MAGIC ===== New skills for magic use: Mana Control (-) Magic Spheres: Lore Magic (magic) Nature Magic (magic) Light Magic (magic) Mind Magic (magic) Elemental Magic (magic) Dark Magic (magic) Spells (special, see below) And characters also have Mana (total number of mana available). Mana Control No more Mana than mana control can be used in a single spell or casting becomes much harder. Magic Sphere Character MUST take different skill for each major magic sphere. This level is used as base for spells in that sphere. Spell Each spell must be learned separately, but cost is different to skills: For 1 point, character gains INTx5 spell learning points (SLPs). To learn a new spell, the character must use SLPs equal to level of the new spell (1-4). When learned, the spell skill starts from skill level equal to character's current appropriate Magic Sphere minus spell's level. (see example). The character cannot take a spell that would start from level 0 or below, and is thus restricted to spells with level less than his appropriate Magic sphere. The spell skill levels can be raised from that basic level. It costs SLPs equal to spell's level to raise spell skill level by one. In addition, spell skill level cannot be raised higher than triple the basic level (same as Magic sphere x3 minus spell level x3) Example: Wiz A has Lore Magic-3 and Elemental Magic-4. Level 2 Elemental spell costs 2 SLPs, and starts from (spell) skill level of 2 (Elemental magic (4) - spell level (2)). Wiz may use other SLPs to raise that spell skill: each raise costs 2 SLPs, and maximum level is 6 (triple the basic level) If the Magic Sphere is later raised, all spells skills from that Sphere also raise equal amount. Mana: ----- All spells require Mana. Upon casting the spell, Mana determined by the spell and its potential is used for effect generation. This Mana is lost even if spell fails. Lost Mana returns at the rate of half lost points (rounded up) each day when caster has rested well. No Mana is replenished if caster cannot rest. Mana cannot be regained at faster rate than this. Maximum Mana is bought with experience for 1 experience point for 3 points. These Mana points must be gained with usual rest. If the caster wants, he CAN use more mana than he has left. In such case, roll d6 for each point beyond 0: 3-6 successful 2 failure; spell wasted 1 failure; spell wasted and reserve maximum lowered by one Casting a spell: ---------------- To cast a spell, it must be first prepared. After preparation is done (normally takes 1 phase), the caster rolls double-check and if successful, spell is cast successfully. If the check is failed, the mana is lost and nothing (except for some side effects) happens. For spell to success, caster must success in appropriate spell skill level test: -x standard modifiers for condition (health) +1 good and long preparations with material components -1 per mana overflow (over mana control) -2 no free hand movements +1 both hands free to cast -1.. bad place to cast (see appropriate Magic Sphere) Casting requires sound! During preparation time, the caster has no defense. If he is hit and damaged, the preparations are lost and must be started again at next action. If caster tries to parry or dodge, his preparations are lost. If spell does not require preparation, it can be cast even in a middle of melee. Interrupting Spells: -------------------- Some spells are so fast that they can be cast in reaction to some action, and they do not affect caster's current action in any other way. Such spells are normally counterspells and defensive spells. Spell targeting is somewhat limited: If caster was in melee, spell is limited to attacks against caster or, if he succeeds in AWR-test, attacks against or from someone near him. If caster was already casting or aiming with missile weapon, spell can be used in most cases. AWR-check may be still needed in some cases, however. Note that armed caster with both hands occupied gains -2 at casting. Spells: ------- Spells have some basic categories to ease their descriptions: Sorcery A standard, slow spell. Requires (normally) 2 phases of preparation before actual casting. Instant A fast spell that does not require preparation. Interrupt A very fast spell that does not require preparation nor action. Ritual Spell with a long casting time. In most cases, minutes are required for preparation. Usually includes some kind of additional test roll. Enchant Spell which enchants the target object, place or creature. Enchantment always has some duration, and is automatically dispelled after that. Before it, it can be dispelled with a suitable spell. If no duration is given, the enchantment is generally permanent, having a duration of a few years. If the target is already under similar permanent, only stronger will stay. If either is Bind, it is always stronger. Forged enchantments are special and can be cumulative with other enchantments, but only one Forged enchant,ent of each type can be in one object. Self The spell only affects the caster. Touch The spell is targeted at object or creature touched. The touching is done upon casting, it does not be made while preparating. Ranged A spell can be targeted at target within 20 or so meters (unless otherwise noted). The caster must still see the target. Summon Roll A standard die roll to see if effect appears. A d6 is rolled (open-ended) and on a result of 7+, summon succeeds. If the test is failed, the caster may retry after given period, except if natural 1 was rolled (in most cases). A spell casting check is made just before first summon roll, and if unsuccessful, spell ends. Roll Similar to summon roll. Concentration The spell effect stays as long as caster concentrates. While concentrating, the caster may do nothing else than move slowly. If he uses an interrupt other than spell or is damaged and fails a POW test vs. damage inflicted, the concentration is lost. Spell still under effect can be dispelled as an enchantment. Counterspell The spell is so fast that it can be used to counter target spell after it has succeed (but has not yet happened) Aimed Spell is fired at target object/creature, and normal to-hit must succeed, but is made at +6. As with firearms/ranged attacks, such an attack cannot be normally dodged, but modifiers from speed/size/cover still apply. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SPELLS: ======= << LORE MAGIC >> Lore Magic is meta magic for generic spell and magic use. Most spells are for information gaining and spell affecting spells. Lore Magic is considered as neutral magic and used by all mages, shamans and other magic users. ------------------- Level 1 ------------------------ APPRAISE POWER (lo1) Mana: 1 sorcery, touch Reveals the power of enchantments or effects in target item or creature and type of Magic Sphere on it used, unless it is Hidden. DETECT MAGIC (lo1) Mana: 1 sorcery, self Caster senses all objects with magical aura around him for a few minutes. Objects must be seen normally. REMOVE ENCHANTMENT (lo1) Mana: 1 ritual, touch, INT roll, concentration Caster investigates the target object and strings and binds on it; after each minute caster may destroy one enchantment on it with a successful INT-check, which ends the spell. On a natural roll of 1 spell ends immediately. If the target enchantment resists the removing, the spell still ends and caster must try again. ------------------- Level 2 ------------------------ DETECT EVIL (lo2) Mana: 1 sorcery, self Caster senses all evil enchantments, possessed bodies and demons within 10 meters in a short flash. This spell is identical to first level Light spell. HIDE (lo2) Mana: 1 sorcery, enchant object or enchantment The caster hides the magical aura and powers of the target object or enchantment. Target does not give magical aura nor seem to have magical powers with detection spells. The enchantment lasts for a few years, permanent if Bind. This spell can be also combined with Bind so that Binding spell binds both Hide and original spell with one binding. In such case, the Hiding is destroyed at the same time as binding and original spell. IDENTIFY POWERS (lo2) Mana: 3 ritual, touch Caster reveals quite accuracy type, power and effect of all enchantments and powers in target object. Casting of this spell requires a few hours. If the target object is Hidden, the Hide spell is only revealed and must be first dispelled. SPELL BOND (lo2) Mana: 2 (+1) ritual, enchant enchantment, touch The caster Binds a specific spell for longer duration and resistance. Casting of this ritual takes a few minutes, and finally check is made. If the spell is successful, the caster MUST sacrifice one Mana point permanently from his maximum Mana reserve, and bind spell with it and some physical object. The enchantment Bind cannot last longer than this binding thing. The actual duration of Bind spell is described in appropriate spell. In addition, Bind spell can only dispelled at successful 5+ roll on d6. WARD (lo2) Mana: X+1 ritual, enchantment Caster draws a circle on the ground, which prevents one type of creature class (animal, demon, elemental, undead) to cross it if it fails POW-2X test. If the ward is made against specific creature type (like Bear), it gains -1 for its crossing test while others gain +2. If specific creature is warded against, it gains -2 while others are NOT affected. The ward stays until physically broken. It loses one point of power each day unless Bind. If the ward is made against elementals, it must be made of proper material, see Elemental Ward (e1). ------------------- Level 3 ------------------------ ITEM LORE (lo3) Mana: 3 ritual, touch, concentration Caster gains information about past of the target item; who made it, who have used it, where it has been. Information might not be very accurate, and some things may stay unrevealed. Information is slowly revealed with a speed of one thing per few minutes as long as caster concentrates on item. If the object is Hidden, only hiding is detected with a successful INT test. Otherwise, nothing is revealed. POTION (lo3) Mana: 2 ritual, touch Caster uses this spell to trap a spell effect to potion. The ritual takes a few hours (requires alchemist laboratory), and finally the target spell is cast to potion. The caster must succeed in test +6-target spell level or he permanently loses one point of Mana. The spell stays in the target potion until drink or dispelled. Dispelling is resisted as with Bind. The effect is targeted at the drinker when the entire potion is drank. Spells put to Potions cannot have targeted affect on other creature than the drinker. Typical spells put to Potion are healing and detection spells. REVEAL MEANING (lo3) Mana: 1 sorcery, touch Reveals the meaning of the writing, picture etc. Limited to few phrases. SPEAK WITH DEAD (lo3) Mana: 4 ritual, summon roll Caster invokes the spirit of creature which died on the casting place to tell about things that happened during it's end. Caster makes a summon roll (test) each minute with +4, -1 per timescale (day, week, month, year, 10 years, 100 years..) past dying time. If test succeeds, the spirit arrives and answers to questions of the caster (or other creatures near). The spirit answers only to three questions and it may lie or decline to answer. Caster and spirit must use a same language. If summon roll fails, caster may continue on trying unless 1 was rolled, in which case it completely fails and caster might accidentally summon hostile Ghost, Wraith or Demon. WARDING RUNE (lo3) Mana: 3 ritual, enchantment, touch This spell is used to set a specific spell to target place as a ward. The caster inscribes runes to target place, and then casts a spell to be set. The actual succees roll is NOT told to caster, and instead kept as secret. The set spell triggers when someone not saying the name included to the rune (but in elemental symbols readable only with spells) approaches within meter of it. The target is hit by spell as it was just cast by caster, but can be countered normally. Spells usable as warding rune are typically targeted (or area) and have immediate effects; see Elemental Warding Rune (e2) and Dark Warding Rune (d3) for ideas. The warding will last for a few days unless the rune is first destroyed. If Bind, it lasts for years. In any case, it is triggered only once and is then lost. If this enchantment is first put into item, and then Forged (lo4), the effect is _permanent_ and triggers each time someone is hit by it. But, the Forging is much harder and Mana equal to Warding spell must be sacrificed in addition to normal costs. ------------------- Level 4 ------------------------ DESTROY (lo4) Mana: 2 ritual, touch, concentration Caster must handle target object full casting time. By each few minutes target object must success in TGN+POW-3 test or is damaged by one level and must reroll. Damage levels are as with non-bleeding creatures, -1, -2, broken, destroyed. If object is destroyed, all enchantments and magical effects on it are destroyed, and spell then ends. FORGE (lo4) Mana: 6 ritual, touch With a great ritual caster binds a specific enchantment(s) to target item or location. Casting of this ritual takes many hours, and halfway it the appropriate spell(s) is casted on item or location, which stays at least as long as ritual lasts. At the end of ritual, caster makes usual spellcasting success roll, and if it succeeds, the item or location is permanently magical. Failure will result in destruction of target item or only temporary effect (GM's judgment). Forged enchantments are permanent if the caster sacrifices 1 Mana point permanently for each spell level worth of enchantments forged on item. If this sacrifice is not done, the effect is not longer than usual. Forged enchantment stays until item or location is destroyed, and it gives the object POW equal to total spell levels in it to resist all effects. Normal enchantment removal spells cannot remove enchantments forged on item or location. OUTER PLANAR CONTACT (lo4) Mana: 4 ritual, summon roll The caster tries to make contact with outerplanar entity, and success modifiers are entirely dependent on target entity. Contact