General Wizard's List The following spells are commonly available to magic users in the city of Alabyn, either from religious cults or from magic guilds, cults, etc. In most cases, a Wizard OCC class character can learn the spells below without abnormal difficulty. Amplify Sound Level Three Range: 60' plus 10' per level Duration: 15 melee per level Saving throw: standard This spell allows the caster to increase the level of sound of one or more sounds within the area stated; that sound will then be audible within the range stated. Note that caster must be able to hear the sound, in order to be able to amplify it. Although not particularly effective by itself, it is a standard spell of street magicians, and particularly useful for the diabolist. Armoring Level Seven Range: Touch Duration: 1 week per level Saving throw: Standard This spell grants the cast one additional die worth of hit points for the duration of the spell. This spell is fairly common, but the components required - either wyvern blood, liche skin or hearthwood's bane (a rare herb) - requires a 300 gold piece investment merely to cast the spell. Attack Level Five Range: Self Duration: 2 melee per level Saving throw: None This spell allows characters possessing no hand-to-hand chart, or possessing only the non-man-at-arms chart, one additional attack. This spell is generally well-hidden by magic users, and is taught only to well-regarded apprentices or initiates. Batten Level Three Range: 10' per level of the caster Duration: Instantaneous Saving throw: None This spell allows the caster to batten down up to one opening per level; the openings are closed and fastened as normal. Climb Level Four Range: Touch (self or other) Duration: 10 melees per level of the caster Saving throw: None This spell adds 10% per level to the target for climbing trees, walls, etc. Note that this spell can take the caster above 100% in the skill. Clean Clothing Level One Range: Touch Duration: Instantaneous Saving throw: None This cantrip allows the caster to clean clothes of filth, muck, dirt, etc. Small rips and tears may also be repaired in some cases. A basic spell often taught to apprentices. Dry Level Two Range: Radius of 5' per level Duration: Instantaneous Saving throw: None This spell allows the caster to dry damp clothing, wood, dirt, etc. within the stated range. Useful in port cities like Alabyn. Flash Level Three Range: 1' per level of the caster Duration: 10 melees per level of the caster Saving throw: Standard This spell creates a bright flash of light, equal to 100 candlepower per level of the caster. Color and shape can be altered as desired. Float Level One Range: Self Duration: 1 hour per level of the caster Saving throw: None. This spell allows a character to enjoy normal buoyancy in water; it does not counteract the effects of weight, armor, weapons, etc., but will allow a character to float in water for much longer than normally possible. Focus Level Five Range: Self Duration: 12 melees per level of the caster Saving throw: None This spell allows the caster to "focus" on intellectual problems, creating circles, etc. etc. During this process, the caster will not be distracted by outside influences (for good or for bad). On the positive side, this spell will grant the caster a +2% per level to all skills. Note that the caster (unless the skill chosen is Speak Other Language or Sign Language) communicate with others; in those two cases, s/he can communicate only with one person at a time. While very effective, this does severely limit the uses of the spell. Increase Physical Prowess Level Four Range: Self Duration: 10 melee per level Saving throw: None This spell increases the caster's PP by 150% for the duration of the spell. This spell may not increase the caster's DEX by greater than racial maximum + 6 (i.e., for humans this would be 24). Ignite Level Three Range: 10' per level of the caster Duration: Instant Saving throw: Standard This spell will cause one flammable object within range to catch fire; use the d20 used to cast the spell to determine the severity of the blaze (20 = total consumption of the object, 10 = normal fire, 2 = failure, 1= spell fumble) Maintain Age Level Fifteen Range: Self Duration: Permanent Saving throw: None This spell, if cast successfully on the caster's birthday, will allow the caster to resist the affects of age for one year. This cannot be cast on other people; the Magi's Guild and cult forbid this spell to be placed in magical objects. Maintain Sanity Level Five Range: Self Duration: 15 melee per level Saving throw: None This spell grants the caster a +1 to save (per level) against insanity. This spell helps allow magic users to dip into realms of power and tomes of knowledge which threaten not just physical, but also mental, harm. Mold Gas Level Six Range: 1' per level Duration: 10 melee per level Saving throw: Standard This spell allows the caster to consciously shape a gaseous substance's shape for the duration of the spell. Mold Liquid Level Eight Range: 1' per level Duration: 10 melee per level Saving throw: Standard This spell allows the caster to consciously shape a liquid substance's shape for the duration of the spell. Mold Solid Level Ten Range: 1' per level Duration: 10 meters per level Saving throw: Standard This spell allows the caster to consciously shape a solid substance's shape for the duration of the spell. No Sleep Level Six Range: Self Duration: 1 hour per level Saving throw: Special (see below) This spell allows the caster to go without sleep for the duration of the spell. However, the caster must consult the d20; if the roll is less than the number of times the spell has been previously cast, then the spell fails. Protection Level Three Range: Self Duration: 6 melees per level of spell caster Saving throw: None This spell adds a +1 to all saves made by the caster during the duration of the spell. Shape Gas Level Ten Range: 1' per level Duration: 1 hour per level Saving throw: Standard This spell allows the caster to fix the shape of an object for the duration of the spell. Shape Liquid Level Twelve) Range: 1' per level Duration: 2 hours per level Saving throw: Standard This spell allows the caster to fix the shape of an object for the duration of the spell. Shape Solid Level Fourteen Range: 1' per level Duration: 3 hours per level Saving throw: Standard This spell allows the caster to fix the shape of an object for the duration of the spell. Sound Effect Level One Range: 10' per level of the caster Duration: 10 melee per level of the caster Saving throw: Standard This spell allows the caster to create sound effect(s) of his/her choice within the stated range. Speed Level Four Range: Self or Target within 10' x level Duration: 5 melees per level of spell caster Saving throw: None This increases the target's SPD by 150%. This may result in an initiative bonus; increases can not go over racial maximum (18 for human, 24 for Wolfen, etc.). Spell Storage Level Twelve Range: Self Duration: 2 hours per level Saving throw: This spell allows the caster to save 1d6 packets of "spell energy" in a prepared item; spells cast using these energies do not count against the normal limit. However, there are several restrictions: If cast more than once in a one-week period, the caster has a 50% chance of going into a coma due to overtaxing his/her magical energies; Spell energy stored will gradually grow unstable; spell energies must be spent within the duration of the spell, or be lost. The ritual is lengthy, and requires at least two uninterrupted hours to complete. 360¡ Vision Level Four Range: Self Duration: 10 melee per level of spell caster Saving throw: None This spell allows the caster to see around in all directions (not down or up); this does not confer the ability to see in the dark, see the invisible, etc. etc. unless corresponding spells are cast. Temperature Control Level Eight Range: Radius of 5' + 5' per level Duration: 10 melee per level Saving throw: Standard This spell allows the caster to change the temperature - either increase or decrease - of an area by 2¡ C per level. Throw Voice Level Three Range: 10' per level Duration: 10 melee per level Saving throw: Standard This spell is similar to the skill ventriloquism, but gives the caster a 100 percent chance to use the skill. Tie Level Two Range: Touch Duration: 10 melees per level of the caster Saving throw: Dodge This spell allows the caster to instantly fasten a rope to anything it could normally be fastened to, by the use of the appropriate and most effective knot. This will last only for some 10 melees per level of the caster, at which time the knot is "tied" at the caster's rope works ability. Vision Protection Level Nine Range: Self Duration: 1 hour per level Saving throw: None This spell will protect the caster's eyes and skin from the effects of snow blindness, water glare, sunlight, radiation, etc. Extremely useful for magicians forced to engage in lengthy rituals including explosions, or who must open gateways to other worlds. Animancy Spells Magic users with the inclination, desire and resources may elect to study Animancy, the study of animation and creation of magical constructs, golems, re-animated creatures, etc. This study may be illegal in some areas; it does, in any case, require a very large laboratory and resources (usually costing some 10,000 gold, in addition to the physical building) to practice. Some magic guilds offer the use of laboratories, for the rate of some 10 gold an hour (plus material costs); spells require the use of a laboratory for a rate equal to 50 hours per level of the spell. Note that this also applies to multiple castings of the same spell: (example: if Tariel casts 10 uses of Great Major Golem [a tenth level spell] in creating a single golem, it requires 50 hours x 10 x 10 = 5000 hours (50,000 gold cost if renting a lab). Animate Gas Level One) Range: 1' per level of the caster Duration: 10 melee per level of the caster Caster may animate up to 1 cubic foot per level of any gas within range. Gas will move (up to one foot per level of caster per round) as caster wills it, subject to environmental conditions (e.g., wind, draft, etc.) AC = 2, 5 hit points per level of caster that created it. Animate Liquid Level Two) Range: 1' per level of the caster Duration: 10 melee per level of the caster Caster may animate up to 1 cubic foot per level of any liquid within range. Liquid will move (up to one foot per level of caster per round) as caster wills it, subject to environmental conditions (e.g., wind, dry area, etc.) AC = 4, 5 hit points per level of caster that created it. Animate Solid Level Three) Range: 1' per level of the caster Duration: 7 melee per level of the caster Caster may animate up to 1 cubic foot per level of any solid within range. Solid will move (up to one foot per level of caster per round) as caster wills it, subject to environmental conditions (e.g., fire, water, etc.) Object can move on its own, e.g., tripod walks with its legs; it can bend or slither as caster desires. If the object significantly alters its shape, it must role a breakage factor: if rolled over it's natural AC +5, it shatters. AC depends on original substance; 5 hit points per level of caster that created it. Attack is usually a d8 blunt attack. Animative Gas Level Four) Range: 1' per level of the caster Duration: 1 hour per level of the caster Caster may animate up to 1 cubic foot per level of any gas within range. Gas will move (up to one foot per level of caster per round) as caster commands it subject to environmental conditions (e.g., wind, draft, etc.) The entity can be given simple commands to follow. AC = 2, 5 hit points per level of caster that created it. Animative Liquid Level Six) Range: 1' per level of the caster Duration: 1 hour per level of the caster Caster may animate up to 1 cubic foot per level of any liquid within range. Liquid will move (up to one foot per level of caster per round) as caster wills it, subject to environmental conditions (e.g., wind, dry area, etc.) The entity can be given simple commands to follow. AC = 4, 5 hit points per level of caster that created it. Animative Solid Level Eight) Range: 1' per level of the caster Duration: 1 hour per level of the caster Caster may animate up to 1 cubic foot per level of any solid within range. Solid will move (up to one foot per level of caster per round) as caster wills it, subject to environmental conditions (e.g., fire, water, etc.) Object can move on its own, e.g., tripod walks with its legs; it can bend or slither as caster desires. The entity can be given simple commands to follow. If the object significantly alters its shape, it must role a breakage factor: if rolled over it's natural AC +5, it shatters. AC depends on original substance; 5 hit points per level of caster that created it. Attack is usually a d8 blunt attack. Lesser Golem Level Ten) Range: Touch Duration: 1 hour per level of the caster This spell allows the caster to create a humanoid entity. The caster must first prepare a humanoid shape (of any material desired). In general, flesh will result in AC 5, 50 HP; wood = AC 7, 60 HP; metal = AC 11, 100 HP; stone = AC 10, 150 HP; other materials are rarely used, if at all. At the time of casting, the Animator may cast this spell multiple times; each time the spell is cast, the caster has 10 points which can be divided between the attributes (IQ, MA, ME, PS, PP, PE, PB, SPD). Finally, for each casting of the spell, the caster can pick one of the attributes below; however, this requires the knowledge (personal, NPC or from text) of each skill. Skills available include: Any WP. proficiency at Level 3 Medical at 45% Prowl at 45% +2 S +2 D +2 P/Dodge Kick attack (1d8) 2 attacks/round ID tracks 30% Track 45% Scale Walls 45% Any other secondary skill at 45% Lesser Construct Level Eleven) Range: Touch Duration: 1 hour per level of the caster This spell allows the caster to create an entity of any shape. The caster must first prepare a shape (of any material or desired). In general, flesh will result in AC 5, 50 HP; wood = AC 7, 60 HP; metal = AC 11, 100 HP; stone = AC 10, 150 HP; other materials are sometimes used. The HP may be raised or lowered by size or type. At the time of casting, the Animator may cast this spell multiple times; each time the spell is cast, the caster has 10 points which can be divided between the attributes (IQ, MA, ME, PS, PP, PE, PB, SPD). Finally, for each casting of the spell, the caster can pick one of the attributes below; however, this requires the knowledge (personal, NPC or from text) of each skill. Skills available are: Any WP. proficiency at Level 3 Medical at 45% Prowl at 45% +2 S +2 D +2 P/Dodge Kick attack (1d8) 2 attacks/round ID tracks 30% Track 45% Scale Walls 45% Any other secondary skill at 45% Greater Golem Level Twelve) Range: Touch Duration: 1 day per level of the caster As above; skills available are as follows: Any WP. proficiency at Level 5 Medical at 60% Prowl at 60% +3 S +3 to damage +3 P/Dodge Kick attack (1d8) 3 Attacks/round ID tracks at 45% Track at 60% Scale Walls at 60% Any secondary skill at 65% Greater Construct Level Thirteen) Range: Touch Duration: 1 day per level of the caster As above; skills available are as follows: Any WP. proficiency at Level 5 Medical at 60% Prowl at 60% +3 S +3 to damage +3 P/Dodge Kick attack (1d8) 3 Attacks/round ID tracks at 45% Track at 60% Scale Walls at 60% Any secondary skill at 65% Major Golem Level Fourteen) Range: Touch Duration: 1 year per level of the caster As above; skills available are as follows: Any WP. proficiency at Level 8 Medical at 90% Prowl at 90% +2d4+1 S +2d4+1 to damage +2d4+1 P/Dodge Kick attack (2d8) 2d4+1 attacks/round ID tracks at 65% Track at 90% Scale Walls at 95% Any secondary skill at 90% If desired, the caster can replace skills for spell casting ability on a one-for-one basis; spell limit is Level Four (cannot be higher). (Example: Tariel wants the Golem to be able to cast Armor of