconds. If S. in combat, he suffers Trouble 5. S., not C , gets to choose which eye is closed; if the Long Wink succeeds twice on the same (two-eyed) S., he will have to be extremely confused to choose to be blinded. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R] The Ready Adulterer (Mu Co 10) S. is made infertile for a few hours. [Range: touch, Speed: build, Dur: P/5 hours, Resist: M.R.] Leather Like Wax (Mu Co 10)


S.'s leather armor becomes very flammable. If it is ignited, it does 3 damage each round for four rounds (and does not protect against fire), then it is burned away completely. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Mage's Mask (Mu Co 10) « This modifies S.'s facial features, within the ordinary range of S.'s species, but limited only by C.'s imagination within that range. Sculpting S.'s face takes a few minutes of concentration, and a Wits + Finesse + s20 roll. Straightforward changes have a threshold of 10; complicated ones, such as making S. a perfect copy of someone who is sitting next to S. and posing as a model, have a threshold of 25 or more. Botches frequently leave permanent deformities. [Range: touch, Speed: after cone , Dur: P/5 hours, Resist: auto] Sleeth Eyes (Mu Co 10) " Let S. see in the dark, as a Sleeth can. No effect on Sleeth. [Range: touch, Speed: build, Dur: P/5 hours, Resist: M.R.] Strengthen the <Venom> (Mu De [Su] Co 10) Add P/10 to the strength of poison of the indicated type that is actually affecting S. (Maxes, not adds) There is one version of this spell for each kind of venom. [Range: short, Speed: build, Dur: P/5 hours [real], Resist: M.R.] Manicurist's Lament (Mu Su Co 10) S. 's claws grow long and strong, adding P/20 to his base claw damage, and P/30 (rounding up) to damage increment. This can make even puny Rassimel claws into a weapon. If S. doesn't have claws (e.g., if S. is a Khtsoyis), this spell has no effect. [Range: touch, Speed: build, Dur: P/5 minutes, Resist: auto] A Moment of Steel (Mu Co Du 10) This spell must be cast on leather armor which has been stamped with the symbols of Tenmen. It turns that armor to metal briefly, making it into the equivalent of full plate. When it is over, the armor is useless scraps of leather. This spell is extremely fragile: any attempt to dispel it will succeed (and destroy the armor). [Range: short, Speed: fast, Dur: P/5 actions, Resist: M.R.] / Fingers like Worms (Mu Co 15) / , Turns S.'s fingers boneless and useless, until S. makes his ortce-anaction resistance roll. This only works on actual hands: not paws. [Range: short, Speed: build, Dur: spec, Resist: until M.R. (+10)] Hands for the Cat (Mu Co 15) This may only be cast on Sleeth. It turns C.'s forepaws into mediocre hands. C. suffers Trouble 4 on everything involving either hands or forepaws. Variants for less Mutoc-aspected species would have complexity 20 or more. [Range: self, Speed: build, Dur: P/5 minutes, Resist: auto] Choking Mask (Mu Co 15) S.'s nose and mouth are closed by flaps of skin. Typically, S. will faint from lack of air in 2d6 actions and die in another 3d6 unless something is done. There are a number of obvious things that S. can do. Animals with claws will probably claw at their faces, having aboutV, 50% chance of breaking the skin on each action. People, if they don't panic, can break the flaps much more effectively. [Range: short, Speed: build, Dur: real, Resist: M.R,] Ivory Manacles (Mu Co 15) Grow tusks from S.'s wrists, partially enclosing his hands. This makes using the hands awkward; S. gets Trouble P/5, to a maximum of 8. If S. is quite unlucky (5% chance) the tusks are locked together as well. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Lizard's Envy (Mu Co 15) S. grows scales (or, if S. is already scaled, his scales get heavier), adding +1 to his Soak. If S. has fur, the scales are generally not visible under his fur. [Range: touch, Speed: build, Dur: P/5 hours, Resist: M.R.] Cloak of Another God (Mu Co [Du] 20) Give a prime S. the shape (but not most abilities) of some other prime race. Making S. Cani gives S. the keenness of nose of a real Cani, but none of the understanding ofscents that comes from growing up Cani. Making S. Gormoror gives Gormoror alcohol tolerance. Making S. Herethroy gives S. extra hands, and the advantages in running and climbing that come from them, but not the free use of spear or staff in the lower hands. Making S. Khtsoyis gives S. the air-swimming and color changing powers, but not the free use of multiple clubs. Making S. Orren gives S. the ability to change to an otter in water, but not to resist or modify the change. Making S. Rassimel frees S. from Orcadian rhythms for the duration of the spell. Making S. Sleeth gives S. excellent hearing, and excellent smell as for Cani, and dark vision. Making S. Zi Ri gives S. the ability to fly, but not hover, or breathe or resist fire. S. always gets the combat aspects of the new shape. S.'s attributes do not change. S. suffers from all physical limitations of the new shape, and loses the abilities listed above of their own species. Most of S.'s equipment will change to fit S.'s new shape, or be absorbed if changing makes no sense, but metal only changes this way if the spell is cast with Durudor. In general, S. will suffer Trouble 3 if changed to a similar shape (Cani to Orren), Trouble 6 if changed to a semi-similar shape (Cani to Herethroy), and Trouble 1 2 if changed to a dissimilar shape (Cani to Sleeth or Zi Ri or Khtsoyis). If S. spends a great deal of time in anbther shape, the penalty can be reduced: give S. a skill for being in that shape, and reduce the Trouble by the skill level, but never below a third of the original Trouble. This is a remarkable shapeshifting spell, and only possible due to the special status of the prime species. It allows several choices of shape, many of which would ordinarily take complexity-30 spells to achieve. [Range: touch, Speed: build, Dur: P/5 hours, Resist: auto] Shape of the <Animal> (Mu Co 20) Turn S. into one of the specified kinds of animal; Shape of the Blossomarv turns S. into a blossomary. S. can change back at will. Small inoffensive animals require complexity-20 spells. Larger ones require more elaborate spells: 25 for a wolf or scawn, 30 for a lion or cyarr 35 for an elephant or remorshka. S, retains his own mind and spirit, and all his magic and mental powers. S. has all the ordinary physical abilities of his new shape; e.g., if S. were turned into a bat, S. could fly, and see by sound. S. does not get the magical properties of his new shape; e.g., a Cani turned into a cyarr could not use the cyarr "Three Snaps". (Exactly which properties are physical may be surprising; e.g., Orren shapeshifting and Khtsoyis levitation are physical, as noted in Cloak of Another God.) [Range: touch, Speed: build, Dur: P/5 hours, Resist: auto] Shining Splendor of Strength (Mu Su Co * 20) Render S. extremely strong, giving Strength = P/10 to a maximum of +9; if the P/10 is less than S.'s Strength, the spell contributes no extra Strength. It makes S.'s weapons and equipment tough enough to stand the extra strength. The spell requires the arts of the equipment that S. is using; if they are omitted, the equipment is not strengthened. (Metal weapons of decent quality can usually take the extra strength, but a bow


intended for someone with Strength 0 will snap when drawn by someone with Strength=+9.) S. can only safely endure this spell once per day at best, and even twice a week is occasionally unsafe. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R.] Flapping Arm (Mu Co 25) Turns all the bones in one of S.'s limbs into fat, rendering that limb useless. The spell does nothing if S. has no bones in the limb; e.g., if S. is a Khtsoyis. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Hideous Diminution (Mu Co 25) S. shrivels. He loses several inches of height; his muscles loosen; his joints become floppy; his bones lose their rigidity. A typical warrior will suffer Trouble P/5, and lose P/10 from damage as well. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Become an <Animal> (Mu [Su] Co 25) Turn S. into an animal of the designated species, without an easy way to change back until the spell is over. If the spell is cast with Sustenoc, S. may stay in that shape a long time. See Shape of the <Animal> for details. As usual, there is one spell of this kind for each kind of animal, and many kinds have higher complexity. [Range: short, Speed: build, Dur: P/5 hours [perm], Resist: M.R.] Iron Carapace (Mu Co Du 25) S.'s carapace becomes iron. This gives S. +6 on Soak. No effect if S. doesn't have a carapace. (A similar spell works on scales, but there is no similar spell for fur.) [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Fur of Pins (Mu Co Du 25) S.'s outer fur becomes metal pins. It is good armor: +3 Soak, Anyone who grapples S. will get severely pricked, with damage ranging from 2 for a small animal, 4 for a small person (e.g., Rassimel), 6 for a larger person (e.g., Cani, Gormoror), to 8 for a Sleeth in close combat. No effect on subjects without fur. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Shape-shift with <Animal> (Mu Co 30) S can turn into an animal of the designated species and back as often as desired. Changing in either direction takes an action and an easy act of will. As usual, there is one spell of this kind for each kind of animal, and many kinds have higher complexity. [Range: touch, Speed: build, Dur: P/5 hours, Resist: auto] Arboreal Curse (Mu Co Hr 30) S. becomes a tree, rooted where he stands. There is one spell of this kind for each kind of tree, and some kinds have higher complexity. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Shape of Air (Mu Co Ai 40) Turn S. into a breeze. S. can rum back at will. [Range: touch, Speed: fast, Dur: P/5 hours, Resist: none] Form of Fire (Mu Co Py 45) Turn S.'s body into living fire; S. can turn back at will. S. does P/5+s6-Soak damage to anyone he touches. S. has a Soak of P/5 (it's hard to hurt someone who isn't solid); most of S.'s nonmagical defenses will no longer help S. S. is nearly immune to fire in this shape; reduce fire damage by P/3. A gallon of water does s6 damage to S. Complete immersion does 2s6 damage, and fills the area with dangerous steam that does s& fire damage to everyone who breathes it, except S.. [Range: short, Speed; build, Dur: P/5 hours, Resist: none] Call the Beast (Ru Co 5) Compel a small, non-intelligent animal to come towards C. This spell is mainly used by hungry hunters. [Range: medium, Speed: build, Dur: cone, Resist: until M.R. (0)] Clown's Tricks (Ru Co 5) Makes S. clumsy, giving him 2 extra botch dice on all physical botch rolls. This is a mediocre spell in a battle, as S. isn't very likely to botch any particular roll. Adds. [Range: short, Speed: fast, Dur: P/5 hours, Resist: M.R.] Carr y the Slain Beast (Ru Co 5) Cause 5P pounds of Corpador material to float around slowly, as if a tired, heavily burdened person were carrying them. [Range: short, Speed: build, Dur: attend, Resist: auto] Guide the Fall (Ru Co 5) If S. is falling, S. falls slowly and safely towards a particular spot, chosen when the spell is cast. The spot must be somewhere generally beneath S.; the spell confers no great mobility. The chosen spot cannot be changed, save by casting the spell again. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: M.R.] Hold the Tasty Snack (Ru Co 5) Paralyze a small animal. Sleeth named this spell. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Float on a Purr (Ru Co 5) C. may levitate and drift around slowly, at ten feet a minute. Sleeth named this spell. [Range: self, Speed: build, Dur: cone, Resist: n/a] Guide the Bone Needle (Ru [Cr] [Su] Co 5) C. controls a bone needle. It has an effective Dexterity of Wits+P/10. With Creoc and Sustenoc, the spell creates real woolen thread. [Range: short, Speed: build, Dur: cone, Resist: none] Shaking Hands (Ru Co 10) S.'s hands tremble, causing him Trouble P/10 (max 5) on all actions that use hands. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: M.R.] Moment of Hesitation (Ru Co 10) S.'s legs (or the equivalent) stop moving for a little while, until attacked or otherwise compelled to move. Note that S. gets a Magic Resistance roll to break this spell on each action, and will be able to fight, talk, cast spells and perform other actions that do not require him to move his legs. [Range: short, Speed: build, Dur: P/5 actions, Resist: until M.R. (+10)] No Unwanted Child (Ru Co 10) S. is infertile, as if using a condom. Often bound on pocker wishbones and sold at fairs. [Range: touch, Speed: build, Dur: P/5 hours, Resist: M.R.] Accidental Leap (Ru Co 10) S involuntarily takes a great leap into the air, up and forwards. [Range: short, Speed: build, Dur: real, Resist: M.R.] Bind the Limb (Ru Co 10) Paralyze one of S.'s limbs, chosen by C , rendering it useless. Note that it rarely lasts more than a few actions; S. will shake it off in a few actions. [Range: short, Speed: build, Dur: P/5 hours, Resist: until M.R. (+5)] Levitation (Ru Co 10) C. levitates up or horizontally, moving at Khtsoyis speed, which is not very fast. [Range: self, Speed: build, Dur: attend, Resist: n/a] Ruloc Corpador Banish the Awful Mouse (Ru Co 5) Scare a small animal, which will flee squeaking in terror. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]


Wallwalk (Ru Co 10) <• C. may walk on a single wall, as if it were horizontal. C may jump from the floor to the chosen wall freely (the floor is also flat to C), but this spell only lets one particular wall be flat to C. The wall may be any size; in particular, it may be the side of a worldbranch, allowing C. to walk around the Verticals. [Range: self, Speed: fast, Dur: P/5 minutes, Resist: n/a] Wet Surprise (Ru Co 10) o S. has an orgasm; it's more surprising and embarrassing than pleasurable, at least without the traditional preliminaries. One extra botch die for a few actions. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R.] Long Delights (Ru [Su] Co 10) • S. cannot achieve orgasm. With . ,.999 Sustenoc, this spell is called Revenge of The Enraged Lover. [Range: short, Speed: build, Dur: P/5 hours [perm], Resist: M.R.] Dexterous Glove (Ru [Ke] Co [II] 10) •» C. animates and controls a glove. It works like a hand with Strength=Will-4 and Dexterity=Wits-4. It is hard to do anything precise with this glove; all skill rolls are made at a penalty of (10 - Finesse/3). If C. is not concentrating on making the glove do something, it will be motionless: good for holding small objects. With Kennoc and Illusidor, C. can feel through the glove, as if it was her own hand [Range: short, Speed: build, Dur: attend, Resist: n/a] I Really Didn't Fall (Ru Co Lo 10) This is cast on someone who has just fallen. S. reappears where he had fallen from (or near there), standing. Sleeth named this spell. [Range: medium, Speed: build, Dur: real, Resist: M.R.] 1 Levitate Others (Ru Co 15) This levitates up to P/10 people. C. must concentrate to maintain and guide the levitation. [Range: short, Speed: fast, Dur: cone, Resist: auto] Repel the Beast (Ru Co 15) This spell keeps S. away from C. S. must move to stay at least two yards away from C. S. is allowed extra magic resistance j-olls, usually with a bonus, if staying so far away from S. is dangerous {e.g., if C. is trying to shove S. off a cliff with it). If there is no way for S. to stay that far from C. (e.g., S. has been backed into a wall) the spell collapses. [Range: short, Speed: build, Dur: attend, Resist: M.R.] Very Precise Needle (Ru Co 15) Control a bone needle, with Dex = Wits + P/20. Add +P/10 to Dex if you take two actions to plan the third action's move. This spell is used by the best embroiderers on the World Tree. [Range: short, Speed: build, Dur: attend, Resist: n/a] Lift the Dangling Puppy (Ru Co 15) Levitate S. whether he wants it or not. [Range: short, Speed: build, Dur: attend, Resist: M.R.] Don't Move! (Ru Co 20) Paralyze S., so that he cannot move any voluntary muscles. He can still cast spells and perform other actions that do not require moving. Note that this spell is unlikely to last for more than a few actions. [Range: short, Speed: build, Dur: perm, Resist: until M.R. (+10)] Fly like a Bird (Ru Co 20) Lofts S. in the air, flying as fast as a Zi Ri (which is slowly for a flier). Note that C. directs where S. will fly, and C. must attend to the spell or S. will land quickly but safely. [Range: touch, Speed: build, Dur: attend, Resist: auto] Gift of Levitation (Ru Co 20) Like Levitate Other, but S. rather than C. must attend to the spell; S. also has control of the spell. [Range: short, Speed: fast, Dur: attend, Resist: auto] The Holding Paralysis (Ru Co 20) Paralyze one of S.'s limbs. Unlike simpler paralysis spells, S. does not automatically get extra magic resistance rolls. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Pounding Bone (Ru [Cr] Co 20) [Create and] Animate a bone to thump at S. A very straightforward and fairly effective attack spell. Attack Base = 15 + Finesse + P/5, Damage Base = P/5, Damage Increment = 2, Defense Base = 10, Soak = 5, Life = 10, MR = P/2. The spell is not intelligent. If S. moves away, the bone will just keep thumping the spot he was at, until C. spends an action concentrating on sending it to where he is now. [Range: short, Speed: build, Dur: attend, Resist: n/a] A City In The Jungle (Ru [Su] Co 20) C. draws a circle, up to P feet in diameter. Creatures with P/2 or fewer life points (measured when fully healed) cannot enter the spell's circle. Larger creatures may attempt to enter the circle, making a roll of (Life Points + s20 >= P) to do so, but it takes an effort. The people and animals who were inside when the circle was drawn can enter and exit freely. [Range: short, Speed: build, Dur: P/5 hours [P/5 days], Resist: M.R.] Circle Against Foes (Ru Co Sp 20) C.'s enemies cannot cross the ring, unless they succeed at a Magic Resistance roll. (The spell only works on enemies made of Corpador.), If a given enemy fails once, he cannot try again while the spell lasts. This spell will not keep out missiles or spells - except mindful Corpador spells - and it will not expel enemies inside the ring when it is cast. There are some sneaky ways in, such as teleporting. [Range: ring, Speed: build, Dur: P/5 actions, Resist: M.R.] Sudden Shudder (Ru Co Te 25) S. is instantly stricken with terrible convulsions, and can do nothing physical save lie on the ground and shake while the spell lasts. S. can cast spells and do other nonphysical tasks if he succeeds at a Will + Concentration + s20 >= P/2 roll (check on each attempt). Tempador makes this spell fast. [Range: short, Speed: fast, Dur: P/5 actions, Resist: until M.R. (+20)] Rebel Arm (Ru Co [Sp] 25) C. controls one of S.'s limbs, and may make it do anything she wants. With Spiridor, the arm will obey her mindfully. [Range: short, Speed: build, Dur: cone [attend], Resist: M.R.] Death Bone (Ru [Cr] Co Sp 35) [Create and] Animate a bone knife, to mindfully hew and stab at a victim. It moves quickly, and can follow its victim mindfully. Attack Base = Finesse + P/3, Damage Base = P/5, Damage Increment = 3, Defense Base = Finesse+P/2, Soak = 5, Life = 20, MR = P. Death Bones, unlike many similar spells, cooperate nicely. [Range: medium, Speed: build, Dur: attend, Resist: none] Visit the Ulgrane (Ru Co 40) S. flies P miles up into the sky (at about twenty miles an hour), and then falls, usually not exactly straight down. The spell is active until S. hits the ground, no matter how long that takes, and will resist attempts by S. to levitate or fly or the like. S. takes P+s6 damage on landing, or less if he hits water or something soft. The spell is not accurate: it is a


weapon, not a travel spell. [Range: short, Speed: build, Dur: spec Resist: M.R] Puppet Body (Ru Co [Sp] 40) C controls S.'s entire body. See Rebel Arm for details. S. can still cast spells of his own will, of course. [Range: short, Speed: build, Dur: cone [attend], Resist: M.R.] Susteno c Corpado r Tough Leather (Su Co 5) Make a leather object tougher, without making it any less flexible. Most leather products where toughness matters (such as armor) have been treated with this spell already. [Range: touch, Speed: build, Dur: real, Resist: n/a] Bouncy Vigor (Su Co 5) Make S. feel fully rested and full of energy. It maxes rather than adds. When the spell is over, S. is as tired as he would ordinarily be given the effort he spent and the time he was active: if he was awake all night, he will be very tired. These spells max; if you've had one Bouncy Vigor, the next won't help much until you've caught up on sleep again. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Doughty Warrior (Su Co 10) S. gets +dl0+P/10 temporary life points. Damage inflicted on S. is taken off the temporary life points first. This spell only works once per person per day. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: auto] Fresh Meat (Su Co 10) Sotne meat (up to a whole dead animal) stays fresh. Adventurers in dire condition often find this spell helpful; it is much easier to reattach a severed limb that has been preserved by it. [Range: short, Speed: fast, Dur: P/5 days, Resist: n/a] Stretch the Delight (Su Co 10) S.'s orgasms last (20P)% longer than normal. [Range: touch, Speed: fast, Dur: P/5 hours, Resist: M.R.] Toughen the Flesh (Su Co 10) S.'s flesh becomes tougher and more resilient, giving him +1 Soak. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: auto] Withstand the Poison (Su Co 10) S. gets a few seconds free of the effects of a single kind of poison thai is currently afflicting him. [Range: short, Speed: fast, Dur: P/5 actions, Resist: auto] Ward against Some <Poison> (Su Co 15) The next <Poison> given to S. will have no effect at all. This spell doesn't help against poison already affecting S. [Range: touch, Speed: fast, Dur: P/5 actions, Resist: auto] Taste of Invulnerability (Su Co 15) S. is made very tough indeed, giving him a bonus of +2 on Soak. (There is a Su Co 35 variant that gives +3 on Soak.) [Range: short, Speed: build, Dur: P/5 minutes, Resist: auto] Swift Revenge (Su Co Me Sp 15) If S. is incapacitated (by having his life points reduced below 0) while the spell is in effect, he will not be immediately incapacitated; he gets one extra action. If he is healed enough before or on that action, he won't be incapacitated at all. Does not help if S. is actually killed. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: auto] Save the Severed Head (Su Co 20) Preserves S.'s recently severed head and the body that it was severed from, so that both remain alive. S.'s head can think, speak feebly, cast spells, and so on - though S. is in horrible pain, and most S.'s prefer to be asleep. Probably someone should use a major spell to reattach S.'s head to his body. [Range: touch, Speed: build, Dur: P/5 days, Resist: auto] Raging Life (Su Co 25) If S. is killed, he won't actually die for P/5 extra rounds (but he will be incapacitated). S. also gains P/2 temporary hit points. It is not safe to use this or similar spells twice in one day. [Range: medium, Speed: build, Dur: P/5 hours, Resist: M.R.] The Gift of Seven Years (Su Co 25) C.'s expected time of natural death is postponed by P/3 years. Multiple castings max rather than add. This spell does nothing about aging. [Range: self, Speed: fast, Dur: real, Resist: n/a] Wizard's Double Armo r (Su Co Lo 30) A paired spell: Taste of Invulnerability and Thick Distance Armor. The net effect is, S. gets +3 on Soak. This complexity is typical of spells which do two things [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: auto] The Dubious Gift of Strength (Su Mu Co 30) Grants S. +1 Strength, permanently. Like most similar permanent-gift spells, it has dangers. If S. ever botches his Magic Resistance roll against a Mutoc Corpador spell, the Dubious Gift will be cancelled, and S. will lose one point of real Strength as well. C. may cancel this spell at will. [Range: touch, Speed: fast, Dur: perm, Resist: auto] Ward Against All <Poison> (Su Co 35) The chosen kind of poison does not affect S. at all. [Range: touch, Speed: fast, Dur: P/5 hours, Resist: none] Strength of the Ancient Wizard (Su Co Me 40) This prevents C. from aging until the next day's dawning. If used every day just after dawn, C. need not make aging rolls at all. [Range: self, Speed: fast, Dur: until next dawn, Resist: n/a] Body of Endless Iron (Su Co 100) S. takes no physical damage from any spell of power < P+slOO, or from any weapon without a spell or enchantment of that Power on it. (Reroll the slOO on each attack on S.) [Range: short, Speed: fast, Dur: P/5 actions, Resist: M.R.]