test is made by each few minutes, and caster may continue until succeeds or becomes bored, unless 1 is rolled, which immediately ends the spell and may result in _interesting_ effects. If caster gains contact, he may ask ONE question from entity (the question may have following questions) which target usually answers truthfully. ======================================================================= << NATURE MAGIC >> Nature Magic is the power of nature: trees, plants, animals and soil. Wielders of Nature Magic are usually druids and shamans, which live close to it. Nature Magic gains its power from nature and plants, and is thus easier to cast in forest than in dark cave. Apply following modifiers according to place: +1 young, fresh forest -1 desert, cave, town -2 just burned forest, big city, dungeon ------------------- Level 1 ------------------------ ANIMAL WARD (n1) Mana: X+1 ritual, enchantment Caster draws a circle in ground, and no normal animal may cross it unless it succeeds in POW-2X test. If the ward is made against a specific animal type, that animal gains -2 to cross the ring while other animals gain +2. Animal may test crossing only one per day, and if once successful, this specific ward does not hinder it anymore. The circle is lost if someone breaks it (physically), otherwise it loses one power level per day until 0 unless Bind. REMOVE POISON (n1) Mana: 1 sorcery, touch All non-natural poison in target creature, drink or plant is removed. TANGLE (n1) Mana: 1 sorcery, ranged Branches, roots and vines in target 6 meter sphere area grab creatures and items. Creatures must succeed in STR-test to break free, or are at -1 for all movement requiring action and -4 for dodge. WARP WOOD (n1) Mana: 1 instant, ranged Target item, which must be made of wood, is bend and may break. Can only affect items no thicker than 10 cm. ------------------- Level 2 ------------------------ BEAST POWER (n2) Mana: 1 sorcery, enchant creature, touch Target creature gains +1 STR, +1 TGN, +1 END and +1 POW for a few hours, while creature's appearance becomes more menacing and greater. Target's INT is halved if it originally was more than 1. If Bind, the effect stays for a day. CALL RAIN (n2) Mana: 5 ritual, summon roll The caster must first succeed in summon roll for rain: apply modifier similar to general Nature casting modifier. The test is made each 5 minutes, and casting will immediately end on a roll of 1. Upon succees, clouds gather over caster and open sky is filled with dark clouds in about half an hour. After sky is filled with clouds, it starts to rain water or snow depending on temperature as long as caster concentrates, but no more than few minutes unless rain is natural here. CHAMELEONT (n2) Mana: 2 instant, enchant creature, touch Target creature seems transparent and looks like terrain. He is hard to spot and is hit at -1. In addition, all ranged attacks gain additional -1 to hit per 10 meters (more or less depending on terrain and background). The enchantment lasts for a few hours, one day if Bind. GROUNDING (n2) Mana: 1 interrupt, ranged, counterspell Target Nature spell just casted is nullified if caster succeeds in Nature Magic test at +3 vs. opponent caster's Nature Magic. Note that this spell can be, as response, Grounded and thus save the original spell. REGROWTH (n2) Mana: 3 sorcery, touch On creature, regrowth heals END points of damage, but decreases END by one until creature has had good rest. If used on plant, one broken branch or similar damage is repaired. Can only affect living things. All damage healing happens in a few minutes after spell is cast. SUMMON SWARM (n2) Mana: X ritual (fast), summon roll Caster summons a insect swarm to disrupt X target creatures. Targets are at -2 for all action unless their TGN is more than 4. To summon an insect swarm, caster must success in summon roll, which is standard test with modifier from +0 to +4 according to place, and is made each 3 phases. When swarm has appeared, it will stay for a few minutes or until repelled. TRANQUILITY (n2) Mana: 2 sorcery All enchantments in caster's close vicinity are dispelled. ------------------- Level 3 ------------------------ ANIMAL FORM (n3) Mana: 3 sorcery, enchant creature, ranged Target creature must success in POW-2 test or is polymorphed into some basic animal. If caster wants to predetermine the type of animal, he gains -2 to spell success, more if target form is much smaller or bigger than original. Animal resembles the original form, and original will, memory and thoughts are retained. Clothing weared by target is polymorphed to fur or feathers. If target is willing, no resistance check is made. Note that caster may use this spell to change himself to bird etc. but also note that no spells may be cast without way to speak magic words. Enchantment lasts for a few hours, and for a weeks if Bind. BERSERK (n3) Mana: 3 instant, enchant creature, touch Target creature grows and becomes a fills with rage and power. Creature gains +2 STR, +1 SPD, +1 TGN, +2 END and +2 POW and immunity against mind affecting (WIL) effects. Enchantment lasts about 10 phases and when effect disappears, target creature gets d3 damage points. If Bind, duration is a few minutes. If creature is simultaneously under effect from Berserk and Beast Power (n2), only berserk affects him. CALL LIGHTNING (n3) Mana: 3 sorcery, ranged, aimed The caster calls a lightning strike from clouds over him to strike at target place within 100 meters. The lightning bolt is not very accurate, and it is almost impossible to hit moving target, but big stationary targets are easily hit (to-hit roll at +2 instead of +6). Target place is hit at STR 12. If there is no good storm clouds around, caster gains -1 for other clouds, -2 for small clouds and otherwise cannot cast this spell. NATURE BOND (n3) Mana: 2 (+1) ritual, enchant enchantment, touch The caster Binds a specific _Nature_ spell for longer duration and resistance. Casting of this ritual takes a few minutes, and finally check is made. If the spell is successful, the caster MUST sacrifice one Mana point permanently from his maximum Mana reserve, and bind spell with it and some physical object. The enchantment Bind cannot last longer than this binding thing. The actual duration of Bind spell is described in appropriate spell. In addition, Bind spell can only dispelled at successful 5+ roll on d6. Note that this spell is identical to Spell Bond (lo2) except that it only affects Nature spells. LIFEGROWTH (n3) Mana: 5 sorcery, touch Regrowths new limb or negates all damage points or restores all lost ability points or repairs a big plant. Growth takes some minutes after spell is cast. Cannot restore ability points lost to effect still affecting target (like poisoning). WRATH OF NATURE (n3) Mana: 4 sorcery, enchant creature, ranged The caster curses the target (audibly) and from now on, the nature including all plants and animals hate and hunt the target. If the enchantment is tried to be removed by any other than the caster and is failed (because of possible Binding), on a roll