Spell Attributes


The spell can be cast up to 50 meters away from the caster


The caster must touch the target. If in melee, normal to-hit is required, and if it misses, spell is wasted. This roll is done after casting is performed. If the target is willing, the spell hits automatically. Note that creatures with multiple attacks may roll that number of dice to hit the target.


Creates a 20 meter bolt, and all creatures in the path are viable targets. Roll to-hit against each, rolling 2 dice for each, selecting the higher. If the caster has more attacks than 2, he may use these to hit the first target the bolt is aimed at. The bolt can usually bounce from objects to reach its full length. If the lenght is defined, it is that instead of 20 meters.


The bolt can be such that it affects only the first creature it hits.

N-enh (Enchantment)

Creates a temporary magical effect, which can be dispelled before the effect wears off. Otherwise, it lasts about as long as described in the spell, but can vary up to 50% as judged by the GM. Same enchanment is never cumulative, if cast again, only the one with longer duration remains.

Lengths are: XS (extra short): next action, S (short): 1 minute, M (mod.): 10 minutes, L (long): 1 hour, XL (extra long): 6 hours, XXL (extra extra long): 1 day, X (extra): special lenngth

If cast on a creature (or thing) with magic resistance or immunity, check that first. However, such a resistance does nothing extra help as soon as enchantment is in place.


All spells require only one action to be cast, unless the spell is a ritual. These require longer casting time, chants and possible material components. The actual casting time is noted.


The spell creates a wall. If the wall would be broken by some object or creature while being cast, the spell automatically fails. If the wall is solid and prevents moving through it, is is immune to all attacks except physical and polymorph, unless noted otherwise. In addition, piercing attacks cannot harm it. Walls are enchantments and decay like enchantments and can be similarily dispelled. Lengths are as with same spell.

Magic Points

The needed number of magic points is listed in the spell description. If there is 'X', the caster is free to determine value for that, with higher values producing more powerful effects.

Example: Spell has magic point cost 2X+2. If the caster determines X to be 2, he needs 6 magic points for the spell.

Other Spells

Additional spells that prevent teleportation, enforce walls to reject all spells etc. are left out, left to GM judgement. All such spells require ritual, so they are not very practical to adventure party.