DURUDOR Creoc Durudo r Blow the Bottle (Cr [Su] Du 10) e Create a glass bottle, up to P/20 pounds in weight. The size, complexity, and quality are governed by C.'s Glassworking skill: it makes a bottle that C. could make by hand with P minutes of labor. If C. doesn't know Glassworking, this spell will only make the simplest of containers. The Cr [Su] Du 10 spell Quick Potter does the same for making pottery. Analogous spells for metal are much harder. [Range: short, Speed: build, Dur: P/5 hours [real], Resist: n/a] Make a Pebble (Cr [Su] Du 10) « Create a small round stone pebble, P/30 ounces in weight. (Durudor spells are hard; this is the simplest one that creates actual real stone.) [Range: touch, Speed: build, Dur: P/5 hours [real], Resist: n/a] Handful of Salt (Cr Su Du 10) Create P/20 ounces of pure salt. [Range: short, Speed: build, Dur: real, Resist: n/a] Birth of Glass (Cr Mu Du Py 10) # Melts P pounds of sand in a pottery bowl into liquid glass in a few seconds. More sand may be added at the rate of one pound per minute, as long as C. keeps concentrating. [Range: short, Speed: after cone, Dur: real, Resist: n/a] Stir the Liquid Glass (Cr Su Du Py 10) Keeps a bowl of molten glass molten. [Range: short, Speed: build, Dur: P/5 hours, Resist: n/a] Make a Rock (Cr [Su] Du 15) Create a rock the size of a fist. [Range: touch, Speed: build, Dur: P/5 minutes [real], Resist: n/a] Stone Dart (Cr Ru Du 15) Creates and shoots a sharpened stone dart at S.: Attack Base = Perception + Finesse + P/3, Damage Base = P/5, Damage Increment = 2. The main advantage to this spell over the much easier complexity-5 Corpador and Herbador spells is that the stone dart is harder to avoid with magic. [Range: short, Speed: build, Dur: instant, Resist: none] The Aristocrat Felon Bound (Cr Du 20) Creates iron handcuffs on S.'s wrists: two rings of iron around the wrists, and a rod connecting them. Trouble 10 typically. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Make a Boulder (Cr [Su] Du 20) Create a boulder, weighing up to P pounds. This spell is mainly used for building, but it can be created over a victim and fall: Attack Base = Perception + Finesse + P/3, Damage Base = P/5, Damage Increment = 3. (Variations: creating it high overhead adds +s6 to Damage Base, but subtracts s20 from Attack Base.) [Range: short, Speed: build, Dur: P/5 hours [real], Resist: M.R.] Wall of Glass (Cr [Su] Du 25) Create a wall of P/5 inch thick glass, up to P yards long and P feet high, in a simple shape. [Range: short, Speed: build, Dur: P/5 minutes [P/5 hours], Resist: none] Create a Lump of <Metal> (Cr Su Du 25) Create an unshapen lump of a particular metal: there are versions for iron, copper, gold, silver, lead, brazinion, yulexion, hezarion, and mnenorzion. Iron is the most useful and hence most common version. The lump weighs P/20 ounces. The Smith's Guild gets very upset when non-members use this spell. (Alloys and unusual metals require more complex spells.) [Range: short, Speed: build, Dur: real, Resist: none] Forge The Expensive Dagger (Cr [Su] Du 30) Create a crude but functional metal dagger. The quality of the dagger is about half of C.'s Smithing skill; C. can always do better making it by hand. There are similar spells for other categories of metal items, / ranging up to complexity-70 to make a suit of platemail. All these spells are restricted by law and custom to the Smith's Guild. [Range: touch, Speed: build, Dur: P/5 hours [real], Resist: none] Create a Gem (Cr Su Du 40) Create a small gemstone. There are variants of the spell for each variety of gemstone. Gems with unusual properties require more complex spells to create. [Range: touch, Speed: build, Dur: real, Resist: M.R.] Wall of Whirling Axes (Cr Ru Du 50) Creates a wall of whirling axe blades. Anyone touching the wall will take P/5+3s6 damage, and must make a Soak + s20 >= 20 or lose a limb. [Range: medium, Speed: fast, Dur: P/5 hours, Resist: Spec] Destroc Durudo r Shatter the Glass (De Du 10) * Break a glass object. [Range: short. Speed: build, Dur: real, Resist: n/a] Screeching Stylus (De Du 10 ) » This spell etches metal. It is capable of great precision, making lines finer than a hair, but very shallow. It requires a Will + Smithcraft + s20 >= 15 roll every d6 minutes to avoid mistakes. It is at least as noisy as working the metal physically would be. [Range: touch, Speed: after cone , Dur: real, Resist: M.R.] Blunt the Blade (De Du 15) Blunts a metal edged weapon, reducing its base damage by P/10 (to a minimum of 1) and damage increment by 1 (to a minimum of 1). This maxes rather than adds. The weapon can be resharpened by hand, though it takes a lot of work. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Ruin the Expensive Weapon (De Du 20) Rust and ruin a weapon, or other chunk of metal of about that size. The weapon will still exist, but break on the next use. This spell does not work on enchanted weapons, but it does rust metals which do not ordinarily rust. [Range: short, Speed: build, Dur: real, Resist: M.R.] Destroy the Treasure (De Du 25) Destroy up to P oz. of metal. Adventuring mages who use this spell regularly may be the poorer for it, hence the name. [Range: short, Speed: build, Dur: real, Resist: M.R.] Healoc Durudo r Heal the Vase (HI Du 10) Repair a broken glass object [Range: short, Speed: build, Dur: real, Resist: n/a] Sharpen the Blade (HI Du 10) Re-sharpen a metal blade. [Range: touch, Speed: build, Dur: perm, / Resist: n/a] The Wicked Edge (HI Du 15) This sharpens a metal blade, a lot. The first hit with the blade will inflict a bitter wound, causing the victim +s6 damage. After that, the blade returns to normal. A given weapon can only take this spell once^ a day. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: M.R.] A Tinker's Blessing (HI Du 20) Repairs metal armor. [Range: touch, Speed: fast, Dur: real, Resist: M.R.] Kennoc Durudo r What Metal is This? (Ke Du 5) Tell what kind of metal something is. [Range: short, Speed: build, Dur: real, Resist: (M.R.)] Lingering Echoes of the Smith's Hammer (Ke Du Te 20) This spell must be cast on a worked Durudor item. It will show C. important or characteristic scenes of the item's construction; e.g., th e


final quenching of a sword. It frequently will work on magic items. It never shows anything that happened after the item was finished being made. [Range: touch, Speed: fast, Dur: real, Resist: (M.R.)] The Quest for the Greatest of Treasures (Ke Du 40) Reveals to C. the locations and approximate quantities of the largest P/20 masses of metal within long range. [Range: long, Speed: fast, Dur: real, Resist: (M.R.)] Muto c D urudo r Shape the Liquid Glass (Mu Du 10) Mold liquid glass into a reasonably simple shape. Concentrate for 5- 15 minutes and it will be cool enough to hold that shape. This spell can make shapes that would be hard to do by glassblowing techniques. [Range: touch, Speed: after cone , Dur: cone, Resist: n/a] Polish the Metal (Mu Du 10) Shine a metal object. [Range: touch, Speed: build, Dur: perm, Resist: n/a] Harden the Glass (Mu Su Du 10) Make glass somewhat stronger (as if it were 20P% thicker), and somewhat resistant to temperature changes. [Range: short, Speed: build, Dur: perm, Resist: n/a] Clean the Bush Salt (Mu HI Du Hr 10) Turn a pound of bush salt into half a pound of pure salt. [Range: touch, Speed: build, Dur: perm, Resist: n/a] Forge and Form Metal (Mu Du 20) Reshape a chunk of metal, as if a smith were working it for P minutes. The skill of the crafting is the same as C.'s Smithing skill. Restricted by law and custom to the Smith's Guild. [Range: short, Speed: after cone , Dur: real, Resist: n/a] The Armor as Griddle (Mu Du Py 20) Make S.'s metal armor fiercely hot. The armor does P/5 damage when the spell takes effect, P/8 the action after that, and P/10 the action after that. Only things worn under the armor (including innate armor) will soak this damage. [Range: short, Speed: build, Dur: real, Resist: M.R.] Ruloc D urudo r Carry the Stones (Ru Du 10) Cause P/4 pounds of Durudor material to float around slowly. [Range: short, Speed: build, Dur: attend, Resist: auto] The Argent Anaconda (Ru Du Sp 10) Animates a silver or silvered chain, so that it loops itself around a victim. The chain can be at most P/5 feet long; it causes Trouble 3. The victim is allowed a Dexterity + Agility + s20 >= 20 roll to avoid the anaconda's grasp. [Range: short, Speed: build, Dur: P/5 actions, Resist: Spec] Miserly Archer (Ru Du 15) This spell is cast on a weapon that is all or part metal. On the action after the weapon is throw, it will return to the thrower. A good spell to use on metal-tipped arrows. [Range: touch, Speed: build, Dur: P/5 minutes, Resist: none] The Helpful Shield (Ru Du Sp 20) Animate a metal shield, so that it interposes itself between S. and blows. Adds P/5+Finesse to S.'s Defense, and P/20 to his Soak. [Range: short, Speed: build, Dur: P/5 minutes, Resist: none] Susteno c D urudo r The Glittering Carapace (Su Du 10) Makes metal armor even harder and more resistant than it already is. Adds slO to the armor's Soak, for P/20 actions. This spell may only be used once per day on a given suit of armor. Botches on the slO often ruin the armor. [Range: short, Speed: fast, Dur: spec, Resist: n/a] Sir Glass (Su Du 25) Renders a glass item of up to P/3 pounds as strong as bronze The spell must be cast (by touch!) immediately after the glass has been shaped, while it is still hot. [Range: touch, Speed: fast, Dur: perm, Resist: n/a] HERBADOR Creo c Herbado r Make a Stick (Cr Hr 5) Create a stick, or a board, or some other simple wooden object [Range: touch, Speed: build, Dur: P/5 hours, Resist: none] Make a Vine (Cr Hr 5) Create P yards of very tough vine, usable as rope [Range: touch, Speed: build, Dur: P/5 hours, Resist: none] Twiny Vine (Cr Hr 5) Creates a vine tied around S. This causes S. some trouble, typ ically Trouble 2. S. may get out of the vine in one action by a roll of Strength + Agility + s20 >= 15, or by a variety of obvious physical or magical means. This spell isn't capable of tricky things like tying S.'s wrists together. [Range: short, Speed: build, Dur: P/5 hours, Resist: until M.R. (+5)] Sprinkle of Herbs (Cr [Su] Hr 5) Create a handful of an herb familiar to C , fresh or dry. This spell cannot create magical herbs; the herbs appear, but they have no potency. The quality of the herbs is half of C.'s Natural Sciences skill, interpreted as botany. [Range: short, Speed: build, Dur: P/5 hours [real], Resist: none] Hole and Peg (Cr De Su Hr 5) Poke a hole in a piece of wood (or two adjacen^pleces), and create a sturdy peg in the hole. If used on two pieces, they are attached to each other well. A basic carpentry spell. [Range: touch, Speed: build, Dur: real, Resist: (M.R.)] Thorn Dart (Cr Ru Hr 5) Creates and shoots an arrow, tipped with a largish thom, fletched with stiff leaves, at S. Attack Base = Perception + Finesse + P/3, Damage Base = P/5, Damage Increment =2 (This is a mediocre weapon.) [Range: short, Speed: build, Dur: instant, Resist: none] Joy in Winter (Cr Hr Py 5) Create a bonfire, of P/10 heavy 1-2 foot logs already caught on fire, plus P/4 smaller burning sticks. The bonfire is created on the ground. It is not generally usable as a weapon, as it can be resisted automatically, but it's just the thing in cold weather. [Range: short, Speed: build, Dur: P/5 hours, Resist: (auto)] Felon's Yoke (Cr Hr 10) Creates a big wooden yoke around S.'s neck, giving S. Trouble 4. The yoke is hard to get off, since it's a solid disk of wood. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Form of Shaped Wood (Cr Hr 10) Instantly create a wooden object that a woodworker could make in an hour, weighing at most 3P lbs. The quality of the form is Woodworking/2. [Range: touch, Speed: after cone, Dur: P/5 hours, Resist: auto] Pepper Strike (CrHr 10) Tosses some violent ground hot pepper powder in S.'s face. S. gets Trouble 4+Perception. S. can evade this spell by covering his eyes


when it takes effect. [Range: short, Speed: build, Dur: P/5 actions, Resist: until M.R. (+2)] Sprinkle of Thorns (Cr Mu Hr 10) Grows sharp, vicious thorns on grass or moss, in an area up to P x P feet. This does 2+P/20-Soak damage to anyone who walks on them - soaked only by shoes and skin. Most animals will refuse to walk on the thorns; sentient beings may have less sense. [Range: short, Speed: build, Dur: P/5 hours, Resist: none] Wall of Cloth (Cr Hrl5 ) Make a wall of thin cloth, up to P x P yards, optionally held up by thin sticks. The cloth can be a plain color, or a simple pattern. [Range: short, Speed: build, Dur: P/5 hours, Resist: n/a] Blind Nut Mask (Cr Hr 15) Creates a nut around S.'s head, causing Trouble 10. S. may usually break the nut easily (Strength + Dexterity + s20 >= 5), but each attempt takes a full action. [Range: medium, Speed: build, Dur: P/5 minutes, Resist: M.R.] Wall of Thorns (Cr [Ru] Hr 15) Creates a P yard long x P foot high # 1 yard thick wall of heavy brambles, in a simple shape. Most creatures can break through the wall, but take two actions and 2s6-Soak damage when they try. With Ruloc, the branches writhe and slash at people trying to break through: 2s6+P/5-Soak damage. [Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a] Virid's Creation In Miniature (Cr [Su] Hr 15) Create a tree, instantly, up to P feet tall. The tree is created instantly when the spell takes effect; it can be any unexceptional kind of tree native to the region. [Range: short, Speed: build, Dur: P/5 hours [real], Resist: n/a] Sprout the Astounding Tree (Cr [Su] Hr 15) Creates a real tree, very quickly. The tree grows two feet taller each second, for up to P seconds. If someone is standing where the tree grows, he can accidentally or intentionally get caught in the tree and hoisted up into its branches. A typical person standing where the tree is sprouting should roll Perception + Agility + s20 >= 15. If the person succeeds in this roll, he can choose whether or not to be in the tree as it grows. If not, he has a 50% chance of being caught in the branches. C. herself needs only roll Perception + Agility + s20 >= 2. [Range: short, Speed: fast, Dur: P/5 hours [real], Resist: Spec] Coiled Briar (Cr Ru Hr Sp 15) Creates a thorny vine which will coil around S., entangling him and scratching at him. The vine causes Trouble 3. It has Attack Base = Perception + Finesse + 20, Damage Base = P/10, Damage Increment =2, Defense Base = 0, Soak = 3, Life = P/2, MR = P/4. If S. manages to get the vine off of himself, the spell ends. [Range: short, Speed: build, Dur: P/5 actions, Resist: none] Net of Vines (CrRuH r 15) Ties S. up in a net of animated vines. This gives S. Trouble 6. Getting free requires an action, and a roll of Strength + Dexterity + s20 >= 12. [Range: medium, Speed: build, Dur: P/5 minutes, Resist: M.R.] Deadly Berry (Cr De Su Hr Co 15) Create a small toxic berry in S.'s mouth. S. must roll Perception + Dexterity + s20 >= 16 to spit it out in time (if he fails his Magic Resistance roll). If he fails this roll, he gets a dose of Harm poison of potency P/10, with a maximum potency (from one or many doses) of 10. [Range: short, Speed: build, Dur: real, Resist: M.R.] Wall of Wood (Cr Hr 20) Creates a single board of stout wood, P inches thick, P yards long and P feet high, in a simple shape. The Sustenoc version of this, making real wood, is complexity 25. [Range: short, Speed: build, Dur: P/5 minutes, Resist: none] Pepper Storm (Cr Hr 20) Tosses some violent ground hot pepper powder in the faces of several foes. This causes each S. Trouble 4+Perception for the spell's duration, though S. may spend two actions washing his eyes out and reduce the Trouble to 1 for the rest of the spell. It hurts a lot. This spell can be cast at up to P/5 targets, who must be near each other. If the choice of targets is complicated (e.g., all C.'s enemies and none of C.'s friends in a melee), add the time it takes C. to describe who gets peppered to the building time. [Range: medium, Speed: build, Dur: P/5 actions, Resist: M.R.] Wall of Pitch (Cr Hr 20) Create a wall of stiff, sticky pitch, P inches thick, P yards long, and P feet high, in a simple shape. Things that hit it stick about one time in six. The wall is very flammable, and bums hot (2s6 damage for a typical direct contact). When the pitch is hot, it is sticky; burning pitch sticks to its victim, doing s6/action for d6 actions. The wall slumps when hot, and not necessarily away from C. [Range: short, Speed: build, Dur: P/5 minutes, Resist: none] The Infinite Grenade (Cr De HI Su Hr 25) Creates a large nut, like a spiny coconut, and explodes it and then reheals it, repeatedly. On each action it explodes, doing P/10+s6-Soak damage to everyone within dlO feet - and then reappears, and will explode again on its next action. It can, of course, be kicked away between explosions. Excellent for tossing into a den of large but stupid lizards. [Range: medium, Speed: build, Dur: P/5 actions, Resist: none] Boas from Below (Cr Ru Hr [Sp] 25) Creates many tough roots, which squirm up from under the soil and grab the feet and legs of everyone in the area - or, with Spiridor, just the people that C. wants grabbed. Ordinarily, victims must roll Agility + Dodge + s20 >= P to avoid being grabbed; those that are grabbed suffer Trouble dlO. This roll must be made on each action, with the victim's trouble being the largest of the dierolls. The victim may attempt to break free, a roll of Strength + Brawling + s20 >= P/3 (don't forget the Trouble). Victims who have once broken free will become targets of the roots again unless they stand still and avoid the roots' notice. The spell works on a simple-shaped area of about P square yards. [Range: short, Speed: build, Dur: P/5 minutes, Resist: spec] The Wizard's Secret Garden (Cr [Su] Hr 35) Create a modest amount of a magical herb: usually enough for one dose of that herb. Particularly potent herbs (e.g., cley apples) cannot be created with this spell. Many herbs require the magical arts of the herb's power. [Range: short, Speed: build, Dur: P/5 hours [real], Resist: none] the New Forest (Cr [Su] Hr 35) Instantly grows a grove of trees, up to P yards in radius, up to Pd6 trees of some ordinary kind native to the area, each up to P feet tall. [Range: medium, Speed: build, Dur: P/5 hours [real], Resist: M.R.] Destroc Herbador Blast the Wooden Shaft (De Hr 5) Destroy a small piece of nonliving wood, very quickly. At P=20, this spell can destroy an arrow; at P=40, a spear or club. This spell is tuned for speed. It is a fast effect, capable of blasting an arrow in flight. However, it can only destroy a single, whole piece of wood. If someone/is holding the wooden object, it is protected by the holder's magic resistance. As usual with destruction, magically created or enhanced wood is beyond the power of this spell. [Range: short, Speed: fast, Dur: real, Resist: (M.R.)] The Wizard Whittles (De Hr 5) Carve a piece of wood. It is very much like whittling with a knife, except for being about ten times faster and not having any chance of


cutting a finger. C. may whittle the single piece of wood as long as she concentrates. [Range: short, Speed: fast, Dur: cone, Resist: n/a] Cut the Vine (De Hr 5) Cut a rope, or a vine. The cut is clean and fast. [Range: short, Speed: fast, Dur: real, Resist: n/a] Ethereal Drill (De Hr 5) Drill a hole up to P/5 feet long and up to three inches in diameter , through wood. [Range: short, Speed: build, Dur: real, Resist: n/a] Ethereal Plane (De Hr 5) Make a wooden object smooth, as from planing and sandpapering. [Range: short, Speed: build, Dur: real, Resist: n/a] Chop the Delicious Veggies (De Hr 5) Chop up 5P pounds of vegetables as desired. Requires concentration. [Range: short, Speed: build, Dur: cone, Resist: (auto)] Clear the Weeds (De Hr 10) Disintegrate ordinary undergrowth and shrubs, up to P x P feet in area, in a simple shape - a P-foot long path is a common choice. [Range: short, Speed: build, Dur: real, Resist: (auto)] The Fast Spadesmen (De Hr 10) Dig a trench P feet long and 5 feet wide and deep in soil or wood. The spell is slow; only the most unwary will fall into the trench as it is being dug. [Range: short, Speed: build, Dur: real, Resist: n/a] Sudden Pit (DeHrTe 15) Destroy earth under S., probably dumping him in a pit P/5 feet deep, very quickly. S. must roll Agility + Jump +s20 >= P to avoid falling in. [Range: short, Speed: fast, Dur: real, Resist: Spec] Thrice-Ploughed Field (De Hr 15) Kill and disintegrate all small mundane plants in a P foot by P foot region. Grasses and weeds will simply evaporate. Bushes and saplings die and lose their smaller branches, but the larger stalks and branches remain. [Range: short, Speed: build, Dur: real, Resist: n/a] A New Door(DeHr 15) \ Destroy up to P feet by P feet by P inches of wood: either one piece, ; r many connected pieces (e.g., a stockade). [Range: short, Speed: uild, Dur: real, Resist: M.R.] Shield of Invisible Fire (De Hr 30) All normal plants and other Herbador objects trying to hit S. are destroyed, blasted to dust. This includes weapons and the products of spells of Power < P/2. [Range: short, Speed: build, Dur: P/5 actions, Resist: none] The Gaping Pit (De Hr 30) Destroys a PxPxP yard cube of soil and/or plants (or the same volume in some simple shape). [Range: long, Speed: build, Dur: real, Resist: none] Healoc Herbador Fix the Sticks (HI Hr 5) Repair a damaged wooden tool or weapon. Magic items and other unusual things are beyond the spell's abilities. [Range: short, Speed: build, Dur: real, Resist: n/a] Green the Herb (HI Hr 5) Make some dry herbs fresh, as if just cut from a living plant. This will restore potency to some minor magical herbs; more impressive magical herbs require a cley or several. [Range: short, Speed: build, Dur: real, Resist: n/a] Sharpen the Meng Knife (HI Hr 5) Sharpen a meng nut knife blade. [Range: touch, Speed: build, Dur: real, Resist: n/a] Speed the Plough (HI Hr 15) Ploughs a field, up to 20P square yards, and prepares the soil for planting. [Range: medium, Speed: build, Dur: real, Resist: n/a] Thicket of Weapons (HI Hr 15) All S.'s wooden objects sprout long tough twigs in all directions, making life awkward. A typical person armed with a wooden weapon and carrying the usual amount of wooden equipment will get Trouble 5, though the exact trouble depends on how much wood there is to sprout. Most wooden objects are very hard to use while under this spell. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Armorsmith in my Pocket (HI Hr Co 15) Repair damaged leather or wooden armor, restoring P/10 points of lost Soak. Maxes, not adds. [Range: short, Speed: build, Dur: real, Resist: n/a] The Chip Reborn (HI Hr 30) Revive a bit of wood into a tree, if the rest of the tree is destroyed. Can be done while the wood is in the air, so the tree falls on people. Typical damage from the falling tree is 2s 10. [Range: medium, Speed: fast, Dur: real, Resist: none] Kenno c Herbador Find the World (Ke Hr 5) Determine the direction of the main trunk. [Range: self, Speed: build, Dur: real, Resist: none] Find the Other Half (Ke Hr 5) This spell lets you find one half of a recently-broken stick, if you have the other half. The stick must be still living: taken from a tree within six hours or so (or, up to three days ago if it has been kept in water). If the missing half of the stick is within P+dlO miles of C , then C. will know where it is, direction and distance, for a few minutes. [Range: conn, Speed: build, Dur: P/5 minutes, Resist: none] Mage's Peep-hole (Ke Hr 15) C. may see through P inches of wood (or other Herbador material), as if it were high-quality glass. This is enough to give line of sight for casting most spells. [Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a] Know the New Herb (Ke Hr * 15) Get some hints about a plant's unusual properties. The spell is usually cast with some Nouns other than Herbador, and can tell about the plant's properties concerning those Nouns. For example, cast this spell with Corpador to learn something about medicinal, culinary, or toxic properties. [Range: touch, Speed: build, Dur: real, Resist: n/a] See the Acquaintances' Essence. (Ke Hr Co 15) S. cannot see dead Corpador or Herbador material; he sees through them as if they were not there. S. sees through peoples' clothing, which can provide one form of amusement if S. was willing and another one if S. was unaware of being enspelled. It has other effects as well: S. cannot see most inexpensive weapons used against him (typically, +4 on attack rolls against S.), and cannot even see the ground beneath his feet (which is Herbador in substance). Often combined with an illusion spell to make walls, floors, and the like visible to S. - often, not quite in the right place. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Speak to the Tree (Ke Hr 20) Carry on a slow conversation with a plant. Plants rarely pay attention to things that do not touch them. They have a sense of humor like a glacier laughing. [Range: touch, Speed: build, Dur: cone. Resist: none] Muto c Herbado r Barbed Stick (Mu Hr 5) A stick grows wicked thorns. Anyone grasping or hit by it takes 2 damage, soaked by whatever they are wearing on their hands. This spell adds +2 damage to the first hit with a club. [Range: short, Speed: build, Dur: real, Resist: M.R.]