of 1, the curse will start to affect the helper also. The curse stays for a few weeks, years with Bind. ------------------- Level 4 ------------------------ METAMORPH (n4) Mana: 4 sorcery, touch The caster turns the target creature into a specified basic animal or creature, as with Animal Form (n3) spell. The difference is, that this spell is permanent and target loses its consciousness and memory, and his personal stuff is dropped to the ground when the metamorphosis happens. The appearance may still remind target of his previous form, but otherwise he is irreversibly lost. The only way to reverse the change is to cast Reincarnation (n4). This spell is resisted with a successful POW-3 test. If unsuccessful, a second test is made and if it is unsuccessful too, the full effect happens. Otherwise, the effect is like Animal Form (n3). REINCARNATION (n4) Mana: 6 ritual, summon roll, touch The caster tries to move soul to other body. The suitable body is found at a successful summon roll which is made each half an hour, with a cumulative bonus of +1 after first check. If the target was dying, on a natural roll of 1, the soul will depart the body and move to netherworld (whatever) as it would do also with unsuccessful spell casting. Note that reincarnated body is similar to original only on a d6 roll of 3+. Otherwise, it could be an animal or other creature. SUMMON EARTH FORCE (n4) Mana: X sorcery, concentration The caster reaches to Elementals and summons a POW X+3 Earth elemental to serve him. The sorcery requires preparation of 2 phases, and then the spell casting test is made. If the elemental arrives, its under caster's control as long as caster concentrates. If the caster loses his concentration (damaged and fails a WIL test vs. damage), the elemental is freed and it crumbles to ground. WANDERWOODS (n4) Mana: 4 ritual, enchant area, concentration This spell is only usable at dense terrain like forest or moors during fog. All creatures specified by the caster moving in area within kilometer or so from caster will eventually end near him even if moving to other place. If creatures are aware of the effect and want to resist it, a successful POW+WIL-2 test allows it. The casting of this spell requires a few minutes. After cast, it lasts as long as caster concentrates on it, and for a few minutes after he loses concentration. With Binding, this time can be lengthened for a days. ======================================================================= << LIGHT MAGIC >> Light magic is magic of the life, peace and harmony. It mainly concentrates on defensive and healing spells. When Light spell is casted, apply modifiers for place: +1 holy place -1 unholy place -2 very evil place ------------------- Level 1 ------------------------ DETECT EVIL (li1) Mana: 1 sorcery, self Caster senses all evil enchantments, possessed bodies and demons within 10 meters in a short flash. EVIL WARD (li1) Mana: X+1 ritual, enchantment Caster draws a circle on the ground, which prevents all demons and undead from crossing it if they fail POW-2X test. The ward stays until physically broken. It loses one point of power each day unless Bind. GIFT OF ESSENCE (li1) Mana: X sorcery, touch The caster moves life energy from him to target living creature (not caster himself). Target is healed up to X xEND points, but caster loses X xEND damage points. Caster cannot use more life force than he has currently. HEAL (li1) Mana: 2 sorcery, enchant creature, touch Target living creature is 'healed' END damage points. This effect stays for half a day, and after this time the damage returns. This spell cannot be used to save creature at -4xEND damage points nor dying for massive shock. If the effect is Bind, it becomes permanent and enchantment is removed. LIGHT (li1) Mana: 1 sorcery, enchant object, touch Shining ball of light is created on target object (usually caster's hand), and it lights surroundings a bit better than torch for half an hour. If Bind, the enchantment lasts for a weeks. BLESS (li1) Mana: 1 sorcery, enchant creature, touch Creates shining field around target creature, which is then considered as armored against all physical attacks, ie. no scratches are never done, attack must cause at least 1 damage point to do something. In additon, target creature gains +2 on all tests to resist fear, panic and desperation. Enchantment lasts for a few hours, and if Bind, for a day. RESIST FEAR (li1) Mana: X sorcery, enchant creatures, ranged 10X target creatures gain +2 on all tests against fear and panic, including spells Fear and Terror. In addition, spell removes current fears targets may have and brings peace. Enchantment lasts for a few hours and cannot be Bind. TURN UNDEAD (li1) Mana: X sorcery, ranged Forces X target undead creatures to success in POW-3 test or be forced to flee caster for a few minutes, and after that only intelligent undeads return. ------------------- Level 2 ------------------------ BANISH (li2) Mana: X sorcery, ranged Target creature must success in POW-X test or is forced to avoid caster for one phase per failure point. Undead creature gains 2 points of damage per point failed. Outer planar creature is banished back to it's home plane if it fails check even by one. DISENCHANT (li2) Mana: 2 sorcery, ranged Removes all enchantments from target. If enchantment are Bind, normal success test 5+ must be made. HOLD STRIKE (li2) Mana: 2 interrupt, ranged Target attack gains -6 STR against one creature. Note that this spell can be used after parry or dodge has failed. HOLY BLADE (li2) Mana: 2 sorcery, enchant weapon, touch Target weapon deals extra damage against undead or demonic targets. If target is even scratched, +2 damage is inflicted. Note that any armor must be first penetrated. Enchantment lasts for a few hours, days if Bind. PUTRIFY BODY (li2) Mana: 2 sorcery, touch One poisoning or disease is removed from target body. REGAIN HEALTH (li2) Mana: 2 sorcery, touch Target creature is restored to original abilities if they are lower ie. all END, STR and SPD lost to effects are restored. If the effect lowering the abilities is still affecting the creature, those abilities cannot be restored. ------------------- Level 3 ------------------------ CLEANSE (li3) Mana: 4 sorcery, touch Target creature is cured from all non-extraordinary diseases and curses, and if was possessed, possessor must success in POW-6 test or be banished. Effects heal at normal rate. CURE SENSE (li2) Mana: 2 sorcery, touch One lost sense is restored to target creature. HOLY LIGHT (li3) Mana: 4 instant The caster radiates bright light for a few seconds, and evryone caster wants to affect around him must success at POW-2 test or retreat before him for one phase for each point under 7. Undead creatures instead are damaged 2 points by each point of failure, and demons are banished back to Abyss if they fail their check. RESTFUL SLEEP (li3) Mana: 3 sorcery, enchant creature, touch The caster puts target creature to restful sleep, and while sleeping, the target heals END points of damage each two hours, and poisonings and diseases