Spell Listing

Level 1
Spell MPAttributes Effect
Color Spray 1bolt, single-hit First target hit is blinded for the next action unless saves at -3, with reversed perception bonuses.
Detect Evil 1touch Senses if the touched item or creature is cursed or unholy. If cast on creature, also senses if any items worn by the creature are cursed.
Detect Invisible 1touch, L-enh Enchanted creature can see invisible and detect illusions for a range of 50m.
Detect Magic 1- Caster senses all magical auras in close vicinity (within 10 meters and preferably visible), unless hidden somehow.
Feather Fall 1L-enh. The caster stops his falling and is slowed down to descend of 1 meter each round. The spell automatically dispels when the caster hits the ground.
Jump 1touch, XS-enh The creature touched may make a jump up to 10 meters or 5 meters upward on its next action.
Light 1XXL-enh Lights up the area around the caster. The area is illuminated with light equal to cloudy daylight, and covers an area about 10 meters across.
Magic Missile 2Xranged Target hit with X magic missiles, each causing 1 magical damage. Hits automatically.
Produce Flame 1ranged Creates a burst of fire, igniting flammable material. If targeted on a creature, roll to-hit with 4 dice and if hits, deals 1 point of fire damage.
Remove Fear 1touch, L-enh Target creature becomes immune to fear and if is currently scared or frightened, that emotion is removed.
Reveal Use 1ritual 1 min, touch Reveals the name of the target item in most cases. No information about the number of charges, curses or hidden status is revealed.
Shield 1S-enh Creates a shimmering shield, giving the caster minimum armor of 5.
Shock Bolt 1bolt, single-hit Bolt does not bounce. Causes 1 point of physical damage, but against immobile or rock creations, does 2 points of damage.
Sleep 1touch Creature touched must save vs. magical (mind) sleep at -1 or is put to sleep.
Spider Climb Xtouch, S-enh Creature touched can climb walls and even stick to ceiling. Max load is X times 20 kg.
Level 2
Spell MPAttributes Effect
Acid Arrow Xbolt, single-hit Target hit is burnt with acid causing X points of acid damage.
Banish Xranged (M-enh) Target outer-planar creature is banished to home plane or ethereal creature forced to semi-material form unless it saves at -2. Apply +2 to save if X is less than target HD/2, and -2 if the target is inside a ward it cannot cross. Ethereal creature becomes only resistant to physical while the enhantment lasts if it fails to save.
Cause Fear 2ranged (S-enh) Target must save vs. magical (mind) fear at -1, or becomes scared and frightened.
Change Self 2L-enh The caster gains new features and may change his length and weight a bit. This appearance lasts until spell ends. (Creature variants usually can change ti simple other creatures)
Darkness 2L-enh Area around the caster is dimmed and all creatures without night vision need at roll least 4 to hit anything, 5 with ranged attacks. Does not work in sunshine.
Delay Spell 2XL-enh As level 5 spell Multispell, but only for one enh.. Both multispell and delayspell cannot be in effect at the same time.
ESP 2touch, M-enh Target can, by closing his eyes and concentrating (requires an action), detect thoughts within 50 meters of him. No actual thoughts are read, but the creature gains general idea where other creatures are and their type. Does not detect mindless creatures.
Forget 2ranged, M-enh Target creature must save vs. magical mind at -2 or becomes stupid and stunned. Stupidity lasts until effect is dispelled. An affected spellcaster loses d6-1 random spells from memory.
Gain Resistance 2touch, L-enh Target gains resistance against sleep, poison, fire, cold or lightning, as determined by the caster.
Hide Aura 2touch, XL-enh Target enh. loses its magical aura and possible visual effects common to protection spells. If the target enchantment is dispelled, so is this.
Invisiblity 2touch, M-enh Target creature and his possession and auras become invisible. This is immediately dispelled if the creature hits (in melee) anyone, or otherwise interacts with his surroundings.
Knock 2ranged Target mechanical lock is unlocked or simple bar opened. Cannot affect heavy, big bars.
Levitate 2touch, M-enh Target creature levitates until enh. is dispelled.
Mirror Image 2+S-enh Creates duplicate(s) of the caster - one for 2 MP and one extra for each extra 4 MP. Unless the attacker can see invisible, all attack targets are randomized between these targets, with equal change to hit each.
Stinking Cloud 2ranged, X-enh All breathing creatures in the target area with diameter about 5 meter must save vs. poison at -1 each round or are stunned. Enchantment decays on a d6 roll 4+ at the start of the caster's turn.
Strength 2touch, L-enh Target gains extra attribute strong.
Ward 2Xritual 1 min, XL-enh The caster draws a ward into ground against certain outer-planar creature type. It must be made from appropriate materials and is always a circle, with 3-6 meter diameter. No creature of that type can cross or affect the ward if it has HD less than equal to X. Creatures with more HD can make a save at -1 to cross, and only one test is ever made against certain ward.
Web 2ranged, XL-wall Creates a sticky web of up to 6x3 meters, which must be from wall to wall. Any creature stumbled into the web is grabbed with one strong attribute. The wall can be teared with 3x strong attributes or burnt, althought it does not burn very well.