Ithan; since Tariel is casting ten uses of Major Golem in its creation, she can still assign another 9 skills) Major Construct Level Fifteen) Range: Touch Duration: 1 year per level of the caster As above; skills available are as follows: Any WP. proficiency at Level 8 Medical at 90% Prowl at 90% +2d4+1 S +2d4+1 to damage +2d4+1 P/Dodge Kick attack (2d8) 2d4+1 attacks/round ID tracks at 65% Track at 90% Scale Walls at 95% Any secondary skill at 90% If desired, the caster may enchant a special ability, etc. into the construct. Commonly, this may take the form of including an inherent magic item within the body of the construct (which the construct may then use). Necromancy The arts of necromancy, though banned and prohibited by most cults and cities, are still prevalent throughout the world. Some cults - notably, death and undeath cults - and some magic users, intrigued by the power and allure of life after death, still carry forth these traditions. Assume Control Level Three) Range: 10' per level Duration: 20 melee per level Saving throw: -1 This spell allows the necromancer to assume command and control of up to 1d4 per level undead within range of the caster. Create Basilisk Level Twelve) Range: Touch Duration: Permanent Saving throw: None This 10-hour ritual allows the caster - with the appropriate components (as the GM sees fit) to create a living basilisk which will henceforth be controlled by the caster. Many necromancers will use this spell to create a creature for use as a familiar (with a spell or scroll of Familiar Link). Create Mummy Level Ten) Range: Touch Duration: Permanent Saving throw: None This spell allows the caster to transform a embalmed, wrapped mummy into a member of the undead. The mummy's statistics use the original, deceased creature's statistics: increase STR by a d6, increase PE by a d6, decrease DEX by a d6, decrease PB to 1. The skills of the mummy will be identical to the dead creature's statistics, at death. Note that mummies retain their original alignments, although the horror and cursed nature of undead may drive a mummy toward a more neutral or evil status, even if originally principled. The caster will retain control over the mummy for 100 years and a day; after this time, the mummy will revert to autonomy. Create Skeletal Steed Level Four) Range: Touch Duration: 1 year per level Saving throw: None This spell allows the caster to turn the skeleton of any normal steed animal into a skeletal steed; Create Skeleton Level Six) Range: Touch Duration: 1 year per level Saving throw: None This spell allows the caster to turn the skeleton of any sentient creature into a undead skeleton warrior. WP, attacks, etc. depends (on the GM's discretion) both on the level of the necromancer and the level of the deceased creature which provided the skeleton. Create Skeleton Army Level Twelve) Range: 10' per level Duration: 1 month per level Saving throw: None This spell allows the caster to create 3d6 skeletons from the appropriate bodies. These may be either humanoid or steeds. Create Undead Champion Level Eight) Range: Touch Duration: Permanent Saving throw: None This spell allows the necromancer to create a skeleton warrior with special powers and abilities. In general, this spell allows the necromancer to animate the skeletons of very powerful figures; the average level of such creatures should be considered to be at least level 8. Note that skeletal clergy, magic using, druidic or shamanic figures do not keep their magic using or other special abilities. Create Undead Construct Level Nine) Range: Touch Duration: 1 year per level Saving throw: None This spell allows the necromancer to create an "undead construct" (similar to the Major Golem) from the parts and pieces of the undead. Six of the following "attributes" can be granted to the creature Any non-missile WP. proficiency at Level 8 Prowl at 90% +5S +10 to damage +5 P/Dodge Kick attack (2d8) 4 attacks/round Fist attack (3d6) +10S with Fist +10S with Kick Bite attack (2d6) Horn attack (2d8) Half-damage from non-magical/holy weapons Half-damage from all impaling & missile weapons Create Vampire (Unknown) Range: Touch (?) Duration: Permanent (?) Saving throw: None (?) This spell allows the caster to turn the living or recently slain body of any sentient creature into a vampire. This spell is mostly legendary, although some living spellcasters are known to have used either this spell or a similar magical deed to create vampires. More precise information regarding this spell is generally unknown, and may be decided on a case-by-case basis by the gamemaster. Create Zombie Level Eight) Range: Touch Duration: 1 year per level Saving throw: None This spell allows the caster to turn the body of any sentient creature into a undead zombie warrior. WP, attacks, etc. depends (on the GM's discretion) both on the level of the necromancer and the level of the deceased creature which provided the body. Destroy Undead Level Five) Range: 2 undead creatures within 100', per level Duration: Instantaneous Saving throw: +1 This spell allows the necromancer to destroy two undead creatures under 10' within 100', per level. I.e., at 10th level the necromancer could destroy 20 undead. Reanimate Flesh Level Fifteen) Range: Touch Duration: Permanent Saving throw: None This spell allows the necromancer to "re-animate" a deceased creature. The "re-animation" is permanent; however, there are several different effects which then take place. ¥ PB. PB will generally be substantially lowered; subtract 10 from the current statistic. ¥ Healing. Re-animated creatures can only be magically healed (they cannot regain hit points normally). Also note that some gods may refuse healing to a re-animate being. However, also note that re-animates double their hit points as of the time of re-animation. ¥ Strength. The process of re-animation imbues unnatural strength: add a d6 to the current statistic. ¥ OCC penalties. Re-animates lose any druidic powers once possessed; they keep clerical (if the god is willing), shamanic, or magic using abilities as normal. Reanimates may have additional weaknesses and strengths. Genomancy Genomancy, the magical art of creating and altering life, is a traditional magic in the Palladium world; it was used both previous to and during the wars of empire between the Elves and the Dwarves, mostly by the former. Ultimately, the creatures created proved of little use to the elves - most of the "combat" races created eventually defected or declared neutrality. As such, the art has gone into a substantial eclipse. Still, the handicraft for Genomancy still exists in the world today. Numerous races are either clearly the products of genomancy, or are rumored to be creations of the science (the Wolfen and Bearmen races being the most obvious examples). Genomancy is "officially" banned within the Elven Empires, but still commonly practiced; it is not formally banned in most human empires, but is disliked and could cause a great deal of trouble for the practitioner if ever s/he was found out. Genomancy, like Animancy, requires a 10,000 gold piece lab for proper research, preparation and casting; also like animancy, each spell generally requires at least Level) x 5 hours to cast. Few labs are available for rent in this magical science; also, it requires great influxes of corpses and animals to maintain proper research. Identify Creature Level One) Range: 10' per level Duration: Instantaneous Saving throw: Standard This spell allows the caster to correctly identify one plant or animal within range. Better rolls allow the caster more knowledge of special characteristics, abilities, traits, etc. (per the GM's discretion) Identify Trait Level Two) Range: 10' per level Duration: Instantaneous Saving throw: Standard This spell allows the caster to correctly identify a single trait of an animal, and how that trait came to be. This allows the caster to differentiate between magical and non-magical abilities; detect whether or not a creature was magically altered; and discover which "genes" control the basis for the trait. Reject Level Five) Range: Touch Duration: 1 day per level Saving throw: Standard Reject will force a target to "reject" a biological item specified by the caster. As such, there is a broad base of use for this spell. It can cause allergies ("reject pollen"), it can assist in fighting disease ("reject virus") or it can assist the target in fighting off the effects of a genomancy graft or gene splice. In general, consult the GM for specific feasibility for using the spell in a given way. Graft Limb Level Five) Range: Touch Duration: Permanent Saving throw: Standard This spell allows the caster to "graft on" additional limbs, organs or other biological items. The items grafted must be biological, but may be from any species or form of life (however, the grafts may not work correctly or perfectly in some cases). The caster must consult the d20 when grafting; scores under 7 will generally result in a successful graft but with less than full use of the limb; a score of a 1 or 2 will result in a botched graft; the recipient must wait at least six months before any new limb or body part may be grafted on. Accept Level Six) Range: Touch Duration: Permanent Saving throw: Standard This spell increases the chances that a change made will be "accepted" by an altered creature. This is left to the GM's prerogative, but should greatly increase the chance of success. Decrease Speed Level Four) Range: Touch Duration: Permanent Saving throw: Standard This spell will decrease the rate of reproduction, growth and regeneration for a creature. A successful result will slow by half; a critical result slow completely. This may be ended at the caster's will. Increase Speed Level Three) Range: Touch Duration: Permanent Saving throw: Standard This spell will increase the rate of reproduction, growth and regeneration for a creature. A successful result will increase by 150%; a critical result will increase by 500%. This may be ended at the caster's will. Link Gene Level Nine) Range: Touch Duration: Permanent Saving throw: Standard The caster may attempt to "link" a grafted or magically induced trait to a specifically coded magical gene. If successful, the creature may pass this attribute along to its descendants. This is a "secret" result; further, the spell may be cast only once per trait. Dominant Level Ten) Range: Touch Duration: Permanent Saving throw: Standard As per Link Gene, but the magical gene will be dominant - 75% of the creature's descendants will possess this trait. RNA Manipulation Level Thirteen) Range: Touch Duration: Permanent Saving throw: Instant The caster may alter the instincts, memories and thought patterns of a creature. Specifics of the complex nature of such manipulation is left up to the GM. Progenitor Level Fifteen) Range: Touch Duration: Permanent Saving throw: None As per Link Gene and Dominant, but the creature will automatically pass on all traits 100% of the time to its progeny. Splice Gene Level Twelve) Range: Touch Duration: Instant Saving throw: None This spell allows the character to "splice" different gene information together to create creatures with attributes of different races. The genes may later be crafted into artificially created creatures. Note, however, that pre-existing gene information must be used. Mitosis Level Eight) Range: Touch Duration: Instant Saving throw: None This spell will duplicate a specific gene and increase its growth; Note the chart below. Level Number of Genes Created 1 2 2 4 3 8 4 16 5 32 6 64 7 128 8 512 9 1024 10 2048 11 4096 12 8192 13 16384 14 32768 15 65536 Above Double last level's result. Creation Level Fourteen) Range: Touch Duration: Permanent Saving throw: None The character may create original gene pool information which can later be altered. The caster must state the following: ¥ If the gene is passive or dominant; ¥ What the gene effects; ¥ What the affected trait now is. The GM should randomly roll d10 to discover how many other traits are affected by the gene, and determine which traits are changed and to what degree the changes take place. Supramancy Supramancy is the study of "High Magic;" the deeper workings and processes which power the various magical disciplines. The philosophical background of Supramancy is far more similar to those of those of a Diabolist than to the common wizard. Investigations into the previously unknown come at risk, but are richly rewarding: supramancers have unequaled magical abilities. However, the fears associated with such types of magical have served to generally prohibit the practice and investigation of this branch of knowledge. Such prohibitions are usually laxly enforced unless the local magic users, guild or cults perceive an individual supramancer as a threat. Despite such prohibitions, many magic guilds clandestinely arrange for magic items which can cast supramancy spells - such items are fantastically expensive and very powerful. Of the spell list below, note that nearly all of the spells included effect other spells - thus, a supramancer generally uses these spells to increase the power of his/her other spells. Supramancy spells may not be stacked; this is to say, an Amplify may not be further Amplified. However, a wizard could Increase Duration on an Amplify. Thus, it is crucial for the wizard to consider exactly which spells to cast, and in which order. Mixing these spells can be extremely risky, and it is encouraged that the player be very well aware of the dangers and benefits. Note also that the caster does not have to allow a supramancy spell to effect another spell later cast - it is an option. Finally, note that there is one group which has common access to these spells: nearly all Temples of Zadron, the Magic God, have access to these spells, and they can be gained by Zadron's magi-clerics with approval from the High Priest of the temple. Amplify Level Eight) Range: Self Duration: 1 melee per level Saving throw: None This spell will increase the power of the spells the caster casts; the caster gains a +2 spell strength, and the effects of the spell are improved: generally, the spell will gain +5% per level. This does not, obviously, enhance all spells in exactly the same way. Example: Doom casts Amplify, then casts a 10th level 3d6 fireball at an unlucky target. The fireball would be a 3d6+3d3 (3d6 x 150%) fireball, and the target must roll a save at -2. The next round, Doom casts Climb at eleventh level. He would ordinarily receive a +110% bonus, but will instead receive +160%. Chain Level Ten) Range: Self Duration: Special Saving throw: None This extremely powerful spell allows the caster to create a "chain." This chain may contain spells equal to (casters level / 3, round fractions up). The caster essentially constructs a "chain" of spells, which are triggered and "cast" when the caster recasts this spell. Chains are unstable, and have a 10% cumulative chance per 24 hour period of collapsing (if so, there is a further 10% chance of a spell fumble, or of the caster taking damage). Example: Doom casts Chain at eleventh level. He may chain four spells; he chooses Fireball, Lightning, Heal Self and Fireball. Later, in combat, he casts Chain again; the four spells take effect that round as if he had just cast them. Dissolve Chain Level Thirteen) Range: 10' per level Duration: Instantaneous Saving throw: Standard This spell allows the caster to collapse a chain associated with a specific magic user; the targeted magic user may attempt to save against the spell. If successful, the caster dissolves his/her opponent's chain, and the opponent must role for spell fumble/damage. Drain Item Level Ten) Range: Touch Duration: Permanent Saving throw: Standard +1 This spell allows the caster to "drain" an magical item its abilities and powers. This has the practical affect that the magic user gain (on the GM's discretion) one or all of the following: ¥ gain the spell/powers of the item; ¥ obtain experience to increase levels; ¥ increase own spell strength/saves. Other affects may be gained as well. Example: Doom, having kidnapped Drazowl, decides to drain Drazowl's magic +1 S long sword, which can cast Chameleon once per day. The GM determines that Doom gains a +1 to S while using any sword; but, as he already has Chameleon, receives no other benefit. The magic item is now inert and useless. Increase Area Level Eleven) Range: Self Duration: 1 melee per level Saving throw: None This spell allows the caster to increase the total area or total range of any spells cast during its duration. In general, the spell will allow the caster to increase by as much as 5 % per level (minimum of 1 foot increase). For example, if Doom is a 10th level wizard, and he casts Increase Area on a 10th level spell with a 10' per level radius, the spell would have a 150 foot radius. Increase Duration Level Nine) Range: Self Duration: 1 melee per level Saving throw: None This spell allows the caster to increase the duration of any subsequent spells cast. This increase will be of 5% per level; for example, if Doom casts (at 10th level) Increase Duration and then casts Armor of Ithan at 10th level, Doom receives the benefit of the spell for 150 rounds. Merge Level Fifteen) Range: Self Duration: 1 melee per level Saving throw: None This spell allows the caster to cast two or more spells simultaneously (current level / 3, round fractions up). The advantage of this spell is generally in the creation of specific magic items which the caster can use or call upon. It does not allow the caster to use more than one magic item at the same time. Example: Doom (now level fifteen) decides he wants to cast four fireballs on that pesky Styler, then teleport away. He has previously created a magic ring which can cast Merge once per week; he says the power word, and under the effects of the spell casts the five spells. Multiply Target Level Fifteen) Range: Self Duration: 1 melee per level Saving throw: None When under the effects of this spell, all spells cast by the caster can (caster's option) be multiplied and cast on different targets. The number of times the spell in question can be cast is equal to the caster's current level/3, round fractions up. The advantage of this spell is obvious; it allows the caster to increase the effects of a spell. Example: Doom (still level fifteen) engages in combat along side three of Z's trusty mercenaries. Doom already has Amplify cast; he chooses to cast Multiply Target. The following round, he decides to cast an Armor of Ithan and a Fireball. Since Doom is level 15, 15/3 = 5, so he can cast up to five armor of Ithans on different targets. He chooses to effect himself and the three mercenaries. All receive the benefit of the spell; the extra "uses" is not used and therefore lost. Later in the round, Doom casts Fireball against their many foes. This will create five 3d6+4d3 fireballs, each which must target a different target. The total spells so far cast is four: Amplify, Multiply Target, Armor of Ithan and Fireball, not eleven. Temporary Drain Level Eight) Range: Touch Duration: 1 hour per level of caster Saving throw: Standard +1 This spell allows the caster to temporarily "drain" an magical item's abilities and powers. This has the practical affect that the magic user gains (on the GM's discretion) one or all of the following: ¥ gain the spell/powers of the item; ¥ increase own spell strength/saves. Other affects may be gained as well. Example: Doom, having kidnapped Styler, decides to drain Styler's magic sword Justice. Doom will gain, for 15 hours, the ability to add half of his ME as damage while using any magical sword. During this period, the sword will be useless. When the duration of the spell is over, the sword will regain its magical properties. Note that if Doom is killed during the duration of the spell, the sword will not regain its magical abilities. Religious Spells = Elemental Spells = Of note, there are a number of Elemental (Warlock) spells which are available to various clergy. This may be due to a god's particular powers; compacts with elemental lords; or just approximations of an envied Warlock spell. No full listings for these spells are given, but note the spells below and the cults which receive their power. Animate Plants - Revesna Atmospheric Manipulation -Prvar Ball Lightning - Prvar Burst into Flame - Tvarak Calm Storm - Avesta Change Wind Direction - Avesta, Styphon Circle of Cold - Zask Clap of Thunder - Prvar Clay to Stone - Issaj Clay to Iron - Ys Cloud of Ash - Jral Command Fish - Jagganath Create Air - Heen Create Dirt or Clay - Ys, Heen Create Light - Domia-Ran, Rephaim Create Mild Wind - Avesta, Usal, Prvar Create Water - Nomad Gods Dancing Fires - Wazbok (Trickster) Darken the Sky - Jral Dirt to Clay - Heen Dirt to Sand - Usal Drought - Heen Electric Wall - Prvar Electromagnetism - Khshathra Encase in Ice - Zask Encase in Stone - Issaj Fifteen Foot Air Bubble - Avesta Fire Whip - Ary Flame Friend - Rephaim, Ary Foul Water - Jagganath, Styphon Freeze Water - Jagganath, Zask Fuel Flame - Revesna Hail - Zask Heal Burns - Ulriei, Revesna Howling Wind Jagganath, Prvar Hurricane - Prvar Ice Elemental - Zask Identify Plants - Heen, Revesna, Matya Invisibility - Rephaim, Valt, Ary Invisible Wall - Wazbok (Trickster), Valt Leaf Rustler - Wazbok (Trickster) Liquid (any) to Water - Nomad Gods Locate Minerals - Chiasmus, Dakhma Lower Temperatures - Zask Melt Metal - Zandragal Mend Stone - Issaj Mesmerism - Usal, Gaves, Rephaim, Druj Miasma - Tvarak, Styphon Mist of Death - Larz, Styphon Nightvision 120' -Jral (Note increased range) Northwind - Zask Phantom - Pao-p'o Phantom Footman - Nomad Gods Purple Mist - Rephaim Quicksand- Tvarak Repel Animals - Khshathra, Ryllak Rot Wood - Nomad Gods Sand Storm - Nomad Gods Shards of Ice - Mistayn the Beast Silence - Kormath, Elgrun Snow Storm - Zask Stench of Hades - Jral Stop Wind - Avesta Summon Sharks/Whales - Jagganath Swim like the Dolphin - Jagganath Swirling Lights - Rephaim Ten Foot Ball of Ice - Jagganath, Zask Tidal Wave - Jagganath Toxic Mist - Styphon Travel through Earth - Heen Walk the Wind - Prvar Wall of Ice - Zask Wall of Iron - Dakhma Wall of Stone - Issaj Wall of Thorns - Heen Water Seal - Jagganath Water Wisps - Rephaim Whisper of Wind - Dulce, Malak Ta'us Wood to Stone - Matya = Standard Spells = Note that although most cults are limited to only the first few levels of spells, many cults have a select few spells beyond these. These are noted below, and are not fully detailed. Refer to the Palladium book as standard. Animate/Control Dead - Matya, Ling Chos Charm - Cult of the Dragonfly, Dulce, Fakih, Ulriei, Xiola Commune with Spirits - Ling Chos Control the Beasts - Mistayn the Beast, Heen Create Bread and Milk - Heen Curse of Boils - Usal, Inari, Styphon Curse of Fever - Cult of the Dragonfly Death - Ling Chos, Zahm, Turlog, Larz Death Trance - Ling Chos, Pao-p'o, Druj Detect Poison - Turlog, Styphon, Ulriei Dispel Magic Barriers - Mistayn the Beast, Staepi Doppleganger - Malak Ta'us, Rephaim Empathy - Dulce, Cult of the Dragonfly, Ras-shamra Expel Demons - Domia-Ran, Vaul, Ras-shamra, Staepi Expel Devils - Domia-Ran, Vaul, Staepi Eyes of the Wolf - Mistayn the Beast Geas - Fakih, Ras-Shamra, Golan, Tokos, Turlog Havoc - Usal, Tvarak, Talryan Heal Self - Domia-Ran, Gaves, Heen, Staepi, Ulriei Induce Epilepsy - Khshathra, Tvarak Magic Pigeon - Malak Ta'us Magic Net - Ras-Shamra Metamorphosis (self) - Wazbok (Trickster), Rephaim Metamorphosis (other) - Wazbok (Trickster), Usal, Rephaim Mind Wipe - Anchoret Mute - Ary, Ryllak, Valt Mystic Alarms - Anchoret, Ryllak Mystic Illusion - Wazbok (Trickster), Rephaim, Druj Mystic Portal - Anchoret Negate Magic - Cult of the Dragonfly Remove Curse - Fakih, Ras-Shamra Resurrection - Ulriei, Heen, Styphon Schizophrenia - Tvarak Scroll Creation - Wazbok (Magi), Staepi See Wards - Mistayn the Beast Shadow Beast - Jral Shadow Walk - Jral, Mistayn the Beast, Rephaim, Ryllak Spirit of the Wolf - Mistayn the Beast Size of the Juggernaut - Tvarak Summon Greater Familiar - Ryllak, Staepi Swords to Snakes - Fakih, Rephaim Telekinesis - Ryllak Teleport (Self) - Gaves Turn Objects Invisible - Wazbok (Trickster) Wall of Force - Fakih Witch Bottle - Fakih, Vaul X-Ray Vision - Valt, Xixia, Staepi = A = Ache Level One - Myssal; Level Two - Ary, Druj, Intichiuma, Rankol, Khshathra) Range: 10' per level of the caster) Duration: 5 melee per level of the caster) Saving throw: Standard +1 This spell reduces a character's STUN points to 0. This will (usually) render a character unconscious for at least 1 full melee round (when the target has 1 STUN point). Character regains full STUN at the end of the spell's duration. Other effects of the spell include a general discomfort and slight pain throughout the body. Add Level Nine - Issaj; Level Ten - Chiasmus, Dakhma) Range: Touch Duration: Permanent Saving throw: None Allows the caster to add up mass to a single object, up to 1% of the current total per level of the caster, without distorting the object, changing the balance, or upsetting the dynamics of the current material. Affliction Level Five - Rankcol; Level Six - Lokar; Level Eight -Larz; Level Ten - Styphon) Range: Touch Duration: 10 melee per level Saving throw: None This is cast on any weapon. Damage done by an effected weapon leaves festering wounds that heal slowly, 1d2-1 hit points per week. Any exertion by the victim before the wound heals completely causes these wounds to re-open, for an additional 1d8 hit points. If heal is cast on such a wound, the effects are only 25% of the normal, rolled amount, roll fractions down. First aid has no effect. Age Level Seven - Ary; Level Eight - Usal) Range: Touch Duration: 1 hour per level of the caster Saving throw: Standard This spell will increase the age of the targeted item, creature or individual. The time aged is equal to the caster's level times two in years. This will rarely kill a target, unless the individual is of great age, the creature of a short-lived species or the item in question prone to rot or decay. However, the penalties for age should be applied. Presuming that the item, creature or individual does not die or completely decay during the spell, they will regain their previous age when the duration ends. Alibi Level Eleven - Wazbok (Assassin)) Range - self Duration - 10 turns per level of caster Saving throw - -2 This spell creates a seeming "innocence" about a character, no mater how suspicious or obvious the character may be - i.e., lugging around stolen artifacts in the open, carrying a bloody weapon and wearing armor in a cathedral, etc. Alloy Level Six - Dakhma) Range: Touch Duration: Permanent Saving throw: None This spell allows the caster to alloy different metals into a new metal. If the proper materials are present, this could conceivably create mithral silver or adamantium. The amount of allow created is equal to one pound per level of the caster. Alteration Level One - Talryan) Range: 10' per level of the caster Duration: Special Saving throw: Special This spell allows the caster to alter an aspect of a thing, person or object. Note the three charts below to determine exactly what, how long, and to what degree the effect lasts. The possible effect types includes definite types that the caster can change; this does not mean that the caster cannot do other effects, but does require the caster to obtain the permission of the gamemaster. Possible Effects Duration Intensity 1 Color 10 melee +4 to save 2 Odor 15 melee +3 to save 3 Sound 22 melee +2 to save 4 Texture 33 melee +2 to save 5 Taste 40 melee +1 to save 6 Visual illusion 60 melee +1 to save 7 Smell, taste ill. 90 melee standard 8 Statistics (self) 135 melee -1 to save 9 Audible illusion 202 melee -1 to save 10 OCC change 303 melee -1 to save 11 Statistics (animal) 460 melee -2 to save 12 Touch illusion 690 melee -2 to save 13 Size 1035 melee -2 to save 14 SDC 1552 melee -3 to save 15 Shape 2278 melee -3 to save 16 Mass 3417 melee -4 to save 17 State 5126 melee -5 to save 18 Race change 7689 melee -6 to save 19 Alignment 11534 melee -7 to save 20 Thought 17301 melee -8 to save Alteration Permanency Level Eleven - Talryan) Range: Touch Duration: Permanent Saving throw: Standard This spell may be cast during the duration of the level one spell, Alteration. If cast, the effects of Alteration will become permanent; this can only be altered by divine intervention (critical roll needed), critical Remove Curse, or the blessing of the god Talryan. Analyze Handwriting Level Four - Thenae; Level Eight - Golan; Level Ten - Kym-nark-mar, Staepi, Masorah) Range: Self Line of sight) Duration: 1 hour per level Saving throw: Standard This spell allows the caster to analyze the handwriting, writing materials and other properties of a written document. The caster may be able to determine the following things (GM's discretion): ¥ Whether or not (if comparison documents are available) a particular individual wrote the document. This also has the practical benefit of adding +20% to the caster forgery/detect forgery skill for the duration of the spell. ¥ The personality of the individual who wrote the document. ¥ When the document was written. ¥ The mental condition of the individual who wrote the document. Note of course, that for documents which were copied or scribed, the writings analyzed will be of the scribe, not the original author. Annoy Level One - Ary; Level Seven - Druj) Range: 1' per level of the caster Duration: 10 melee per level of the caster Saving throw: Standard This spell will serve to annoy, irritate and disgruntle the target if successful. This has three effects: Roleplay: The target should be easily irritable, prone to anger and impatient. This is not to turn a principled character diabolic and murderous; but the same principled character might raise their voice, refuse to consult others before undertaking actions and the like. MA: The target's MA is lowered 1 point for each level of the caster for the duration of the spell. INIT: The target's INIT is lowered by a quarter of a point for each level of the caster (roll fractions up) since they are jittery, edgy and everything bothers them; it's thus hard to react to a specific threat. Anti-Magic Touch Level Four - Talionis; Level Seven - Cult of the Dragonfly) Range: Touch Duration: Instant Saving throw: Standard Any target touched by the caster when the spell is cast loses an amount of spell energy equal to 1d3 "spells" for the day. If a target possesses no spell energies, it is not effected. If a magical item or a creature with an innate magical ability is effected, then they lose the use of that magical ability (random if more than one present) for 1d3-1 times this week. A single target could be affected by this spell several times in a single day or week. Armor : (of Anger) Level Five - Org) (of Light) Level Five - Vaul) (of Stability) Level Four - Elgrun) (of Combat) Level Four - Ristan; Level Six - Leaders) (of Illusion) Level Five - Rephaim) (of Honor) Level Six - Tokos, Turlog) Range: Self Duration: 10 melee per level of the caster Saving throw: none When cast, the caster is suddenly encased in a large, wispy symbol of the god (i.e., Org, Light, Elgrun, Plate Mail, Illusion, Tokos/Turlog) This spiritual form will help to deflect arrows and bolts, parry weapons and such - this results in a +1 to parry and dodge, as well as add 2 points to the AR. of any armor worn (if no or light armor is worn, the spell will grant a minimum AR. of 15). Such armor takes no damage from weapon strikes. If attacked by a spell, the armor will add a +1 to the Saving throw. Arrow Storm Level Three - Nomad Gods, Thorson, Kharij; Level Six - Kahnon) Range: Self Duration: 5 melee per level Saving throw: None This spell will add 50% to the caster's rate of fire with a bow (round fractions up). 