heal in a few hours. The enchantment dispels when the target wakes up. Unwilling targets can make a POW test to resist. ------------------- Level 4 ------------------------ AVENGER (li4) Mana: 4 sorcery, enchant creature, touch Target creature gains +2 STR, END, TGN and POW and shines bright white light. All damage done to target creature is also done to caster while enchantment is in effect. This spell cannot be targeted at caster itself, and it last for a few minutes, weeks if Bind. HOLY WORD (li4) Mana: 5 interrupt, ranged Caster says the Word to target creature, and it must succeed in POW-5 test. If unsuccesful, target must must flee the caster for one phase for each point test failed. Undead creatures are damaged by two times the failure, and demons are banished back to Abyss. RESTORATION (li4) Mana: 6 sorcery, touch Target body is completely healed from wounds, diseases and lost ability points. Lost limbs grow back in few minutes. Can only be cast on still living creature, but can be used to save creature fated to die. RESURRECTION (li4) Mana: 7 ritual, touch Caster tries to bring a dead person back to life. Target creature must make a POW-3 test each half an hour, and if succesful, is returned back to life at same condition as he was when dying (so the body should be first looked after). If POW test is rolled as natural 1, the soul is lost to Netherworld. ======================================================================= << MIND MAGIC >> Mind Magic is the power of body control both physically and mentally. It also includes strong powers to counter spells cast by other casters. Most Mind spells are not effectually Bind, and for those, no time for Bind spell is given. ------------------- Level 1 ------------------------ ANTI-MAGIC AURA (m1) Mana: 2 sorcery, enchant creature, ranged All spell succees tests are at -2 when targeted (even partially) at target creature, as are all spells casted by target creature. Enchantment lasts for a few hours, and can be initially resisted with successful POW-2 test. MIND SHIELD (m1) Mana: 1 sorcery, enchant creature, touch Target creature gains +4 resistance bonus against all spells that affect mind (require WIL test) for a few hours. SPELL SINK (m1) Mana: X interrupt, ranged, counterspell Target spell is countered unless its caster pays additional Mana equal to X. This extra Mana do not cause modifiers to spell casting roll, but if Mana overburn (less than 0) is used, die is rolled as normally and spell is nullified on a low roll (see Mana overburning). STUN (m1) Mana: 1 interrupt, ranged Target creature must success in WIL-1 or POW-3 (higher) test or his current action is interrupted and it fails. TELEKINESIS (m1) Mana: 2 instant, concentration, ranged The caster can move the target object not weighting more than 10 kgs around in the air as long as he concentrates. The object cannot be manipulated very precisely, and fast movements are only possible toward caster. ------------------- Level 2 ------------------------ COUNTERSPELL (c2) Mana: 2 interrupt, ranged, counterspell Target spell is countered if its caster fails POW-3 test. Note that as usually, this spell can be likewise countered. HIDE (c2) Mana: 1 sorcery, enchant object or enchantment The caster hides the magical aura and powers of the target object or enchantment. Target does not give magical aura nor seem to have magical powers with detection spells. The enchantment lasts for a few years, permanent if Bind. This spell can be also combined with Bind so that Binding spell binds both Hide and original spell with one binding. In such case, the Hiding is destroyed at the same time as binding and original spell. This spell is identical to second level Lore spell. INVISIBLITY (c2) Mana: 3 sorcery, enchant creature, touch Target creature becomes unnoticable by all creatures with WIL. As long as the target creature does not do anything that would interest anyone, everyone must succeed in AWR-4 test to 'accidentally' see the target creature. If the target creature does something which interests others a little, the test is without penalty. If target creature does something directly affecting others, the test is automatically passed (This is so called Somebody Else's Problem). Enchantment lasts for a few hours, days if Bind. LEAP (m2) Mana: 2 sorcery, enchant creature, touch Target creature may jump a 10 meter leap to any direction and land without problems in most cases. Enchantment lasts for a few phases, and thus allows safely only one jump. MIND TWIST (m2) Mana: 3 sorcery, enchant creature, ranged Target creature must succeed in WIL+POW-5 test or his thought become unclear and hard, and he is at -2 for all activity requiring mental concentration (including spell casting) and -1 for other action. Enchantment lasts for a few days. With Bind, the effect lasts for months. SUGGEST (m2) Mana: 2 instant, ranged Target creature must success in WIL-1 or POW-3 (higher) test or will do some fast action suggested by the caster. Suicidal suggestions are resisted with successful WIL+1 or POW-2 test. WALL OF WILL (m2) Mana: 3 sorcery, enchantment, ranged The caster creates an invisible wall with a maximum width of 6 meters and height of a few meters. A creature cannot cross this wall unless it first succeeds in POW+WIL-6 test, which can be made each phase. If the test is once succesful, no further tests are required that day. Creatures failing their test are very likely to go to another direction unless have a good reson to go through the wall. The wall stays for about a few hours. If Bind, it will stay for months. ------------------- Level 3 ------------------------ MANA DRAIN (m3) Mana: 3 interrupt, ranged, counterspell Target spell is countered until its caster succeeds in POW-3 test. If Mana Drain succeeds and spell is countered, the caster of this spell gains Mana equal to Mana used to countered spell. If the Mana gained is more than caster's Mana Control, caster must succeed immediately at Mana Control test +3- total Mana gained, or is immediately blasted with hit of Mana STR (no armor). If the test is successful (or not needed), Mana is added to his Mana reserve. If Mana gained would raise Mana reserve above caster's own maximum, extra Mana is converted to energy and must be cast within d6 phases or the caster is hit with a blast of excess Mana STR. MASS INVISIBLITY (m3) Mana: X+2 sorcery, enchant objects, touch X target creatures and/or items are made unnoticable as with Invisiblity (m2). If the target is larger than a man, it is worth 2 targets if smaller than a small hut, and worth more and more larger the item is. In addition, additional penalty is applied to casting roll equal to related size of the largest object -1. The enchantment lasts for a few hours, and days if Bind. Note that as with most enchantments affecting multiple targets, enchantment in each target must be invidually dispelled. PASSWALL (m3) Mana: 4 sorcery, self, touch Caster touches a wall and slides thru it assuming it is artificial, not thicker than a few meters and not made of metal. POWER DRAIN (m3) Mana: 2 