Bend the Stick (Mu Hr 5) Warp or bend P pounds of wood in some simple way. The amount of wood depends on the power of the spell, but the kind of warping does not. At P=10, this spell can put a right-angle bend in a spear (at a touch), rendering it useless. At P=60, it can open a hole in a wooden wall large enough for people to squirm through. This spell cannot be used on wood that is touching metal. [Range: touch, Speed: build, Dur: real, Resist: (M.R.)] Growing the Cloth (Mu Hr 5) Increase the amount of a plant-fiber cloth, by a factor of (2P)% in each dimension. The cloth's weave and quality doesn't change; you get more of the same cloth, not enlarged cloth. (Maxes, not adds) This spell can be dispelled; it is dishonest to sell cloth treated with it. [Range: touch, Speed: build, Dur: perm, Resist: (auto)] Shape the Meng Nut (Mu Hr 5) Mold a meng nut into some simple shape, including part of a knife blade. [Range: touch, Speed: after cone , Dur: real, Resist: (auto)] Gather the Essence of the Flower (Mu Hr 10) Extract the scent of P flowers, giving & drop of perfume: up to P/100 of an ounce, if C. has enough flowers. [Range: short, Speed: build, Dur: perm, Resist: n/a] Solid Rope (Mu Hr 10) Hold rope, cloth, or other soft plant matter as stiff as so much wood. [Range: short, Speed: build, Dur: P/5 hours, Resist: (auto)] The Spiral Spear (Mu Hr 10) Dramatically bend and curl wooden shafts, or the branches of trees, or the like. Like most low-complexity spells, this spell cannot be cast on magical or partially-metal spears. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Wood like Clay (Mu Hr 10) Make wood as plastic as wet clay. The wood can be molded. It holds its new shape when the spell is over; this spell is good for sculpting exotic shapes from wood. The spell does not sculpt the wood itself, though; someone has to do that with hands or more spells. This spell cannot be used on wood that is touching metal. [Range: touch, Speed: build, Dur: P/5 minutes, Resist: (auto)] Unburning Wood (Mu Su Hr 10) Prevent a P-pound wooden object from burning in small fires. Permanently fireproofing larger items is quite difficult. [Range: touch, Speed: build, Dur: perm, Resist: n/a] Harden the Wood (Mu Su Hr 10) Make wood harder. Soft woods become like hard woods (pine becomes as oak). Hard woods get somewhat harder, but not vastly so. [Range: touch, Speed: build, Dur: real, Resist: (auto)] Hand of the Unnatural Tree (Mu [Su] Hr Co 10) Turn a few twigs into bone, without changing their shape. This can change P ounces of wood into bone; it is much harder to change material from one Noun to another than to transform it within a Noun. [Range: short, Speed: build, Dur: P/5 hours [real], Resist: (MR)] Sculpt the Tree (MuHr 15) Change a tree's position. For example, C. could move a few branches to make a shelter from the rain, or bend the trunk to make the tree a bridge across a chasm. [Range: short, Speed: after cone, Dur: real, Resist: (M.R.)] Flower Into Glirry (Mu Su Hr 15) Make a flower into a glirry: a hard gem-like flower. Spell-made glirries are generally less valuable than natural ones. [Range: touch, Speed: build, Dur: real, Resist: n/a] Serpent Vine (Mu Ru Hr Co 15) Turn a live plant into a serpent of similar size, up to about P lbs. C. can give the serpent a simple order, and can force it to fight. Attack Base = 10+Finesse, Damage Base = 3 , Damage Increment = 1, Defense Base = 5, Soak = 2. Life = P/2, MR = P/4, Combat Stance Base = 2, Poisonous plants make poisonous serpents, with about half the strength of the plant's poison. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R.] Criminals' Stocks (Mu Hr 20) Shape a single piece of wood into stocks, trapping up to P/10 S.'s by the arms, legs, and/or neck if there's enough wood. Each S. gets Trouble up to (P/10+d6). The spell works best if the victims are touching the wood; every foot of distance gives an extra +10 on Magic Resistance to avoid the spell. This spell does not change the amount or kind of wood; making stocks out of a wine cork is useless. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] The Special Door (Mu Hr 20) Open a temporary hole through wood, up to P inches thick and P/2 feet wide and tall. The hole can be horizontal or vertical. The hole closes on a word from the caster, taking six seconds or so to close. Things that are in the hole when it closes will be stuck in the wall. [Range: medium, Speed: fast, Dur: P/5 actions, Resist: none] Strange Fruit (Mu Hr 20) Make a fruit-tree bear almost anything small and Hethador-based as fruit. For example, an apple tree could grow arrows, or wooden spoons, or pomegranates, or tufts of parsley. A Creoc Sustenoc Herbador cantrip could make one such thing; this spell can make the tree grow up to P of them at once. They must be picked within a few minutes; unpicked ones will turn into the tree's ordinary fruits after this time. Picked objects are real. [Range: short, Speed: build, Dur: P/5 minutes, Resist: none] Thorn Beetle (Mu Ru Hr Sp [Ai] 20) Turns some wood into a sculpted wooden beetle three feet across. The beetle is strong, and can be used for many tasks. It's also a good fighter: Attack = Perception + Finesse + P/3, Base Damage = P/10, Damage Increment = 3, Life = P/2, Magic Resistance = P/2, Soak = 6. Thorn beetles get embarrassed in the presence of other elementals (especially other thorn beetles), and try to hide. With Airador, the beetle has wings and can fly. [Range: short, Speed: build, Dur: attend, Resist: n/a] Harvest of Sharp Darts (Mu Ru Hr 30) Make a tree grow a lot of darts, and hurl them at C.'s enemies. The tree grows a crop of P darts, taking three actions for the darts to mature. It can throw up to ten darts in a single action, with Attack = Perception + Finesse\+ 10, Damage Base = 3+P/20, and Damage Increment = 1. C. can specify any number of enemies for the tree to throw darts at; it will distribute the darts evenly among those enemies. C. must concen^, trate to make the tree throw its darts, but need not do anything in particular at other times. The spell can be cast up to three times at once on a single tree. [Range: short, Speed: build, Dur: P/5 hours, Resist: none] The Fastest Burning (Mu Hr Ai 30) Turn up to 100P lbs. of wood into smoke, instantly. [Range: short, Speed: fast, Dur: perm, Resist: (M.R.)] Ruloc Herbado r Carry the Log (Ru Hr 5) Make a log (or other wooden object weighing up to 5P pounds) wallow through the air at a slow walking speed. This spell is made for carrying power, not subtlety or speed. It can gather firewood or carry chests; it is a poor choice for a battering ram. [Range: short, Speed: build, Dur: attend, Resist: auto] Drop the Club (Ru Hr 5) A wooden weapon, or similar Herbador object carried by S., tries to


slip out of S.'s hand. 1'he spell does not work on enchanted objects or objects touching metal, and does not work twice on the same weapon in one day. [Range: short, Speed: build, Dur: instant, Resist: M.R.] Poke with a Stick (Ru [Cr] Hr 5) [Create and] Control a stick at a small distance, moving it through the air. The spell has no great force; it is designed for writing messages and waking sleepers, not construction or fighting. The stick can weigh at most P/10 pounds, and moves slowly. (A complexity-10 version of the spell is identical, save that the stick can be moved out of short range after the spell is cast.) [Range: short, Speed: build, Dur: cone, Resist: n/a] Sort the Soil (Ru Ke Hr Du 5) Split P pounds of soil into separate piles of humus, sand, and clay. [Range: touch. Speed: build, Dur: real, Resist: n/a] Khtsoyis Footsteps (Ru De Hr II 5) Hide S.'s footsteps and scent trace as S. walks. Rolls to track S. are at -(P/3). [Range: touch, Speed: build, Dur: P/5 minutes, Resist: easy] Whip Stick, Slip Stick (Ru Hr 10) A spear or similar Herbador object carried by S. whirls and slaps him, and then falls to the ground behind him. The spell has Attack = Perception + Finesse + 20, Damage Base = 3+P/20, and Damage Increment = 2. Does not work on objects touching metal. [Range: short, Speed: build, Dur: instant, Resist: M.R.] Grabbing Branch (Ru Hr 10) A branch near S. grabs S. and hoists him into the air, curling around him to hold him up. He must make an Agility + Dodge + s20 >= 20 roll to avoid being grabbed; each action, he can make a similar roll to escape from the branch and fall down (at which point the spell is over). If the branch can't support S.'s weight, it will break. [Range: short, Speed: build, Dur: P/5 actions, Resist: Spec] Rule the Door (Ru Hr [Sp] 10) Gives C. control of a door. C. may open or close it as she likes, by an act of concentration. With Spiridor, the door will open or close mindfully, without C. needing to concentrate [Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a] Mighty Archer (Ru Hr 15) Makes a single arrow shot by C. fly more accurately and harder: +P on Attack. The spell is over after the arrow is shot. [Range: short, Speed: fast, Dur: next S. action, Resist: none] Wiggling Wood Weapon (Ru Hr 15) This spell must be cast on a mainly-Herbador weapon, such as a spear. S. suffers Trouble P/2 when using that weapon. The person holding the weapon (if any) is allowed an easy magic resistance roll; this spell is best cast before the weapon is picked up. It does not work at all if the weapon has magic or metal on it. [Range: medium, Speed: fast, Dur: attend, Resist: (easy)] Spinning Stick (Ru Hr 15) Set a stick spinning in the air, fairly fast, but not moving around. If it hits someone it does s6 damage. It requires a Strength + Dexterity + s20 >= P roll to catch the stick and hold it hard enough to make it stop spinning. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Tap the Sleeping Nendrai (Ru Hr 15) Control a stick at a distance, just like Poke with a Stick - except that this spell works from much, much farther away (hence the name). [Range: conn, Speed: build, Dur: cone, Resist: n/a] Walk the Tree (Ru [Su] Hr [Sp] 15) Make a tree walk somewhere else, striding with its roots. The tree moves slowly and ponderously, and C. must concentrate hard to get it to move at all. With Sustenoc, the duration is "attend"; with Spiridor, the tree walks mindfully (but still will not fight or perform other labors). [Range: short, Speed: build, Dur: cone [attendj, Resist: (M.R.)] Leaping Leaves (Ru Hr Sp 15) Animate a bush. The bush can hop and scamper around mindfully, but more elaborate tasks require C.'s concentration. Most bushes will be a ineffective fighters; but if one devotes its full power to annoying a warrior, it can give the warrior Trouble 3. Attack Base = 10+Finesse, Damage Base = 1, Damage Increment = 1, Defense Base = 0, Soak = 5. Life = P/2, MR = P/2. Thorny bushes get another point or two of Damage Base. [Range: medium, Speed: build, Dur: attend, Resist: n/a] Winged Wooden Shield (Ru Hr Sp 15) C. tosses a wooden shield in the air. It flies around and tries to intercept attacks on C, just like a shield should. Contributes 3+P/10 towards C.'s Defense, and +1 towards C.'s Soak. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] Frustrate the Archers (Ru Hr 20) It is hard to get any wood within P/5 feet of C ; the spell pushes all wood away from her. Arrows and javelins will swerve away. A determined warrior can try to stab her with a spear, but will suffer Trouble P/2. People with wood tied to them (e.g., wearing wooden armor, or carrying wood in packs) will have to roll Strength + Agility + s20 >= P to avoid being shoved away from C. Wood that C. is carrying or using (e.g., a wooden floor) is not affected. [Range: short, Speed: fast, Dur: attend, Resist: none] Forest Allies (Ru [Su] Hr Sp 20) Trees nearby try to keep people from harming S., usually by interposing branches in his defense and other minor motions. The effects vary, depending on how many trees are around. The spell is best if S. is in a tree in a dense forest being attacked by people in different trees; then it adds +P/2 to Defense and +P/20 to Soak. [Range: medium, Speed: fast, Dur: P/5 minutes [P/5 hours], Resist: none] Shield of the Ancient Tree (Ru Ke Hr Sp 20) Enchant a log to float by C.'s side and interpose itself between her and attacks. It moves very slowly, but it is a huge hunk of wood. When she is attacked, the log has a P% chance of helping to block the attack, giving her a soak of +2s 10 against that hit. If the log is too slow, it does her no good against that hit. If she walks for any distance at more than half walking speed, the log will not be able to keep up with her; once it leaves spell range, it is no longer magical. C may only have one such log at a time. [Range: medium, Speed: build, Dur: P/5 hours, Resist: none] The Raging Tree (Ru Hr Sp 25) Animate a tree, making it a potent if somewhat berserk warrior. The animated tree moves slowly and clumsily but powerfully, at a quarter walking speed. In combat, it hits hard and inaccurately. Attack Base = Finesse + P/5, Damage Base = 10, Damage Increment = 3, Defense Base = 0, Soak = 10. Life = P, MR = P/2. A tree animated by this spell will be in a fury, taking its rage out on everyone nearby - even people C. would prefer not to hurt. C. can command the tree, choosing its main target, but it might bash other people in the process. [Range: medium, Speed: build, Dur: attend, Resist: none] Desert Citadel (Ru Hr 30) No plants or Herbador materials may come within P feet of C , unless backed by a spell of Power > P. Mobile plants currently there must leave as soon as safely possible. Immobile ones will bend away from the center, as if a strong wind constantly blew from there, and may be torn up and flung out. Wooden projectiles are flung aside harmlessly. Herbador materials that C herself is carrying or using (e.g., the floor) are exempt. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]


Maniac's Club (Ru [Cr] Hr Sp 35) [Create and] Animate a wooden club, to mindfully thump at a victim. It moves quickly. Attack Base = 20 + Finesse + P/3, Damage Base = P/5, Damage Increment =2, Defense Base = P/2, Soak = 5, Life = P, MR = P. [Range: short, Speed: build, Dur: attend, Resist: none] Sustenoc Herbado r Tough Herbs (SuHrlO) Make P pounds of plant matter tougher than usual, but keep it flexible. [Range: short, Speed: build, Dur: P/5 days, Resist: n/a] Iron Blades of Grass (Su Hr 15) Make the grass in a nearby region unyielding and hard. Ordinary grass becomes like needles in the feet. This spell does P/20+s6 damage to creatures who walk on the grass, which they can soak only by boots or other foot-armor. Falling on the hardened grass is very unpleasant. [Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a] More Fruit (Su Hr 20) Makes a fruit-tree or bush bear fruit for (5P)% longer than it usually will. This spell is bad for the planf itself; most plants die if the spell is used on them more than once or twice. Also, many people find that the fruit isn't as good as with an unenchanted plant; it's tougher, for one thing. [Range: touch, Speed: build, Dur: spec, Resist: n/a] ILLUSIDOR Creoc Illusidor False Box (Cr II 5) Creates the illusion of a wooden box. Not terribly interesting. (Cr II 5 spells can make a variety of simple stationary illusions such as this; each spell makes a single sort of illusion.) [Range: short, Speed: fast, Dur: P/5 hours, Resist: illus] Hide the Gaping Pit (Cr II 5) Makes the illusion of ground, or floor, or rug over a pit. A Perception + Finesse roll is required to match the ground surrounding the pit. [Range: short, Speed: fast, Dur: P/5 hours, Resist: illus] Pretty Lights (Crll 10) Creates floating globes of amusingly-colored lights, iridescent sparkles, and similar whatnots. The spell can manage about P/5 lights, or fewer if they are complicated. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] Statue Image (Crll 10) Creates a simple, intangible, immobile illusion of something up to person-size. C. must concentrate and think about what the illusion should look like; when she is finished, it appears. This spell can do anything that the specific Cr II 5 spells can, but it is slower because C. must explain what she wants. [Range: short, Speed: after cone , Dur: P/5 hours, Resist: illus] Barrage of Baffling Bats (Cr II 10) Creates a mass of brilliantly-colored bats, which swarm around P/10 victims' heads and interfere with their vision. Ordinarily this gives each victim Trouble d6 (rolled each action). If a victim resists the spell, his bats will go fry to molest another victim on their next action. [Range: short, Speed: fast, Dur: P/5 actions, Resist: M.R.] Scent of Entrancing Lust (Cr II Ai 10) Attach the scent of some extreme emotion to S.; e.g., make S. smell lustful or terrified. The scent can be made so strong as to mask S.'s actual scent-cues. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Image of my Desire (Cr II Sp 10) Creates a simple, intangible, immobile illusion of something about person-size. The creation is mindful (though the illusion is not), and doesn't require C.'s thought to create. Just like Statue Image once it is created. [Range: short, Speed: fast, Dur: P/5 hours, Resist: illus] Images of Thought (Cr II 15) Creates an illusion, up to person-sized. The illusion can move and change, but requires C.'s attention to do so. When C. is not concentrating on it, it just stands still. [Range: short, Speed: after cone , Dun' attend, Resist: illus] Trick Arrows (Cr II [Sp] 15) Makes illusory arrows, which appear to be shot from anywhere in range at anywhere. If they hit their targets they do no actual damage. But they do feel like real arrows hitting with the damage mostly soaked, and cause real pain. With Spiridor, the arrows may be fired mindfully; without, C. needs to concentrate on when and at what they are shot. Up to P/10 can be fired each action. C. may have the arrows always miss, or may have them hit with Attack= Perception + Finesse + P/2. [Range: long, Speed: fast, Dur: P/5 actions, Resist: illus] Many of Me (Cr Mu Ru II [Sp] 15) Create P/10 (up to a maximum of 6) exact illusory copies of S, in a clump, doing exactly what S. does. Only an observer watching when the spell is cast (roll Perception + Alertness + s20 >= P.) can pick S. out" of the bunch; other people must guess randomly. If an image is the target of a spell or attack, it vanishes. With Spiridor, if S. changes appearance, all the images change to match him. (Without Spiridor, if S. is wounded, it will be easy to pick him out from the crowd of unwounded illusions.) [Range: self, Speed: build, Dur: P/5 minutes, Resist: illus] Scent of Perplexing Lust (Cr Ru II Ai 15) Attach the scent of some extreme emotion to S. Anyone with a good nose will smell this emotion - except that S. himself does not. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Fake Magic (Cr II Ma 15) Give S. the appearance of having a spell of P/10 arts of C.'s choice, and power about P/2, upon him. Figuring out that the magic is fake requires a Perception + Magic Analysis + s20 >= P + s20 roll: hard, but not impossible. Note that casting this spell with a power less than 20 will make the appearance of a spell having only one art (or none, if P<10), and ordinary magic theory considers such spells impossible and absurd. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Image-Spirits (Cr [Su] II Sp 15) Creates a mindful illusion of some object or creature, up to the size of a horse or so. [Range: short, Speed: after cone , Dur: P/5 minutes [attend hourly], Resist: illus] The Musician's Ghost (Crll Sp 15) Creates an illusory musician or singer, who will perform fairly well - with skill (Music + Finesse)/2. The Musician's Ghost is initially under C.'s control; C. may decide what it will play, or order it to stop. Once in a while, it will refuse to obey C , and take for its master an appreciative member of the audience. [Range: short, Speed: fast, Dur: P/5 hours, Resist: n/a] The False Magerium (Cr II Sp Me 15) Construct a fake magerium-shaped shell around S.'s magerium. S. will appear to be a more powerful mage than he is, by up to P skill in each of P/10 arts. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]


An Image of the Beast (Cr II [Sp] 20) Creates the illusion of a creature, possibly a very large one. The illusion can move, following C's instructions when it was created. Without Spiridor, the instructions must be very simple, and the illusion has no senses. With Spiridor, the instructions can be fairly elaborate, and the illusion can see, hear, smell, and sense magic [Range: short, Speed: after cone, Dur: P/5 hours, Resist: illus] Wizard's Subtle Mirror (CrKe [Su] II Me Sp 20) Create a mindful image of C The image has C's personality and can imitate her superbly. If C is in medium range, the image can read her mind for even better imitation. The image covers all the senses except touch, and with Sustenoc it even includes touch. In particular, this spell can fool Cani and Sleeth noses, even if cast by other species. [Range: long, Speed: build, Dur: P/5 minutes, Resist: none] Fleeing in All Directions (Cr II Sp 20) Creates P/10 illusory copies of C , which run around in all directions. They can behave like Many of Me. Or, they can all do different things; e.g., scatter, with one illusion staying put and all the rest taking different paths. C. may give the copies a sentence or two of instructions, which they will follow sensibly but not mindfully. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: illus] Castle of Waking Dreams (Cr II [Sp] 30) Creates an illusion, which can be as large and elaborate as a building, up to P yards in any dimension. It may be an illusion of a collective thing, such as a forest or a flock of birds. With Spiridor it is mindful. Without Spiridor, it will behave only in very simple and often unrealistic ways, unless C. actively concentrates on making it do what she wants. [Range: short, Speed: after cone , Dur: P/5 hours, Resist: illus] Grandfliusion (Cr II [Sp] 40) Create a huge illusion, up to 10P by 10P by 10P yards. A very large Castle of Waking Dreams. [Range: long, Speed: after cone , Dur: P/5 hours, Resist: illus] Destroc Illusidor Bland Beverage (De II 5) Target substance cannot be tasted or smelled. Anyone eating, drinking, or smelling it gets a Magic Resistance roll to resist the spell. Regardless of the success or failure of the roll, the taster notices something impinging on his magic resistance,though not what it is. (A variant without this flaw is De II 15.) [Range: short, Speed: fast, Dur: P/5 minutes, Resist: M.R.] / Hide the Magerium (De II SpMe 5) Make S.'s magerium harder to see, reducing all rolls to get information about it by magic sense by P/3. This does not block spells to analyze the magerium. This spell is not subtle. If the observer's roll succeeds, or fails because of the P/3 penalty, the observer will perceive the spell as a heavy black shroud around S.'s magerium. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Blind the Eyes (De II 10) S. can't see anything at all, for a short time. This spell destroys images reaching S.; it does not damage his eyes. [Range: short, Speed: build, Dur: P/5 actions, Resist: until M.R. (+10)] Quiet Veil (De II 10) C. is veiled (i.e., invisible, inaudible, not smellable, and hard to detect by magic) as long as she concentrates, and stays still, quiet, inactive, and not touched. The spell lasts for d6 seconds after C. breaks one of these conditions. [Range: self, Speed: fast, Dur: cone, Resist: auto] None May Watch (De [Cr] II 10) S. cannot be scried (that is, observed from afar by magic) by spells of power < P. With Creoc, the spell warns S. about attempts to scry him with spells of power < P + 2s20 as well. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: auto] Blinding Fog (De II 15) Prevents people inside the target area (any simply-shaped area that fits inside short range) from seeing things. Those who do not make a resistance roll see nothing but swirling colored fog, and typically suffer Trouble 6. Those who do can see blurry outlines. C herself is subject to the spell, and is not allowed a magic resistance roll to avoid it. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R.] Inaudibility (De II 15) S. can't be heard, except when he wants to be. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: easy] Scentlessness (De II 15) S. can't be smelled, except when he wants to be. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: easy] Mage-blind (De II Ma 15) Blunt S.'s magic sense, in particular so that he does not notice spells hitting him (except by their physical effects). -P/2 on rolls to notice and analyze magic. S. still gets magic resistance rolls, but may not use cley to improve them. This spell is illegal in many places. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R.] Invisibility (De II 20) S. cannot be seen, but can be heard and smelled. People with good smell or hearing (e.g., Cani and Sleeth) will notice S. almost as easily as if he were visible. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: easy] Swirling Clouds of Psychic Fog (De Su II 20) Makes it hard to understand the spells on S. Any attempt to use Magic Analysis on a spell with S. as a target suffers a penalty of (P/3 + slO). Repeated attempts only get worse, by an additional slO points perattempt. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] Veil (De II 25) S. and everything he carries when the spell is cast are veiled; that is, invisible, inaudible, unsmellable, and . hard to detect by magic. S. may be^ detected by various means, but S. will remain veiled for the full duration of_ the spell. [Range: short, Speed: fast,"; Dur: P/5 minutes, Resist: easy] Great Veil (De Mu Cr II Sp 35) S. is veiled, and a host of minor illusions mindfully appear (or disappear)! to support the illusion that he is not! there, e.g., the grass he stands on isj image-changed to not be bent. .J [Range: short, Speed: fast, Dur: P/5k minutes, Resist: none] Healoc Illusidor Restore the Old Image (HI II 10) Make S. look like what he did at some specified time in the last P hours. This can undo magical disguises of power < P/2+s20, as well as most mundane disguises. It can also cover up injuries. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Cloak of Bygone Times (HI [Su] II 20) Make S. look like what he did at some specified time in the last P years. This is most often used cosmetically, to give him a more youthful appearance. [Range: short, Speed: build, Dur: P/5 minutes [P/5 hours], Resist: M.R.]


Kenno c Illu sido r See the Mage's Fraud (Ke II 10) Add P/5 to C.'s Magic Analysis rolls to detect illusions. (A complexity-80 variant gives P/3+s6; detecting illusions is extremely hard.) [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] Eyes for the Small (Ke Mu II 10) C. can see things as if magnified to be up to (30P)% larger than they are. She may change the magnification whenever she wishes while the spell is active. [Range: short, Speed: build, Dur: cone, Resist: auto] Painted Eyes that See (Ke II Hr 10) This spell must be cast on a wooden object with eyes painted or carved on it. C. will be able to see out of those eyes, so long as she concentrates and holds part of the object. Most often used when some other force moves the object around, with C. holding a bit of it that has been broken off. [Range: touch, Speed: fast, Dur: cone, Resist: n/a] Eyes for the Blind (Ke Cr II 20) S. can see normally. If S. has permanent vision problems (anything from nearsightedness to being of a species that is usually sightless) the spell requires Mutoc as well. [Range: short, Speed: build, Dur: P/5 minutes, Resist: auto] Armchair Explorer (Ke II Lo 30) C. can see, hear, and smell from a point as if she were there. When the spell is cast, C. must have an arcane connection to the point (or cast it at her own position). She can direct the point anywhere at a walking pace, even through walls and such. [Range: long, Speed: build, Dur: attend, Resist: n/a] M u t o c Illu sido r Tasty Treat (Mu II 5) Some food becomes delicious, for what it is. This doesn't make overcooked Brussels sprouts actually tasty, but they'll be very good for overcooked Brussels sprouts. [Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a] Gee, Your Fur Smells Terrific (Mu II 5) S.'s scent smells attractive, for what it is. (The actual name of the spell is a line from the chorus of an inane love song.) [Range: short, Speed: build, Dur: P/5 hours, Resist: easy] Wizard's Dye (Mu II 5) Change something's color into a solid color or very simple pattern. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Wizard's Paintbrush (Mu II 10) C. may change S.'s color, once, as if C. were painting S. C. may paint any colors she likes on S., about five times as fast as if C. were painting S. by hand. Complicated patterns may require Wits + Finesse rolls. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Nose Mask (Mull 10) S. smells like someone or something else, either masking his odor completely or not as desired (so, C. could make S. smell as if he's been with Azliet, or make him smell like Azliet). C. must be familiar '# m the desired scent, or have a sample on hand; but C. does not need an acute nose to match scents, given a sample. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Wearing Another Face (Mu II 10) Change S.'s features substantially, but not his species. [Range: short, Speed: after cone , Dur: P/5 hours, Resist: M.R.] Harpist in the Woodwinds (Mu II 10) Changes the sound of one instrument into that of another. At this spell's debut, the famed harpist Uthendy Alyn found himself producing the sounds of a bagpipe. [Range: short, Speed: build, Dur: P/5 hours,, Resist: M.R.I World of Terror (Mull 15) A few things that S. sees seem more dangerous than they actually are. A butter knife will appear to be a dagger dripping with green venom; a parquet floor will be studded with caltrops and pits; a squirrel will have eyes alive with evil intelligence; a remorshka will seem as dangerous as an angry god. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Parlor of the Elegant Mage (Mu II 15) Changes the appearance of a piece of cloth; typically used to turn a blank sheet into a tapestry. Good for people who like to redecorate frequently. [Range: short, Speed: after cone , Dur: P/5 days, Resist: n/a] Mage's Disguise (Mu II 15) Changes S.'s appearance, to a new appearance (and scent and so on) to something at least vaguely similar. (So, at medium Power, C. could make a Cani look like an Orren, but not a Khtsoyis.) S. is allowed a Magic Resistance roll to avoid having his appearance changed. People who look at S. get no resistance rolls, and can only detect the illusion in the usual ways. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Absence of Blade (Mu Ke II Me Sp 15) Changes S.'s appearance as he fights, sometimes making it look as if he were making sensible moves which are1 different than the ones he is actually doing: sometimes he will seem to attack low, when he's actually attacking high. This gives +s8+P/10 {no botch dice} on Attack and Defense rolls, rolled each action, and +P/2 on feinting rolls. This spell reads S.'s mind. [Range: short. Speed: build, Dur: P/5 minutes, Resist: M.R.I Page of Secrets (Mu II Sp 15) Changes the text written on a sheet of paper, to conceal the original text from most people. The spell will compose the new text (it will follow brief instructions from C , if C. gives them; otherwise it chooses something innocuous). C. may decide who can see the original text, and under what circumstances. [Range: short, Speed: fast, Dur: months, Resist: n/a] Beaker Dripping Scorn (Mu [De] II Sp 20) Objects near S. change shape in ways that make S. look ridiculous or contemptible. For example, S.'s clothes may change from velvet to sackcloth, or to frilly lace. There will be about Ps6 {no botch dice} such transformations over the course of several days. The spell is somewhat flexible, and has a fiendish creativity and a good sense of


timing. S. may attempt once to resist it when it is first cast; he gets no resistance roll against the illusions. With Destroc, S. is unaware of the illusions foisted upon him. [Range: short, Speed: build, Dur: P/5 days, Resist: M.R.]"~ Lies of the Magerium (Mu II Sp Me 20) Make S.'s magerium look like anything C. likes: prime, non-prime, great wizard, magical cripple, anything. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Such a Nice Day (Mu II 25) The region of the spell's casting will seem particularly innocent. Traces of ambushes and lurking dangers will be hard to sense: scuffed ground will appear undisturbed, glinting steel blades behind bushes will seem like sunlight on dewdrops. Subtract P/3 from suitable Perception and Alertness rolls. [Range: short, Speed: build, Dur: P/5 minutes, Resist: none] Baffle the Inspecting Wizard (Mu De II 25) Makes it very hard to understand a single target spell. Subtract (P/2 + 2s6) from all Magic Analysis rolls made on that spell. [Range: short, Speed: fast, Dur: P/5 months, Resist: n/a] Town of Trees (Mu II [Sp] 40) Modify the appearance of up to P buildings, or 10P people, or the like, in some reasonably straightforward way. For example, this could make a crowd of people look like trees, or a city's walls appear to be burning. With Spiridor, the illusion will be as sensible as possible; the people nocking their bows will look like trees waving their branches, and the burning wall will sizzle and go out when water is poured on it. [Range: long, Speed: after cone., Dur: P/5 hours, Resist: illus] Ruloc Illusidor That's Me, Over There! (Ru II 15) S. appears to be P/10 feet away from where he really is; typically giving +P/5 on many Magic Resistance and Defense rolls. [Range: short, Speed: fast, Dur: P/5 hours, Resist: auto] Swap Appearances (Ru II 20) Cast on two people of similar-shaped species; this spell makes each one look, smell, and sound just like the other. Each one is allowed a Magic Resistance roll; if either succeeds, the spell fails completely. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Tapestry of Rippling Splendor (Ru Su [Ke] II [Sp] 20) Animates the images on a tapestry. Ordinarily, it simply makes them move - a waterfall will pour, a mill-wheel turn, two knights fence, and so on. With Spiridor, their motion is more complex (though not mindful). With Kennoc, they can respond in simple-minded ways to people standing in front of the tapestry. Primarily an art spell. [Range: short, Speed: after cone, Dur: P/5 weeks, Resist: n/a] Confusion of the Perplexed Wizard (Ru Mu II Ma Sp 30) Whenever a spell is cast at S., Confusion mindfully makes the illusion of the spell succeeding or of the spell being resisted. For example, if someone tries to turn S. into a weasel, the Confusion may either make the illusion of S. being turned into a weasel, or of S. resisting - regardless of which one actually happened. Confusion may produce a wide range of high-quality illusions, though sufficiently bizarre spells might be beyond its ability to imitate. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: illus] Mage's Ghost Walks (Ru Ke II [Lo Ma] 40) C.'s image leaves her body, and she may direct it elsewhere, moving as C. herself moves, using its senses and voice. The image can feel, but is not solid. C.'s body is invisible, inaudible, unsmellable, but tangible; C. cannot herself hear, see, or smell, and can barely feel. With Locador andMagiador, C. can throw spells of power at most P/4 through it, and be affected by such spells cast at it. C. can cancel the spell at will. [Range: long, Speed: build, Dur: cone, Resist: n/a] Sustenoc Illusidor Second Glimpse (Su II 5) Store the image of the current scene, to be replayed once. The spell can remember P minutes of events, sight and sound and scent. The spell is cast on some object, traditionally a leaf; when the leaf is torn, the scene is replayed. [Range: short, Speed: fast, Dur: P/5 hours, Resist: M.R.] Saved Glimpse (Su II Hr 10) Make a permanent miniature image of the current scene, attached to a leaf. The image of the scene can be seen when the leaf is held cupped in someone's hands (or forepaws or whatever); it is three-dimensional, and can be seen from all angles, but it is never larger than a coconut. The image includes scent, but (because it is the image of an instant) not sound. [Range: short, Speed: fast, Dur: real, Resist: n/a] Mirror of the Distant Friends (Su II Du 20) Enchants a silver mirror, so that it continues to reflect the people shown in the mirror when the spell was cast. (The people must be in short range when the spell is cast; after that, they will be reflected as long as they are within P miles.) At any given time, it shows them as they really are (not just as they were when the spell was cast); so Mirror can be used to tell if they are still alive or whatever. It does not show their surroundings, and does not provide an arcane connection to them. [Range: short, Speed: fast, Dur: P/5 weeks, Resist: M.R.] Write the Moment's Story (Su II Hr 20) Take a movie of the next few minutes and attach them to a nut. Anyone can replay the movie, by tapping the nut three times. [Range: short, Speed: fast, Dur: perm, Resist: n/a] LOCADOR Creoe Locador Hiding In Nowhere (Cr Lo 10) Create a P-foot diameter pocket universe holding C. C. vanishes frorri the ordinary universe for a while. Very few things can reach her -without using Locador magic; even arcane connections rarely reach that far. The pocket universe is empty of ordinary matter, though of course it has air and gravity like those of the World Tree, and dim light. If C. wishes any other comforts, she should bring them or create them. The edges of the universe feel like the rind of an orange. The pocket universe can be either a sphere or a half-sphere. C. can cancel the spell at any time, but the spell is slow to leave; C. will return to the regular universe 3 actions after canceling it. [Range: self, Speed: fast, Dur: P/5 minutes, Resist: n/a] World-Bubble (Cr Lo 10) Create a miniature universe, P inches in radius, around one nonliving thing. The thing must be small enough to fit in the universe. It reappears at the place that it vanished from, or (if the thing were able to move around under its own power in the universe) at most P inches away. C. may cancel the spell at will, but it takes three actions to end. [Range: touch, Speed: fast, Dur: P/5 hours, Resist: M.R.] Guard in a Pocket World (Cr [Su] Lo 15) Make a pocket world and put S. into it. This is a defensive spell; it lasts for quite some time, but can be resisted automatically. C. may cancel the spell at will, but it takes three actions to end. [Range: touch, Speed: build, Dur: P/5 minutes [P/5 hours], Resist: auto] Nowhere Prison (Cr [Su] Lo 15) S. is stuck in an empty pocket world. S. will not lack for air or other essentials of life, but S. will not be able to leave the pocket world without magic or waiting for the spell to expire. [Range: short, Speed:


build, Dur: P/5 actions [P/5 minutes], Resist: M.R. Hidden World-Bubble (Cr Lo II 15) Create a miniature universe around one object, as with World-Bubble. However, the Hidden version is hard to perceive with magic sense or other means: -10 on all rolls. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: none] Destroc Locador Reach the Pocket World (De Mu Lo 10) Open a small hole to a pocket universe, or to the ordinary universe from a pocket universe. The hole is P/10 inches in radius. Note that, if the pocket universe is large, its occupants might not be close to the hole. C. must hold the opening herself: people with hands usually use the circle of a finger and thumb (or other appropriate appendage) around the opening. This spell only works if C. is in the pocket universe, or in the ordinary universe and immediately adjacent to the pocket. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R.] Shrink the Road (De Mu Lo 15) Makes one road shorter for S., by half. M long as S. stays on that road and the spell is active, he can travel twice as fast as normal. Botches on the Power roll can get S. extremely lost. [Range: short, Speed: fast, Dur: P/5 hours, Resist: auto] Destroy the World (De Lo 1000) Destroy the universe. The caster may wish to have defenses against being destroyed along with the rest of the universe, against angry gods and the other entities who will not be destroyed with it, and so on. (This spell has probably not been invented, but the theory is clear enough.) [Range: spec , Speed: build, Dur: real, Resist: none] Healoc Locado r The Wall Without Doors (HI Su [Cr] Lo [II] 15) Protection from teleporting into or out of the P-foot diameter circle around the point of casting. Teleport spells with power < P simply do not work inside that circle; if cast outside the circle, they usually leave the teleporter on the edge of the circle. More powerful teleport spells are usually blocked (2/3 chance), but when they are, they weaken the Wall Without Doors - reducing P by one quarter of the power of the blocked teleport spell. With Creoc and Illusidor, C. may have the Wall make some illusory alert if it blocks a teleport. [Range: short, Speed: build, Dur: P/5 hours, Resist: spec] The Invisible Maid (HI Ke Lo Me 15) Send all the objects that S. owns in the immediate vicinity (e.g., the room) to the place that S. considers proper for them. Reads S.'s mind to figure out where things go. [Range: short, Speed: build, Dur: real, Resist: auto] Go Home! (HI Lo 20) Send S. back to a place which makes sense as his home, as long as that place is within P/2 miles. The spell (that is, the gamemaster) decides where if anywhere S. goes to; neither S. nor C. has any say in the matter. Some good choices include: the place where S. was bom, or a place that he lived a long time; the place he spent the last night; some unpredictable safe place. Repeated casts of the spell might not send S. to the same place. The place that S. ends up will almost always be as safe as possible. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Privacy of the Wizard's Tower (HI Su [Ke] Lo [II] 40) This spell prevents teleportation into or out of a building, save by teleport spells of power greater than P+2s20 {no botch dice}. (Reroll the 2s20 on each attempt to teleport.) With Kennoc, C. will be made aware of attempts at teleporting if she is in the building, whether the attempt succeeds or fails. With Illusidor as well as Kennoc, she will see and smell the person attempting to teleport. (The caster may choose to prevent teleporting into, out of, or both, and may change the restriction at will; her teleport spells are not blocked.) [Range: short, Speed: build, Dur: P/5 days, Resist: none] Recreate the World (HI Lo 800) Re-create a recently destroyed universe. (This spell has probably not been invented, but the theory is clear enough.) [Range: spec, Speed: build, Dur: real, Resist: none] / Kenno c Locador Find the Pocket Worlds (Ke [Su] Lo 10) Reveal the presence of pocket universes in the vicinity. They appear to C. as ghostly shapes that match the outlines of the universes. Roll P+s20 vs. pocket universe's Power + s20 if the pocket universe is hidden. If C. looks through the circle of thumb and forefinger (or tail or tentacle), C. may see into or out of a pocket world with this spell. [Range: short, Speed: build, Dur: P/5 minutes [P/5 hours], Resist: n/a] Locate Object (Ke [Su] Lo 10) Determine the approximate direction and distance to S., if S. is within P miles. This spell requires an arcane connection to S. [Range: conn, Speed: fast, Dur: instant [P/5 minutes], Resist: M.R.] Watch the Place (Ke Lo II 15) Scry target spot, using P/l 5 senses of your choice. You must have an arcane connection to the spot, or be able to see it when you cast the spell. People in the spot are not in general allowed magic resistance rolls to avoid being watched. They may roll Perception + Magic Analysis + s20 >= P to notice being scried. [Range: conn, Speed: build, Dur: attend, Resist: none] The Egress of Swift Passage (Ke Lo 15) C. gains knowledge of the nearest door, as long as it is within medium range. She knows the direction and distance to the door, how to get there, and what it looks like from both sides. [Range: medium, Speed: fast, Dur: instant, Resist: none] Watching Wall (Ke Cr Lo II Sp 15) Make a simple-shaped, invisible, mindful wall up to 4P yards long, and either up to P feet high, or domed. If anyone matching a specified description passes through the wall (or otherwise enters it, e.g. by teleporting into the middle), the wall will produce some straightforward image. Useful choices include a flash of light where the wall was entered or a quiet alarm whispered in all the guard's ears inside the wall. People walking through the wall are allowed a Perception + Magic Analysis >= P roll to notice the spell; there is no routine way to avoid setting it off. [Range: spec, Speed: build, Dur: P/5 hours, Resist: spec] Cani Sniffing for Teleporters (Ke Lo Te 15) Reveal if anyone has teleported to or from the vicinity within P minutes, showing C. the silhouettes and scents of the people (or things) which teleported, at the spots that they appeared or disappeared. [Range: short, Speed: build, Dur: perm, Resist: n/a] Inspect the Pocket World (Ke Lo 20) Let C. see into all the pocket worlds nearby, and determine how long they have been around and some of their other properties. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: none] Who was Here? (Ke Lo 50) C. gains knowledge of the names and appearances of everyone who has ever been at the place that the spell was cast, and the full list of exactly when they came and left. [Range: short, Speed: build, Dur: real, Resist: none] Muto c Locador Swap the Bottles (Mu Lo 5) Exchange two cups, bottles or boxes that are touching. If the two


look the same, people who are watching casually will notice the swap on a Perception + Wits + s20 >= 20 roll. People who are actively watching for this spell will always notice it. [Range: short, Speed: fast, Dur: rea\, Resist: n/a] Stretch the Hole (Mu Lo 5) Make a small hole up to 10P% larger or P% smaller, without changing the shape of the substance that the hole is in. So, with P=10, you may stretch a 10" deep, 3" wide hole which doesn't go all the way through a 12" deep, 5" wide board, into a 20" deep, 6" wide hole that doesn't go all the way through a 12" deep, 5" wide board. As in this example, the results of this spell often violate the laws of geometry. [Range: touch, Speed: build, Dur: P/5 minutes, Resist: n/a] Armor Like Dreams (Mu Lo 10) Attacks on S. reach him without going through his armor, bypassing its Soak and Defense. This spell doesn't work against magical armor, nor against C.'s innate armor. If S. is wearing Durudor armor or shield, he gets +30 on M.R. roll. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R.] Change Place (Mu Lo 10) A quick short-range teleport-self spell, able to move C. to a point up to P feet away from where she started. [Range: short, Speed: fast, Dur: real, Resist: n/a] Quick Mirror (Mu Lo 10) Teleport one missile (possibly one created by a spell), currently in flight or being aimed, in front of the shooter and aimed at him. The missile's Attack score is quite high: P + Perception + Finesse. [Range: medium, Speed: fast, Dur: real, Resist: M.R.] Big Bag (Mu Lo [*] 10) Make a pouch or bag hold (20P)% more material than usual. If this spell is cast with the Nouns of the things in the bag, it reduces the weight of the things by P%' - but not by more than 90%. If the spell wears off while the bag is full, the bag will burst, scattering its contents. [Range: touch, Speed: build, Dur: P/5 hours, Resist: n/a] The Quick Escape (Mu Lo 15) Teleport C. up to 10P feet away from her starting position. [Range: medium, Speed: fast, Dur: real, Resist: n/a] Mirror Armor (Mu Lo 20) Missiles shot at S. have a chance of vanishing right before they hit him, and reappearing in front of (and aimed at) the shooter. The roll for teleporting missiles is, s20 < P/2; a Mirror Armor of power 40 will teleport almost every missile. The teleported missile must roll to hit the shooter with Attack Base = P+Finesse; its damage is unchanged. This spell can teleport P/3+s6 missiles total. This spell is strong because "Here" enjoys impaling things. [Range: medium, Speed: build, Dur: P/5 hours, Resist: none] Open the Pocket World (Mu Lo 20) Open a door to an existing pocket universe in the immediate area. [Range: short, Speed: build, Dur: P/5 actions, Resist: none] Horror of the Red Hook (Mu Lo Hr Du 20) Requires a rope with a metal hook on one end. This spell teleports the hook into S.'s flesh and the other end of the rope into C.'s hand. The initial hooking does d8 danfege to S.; armor and even scales don't soak this damage. Tugging on the rope does d3 damage, and hurts. Ripping the hook out requires a (Strength + slO >= 8) roll, a full round of pulling (or d4 rounds if S. is wearing armor) , and does 2d8 damage. The spell will do no more than 24 damage to S. total. Gently removing the hook does d8-Medicine damage for a smooth hook, 2d8-Medicine for a barbed one, and takes d6 minutes. Nasty. [Range: short, Speed: build, Dur: instant, Resist: M.R.] Mage Door (Mu Lo 25) Set up a two-way teleport door. One end must be in front of C. The other end may be anywhere inside long range that C. has an arcane connection to. Each end of the teleport door is a circle, up to P/5 feet in diameter, ordinarily vertical. Anything passing fully though the circle at one end will find itself coming out of the circle at the other end. Anything partially passing through the circle (e.g., something too big to fit inside it) will not teleport at all. The circle is visible, as a colorless disc. [Range: long, Speed: build, Dur: P/5 actions, Resist: none] An Attack that Might Have Been (Mu De Lo Te 25) A missile or spell attack currently in progress is shoved aside in space and time. Missiles ordinarily simply miss, vanishing for an instant and reappearing behind their target. Spells with quick effects (such as Fire Flower, but not Leather Noose or Maniac Clubi happen too fast to do anything, if that makes sense, on a roll of (spell Power + 2s20) < P. This spell is notoriously unreliable, and is more likely than most spells to work differently on different uses. [Range: short, Speed: fast, Dur: real, Resist: none] Hurl the Spell to Far Away (Mu Lo Ma 50) Retarget a building spell cast upon C. to something C. has an arcane connection to. The spell can only be retargeted if (other spell's Power + 3s8) < P. [Range: conn, Speed: build, Dur: real, Resist: none] Ruloc Locador A Sudden Blow (Ru Lo 10) This spell requires that an object, at most one foot in diameter, be prepared in advance (but no more than P/5 hours in advance) by writing certain runes on it. When the spell is cast, if the object is in long range, it is teleported to over S.'s head. [Range: short, Speed: fast, Dur: instant, Resist: M.R] Control Places (Ru Lo 15) A quick short-range teleport-self spell, able to move C. to a point up to P feet away from where she started. (This spell is identical in effect to Change Places, but more complex) [Range: short, Speed: fast, Dur: real, Resist: n/a] Follow on Hidden Paths (Ru Ke Lo 20) Follow someone who just teleported. Follow must be cast within P/5 actions of the teleport spell it is following. Only C. can teleport with this spell, and only to the place that the teleporter teleported to. Follow has a maximum range of P miles; if the original teleport was further, C. will not go anywhere. [Range: short, Speed: build, Dur: real, Resist: none] Ward That Evades (Ru Ke Lo Sp 20) S. teleports a little away from attacks; +(sl0+P/5) {no botch dice} on Defense and Magic Resistance rolls when appropriate. The spell is quick and gentle; it doesn't disturb S.'s concentration or actions, in general. [Range: touch, Speed: fast, Dur: P/5 actions, Resist: auto] Spider Weaves the Roads (Ru Mu Lo 25) This spell twists roads around, so that, after S. travels (10-P/10) miles on roads, S. will come back to the place where the spell was cast. People who are traveling with S. will also get to the same place, even if they're not under the spell - as will people tracking them intentionally. People who just happen to be walking along behind them for a while usually won't. The spell lasts until S. gets back to the place the spell was cast, or P/5 days, whichever comes first. (There is a permanent version, complexity-40, using Sustenoc.) [Range: short, Speed: build, Dur: spec, Resist: M.R.] Confront the Owner (Ru Lo 30) Teleport C. to S., if S. is within P miles. Requires an arcane connection. [Range: conn, Speed: build, Dar: real, Resist: M.R.] Bring Him Here (Ru Lo 35) Teleport S. to C , if S. is within P miles. Requires an arcane connec-


tion. [Range: conn, Speed: build, Dur: real, Resist: M.R.] The Fastest Path (Ru Lo 35) Teleport C. and up to P/20 people to S., if S. is within P miles. [Range: conn, Speed: build, Dur: real, Resist: easy] Taking the Longest Step (Ru Lo 60) Teleport S. to a place within slOxP miles that C. has an arcane connection to. Botches leave S. somewhere else. This is the longest range of any known teleportation spell. The arcane connection is used whether the spell is successful or not. [Range: conn, Speed: build, Dur: real, Resist: M.R.] Sustenoc Locador Sustain the Pocket World (Su Lo 10) Makes a pocket world last (50P + si000)% longer than it would ordinarily have lasted. This can be cast from inside or outside the pocket world. The caster may optionally also use this spell to make a pocket universe harder to come out of, making it take d6+2 actions to drop. Multiple castings max, not add. [Range: short, Speed: fast, Dur: spec, Resist: n/a] ** Thick Distance Armor (Su Lo 10) Weapons must travel further to hit S. This has the effect of adding +1 to S.'s Soak. This is a popular defense spell among those who can cast it, because few other defense spells work this way and so most can be used in conjunction with it. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: auto] Ring of Nothing (Su Lo 15) When C. casts this, she draws a ring with a finger (or wand-tip or whatever), up to five feet in radius. It takes some effort to enter this ring: it requires a Strength + s20 > 15 roll. Nothing short of a charging Gormoror could do it by mistake. It is even harder to get out of the ring once you're inside, requiring a Strength + s20 >= P/2 (but never easier than 20) roll. Teleporting or other ways of sneaking out fail P% (but never more than 25%) of the time. [Range: short, Speed: build, Dur: P/5 hours, Resist: none] Wall of Null (Su Lo [Ma] 20) Create a P foot long, P/4 feet high region. From the outside it's only an inch thick, but from the inside it's several yards. Missiles (including missile spells) cast through it attack at -P/2, and damage at -P/10. Running through it takes an extra action. If Wall of Null is cast with Magiador, short-range spells cannot be cast through it at all, though they can be cast into it. [Range: short, Speed: fast, Dur: P/5 hours, Resist: none] MAGIADOR Creoc Magiador A Second Magic Resistance (Cr Ma 10) Give S. a weak Magic Resistance. If S, already has a Magic Resistance, S. may use the better of the two. This spell is intended to protect innocents; it is rarely helpful for protecting adventurers. The second Magic Resistance is of level P/5. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: auto] The Useless Spell (Cr * Ma * 10) Put a spell with no effect on S. The spell has arts given by the casting requisites (but not including Creoc or Magiador unless C. desires), and power P/2. Magic analysis rolls < P+s6 will simply be confusing; a Magic Analysis roll above this will reveal that the spell does nothing. Note that S. is allowed a Magic Resistance roll. Botching casting The Useless Spell is quite dangerous to C; the gods do not like spells which are not intended to have any effect. [Range: short, Speed: fast, Dur: P/5 days, Resist: M.R.] Wizard's Safe Tower (Cr Ma 20) Gives extra Magic Resistance to everyone near C. When the spell is cast, C. must draw a ring up to P/5 feet in diameter on the ground - a circle scratched in the dirt will do. Everyone inside that circle gets a bonus of P/3 on their Magic Resistance rolls. Erasing the whole circle breaks the spell, but simply scuffing or erasing part of the circle does not. Note that the circle has no discrimination, and may well protect C.'s enemies if they get close to her. [Range: spec, Speed: fast, Dur: P/5 minutes, Resist: n/a] Magic Resistance of Iron (Cr De Su Ma 25) Add +P to S.'s Magic Resistance, on P/10 magic resistance rolls while the spell is active. S. can choose to use or save this power, at the time he makes the magic resistance rolls. If S. is unable to choose, the spell will protect him. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: none] Destroc Magiado r Break the Bound Spell (De Ma 5) Destroy a bound spell of power < P/2+d6, while it is still bound. Note that this spell requires touching the object with the bound spell on it, which might set the bound spell off if that is the trigger. [Range: touch, Speed: build, Dur: real, Resist: n/a] Cley Claw (De Ma 5) S. loses one cley. [Range: short, Speed: build, Dur: real, Resist: M.R.] Crack in the Magic Resistance (De Ma 5) S. loses P/10 from his Magic Resistance for the duration of the spell. Repeated castings of this spell add; keep track of fractions. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: M.R.] Dispel Magic (De Ma 5) Destroy any spell with Power < P/4. Dispel Magic is rarely useful, because it takes a very strong mage to dispel even an amateur's spell. (But note that almost anyone can muster the P = 2 0 necessary to dispel the Power 5 of a woven spell.) [Range: short, Speed: fast, Dur: real, Resist: n/a] Wimp's Cantrip (De Ma 5) Reduce the^pbwer of a spell that has been cast but has not taken effect, by^P/5 + d6. Repeated castings of this add. This spell cannot reduce a spell's power below 1. [Range: short, Speed: fast, Dur: real, Resist: n/a] The Impotent Spell (De Ma 5) Reduce a target spell's Penetration by P/3 + dlO. That is, the spell is that amount easier to resist, but just as powerful if it does work. This may only be cast on spells that are building. Repeated castings add. [Range: short, Speed: fast, Dur: real, Resist: n/a] Cut the Magical Strings (De Ma 10) All objects within a P/5-foot circle of C. will no longer be arcane connections to things they were low-quality arcane connections to before. High-quality arcane connections, like body parts, remain connections. (A different De Ma 10 spell can unconnect a single high-quality arcane connection.) [Range: short, Speed: fast, Dur: perm, Resist: n/a] Silence the Creative Wizard (De Ma 10) This spell weakens and cripples spontaneous magic and spellweaving cast by S. His complexity rolls are made at -P/3, and (for spontaneous magic only) his power rolls at -P/2. It has no effect on other kinds of magic. Multiple castings max. Note that this is spell is voluntary; it is mainly used when one wizard surrenders to another. [Range: touch, Speed: build, Dur: P/5 hours, Resist: auto] Shatter the Spell of Glass (De Ma 10) Dispel a fragile spell while it is building (if its power < P + s20) or while it is in effect (if its power < P and its effect is magical rather than


physical). Most spells are not fragile, but some of the most useful are. [Range: short, Speed: fast, Dur: real, Resist: n/a] Foil the Arcane Connection (De Ma 15) Try to dispel spells cast at S. via arcane connections. Roll (Incoming Spell Power+d20) < (P + S.'s Will + s20) to dispel. The arcane connection is used even if incoming spell destroyed. [Range: short, Speed: build, Dur: P/5 hours, Resist: auto] Baby's First Cantrip (De Ma 15) Reduces a spell's power by P/5+2d6, while it is building. Repeated castings of this add. This spell cannot reduce a spell's power below 1. [Range: short, Speed: fast, Dur: perm, Resist: none] Cley Leech (De Ma 15) This spell sucks d3 cley from S. [Range: short, Speed: build, Dur: real, Resist: M.R.] Claws in the Magerium (De Ma 15) This spell rips at S.'s magerium: the (nonphysical) connection between mind and spirit. This does P/10+d6 damage (which cannot be soaked), and renders d4 of S.'s arts sore: S. takes another d3 damage each time he uses one of them. The arts are chosen randomly; S can feel which ones are sore. The soreness wears off in an hoar or so. [Range: short, Speed: build, Dur: real, Resist: M.R.] Dock the SpeJI's Tail (De Mu Ma 15) Severely curtails a spell S. If Dock is cast while S. is building, it reduces S.'s range and duration by (2xP)%, to a maximum of 90% reduction, if S.'s power is < P+s20. If it is cast while S. is active, it will reduce its duration by P%, to a maximum of 80% reduction, if S.'s power is < P/2+slO. Maxes. [Range: short, Speed: fast, Dur: real, Resist: (MR).] Burn All The Cages (De Ma 20) Reduce the power of all bound spells in range by P/2. This affects only bound spells which have not been set off (and are not building). If a bound spell's power is reduced to 0 or below, it is dispelled. Multiple castings add. Bum is indiscriminate: even C.'s bounds spells will be burned this way. This spell cannot be bound. [Range: short, Speed: fast, Dur: real, Resist: none] Gnaw the Whining Spell (De Ma 20) Reduce the power of a spell by P/5 + 2s6. This works even on spells that have taken effect, if the effect is magical. Maxes. [Range: short, Speed: fast, Dur: perm, Resist: none] Smash the Magic Resistance (De Ma 20) S.'s Magic Resistance loses P/2 points, briefly. S.'s first Magic Resistance roll is made using his full resistance; the later rolls are made against his reduced resistance. [Range: short, Speed: fast, Dur: P/5 actions, Resist: until M.R. (+10)] There is None who Knows Thee (De Ma 25) Sever all arcane connections to S. (There are ways of protecting a connection from this spell, requiring a Power vs. Power roll. It is difficult but possible to recreate a connection this spell has severed.) This spell does not destroy the objects; it simply makes them no longer be arcane connections to S. [Range: short, Speed: build, Dur: real, Resist: M.R.] Bite the Spell's Head Off (De Ma 30) Cancel a spell that has not yet take effect, on a roll of power < (P/12)s6. At C.'s choice, it attempts to cancel all spells in range that have not taken effect. An unreliable but sometimes effective spell. [Range: short, Speed: fast, Dur: real, Resist: none] Pitiful Sniveling Spell (De Ma 30) Reduce a building spell's power by P/2. (maxes, not adds) [Range: short, Speed: fast, Dur: real, Resist: none] Supreme Counterspell (De Ma 30) Dispels any spell, active or building, on a roll of P/3+Will+3slO >= target spell's Power. This is the best possible general-purpose counterspell according to conventional magic theory. [Range: short, Speed: fast, Dur: real, Resist: none] The Coming of Death (De Su Ma Co 30) Make S. harder to heal, by reducing the power of healing spells cast on S. by P+3s6. Spells whose power is reduced below zero are cancelled entirely. This spell is fragile. Attempts to counter it will reduce its Power by a quarter of the power of the counterspell, even if the counterspell fails. [Range: short, Speed: fast, Dur: P/5 actions, Resist: M.R.] Forget the Spell (De Ma Me Sp 30) S. loses a spell that he has grafted to his magerium, and suffers d8 damage from the loss. C. must name the spell, using the name that S. knows for it. If S. does not }\ave that spell, there is no effect. [Range: short, Speed: build, Dur: real, Resist: M.R.] Burn the Magic Resistance (De Ma 40) S. loses P/2 from Magic Resistance. When S.'s Magic Resistance level is < 0, S has no Magic Resistance left and cannot even use cley to protect himself. Repair the Magic Resistance will recreate S.'s Magic Resistance, giving him a level of 0 . [Range: short, Speed: build, Dur: real, Resist: M.R. half] Healoc Magiador Spell's Resurrection (HI Ma 10) Un-dispel a spell that was dispelled within the last P/5 seconds. That spell loses 2s6 points of Power. The spell is effectively cast again; e.g., people are allowed resistance rolls against it. [Range: short, Speed: build, Dur: instant, Resist: n/a) Shield Against Hatching Spells (HI Su Ma 10) S. gains +P/2 on Magic Resistance rolls against bound spells taking effect. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: auto] Repair the Magic Resistance (HI Ma 15) Repair up to P/10 points lost from Magic Resistance. This spell maxes on multiple casts within a day, but casts in separate days add. [Range: short, Speed: build, Dur: real, Resist: auto] Strong Young Spell (HI Ma 20) Dispel all spells that modified the target spell's penetration or power. Can only be cast on spells that have not taken effect. [Range: short, Speed: fast, Dur: real, Resist: none] A Wizard Never Stumbles (HI Mu * Ma * 20) If S. has just attempted to cast a spontaneous spell of complexity 15 or below, and failed only one of his Arts rolls, this spell can help. Cast A Wizard Never Stumbles with the failed Art as an extra Art. C. (not S.) then attempts the Wits + Art + s20 vs. 2xComplexity roll as normal for spontaneous magic; if she succeeds, S.'s spontaneous spell will succeed. This spell can only be cast if C. knows what S. was trying to do; usually C. will cast it on her own failed spont. It must be cast before the spontaneous spell would take effect if it were building and had worked. (So, draw an initiative for the spell, and one for C ; if C.'s is sooner, she can try to fix the spont.) This spell is useless when bound, and can only be attempted once per spont. [Range: short, Speed: fast, Dur: real, Resist: auto] Kennoc Magiado r See the Bound Spells (Ke Ma 5) Determine if an object has any bound spells on it. (Simply looking with magic sense will often work, but this spell guarantees the result within the limits of Kennoc.) This spell can be fooled by illusions and other means. A magic analysis roll will let C. determine the arts and approximate power of the bound spell. [Range: short, Speed: fast, Dur: instant, Resist: (M.R.)]


Truly a Lozen? (Ke Ma 5) Tell if a coin has the magical marks of a true lozen. This detects most simple counterfeits. [Range: touch, Speed: build, Dur: real, Resist: n/a] Count the Cley (Ke Ma 10) Estimate how many cley S. has. The gamemaster secretly rolls 2d6- 7, and tells C. the number of cley S. has plus the roll. [Range: short, Speed: build, Dur: real, Resist: M.R.] Am I Observed? (Ke Ma Me 10) C. learns whether or not she is being scried upon or watched. Suitable spells will prevent this one from giving the right answer. [Range: self, Speed: build, Dur: instant, Resist: n/a] The Bound Spell Speaks (Ke Ma Te 10) C sees a mental image of the person who cast the bound spell S., and each person in rum who owned it, and the circumstances of the transfer of ownership. (S. provides an arcane connection to those moments in time.) [Range: short, Speed: build, Dur: instant, Resist: n/a] Find All The Bound Spells (Ke Ma 15) C. gains knowledge of where all the bound spells in a particular Pfoot diameter circle are, and what their arts are. [Range: medium, Speed: fast, Dur: real, Resist: none] Explain the Binding (Ke Ma 15) C. learns the precise conditions controlling a bound spell, though not what the bound spell does. [Range: short, Speed: build, Dur: instant, Resist: n/a] Know Thou This Spell? (Ke Ma Me 15) C. learns if S. knows a particular spell, which C. must name. It is possible to trick this spell by learning a spell under an unusual name, but not by simply pretending that a spell has a different name. [Range: short, Speed: build, Dur: real, Resist: M.R.] Wizard's Lens (Ke Ma 20) Make the strucfure of magic more evident. Adds P/5+s6 to C.'s Magic Analysis rolls. Botches on the s6 generally make use of the lens slow, rather than unreliable. [Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a] Inquisitor of Spells (Ke Ma Me 20) C. learns the names (as S. knows them), arts, and approximate descriptions of P/10+2d6 of the spells that S. knows, chosen at random. [Range: short, Speed: build, Dur: real, Resist: M.R.] Track the Spell (Ke Ma Te 25) Reveal the path a spell or magic item took. The spell or magic item must have passed by C.'s current position within the last P minutes. A Tracking roll is required; the stronger the spell, the easier the tracking roll. People laden with powerful magic are very easy to follow. [Range: short, Speed: build, Dur: P/5 minutes, Resist: none] Catching the Caster (Ke Cr Ma Co Te 35) Gives C an arcane connection to the caster of an active spell. The arcane connection will be a small ivory figurine of the caster, (e.g., if you put a curse on Azliet, and she has a friend who can cast Catching the Caster, the friend can get an arcane connection to you off of the curse that you cast.) A given active spell will only yield one arcane connection. [Range: short, Speed: build, Dur: real, Resist: none] Wizard's Perfect Nose (Ke Ma 50) C. gains knowledge of the description, power, and caster of every spell cast within P feet, without having to think about it. [Range: P feet, Speed: fast, Dur: P/5 minutes, Resist: none] Dragon in the Magic Realm (Ke De Ma Sp 100) Create an elemental force which can cancel spells before they take effect. It can comprehend each spell completely on a roll of power < P+s20; it can cancel the spell on a roll of Power < P/2 + 2s20. Mindful. [Range: medium, Speed: fast, Dur: P/5 minutes, Resist: none] Muto c Magiado r The Insidious Spell (Mu Ma 10) Add +P/4+s6 to a building spell's penetration (adding that number to the spell's Power for the purpose of determining Magic Resistance, but not for effect). Botches usually break the target spell. [Range: short, Speed: fast, Dur: real, Resist: n/a] The Loyal Servant Betrays (Mu Cr Su Ma Sp Co 10) Cast this on a mindful spell of power < P/2+3s6. This spell creates a small bone knob which is an arcane connection to the mindful spell's caster. [Range: short, Speed: build, Dur: real, Resist: M.R.] Tune the Magic Resistance (Mu Ma 15) S.'s Magic Resistance is +P vs. one all spells involving one particular art, chosen when this spell is cast, and -P/2 vs. all spells not involving it. Good against specialists. Repeated casts can change the chosen art, but a Magic Resistance can only be tuned against one art at a time. C. may cancel this spell at will. [Range: self, Speed: fast, Dur: P/5 hours, Resist: auto] Spell in Fog(Mu Ma 15) Target spell is somewhat hard to see: -(P/5+sl0) on rolls to perceive or analyze it. (Maxes, not adds) [Range: short, Speed: fast, Dur: real, Resist: none] Rewrite the Bound Spell's Orders (Mu Ma 20) Change the activation conditions on target bound spell. [Range: short, Speed: build, Dur: real, Resist: M.R.] Limp Flaccid Spell (Mu De Ma 20) Reduce target spell's penetration by (P/2)+s20. That is, every attempt to save against the target spell is made at +(P/2)+s20. [Range: short, Speed: fast, Dur: real, Resist: n/a] Traitor in the Magic Resistance (Mu De Ma 25) Modify S.'s magic resistance so that it does not protect against spells involving some art. (Roll a d20 to determine which one; on a 20, C. can pick which.) C. and S. are both aware of which art has the hole. S. can use protective spells, but cannot add cley to his Magic Resistance in that art; it simply doesn't protect against it. This injury is permanent until healed by Repair the Magic Resistance or the equivalent; one casting of the healing spell suffices. [Range: short, Speed: fast, Dur: real, Resist: M.R.] ,' Build the Arckne Bridge (Mu Ru Su Ma 25) Make a bridge to S. that allows spells (and only spells) to pass in either direction. C. and S. may throw spells at the other, as if they were touching. S. probably won't realize that he is the subject of this spell immediately; ordinarily, C. gets to cast the first spell across it. If a spell of power >= P-s6 is cast along the bridge, then roll a d8: (1) the spell is canceled completely; (2-7) its power is reduced to the P-s6 roll; (8) the bridge collapses, but the spell crosses it. This is the simplest way to use a single arcane connection more than once, but it is risky because S. can cast back. [Range: conn, Speed: build, Dur: P/5 actions, Resist: none] The Surprisingly Complicated Spells (Mu Ma * 25) This spell is cast on a mage S. C. picks one Noun Nn which S. can use. Every spell S. casts has Nn as an effective art, even if the spell itself does not; i.e. Nn is added to all of S.'s spells' lists of requisites. Good if C. knows that S. is weak in some Noun, or if C. has a defense against that Noun. (It can also be beneficial, if S. has a Knack in Nn.) This can only affect S.'s spells of complexity < P-slO. [Range: short, Speed: fast, Dur: P/5 actions, Resist: M.R.] Quickly Graft the Spell (Mu Ma Me 40) S. instantly grafts a spell, which he must have physically present, of complexity < P. S. is likely to go somewhat insane for a few days, in a few days. [Range: short, Speed: fast, Dur: real, Resist: auto]