1 goes to 2, 2 goes to 3, 3 goes to 5, 4 goes to 6, 5 goes to 8, 6 goes to 9, 7 goes to 11. If the caster engages in melee at any time during the duration of the spell, its effects are lost. Ash Demon Level Five - Larz) Range: 60' Duration: 8 melee per level of the caster Saving throw: None This spell will summon an Ash Demon; more properly, this creature might be regarded as a demi-elemental. It will attack on the caster's command for the number of melees stated, then leave. Note that these creatures are the mindless slaves of Larz, and will always do the caster's bidding (presuming the caster is a devotee of Larz, of course). However, instructions should be basic and simple, of no more than four words - "Attack that man," "No attack that man," etc. These commands must be in the Cult Tongue of Larz. Ash Demons have 3d4x5 hit points; however, all weapons do one-quarter damage since the being is a billowing cloud of ash. They will attack once per round, and attempt to suffocate a given victim. Damage is per drowning. Assess Site Level One - Issaj; Level Three - Dakhma; Level Four - Chiasmus) Range: Line of sight Duration: 1 hour per level Saving throw: None This spell allows the caster to assess whether or not a particular site is suitable for construction, mining, bridge building, etc. This adds the practical benefits of +10% to mineral lore, +10% to construction and +10% to mathematics for the duration of the spell; also, characters will receive a general idea whether or not the area is suitable for the purpose envisioned. Assume Control Level Two - Pao-p'o; Level Three - Ryllak; Level Four - Zadron) Range: 10' per level Duration: 20 melee per level Saving throw: -1 This spell allows the necromancer to assume command and control of up to 1d4 per level undead within range of the caster. Astral Projection Level Six - Nomad Gods; Level Seven - Org; Level Eight - Anchoret; Level Eleven - Rephaim) Range: Self Duration: 1 hour per level of the caster Saving throw: None This spell allows the caster to "astrally project" his/her soul into the spirit world. The caster may visit any location s/he has access to; powerful shamans or knowledgeable scholars might gain access to the dreamworld, spiritual realms, the homes of the gods and other odd nooks and crannies of the universe. This can be dangerous, since the character may encounter very powerful beings and since the caster furthermore is not aware of the state of his/her body, and may return to discover that body's destruction. Attract Missiles Level Four - Nomad Gods; Level Five - Domia-Ran) Range: 5' radius from caster, per level Duration: 3 melee per level Saving throw: None This spell will literally attract any and all missiles which fly by the caster (with the significant exception of the caster's own missiles.) Any weapon which comes within the radius will simply "lock on" to the caster as if they had originally been targeted at the caster. Aura of Anger Level One - Org) Range: 60' radius Duration: 6 melees per level of caster Saving throw: standard This spell can be cast upon the spell caster or another person. The spell instantly enhances that persons' physical beauty by eight (8) increasing his/her charisma. Although the focal point of the spell is the person on whom it was cast, it effects everybody in a 50 foot radius (emanating from the person with the aura of anger.) Thus, everybody in that radius is allowed a saving throw versus magic. Those who successfully save will not be affected at all, those who fail to save are affected and will respond accordingly. The character affected will inspire power and fear into all affected. Axe Bite Level Six - Qadar) Range: 1 weapon within 50' Duration: 50 melee Saving throw: None This spell will enhance the damage of a single axe (must be Battle Axe, Throwing Axe or Halberd) by +2d6. = B = Balefire Level Six - Khshathra, Qadar; Level Seven - Lokar; Level Eight - Black Devourer; Level Ten - Fahri Range: 5' per level Duration: Instant (Special) Saving throw: Standard dodge This unnatural black colored fire is projected from one of the caster's fists. Balefire is a magical flame, linked to the elemental plane of fire, and can burn (not melt) materials ordinary not combustible like steel, water or stone. It radiates an intense heat, but only within 1" of the object, and will only sullenly and slowly start secondary fires. The spell will do 2d4 per level damage to any object it touches; Balefire which strikes armor will do 2d4 damage to the armor and one quarter that to the flesh underneath as the metal/leather ruptures and melts. Easily combustible creatures or items will take 3d4 per level damage. Furthermore, there is a 25% chance that the balefire will continue to burn each round, doing an additional 1d4 per level damage. Ballast Level Eight - Avesta) Range: 10' per level of the caster Duration: 1 day per level of the caster Saving throw: None Allows the caster to vary a ship's displacement by up to 50 pounds per level of the caster. The effects end when the spell's duration ends. This is often used to speed up the caster's ship, or to slow down a pursuing ship. Banish Elemental Level Eight - Elgrun; Level Ten - Zadron; Level Twelve - Kytal, Nusku, Prvar, Revesna, Brastan) Range: Line of sight Duration: Instant Saving throw: Standard The radius of this spell is 100' feet around a specified point. The caster causes activity in any one of the four elements to diminish to a quiescent state - in the immediate area, a storm dies, a tidal wave turns to placid sea, a raging fire is quenched, and so on. As this spell effectively is an affront to the elemental powers, its use will often anger warlocks and elemental spirits (the latter may in some cases appear to warn of future reprisals against the caster.) Bark Skin Level Five - Matya Range: 60' Duration: 6 melee per level Saving throw: None (willing target only) This spell will roughen and toughen the target's skin, which somewhat resembles bark. This provides the target with a minimal among of armor equal to an AR of 9 and SDC equal to the caster's level x 10. This may not be cast on a target already wearing armor, and may damage close-fitting clothing. Batten Level Three - Avesta; Level Six - Kytal) Range: 10' per level of the caster Duration: Instantaneous Saving throw: None This spell allows the caster to batten down up to one opening per level; the openings are closed and fastened as normal. Beauty Level Two - Inari; Level Three - Xiola; Level Four - Kytal, Rephaim; Level Six - Moon Sisters, Nusku; Range: 1' per level of the caster Duration: 20 melee per level of the caster Saving throw: Standard This spell adds 2 PB to the target for each level of the caster. [Note the Moon Sisters version will only work at night.] Becalm Level Seven - Nahum; Level Twelve - Jagganath, Fahri; Level Fourteen - Avesta; Level Fifteen - Brastan, Prvar, Xiola, Revesna, Keth) Range: 100' per level of the caster Duration: 1 hour per level of the caster Saving throw: none This spell banishes up to 1 knot/level of wind; if the caster want's to increase the velocity of the wind, he/she must recast the spell. Bend Level Seven - Chiasmus, Dakhma; Level Ten - Issaj; Level Twelve - Marthes) Range: Touch Duration: Permanent Saving throw: Standard This spell allows the caster to easily "bend" the shape of any metallic object (sword, iron bar, pole, pick) without altering the internal, basic structure of the object. For example, the caster could "bend" a bar of metal, and later use that piece of metal as a scimitar (with the appropriate bend) with no loss in structural integrity. This spell is often used in creating special or magical items of unusual shape. Bezerk Level Three - Org) Range: Single creature within range (10' per level of the caster) Duration: 5 melee per level of the caster Saving throw: Standard This spell fills the target entity with the rage of Org- he or she is now faster, tougher and far more vicious than normal, literally frothing at the mouth with anger. The spell adds +5 to the character's strike bonus and +5 to the character's parry bonus. While under the effects of the spell, the character may not dodge and must constantly attack foes. If no foes are present, the character may either pursue new foes (head on to the next room, etc.) or lose the effects of the spell. If a friendly character hits a bezerk individual with a fumble or miss, the bezerker must roll against his ME (MEx5%) or attack this "new foe." This can be rolled each round until successful. Bezerker Hero Level Nine - Org) Range: Self or a single creature within range (10' per level of the caster) Duration: 10 melees per level of the caster or duration of combat Saving throw: none This spell turns the target entity into a raging, snarling reaver of Org. Friends are forgotten as the hero leaps into battle against the enemy. The spell doubles the character's strike bonus, adds half again to the parry bonus, adds 1 to AR., adds +4 to any damage done and adds 3d6 to PE. and hit points. The character will also not suffer the effects of damage (unconsciousness, etc.) until lowered to negative the character's PE., at which point the character dies. The spell has its dangers, however. First, while under the effects of the spell, the character may not dodge and must constantly attack foes. If no live foes are present, the bezerker will attack the nearest neutral or friendly character. If no living entities are present, the bezerker will attack walls, trees, etc. Second, the character will suffer 3d6 damage from the spell when it wears off (hysterical strength resulting in broken bones, torn muscles, etc.). Finally, it is not unknown for a character to take more damage during the duration of the spell than possible to survive and live, have the spell wear off and die from the damage - the effects of the spell do not generally allow for healing during its duration (i.e., priests and shamans cannot close into range to heal the bezerker.) Bilge Level Six - Avesta) Range: 10' per level by 10' per level by 10' per level area Duration: 4 melee per level of the caster Saving throw: none This spell, centered around the caster, pumps bilge water out of any area in range specified by the caster into any other area in range specified by the caster. Caster may cause up to 1 gallon per level per round to be removed. Birth Level Two - Xiola, Matya; Level Three - Ulriei) Range: Touch Duration: 1 day Saving throw: None This spell allows the target to experience a safer and less painful birth. Also, babies born in the presence of the spell are less likely to suffer birth defects. Biovoyance Level Six - Ulriei; Level Twelve, Intichiuma, Styphon) Range: 10' per level Duration: 1 day per level Saving throw: Standard This spell allows a healer to create a "mental picture" of both visible and unseen injuries of the target. The healer can call upon this picture while treating, but it will not "update" over time; it must be recast to compare changes. Bladelight Level Two - Kahnon, Zandragal, Turlog, Tsirlihte, Qadar, Ristan, Level Three - Dasni, Zahm, Shinran; Level Four - Black Devourer, Leaders) Range: Touch Duration: 10 melee per level of caster Saving throw: None Any weapon affected by this spell will give off a strong glow; this will be strong enough to see (but not read) by. Color, harshness, intensity vary by the god or goddess. Bladestore Level Six - Kahnon, Zandragal, Turlog, Tsirlihte, Qadar, Ristan; Level Seven - Dasni, Zahm, Shinran; Level Nine - Black Devourer, Leaders) Range: Touch Duration: 2 days Saving throw: None This spell allows the caster to store enough energy for one spell in a weapon previously blessed or enchanted; however, after the end of a 48-hour period (not a day) the spell power fades. Blank Divination Level Ten - Valt, Xixia; Level Thirteen - Asan, Rephaim, Tvarak, Thaks Level Fourteen - Leaders, Jral, Rankcol, Talryan, Athtar; Level Fifteen - Averun, Farhi, Kohm Kator, Larz, Lokar, Moon Sisters, Wazbok (Assassins), Wazbok (Thieves), Wazbok (Tricksters) Range: Area affect 10' per level of caster Duration: 1 hour per level of caster Saving throw: None. If successful, this spell will block any attempt at divination, foretelling, prophecy, magical detection, into an area (or of specific actions) as specified by the caster. However, only the actions and events which take place during the duration of the spell are blocked; these events will remain blocked after the duration of the spell is up. Blank Trace/Tracks Level Two - Wazbok (Thieves), Kharij, Asan, Athtar; Level Three -Wazbok (Assassins), Xixia, Valt, Thaks, Averun; Level Four -Wazbok (Tricksters), Kohm Kator; Level Five -Moon Sisters, Talryan, Rephaim, Jral) Range: Self Duration: 10 melee per level Saving throw: None This spell allows the caster to blot out all indicators of his/her presence, such as tracks or traces, in an area. This will reduce an opponent's tracking or ID tracks skills to 5%. Appropriate magics may be used to attempt to counteract the effect; in such cases, the higher of the d20 rolls are used to determine which spell is dominant. Blaze Level Five - Domia-Ran; Level Nine - Rephaim) Range: 60' from the caster Duration: Instant Saving throw: None This spell will double the intensity of any form of fire, as long as the fuel holds out; further, this is an instantaneous change, and will result in a huge flare and dramatic rise in flame. Typical uses for this spell might be to ambush an enemy by increasing his campfire size; make torches, lanterns, stoves or forges more effective; or to simply make the campfire easier to start. The spell is cumulative, so that two Blaze spells would increase the fire to four times its original level; three would increase the fire to eight; etc. Bless Crops Level One - Revesna, Keth, Heen, Xiola, Matya) Range: 10' radius per level Duration: 1 month Saving throw: None This spell will increase the yield, growth rate, and quality of all food-bearing crops within range. In terms of actual mechanics, the following may be applied: ¥ The applicable farmer(s) of the field will gain +10% to their farm lore for this individual crop during the duration of the spell; ¥ Reaping and harvesting will take 10% less time; ¥ The crop yield from the area will be 110% normal. Note that this spell does not prevent storm or animal damage. Blessing of Tvarak Level Five - Tvarak) Range: 5' per level of the caster Duration: Permanent on willing target, 5 melees per level of caster on unwilling target Saving throw: standard This spell grants the target with a mutation feature powered by Tvarak. The majority of the features are good, but a few are negative. Roll a d100 on the chart below. Note that unwilling targets (i.e., adventurers) will regain their normal form/shape at the end of the spell's duration or when the spell is broken. Characters slain while under the effects of the spell suffer permanent changes. Unlike the Mutation of Tvarak, these changes are not generally noticeable unless specifically stated (i.e., appears harmless). Noticeable changes are noted in bold. d100 Mutation feature 01-02 MA +1d6 03 MA +2d6 04-05 ME +1d6 06 ME +2d6 07-09 PP +1d6 10-11 PP +2d6 12 PP +3d6 13-14 STR +2d6 15 STR +4d6 16-17 PE +2d6 18 PE +4d6 19-20 +3 to Initiative 21-22 +1 to save bonus against magic 23-24 Spits acid of 2d10 potency 1d6 x day, 6 meter range 25-26 Breathes 3d10 fire 1d6 x day; 1 target, 3 meter range 27-28 +2 to save bonus against magic 29-30 Flammable; if ignited, burns all with 3 meter radius 31-32 Hypnotic skin (enemies at -2 S, -2 P, -1 initiative) 33-35 Appearance confusing (+2 P) 36-37 Valuable gem visible on body (3d6x100 gold) 38-40 Regenerates 2 hit points per round 41-42 Always has Initiative 43-45 Apparently invincible; no visible damage until dead 46 Invisible until it attacks 47-48 Appearance very confusing (+3 P) 49-50 Poison touch, 2d10 potency - must go through armor 51-52 PE -2d6, regenerates 6 points per melee 53-54 Speed +2 55-56 PB +1d6 57-58 PB +2d6 59-60 PB +3d6 61-62 Explodes when dies, 3d6 damage within 3 meters 63-65 Appears extremely dangerous 66-67 Can go invisible at will 68-70 +4 to save against magic 71-72 AR 14 skin 73-74 AR 18 skin 75-76 AR 20 skin 77 Appears to be a harmless creature until in melee 78-80 Regenerates 2d6 hit points per melee 81-82 Can leap up to 10 meters 83-84 Undetectable by use of magic, prayer, etc. 85 Appearance very confusing (+4 P) 86-87 Valuable gem (1d20x1,000 gold) inside creature 88-90 Agonizing screams when moving 91-92 Stench overpowering: roll PE x 5% or lose -3 S, -3 P 93-94 Cannot be harmed by magic 95-96 Cannot be harmed by missile weapons 97-98 Cannot be harmed by melee weapons 99 Roll twice 00 Roll three times Each time a character accepts a permanent casting of the Blessing of Tvarak, there is a 1% chance (cumulative) that the character will dissolve and be sucked into the hideous Voidin which Tvarak lives. The first blessing is a 1% chance, the second a 2% chance, etc. Bless Sail Level Fifteen - Avesta) Range: touch Duration: One hour per level of the caster Saving throw: none Allows a sailing ship's sails to be blessed and enchanted; the ship can always travel at least 1 knot per hour, even when becalmed. The sails also will add 1 knot per hour to the current speed (i.e., a ship with Blessed Sails which would ordinarily go 10 knots, will now go 11 knots). Such sails can also be made as permanent, magical items, which also have the added feature of being virtually indestructible except to fire; such sails are fairly rare, however. Blight Level Five - Intichiuma; Level Eight - Heen) Range: 60' from caster Duration: 1 day per level Saving throw: None This spell will weaken and poison the fertility of a region equal to 10' x the level of the caster by 10' x the level of the caster; the region will be roughly square, although it might be ragged at the edges. This will effectively decrease the value of crops, plants, animals and the like which are within the effects of the spell; furthermore, the version of the spell (but not the Heen) will weaken the plants and animals affected by the spell; they suffer a -1 penalty on top of any bonuses or penalties to save vs. disease or poison. Blind Level Six - Leaders, Larz, Marthes, Rankol; Level Seven - Domia-ran, Ling Chos; Level Eight - Intichiuma, Styphon; Level Nine - Druj, Nusku, Xixia) Range: One target within line of sight Duration: 2d6 melee per level Saving throw: Save for half This spell will blind the target entity; if failing a saving throw, the target will be completely blinded. If a saving throw is successful, the target will be "half-blinded" (some loss of sight, one eye sightless, etc.) If fully blinded, the character is at -10 to strike, parry and dodge for the duration of the spell. No spells requiring active targeting (e.g., fireball) can be cast. If half blinded, the character is at -5 to strike, parry and dodge for the duration of the spell. Spells requiring active targeting will fumble on a natural roll of a 1 or 2. Blood Rage Level Two - Org; Level Three- Mistayn the Beast) Range: Self or 10' per level of the caster on another character Duration: 10 melees per level of the caster Saving throw: none This spell coats the fangs and claws of the target with a shimmering red magical shielding. The target is +3 to strike and +3 to parry with claws, kicks, grapples and bites during the duration of the spell. Blood Way Level Four - Kahnon) Range: 20' per level of the caster Duration: Instant Saving throw: Standard This spell allows the caster to cause 3d6 damage by literally destroying part of the blood of the target. The spell damage cannot be healed by clergy healing or first aid, although clergy of Ulriei can heal as standard. Of note, this spell does 5d6 damage to Vampires or other creatures that feed off of others' blood. Body Awareness Level Two - Ulriei; Level Ten - Intichiuma) Range: 10' per level Duration: Instantaneous Saving throw: None This spell allows the caster to be completely aware of his/her body's conditions: fractures, malign growths, poison, disease, injured skin, dead flesh, pus, etc. etc. Bolts of Force Level Three - Zadron; Level Four - Wazbok (Magi), Qadar; Level Six - Zandragal, Zahm, Domia-Ran, Rankcol; Level Ten - Dasni, Kahnon, Ling Chos) Range -90' Duration - Instant Saving Throw -Dodge on 18, 19, 20 This spell projects magical bolts of force; each bolt does 2d4 points of damage, and a number of bolts equal to the caster's level / 3 can be projected. More than one target can be selected; however, all have to be within a 90' cone, and the bolts must be divisible equally as much as possible. Armor will count against the bolts. Example: A 13th level priest of Domia-Ran gets the drop on the party in an alley, and casts a spell first. She wants to target Drazowl, Rhian, Styler and Taria, but only Drazowl, Rhian and Taria are within a 90' cone. The spell is cast, with 5 bolts fired. She'd like to fire three at Rhian, one at Drazowl and one at Taria, but this is illegal under the spell's definition. Instead, she'll fire two at Rhian, two at Drazowl and one at Taria. Although unequal, this is still as "equal" as possible. Rhian will have to attempt two dodges (one against each) or face two doses of 2d4 damage. Bond Level One - Inari) Range: Touch Duration: Permanent Saving throw: None This spell will bond two willing participants together in a special bond. The two will share emotion, serving to moderate out emotions felt by one and heighten emotions shared by both. The participants may also "share" HP; up to 10 hit points may be transferred from one participant to the other. Boneshatter Level Four - Rankcol, Larz; Level Seven - Kahnon; Level Ten - Marthes, Myssal) Range: Touch Duration: Instant Saving throw: -1 The caster must, at the time of casting, be able to touch one of the target's limbs (although cloth is not an obstacle, leather or metal armor is). If the spell succeeds and the target fails, the target takes damage equal to 10% of the target's total current hit points and the limb touched is broken and splintered, resulting in a crippling of the limb. The spell has no effect if aimed at the torso or the head; the former is too complex to effect with the spell, the latter is too solid and dense. A given limb cannot be targeted again until it heals; priestly healing can restore 50% of the lost hit points, but not all; also, the bone will require the services of a good healing spell. Boundary Level Six - Malak Ta'us, Ras-Shamra, Rankcol, Valt, Lokar) Range: Touch Duration: Permanent Saving throw: None This spell casts a special enchanted boundary, 10' long per level of the caster. Whenever a sentient creature crosses the boundary, the caster is instantly aware of this, assuming the caster is alive (even unconscious) and on the "plane" of Palladium. Furthermore, the caster can easily count the number of sentient creatures which cross over the boundary and distinguish between them. This is useful as an advance warning device; it is also useful as a way to count the number of, say, acolytes attending an evil ceremony. Bowshatter Level Five - Zahm; Levels Seven to Ten - Subcults of Kahnon, Org, Qadar, Ristan, Shinran, Turlog) Range: 20' per level of the caster Duration: Instant Saving throw: None; magical bows receive a standard save, while durable, unbreakable and indestructible weapons receive further bonuses per the GM's discretion. This rare spell allows the caster to literally fragment or shatter a targeted bow, crossbow or sling. The weapon must be within the range of the spell, and generally observable; the weapon specified will then be destroyed without hope of mend or repair. Note this will not work on siege weapons, due to their size; intermediate-sized weapons might slightly warp, break cables or strings, etc., but would not be destroyed beyond repair. Boost Illusion Level Six - Rephaim) Range: Self Duration: Instant Saving throw: None The caster may "boost" the believability of a single stated illusion by +5% per level. The illusion must be cast separately; this will affect all parts of a joint- or multi-level illusion. Brainwash Level Five - Anchoret, Malak Ta'us) Range: Touch Duration: Instant Saving throw: Standard This spell allows the caster to convince the target of a stated fact, item or iota of data which is not immediately contradicted by surroundings. In other words, the caster could convince a target that the caster was their friend (true or no), but not that the sky was orange. The spell's effects are broken if or when reality has proven itself to be contrary to the statements of the spell. Break Geas Level One - Wazbok (All), Xixia, Druj; Level Seven - Rephaim; Level Ten - Valt) Range - Touch Duration - Permanent Saving Throw - Standard (mandatory) This spell breaks any geas previously placed upon the target character. If a successful saving throw is rolled the cleric fails to remove the geas. For each additional level of the caster beyond level one, the saving throw is reduced by -1. At level 13, any geas may be dispelled automatically. Break Oath Level Ten - Druj; Level Eleven - Wazbok (Assassin, Thief), Asan, Athtar; Level Fifteen - Rephaim, Valt, Xixia) Range - Touch Duration - Permanent Saving Throw - Standard This spell severs the connection between the target and Truth. Literally, the target may voluntarily forswear any and all oaths, conditions, etc. placed upon them by magicians, clerics, gods, etc. No retribution may be taken by supernatural deity after this spell is cast - i.e., if a worshipper of underwent this ritual, he/she could then drink, have sex, use drugs, kill the innocent for fun, etc. while Vaul rages, yet still retain paladin or clerical abilities. Quite literally, the connection of "truth" has been eliminated and the god is powerless to withdraw the benefits given to his/her worshipper. (The god could still send out minions to confront the former worshipper, however.) Similarly, a target who later underwent truth spells could honesty claim to still be under the effects of the oath; the truth connection has been severed completely and utterly. This spell is rare and powerful, and only the strongest and most powerful Wazbok worshippers will have it; they will generally never admit to having the spell, as Wolfen authorities would promptly expel the offending cleric. Breath of the Dragon Level Four - Zandragal; Level Eight - Cult of the Dragonfly) Range: Self Duration: Special (see below) Saving throw: None This spell allows the caster to breath fire as if a dragon, for a total damage of 3d6 +1d6 for every three levels above level three (round fractions up; level 4 = 4d6, level 10 = 6d6, etc.) This is done in a 15' long, 60¡ angle, and can damage more than one opponent. Furthermore, this is fire damage and burn or singe objects on the targets' person. Burn Level Eight - Black Devourer) Range: 20' per level Duration: 1 melee per level Saving throw: None The spell allows the user to summon a spectral black flame, which will spew from the user's hands and forearms. This flame is a "stream," extending forward the maximum range and 5' in width; targets may attempt a dodge of 18, 19 or 20. All creatures half or more within the stream suffer 2d6 + 1d6 per additional two levels worth of damage (i.e., at eight level the damage done is 5d6). The user must continue to maintain this spell for the complete duration of the spell; the flame will not affect the user, but will affect friend, foe and any possessions of the caster located on the forearm or on the hands. No other action except punch, dodge, bite or kick may be taken while the spell is maintained; the user must, in addition, roll a 4d6 PP check to maintain the stream. If failed, the GM should roll randomly to determine what areas are affected by deviation. This spell is best used when attacking large targets; the danger of deviation is severe, and suggests this spell's use is limited in melee combat. = C = Call Cult Power Level fifteen - All cults) Range: Touch Duration: Special Saving throw: Special This 5-hour ritual, common to all cults at fifteenth level, allows consecrated higher priests to summon "cult powers." This special feature allows cults to request the presence of cult spirits, saints, avatars, retribution figures, angels, heroes, benefactors, etc. as the cult structure allows. Examples might be: Vaul: Angels; Khaldur: Avatar; Thenae: Intellect spirits The strength and power of these cult powers are determined by the GM and by the situation. Call Dolphins Level Ten - Jagganath; Level Twelve - Avesta) Range: 100' per level of the caster Duration: 1 hour per level of the caster Saving throw: Standard This spell will call any dolphins within range to the ship, and allow the caster to ask a boon of the creatures. Note that, first of all, dolphins which make a saving throw are not compelled to come (but may, in any case); secondly, the dolphins are not required to perform any acts against their wills. Dolphins are usually considered sacred by both Jagganath and Avesta cultists. Call Plague Level Three - Intichiuma; Level Four - Styphon; Level Ten - Larz; Level Twelve - Rankcol, Sphael; Level Fifteen - Marthes) Range: 100' radius per level of the caster Duration: 1 day per level of the caster Saving throw: Standard This spell will "summon" a random disease. The caster and any the caster designates as friendly at the time of the casting will be spared; any others must save against the effects of the disease. Call Sea Serpent Level Twelve - Jagganath) Range: 100' per level of the caster Duration: 1 hour per level of the caster Saving throw: Standard This spell will call any sea serpents within range to the ship, and allow the caster to ask a boon of the creatures. Note that, first of all, serpents which make a saving throw are not compelled to come (but may, in any case); secondly, the serpents are not required to perform any acts against their wills. Sea serpents are considered sacred by some Orthodox, conservative Jagganath cultists; however, there is no cult prohibition against killing sea serpents. Calm Animal Level Two - Ulriei, Matya, Inari; Level Six - Ras-Shamra, Ys) Range: Touch Duration: Instant Saving throw: Standard This spell allows the caster to gently calm a distraught or upset animal, essentially by dulling their mental process. Animals, not understanding the spell's benefits, will always attempt to save against its effects. This spell will generally calm a mildly upset animal, or reduce an animal's fear or panic one "step." It will not stop, for example, a runaway horse which has been horrible mangled in combat by undead. Carapace Level Seven - Cult of the Dragonfly) Range: 60' Duration: 7 melee per level Saving throw: None This spell creates a special magical carapace around the caster's body. This will supersede any other armor worn, with an AR of 15 and an SDC of 500. It appears as a shimmering, dark green "sheen" through which the beneficiary's body can be dimly seen beneath. Catburgler Level Eight - Athtar) Range: Self Duration: 20 melee per hour Saving throw: None This spell grants the caster Nightvision of 60 ft, a bonus of +20% to climb/scale wall, a bonus of +10% to pick locks, and a bonus of +3 to PP. In addition, the user may subtract a d6 from all PP based tests. It is not compatible with Catfoot. It may be cast in daylight. Catfoot Level Five - Wazbok (Thief, Assassin), Asan, Athtar, Thaks) Range - Self Duration - 10 turns per level of caster Saving Throw - None This spell grants the user the spiritual powers of the cat; the user gains a +25% to Prowl; night vision at 30' if not already possessed; is silent at will; and gains +4 pp. However, this spell may only be cast at night. Cause Cowardice Level Seven - Ary, Malak Ta'us; Level Eight - Ryllak; Level Nine - Wazbok (Trickster)) Range: 15' per level Duration: Instant (Special) Saving throw: Standard This spell has a variety of random effects; when cast, check the d20 on the table below to determine the effect on the target. 1 No effect 2 shakes off momentary fears 3 loses -1S against caster only 4 loses - 1 INIT 5 loses -2D against caster only 6 backs off 2 spaces after next attack 7 loses -1 S 8 loses -2 INIT 9 loses - 2D 10 loses -1 S, -1P, -2 INIT 11 loses next attack 12 loses next round of attacks 13 loses -2S, -2 INIT, -2D 14 must flee for d6 rounds 15 loses 1 attack each round for d10 rounds 16 Lose - 2S, - 2P 17 will not engage the caster only for d20 rounds 18 Lose - 5S, - 5P, - 5 INIT 19 halves results of d20 rolls to attack 20 must flee combat for d20 rounds Cease Level Three - Kormath; Level Seven - Ras-Shamra; Level Nine - Cult of the Dragonfly, Kahnon; Level Eleven - Zahm) Range: 10' per level of the caster Duration: Length of combat Saving throw: Standard This spell will reduce an opponent's action per round by 1d4; the target will still always have at least one action per round. Cease Hostility Level Seven - Kormath) Range: 10' per level Duration: Instant Saving throw: None This spell affects a radius of 10' per level of the caster. All targets within the radius of the spell have their hostility, anger and excitement drained by the spell's forces. All targets within the spell should take an ME check; the test is equal to 1d6 for every two levels of the Kormath cleric who casts the spell. (i.e., at level seven, the test would be 4d6). Those who fail will be reluctant to enter combat, depending on the roll made (this is left at the GM's discrimination). Change Level Three - Talryan) Range: 120' away from caster, 10' radius per level Duration: Instant Saving throw: Standard This spell summons and creates a piece of the primordial chaos. This has the immediate effect that any target within the radius of the spell, with the exception of members of the cult of Talryan, are stricken by 2d7 points of damage. Change Storm Level Seven - Talryan) Range: 200' from caster, 10' radius per level of the caster Duration: 2 melee per level Saving throw: Standard This spell unleashes an unpredictable and dangerous cloud of primal chaos; this is literally controlling the fundamental unpredictability and change of the universe. Although each change storm is different, there are several standard features: 1) It acts in all ways as a Chaos spell, with the exception that members of the cult of Talryan and of Tvarak are not affected. 2) There is a chance (5%) for each creature within the spell (including trees, plants, non-intelligent animals, etc.) that the creature will be radically changed in some way. These changes may be temporary or permanent, gross or insignificant, in any way. The effects are up to the game master 3) It will Bless the land and any designated as friendly creatures with the guidance and favor of Talryan. Chip Level One - Marthes; Level Six - Chiasmus, Dakhma, Issaj) Range: 10' per level Duration: Instantaneous Saving throw: Standard Allows the caster to "chip" any "chipable" substance (flint, glass, pottery, etc.). Assumed to be either 1d8 HP per level of the item or 10%, whichever is greater. The chip may either be one large chip or several small ones. Change Cycle Level One - Moon Sisters; Level Three - Talryan; Level Six - Mistayn the Beast; Level Ten - Kormath) Range: Touch Duration: Instantaneous Saving throw: Standard This spell allows the caster to change the rhythm of bodily cycles such as menstruation, sleep, eating, breathing, etc. Any caster at any level may alter schedules while keeping equilibrium - for example, a caster could change a target's normal sleep rhythm from one eight-hour period to two four-hour periods. The target will adhere naturally to the new pattern (and suffers the standard rigors in changing back to the original pattern). Each level of the caster allows the caster to change the cycle by 1%. In other words, a tenth level caster could, if desired, cast the spell on his/her self and sleep for 10% less each day with no negative effects. Similarly, a tenth level female caster could increase her menstruation cycles by 10%, so that the caster had a menstruation cycle of 31 days. Clean Body Level One -Kormath, Ulriei; Level Two - Dulce, Inari, Keth; Level Three - Brastan, Vaul, Xiola, Zahm) Range: 10' per level Duration: Instantaneous Saving throw: Standard This spell allows for both the spiritual and the physical cleansing of a single target. Practically, the spell will remove dirt, as well as "taint." Naturally, each cult has a different perception of what taint is. Most cults have rituals concerning these actions, but the cults above - with particular interests in cleanliness - have developed a standard, regular clerical spell. Clean Clothing Level One -Kormath, Ulriei; Level Two - Dulce, Inari, Keth; Level Three - Brastan, Vaul, Xiola, Zahm) Range: 10' per level Duration: Instantaneous Saving throw: Standard This spell allows for both the spiritual and the physical cleansing of a single target's armor and clothing. Practically, the spell will remove dirt, as well as "taint." Naturally, each cult has a different perception of what taint is. Most cults have rituals concerning these actions, but the cults above - with particular interests in cleanliness - have developed a standard, regular clerical spell. Cloak of Wazbok Level Ten - Wazbok) Range - 1' per level of caster Duration - 25 turns per level of caster Saving throw - -4 This spell creates a cloak of darkness, fear and secrecy around the target entity. The entity can now only be seen when it desires; the cloak is all-encompassing. The cloak moves at the target's will, completely enshrouding it. In addition, the cloak can fade to mist, to invisibility or to a glittering shine; the entity within will remain undetectable to nearly all forms of magic. Any character making the saving throw may still see, but just barely, the form of the target entity within the spell. Code Level Four - Valt, Thenae; Level Six - Xixia, Rephaim, Ary) Range: Touch Duration: Instant Saving throw: Special This spell allows the caster to "code" a non-magical text; magical-texts may also be "coded," but receive saving throws. In the process of coding, the caster utters a unique power word; any cleric possessing Decode may later "decode" the coded text if the power word is possessed. Many coded texts await discovery of their proper power words; many such quests for the proper decoding key are underway at libraries and cults across the continent. Coin Level Six - Masorah) Range: Touch Duration: Instant Saving throw: None This spell allows the caster to magically reduce a bar or ingot of metal into coinage; the coinage will be imprinted with a symbol of the god, the name of the cleric, and a date. This is generally useful as a third, "neutral," minter in a region where coinage is under dispute. Use of this spell is often regulated by law; some countries ban it, some use Masorah priests as their own minters (the priests may sometimes intercede with the god for special imprints) and some allow anyone to mint coinage, as long as a specified purity of alloy is used. The maximum amount of coinage which can be made is pounds of ingot equal to the priest's level. Combat Immunity Level Three - Zadron) Range: Self Duration: 1 combat or 1 day, whichever shorter Saving throw: none This spell allows the caster to cast spells in melee combat, even if damage is suffered. The caster does not need to check to see if concentration is broken; spells are only disrupted if the caster is reduced to 0 or below. Comprehend Index Level Two - Thenae) Range: Self Duration: 1 hour per level Saving throw: None This spell allows the caster to understand the Index pattern that another has placed on a grouping of objects/knowledge. Any clerical member of wishing to undertake serious scholarly research must obtain this spell; it is known to have been placed in magic items, as well. Consume Level Eight - Tvarak; Level Nine - Larz; Level Ten - Marthes, Leaders; Level Fifteen - Thaks) Range: 10' per level Duration: See spell description Saving throw: Standard This spell does 1d4 damage to a target which fails its saving throw. On subsequent rounds, the target must attempt his/her saving throw -5; if it fails, it takes another 1d4 points of damage. This continues until the character or slain, or until the character succeeds with a saving throw, in which case the spell's effects end. Consume Mind Level Five - Kohm Kator) Range: 5' per level of caster Duration: Instant Saving throw: +1 This is a most dangerous spell. It drains the totality of the victim's memory, transferring it to the caster's mind and leaving the victim a mental vegetable. It can be cast only once per week, despite level, and takes the entire week to prepare. Each time it is cast, the priest takes 4d6 general hit point damage. The priest must overcome the target's ME with his own ME. If he fails, the entire ritual fails. If he fumbles, the caster collapses into a catatonic trance for 1d6 weeks, leaving him at the mercy of ambitious opponents. If the spell succeeds, he may learn any or all of the target's magic spells. Any spells obtained from a cleric, shaman or druid can be used only once unless the caster chooses to "obtain" the spell when reaching his next OCC level; in such a case, the single spell chosen (no matter what level) is obtained reusably. Knowledge skills known by the victim at a higher level than the priest's own ability may be gained. For each such skill, the priest may gain 1d6 x 5%. Skills gained in this manner cannot exceed the lower value of either the priest's INTx5% or the victim's former skill level. This spell has no effect upon the priests or paladins of Thenae unless a natural 20 is rolled on the attack. Control Birds Level Three - Brastan) Range: 25' per level Duration: 10 melee per level Saving throw: Standard The caster may attempt to "control" any birds within range of the spell. Birds may attempt to save normally; they may attempt later saves if the caster demands unnatural or endangering acts of them (the same as per Summoners) without the permission of the god. Birds are considered sacred to some degree by the cult of Brastan, so the spell should never be used for suicide missions, nor endanger birds unnecessarily for personal gain. Control Change Level Six - Talryan) Range: 25' per level of the caster Duration: Instant Saving throw: None This spell allows the caster to "control" any change within the given area. In general, the caster will have the option to negate or reverse any of the following spells: ¥ Any spell of the Talryan cleric list; ¥ Chaos, Whirlwind, Quicksand, Mystic Illusion, Havoc, Teleport, Teleport (Superior) ¥ Other spells or items of the gamemaster's option. Control Dragonfly Level Three - Cult of the Dragonfly) Range: 25' per level Duration: 20 melee per level of the caster Saving throw: -1 This spell allows the caster to control any dragonfly within range. Note both that dragonflies are particularly stupid creatures (the orders should be short) and that the Dragonfly God will frown upon foolish uses or sacrifices of his creatures. Control Horse Level Four - Nomad Gods; Some subcults) Range: Touch Duration: 5 melee per level Saving throw: Standard This spell allows the caster to "control" a specified horse s/he can touch. The animal can be ridden, led or directed as if the caster and horse were familiar; however, this does not enable the caster to enjoy any benefits of horsemanship higher than his/her level. Control Sea Serpent Level Eight - Jagganath) Range: 20' per level of the caster Duration: 20 melee per level of the caster Saving throw: Standard for sentient serpents; standard - 3 for non-sentient serpents. This spell allows the caster to command a single sea serpent. Although there is a variety of uses for such a spell, Priests of Jagganath commonly use this spell for several different uses: ¥ Calling sea serpents to wreak havoc and vengeance on those who misuse the sea; ¥ Driving away serpents who pose dangers to the caster; ¥ Calling serpents to perform various deeds within the serpent's power (i.e., transport, retrieve an item, etc.) Priests will usually not allow others to kill a serpent so controlled; this would be a misuse of Jagganath's powers, and would likely result in retribution against the Cleric. Control Spider Level Three - Spider God) Range: 25' per level Duration: 20 melee per level Saving throw: Standard This spell allows the caster to control any spider within range that fails their save. Different spiders will have different intelligences; there is a great deal of variation in what commands different spiders understand. The Spider God would, of course, frown on the needless sacrifice of its children. Control Weather Level Seven - Prvar) Range: 1 mile per level of the caster Duration: 1 day per every four levels of the caster Saving throw: Standard This spell allows the caster to affect the weather; s/he may move the weather "one step" from its current conditions. In other words, although the caster could not instantly command a blizzard to cease, he could cause it to slow and change to a gentle, light snowfall. A second casting could then clear the sky. A third casting might allow for a slight warming of an area. The weather itself saves on a 12 or better; it is very difficult to change the natural patterns of nature in this way, and the weather will resist change and "spring back" in some cases after the duration of the spell is over. Conceive Level Three - Keth) Range: Touch Duration: Instant Saving throw: None This spell makes it more likely that a given, living being - plant, animal or sentient creature - will conceive young. It is left to the GM's prerogative to determine exactly what affect this has on different species and genus's. Cook Level Three - Masorah, Ys) Range: 1' radius area affect per level Duration: 20 melee per level Saving throw: None This spell allows the caster to cook with a +100% bonus to the caster's current cooking skill. Also, such food created has a 25% chance of being magically preserved, and will take double the standard amount of time to spoil or rot. Despite the title, the spell may also be used in brewing, baking, candymaking, or any such act in which food is prepared and readied for consumption. Copy Text Level Four - Thenae; Level Six - Ys; Level Seven - Masorah) Range: Self Duration: 1 hour per level Saving throw: None. While under the effects of the spell, any writing the caster performs will be duplicated; note the chart below for the number of copies made per level. Note that Magical texts cannot be copied in this fashion. Level Number of copies One 1 Two 2 Three 4 Four 8 Five 16 Six 32 Seven 75 Eight 155 Nine 310 Ten 625 Eleven 1,250 Twelve 2,500 Thirteen 5,000 Fourteen 10,000 Fifteen 20,000 Corrode Level Six - Marthes) Range: Touch Duration: Permanent Saving Throw: Standard This spell allows the caster to accelerate the process of rust, tarnish or corrosion on a metallic object. Use the table below to determine how much corrosion takes place. Level Amount 1 1 week 2 2 week 3 4 week 4 2 months 5 3 months 6 1 year 7 2 years 8 5 years 9 1 decade 10 2 decades 11 5 decades 12 1 century 13 2 centuries 14 5 centuries 15 1 millennia. Crack Level Five - Masorah; Level Seven - Dakhma, Chiasmus, Issaj) Range: 10' per level Duration: Instantaneous Saving throw: Standard Allows the caster to crack any "crackable" material like stone, steel, pottery, etc. A crack consists of up to linear inch per level of the caster (and up to inch depth per level) of crack in the material. Create Basilisk Level Ten - Pao-p'o; Level Eleven - Ryllak; Level Twelve - Zadron; Level Fifteen - Elgrun) Range: Touch Duration: Permanent Saving throw: None This 10-hour ritual allows the caster - with the appropriate components (as the GM sees fit) to create a living basilisk which will henceforth be controlled by the caster. Many necromancers will use this spell to create a creature for use as a familiar (with a spell or scroll of Familiar Link). Create Head Level Eight - Kohm Kator) Range: Touch Duration: Permanent Saving throw: -1 This spell must be cast during the new moon or on the High Holy Day. In this ritual, a living victim is decapitated with a silver garrote and his or her spirit trapped within the severed, living head. The head is placed in a mental connection with the spell's caster, and its spells become available to him or her for casting. All magic, psionics and clerical abilities the victim knows are usable by the priest. Besides spells, the summoner gains knowledge. All knowledge skills of the victim can be used at a level equal to the priest's INT x 5 or the victim's skill level, whichever is lower. If the head is ever destroyed or goes mad, the caster loses all spells and skills gained from it. The spirit remains trapped in a destroyed head, and soon goes mad, becoming a mad head ghost. Even heads that are not destroyed may eventually go mad, forming mad head ghosts, though this may take years, or even centuries, depending on the personality and strength of will of the victim. The cult of Kohm Kator is rightly feared for its ability to prepare living heads severed form ritually prepared bodies. These heads can feel, think, and remember, though they have no will of their own. A head may not resist the exploitation of its abilities. Heads never need sleep nor food. They cannot speak, although they do open their mouths, grimace, open and close their eyes, etc. No caster can maintain contact with more heads than his INT/3 (round up fractions). Excess heads are discarded. Indirect contact with additional heads through another Kohm Katori's head is possible. Heads have an encumbrance equal to that of a two-handed sword (about 10 pounds). Heads have 5 hit points; if a head is reduced to 0, it is ruined, and must be discarded. If a caster is killed through the Create Head ritual his heads will come under the indirect control of the caster's slayer; any other form of death for the caster will slay his heads. Create Mummy Level Eight - Pao-p'o; Level Nine - Ryllak; Level Ten - Zadron; Level Twelve - Elgrun) Range: Touch Duration: Permanent Saving throw: None This spell allows the caster to transform a embalmed, wrapped mummy into a member of the undead. The mummy's statistics use the original, deceased creature's statistics: increase STR by a d6, increase PE by a d6, decrease DEX by a d6, decrease PB to 1. The skills of the mummy will be identical to the dead creature's statistics, at death. Note that mummies retain their original alignments, although the horror and cursed nature of undead may drive a mummy toward a more neutral or evil status, even if originally principled. The caster will retain control over the mummy for 100 years and a day; after this time, the mummy will revert to autonomy. Create Scroll Level Three - Zadron; Level Four - Thenae; Level Nine - Ys, Masorah) Range: Touch Duration: Instantaneous Saving throw: None This spell allows the caster, at a rate of once per week, to automatically create a scroll containing any one magical spell the caster currently knows. Note that although this allows certain cults a great advantage in producing spell scrolls for sale, general agreement maintains higher prices and somewhat lower productivity; also, although the cults of Thenae, Ys and Masorah all have this spell, the cult of Zadron - with its much greater access to magical spells - dominates. Create Skeletal Steed Level Two - Pao-p'o; Level Three - Ryllak; Level Four - Zadron; Level Six - Elgrun) Range: Touch Duration: 1 year per level Saving throw: None This spell allows the caster to turn the skeleton of any normal steed animal into a skeletal steed; Create Skeleton Level Four - Pao-p'o; Level Five - Ryllak, Kohm Kator; Level Six - Zadron; Level Eight - Elgrun) Range: Touch Duration: 1 year per level Saving throw: None This spell allows the caster to turn the skeleton of any sentient creature into a undead skeleton warrior. WP, attacks, etc. depends (on the GM's discretion) both on the level of the necromancer and the level of the deceased creature which provided the skeleton. Create Skeleton Army Level Ten - Pao-p'o; Level Eleven - Ryllak; Level Twelve - Zadron; Level Fourteen - Elgrun) Range: 10' per level Duration: 1 month per level Saving throw: None This spell allows the caster to create 3d6 skeletons from the appropriate bodies. These may be either humanoid or steeds. Create Undead Champion Level Six - Pao-p'o; Level Seven - Ryllak; Level Eight - Zadron; Level Ten - Elgrun) Range: Touch Duration: Permanent Saving throw: None This spell allows the necromancer to create a skeleton warrior with speial powers and abilities. In general, this spell allows the necromancer to animate the skeletons of very powerful figures; the average level of such creatures should be considered to be at least level 8. Note that skeletal clergy, magic using, druidic or shamanic figures do not keep their magic using or other special abilities. Create Undead Construct Level Eight - Pao-p'o; Level Nine - Ryllak, Zadron) Range: Touch Duration: 1 year per level Saving throw: None This spell allows the necromancer to create an "undead construct" (similar to the Major Golem) from the parts and pieces of the undead. Six of the following "attributes" can be granted to the creature Any non-missile WP proficiency at Level 8 Prowl at 90% +5S +10 to damage +5 P/Dodge Kick attack (2d8) 4 attacks/round Fist attack (3d6) +10S with Fist +10S with Kick Bite attack (2d6) Horn attack (2d8) Half-damage from non-magical/holy weapons Half-damage from all impaling & missile weapons Create Vampire Level unknown - Ryllak) Range: Touch (?) Duration: Permanent (?) Saving throw: None (?) This spell allows the caster to turn the living or recently slain body of any sentient creature into a vampire. This spell is mostly legendary, although some living spellcasters are known to have used either this spell or a similar magical deed to create vampires. More precise information regarding this spell is generally unknown, and may be decided on a case-by-case basis by the gamemaster. Create Zombie Level Six - Pao-p'o; Level Seven - Ryllak, Kohm Kator; Level Eight - Zadron, Elgrun) Range: Touch Duration: 1 year per level Saving throw: None This spell allows the caster to turn the body of any sentient creature into a undead zombie warrior. WP, attacks, etc. depends (on the GM's discretion) both on the level of the necromancer and the level of the deceased creature which provided the body. Crumble Level Three - Marthes) Range: Touch Duration: Instant Saving throw: Standard This spell allows the caster to easily crush one item in his/her hand; the item must be small enough that the fist can completely encompass it. The item will take 10d6 damage; this includes even magical items, metals, gemstones and the like. Cure Blindness Level Eight - Ulriei) Range: Touch Duration: Permanent Saving throw: None This spell allows the caster to cure any and all instances of blindness caused by injury or disease; this may include the regeneration of the eyes themselves, if necessary. The amount of time required to cure the blindness depends on the injury received, and is thus at the GM's discretion. Cure Disease Level One - Styphon, Intichiuma; Level Six - Ulriei) Range: Touch Duration: Instant Saving throw: None This spell allows the caster to cure the effects of an ongoing disease; this will cure the target both of the disease, and of most of the effects caused by the disease. This does not, however, cause a regeneration of any tissue Limbs, eyes, organs), nor does it repair problems caused by past diseases. Cure Mental Illness Level Six - Ulriei;; Level Eight - Kormath) Range: Touch Duration: Permanent Saving throw: Standard This spell allows the caster to correctly aid an individual with an insanity to become sane once more. The period of treatment may require several castings of the spell, long periods of time, and additional mundane treatment as well. The caster can, as s/he gains levels, cure more and more aberrant and imbedded mental disorders; see the list below. Level Disorder 1 Stutters; Quirks 2 Hyperactivity; Frivolity 3 Unsociable Tendencies; Insatiability 4 Depression/Mania; Discouragement 5 Regression 6 Hysteria 7 Emotional Disorder 8 Delusion 9 Obsession 10 Paranoia 11 Phobia 12 Schizophrenia 13 Catatonia 14 Amnesia 15 Retardation Cure Poison Level Three - Ulriei; Level Four - Turlog, Ras-shamra, Thaks, Wazbok (Assassin); Level Five - Xiola, Averun; Level Six - Vaul) Range: Touch Duration: Instant/1 hour per level Saving throw: None This spell allows the caster to cure the target of the effects of any poison. Note that some poisons are more difficult to remove than others, and may require either more than one treatment, very powerful (natural 20) treatments and the like. If cast on a target not currently poisoned, it will assist the character in resisting any poisons injected during the duration of the spell; this will thus add a +3 to save vs. poison. Cults which have the spell include healing cults, honor (anti-Assassin) cults, and Assassin cults - the latter, to protect against the effects of fumbling. Curse Land Level Eight - Nomad Gods, Intichiuma; Level Twelve - Spider God Range: Special Duration: Permanent Saving throw: None This spell allows the caster to permanently curse a piece of land in area equal to the caster's level x 10 on each side. The effects of the spell vary depending on the whim of the god and the level of the caster: a level 8 casting might wither plant life and sicken animals, while a level 20 casting might create a bare and desolate region where little life exists. This can be removed by the most strenuous of remove curse rituals, and rarely lasts long unless there is no local clergy. Curse of Tvarak Level Ten - Tvarak) Range: 5' per level of the caster Duration: 5 melees per level of the caster Saving throw: Standard This spell curses the target with a hideous flaw created by the insidious Tvarak. The majority of the features are bad, but a few are positive. Roll a d100 on the chart below. Some effects (i.e., all objects carried destroyed) are permanent. Physical changes revert when the spell duration ends. Characters slain while under the effects of the spell suffer permanent changes; most clerics of Light will not resurrect a mutated character. d100 Chaotic Change 01-02 MA -1d6 03 MA -2d6 04-05 ME -1d6 06 ME -2d6 07-09 PP -1d6 10-11 PP -2d6 12 PP -3d6 13-14 PS -1d6 15 PS -2d6 16-17 PE -1d6 18 PE -2d6 19-20 Valuable gem on body (3d6x100 gold) 21-22 -1 to save bonus against magic 23-24 -2 to save bonus against magic 25-26 All non-magical items destroyed. 27-28 Skin toughens; +2 to whatever AR worn 29-30 Flammable; if ignited, burns all with 3 meter radius 31-32 Hypnotic skin (enemies at -2 S, -2 P, -1 initiative) 33-35 Insanity: roll on psychosis table 36-37 Grows third arm; gains one additional attack 38-40 Always detects as evil (characterization or not) 41-42 Can never have initiative 43-45 Intimidated; -2 to save against charm, panic, etc. 46 Takes double damage from melee weapons 47-48 Can receive no magical healing 49-50 Speed -2 51-52 Vulnerable to poison: no save vs. any poison 53-54 PB - 2d6 55-56 Never has saving throw against magic 57-58 Grow tail (if already has tail, grow second) 59-60 Sprouts horns: gains 1d6 butt attack 61-62 Cannot wear plate armor 63-65 Cannot wear splint, banded, chain or scale armor 66-67 Cannot wear any armor 68-70 Shrink (gnome size; weapons do decreased damage) 71-72 Corrosive skin does 5 points of damage to any item touching it (armor, weapons) 73-74 Loses body part: 1-2 Arm: -1 S, - 1 P, - 1 attack if target has more than 1 2-4 Leg: -1 P, - 3 Speed 5 Hand: -1 attack if character has more than one 6 Eye: -2 S 75-76 Two heads 77 Vulnerable to damage; double damage from attacks 78-80 Bestial appearance 81-82 Increase in size. Add 1d6 to damage. 83-84 Cannot learn magic of any type 85 Undergoes Mutation of Tvarak 86-87 Cannot use weapons 88-90 Agonizing screams when moving 91-92 Claws/fangs: increase natural attack damage by 1d6 93-94 Poison sting tail; random poison 95-96 Skin armor; AR of 20, but speed of 1. 97-98 Roll twice 99 Roll three times 00 Favored: roll on Blessing of Tvarak table. Curse Weapon Level Three - Usal; Level Five - Zandragal; Level Eight - Druj) Range: 5' per level Duration: 10 melee per level Saving throw: Standard for magical only This spell allows the caster to "curse" a targeted weapon within range. The weapon's bonuses to hit (if any) are reduced by -1 for every 2 levels of the caster (round fractions up). This may in fact reduce a sword to severe negative amounts. Cut Hair Level Two - Inari; Level Three - Xiola) Range: Touch Duration: Instant Saving throw: None This spell allows the caster to style and cut a target's hair/fur as desired. = D = Darklight Level One - Kohm Kator) Range: 10' per level of the caster Duration: Instant Saving throw: None This spell creates what is called the "cult light." It can cast on any item capable of burning and giving off light non-magically (i.e., torches, lanterns, braziers, campfires, sentient beings, etc.) The affected item gives off light which is invisible to non-cult eyes. Lay members, initiates, priests and paladins of Kohm Katori see a purple glow. Non-cultists can see the dim violet flames, but the fire illuminates nothing to them. Darkness Level One - Jral) Range: can cast 10' per level away from caster Duration: 10 melee per level Saving throw: None This spell creates a 10' (times level) by 10' (times level) cloud of darkness. No spells may be used to see through this magical cloud, except for the nightvision possessed by all members of the cult of Jral. Death's Embrace Level Four - Pao-p'o; Level Seven - Zadron) Range: Touch Duration: See below Saving throw: None This spell takes 5 consecutive melees to cast (and the target must be touched for all five melees contiguously). The target will experience a deathlike trance 1d8 hours in duration, then slowly wakes and regains normal consciousness. During that time the target does not breathe, have a beating heart, nor betray any other sign of life. Thus he or she could be in a crate, underwater, or concealed in a coffin. Soul Sight or See Aura betrays the secret, but only on a d100 roll of IQ x 1. Devour Book Level One - Kohm Kator) Range: Touch Duration: Instant Saving throw: None This spell causes all knowledge within a book, scroll or map clutched by the caster to be absorbed within his mind. The caster takes 2d6 general hit points damage when the spell is cast. He or she must also attempt an INT x 5% roll on 1d100. If the caster fails, he or she goes into shock for 1d6 melees. If the caster fumbles (96-00), 1d3 of his or her knowledge skills, selected randomly, are each reduced by 1d3 x 5%. A book or scroll so absorbed is left with blank pages. Devour book can also absorb inscriptions from a wall (about 3m x 6m square), even if chiseled in stone or painted. Decimate Level Eight - Zahm; Level Nine - Tokos; Level Ten - Kahnon, Qadar, Ristan, Turlog; Level Thirteen - Shinran, Zandragal) Range: Military unit Duration: Instant Saving throw: Standard This out-of-combat spell is occasionally used to punish military units which have mutinied, rebelled or committed other serious crimes. When cast, the spell will mark one out of every ten members of the unit for retribution by the cult; this is determined randomly. For the next ten years, cult clergy, spirits, angels, demons and magic will haunt the transgressor. Generally, these unfortunates are not killed as to maintain an "object lesson" for other, would-be mutineers. It may not be cast by any one other than an officer of a military unit, or a priest "attached" to that officer; it may not be cast on "enemy" units. Effected unit members do not need to be a member of one of the cults above to be effected. Deceive Pilot Level Six - Farhi) Range: Line of sight (may be assisted through a spyglass) Duration: 10 melee per level Saving throw: Standard This spell allows the caster to subtract -5% per level of the caster from the target's Navigation skill. The target, if affected, should reroll his/her navigation skill; failure may put the ship in danger, fumble will always put the ship in danger. Decipher/Decode Level Four - Thenae; Level Ten - Valt) Range: Touch Duration: Special Saving throw: Standard This spell allows the caster to decode or decipher information provided to them. The GM should, in all cases, determine how many castings, how successful (i.e., natural 20s) the casting must be and how much time it would take to decipher the information. Note that possession of a cipher or keyword for the Code spell will make the decoder's job much easier. Deftness Level Three - Athtar; Level Four - Asan; Level Six - Gaves, Thaks) Range: Touch Duration: 1 hour Saving throw: None This spell adds +5% per level of the caster to the Sleight of Hand, Concealment, Pick Lock and Pick Pocket skills. (Deity) Incarnate Level Fifteen - Nomad Gods Range: Self Duration: 1 day Saving throw: None This spell allows the caster's body to serve for a host to one of the various nomad deities. In certain special circumstances, it can be cast on others after lengthy preparation and ritual. Destroy Undead Level Four -Pao-p'o; Level Six - Ling Chos, Lokar; Level Twelve - Vaul) Range: 2 undead creatures within 100', per level Duration: Instantaneous Saving throw: +1 This spell allows the necromancer to destroy two undead creatures under 10' within 100', per level. I.e., at 10th level the necromancer could destroy 20 undead. Detect Forgery Level Seven - Golan; Level Eight - Thenae, Rephaim, Xixia) Range: Touch Duration: Instant Saving throw: Standard This spell allows the caster to detect or determine whether or not a given item is a forgery. There are, however, several caveats to this. First, a caster must have some knowledge of the item: ergo, to detect a counterfeit artwork, a caster should have some knowledge of that skill. Secondly, the forger may "save;" in other words, a forgery will often be so skillful the spell fails to detect the act of forgery! Again, rely on the GM's discretion for general mechanics of the spell. Detect Slaved Level One - Leaders) Range: 50' per level Duration: 20 melee per level Saving throw: Standard This spell allows the caster to detect Slaved of levels equal or below that of the caster + 2. (Ergo, a first level caster could detect level one, two and three Slaved) Detect Truth Level One - Turlog, Golan, Ras-shamra, Tokos; Level Three - Masorah, Ys; Level Five - Myssal) Range - 10' per level of caster Duration - 10 melees per level of the caster Saving throw - standard This spell indicates whether or not the target is telling the truth. The target may attempt to save for each question asked. Diabolic Mask Level Six - Rankcol) Range: Self Duration: 1 day Saving throw: None This spell allows an miscreant, aberrant, or diabolic entity to conceal it's true alignment from detection by use of spell or clerical abilities. In generally, spells and/or abilities of higher level than the Diabolic Mask's caster will penetrate; those lower will fail. Dimensional Portal Level Twelve - Talryan) Range: another dimension Duration: lasts for 10 melee per level of caster Saving throw: None This spell is a variant of the common Dimensional Teleport . It creates an upright circle of mystic force - this may be colored as the caster wishes, and may be virtually invisible (25% chance for non-magic users to detect, 75% chance for magic users to detect). The doorway may be up to 1 foot wide and 1 foot tall per level of the caster. Any and all creatures or objects which move through the gateway during the spell will be teleported to the target dimension. Due to the unpredictable nature of the spell - the caster needs a very thorough knowledge of the dimension and locale to teleport to - the spell is generally used only within temples to Talryan, and with a great deal of preparation and protection. Dig Level Three - Issaj, Dakhma; Level Four - Chiasmus; Level Five - Kytal; Level Six - Heen, Revesna; Level Eight - Marthes) Range: 10' per level Duration: 20 melees per level Saving throw: Standard This spell gives the target a bonus to dig through stone, rock, rubble, dirt, etc. The target receives a +1 S with shovel or pick for the duration of the spell; the target also receives a +2 to PS (only while in the act of digging), and greater fatigue as well. Disarm (Level Three - Usal; Level Four - Tsirlithe; Level Six - Nomad Gods; Level Eight - Fakih) Range: Self Duration: 3 melee per level Saving throw: None This spell allows the caster to disarm opponents on natural rolls of 18 - 20, as per the standard disarming rules. Disaster Level Thirteen - Marthes) Range: up to 25' per level away; radius 10' x 10' per level Duration: Instant Saving throw: Standard The most powerful of the various Marthesspells, Disaster will inflict 2d6 SDC damage per level of the caster on all structures (buildings, bridges, dams, etc.) within range of the spell. Save for one-quarter. Living beings and minor items within that radius do not need to test, but may be required to dodge falling rock, glass, timbers, etc. Discorporation Level Five - Nomad Gods; Level Six - Org) Range: Self Duration: 50 melees. Saving throw: none The caster detaches his/her spirit from his/her body and reunites them at will, or after 50 melees. The body will remain comatose until his return. The character has a 50% chance of traveling through the astral plane and peering into the physical world. In astral form he cannot be seen or heard nor can he touch anything. He can cast the summon ancestors spell, if desired. After 50 melees, the character will return to his or her body automatically. While gone, the character's body cannot move, etc.; the link to the body is gone, and the character cannot sense any damage, effects, etc. to the body. While the shaman is gone, his or her fetch (if any) can inhabit the body, using weapons, magic objects, etc. as per the shaman but with the fetch's abilities. Dismount Level Seven - Nomad Gods; various subcults) Range: 20' per level Duration: Instant Saving throw: Special This spell will literally knock a single stated opponent off his/her steed, with a (generally) high percentage chance. There is a 15% chance per level of the caster (cumulative) that the opponent will be dismounted, with modification depending on the target's skill: subtract -5% per level of General Horsemanship, -10% per level of Knight, -15% per level of Paladin and -20% per level of Nomad. The resulting percentage is the score that the percentile dice must roll under to successful work. Since this is a pseudo-physical attack, there is no magical save. Note also that the target will take damage from falling off a steed, particularly when traveling at high speed. Example: Sword-of-Red-Stone casts Dismount on Taria. Sword is Seventh level; Taria is Fifth Level. Sword has a 105% chance of dismounting Taria, subtracting 75% for Taria's five levels of Paladin Horsemanship, for a total chance of 30%. He rolls a 41 and fails. He tries the next round against Styler. Styler has 3 levels of General Horsemanship, so subtract 15% from his chances. He rolls a 76, well below his 90% chance, and Styler is dismounted. The GM then determines the damage. Drain Level Eight - Kohm Kator, Elgrun; Level Nine - Druj, Leaders; Level Twelve - Ryllak; Level Fifteen - Gaves, Talionis, Talryan) Range: Touch Duration: Permanent Saving throw: Standard +1 This spell is very similar to the Animancy spell Drain Item, but is subtly different - and is common knowledge for some cults. This spell allows the caster to "drain" an magical item of its abilities and powers. This has the practical affect that the cleric may gain (on the GM's discretion) one or all of the following: ¥ gain the spell/powers of the item; ¥ obtain experience to increase levels; ¥ increase own spell strength/saves. ¥ increase own statistics (INT from sentient items, STR from magical constructs, etc.) ¥ Increase knowledge by gaining some (if any) of the knowledge held within the item. Other affects may be gained as well. Example: Doom, having kidnapped Drazowl, decides to drain Drazowl's magic +1 S longsword, which can cast Chameleon once per day. The GM determines that Doom gains a +1 to S while using any sword; but, as he already has Chameleon, receives no other benefit. The magic item is now inert and useless. Drown Level Three - Jagganath; Level Seven - Fahri) Range: Line of sight Duration: Instant Saving Throw: Standard This spell will "initiate" drowning on a given target; the target will then have to save vs. drowning as per the standard rules. On a roll of a natural 20, the process is further accelerated and the lungs begin to fill with water. Dullblade Level Four - Wazbok (Assassin); Level Five - Shinran, Kahnon, Thaks; Level Six - Khaldur, Zahm) Range - Caster Duration - 10 melees per level of caster Saving Throw- none This spell, in addition to any other armor worn (including the Armor of Ithan spell) reduces all bladed weapons to 1/2 damage when used against the caster. Smashing and impaling weapons (including shortswords and daggers) do normal damage. Duplicate Text Level Eight - Thenae; Level Ten - Ys; Level Eleven - Masorah) Range: Self Duration: Takes 1 hour per 100 pages Saving throw: Standard This spell will duplicate any one scroll, book, text, etc. The spell cannot duplicate magical items; however, if magical items fail their saving throws, approximate copies of the information they contain can be made. Note that this spell will set off the wards surrounding a diabolists's ward book, if any. = E = Earth to Stone Level Three - Issaj; Level Five - Kytal) Range: 10' per level Duration: Instantaneous Saving throw: None This spell will transmute a 10' (per level of the caster) by 10' (per level of the caster) by 5' (per level of the caster) section of earth into hard stone, brick or the caster's choice. The resulting construction will be plain but serviceable. Note that this spell does not shape the earth in any way; such must be pre-fabricated into the shape desired before this spell is used. Earthpower Level Three - Heen) Range: Self Duration: 10 melee per level Saving throw: None This spell adds +1 to save for every three levels of the caster (roll fractions up), for the duration of the spell; however, this occurs only when some portion of the caster is in contact with the soil. Soil may be carried to meet this requirement, but at least 10 pounds must be carried. Empower Level Eleven - Domia-Ran) Range: Self Duration: 3 melee per level Saving throw: None This spell effectively increases spell casting abilities, hand-to-hand chart, one chosen WP, and one chosen skill to the "next level." The caster does not gain another spell, but can cast spells at higher levels. The caster may gain any benefits from the HtH chart, and any new bonuses on the WP chart. Enchant Armor Level Five - Turlog, Ristan, Kormath, Qadar, Ristan, Zandragal, Dasni, Shinran) Range - 10' per level of caster Duration - 10 melees per level of caster Saving throw - none This spell adds +4 to the AR of all friendly targets within range and doubles the current SDC points. At the end of the spell, the current SDC should be divided by two to find the SDC remaining. Enchant Guardian Level Six - Zahm; Level Seven - Ristan; Level Twelve - Tsirlithe) Range: Touch Duration: 5 melee per level of the caster Saving Throw: None This spell will enchant a sword, spear or melee weapon into a floating guardian which will attack, parry and act on the caster's command. The guardian will have a strike and parry bonus equal to the caster's level / 2; enchanted shields will have a parry bonus equal to me caster's level. Enchant Weapon Level One - Kahnon, Zandragal, Turlog, Tsirlihte, Qadar, Ristan; Level Two - Dasni, Zahm, Shinran; Level Three - Black Devourer, Leaders) Range: Touch Duration: Permanent Saving throw: None This spell allows the caster to "enchant" a weapon; this has the practical affect of blessing the weapon, as well as allowing more powerful spells (Bladelight, Bladestore, Missile Parry, Spell Parry,, etc.) to be cast on it in the future. Any one caster can only have a number of weapons equal to his/her level enchanted at any one time. The spell can be dispelled at will to allow other weapons to be enchanted. Encumbrance Level Two - Elgrun; Level Three - Myssal; Level Four - Ary) Range: 5' per level of the caster Duration: 10 melee per level of the caster Saving throw: Standard The weight of all armor carried by the target is doubled; this may inflict penalties as the GM sees fit. Endure Temperature Level One - Nusku, Zask; Level Three - Prvar, Nahum) Range - Self Duration - 15 melee per level Saving Throw-None This spell allows the caster to better survive (at the GM's discretion) extremes of temperature. For cultists of Zask, a comfortable temperature range would thus extend from roughly -30¡ F to 80¡ F. For cultists of Nusku, a comfortable temperature range would extend from roughly 50¡ F to 130¡ F. For cultists of Prvar and Nahum, the comfortable range is from 30¡ F to 100¡ F. Enhance Construction Level Four - Issaj) Range: Touch Duration: Permanent Saving throw: None This spell will add 1d6 per level of the caster worth of SDC to a single complete construction. Each priest can only "bless" a particular construction once, but more than one priest can bless the same construction. Enhanced Senses Level One - Athtar, Dulce; Level Three - Thorson, Kharij; Level Four - Myssal) Range -Self Duration - 12 melee per level Saving Throw -None This spell will increase a character's basic five senses to a "higher" level - i.e., ordinary senses might become superior, superior senses become extraordinary, extraordinary senses become supernatural. Two cults - Dulce and Myssal- can cast this spell on others, for reasons specific to the cult. Entropy Level Eight - Elgrun) Range: 10' per level Duration: Instant Saving throw: Standard This spell, interestingly enough, makes it difficult for a character to change his or her physical laws of mass; the force of inertia is greatly enhanced, and it requires more energy, exertion and what have you to move from a stationary position, or stop from a moving position. It will take one action to begin movement, and once action to cease movement; i.e., if Drazowl wished to move for one melee and stop at the end of the melee, with three actions he would spend one action starting, one action moving 1/3 his SPD, and one action stopping. A character with two actions would require one and a half rounds to accomplish the same effort. Exorcise Elemental Level Ten - Ling Chos) Range: 100' Duration: Instant Saving throw: -1 This spell will instantly banish an elemental back to its elemental plane of existence; literally, by severing the spells, ties or summonings which have drawn it to the Palladium world. The elemental takes no damage from the spell, and any possessions or devices carried by it remain in the mundane plane. Eye of the Cloud Level Four - Brastan) Range: Self Duration: 8 melee per level Saving throw: None This spell allows the caster to observe the ground as if from a height of 1,000 feet directly above the caster. It may be combined with spells to focus, sharpen or zoom one's vision. Eye of the Dragon Level Four - Cult of the Dragonfly; Level Seven - Ryllak) Range: Self Duration: 7 melee per level Saving throw: None This spell allows the caster to increase visible daylight vision to 240'; nightvision range (if possessed naturally or by spell) is increased to 300'. = F = False Swear Level Three - Druj; Level Four - Wazbok (Thief), Asan, Athtar; Level Eight - Wazbok (Trickster), Wazbok (Assassin), Thaks, Averun) Range - 10' per level Duration - 10 rounds per level Saving Throw- Standard When cast on a willing target, this spell allows the target to automatically resist the effects of any and all truth spells, potions, etc. cast upon him or her. In addition, any promises, oaths, geases, etc. taken during the spell's duration may be broken without supernatural penalty. When cast on an unwilling target the Saving throw is missed, this spell causes the target to lie uncontrollably. No matter the question ("Is the sky blu