sorcery, ranged All enchantments in target object are converted into Mana and added to caster's Mana reserve. Caster gains Mana equal to total spell levels of converted spells. If any enchantment is Bind or Hidden, the cost of Binding or Hiding is added to total Mana gained, but the dispelling must first succeed. If the Mana gained is more than caster's Mana Control, caster must succeed immediately at Mana Control test +3- total Mana gained, or is immediately blasted with hit of Mana STR (no armor). If the test is successful (or not needed), Mana is added to his Mana reserve. if Mana gained would raise Mana reserve above caster's own maximum, extra Mana is converted to energy and must be cast within d6 phases or the caster is hit with a blast of excess Mana STR. SHIFT (m3) Mana: 3 interrupt, self Caster teleports himself for a few meters to some direction, but cannot teleport through objects. STOP (m3) Mana: 3 instant, enchant creature, ranged Target must succeed at POW+WIL-6 test or is paralyzed until succeeds. New test can be made after one phase, then after 2 phases etc. doubling the intervale until one test per each minute is reached. The enchantment lasts until target succeeds in test or enchantment is dispelled. TELEPORT (m3) Mana: 5 sorcery, self Caster transports himself to some location where he has been and knows, where it is. Failure may result in teleportation to random location, as will blocked destination place. ------------------- Level 4 ------------------------ MASS STOP (m4) Mana: 3X instant, enchant creatures, ranged X target creatures must succeed in POW+WIL-6 test or are paralyzed as with STOP (m3). Recovery is identical. PORTAL (m4) Mana: 6 ritual, enchantment With a ritual lasting for a few minutes, the caster opens a portal to another location in the same world. The portal is one-way and all creatures walking through it are teleported to target place (unless blocked, in which case the portal cannot be entered). The portal stays for a few minutes. If bind, it lasts for weeks. WARP MOVE (m4) Mana: 5 interrupt, self Caster teleports himself less than 100 meters to some location he has been or seen. If the target place is blocked, the caster is teleported to random location. ======================================================================= << ELEMENTAL MAGIC >> Elemental magic is the most destructive and magnifient magic, draining its power from the elements of world: earth, fire, air and water. Elemental mages are usually very arrogant and impulsive people. When casting elemental spells, apply modifier as: +1 place very close to appropriate element -1 place hostile to used element ------------------- Level 1 ------------------------ BREEZE (e1) Mana: X ritual, concentration The caster creates a small breeze, which will gather power and effect area within minutes. Mana 1 wind is a small breeze while Mana 3 wind can start to move small ships. The wind blows as long as caster concentrates after it has gathered its full power. ELEMENTAL WARD (e1) Mana: X ritual, enchantment Caster draws a circle, which prevents all specified elementals from crossing it if they fail POW-2X test. The circle must be made of: Water against fire elementals Fire against water elementals Air against earth elementals Dirt against air elementals The ward stays until physically broken, so the ward made of air is very easily broken etc. FIREBLAST (e1) Mana: 1 sorcery, ranged, aimed From caster's fingers a line of fire is shot frontward, and first target in path is hit with STR 4 attack, with -1 STR if target has almost full body armor. If target sees incoming flames, a dodge against hit-roll can be tried. ICE GLACIER (e1) Mana: 1 instant, enchant area, ranged Small target area is covered with slicky ice for a second, and if something is currently moving on it and tries to turn, it must make succesful SPD-test or it falls over. IGNITE (e1) Mana: 1 sorcery, enchant item, touch Target item ignites and burns for a few phases, and may continue to burn after that if it would normally burn. RESIST ELEMENT (e1) Mana: 1 sorcery, enchant object, touch Target object gains +2 against selected element: fire and heat or coldness and ice or lighning and breeze or petrification and crush. This bonus applies to all possible resistance tests and is reducted from damage caused by that element. Enchantment lasts for a few minutes. If Bind, it lasts for a few days. ------------------- Level 2 ------------------------ BLAST ATTACK (e2) Mana: 2 interrupt, ranged, counterspell Target attack if nullified against target creature, if its elemental or very light physical, like an arrow. Alternatively, this spell can be used to counter target elemental spell. Target caster must succeed in Elemental Magic-2 test or his spell fails. CONTROL WATER (e2) Mana: X sorcery, enchant water, ranged The caster may drop the water stream or force water to stay in its container. Maximum of 10^X liters of water can be affected. The enchatment lasts for a few minutes. ELEMENTAL BLAST (e2) Mana: 2 instant, ranged Enchantments in target object are blasted into fire, and they cause hit with STR of 3 + 1 per enchantment dispelled. ELEMENTAL WARDING RUNE (e2) Mana: 2 ritual, enchantment, touch This spell is used to set a specific spell to target place as a ward. The caster inscribes runes to target place, and then casts a spell to be set. The actual succees roll is NOT told to caster, and instead kept as secret. The set spell triggers when someone not saying the name included to the rune (but in elemental symbols readable only with spells) approaches within meter of it. The target is hit by spell as it was just cast by caster, but can be countered normally. Elemental spells usable as a warding rune are Fireblast (e1), Elemental Blast (e2), Lightning Bolt (e2), Banish Elemental (e3), Disintegrate (e3), Fireball (e3), Ravine (e3), Freeze (e4) and Petrificate (e4). The warding will last for a few days unless the rune is first destroyed. If Bind, it lasts for years. In any case, it is triggered only once and is then lost. If this enchantment is first put into item, and then Forged (lo4), the effect is _permanent_ and triggers each time someone is hit by it. But, the Forging is much harder and Mana equal to Warding spell must be sacrificed in addition to normal costs. LIGHTNING BOLT (e2) Mana: 2 instant, ranged, aimed Lightning arcs from caster's hand to target creature, and causes STR 4 hit. No armor helps against lightning bolt. WALL OF ICE (e2) Mana: 3 sorcery, enchantment, ranged The caster creates a wall of semi-transparent ice with a maximum width of 6 meters and height of a few meters. This wall has TGN of 4 and all damage is halved and at -1. The wall can only be damaged by crushing weapons (or axes), but it lasts only for a few minutes. If bind, the wall lasts for hours. The wall is not made of real ice and do not become water when melted but disappears. ------------------- Level 3 ------------------------ BANISH ELEMENTAL (e3) Mana: X sorcery, ranged Target fireplace, water in barrel or mudpile is disintegrated, or targer elemental