Ruloc Magiador Twice-bound Spell (Ru Ma 5) Prevent a target bound spell from going off, even if its conditions are satisfied. [Range: medium, Speed: build, Dur: P/5 minutes, Resist: M.R] Hard-Flung Spell (Ru Su Ma 5) Make s a building spell harder to resist; subjects who try to resist it have a penalty of (P/5+s6) on Magic Resistance. (P is the power of Hard-Flung Spell, not the spell being boosted.) [Range: short, Speed: fast, Dur: real, Resist: n/a] Shield the Dear Friend (Ru Ma 10) C. puts her Magic Resistance on S., leaving C. without one, and adding its power to S.'s Magic Resistance. Either C. or S. may return C.'s Magic Resistance as part of an action. [Range: short, Speed: fast, Dur: P/5 hours, Resist: auto] The Pattern-Fetters (RufSu] Ma 10) Paralyze S.'s magerium, so that he cannot easily use pattern spells. He may desperate-cast them if he wishes; no other common technique of pattern magic (including spellbinding) will work. It paralyzes spells already on the magerium only; spells grafted after the pattern-fetters were put on are not paralyzed. This spell does not restrict spontaneous magic Note that S. may automatically resist this spell; it is mainly useful when a wizard surrenders. [Range: touch, Speed: build, Dur: P/5 hours [P/5 days], Resist: auto] Cage the Bound Spells (Ru Ma 15) Prevent all the bound Spells on S. from going off. The Cage spell itself is fragile; any attempt to" dispel it with Healoc Magiador will succeed. [Range: medium, Speed: build, Dur: P/5 actions, Resist: M.R.] Force the Bound Spell (Ru Ma 15) Set off a bound spell, even if its conditions are not satisfied. [Range: short, Speed: build, Dur: real., Resist: M.R.] Foil the First Trap (Ru De Ma J 5) The next bound spell that trieS to go off in the spell's P-foot radius will be canceled instead of going off. This is not mindful; it will cancel a spell that C. wants if that is the next bound spell. [Range: medium, Speed: build, Dur: P/5 minutek Resist: none] Hammer the Spell Home (Ru SU Ma 20 ) Target building spell is +P/5+3s6 {no botch dice} on penetration. [Range: short, Speed: fast, Dur: re|al, Resist: n/a] Spell's False Orders (Ru Ma 25) C. may redirect a spell that is building and has power < P/2 + 2s6 to some other target. The other target must be suitable for the spell. [Range: short, Speed: fast, Dur: real, Resist: none] The Wizard in Helpless Fury (Ru [Su] Ma 30) Paralyze S.'s magerium, as with The Pattern-Fetters (Ru Ma 10). Unlike the simpler spell, this spell can be cast without touching S., and has a chance of working on unwilling targets. It also does not last as long. [Range: short, Speed: build, Dur: P/5 minutes [P/5 hours], Resist: M.R.] Spellbinder's Despair (Ru Ma 50) Prevent all bound spells from going off, in a circle of up to P feet in diameter from the point of casting. [Range: short, Speed: build, Dur: P/5 actions, Resist: none] By My Will Only They Are Unleashed (Ru Su Ma Sp 70) This spell may mindfully veto bound spells going off within P feet. So, C. and her friends may use their bound spells freely (unless something else is interfering with them), but C.'s enemies cannot. [Range: medium, Speed: fast, Dur: P/5 actions, Resist: none] Sustenoc Magiado r Armor the Spell (Su Ma 5) Makes a target spell harder to dispel or counter, as if its power were P/2 higher. This does not change the power itself. Counterspells which weaken spells reduce the extra power first. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] Mage's Baldric (Su Ma 10) Make S.'s Magic Resistance stronger, giving a P/10 + s6 {no botch dice} bonus; the s6 is rerolled on each Magic Resistance roll. This gives a modest amount of protection against many spells. Other defenses, or using a cley directly, give more protection against a single spell. Maxes. [Range: short, Speed: fast, Dur: P/5 actions, Resist: auto] A Spell that Lasts (Su Ma 10) Make a short-duration spell last (100+5P)% longer than usual. So, casting it with P=20 would make a spell last an extra 200%, tripling its duration. This increases total duration, and may be cast at any point before the target spell is over. The target spell's duration cannot be extended past the P/5 hours that the A Spell that Lasts itself lasts. Maxes. If this is cast on a sentient target spell, it may choose to resist it. The victim of the target spell does not get to resist A Spell that Lasts. (Much Longer, a complexity-20 version, increases duration by a factor of P to a maximum of P/5 days.) [Range: short, Speed: fast, Dur: P/5 hours, Resist: auto] Maintain the Demanding Spell (Su Ma Sp 15) This very.useful spell maintains concentration on a spell that C. has cast; it effectively turns a "concentration" duration to "attend". It cannot maintain spells with either Complexity or Power above P. It is not mindful, or even intelligent, so it can't do anything to the spell other than maintain it. C. may take over the maintained spell at any time (e.g., if the Maintain is maintaining a levitation spell, and C. wants to move to some other place), and the Maintain will still be active after that. [Range: short, Speed: fast, Dur: attend, Resist: n/a] The Unchanging Spell (Su Ma 20) Target spell cannot be modified (for better or worse) by spells with power < P + 3sl0. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] The Thread that is Flesh and Blood (Su Ma 30) Strengthens an arcane connection. It converts a poor-quality arcane connection to a high-quality one. If it is cast on a high-quality arcane connection, the first use of that connection today will not break it. If cast on a high-quality arcane connection that has been used once today already, it does no good. [Range: short, Speed: fast, Dur: real, Resist: n/a] Bindings of Divine Might (Su Ma 40) Wards a single bound spell against all bound-spell-modifying magics of lesser power. Note that, unlike the bound spell it is protecting, it doesn't last very long. [Range: short, Speed: fast, Dur: P/5 hours, Resist: n/a] Eternal Lightning (Su Ma 50) Make a spell that is ordinarily instant (like a lightning bolt) last for P hours. Its effects are unpredictable, and may not work the same way twice. It must be cast before the target spell is cast. Only works on spells with Power < P/2, and if it makes sense. [Range: short, Speed: fast, Dur: P hours, Resist: none]


MENTADOR Creoc Mentado r Nerve Strike (Cr Me 5) S. gets nervous and apprehensive. How S. reacts depends on the circumstances, and on his personality. A trained warrior will probably draw a weapon and look around. A deer will flee. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Rising Ire (Cr Me 5) S. gets angry, though not to the point of fury unless S. ordinarily gets that angry or was already angry. How S. reacts depends on the circumstances, and on S.'s personality. A warrior might threaten violence; a diplomat might get an edge in his voice and try to conceal it. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Silent Words (Cr Me 5) Puts P words in S.'s mind, as if S. were hearing them spoken in C.'s voice. It is for communication, not compulsion. This spell is used to send messages to friends in times of need, and similar urgent situations. It is perhaps the least threatening use of Mentador, but polite mages will ask permission before using it. [Range: conn, Speed: fast, Dur: P seconds, Resist: M.R.] Claws of Agony (Cr Me 10) This spell makes S. feel pain, as if his skin were being raked by salted claws. It causes him Trouble 4, and generally makes him unhappy. [Range: medium, Speed: build, Dur: P/5 actions, Resist: M.R.] Touch of Panic (Cr Me 10) S. has an attack of major panic. S. may well choose to run away, or hide, or scream, or fight defensively, or cast a protective spell. He is allowed a roll of Will + Life Base + s20 >= 20 to avoid such drastic actions, though he will still be terrified. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R. and special] Share the Pain (CrMe 10) Whenever S. hurts C , S. feels the pain of the injury (and concomitant Trouble) as intensely as C. does. This spell does no actual damage to S. Note that this only works on a single S. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: M.R.] Seeds of the Idea (Cr Ke Me Sp 10) Gives S. a delayed suggestion. Under certain circumstances (and only once during the spell's duration) as described by C, S. gets the idea that C. chose as part of the casting of the spell. S. must roll Wits + Memory + s20 >= P/2 to realize that the idea is not his own idea. The idea is not a compulsion; S. may choose to ignore it. The resistance roll is not noticeable. [Range: short, Speed: after cone, Dur: P/5 days, Resist: M.R.] New Memory (Cr Me 15) S. has a new memory, invented by C. C. will have to be very careful to make the memory consistent with S.'s other memories, or S. may suspect that it is false or wrong. The resistance roll is not noticeable. [Range: short, Speed: after cone, Dur: perm, Resist: M.R.] Plant the Nightmare (Cr Me 15) When S. next goes to sleep, S. will have a dream, as described by C. when the spell is cast. [Range: short, Speed: after cone, Dur: spec, Resist: M.R.] Realm of Fear (Cr Me 20) Everyone C. doesn't like within P feet becomes afraid; cf. Nerve Strike. What they do depends on them. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] New Feelings (Cr Me 20) S. has a new and intense emotion chosen by C. "Love for C." is a common choice, and about as specific and strong as this spell can manage. S. must roll Will + Magic Resistance + s20 >= P/2 (with situational modifiers as appropriate) to keep from acting on the new emotion, rolled each time the emotion would suggest some course of action. Even if he makes this roll, he will feel the emotion. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] New Obsession (Cr Me 30) S. has a new obsession, as strong and compelling as any other personality traits (but no more so). Very specific obsessions are very disturbing and hard to avoid giving in to: a person obsessed with the need to see C. will probably try to see her a few times a day. Broad obsessions are much easier to fight off; giving S. an obsession to obey C. is unlikely to get C. any significant servitude.... unless S. is for some reason already a servant of C. This spell has impressive long-term power, but is nearly useless in the short term. [Range: short, Speed: fast, Dur: perm, Resist: M.R.] Double Mind (Cr Su Mu Me 35) C. has two minds, each of them a perfect copy of her regular mind. One gets to control C.'s body, the other C.'s magic; so C. may (say) fight and cast spells simultaneously without penalty. The two act in concord against control and the like; add +(P/3) to resistance rolls against Mentador. If used more than Will times/day, there may be trouble. People with Will < 0 should not use this spell. [Range: self, Speed: build, Dur: P/5 minutes, Resist: n/a] Possess and Rule (Cr De Ru Me Sp 40) Weaken S.'s will, and create a spirit to possess him. Give S. some instructions, and S. will try to do them half-mindfully. Being under this spell is agonizing. [Range: short, Speed: build, Dur: perm, Resist: M.R.] Everyone's New Memories (Cr Me 50) Everyone within range gets a new memory of C.'s contrivance. C may choo\e whether or not to get the new memory herself. [Range: short, Speed: after cone, Dur: real, Resist: M.R.] Destroc Mentado r Veiled Mind (De Me 10) S cannot be perceived by mind-detecting spells of Power < P. [Range: touch, Speed: build, Dur: P/5 minutes, Resist: auto] Breath of Calm (De Me 10) Calms S. down; e.g., stop a rushing Orren from rushing. This only destroys an existing emotion: S. might get frantic or angry again if the cause of the emotion persists. [Range: short, Speed: build, Dur: perm, Resist: M.R.] Lost Minute (De Me 10) S. loses a minute's memory, of one of the last P minutes that happened to him, chosen by C. [Range: short, Speed: build, Dur: perm, Resist: M.R.] The Accanaxation of the Intellect (De Me 10) This spell leaves S.'s mind in a terrible state, filled with thoughts of S. dying and being eaten by worms for a very short time. S. suffers Trouble 10 on everything while the spell is active. S. may (and proba-


bly will) choose to use cley on all the resistance rolls. Note that the spell rarely lasts long. [Range: short, Speed: build, Dur: P/5 actions, Resist: until M.R. (+20)] Quiet Trance (De Ru Me 10) S. enters a trance voluntarily, and cannot notice anything until he leaves it. C. can decide how long the spell will last, up to P hours, or awake S. with a snap of the fingers. [Range: touch, Speed: fast, Dur: P/5 hours, Resist: auto] Never Mind (De Me 15) S.'s mind cannot be read by mind-reading effects of Power < P. [Range: touch, Speed: build, Dur: P/5 minutes, Resist: auto] Eyes of the Drill of Pain (De Me 15) C.'s gaze becomes intensely painful. C. can stare at one person on each action; that person will suffer Trouble d6 for as long as C. stares (unless he resists magic), and for s6 actions afterwards; on a botch the pain lasts until the next dawn. [Range: short, Speed: fast, Dur: cone, Resist: M.R.'] Fetters of Faith (De Me 20) S. loses most of his critical judgment as it pertains to facts. He must make resistance rolls to avoid believing things that he is told. The ordinary save is Wits + Will + s20 >= P/2. If S. knows a contradictory fact, he may be . allowed a Memory + relevant Knowledge + s20 >= P/2 as well. Particularly implausible lies might give S. a bonus on the resistance roll; e.g., if someone tells S. that the scawn who just stabbed him with a spear is his closest friend, the gamemaster may well choose to give S. a +10 bonus. Note that S. will tend to believe anything that anyone tells him, not just C. Even if C. has S. alone, this does not let her control him completely; what S. does about the facts he believes is up to him. S. will continue to believe these things until he happens to question them, even after the spell is over. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Dark Trance (De Ru Me 20) S. enters a trance. His senses work, bath e cannot respond to anything that does not affect him directly, and not even do that until after it happens. Good if you want to rob S. while he watches. S. may roll Will + MR + s20 > P to break the trance, on each action; there may be situational bonuses. [Range: touch, Speed: build, Dur: P/5 minutes, Resist: spec] Draught of Strong Wine (De Ru Me 20) S. becomes confused and irrational. He may do something intentional on a roll of Will + MR +s20 >= P; roll every time he tries to do anything. Otherwise he does stupid random things. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Mad Hour (De Me 25) S. goes mad for a few hours. The details are up to the gamemaster. The insanity gets worse at higher Power. At P=25, S. might hear voices and see unnatural shapes where there really is nothing. At P=50, S. might be consumed with fury, so that he tries to kill anything that annoys him. At P=100, S. might be overcome with despair, and fall to the floor sobbing and weeping and slashing his wrists and ignoring everything else. [Range: short, Speed: build, Dur: P/5 hours, Resist: hours until M.R. (+10)] Ignore Me (De Me 35) People in the area who fail a Magic Resistance roll won't be able to notice S., unless he does something specifically to them (e.g. attacking them; attacking their children does not count). If they were watching S. as the spell was cast, they forget about him. If they are looking at S., they do not notice him, and do not realize anything strange. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Break the Mind (De Me 40) Destroy S.'s mind completely, so long as the spell lasts. [Range: short. Speed: build, Dur: P/5 actions, Resist: M.R.] Healoc Mentado r Lucid Moment (HI Me 10) S. gets a few minutes free of any minor madness that is afflicting him. This sometimes works against other forms of magical control, especially if the effect of the control resembles madness, but it rarely works for more than an action or two in such cases.[Range: touch, Speed: build, Dur: P/5 minutes, Resist: M.R.] A Rock in the Storm of Emotions (HI Me 15) S. gets an extra chance to resist emotion-affecting spells currently plaguing him: another magic resistance roll, at a bonus of +P. It will also get S.'s natural emotions under S.'s control as S. desires; e.g., S. may choose to still be sad about the death of his mother, but no longer so overwhelmed that he cannot chase her killer. [Range: short, Speed: fast, Dur: real, Resist: auto] Restore the Stolen Memory (HI Me 20) Memories that S. lost to spells of power < P are restored to S. [Range: touch, Speed: build, Dur: real, Resist: auto] Kennoc Mentador Empathy (Ke Me 5) Discern S.'s surface emotions. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Meet the Pain (Ke Me 5) C. knows where S. feels pain, and what that pain feels like. This is useful for healers, giving +P/10 on many Medicine rolls. Be warned: even this most innocuous and helpful use of mind magic may earn fear and hatred. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: M.R.] Is There A Mind? (Ke Me 5) Tell whether S has a mind or not [Range: short, Speed: fast, Dur: instant, Resist: M.R.] Weigh the Mind (Ke Me 10) Get a general indication of S.'s intellect and mental state (e.g., "angry and stupid"). [Range: short, Speed: fast, Dur: real, Resist: M.R.] What About Me? (Ke Me 10) Read S.'s opinion of what S. thinks he would do to C. given the chance. Note that this is not necessarily what S. would actually do. [Range: short, Speed: build, Dur: instant, Resist: M.R.] Who Owns You? (Ke Me 10) Tells C. who, if anyone, S. considers his master (liege lord, owner, superior officer, or whatever). C. may get a name, a vision of the face, or even a scent. [Range: short, Speed: fast, Dur: instant, Resist: M.R.] Find the Twisting Influences (Ke Me 10) Tell if S. is under the influence of any spells that change his memories or personality. This spell does not explain what those spells are, simply that they exist. [Range: short, Speed: fast, Dur: instant, Resist: M.R] See the Traitor's Price (Ke Me 10) This spell should be cast on a person who expects to take a bribe, or who has taken one. It informs C. what bribe S. expects to be given, or might reasonably expect to be given. If S. is not usually bribable and is not expecting a bribe, the spell's results are unpredictable. [Range: short, Speed: fast, Dur: instant, Resist: M.R.] Listen to Secrets (Ke [Su] [Cr] Me 10) S. can show C. any of his memories or thoughts. This spell doesn't allow C. to do any snooping. S. can attempt to lie. If S. tries, S. rolls (Wits - (C.'s Wits) + s20). On a 20 or more, C. will see S.'s lie as if it


were an ordinary memory or thought. On a 10 or less, C. will see S.'s attempt as an attempt to lie. On a 11-19, C. will not notice S.'s attempt as such but will get the sense that S. is concealing something in that general part of the conversation. With Sustenoc, it doesn't require touch or concentration to maintain, lasts P/5 minutes, and C. and S. can converse vocally at the same time. With Creoc, the spell works in both directions; C. and S. may carry on a silent mental conversation. [Range: touch, Speed: build, Dur: cone [minutes], Resist: auto] Read the Mind (Ke Me 15) C. may read S.'s surface thoughts somewhat clumsily: words, emotions, images. On a roll of (Wits + Perception + P/3 + s20 >= 30), S. will notice the reading even if the spell is otherwise concealed. So, the more powerful the mindreading, the easier it is to notice. This spell is crude; if S. is aware of it, he can often avoid giving information away: Wits + Guile + s20 >= 15 to avoid having a spur-of-the-moment lie noticed as a lie, for example. [Range: short, Speed: fast, Dur: P/5 actions, Resist: M.R.] Detect A Lie (Ke Me 15) Tell if S.'s next statement is a lie - in the sense that S. is trying to deceive someone by saying it. If S. saves, C. knows that S. saved but nothing about the statement. (This works on one statement only; the spell can be foiled by staying quiet long enough or saying a trivial truth.) C. may roll Guile + Wits + s20 >= 25 to get more details, perhaps learning that only two of the three clauses are true, or that it was entirely true but missing a fact that S. considers important. [Range: short, Speed: build, Dar: P/5 minutes, Resist: M.R.] Find the Minds (Ke Me 15) C learns where all minds within P feet are at the instant the spell was cast, and gets a general indication of their emotional and mental states. (e.g., "angry and stupid.") [Range: short, Speed: build, Dur: instant, Resist: M.R.] Silent Question (Ke Me 20) Ask S. one question mentally, and get a truthful answer as S. understands it. S. notices the spell on a roll of Perception +Magic Resistance + s20 >= P. [Range: short, Speed: build, Dur: instant, Resist: M.R.] The Instant Interview (Ke Me 20) C. gets a brief (20-30 word) description of S.'s character or intentions, as from S.'s most honest self-assessment. Bonstables and other people who habitually lie to themselves will lie to this spell. [Range: short, Speed: build, Dur: instant, Resist: M.R.] Truthspeaking (Ke Me 25) Attempt to tell if S. is telling the truth. S. gets a Guile + Faith + s20 >= P roll to present a lie as a truth (or a truth as a lie); this is not a Magic Resistance roll and cannot easily be improved. If this roll fails, C. knows what S. is attempting. C. may attempt to get more information, as from Detect A LiefRange: touch, Speed: build, Dur: P/5 minutes, Resist: M.R.] Vise of Truth (Ke Cr Me 25) Each time S. lies within the first P/5 minutes of the spell, he experiences pain, as Itchy 3 poison, but with no upper limit. The pain accumulates as S. continues to lie for the P/5 minutes of the spell. The pain dissipates at one point of Trouble per hour. S. may roll Will + Stamina + s20 >= P to avoid giving visible sign of the pain. [Range: touch, Speed: build, Dur: spec, Resist: M.R.] Question the Flopping Ghost (Ke Ru Me 25) C. may speak to the mind of someone who has died within the last P hours. The mind has no personality left, and exists in a state of sheer apathy. The Ruloc component of this spell is required to get the mind to reply at all. It will rarely lie (perhaps 5% of the time), and when it does it rarely bothers to tell a creative lie. It will frequently speak nonsense (perhaps 20% of the time), though perhaps nonsense with some point. Conversations are best kept short; after a few questions the mind becomes agitated and starts screaming nightmares that will leave C. shaken for months. [Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a] His Mind as Book Spread Wide (Ke Me 30) C. can read S.'s mind in detail, asking S. questions and getting truthful answers as if S. was speaking them, and seeing pictures that S. remembers. This spell is precise and subtle; S. will notice the intrusion on a roll of Perception + Magic Resistance + s20 >= P. [Range: short, Speed: build, Dur: cone, Resist: M.R.] Humiliating Defeat of the Greedy Traitor (Ke Cr Me 35) This spell imitates See the Traitor's Price (Ke Me 10) in all respects, except that it also creates the memory in S.'s mind that he has already received the bribe. In many cases this idea will be persuasive; e.g., S. might falsely remember putting money into his purse, or receiving sexual favors. In other cases the idea will not be plausible; e.g., S. may see that C is still wearing that metal armor. After hearing what S. wants, C.'s player describes what S.'s new memory is, and the gamemaster judges S.'s reaction. [Range: short, Speed: fast, Dur: P/5 hours, Resist: M.R.] Retrieve the Soul's Memories (Ke HI Su Me Sp 150) S. remembers his past life or lives, if any. [Range: touch, Speed: build, Dur: instant, Resist: M.R.] Muto c Mentado r Switch the Words (Mu Me 5) C. picks two words, like "yes" and "no" (or "yes" and "squid"). The next time S. intends to say one, he will say the other instead. He realizes what he said on a roll of Per + Alertness + s20 >= P. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Open Mind (Mu Me 10) S becomes more aware of his senses. +3 on rolls for searching and perception; -3 on rolls to resist loud noises, distractions, and torture. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Your New Hero (Mu Me 10) S. respects C. in some way of C.'s choice, as a hero, saint, lord, or the like. S. will treat C. appropriately. S. may obey orders or suggestions if they are phrased right and presented suitably; but S. has free will in the matter. (Despite the name, the spell does not make S. regard C. as his particular hero or lord, just a hero or lord. How S. reacts to heroes or lords is up to S.) [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Just Some Scum (Mu Me 10) S. regards C. as worthless or unimportant in some way of C.'s choice; as a weakling, coward, lout, or whatever. S will treat C. as such. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Cool Adventurer (Mu HI Me 10) S. won't be easily confused or perplexed by events; he will respond coolly, as if had a long time to think about his actions. (The gamemaster gives the player time to think if necessary. There is no other advantage.) [Range: short, Speed: fast, Dur: P/5 minutes, Resist: auto] Twist Memories (Mu Me 15) Change details of one of S.'s memories, e.g., to say that Duke Prozaggio, not C , threw S. off the balcony. [Range: short, Speed: build, Dur: perm, Resist: M.R.] The Wrong Target (Mu Me 15) S.'s next targeted action (and only one action) will target a person or thing chosen by C. when C. casts the spell. On a Perception + Magic Analysis + s20 >= 20 roll, S. knows that the spell is on him; on a Perception + Magic Analysis+s20 >= 30 roll, he knows who the target is. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]


The Leash of Infinity (Mu Me 15) Cast this on an animal (or a person), and set him free. Unless he makes a concerted effort and the Magic Resistance roll, he will wander back and arrive at the place where the spell was cast on him around sunout. As a side effect, S. is always aware of the direction of that place while the spell is in effect. Originally a wherriwheffle spell. [Range: short, Speed: build, Dur: one day, Resist: M.R.] New Old Friend (Mu Me 20) S. considers C. a new but dear friend. Exactly what this entails depends on S.; a few people are in the habit of betraying their dear friends (e.g., for some higher goal). S.'s opinions about C.'s associates, and so on do not change. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Orren Opinion (Mu Me 20) Modify one of S.'s opinions temporarily. C. must concentrate to describe what the spell does: first to specify the opinion being changed, second to specify the new opinion. If S. does not hold the first opinion, his mind will not be changed. S. does remember holding the previous opinion (if he thinks about it). [Range: short, Speed: after cone , Dur: P/5 hours, Resist: M.R.] Wave of Scorn (Mu Me 20) Everyone within P yards who does not resist this spell will scom C, as with Just Some Scum. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] False Thoughts (Mu Cr Me [Sp] 20) All attempts to read S.'s mindNencounter a planned false thought. Without Spiridor, it's always the same specific thought (e.g., "is it the end of my shift yet? I wanna see my boyfriend!"). With Spiridor, the thought will be suited to the circumstances but will be different than S.'s. The false thoughts can be pierced by mind-reading spells of power >= P+4sl0. The false thought also protects somewhat against mindcontrol, giving S. +P/5 on resistance rolls. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Strange Truth (Mu Me 25) Rewrite one of S.'s memories entirely. [Range: short, Speed: after cone, Dur: perm, Resist: M.R.] Wave of Admiration (Mu Me 20) Everyone within P /yards must save or admire C. for hours, as with Your New Hero. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R] Head in the Belly (Mu Me Co 35) Move the place where S.'s mind and body are connected. The juncture is ordinarily in the brain; with this spell, it can be any limb or internal organ. So, destruction of the brain is not automatically fatal while under this spell, but destruction of the new location is. The new connection between mind and body is not as close as the proper one; S. experiences Trouble 3. [Range: short, Speed: build, Dur: P/5 days, Resist: M.R.] Ruloc Mentado r Kiss of Sleep (Ru Me 5) This spell puts a willing S. to sleep. The sleep is natural sleep in all respects. [Range: touch, Speed: build, Dur: instant, Resist: auto] The Pain Locked in its Coffin (Ru De Me Co 10) Hides the pain of injuries, allowing S. to use injured limbs freely, reducing their Trouble to nothing until the spell is over. Each action that S. uses an injured limb, he should roll a dl2. On a roll of 1, that injury gets d3 Trouble worse. S. might not even realize how badly he is ruining his body until the spell is over. [Range: short, Speed: fast, Dur: P/5 actions, Resist: easy] Sensible Thing To Do (Ru Me 10) C. gives S. a suggestion about something to do. If the suggestion is one of the things S. would reasonably consider doing, and S. does not resist the spell, S. will do it for at least an action. If S. does not consider it sensible, S. will not do it. A typical use of this spell is to compel an enemy warrior to fight defensively. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: M.R.] Song of Courage (Ru Me 15) P/5 S.'s don't feel fear (except fear caused by a spell of Power >= P+slO). [Range: short, Speed: fast, Dur: P/5 hours, Resist: M.R.] Songbird in the Invisible Cage (Ru Me 15) This spell lets C. command a small bird of animal intelligence, giving it three orders. The songbird will obey to the best of his mental and physical ability - so long as he isn't about to be killed. [Range: medium, Speed: build, Dur: P/5 minutes, Resist: M.R.] Quick Nap (RuMe 15) S. goes to sleep. He can be awakened normally. (Indeed, if S. is standing up when the spell is cast, falling down will wake him up.) [Range: short, Speed: build, Dur: instant, Resist: M.R.] Resounding Echo of Shared Pain (Ru Mu Me 15) Whenever S. hurts C , S. feels the pain of the injury, greatly amplified. A typical wound for D damage requires S. to make a resistance roll, Will + Stamina + s20 >= D + P/3 + s20, or be stunned and unable to act for d4 actions; botching the roll means d4 hours. Note that a single S. must be chosen when the spell is cast, and that S. can avoid the spell by simply not causing C. any pain. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: M.R.] Strength of Madness (Ru Mu Su Me Co 15) Give S. an effective +(P/20) (maximum of +9) on Strength, partially by strengthening his body, partially by making him wilder and less concerned with injuring himself. Typical chance of some kind of strain or other injury is 1/6 over the course of the spell; injuries won't show up until the end. S.'s equipment might get broken as well. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: auto] Stupid Thing To Do (Ru Me 25) C. may give S. a suggestion about something to do, and S. will do it for at least an action. If it is heinous or suicidal, S. may add +s20 to MR. If it is halfway reasonable, S. may continue doing it for some time. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Long Sleep (Ru Me 25) S. sleeps for a few hours and is very hard to waken by anything but strong magic. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Puppet Will (Ru Me 30) C. controls S.'s mind while C concentrates. S. will do whatever C. wills him to do. Each d6 of S.'s actions, S. is allowed another Magic Resistance roll to break free. C. must be able to see S. while the spell is active. [Range: short, Speed: build, Dur: cone, Resist: M.R.] Wave of Dread (Ru Cr Me 30) Everyone that C. doesn't like within P feet must save or flee in terror for P/5+s6 actions. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] The Wizard Awake For Weeks (Ru Su Me 30) S. stays awake and moderately alert for P hours from the time the spell was cast, unless forced to sleep by magic. Unlike the weaker spell Never Doze, each cast of this spell has its full effect; you can use this spell to stay awake indefinitely. Most people will suffer unpleasant mental effects after being awake for a few days, though. [Range: touch, Speed: build, Dur: P/5 hours, Resist: M.R.]


Marching Orders (Ru Me 35) C. gives S. one order; S. does it. S. may get extra resistance rolls if the order takes S. into serious danger or violates S.'s essential personality. [Range: short, Speed: build, Dur: P/5 days, Resist: M.R.] The New Slave (Ru Me [Sp] 50) S. is under C.'s complete mental control, and will do anything that C. mentally orders him to. With Spiridor, the control is mindful - C. doesn't even have to give the orders; S. will know what C. wants and does it. Primes consider this one of the most evil spells on the World Tree. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Sustenoc Mentado r Never Doze (Su Me 5) S. stays awake and moderately alert, unless forced to sleep by magic. This spell maxes rather than adds. [Range: touch, Speed: build, Dur: P/5 hours, Resist: M.R.] Too Good A Memory (Su Me 10) S. can remember the current scene, from P minutes before the spell was cast to P minutes after it, perfectly iif every detail. It has the side effect that S. will dream it, or even daydream about it, for the rest of his life. Dispelling it will make S. forget that time completely. Students should only use this for studying under the most desperate of circumstances. (The safe variant Good Memory does not supply perfection; it simply gives a P/5 bonus on Memory rolls for events in that time.) [Range: touch, Speed: fast, Dur: perm, Resist: easy] Horrid Obsession (Su Me 20) Make S.'s thoughts repeat in a tight cycle. S. repeats the last thought he thought, and if at all possible the last action he took, over and over until he can shake the spell. [Range: short, Speed: build, Dur: P/5 actions, Resist: until M.R. (+10)] Citadel Within Myself (Su Me 30) C. constantly resists mind control. If C. is under any Mentador spell, C. gets an extra Magic Resistance roll at +2s20 (cumulative for each action), to break that'spell. [Range: short, Speed: fast, Dur: P/5 hours, Resist: n/a] PYRADOR Creoc Pyrador Fire Dart (Cr Py 5) Shoots a flaming blast from C.'s pointing finger (or paw or whatever). The dart has a greater range than Fire Flower, but it might miss. The spell has Attack Base = Perception + Finesse + P/3. It has Base Damage = P/5+s6 and Damage Increment = 3, but does half damage if S. resists. [Range: medium, Speed: build, Dur: real, Resist: M.R. half] Fire Fan (Cr Py 5) Creates a flat shape of fire six feet long in C.'s hand, which C. may wave around. It can scorch many enemies, but not badly: Damage Total = P/10-Soak. Mainly effective on insects and mice. [Range: short, Speed: build, Dur: 1 action, Resist: M.R. half] Fire Flower (Cr Py 5) The basic fire attack spell. Fire blossoms briefly around S., doing P/5+s6-Soak damage, or half of that if S. succeeds in a Magic Resistance roll. There are many ways of protecting against this spell, none of them perfect. Wet clothing or fur adds +1 to Soak. Being completely immersed in water adds +5 to Soak. Heavy wool blankets add +2, but occasionally catch fire. A suitable counterspell (water creation at the right time, say) will add up to (counterspell's Power/10) to Soak; less suitable counterspells add less. [Range: short, Speed: build, Dur: real, Resist: M.R. half] Light the Stove (Cr Py 5) Ignites a few logs, burning them to cooking-heat coals in a few minutes. [Range: short, Speed: build, Dur: real, Resist: n/a] Wizard's Secret Candle (Cr Py [Sp] 5) Create a modest little light, as bright as a (40+P)-watt bulb terrestrially. With Spiridor, it will move around as C. desires. [Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a] Flokin's Incandescent Kiss (Cr Py 10) C. may kiss someone on the lips, and blast them with fire: P/5+3s6 fire damage to them. C. will be caught in the blast, taking P/5+s6-Soak fire damage herself. The spell is cast upon C, though S. gets a Magic Resistance roll too. If C. doesn't kiss someone within the P/5 actions that of the spell, she will be blasted with the P/5+3s6 fire damage herself. (Flokin claims never to have done this to anyone, at least intentionally.) [Range: self, Speed: build, Dur: P/5 actions, Resist: M.R. half] Fire Rose (Cr Py 10) A Fire Flower variant that is a bit harder to resist with Magic Resistance. As with most Fire Flower variants, it does (P/5+s6-Soak) damage; however, the resistance roll against it is made at -5. The spell's actual name is a flower with an intense grating smell. [Range: short, Speed: build, Dur: instant, Resist: MR - 5 for half] Fire Splash (Cr Py 10) A cloud of fire appears around S., pouring outward. This does the usual Fire Flower damage to S., P/5+s6-Soak, but does s6-Soak to everyone within five feet of S. Everyone gets a resistance roll for half damage. [Range: short, Speed: build, Dur: instant, Resist: M.R. half] Light of Day (Cr Py 10) Makes a very bright light., as bright as daylight. The light appears as a barely-tangible globe in C.'s hands, which C. may stick on an object. [Range: medium, Speed: build, Dur: P/5 hours, Resist: n/a] Collar of Flame (Cr Ru Su Py [Sp] 10) Puts a collar of fire around S.'s neck. The collar is initially harmless. At a word from C , it will blossom into a Fire Flower. With Spiridor, the collar will explode mindfully. This spell is for intimidation, not fighting. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Steam Wind (Cr [Su] Py Aq 10) Create a cloud of steam around C , doing P/10 damage to C. and to everyone nearby C. The cloud of steam can be up to P/2 feet in radius. Everyone but C. gets a Magic Resistance roll for half damage; C. takes full damage. [Range: short, Speed: build, Dur: 1 action [P/10 actions], Resist: M.R. half] Slow-Burning Spear (Cr Su Py Hr 10) Set a spear on fire. It does P/10 (but maximum of 5) points extra damage. After 20+d20 actions it will suddenly collapse into ashes. The fires do not burn the spear's wielder. [Range: touch, Speed: build, Dur: 20+s20 actions, Resist: n/a] Fire Bees (Cr Py Sp 10) Creates P/4 fire elementals in the form of burning bees, who will sting and burn C.'s enemies. Each fire bee dies after it stings successfully. The bees have Attack Base = P/2, Damage Base = P/10, Damage Increment = 2, Defense Base = 15, Soak = 0, Life = P/10, MR = P/4. Fire bees are fighty; they will attack other elementals or ordinary bees even if C. orders them to do otherwise. The bees from a single casting of the spell act like a single swarm; they will attack fire bees from other


castings of the spell first. (But see Fire Oueen.t [Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a] / Spark Storm (Cr Py 15) A 60° x P foot cone of very nasty sparks, which do P/10+d4-Soak damage to everyone in the cone. The sparks have a bit of vicious intelligence, and specifically attack people and large animals; they usually leave harmless plants and small animals alone. [Range: short, Speed: build, Dur: instant, Resist: M.R. half] Swift-Burning Spear (Cr Py 15) Sets a spear on fire, a bright fierce fire which does P/5 points extra damage (in addition to the spear's ordinary damage). After 2+d4 actions the flames are at the wielder's hands, and he must toss it away or take P/5- Soak damage per action himself. After seven actions the spear bums away completely. This spell does not work on magical weapons. [Range: touch, Speed: build, Dur: 7 actions, Resist: (M.R.)] A Handful of Fire (Cr Su Py Co 15) C.'s hand (or forepaw) bursts into flame. C. can hold the fire as long as she wants; the Sustenoc Corpador side of the spell protects her from it. It bums other thirigs normally. People she touches with it take (s8- Soak) damage from the fire. She can throw the fire, making a Thrown Weapons attack roll and doing P/5+s6-Soak damage if it hits. The spell lasts until C. throws it, dismisses it, or is knocked out. This isn't a terribly effective spell in power, but it looks impressive; fire mages often use it to show that they are fire mages and therefore dangerous. [Range: short, Speed: fast, Dur: spec, Resist: M.R. half] Flaming Sword (Cr Su Py Du 15) Set a metal sword ablaze, so that it does +P/5 damage on each hit. After 2d4 of the wielder's actions, the weapon will be hot enough to do P/5-(Hand Soak) damage each action to its wielder. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] Toast the Sneaky Thief (Cr Py Lo 15) Blast someone with fire, through an arcane connection, for the typical (P/5+s6-Soak) damage. Good when someone has stolen one of your two identical candlesticks. [Range: conn, Speed: build, Dur: instant, Resist: M.R. half] Fire Everywhere (Cr Py 20) Blasts everyone in a 5-foot radius sphere with fire, doing (P/5+s6- Soak) damage. C. must make a Perception + Finesse + s20 roll, typically >= 10, to center the sphere at the right place. [Range: medium, Speed: buildt Dur: instant, Resist: M.R. half] Eternal Flahie (Cr [Su] Py 20) Makes a small campfire that bums for hours (or forever, with Sustenoc) without fuel or air. [Range: short, Speed: build, Dur: P/5 hours, Resist: none] Battle Brand (Cr Ru Py 20) Creates a 2-foot diameter flare of fire, which C. may maintain and strike with repeatedly by concentrating, anywhere within P feet. The Brand hits with Attack Base = Perception + Finesse + P/3, Damage Base = P/5+s6, and Damage Increment = 3. [Range: short, Speed: build, Dur: cone, Resist: M.R. half] Big Boom (Cr Py 25) A favorite of fire mages: a big extra-powerful Fire Flower, doing (P/3+s6-Soak) damage to one victim. This spell is very loud. [Range: short, Speed: build, Dur: instant, Resist: M.R. half] Round Scalpel of Fire (Cr Py 25) Blasts everyone in a sphere with fire, doing (P/5+s6-Soak) damage. The sphere can have a radius between 1 and 6+(P/10) feet, as C. wishes. The sphere will appear exactly where C. wishes. [Range: medium, Speed: build, Dur: instant, Resist: M.R. half] Lava Serpent (Cr Mu Ru Py Du Sp 25) Create a large snake made of burning, living rock. Attack Base = 20+Finesse+P/3, Damage Base = P/5, Damage Increment = 5, Defense Base = 10, Soak = 10, Life = P, MR = P/2, Combat Stance Base = Finesse. The snake will fight a single victim only (except that they will attack other conjured creatures instead of the intended target); if it cannot see that victim for any length of time, it will curl up and die. [Range: short, Speed: build, Dur: attend, Resist: M.R.] Swift Fire Flower (Cr Py Te 25) A fast Fire Flower spell; some clever use of Tempador makes this take effect instantly, rather than smoldering and building for an action. Damage is the standard (P/5+s6-Soak). [Range: short, Speed: fast, Dur: instant, Resist: M.R. half] Phoenix Egg (Cr Py 30) The classic fireball. C. makes a little glowing ball and tosses it. There's a big explosion, and everything within P feet of the place it lands takes P/5+s6-Soak fire damage. Missing or dropping the ball is a bad idea. C. can hold the ball rather than tossing it immediately, but it loses d6 power each action that she holds it. [Range: medium, Speed: build, Dur: instant, Resist: M.R. half] Wall ofFire (CrPy30 ) A paper-thin wall of intensely hot flame, up to P feet high and P yards long, in a simple shape. Those who pass through the wall take (P/3+s6-Soak) points of fire damage. The spell is strictly defensive; it refuses to be cast on anyone, which reduces its popularity among Pyrador mages. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R. half] Secret Fire Garden (Cr De Py II 30) Blast S. with fire, giving him few clues that the blast is building. This spell cannot be perceived with ordinary magic sense, and shows no physical signs that it is building. It's almost as good as a Swift Fire Flower, and more complicated; but more mages are expert at Destroc and Illusidor than Tempador. The damage, of course, is (P/5+s6- Soak). [Range: short, Speed: build, Dur: instant, Resist: M.R. half) Angry Dragon (Cr [Su] Py Sp 30) Creates a cloud of dense coiling fire which tries to incinerate C.'s enemies. On each action it strikes with Attack Base = P/2+Finesse, Damage Base = P/4, Damage Increment = s6, Defense Base = 20, Soak = 2. Life = P, MR = P/2, Combat Stance Base = Finesse. With Sustenoc, it has Life = 2P, MR = P. The Angrv Dragon is living, but not mindful. Under the best circumstances, C. has a moderate degree of control over it: she can tell it who to attack, and usually restrain it from attacking anyone if the fight is over. If there are other mindful or living spells, or elementals, in the area (especially other Pyrador ones) the Angry Dragon will attack them regardless of what C. wants. [Range: short, Speed: build, Dur: attend, Resist: n/a] Fire Queen (Cr Ru Py Sp 30) Like Fire Bees, except that it also creates a queen fire bee, which does not die when it attacks. Ordinary fire bees will serve the queen - even fire bees from other castings of the spell (by C. or by other people). Two fire queens will fight each other bitterly. [Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a]


Cresting Wave of Fire (Cr Py 40) A wave of fire moves out from C, in an arc (anything from a narrow 5° arc to a full 360° circle), moving at running speed. It does (P/5+s6- Soak) damage to everyone it touches. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R. for half] Shining Salamander (Cr Py Sp 45) Creates a mindful fire elemental, in the shape of a lizard-tiger. The salamander is a good fighter: Attack Base = Finesse+P/2, Damage Base = P/4, Damage Increment = s6, Defense Base = 20+P/4, Soak = 5, Life = P, MR = P/2, Combat Stance Base = 10+Finesse. It enjoys a fight as much as an Angry Dragon, but it is mindful and will not fight other elementals unless C. wishes it to. [Range: short, Speed: build, Dur: attend, Resist: n/a] Grand Inferno (Cr Py 60) Everything within P yards of C. bums. Flammable things (including most Herbador products, such as the ground) catch fire and keep bum-' ing after the spell is over. Damage is (P/3+s6-Soak) per action of the spell, plus natural fire damage afterwards. This spell does not protect C. from the inferno, though most people who can cast it can protect themselves. [Range: P yards, Speed: build, Dur: cone, Resist: none] Destroc Pyrador Extinguish the Fire (De Py 5) This spell puts natural fires out. It doesn't work on spell-created or spell-enhanced fires. P=5 is enough to extinguish a candle, P=10 a torch, P=15 a campfire, P=20 a large campfire, P=40 a burning shed, P=100 a burning house. Maxes rather than adds. [Range: short, Speed: build, Dur: real, Resist: n/a] Darkness (De Py 10) Make it dark as night nearby. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] Winter Wind (De Py Ai 15) Make a gust of very cold wind, 60° x 10P feet from caster. Does 3+P/10 damage (no soak) damage to everyone who it touches. It kills many plants, though most insects will recover. [Range: medium, Speed: build, Dur: instant, Resist: M.R. half] Daggers of Your Own Blood (De Py Co 20) Freeze some of S.'s blood into sharp blades of red ice, which pierce his skin from the inside. It is terrifying and agonizing: Trouble 2 for a few minutes for people who aren't mentally prepared for it, or more if S. is terrified. The spikes melt quickly. The damage is unimpressive: P/5+d3. It's not actually a very dangerous spell - there, arerar better ways for a Destroc Corpador mage to kill someone - but it is scary. [Range: medium, Speed: build, Dur: real, Resist: M.R.] Cloak of a Frosty Night (De Su Py 25) Wraps S. in icy darkness. S. suffers Trouble 5: 2 from the cold and 3 from the darkness. The Cloak protects against fire, reducing fire damage by P/20+2s6. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: M.R] Save the Burning City (De Py 30) Extinguish all natural fires within the spell's range. [Range: medium, Speed: build, Dur: real, Resist: none] Under the Unreal Lake (De Py 40) No fire may bum within P feet of the place the spell was cast, save magical fires of power >= P. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Fur of Soaked Iron (De Su Mu Cr Py Co Aq Du 40) A very complicated fireproofing spell that protects S. from fire in many ways. S.'s fur (or whatever) becomes as iron to fire, and great floods of water wash over it when fire draws near; and S. is toughened to resist fire, and surrounded by an aura that reduces fire. The net effect is that S. gains a Soak of +P against fire. Nothing is cumulative with this spell - not even Zi Ri innate resistance to fire - because it already uses all major fire-protection techniques. [Range: short, Speed: fast, Dur: P/5 actions. Resist: auto] Healoc Pyrador Phoenix from the Ashes (HI Py 15) Recreate a recently-extinguished fire, just as if it had not been extinguished. It can even recreate extinguished fire spells (e.g., an Angry Dragon that has been dispelled) of up to 3P Power, though they lose 2s6 points of Power when recreated. TRange: medium, Speed: fast, Dur: real, Resist: n/a] Kenno c Pyrador Follow the Candle (Ke Py 5) C. touches a flame at the start of the spell, (ouch) As long as the spell runs, C. knows the direction and distance to the flame, if it is within 100P feet. (Similar spells with other arts are more complex; fire wants to be seen) [Range: long, Speed: build, Dur: P/5 minutes, Resist: n/a] Find the Fire (Ke Py 10) C. knows the locations of all fires, even sparks, within P feet of herself. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] Tale of the Ashes (Ke Py 20) See what the ashes C. touches used to be, and what happened when they were burned. C. can see the entire scene of the burning. [Range: touch, Speed: build, Dur: instant, Resist: n/a] Muto c Pyrador Magnify the Flame (Mu Py 5) Make a normal fire (20P)% larger and somewhat hotter, but does not change how quickly it consumes fuel. No effect on magical fires. [Range: short, Speed: build, Dur: real, Resist: n/a] Fire Fountain (Mu Py 10) Makean ordinary fire flare up into a pillar of flame, P feet tall. At C.'s opfjon it gets sparks everywhere. It is used mainly for signaling. [Range: medium, Speed: fast, Dur: P/5 minutes, Resist: n/a] Fire Shape (Mu Ru Py 10) A fire flares up and belches out a fireball, which shapes itself into some simple animal shape (usually a bird). The shape flies around a bit while C. concentrates. As a weapon it does (P/5-Soak) damage, has Damage Increment = 1, and has Attack Base = Perception+Finesse+P/5: mediocre by Pyrador standards. This is mostly an entertainment spell. [Range: medium, Speed: build, Dur: cone, Resist: n/a] Candle Sword (Mu Su Py 10) Stretches a candle's flame out to four feet long and makes it somewhat solid. It may be wielded as if it were an edged or fencing weapon. It has Damage Base = P/10 (maximum of 6) and Damage Increment = 3, making it somewhat inferior to an actual metal sword. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] Bonfire Scythe (Mu Py 15) Causes a brightly-burning bonfire to flare up and around. Anyone within 10+P/4 feet of the bonfire takes P/5+s6-Soak. Anyone actually inside the bonfire takes P/3+2s6-Soak. The bonfire will be left almost extinguished, and take d6 actions to regain its former strength. [Range: short, Speed: build, Dur: real, Resist: n/a] Pyrotechnics (Mu Py II 15) Make a fire bum strange colors, make weird noises, smoke in odd shapes, and so on. Most of these tricks require C.'s attention; the simplest (like changing colors) do not. Entertainers often use this spell. [Range: short, Speed: fast, Dur: attend, Resist: n/a]


Flaming Cage (Mu Py 20) Sculpt a fire into a cage around S., who should be at most P feet from the fire initially. The spell does P/3+2s6-Soak damage to S. if he tries to leave. The spell does not hurt him while he is inside the cage. [Range: short, Speed: build, Dur: P/5 hours, Resist: none] Fire Kitten (Mu Su Py Sp [Ai] 20) Turn an existing fire into a small fire elemental, who will try to bum and destroy things - starting with what C. asks for, but not necessarily ending there. The elemental looks like a large housecat made of fire; with Airador, it has wings and can fly. Attack Base = P/2+10, Damage Base = 10+P/5, Damage Increment = s6, Defense Base = P/2, Soak = 0 . Life = P, MR = P, Combat Stance Base = Finesse. Its touch sets most flammable things on fire. It is somewhat intelligent, but not mindful. It will happily kill and bum thing that C. asks it to - but once it's finished with them, it will start destroying other things. C. may order it to sit still; it will obey that order for d6 actions, and then sneak around and try to destroy something. The kitten's personality is based to some extent on the fire. Pine-fire kittens are especially quick and playful; oak-fire kittens are more dignified. Kittens from entirely magical fires are insane and uncontrollable. If the fire has not been burning for at least ten minutes before the spell was cast, the fire kitten's eyes will not be open, and it will have Attack Base = 10 and Defense Base = 10. [Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a] Gnarn and Flokin (Mu Py Ma 25) Increases the force of a fire spell that is building, add (P/25)s6 to its damage (if it is a quick intense attack like Fire Flower), or P/25 to its damage (if it can deal that damage repeatedly, as Fire Kitten). [Range: short, Speed: fast, Dur: real, Resist: n/a] / Ruloc Pyrador Invisible Pot Holder (Ru Py 5) S.'s hands (or two other body parts) can endure normal fires and extreme heat, to the point of taking a hot casserole out of an oven, without pain or damage [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] Leaping Flames (Ru Py Sp 10) Animates a bonfire to do C.'s bidding. The bonfire can last for three actions away from its fuel. It is not a great weapon. Attack Base = 10+Finesse, Damage Base = 4, Damage Increment = 2, Defense Base = 0, Soak = 0. Life = 5, MR = P/2. It waddles around at about half walking speed. It is mindful if O started the fire herself; otherwise, it will obey one of C.'s instructions, and not that well. [Range: short, Speed: build, Dur: attend, Resist: n/a] Exchange the Heats (Ru Py 15) Exchanges the heats of two objects. For example, if the sword is redhot at 600 degrees and the log is room-temperature at 70, the log could be made red-hot at 600 degrees (probably bursting into flame) and the sword be made room-temperature at 70. The objects must be similar sizes (at most P% different), and at most P/5 feet apart. If either object (or its wielder, as appropriate) succeeds in a Magic Resistance roll, the spell fails. Note that this exchanges temperatures (as opposed to "amounts of heat", a terrestrial concept which does not apply on the World Tree): the log will be at 600 degrees, even if it is heavier than the sword. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Bonfire Well (Ru Mu Su Py 20) C enchants a bonfire, making it into a "well" from which she may scoop and throw bolts of fire. The well is very deep, and will not soon run out of fire. C. may throw one firebolt each action, with Attack Base = Perception + Finesse + P, Damage = 5, and Damage Increment = s6. The firebolts are missiles, not spells, and throwing one is fast. [Range: short, Speed: build, Dur: P/5 hours, Resist: none] Sustenoc Pyrador Feed the Fire (Su Py 5) A normal fire burns (30P)% longer than it would otherwise, given its current fuel. [Range: short, Speed: fast, Dur: spec, Resist: n/a] Lingering Light (Su Py 10) Cast this in an illuminated place. The place will stay illuminated (barring magic), even if the light source is removed, for P/5 hours. [Range: short, Speed: fast, Dur: P/5 hours, Resist: n/a] SPIRIDOR Creoc Spiridor Make the Spell Mindful (Cr Mu Sp Ma 10) Make a spell that could have been mindful but wasn't cast that way, mindful, so long as its power is at most P. [Range: short, Speed: fast, Dur: real, Resist: n/a] Destroc Spiridor Cut the Spirit (De Sp 5) Inflicts P/5 damage on S. This damages S.'s life force directly, not his body. Damage done by this spell heals at one point per day. Healoc Corpador spells cannot heal it, though the equivalent Healoc Spiridor spells can. This spell maxes rather than adds, limiting its usefulness as a weapon. [Range: short, Speed: build, Dur: real, Resist: M.R.] Mindless Spell (De Sp 15) Make an intelligent (e.g., mindful) spell of power less than P no longer intelligent or mindful. The target spell becomes an idiot, typically repeating one action over and over again. This works nicely on created elementals and other created or animated things. [Range: medium, Speed: build, Dur: real, Resist: none] Shatter the Triune Being (De Ru Sp Co Me 40) Violently separates S.'s body, mind, and spirit. This kills S. beyond healing, though spells like Spirit Tether may make him resurrectable. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Healoc Spiridor Spirit Reunion (HI Sp 20) Restores S. to life, if S. has not been dead more than 2d6 minutes, and if S.'s body has been healed to be at least Incapacitated. S. will suffer Trouble for several days, as from any resurrection. [Range: touch, Speed: build, Dur: real, Resist: none] Kenno c Spiridor Check for Life (Ke Sp 5) Tell if S. is alive. [Range: short, Speed: fast, Dur: instant, Resist: M.R] Is the Spell Mindful? (Ke Sp 10) Find out if a spell is mindful. [Range: short, Speed: fast, Dur: instant, Resist: n/a] Magerium in the Daylight (Ke Sp Me 10) C. has an easier time examining S.'s magerium with ordinary magic sense. Add P/5 to all such rolls. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: M.R.] Measure the Life-Force (Ke Sp 20) C. may accurately measure the degree of vitality of a creature. The game mechanic is, C.'s player is told how many Life Points S. has, total and remaining, and how many hidden wounds and the like. The actual spell gives a more detailed answer. [Range: short, Speed: fast, Dur: instant, Resist: M.R]


Find the Hidden Monsters (Ke [Su] Sp 20) C. becomes aware of all the creatures and spells and such with spirits within P feet of herself. She knows where they were when the spell was cast, and roughly how powerful they are. With Sustenoc, she is continually aware of their positions and powers for a few minutes. [Range: short, Speed: fast, Dur: instant [P/5 minutes], Resist: none] Ruloc Spiridor Vengeance Upon the Biting Bug (Ru Sp Co Me 10) Split S.'s mind, body, and spirit, killing S. in a way that only very strong spells will have a chance of resurrecting him. This spell doesn't work on anything with any significant degree of vitality: Will or Stamina of -2 or more, or Life Base of 2 or more, is enough to render S. immune to the spell. [Range: short, Speed: build, Dur: perm, Resist: M.R.] Spirit Tether (RuSp 15) Cast at S.'s spirit, when S. has just died. It keeps the spirit in the vicinity, and thus makes it easier to resurrect S., for P + s20 minutes. (For example, a Spirit Reunion will work lis long as the spirit is tethered.) [Range: short, Speed: fast, Dur: P+s20 minutes, Resist: none] Command the Mindful Spell (Ru Sp 15) Take partial control of a mindful spell S. C. must concentrate. C. rolls P/5+Will+s20. S.'s caster rolls S.'s P/5 + Will + s20, and may add 10 to the roll by concentrating on controlling the spell. If either side wins by 5+, they control S. next round; if neither side wins by 5, S. does nothing. [Range: short, Speed: fast, Dur: cone, Resist: n/a] Confuse the Mindful Spell (Ru Sp 20) Makes a mindful or other intelligent spell of power < P + s20 do the wrong things (probably). Typically, there is a 1/6 chance that a given' action is what the mindful spell's caster would prefer, a 1/3 chance of what the caster would least like the spell to do, and a 1/2 chance of something frivolous. [Range: short, Speed: build, Dur: P/5 actions, Resist: none] Sustenoc Spiridor Triune Armor (Su Mu Sp Co Me 20) Holds S.'s mind, body, and spirit together more tightly than usual. This gives S. P/3 temporary hit points. Can only be safely used once per day. [Range: short, Speed: build, Dur: P/5 minutes, Resist: none] TEMPADOR Creoc Tempador Pause to Think (Cr Te 5) C. has 2P extra seconds to reflect on what to do. C. can't do anything but think during that time. (In play, give C.'s player 10P seconds to think and talk to the gamemaster.) [Range: self, Speed: fast, Dur: 2P seconds, Resist: n/a] Quick Instant (Cr Te 10) S. gets an extra action; see page 148. He draws an initiative, and acts bn^hat initiative as well as his ordinary initiatives. This spell is not cumulative: S. may only have one extra action pending at any given time. (This spell is wonderfully effective bound, as C. may trigger it any time, initiative or none. It is rarely useful to cast; casting it takes an action, and gives only one more action.) [Range: short, Speed: build, Dur: spec, Resist: n/a] Instant Out of Time (Cr Te 15) C. gets (P/10) actions outside of time. C. may cast spells on herself (including, e.g., teleport spells); but the rest of the universe is frozen (as far as she is concerned) and she may not cast any spells affecting it. C. may not move her body in that time. Spells which build start to build when the Instant out of Time is over. [Range: short, Speed: fast, Dur: spec, Resist: n/a] Extra Sleep in the Morning (Cr Te 20) C. must draw a circle, up to P/5 feet in radius. All people within the circle get an extra 50% time in the next P/5 hours; e.g., if P=20, they experience six hours in the next four. The spell is quite fragile; it is canceled if anyone leaves the ring or tries to do anything that affects something outside it. [Range: short, Speed: fast, Dur: P/5 hours, Resist: auto] Quick Hour (CrTe20 ) S. moves quickly while the spell lasts, getting the best of two initiatives for each action. S. can stand this spell once a day with no ill effects. Not cumulative with Orren wild rush. [Range: short, Speed: build, Dur: P/5 minutes, Resist: auto] Faster than Time (Cr Mu Te 20) Give S. another action, on the initiative immediately following the one that the spell was cast on. It is equivalent to a Quick Instant with the best possible draw. The spell will only work on S. d6 times in a day; C. becomes aware of how many that day after the first one is cast. [Range: short, Speed: fast, Dur: spec, Resist: auto] Age the Passing Spell (Cr De Te Ma 20) Make more time for a spell to experience. This reduces the spell's duration as far as everything but the spell is concerned. It reduces the duration of spells of power < P-s20 by P/2 actions. [Range: short, Speed: fast, Dur: real, Resist: none] Dance of the Thrice-Great Orren (Cr Te 40) S. gets three extra actions: he draws three initiatives, and takes them all (in addition to his regular initiative). This spell will only work on S. 2d6 times in a day. [Range: short, Speed: fast, Dur: spec, Resist: auto] A Month in a Day (Cr Te 50) All people within P feet experience time (10P)% faster than usual. Otherwise like Extra Sleep in the Morning. [Range: short, Speed: fast, Dur: P/5 days, Resist: auto]


Dancing in the Garden of Statues (Cr Te 100) C. gets 3+d6 actions outside of time - except that things C touches or otherwise interacts with are inside time. Nobody (in general) can see C. move, though a replay-the-past spell will catch it. Good for a vast array of tricks. No simpler spell may have anything like this effect. [Range: short, Speed: fast. Dur: spec, Resist: none] Dawn at Mid-Afternoon (Cr Te 800) Create an instant of dawn at the time the spell is cast. All the events that usually happen at the instant of dawn will happen when the spell is cast; e.g., most people have their cley refreshed. The spell doesn't do anything to the sun. This spell effects the entire World Tree - and even World Tree natives who are outside of it. Similar spells for other moments are possible, but probably harder. This spell has only been cast once, with generous use of Graces of Virid and Kaimiri. [Range: infinite, Speed: fast, Dur: instant, Resist: none] Destroc Tempado r ; Lose Your Chance (De Te 10) S. loses his next action. This spell only works on a given S. once an hour. [Range: short, Speed: build, Dur: spec, Resist: M.R.] A Minute Gone Forever (De Te 40) S. loses one minute of time; for that minute he does not exist, and then he exists again. If he saves, he loses only d6 seconds. [Range: medium, Speed: fast, Dur: 1 min, Resist: MR.] Healo c Tempado r The Clock Both Stern and Severe (HI Te 20) Cancels time-increasing spells (Quick Instant and the like) cast within P feet of C , if their power is < P+s20. Each spell cancelled reduces Clock's P by s20, and Clock expires when P reaches 0. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] Kenno c Tempado r What Time Is It? (Ke Te 5) C. learns what time it is: what day of the year, what hour and minute and second of the day. [Range: self, Speed: fast, Dur: instant, Resist: n/a] Warn of Strange Time (Ke Te 10) C. is warned if a time-modifying spell is cast nearby. [Range: short, Speed: fast, Dur: P/5 hours, Resist: n/a] Catch the Moment Past (Ke [II] Te 10) Show C. (or, with Illusidor, everyone watching) what happened here on one minute of the last P/5 minutes. The spell takes one minute to run. [Range: short, Speed: build, Dur: P/5 minutes. Resist: n/a] Know the Last Hour (Ke Te 25) C. gains knowledge of everything that happened in her current location during the preceding hour. [Range: short, Speed: fast, Dur: instant, Resist: none] Eyes of the Past (Ke Te II 35) Replay an image of the events of any hour of the past P/5 years. C may describe the hour she wants to see in terms that the gamemaster can understand;/it's a smart spell. The images move at the speed that they happened/ the spell takes an hour. [Range: short, Speed: build, Dur: P/5 hours, Resist: none] Read the Suit's Book (Ke Te II 35) Reveal to C. the events that happened in her current location in the past month, skipping around and skimming as desired. She sees the parts that she wants to see in real time; that is, if she wants to know everything that happened on a particular day, she will have to concentrate for a full day. [Range: short, Speed: build, Dur: cone, Resist: Muto c Tempado r Change the Awful Word (Mu Te 10) Revise time slightly. C. may change one word she said in the last sentence she said. The spell must be cast within a d8 seconds of the sentence ending, or it has no effect; roll the d8 after the spell is cast. C. remembers the response to the word in the time that didn't happen; everyone else has a dreamlike "what-if memory of it. [Range: self, Speed: fast, Dur: real, Resist: n/a] Slow the Spell (Mu Te Ma [Sp] 10) The next fast spell cast in the area will have to build instead, if its power < P + 2s 10. With Spiridor, the spell is chosen mindfully. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] Delay the Spell (Mu Te Ma 15) A spell that has been cast but not yet taken effect is postponed for P/10 actions more, if its power < P + 2s 10. It may be countered or otherwise modified during this time, in all the ways that usually apply before a spell has taken effect. [Range: short, Speed: fast, Dur: spec, Resist: none] The Mistake Tha t Almost Was (Mu Te 20) Revise time to, perhaps, avoid a botch: reroll the botch dice (not the die that required the botch roll). The new result applies, even if it's worse. This spell costs an extra cley by C. or two by S. (the person who rolled the botch) per botch rolled in the time that did not happen - which must be spent when the spell goes off, even if (e.g.) the spell was bound. Note that it can be used offensively or defensively, but requires S. to have rolled a 1. [Range: short, Speed: fast, Dur: real, Resist: Hard (-20)] Change the Awful Sentence (Mu Te 25) Revise time slightly. C. may take back the last sentence she said, and say something else instead. Otherwise like Change the Awful Word (Mu Te 10) [Range: short, Speed: fast, Dur: real, Resist: n/a] Repair the Clumsy Attack (Mu Te 40) Reroll everything concerned with an attack very recently completed (physical or spell) by someone within spell range. Everyone remembers what happened in the time that didn't happen. [Range: short, Speed: fast, Dur: instant, Resist: none] Make It Not So! (Mu Te 50) Replay the last 10+P/5 seconds from the start. Everyone remembers what happened in the time that didn't happen. There are a few artifacts of the prior time having happened; e.g., cley spent during it is really spent, and everyone involved remembers the time that didn't happen. [Range: short, Speed: fast, Dur: spec, Resist: none] A Day in a Month (Mu Te 50) All people within P feet experience the next day spread over P days. Otherwise like Avert Boredom [Range: short, Speed: fast, Dur: P/5 days, Resist: none] Long Exile (Mu Te 70) S. is flung a hundred years into the past, [Range: short, Speed: build, Dur: real, Resist: M.R.] Rulo c Tempado r Spell in the Clock (Ru De Te Ma Sp 15) One or more spells of total power < 2P are delayed for a preset time, which may be as long as P minutes. The spells may be cast by C. or a cooperating mage that C. designates, but must be cast soon after Spell in the Clock. [Range: short, Speed: spec, Dur: spec, Resist: n/a]


Sustenoc Tempador The Longest Battle (Su Te 15) S.'s time-flow is prolonged; to everyone else, it appears that S. is moving slowly. In game terms, S. draws two initiatives and takes the worst of them, for the next few actions. Rushing Orren get a single initiative. [Range: short, Speed: fast, Dur: P/5 actions, Resist: until M.R. (+5)] Avert Boredom (Su Te 15) All willing people within P/5 feet experience the next P/5 hours as if they were just one. They return to regular time as soon as they wish to. [Range: short, Speed: fast, Dur: P/5 hours, Resist: auto] Slow Hour (Su Te 20) S. becomes very slow for an hour. He gets the worst of two initiatives on each action. [Range: short, Speed: build, Dur: 1 hour, Resist: M.R] He Who Waits (Su Ke Te 50) Time stops for S., until some specified event occurs, as for a bound spell. (This counts as one of S.'s bound spells). S looks just like usual (except, of course, that he is not moving), but he cannot be affected by anything of power < P + slOO while he is waiting. The spell itself is under no such protection. [Range: short, Speed: build, Dur: spec, Resist: M.R.] RITUAL SPELLS The Ritual of the Floating Bowl (Ru Hr 5) The classical training ritual, which apprentice karcists use to practice. It levitates a wooden bowl in the air, holding it in place for P years. The spell can support up to 100P pounds, if the bowl can hold that much weight. Cley: 12. Time: 2 hours. Cost: 10 lozens. Preparation: 1 day, stable, multiple. Ritual Element: C. must have a hand on the underside of the bowl for most of the ritual; usually the bowl is supported by a scaffold. Fireproof the Building (Ru Py 10) This spell is cast upon a building. Fires will not approach the building; they will flare harmlessly away from it. (The house can be set on fire by Creoc Pyrador spells, which ignite it without having fires in the area.) Larger buildings take more power; a typical Cani longhouse requires Power 30. The fireproofing will last until the building is substantially changed. Cley: 16. Time: 16 hours. Cost: 1,200 lozens. Preparation: 1 month, unstable, multiple. Ritual Element: C. (mundanely or magically as appropriate) extracts a drop of her heart's blood, and her urine, and mixes them with a quantity of water, and soaks every bit of the building with it. The Triumphant Return of the Aged Queen (HI II Co 15) This ritual restores S.'s appearance to what it was at some prior time of life, for 3xP days. Cley: 4. Time: 1 hour. Cost: 600 lozens. Preparation: 1 month, stable, multiple. Ritual Element: C. shatters and magically repairs a portrait of S. The Room is Always Empty, Of Course (Mu II 15) This ritual makes the room that it is cast on appear empty from the outside - in particular when people scry it. The ritual lasts until the room is substantially changed; adding or moving a large piece of furniture could cancel it. Cley: 16. Time: 12 hours. Cost: 2,400 lozens. Preparation: 1 day, unstable, single. Ritual Element: C. burns eight dolls (one of each prime species) with huge eyes and ears, grinds the ashes to powder, and fills the room with a dense cloud of the powder. The Ritual of Death (De Co 15) At the end of this ritual, S. dies. Magic resistance is not possible; no form of healing will restore S. to life. S. must be present for the entire ritual, inside a rickety cage of bones, wearing a cloak of dead dry leaves. If S. j_s tjnwilling, measures must be taken to keep him there. Certain kinds of entity are immune to this ritual: e.g., those without Corpador-based bodies. Cley: 12. Time: 2 hours. Cost: 200 lozens. Preparation: 1 week, stable, multiple. Ritual Element: At the start of the ritual, C. inserts a black glass tube into the flesh over her heart, and blood drips slowly down her chest for the entire ritual, doing 2s6 damage to her. The Ritual of Casting the Boxed Spell (Ke Ru Cr Ma 15) This ritual allows C. to cast a boxed spell without grafting it - once, right at the end of the ritual. The spell may have a complexity no greater than P, and C. must have the Noun and Verb skills necessary to cast it normally. C. can only use ordinary pattern casting or spellbinding. The casting is stressful, with eight extra botch dice. Cley: 4. Time: 1 hour. Cost: 200 lozens. Preparation: 1 week, stable, multiple. Ritual Element: C. dons a cloak sewn with keys, then ceremoniously removes it. Purebreed Puppy Ritual (Mu Ke Co 25) Make an unborn child look like one or the other of the parents, rather than a mix of the two. Often used by married upper-class Cani of different breeds. Works best if cast early in pregnancy. The mother may attempt an ordinary Magic Resistance roll if she objects to the spell. Cley: 24. Time: 8 hours. Cost: 4,000 lozens. Preparation: 1 day, unstable, single. Ritual Element: C. must have a copy of the child's family tree. During the ritual, C. thoroughly ruins one half of the tree with razors and flames and acid, leaving the other half untouched. Beneath Birkozon's Thumb (De Ru Me 30) This ritual places S. under some mental restriction, such as "never to mention that [he] talked with C." The restriction may be as complicated as S. can understand. S. will be compelled to oppose any attempt to remove the restriction, to the best of his abilities. This ritual is considered extraordinarily evil in most places. Cley: 36. Time: 8 hours. Cost: 4,200 lozens. Preparation: 1 week, stable, multiple. Ritual Element: C. writes the restriction on a tin helmet and places it over S.'s head; then, with magic and a heavy mallet, drives it through S.'s skull. The power of the ritual is such that S. takes no damage from this.


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