Level 3
Spell MPAttributes Effect
Circle of Cold 3S-enh The caster enchants himself (test magic resistance as needed), gains resistance to cold and causes 1 point of cold damage to all within 5 meters each turn, unless those are resistant (or immune) to cold.
Clairvoyance 3+S-enh The wizard may create a vision from one place to appear in target liquid surface. For 3 MP, it must be within 50 m, for 5 MP, within 5 km, and for 10 MP, in same plane of the world. The caster must have visited the place.
Conjure Monster 3- Teleports one creature common to area near the caster. The creature behaves normally, and if there is no other creatures present (within 100 meters or so), the spell fails. Only 10 HD or smaller creatures are normally conjured. Sometimes conjures d6 small creatures.
Create Illusion 3ranged, M-enh Creates a static illusion of an object up to 3 meters each dimension. Any creature that sees invisible or studies it for longer time will detect is as illusion.
Create Nutrition Xtouch Target creature weighting not more than X times 100 kg has his stomach filled and thirst quenched.
Curse 3ranged The caster must phrase a curse to affect the target. If the target succeeds in save at -1 or the curse is badly phrased, the curse is transfered on a d6 roll 6 to some item worn or carried by the target. If directed directly to an item, automatically curses it unless it has some kind of protection. A black aura surrounds the target for a while if the spell is successful.
Dispel Magic 3+ranged All enchantments in the target are dispelled on a d6 roll 6 (roll for each, at least one enchantment is targeted). If targeted at specific enchantment, it is automatically dispelled unless somehow protected or has more magic points on it than used to cast Dispel Magic. In such a case, the enchantments gains a basic save the dispel (+1 if it has resistance)
Enlarge 4Xtouch, M-enh Target creature scretches in size. Height is increased by half for each X, and weight accordingly (in power of 3). Thus a 16 MP enlarge triples the heights of the target (+50%*4). The target gains strong attribute for each level. Note that items and clothing does not growth, and the spell fails, if the growth is resisted with any force (like armor).
Free Breathing 3touch, XL-enh Target creature becomes non-breathing and cannot suffocate until the enchantment is dispelled.
Haste 3touch, S-enh Target creature gains +1 attack (if creature has multiple types of attacks, only with main attack) and +2 move. This extra attack must be used as an extra, it cannot be used for aiming!
Heal Xtouch Target creature is healed X health levels. Cannot raise above original maximum, but does work in undead creatures. Check magic resistance first.
Lightning Bolt Xbolt Inflict X points of lightning damage to all targets hit.
Mind Blank 3touch, L-enh Target creature becomes immune to mind and cannot be detected with ESP or similar means.
Morph Armor 3touch Target armor piece is morphed to a new size to fit on a different creature. This spell has 1 in 6 chance to create an unfitting armor and then 1 in 6 chance to ruin the armor permanently. Increase the chance for drastic morphs.
Phantasmal Horrors 3ranged, S-enh Target creature must save vs. mind at -1 or becomes either scared or paralyzed, as desired by the caster.
Remove Paralysis 3touch Target creature is released from any paralyzation affecting him. This includes paralyzation caused by magic or poison.
Slow 3ranged, S-enh Unless target creature saves vs. magic at -2, he loses all agile-attributes and armor skill levels, having held armor all the time. In addition, all melee attacks need at least 5 to-hit. In addition, move is halved.
Telepathy 3touch, L-enh Target creature may converse telepathically with any intelligent creature within 20-50 meters. Subjects are free to response to any conversation attempts.
Level 4
Spell MPAttributes Effect
Animate Dead Xtouch, XL-enh The caster animates a corpse with X HD as a zombie, which will obey him blindly until destroyed or decays.
Aura of Fear 4touch, S-enh All creatures within 5 meters of the caster must save vs. (magical mind) fear at -1 each turn or become scared.
Cure 4touch Restores all lost attributes for some effects or removes one poisoning, blindness, deafness or disease. Cannot help on curses or permanent damage. Check magic resistance first.
Dimension Door 4- The caster is instantly teleported up to 50 meters to known location or general direction. If would move into air or inside something solid, the caster is instead teleported to random safe place.
Elementshield 4touch, L-enh Target creature gains a shimmering field and is immune to fire, cold or lightning, as desired.
Extend 4ranged Target enchantment has its duration extended, from minute to 10 minute, 10 minute to hour or one hour to 6 hours etc. Can only be done once per enchantment.
Fireball Xranged, to-hit Target location hit bursts into a 5m diameter fireball. Roll to-hit (with only one die) for each creature in the area; all hit are damaged for X fire damage. Those mieed are damaged for X/2 (round up) fire damage. The creature fireball originally hits is automatically hit.
Fly 4touch, M-enh Target creature can fly up to 30 km/h until enh. decays. Manouverability is not very great.
Hold Monster 4ranged, X-enh Target creature is paralyzed unless saves vs. magical paralyzation at -2. Enchanment is dispelled on a d6 roll 1 at the start of the creature's turn.
Improved Invisiblity 4touch, M-enh Target creature and his possession and auras become invisible.
Metamorph 4touch, XL-enh Target creature is poluymorphed into a new random creature unless saves vs. magical polymorph at -2.
Minor Globe of Invulnerability 4touch, M-enh Target creature is surrounded by a shimmering globe, and he becomes resistant to cold, lightning and fire.
Remove Curse 4touch Removes one curse (phrased at the time of the casting) from the target creature or an object. Check any magic resistance first.
Reveal 4L-enh Creates an area about 50x50 meters, originally centered on the caster, on which all the inivisible creatures and illusions are clearly visible and obious.
Steal Mind 4touch, XXL-enh Target creature must save vs. magical mind at -1 or loses his mind, becoming a vegetable or simply insane until the effect is dispelled or decays. All actions are handled by the GM. An affected spellcaster loses d6-1 random spells from memory.
Stone Skin Xtouch, L-enh Target creature gains extra layers of stone skin, which prevents X physical damage inflicted on target before collapsing. Add +2 to casting cost if cast on other creature.
Suggest 4ranged Target creature must save vs. magical mind at -1 or must perform one action described by the caster during the creature's next action. Suicidals are saved at +2. Suggest cannot force to use magical powers.
Wall of Fire 4ranged, M-wall Creates a wall of blazing flames of up to 6x3 meters. Any creature passing through suffers 6 points of fire damage, and must save vs. (fire mind) fear at -1 to even try. The wall cannot be destroyed, only dispelled.
Level 5
Spell MPAttributes Effect
Charm Monster 5ranged, XL-enh. Target creature must save vs. magical mind at -1 or becomes submissive and totally friendly to the caster. Target still regards its friends but if he has to choose, will quite probably turn against them
Cloudkill 5ranged, S-enh Creates a greenish cloud with diameter of 5 meters to target location. All breathing creatures in area take 2 poison damage each round.
Cone of Cold Xarea Creates a cone with length of 10 meters, with width 5 meter in the end. Roll to hit (with one die!) for each creature in area; all hit are damaged for X cold damage, those missed are damaged for X/2 (round up) cold damage.
Disenchant 5- All enchantments on and around the caster within 10 meters are dispelled unless they save vs. this effect. Those with resistance gain +1 and permanent effects cannot be affected.
Identify 5touch Reveals the name, charges, any curses, command words, general use and status of the target item. Hidden features may remain hidden.
Multispell 5ritual (1 min), XL-enh The caster may group any number of enchantments targeting himself into a multispell. These spells are determined and 'cast' at the time of the casting; only one multispell can be in effect. When the caster desires, all spells in multispell are casted in him, succeeding automatically, in chosen order. If the caster does not have enough magic points, random spells fail. If the multispell is dispelled before it triggers, all prepared spells are lost.
Passwall 5touch, L-enh Opens a magical portal in a wall. This portal is 3x3 meters and up to 3 meters deep. When decays or dispelled, closes and ejects everything inside.
Polymorph 5bolt, one-hit, ignore armor Target hit is permanently polymorphed unless saves vs. magical polymorph at -2. If polymorphed into an intelligent being, the target retains all mental stats, skills and memories.
Power Word, Stun 5ranged Target creature must save vs. magical stun at -4 or becomes stunned until rolls 4+ on a d6 at the end of his turn. Creatures add +1 to save for each full 5 health levels left.
Raise Dead Army 4+Xranged, XL-enh Raises up to X human or similar corpses as zombies, which obey the caster blindly.
Summon 4+Xritual With appropriate ritual, the caster calls for certain outer-planar creature, limited to 2X HD. Summoned creature is not automatically friendly.
Telekinesis 2Xranged Target is hurled with a power of 100 kg per X to some direction, unless saves vs. magic at -1 per extra power in spell. If hits something, damaged extra power levels.
Teleport 5touch The caster and up to 2 other creatures touched are instantly teleported up to 50 meters, see dimension door spell. If cast directly on other creature, that creature is teleported randomly as with a failed dimension door spell. Check magic resistance first.
Touch of Death 5touch The creature touched is immediately slain unless saves vs. magical death at -2.
Wall of Ice 5ranged, XL-wall Creates a wall of ice of up to 6x3 meters. No creature may pass through until it has been dispelled or destroyed. The wall has armor 5 and 10 health levels, and can be damaged with fire. The ice directly evoparates, no water is produced.
Level 6
Spell MPAttributes Effect
Anti-Magic Shell Xtouch, L-enh Creature gains immune to magic, and cannot be target of enchantments anymore. This magic resistance cannot be lowered at will and thus hinders any healing magic or even useful enchantments. Old enchantments are not affected.
Chain Lightning 2+Xbolt, single-hit First target hit is damaged for X lightning damage. After that, the X is reduced by 1 and the lightning leaps to creature closest to previous target, ignoring targets already hit. Continue this until X is 0, the bolt cannot leap over 10 meters.
Death Spell 6- d6 times 5 HD of creatures around the caster within 20m must save vs. magical death at -2 or are immediately slain. Start from the creatures with the lowest HD.
Dig 6- Digs a hole in the direction pointed. If cast on earth or dirt, a hole with 2-3 meter diameter and depth of 10 meters is created. In a stone, a 3 meter hole. Does not affect metal, wood or creatures, unless cast from inside. If cast when swallowed, does 10 points of physical damage and ejects the caster.
Disintegrate 6bolt, single-hit Target hit must save vs. magical disintegration at -2 if size less than an ogre or is turned to dust. If saved or the target is a large one, inflicts 6 (magical polymorph) disintegration damage.
Energy Drain 2+Xtouch Target creature touched is energy drained for X magical death damage. The caster gains half the damage inflicted. Any exceed health levels vanish at the next sunrise unless lost before that.
Fasten 6touch, X-enh Target enchantment becomes fastened so that it lasts until dispelled; it does not decay at own time. However, until the enchantment is dispelled, the caster has his magic point maximum reduced by half the magic points (round up) in the original enchantment. If cast on a creature enchantment, the original subject may re-save if not willing. When the spell would become dispelled, the fasten is first dispelled but the original effect has a save to avoid that dispel. If it resists, it has full normal duration then.
Follow 6- The caster and all within 3 meters are teleported up to 50 meters as with dimension door spell. If any creature teleported from within 10 meters of the caster after his previous turn, the target location is close to wherever that other creature teleported. If several creatures did teleport, select random one. If no creature teleported, target place is random. Those sucked into teleport check magic resistance (if have) first.
Globe of Invulnerability 6touch, M-enh Target creature is covered in a shimmering field, and he becomes immune to fire, cold and lightning.
Major Conjuration 4- The caster conjures anything to appear into his hands or near him. Only items handled previously can be conjured, and the caster must be 'the owner of the item'. The spell may fail across planes and especially if some powerful creature now has it.
Petrificate 6bolt, single-hit First target hit must save vs. (magical polymorph) petrification at -1, or is instantly turned to stone. Otherwise, target is inflicted with 2 points of magical polymorph damage.
Portal 5+XX-enh. The caster creates a portal to target location he has previously visited and instantly teleports to that location. The location must be on the same plane and within X times 5 kilometers, and is never accurate unless opened to Sanctuary. The portal always opens on a safe ground and cannot be opened to a location the caster has not seen. The portal is one-way and is closed on a d6 roll 4+ at the start of the caster's each subsequent turn.
Power Word, Blind 6ranged, L-enh Target creature must save vs. magic at -3 or is blinded until enchantment decays or is dispelled. Creatures add +1 to save for each full 5 health levels left.
Rock to Mud 6ranged Target rock formation up to 2-3 cubic meters is softened to mud. If targeted on harder substance or bigger formation, the spell may fail. If cast on a rock-creature does 6 points of magical polymorph damage.
Spirit Form 6M-enh Caster and all items he holds become semi-transparent and ethereal. While ethereal, the caster can move through walls or items, but cannot cast spells or use items. If the effect is dispelled while inside a solid object, death usually occurs.
Stone to Flesh 6touch, (L-enh) Petrified creature touched is restored to life, but any damage sustained while petrified now affects the creature. In addition, if the target would otherwise survive it must still make a system shock save to remain alive. Stone-like creatures struck must save vs. magical polymorph at -2 or lose half their remaining health levels and 2 armor until effect is dispelled.
Level 7
Spell MPAttributes Effect
Finger of Death 7bolt Any creature hit must save vs. magical death at -2 or is immediately slain.
Forcefield 7S-enh The caster creates a bright shimmering field around himself. All attacks need '6' to hit him, but likewise he needs '6' to hit anything, too.
Meteor Swarm Xranged, to-hit X attacks, each causing 1 physical and 1 fire damage if hit. Roll to hit separately for each, using only one die for each meteor. All targets must be within 10 meters of each other and with no creatures in path to them. No more than 5 meteors can be fired against a same target.
Mystic Aura 7S-enh Creates an area enchanment of 50x50m area originally centered on the caster. In this area, no creature can teleport into, out of it or within it. Those who try inside immediately sense what is wrong, those trying from outside appear to random location close-by.
Negate Magic 7ranged Target magical effect is permanently dispelled. If cast generally at creature, dispels all normal enchantments on a d6 roll 4+ for each, and on a d6 roll 1 random magical one-use items. If targeted on a certain magical item or fastened spell, dispels it automatically, without save from magic resistance.
Permanency 7touch, ritual 1 min, X-enh Target enchantment becomes permanent and can only be dispelled with Negate Magic or similar means. Casting of this spell requires rare magical ingredients and causes loss of magic points as 6th level spell Fasten.
Planar Gate 7M-enh Creates a temporary portal between two places. This portal can be from one plane to another, but can only be opened to plane where the caster has something. This portal is two-way and very obvious.
Power Word, Kill 7ranged Target creature is immediately slain unless saves vs. magical death at -3. Creatures add +1 to save for each full 5 health levels left.
Prismatic Spray 7bolt Any creature hit is struck with magical lights, and is damaged with 2 points of fire, poison and lightning damage each. In addition, roll d6 for each target: 1-3: nothing else, 4: petrificate 5: insanity 6: teleport. These extra effects are resistable and cause effects as corresponding level 6, 4 and 5 spells.
Regenerate 10touch Target creature is either healed half the maximum health levels or one lost limb or sense is restored. If a lost part is regenerated, this takes a few minutes. Check any magic resistance first.
Reincarnate 7ritual 10 min, touch The caster creates a new body for a dead creature, and this body is then inhabitated by the spirit of the fallen. A random creature is created from the remains of the original creature, with normal polymorph rules. Reincarnated creature must make a system shock save to survive the resurrection, and if survives, starts with full health levels but 0 magic points. The rebirth counter is increased for both the caster and the subject in any case, and petrified creatures must be first turned back to flesh.
Shapeshift 7L-enh The caster transforms into a new form chosen at the time of the casting. Use normal polymorph rules, with caster able to determine the new form. Items and clothing does not change.
Symbol 7ranged Target creature is shown with symbol of Death (save vs. magical death at -2 or die), Pain (save vs. magic at -4 or hit only with '6' for next the minute) or Despair (save vs. magical mind at -4 or became scared for next the minute)
Teleport Control 2/4touch, L-enh The touched creature now can control unwilling teleports as with corresponding ring. Casting cost is 2 for caster itself, 4 for others.
Wall of Force 7ranged, M-wall Creates an invisible wall of up to 6x3 meters. No creature may pass through until it has been dispelled or destroyed. The wall has armor 6 and 30 health levels.
Weird 7ranged All creatures in target 5m diameter target area must save vs. mind at -1 or are instantly slain. In any case, all targets are stunned unless somehow resist the mind effect.
Miracle Attributes Effect
Banish Evil ranged (M-enh) Causes to target unholy creature 2 points of turning damage. In addition, any extra-planar or ethereal unholy creature must make a turning save at -1 or it is banished to home plane or ethereal creature forced to semi-material form, being only resistant to physical while the enchantment lasts.
Bless touch (M/XL-enh) This miracle can be used either to remove curse (as level 4 spell), make one weapon (or dozen missiles) magical and causing +1 damage to unholy creatures (lasts 10 min), to create holy water from normal water (one potion), or to bless a creature. A blessed creature has attribute holy and has +1 saves (not cumulative with protection devices) and is immune to fear. This lasts 6 hours. If cast on unholy creature, works as miracle Banish Evil but with 6 damage and save with -2, for the next 10 minutes. If cast on already holy person, heals to maximum health levels and blesses as described above.
Call Lightning ranged Target 5m diameter area is shot by a powerful lightning bolt from the skies. Any creature in area may make an agility save at -1 or is hit by 12 points of lightning damage. Those saving take only 5 points of damage. If not cast outdoors or there is no clouds on the sky, damage is reduced to 5 and 2.
Cause Wound ranged Target is physically damaged for one health restoration level.
Evil Ward ritual 1 min, XL-enh As level 2 spell Ward but against all unholy creatures, including undead. X is equal to priest HD/2.
Healing Touch touch Target hit is restored one health level, as defined in the main system. Does not work in priest itself!
Holy Word - All creatures within 20 meters and hearing the word are affected. Any unholy creature must save (no type) at -3, or are stunned and damaged for 6 points. All holy creatures are freed from any paralyzation or fear-effect they are under. All other creatures must save at -1 or are stunned.
Resurrect ritual 1 min, touch Target creature is resurrected back to life. Both the caster and the target gains one rebirth, and the target must immediately make a system shock save to survive the resurrection. Petrified and those without quite intact body are beyond this miracle. Resurrected creature has full health levels and 0 magic points.
Turn Undead ranged All undead addressed by the priest and within 50m of the priest must save vs. turning, with -1 per 5 levels the priest has, and +1 if the undead has more HD than the priest has, and +2 if the priest has already tried Turn Undead in that encounter. Those which fail make a second save. Those which fail crumble to dust, rest are scared (even if normally immune to that effect) for next the hour. If any undead makes the first save, the priest is stunned for its next action.

edd2 RPG system © Kalle Marjola 1998, 2004. All rights reserved.