must succeed in POW-X test or is banished back to its plane. DISINTEGRATE (e3) Mana: 2X sorcery, ranged, aimed STR 3+X hit is inflicted to the target object. If more damage points than target's TGNx2 is inflicted, target is turned to dust. No armor help against Disintegration. FIREBALL (e3) Mana: X+1 sorcery, ranged, aimed A small fireball is fired from the caster hand. It will strike the first object in its path, and when stopped, bursts into a great fireball with radius of X meters which tries to achieve its full size. Everyone in area gain STR 5 hit, with -1 STR if targets have (almost) full body armor. If there is something to dodge behind (to lessen the effect), with a successful SPD test, the damage is reduced by 2. If a creature is in border of the area and succeeds in its roll, no damage is done. If creatures have any chance to dodge to some cover, they gain half SPD against damage. HURRICANE (e3) Mana: 3 sorcery, concentration The caster creates a strong whirlwind around him which makes all objects to hurl away from him. Creatures with less STR than 4 cannot get very close to caster, and those with greater have still difficulties. The effect lasts until caster ends his concentration. RAVINE (e3) Mana: 3 instant The caster strikes his feet to ground and the ground will open before him in a great ravine about 20 meters. All in the path must succeed in SPD test or are dropped to the ravine and hit with STR 3 hit. Creatures have troubles to rise from ravine and can be stuck, but the ravine do not close automatically. WALL OF FIRE (e3) Mana: 4 sorcery, enchantment, ranged The caster creates a wall of blazing flame with a maximum width of 6 meters and height of a few meters. A creature cannot cross this wall unless it first succeeds in POW-2 test, and wall inflicts STR 5 hit to all in contact with it each phase. If jumped through, the hit inflicted has STR 4, -1 if the jumper has almost full body armor. The visiblity past the wall is almost completely nullified, but it lasts only for a few minutes. If bind, the wall lasts for hours. ------------------- Level 4 ------------------------ EARTHQUAKE (e4) Mana: 6 sorcery, concentration In a front of the caster, the area within 20 meters shakes and trembles and great ravines are opened on it. Each creature on the area must succeed in SPD test or falls; such creatures drop to ravine on a d6 roll of 5+. Creatures in a ravine is hit with a STR 8 hit each d6 phases. The effect stays as long as the caster concentrates on it. FREEZE (e4) Mana: 3 sorcery, ranged, aimed Target creature is hit with STR 6 attack, which do not cause knock-out. Instead, use only sudden death roll. Armor do not help against this spell, and if target is killed by Freeze, he becomes an ice status. PETRIFICATE (e4) Mana: 4 sorcery, ranged, aimed Target creature must success in POW-3 test or one limb of him becomes petrificated which effectually destroys that limb (but can be healed with healing spells and suitable herbs in a few days). In addition, a second test must be made, and if failed, creature is petrificated completely. Same happens also if creature is already partially petrificated and fails the first test. SUMMON ELEMENTAL (e4) Mana: X ritual, concentration The caster reaches to Elementals and summons a POW X+2 elemental to serve him. The ritual takes a few minutes, and then the spell casting test is made. If there is no great source of element nearby (like a pool, big fire or heap of earth), the casting roll is at -4. If the elemental arrives, its under caster's control as long as caster concentrates. If the caster loses his concentration (damaged and fails a WIL test vs. damage), the elemental is freed and may become hostile. Otherwise, it simply returns to elemental plane after a few minutes, or when the caster commands it to. ======================================================================= << DARK MAGIC >> Dark Magic is the magic of decay, corruption, necromancy and demon summoning. Most dark mages are evil persons. Dark spell casting is modified by place: +1 very evil place -1 place of goodness -2 holy place Dark enchantments usually last for next sunrise. In such case, they will only last for a few hours in sunlight, and about day in continous darkness. ------------------- Level 1 ------------------------ DEATH RUNE (d1) Mana: 2 sorcery, enchant weapon, touch Target weapon deals extra damage against living targets. If target is even scratched, +1 damage is inflicted. Note that any armor must be first penetrated. Enchantment lasts until next sunrise, a week if Bind. DEMON WARD (d1) Mana: X ritual, enchantment Caster draws a pentagram on the ground, which prevents a demon from crossing it if it fails POW-2X test. If the ward is made against specific demon (its name must be known), it gains -4 for its test while others ignore it. The ward stays until physically broken. It loses one point of power each day unless Bind. FEAR (d1) Mana: X sorcery, ranged Caster frightens and forces up to 5X target creatures to retreat before him if they fail a POW+WIL-4 test. Effect lasts for a few minutes. WALL OF SHADOWS (d1) Mana: 2 sorcery, enchantment, ranged The caster creates a wall of absolute darkness with a maximum width of 6 meters and height of a few meters. A creature cannot cross this wall unless it first succeeds in POW+WIL-4 test, which can be made each phase. If the test is once succesful, no further tests are required that day. The wall stays for about an half an hour. If Bind, it will stay for months. WEAKNESS (d1) Mana: 1 sorcery, enchant creature, ranged Target creature must success in POW-2 test or STR drops by one point and test must be remade until successful. Lost STR return at next sunrise. ------------------- Level 2 ------------------------ ANIMATE DEAD (d2) Mana: X sorcery, enchant corpse, touch Target corpse with TGN no more than X+1 is raised as zombie with no own mind nor will and it obeys caster (and only him) until destroyed. Animated zombie has SPD 1 but TGN and POW one higher than when it was alive, and it never tires nor needs to take any WIL tests. Only originally living creatures may be animated, and enchantment fades by sunrise. Bodies which has still a soul cannot be animated. BANISH DEMON (d2) Mana: X sorcery, ranged Target demon must success in POW-X test or it is banished back to Abyss. If demon is inside demon ward it was unable to cross, it gains -3 to test. COMMAND DEAD (d2) Mana: X sorcery, ranged, enchant undead X target undead creatures must succeed in POW-2 test or are forced to do caster's simply passive commands (retreat, stay away etc.). If the caster wants a total control over undead, they gain a second test, and if unsuccessful, they are under complete control of the caster and will do anything he orders them to do. If either test succeeds, the control (against that undead) is unsuccessful and caster cannot try again until next sunrise. Otherwise, the effect stays for a few hours, and control lasts for months if Bind. DARKNESS (d2) Mana: 1 or 3 sorcery, enchant place, ranged Close vicinity of caster becomes utter darkness and normal background sounds of it are nullified. Enchantment lasts for a few minutes, days if Bind. Mana cost of this spell is 3 outdoors during daylight, 1 otherwise. DRAIN ENERGY (d2) Mana: 1 sorcery, enchant self, touch Caster transforms enchantments in target object into pure strength. For each enchantment in target object caster gains +1 STR and +1 END until sunrise. If casting of this spell fails, caster gains STR 3 hit (no armor), and enchentments stay on target. This effect cannot be Bind. PARALYZATION (d2) Mana: 2 sorcery, enchant creature, ranged Target creature must success in POW-2 test and if unsuccesful, loses one point of SPD and must reroll until succesful. Creature reduced to negative SPD is completely immobile and at SPD 0 may only move very slowly. Effect lasts for a few hours, less in daylight. If Bind, the effect lasts until next sunrise. ROT (d2) Mana: 2 sorcery, enchant living creature, ranged Unless target creature succeeds in POW-2 test he is infected with a horrible disease similar to Tomb Rot (see bestiary) and will lose one point of END each day until dead or enchantment is removed. ------------------- Level 3 ------------------------ DARK WARDING RUNE (d3) Mana: 2 ritual, enchantment, touch This spell is used to set a specific spell to target place as a ward. The caster inscribes runes to target place, and then casts a spell to be set. The actual succees roll is NOT told to caster, and instead kept as secret. The set spell triggers when someone not saying the name included to the rune (but in dark symbols readable only with spells) approaches within meter of it. The target is hit by spell as it was just cast by caster, but can be countered normally. Dark spells usable as a warding rune are Fear (d1), Weakness (d1), Banish Demon (d2), Paralyzation (d2), Rot (d2), Drain Life (d3), Terror (d3), Death Spell (d4), Entropy (d4) and Soul Drain (d4). The warding will last for a few days unless the rune is first destroyed. If Bind, it lasts for years. In any case, it is triggered only once and is then lost. If this enchantment is first put into item, and then Forged (lo4), the effect is _permanent_ and triggers each time someone is hit by it. But, the Forging is much harder and Mana equal to Warding spell must be sacrificed in addition to normal costs. DRAIN LIFE (d3) Mana: 3 sorcery, touch Caster drains life force from living target creature. Each phase target loses one point of END and STR while END point of damage in caster is restored for each END and STR point drained. If caster does not have any damage points, his END and STR is instead increased until sunrise. Target creatures END nor STR never drops below 1, and lost points return at the rate of one point per few hours. If the target creature is hit only once, and not held for entire phase, a successful POW-2 test prevents the drain. RAISE DEAD (d3) Mana: 2+X sorcery, enchant corpses, ranged Caster raises up to X dead bodies as zombies and skeletons and they obey him mindlessly until sunrise, when they crumble to pieces. Only human or similar bodies may be raised with this spell, and they must be without a soul. If this spells is Bind, the skeletons and zombies are permanent. SUMMON DEMON (d3) Mana: X ritual, summon roll The caster reaches to Abyss and summons a POW 2X demon to him. Each minute a summon roll at +caster POW-2X is made. On a roll of natural 1, an unexpected demon (usually much stronger) appears. If there is Demon Ward close to summong place, the demon appears on it. The caster may also try to summon a specific demon, but he must know its real name. A +2 bonus is given to summon roll, but only that specific demon will appear (unless 1 was rolled, of course). The summoning is much easier if proper material components and sacrifices are used. The caster may try to affect the type of demon summoned with suitable components, and sacrifices can be used for generic help. Note that if sacrifice is very big, an unexpected demon is usually much stronger. Some components: black candles +1 dark place +1 Blood sacrifices (only strongest one) blood bowl +1 child +3 small animal +1 strong person +5 big animal +2 brave hero +7 demihuman +3 innocent virgin +8 group (few) +1 mob (tens) +2 A maximum bonus for summoning roll is +3 (after _all_ modifiers). TERROR (d3) Mana: X sorcery, ranged X target creatures must success in POW+WIL-5 test or are forced to flee caster in blind panic for a few minutes. Those succeeding are still frightened unless 10+ was rolled, and may not approach caster for a while. ------------------- Level 4 ------------------------ DEATH ARMY (d4) Mana: 4+X ritual, ranged Caster raises up to 5X dead bodies as zombies and skeletons and they obey him mindlessly until sunrise, when they crumble to pieces. Only human or similar bodies may be raised with this spell. Ritual for this spell lasts for a few minutes. If undead are Bind, the effect is _permanent_. DEATH SPELL (d4) Mana: 2+X instant, ranged X target living creatures each get one STR 9-X hit which is resisted with POW instead of TGN and armor. DEMONIC PORTAL (d4) Mana: 6 ritual, enchantment The caster tries to open a gate directly to Abyss. The ritual takes five minutes at minimum, and caster then has -4 to cast this spell. Each 5 minutes of continued ritual will increase the change by one up to maximum of normal spell casting roll. When the caster feels he is ready, the spell casting roll is made. If the spell succeeds, the portal is opened, otherwise it stays put. On a spell casting roll of 3 or lower, the caster is instead drawn to Abyss. Demons start to appear from open portal, and more and more will appear. Each phase there is 1/6 chance that one random demon will appear (this change will decrease by one each timescale (minute, hour, day, week..)). The gate will stay open for a timescale determined by the success roll (over 7), and is permanent with Bind. ENTROPY (d4) Mana: 4 interrupt, ranged, counterspell Target creature is filled with horrbile sights and must succeed in POW+WIL-4 or is instantly killed by heartstrike. If the test is successful, a second test must be made or target's current action is interrupted and it fails. This spell can be used to counter spells - the target loses his spell if either save is unsuccessful. SOUL DRAIN (d4) Mana: 5 sorcery, touch, enchant self The caster reaches for the soul of the target creature, and eats it. The target must succeed in POW-1 test or his soul is sucked. Dead creatures save at POW-4. Note that only humanoids have soul. For gaining the soul, the caster immediately gains target POW Mana points, which can raise his total temporaly over his Mana reserve maximum. If the target has POW of 5 or greater, the caster gains permanently one Mana point. In addition, if the target has END or STR of at least 4, the caster is healed END points (if damaged) and temporaly gains +1 END until next sunrise. If the target succeeds in his POW test, the caster permanently loses one Mana point while his essence is sucked away. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -