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 blue? Are you a hidden witch? Do you mind if I kill you?") the target must lie, lie, lie. This spell is often used in the later format upon unsuspecting truth and justice worshippers for a cheap laugh. It also can provide hours of enjoyment in courts, allow assassins and thieves to get off the hook and provides a curious interrogation tool for "yes/no" questions (after all, everything s/he says is a lie, right?) False Trace/Tracks Level Six - Athtar, Averun; Level Eight - Asan, Sphael; Level Ten - Kharij) Range: one 50' section of tracks, per level Duration: 1 hour per level Saving throw: None This spell will create a set of false tracks, prints, magical traces or other such "traces" as specified by the caster, for the length of ground specified by the caster. When the spell's duration ends, the false set of tracks, trail, etc. will degrade and be detectable as false. FarHear Level One - Malak Ta'us) Range: Self Duration: 10 melee per level Saving throw: None This spell extends one's audible hearing range (60' for normal, spoken words) 15' per level of the spell; i.e., if cast at 6th level, a character could hear spoken words 150' clearly. Fear Level Four - Druj) Range: 100 feet Duration: 4 melee per level Saving throw: Special; save vs. horror This spell creates a radius effect equal to 5' per level of the caster. The invocation creates a sensation of fear over a particular area. The caster may place the enchantment on an area occupied with people, or an area that is not presently occupied. Anybody entering that area of enchantment must roll to save vs. horror factor 16. A failed roll means the person is suddenly washed with terror and will be momentarily stunned, loses initiative, is the last person to attack, and cannot defend against an opponent's first strike each melee the person is in the area of fear. This rolled may be attempted at the beginning of each round. Fearshock Level One - Org, Khshathra) Range: 90 feet Duration: instant Saving throw: +1 to save A feeling of terror and fear overwhelms the victim's motor parts of the brain, rendering him/her completely paralyzed. The victim cannot move or speak, but can breath, hear and think. Paralysis lasts for 6 melees per level of the level of the spell caster. Fearshock takes place automatically, welling up as the caster channels the manic hatred of Org into the victim's psyche. Feather Fall Level Seven - Athtar; Level Eight - Wazbok (Thief); Level Nine - Averun, Thaks; Level Ten - Wazbok (Assassin)) Range: Self Duration: 1 melee per level Saving throw: None This spell allows the caster to "land" from a fall and take no damage; furthermore, none of the items in his/her possession will take damage either. However, the spell must be active when the character actually impacts, so it is important to time its casting appropriately. Fertilize Level Three - Revesna, Keth, Heen, Xiola, Matya) Range: 10' square per level Duration: 1 month Saving throw: None This spell will fertilize a field, giving it greater yield and richness; it will also help the field to maintain the proper levels of nutrients. This spell should be cast on a field at least once per year in order to maintain the proper balance of the soil. Fetch Level Three - Nomad Gods; Level Five - Org) Range: Self Duration: Permanent Saving throw: none This spell results in the creation of a fetch, a shamanic familiar. First, the caster must create a circle of Summon Ancestor, Random. The spell is then cast when the circle is triggered; when cast, the spell creates a link between the caster and a willing spirit. Fetches have the following characteristics: an IQ of 3d6, an ME of 4d6, and d6+1 levels of shamanic powers (spells taken at random from the shamanic spell list; fetches have no abilities with circles or symbols.) Some shamans are reputed to have vastly more powerful spirits. The spell caster and the fetch share a unique bond, which results in the following abilities: a) The fetch will inhabit the shaman's body whenever the shaman discorporates. While in the shaman's body, the fetch acts in all ways as the shaman, except that weapons abilities and magic will be different. Magic items, scrolls, etc. can still be used, and the spirit can use the shaman's body to lay hands. b) The disembodied fetch can cast spells into the physical plane by using the shaman's senses to direct the spell; however, this counts against the total spells the shaman can use in a day. c) The fetch can intercept spirits which attempt to possess or spiritually attack the shaman. d) The disembodied fetch has a permanent Second Sight, which the shaman can "tap into" at will and use. The following restrictions apply as well, however. First, if the shaman dies the fetch is lost and the spell must be re-cast. Second, the fetch cannot leave more than 100' from the caster, and the caster cannot use the fetch's senses if it is more than a few feet away. Fist of Force Level Four - Khshathra) Range: Self Duration: 12 melee per level Saving throw: None This spell overlays the caster's hand and forearm with a mystical force. The character can now strike for greater damage (2d4), can parry opponent's weapons with their hands, and has armor equivalent to AR 12 on the forearms. FlameArrow Level Five - Nusku; Level Six - Wazbok Magi), Zahm; Level Seven - Shinran) Range: 1' per level of the caster Duration: 4 melee per level of the caster Saving throw: None This spell allows the user to "enchant" arrows to become mystic arrows of flame. Shortbow arrows will now do 2d6 damage, longbow arrows will do 3d6 damage, crossbow bolts will do 2d6+2, and large crossbow bolts will do 3d6+2. The caster may enchant one arrow per action spent doing nothing else; s/he can affect any arrow or bolt within the range of the spell. Flame Curse Level Eleven - Revesna) Range: 10' per level Duration: 3 melee per level Saving Throw: -1 This spell will, if successful, resulting making the targeted entity flammable. The degree of flammability is proportional to the roll of the d20 when cast; a roll of 20 indicates that even stone, metal or water will burn. Flash Level One - Nusku, Nahum; Level Two - Rephaim; Level Three - Farhi) Range: Cast within 10' per level of caster Duration: 10 melee 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. This may in some cases blind; the effects last only for the duration of the spell. Flexibility Level Five - Wazbok (Thief)) Range: Self Duration: 12 melee per level Saving throw: None This spell allows the caster to make his/her armor "flexible;" as such, the armor will protect 100% against stun effects (to the detriment of the armor) if light, 75% if heavy. Float Level One - Avesta; Level Three - Jagganath) 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. Flock of Birds Level Three - Prvar) Range - 100' feet Duration - 10 rounds Saving Throw - None This spell summons a number of birds equal to the caster's level x d6. The birds will attack stated opponents for 10 rounds, then leave; the spell may not be cast more than once per battle (not enough birds in most areas) and is of limited effect in areas where no or few birds live (tundra, deep ocean, etc.) Fly as the Dragon Level Eight - Cult of the Dragonfly; Level Twelve - Zandragal) Range: Self Duration: 1 hour per level Saving throw: None This spell allows the caster to fly at heights up to 1500 feet, up to 350 miles per hour, and to climb at speeds of up to 250 feet per minute. Also, the caster may lift/carry up to 500 pounds as long as total can be easily grasped by the hands or harnessed. Fog Level Two - Fahri; Level Four - Prvar, Jral; Level Eight - Cult of the Dragonfly) Range: 60' Duration: 20 melee per level Saving Throw: None This spell allows the caster to create a patch of fog equal in size to 50ft2 per level of the caster. Force Blade Level Three - Averun) Range: Self Duration: 5 melee per level Saving throw: None This spell allows the caster to summon any dagger- to long sword-sized blade within the caster's hand. When the spell is dispelled, the blade disappears. The blade will generally appear a dull, shifting black. Forge Level Four - Chiasmus) Range: Self Duration: 1 hour per level Saving throw: None This spell adds +25% to the caster's skill at Blacksmithing, Armorsmithing, and Weaponsmithing. In addition, s/he will not grow fatigued or hot during the duration of the spell, and will ignore nicks, cuts and small sparks. Freak Drive Level Six - Tvarak Range: Self Duration: 10 melee per level Saving throw: None This spell will literally run the caster into "overload," turning the caster into a virtual killing machine. The caster may continue to function and attack until his/her body has been reduced to negative double PE, at which point the character dies. Furthermore, the character does not suffer bleed damage. The caster gains +d6 to PS. Finally, all damage done to the caster during the spell's duration is reduced by half. After the spell runs out, is negated or is canceled, the caster takes damage equal to the total number of rounds the spell was maintained. Freesword Level Eight - Shinran) Range: 1 military unit Duration: Instant Saving throw: None This spell is an appeal to the god to allow a mercenary company to break a contract. This will be granted in cases where the client has proven abusive, missed payments, been careless with strategy, and the like. In such cases, spells like Oath, Greater Oath, etc. are voided by the God. Note that Freesword may not be used in cases of treachery, in order to obtain a better contract, ant the like. Fuel Flame Level Four - Brastan) Range: 100 feet Duration: Instant Saving throw: None This magic feeds any existing fire, doubling it in size. If can affect an area 10' in area per level, up to 100 feet away. Fumbling Level One - Usal; Level Three - Gaves; Level Eight - Tvarak, Elgrun; Level Ten - Talryan; Level Fifteen - Rankcol, Rephaim) Range: 2' per level of the caster Duration: 5 melees per level of the caster Saving throw: Standard - 1 This spell increases the target's chance of fumbling by +1 per 4 levels of the caster (round fractions up.) For example, if Styler fumbles on a 1, and a 10th level spell user casts this spell (successfully) against him, he now fumbles on natural roles of 1, 2, 3 and 4. Note that against Myrmidons, every two levels of the target lowers the effects of the spell by one. Thus, the same 10th level magic user targeting Valkris (a 5th level Myrmidon) only gives her a fumble chance on a natural 1. = G = Garrote of Air Level Three - Wazbok (Assassin), Thaks; Level Four - Averun, Qadar; Level Five - Kohm Kator) Range - Caster Duration - 10 melees per level of caster Saving Throw- none This spell creates a mystical "force garrote" out of mid-air which the assassin can then use. It is useful in that it can be summoned as needed, leaves no trace of a murder weapon behind and can be used to damage creatures which only are affected by magical weapons. Glass from Earth Level Three - Issaj; Level Four - Chiasmus, Dakhma; Level Six - Zadron) Range: Touch Duration: Permanent Saving throw: None This spell allows the caster to successfully create glass from simple earth. If the earth has already been shaped into a form (i.e., through Mold Solid), the caster may create a glass object of some sort. Great Geas Level Eight - Ras-shamra, Tokos; Level Nine - Turlog; Level Twelve - Golan) Range - touch Duration - permanent Saving throw - none This spell can only be cast on a willing recipient. After casting, the recipient will have to follow to the letter 10 restrictions created by the caster. These are typically such things as: never fight me or my friends; never aid those who oppose me and my friends; never allow the helpless to come to harm; never lie, etc. The caster must be careful how each restriction is phrased. This spell can only be removed by the caster's agreement or through divine intervention or through exotic, powerful Level 11+ and beyond) magical spells. It is directly powered by Turlog, who will notify cult members if the spell is ever broken. It will continue after the caster's death. The spell is often used to "reform" criminals within the Realms who are guilty of non-capital crimes; the spell ensures that the criminal will not act contrary to the laws of the state. It is occasionally used on suspicious wanderers and the like, and notably is often cast by Nightfur Turlogi upon visiting humans. Grease Level Seven - Usal Range -90' Duration - Permanent (until naturally eroded) Saving Throw -Special This spell creates a patch of grease with a radius equal to the caster's level x 5'. The patch requires a P.P. roll of five dice for each point of movement, attack, or parry; failure means the character falls down, requiring a 6d6 P.P. to get up. Greater Charm Level Seven - Fahri, Inari, Xiola Range: Self Duration: 10 melee per level Saving Throw: None This spell will double the Mental Affinity of the caster for the duration of the spell. This spell may, furthermore, increase this MA above normal species maximum. Greater Death Level Ten - Larz, Ling Chos; Level Fifteen - Ryllak) Range: Touch Duration: Instant Saving throw: Standard This spell will do 3d6 damage per level of the caster to a single foe the caster is physically touching (skin to skin). This spell is usually only available to High Priests of Larz or Ling Chos. Greater Defense Level Six - Fakih; Level Eight - Zandragal; Level Ten - Ryllak Range: Self Duration: 8 melee per level Saving Throw: None This spell adds to a character's parry, saves and AR class. The parry bonus will be increased by one point per 2 levels of the caster; The save vs. poison, insanity, horror and psionics will be increased by one point per 3 levels of the caster; The AR class will be increased by one point per 4 levels of the caster; The save vs. magic, wards and circles will be increased by one point per 6 levels of the caster. Round fractions up. Greater Fireball Level Four - Nusku; Level Five - Brastan; Level Six - Revesna; Level Twelve - Zadron) Range: 50' per level of the caster Duration: Instant Saving throw: dodge This spell creates a greater fireball, which is then hurled at a target instantly; the target will take 2d6 points of damage for each level of the caster. The victim may dodge, must know the attack is coming and roll an 18 or higher. Greater Fog Level Six - Fahri; Level Eight - Jagganath Range: 1 mile Duration: 15 melee per level of the caster Saving Throw: None This spell creates a patch of fog equal in size to 100ft2 times the level of the caster. When the spell's duration is over, the fog will gradually dissipate over 2d4 x 10 melee. Greater Havoc Level Twelve - Tvarak; Level Fourteen - Talryan) Range: 90 feet Duration: 2 melees per level of the spell caster Saving throw: Standard A more powerful spell of chaos than the standard Havoc, it affects everyone in a 20 feet radius and can be cast up to 90 feet away. Victims take 2d6 points of damage per melee, are confused (roll 3 dice against IQ to take an action), -5 to strike, parry and dodge, and have no sense of direction. Greater Healing Level Three - Ulriei; Level Five - Xiola, Kormath; Level Seven - Matya, Heen, Inari, Elgrun, Revesna) Range - touch Duration - instant Saving throw - none This spell heals a character or animal of 3d10 points of damage. It is a quicker and more effective version of ordinary clerical healing. It is usually restricted to Temple Priests, or to High Priests. It is also usually reserved for times of great emergency; regular healing is free, but using Greater Healing takes up magical energies which can often be put to greater use elsewhere. Greater Lightning Level Five - Nahum) Range: 20' per level of the caster Duration: Instant Saving throw: Standard This spell creates a lightning bolt which can be directed at any specific target within range. The lightning bolt shoots down from the sky, hitting the desired target; the target or area must be within line of sight, and must be open to the sky. The lightning bolt does 2d6 per level of the cleric. Greater Oath Level Five - Ras-shamra) Range: Touch Duration: Permanent until satisfied Saving throw: None This spell grants a +1 to strike, a +1 to parry/dodge and a +1 to all saves; in return, the target swears an oath acceptable to the cleric, pledging to fulfill an oath. The effects of the spell will last until the oath is fulfilled; characters who fail to maintain adequate status toward fulfilling the oath lose the bonus, and characters who abandon the oath suffer a -1 to strike, -1 to parry/dodge and -1 to all saves until recompense is made. Greater Telekinesis Level Ten - Talionis) Range: 100' Duration: 10 melee per level Saving Throw: None This spell allows the caster the same powers as the standard Telekinesis spell, with the exception that the caster may manipulate weights of up to 5,000 pounds. Greater Truth Level Six - Golan; Eight - Turlog, Ras-shamra, Tokos) Range: 5' per level Duration: 20 melees + 5 melee per level Saving throw: Standard (general, for the spell as a whole) This spell, when cast on an intelligent creature, will force them to say "associated" words when questioned by a cleric. This is different from the standard truth spell in that an affected creature will "suggest" things. Example: Grag the Orc is being questioned by the cult of Golan regarding a thievery. Grag fails his saving throw for the spell - this means he is susceptible to all questions. When asked, Grag says - truthfully - that he did not rob the store. When asked if he knows who did, he says - truthfully - he does not. But he will add he knows a few good suspects... Note that the appropriate spells (Geas, Greater Geas, Blank Divination, etc.) can overcome this; chemical and mental training may block it as well. This is not a general thief catch-all, by any means, but it is useful for questioning "ignorant" or confused witnesses, suspects, etc. Great Spawn of Chaos (Sixth Level - Tvarak) Range: 10' per level of caster Duration: Permanent Saving throw: None This ritual is cast upon the earth itself. It transforms a portion of the ground into a spawn of chaos, a protoplasmic blob of change and formlessness. The typical spawn is as follows: IQ: 1 ME: 11 (3d6) MA: 0 PS: 0 PP:11 (3d6) PE:11 (3d6) PB: 0 SPD: 1 Hit Points: 15 (PE + d6) The spawn attacks with an enveloping acid attack. This attack typically does 8 points of damage; the spawn acid will damage armor and parrying weapons as well as flesh. Other types of spawn are possible, if seldom seen. Grow Claws Level One -Mistayn the Beast; Level Two - Org; Level Four - Sphael) Range: Self or 10' per level of the caster on others Duration: 10 melees per level of the caster Saving throw: none This spell causes mystic claws to protrude from the target's hands (paws, etc.) The affected creature/character now has the option of making 1d8 attacks with the claws, with a +1 bonus to strike or parry. If cast on a creature which already has claws, the claws will do an additional +d4 of damage and gain a +1 bonus to strike or parry. If a disarm result is rolled against the affected creature/character, a saving throw must be made to maintain the spell. = H = Hail Storm Level Six - Zask, Prvar Range: 100' Duration: 10 melee per level Saving Throw: Dodge This spell creates a fierce and localized hail storm equal in radius to 5' per level of the caster. Each round, d6 hail stones the size of a baseball will be flung at each creature (except the caster) within the storm; each does 2d6 damage if not dodged. Hand of Holding Level Six - Asan, Athtar, Wazbok (Thief); Level Seven - Wazbok (Assassin), Thaks; Level Ten - Zadron) Range - Self Duration - 10 turns per level of the caster Saving Throw - None This spell allows the caster to hold as many items as he/she wants within a designated hand; this operates in general as a "bag of holding," and anything which can be placed in a the area of the outspread fingers (10" by 10" on most Wolfen) can be "held" When the spell ends, all the items will clatter forth out of seeming midair. This spell is obviously useful for catburglers and the like, who can carry equipment or stolen goods without encumbrance or movement problems. Harmony Level One - Fakih, Kormath) Range: 20' per level radius emanating from caster Duration: 1 hour per two levels of the caster Saving throw: Standard This spell will create a feeling of harmony and peace around the caster. Although it will not halt combat, it will allow people to feel better about working with others, etc. It further provides a +1 to save on morale, rout, panic, etc. checks. Hatred Level Two - Org; Level Three - Khshathra; Level Seven - Malak Ta'us) Range: 30 feet Duration: 20 melees per level of the spell caster Saving throw: standard This spell affects any intelligent being causing that person to hate and loathe a second designated target. Victims of the spell will suffer animosity and hatred of the target, and may (in some situations) go on to attack the second target. When the spell wears out, the victim will return to normal. There is a 10% chance that this will become a permanent situation. This spell can only be cast upon one person at a time. Healing Trance Level Two - Ulriei; Level Four - Xiola; Level Eight - Leaders) Range: 10' per level Duration: Special Saving throw: Standard, if desired This spell will "speed up" the healing rate of a specified target. For the duration of the spell, the target will remaining in an unbreakable trance; during this trance, the target will heal HP, STUN and coma damage at four times the normal rate (i.e., 1 day of rest equals 8 hit points; 1 minute of rest equals 4 STUN points). It also will slowly leech away poisons, speed regeneration (at double rate) and will add a bonus of 10% for any attempts by the target to regain consciousness after a coma. Hell's Sharp Flame Level Six - Lokar; Level Eight - Ling Chos) Range: Touch Duration: 10 melee per level Saving throw: None This spell increases the damage of an impaling weapon by +d8. Hesitation Level Four - Valt, Ristan, Domia-ran; Level Five - Leaders, Vaul; Level Eight - Ys, Masorah, Kormath, Elgrun, Ary, Rephaim) Range: 10' per level of the caster Duration: 10 melees per level of the caster Saving throw: Standard This spell lowers the target's INIT by 5; also, if the target is not currently engaged in melee combat, the target requires one additional round to engage into combat. Finally, multiple-round spells, wards, circles etc. now require 150% the actions spent to ready them. Hide Item Level Two - Valt; Level Three - Wazbok (Thief), Asan, Athtar; Level Four - Moon Sisters, Jral) Range - Self Duration - 10 turns per level of caster Saving Throw- Standard This spell allows the user to palm any small (> 2 pound) object without being seen; anyone who succeeds in the Saving throw has a chance to note the palming. Howl from Beyond Level Three - Org; Level Five - Averun) Range: Self Duration: Until used Saving throw: none When cast, the caster must sacrifice hit points (these cannot be healed, and must be regrown naturally). Each hit point sacrificed turns into two points of damage; the next time the character successfully hits, the total damage is added to the rolled damage. Howling Wind Level Three - Nahum) Range: 100 foot radius Duration: 5 melee per level Saving throw: standard This spell creates an intense wind, equal to 6 mph per level of the caster. Hurt Level Two - Myssal; Level Three - Ary, Druj, Intichiuma, Rankcol) Range: 10' per level of the caster) Duration: 10 melee per level of the caster) Saving throw: Standard This spell forces a character to roll a "pain penalty" against PE or be at -2 to S/P for the duration of the spell. The character must successfully role each round or suffer the effects of the spell. = I = Ignite Level Two - Nusku; Level Three - Prvar, Brastan; Level Four - Marthes, Dakhma, Chiasmus, Issaj) 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 consummation of the object, 10 = normal fire, 2 = failure, 1= spell fumble) Ignite Missiles Level Four - Nomad Gods; Level Six - Kahnon) Range: 10' per level of the caster Duration: Instant Saving Throw: None This spell allows the caster to magically ignite a number of missiles equal to double his/her level; these may be treated as fire arrows once shot, although the magical fire will not burn the bow, sling or crossbow the missiles are shot from, and even non-wooden devices (metal bolts, sling bullets) will burn. Note that the caster can only ignite missiles ready for firing the action the spell is cast; additional uses are lost. Immobilize Level Four - Elgrun; Level Ten - Kharij; Level Twelve - Ulriei) Range: 10' per level Duration: 1 hour per level Saving throw: -2 This spell will reduce the SPD and INIT of a target. Use the chart below to determine its effects. 20 Paralyzed 19 -d20 SPD, INIT 18 -2d6 SPD, INIT 17 -2d6 SPD, INIT 16 -d10 SPD, INIT 15 -2d4 SPD, INIT 14 -d8 SPD, INIT 13 -d6 SPD, INIT 12 -d6 SPD, INIT 11 -d4 SPD, INIT 10 -d3 SPD, INIT 9 -d3 SPD, INIT 8 -1 SPD, INIT 7 -1 SPD, INIT 6 -1 SPD 5 No effect 4 No effect 3 No effect 2 No effect 1 Fumble If cast on a willing target for whatever reason, the target is assumed to be paralyzed automatically. Impervious to Energy Level Seven - Qadar, Prvar) Range: Self or other within 60' Duration: 15 melee per level Saving throw: None This spell makes the individual temporarily impervious to energy. Normal and magical energy (i.e., lightning or Inflict Energy wards) do no damage to the person, or to anything s/he is wearing on his/her person. Impervious to Fire Level Six - Brastan, Shinran) Range: Self or other within 60' Duration: 20 melee per level Saving throw: None This spell makes the individual temporarily impervious to fire. Normal and magical fires do no damage to the person, or to anything s/he is wearing on his/her person. Incorporate Level Seven - Org, Nomad Gods; Level Ten - Pao-p'o) Range: Touch Duration: 1 hour per level of the caster Saving throw: Standard (if desired) This ritual (10 minutes) allows the caster to make a fetch, spirit or ghost incorporate on the physical plane. The spirit is now visible, may cast spells and see without relying on second sight or a linked being's senses, and to utilize spiritual powers (if any). The being may still not be damaged by physical, mundane weapons except magical weapons of remarkable power (rune weapons, law maker, etc.) Increase Physical Prowess Level Three - Asan, Athtar) 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). Increase Speed Level Two - Thorson, Kharij; Level Four - Asan, Athtar; Range: Self Duration: 10 melee per level Saving throw: None This spell increases the caster's SPD by 200%. This may take the caster beyond normal racial maximum; this may also increase the caster's INIT bonus. Index Level Twelve - Thenae) Range: 100' Duration: Permanent Saving throw: Standard This spell will magically "tag" and organize a stated group of texts, scrolls, maps, volumes, artworks and the like. This spell is generally used to organize libraries; since the spell is such a high level, it is commonly made (and sold) as a scroll. To understand the Index requires Comprehend Index. The former spell will organize materials which the latter spell can then "process" and understand ("Oh, the maps are here, here, and here.") Note that this spell must be recast whenever a significant number of new volumes are added (GM's determination). In addition, those unfamiliar with the Index (i.e., not the caster) will require lengthy searches through material, even with the aid of Comprehend Index. Individuality Level Eight - Domia-ran) Range: Self Duration: Variable Saving throw: None This spell will add a variable bonus to strike and a variable bonus to parry, depending on the combat, the character and the judgment of Domia-ran. In some cases, this could conceivably be a negative bonus; the character will not know what the effects will be short of a prayer of divination with 10 melee prior to casting the spell. Instability Level Four - Talryan) Range: 2' per level Duration: Instant Saving throw: Dodge only This spell allows the caster to reduce the stability of an item. Depending on the composition of the item, it loses a variety of SDC: Glass 3d7 Clay 2d7 Stone 2d7 Cloth 1d7 Leather 1d7 Wood 1d7 Soft Metal 1d7 Hard Metal 1d3 If the item in question is possessed by a cleric of Elgrun, the effects of the spell will be doubled. Insulate Level Four - Issaj; Level Eight - Elgrun; Level Ten - Nahum; Level Thirteen - Zask) Range: 10' per level Duration: 1 month per level Saving throw: None This spell will protect one stated object of no greater size than 50' x 50' x 50' from the effects of cold and heat. The object will always be 20¡ F closer to the median than outside weather (i.e., an Insulated cloak would keep the wearer at 42¡ F in 22¡ F weather, or at 80¡ F in 100¡ F weather.) Irritation Level Six - Wazbok Assassin) Range: 10' per level of caster Duration: instant Saving throw: standard This spell is used to eliminate guards. When cast, the guards will have an "irritant:" something distracting them, false information ("hey, are those bushes rattling?"), etc. It is used to 'lure' guards off for the traditional mano-a-mano disposal rituals of fiction (i.e., watch any commando movie ever made - the guards always nip away to be offed one by one). = J = Jihad Level Eight - Org) Range: 10' per level of the caster Duration: 10 melees per level of the caster Saving throw: standard This spell instills all friendly characters in range with a burning rage to carry forth battle to the enemy. All creatures designated as friendly will receive a +5 to strike and +5 to parry for the duration of the spell. Creatures designated as enemies will receive a -3 to strike and -1 to parry. In addition, friendly targets will receive a +2 to save against fear, rout, panic, etc. The spell is not cumulative with Bezerker, Bezerker Hero or Unshakable Courage; it is cumulative with WarCry. Judge Purity Level Three - Kytal; Level Six - Masorah, Ys) Range: Touch Duration: 30 melee Saving throw: None This spell allows the caster to add a bonus of +25% plus +10% per level to his/her Evaluate Precious Metals/Gems. Just Defence Level Six - Leaders, Level Four - Black Devourer, Level Four - Dasni; Level Four - Kahnon; Level Five - Marthes; Level Four - Qadar; Level Four - Ristan; Level Four - Thaks; Level Four - Shinran; Level Four - Zahm) Range: 10' per level of caster Duration: 5 melee per level of the caster. Saving throw: Standard (if desired) Adds +1 to P per every three levels of caster (fractions round up). This can only be cast by a clergy member on a lay member or initiate of the cult. = K = Kill (Domestic Animal) Level Two - Matya, Revesna, Heen) Range: Touch Duration: Instant Saving Throw: Standard This spell will instantly and automatically kill a domestic animal; these animals are limited to dogs, pigs, goats, sheep, cows, oxen, chickens, ducks, geese, reindeer, llamas. Some cultures will have additional animals but lack some of these basics. Kill Horse Level Twelve - various subcults) Range: 10' per level Duration: Instant Saving Throw: +1 This spell will instantly kill a targeted horse. This may cause the rider (if any) damage from the fall and/or speed the horse was traveling at in death. This spell has variations for other types of steeds, including bison, llamas, wolves and others; however, each spell is separate, and Kill Horse won't kill a bison any more than Kill Bison will kill a horse. Knockback Level Six - Revesna, Heen, Matya, Keth) Range: Self Duration: 6 melee per level Saving throw: None This spell allows the caster to "push away" opponents. For each three levels of the caster, the caster does 1d8 points of "knockback damage" which will not actually harm the target, but which will cause knockback. Every 6 points worth of "pseudo-damage" will knock the target back 1 meter. Although there is no direct damage, being pushed into a wall, cliff, etc. would cause damage as per falling. = L = Land Level Three - Athtar) Range: Self Duration: Standard Saving throw: None This spell allows you to land safely from a height equal to 20' per level of the caster; the caster will always land on his/her feet. Note, this can only be cast on one's self. This is not Featherfall, in that the caster will not slow down. Leadership Level Six - Fakih, Zahm, Leaders; Level Seven - Ristan; Level Eight - Qadar) Range: Self Duration: 1 hour per level of caster Saving throw: None This spell will imbue the caster with heightened mental affinity and charisma. The caster gains +6 to his/her MA for the duration of the spell; further, any subordinates of the caster will have heightened morale at this display of leadership (+1 to save vs. rout and panic tests). Leap Level Four - Asan) Range: Self Duration: 10 melee per level Saving throw: None This spell allows the caster to leap an additional 5' per level of the spell; this can be either vertically or horizontally. LeatherBolt Level Four - Chiasmus) Range: 20' Duration: 15 melee per level Saving throw: Dodge This spell allows the caster to "flick" a piece of leather or leather rope (must be at least 1" x 1") into a solid missile resembling a small javelin. Damage is equal to 2d8 + 2 per level of the caster; the spell can be dodged with an 18, 19 or 20. The caster can continue to "flick" one new piece of leather each round instead of melee actions. Legion of Rats Level Six - Asan Range -100' Duration - 10 rounds Saving Throw- None This spell summons d20 x the caster's level of rats which will appear for the stated amount of time and at specified foes. Note that this spell is of limited use in areas where no or few rats live (i.e., tundra, arctic, deep ocean, etc.) Lend Access Level Eight - Leaders) Range: Touch Duration: 1 month per level Saving throw: None This spell is used to voluntarily give up access over a Slaved minion and "loan" that minion to another. The new master will enjoy the benefits of Slaving until the duration of Lend Access ends; note that the old master will continue to enjoy these benefits as well. Lend Slaved Level Ten - Leaders) Range: Touch Duration: Permanent Saving throw: Standard This spell will permanently change access over a Slaved minion and "give" that minion to another. The new master is absolute, and the old master will retain no power over the minion. Level City Level Ten - Nomad Gods) Range: 100' Duration: Instant Saving throw: None The mechanics of the spell are not known, but its presence is. Shamans of the Nomad Gods have the ability to, from a slight distance, call up natural destruction upon all permanent structures, streets, etc. The only exception are shrines and temples to deities, which for whatever reason are almost always spared any destruction. Lie Level Six - Ary) Range: Self Duration: 4 melee per level Saving throw: None This spell attempts to counteract any "detect truth" spells that have been cast at the caster. If cast previous to the "detect truth" spell, the caster may attempt to save twice. Lift Level Two - Issaj; Level Four - Kharij; Level Six - Masorah, Ys) Range: Touch Duration: 1 hour per level Saving throw: None This spell allows the caster to increase his/her carrying capacity to PS x 20 pounds. Useful for carrying trade goods, construction and packing home the kill of the day. LightBlast Level Three - Domia-Ran) Range: 10' per level Duration: 1d4+1 rounds Saving throw: Standard This spell allows the caster to, at the beginning of each round, shout out a beam of light from his/her fingertips. The beam of light will do 1d6 points of damage per level, doubling this against sworn enemies of Domia-Ran (not races; specific sworn enemies, a.k.a. those the temple specifically directs paladins and priests to specifically, not generically, hunt down). Locate Evil Level Three - Domia-Ran, Vaul Range: 100' Duration: Instant Saving throw: None This spell will warn the caster of the presence of beings of an evil alignment; the caster will feel an "intensity;" the greater the intensity, the greater (i.e., more diabolic) the evil. This judgment of good/evil is on the deity's terms. This spell is not blocked by any object. Locate (Gem) Level Four - Kytal) Range: 50' Duration: Instant Saving throw: None This spell will alert the caster to the exact location of any and all gems of a specific type within the radius of the spell, requiring a ME check (stat x 5%) to determine where each gem is. This spell is blocked by more than two feet of stone, rock or metal. Note that if this spell is taken, it must be specified as Locate Ruby, Locate Pearl, Locate Diamond, etc. The god possesses spells for all precious and semi-precious gems. Locate Good Level Three - Lokar, Rankcol) Range: 100' Duration: Instant Saving throw: None This spell will warn the caster of the presence of beings of a good alignment; the caster will feel an "intensity;" the greater the intensity, the greater (i.e., more principled) the good. This judgment of good/evil is on the deity's terms. This spell is not blocked by any objects. Locate Knowledge Level Four - Thenae) Range: 100' Duration: Instant Saving throw: None This spell will alert the caster to a general sense of where any significant objects or beings of knowledge are in a given area. This is very general, and will include all knowledge and all objects which possess, contain or have the potential for knowledge. Also, the spell will alert the caster to the presence, but not precise location ("Uh, over there somewhere") of the knowledge. Locate Magic Level One - Zadron) Range: 100' Duration: Instant Saving throw: None This spell will allow the caster to roughly place any and all magical items within the radius of the spell. Some magical items (depending on their nature) may not be detected. It will not detect wards, runes or circles, but will detect runeswords, constructs and golems. Locate (Mineral Vein) Level Three - Chiasmus, Dakhma Range: 50' Duration: 10 melees per level Saving throw: None This spell will allow the caster to detect one specific type of metal or metal ore in the spell radius; it is blocked by stone, metal or rock of more than three feet's thickness. Note that this spell is specific; thus, Locate Gold, Locate Iron, Locate Tin are all different spells. Locate Brass or Locate Bronze could be taken, if wished - alloys are included in this spell suite, though not as useful as other spells. Also, some branches of the cult can detect specific types of rock (i.e., marble, granite, etc.). This is useful for stonemasons, and forms a minor subsect of the cult. Locate Psionics Level Two - Anchoret) Range: 200' Duration: 10 melee per level Saving throw: None This spell allows the caster to detect and locate the use of psionics within the range of the caster. It will not determine level, type of psionics or (if psionicist is in a group) exactly who is using the mental ability. Locate Runes Level Three - Talionis) Range: 100' Duration: 8 melee per level Saving throw: None This spell allows the caster to detect any active wards or runes within the spell's radius. It will not detect circles (active or inactive) or inactive wards. Locate Stability Level Five - Elgrun) Range: 50' Duration: Instant Saving throw: None This spell allows the caster to perceive the stability of a given area - in geological, social, historical and economic terms, as well as psychologically in individual cases. This spell is largely one used in cult functions, and it is up to the GM to determine the complete spectrum of its possible uses. Locate Undead Level One - Pao-p'o; Level Three - Ryllak; Level Seven - Vaul) Range: 200' Duration: Instant Saving throw: For Vampires and Mummies only This spell alerts the caster to the presence of any and/or all undead in an area. Note that Vampires and Mummies may attempt a save; if successful, they will not be detected. The spell allows the caster to roughly locate the presence of undead ("they're near the tower") and gauge their strength (i.e., about a dozen undead). Luck Level One - Gaves; Level Three - Usal; Level Eight - Talryan; Level Ten - Tvarak; Level Fifteen - Domia-Ran, Lokar Range: 1' per level of the caster Duration: 2 melees per level of the caster Saving throw: Standard - 1 This spell increases the target's chance of criticalling by +1 per 4 levels of the caster (round fractions up.) For example, if Styler criticals on a 20, and a 10th level spell user casts this spell (successfully) against him, he now fumbles on natural roles of 17, 19, 19 and 20. = M = Magic Absorption Level Three - Zadron; Level Six - Wazbok (Magi); Level Eight - Jral; Level Ten - Larz) Range: Self Duration: 3 melee per level Saving throw: None This spell allows the caster to "absorb" the spell energies of any spells cast at the caster. This includes both beneficial and malign spells, as well as the spells of the caster (cast on him/herself). These energies can be used by the caster for his/her own purposes; however, the caster cannot have more total energy than s/he possesses at the beginning of a day, and excess energy is lost. Magic Destruction Level Five - Zadron, Wazbok (Magi)) Range: Self Duration: 2 rounds per level Saving throw: None In a radius around the caster equal to 1' per level of the caster, all magical items cease to work. Magical creatures are not effected, nor are spell energies (which work somewhat differently). After the spell's duration is over, the items will work again. Spells which had been cast and were in operation from a magical item when this spell was cast, stop; they do not begin anew when this spell's duration ceases. Magic Reflection Level Nine - Zadron; Level Twelve - Wazbok (Magi); Level Fifteen - Wazbok (Trickster)) Range: Self Duration: 4 melee per level Saving throw: None This spell reflects any and all magic directed at the caster to its original source, if possible; if not possible, the spell is "bounced" in a random direction and will strike the first thing it encounters in a linear path. The caster may still cast spells on him/herself, however; his/her friends or allies may not cast spells on him (they will be reflected). Of note, this is a spell which has been widely disseminated to Mages, and is commonly found in a variety of magical items; a typical 1xW item with a 20 round duration might cost 50,000 gold. Make-Up Level One - Inari, Xiola, Moon Sisters; Level Three - Dulce, Rephaim; Level Five - Asan, Athtar) Range: Touch Duration: 1 hour per level Saving throw: None This minor spell has the following effects during its duration when cast on a willing target: ¥ Restores any lost PB; ¥ Adds +1 to total PB; ¥ +10% to disguise skill. Map Level Ten - Thenae; Level Eleven - Kym-nark-mar; Level Thirteen - Valt; Level Fourteen - Zadron) Range: Special Duration: Instant Saving throw: None This spell will tap into the inherent magical forces in the area to provide a rough map of all within a 200' radius. In some special cases, the terrain may be magically warded against this spell. Massage Level Three - Inari) Range: Touch Duration: 10 melee per level Saving throw: None This spell will act to reduce fatigue, small pains and aches during massage (which is done in a ritualistic pattern during this spell). Some temples of Inari have been willing to exchange this spell with Ulriei in exchange for favors or spells. Meld Materials Level Seven -Issaj, Chiasmus, Dakhma) Range: Touch Duration: Instant Saving throw: None This spell will allow the caster to "meld" two different materials into one new item. Thus, a leather hilt may be grafted onto a metal sword blade, or a metal spearpoint grafted onto the haft. As long as the caster is careful, as long as the two materials are not incompatible, and as long as the new item is reasonably functional, there will be no seam or join between the two materials. Melt Metal Level Seven - Chiasmus, Dakhma; Level Ten - Issaj; Level Twelve - Marthes) Range: 2 feet per level Duration: 4 melee per level Saving throw: None This spell enables the cleric to melt up to 40 pounds of metal per each level of experience The metal will become to hot to hold or touch (doing two points of damage if touched) and will melt into slag within four melee. The caster does this by staring at the metal object be melted. Magic weapons, armor, charms or items cannot be harmed. Memory Enhance Level Seven - Thenae, Kym-nark-mar; Level Nine - Kormath; Level Ten - Malak Ta'us) Range: Touch Duration: Instant Saving throw: None This spell will allow the caster to "enhance" the memory of a willing participant. This will make it easier to recall a specific memory stated when cast (i.e., "What was the flavor of your 12th birthday cake" or "What was I supposed to remember in this dungeon?" You cannot usually state, "What would be useful here?") Memory Wipe Level Ten - Malak Ta'us; Level Eleven - Kormath; Level Thirteen - Thenae, Kym-nark-mar) Range: Touch Duration: Instant Saving throw: None This allows the caster to "wipe" a stated memory from the target's brain beyond all retrieval. Mechanically, this is done in a dice vs. dice method: the caster receives a +10 to his/her roll. The outcome is "secret" (i.e., the caster may not know if his/her spell was successful, although the target may know since the memory is still there.) Mend Clothing Level Four - Dulce) Range: Touch Duration: Instant Saving throw: None This spell restores 10 SDC to an item of clothing or to a musical instrument. This may not be armor, although clothes magically enchanted to be armor can have 5 SDC points restored. Mend Leather Level Four - Chiasmus, Dakhma) Range: Touch Duration: Instant Saving throw: None This spell restores 17 SDC to each item in a group of items not exceeding 40 pounds, all of which must be made of leather. This can also be used to restore 17 SDC to a single object exceeding 40 pounds. Mend Masonry Level Four - Issaj) Range: Touch Duration: Instant Saving throw: None This spell allows the caster to restore 20 SDC each to a collection of stone items that does not exceed 60 pounds, or to a single item of 60 pounds or greater. Mend Metal Level Six - Chiasmus, Dakhma) Range: Touch Duration: Instant Saving throw: None This spell allows the caster to restore 20 SDC each to a collection of metal items that does not exceed 60 pounds, or to a single item of 60 pounds or greater. Mend Paper Level Four - Thenae) Range: Touch Duration: Instant Saving throw: None This spell allows the caster to restore 10 SDC to a collection of scrolls, maps or books that do not exceed 30 pounds, or to a single scroll, map or book of greater than 30 pounds. This will also restore covers, inks and bindings, despite the title. Mend Sail Level Four - Avesta) Range: Touch Duration: Instant Saving throw: None This spell allows the caster to restore 3d6 SDC to a sail or sail fittings. No other shipboard items may be affected. Mend Weapons/Armor Level Four - Khaldur, Shinran, Ristan, Kahnon, Zahm) Range: Touch Duration: Instant Saving throw: None This spell restores 2d6 SDC to an item of weapon or armor. Mend Wood Level Four - Heen, Keth, Kytal, Matya, Revesna) Range: Touch Duration: Instant Saving throw: None This spell restores 15 SDC to each item in a group of items not exceeding 40 pounds, all of which must be made of wood. This can also be used to restore 15 SDC to a single object exceeding 40 pounds. Mental Shield Level Seven - Anchoret; Level Nine - Zadron; Level Ten - Black Devourer) Range: Self Duration: 10 melee per level Saving throw: None The caster receives a +2 to save vs. any mentally based attacks (Psionics, fear, rout, panic, etc.) Message of Magic Level Three - Zadron; Wazbok (Assassin), Ys; Level Five - Qadar; Level Six - Vaul, Lokar) Range - 10 miles per level of the caster Duration - Special Saving Throw- None This spell allows the caster to "transmit" a message to a specified, set location (generally a shrine, temple or holy site). The form the transmission takes may vary, although all do involve transference in the real world at a mundane (though enhanced) rate. A spell of Lokar, for example, might travel as a black bolt of darkness speeding over the land at a fast rate. Note that these spells can be intercepted by men of magic and clergy through magical means. Midnight Level Two - Jral; Level Four - Rephaim; Level Six - Moon Sisters, Larz; Level Nine - Kormath) Range: 10' per level of the caster Duration: 7 melee per level of the caster Saving throw: None This spell creates a globe of darkness with a radius of 5' per level of the caster. Any member of the caster's cult can see in the sphere as usual, but any one else (even those with nightvision) cannot. Sonar, sound, taste, feel, etc. continue to work as normal. Mind Blast Level Six - Khshathra) Range: 10' per level Duration: Special Saving throw: Standard This spell, if successful, will cause a random insanity in the target. Roll the insanity on the standard Palladium chart; duration on the chart below. 20 1 week 19 d6 days 18 d3 days 17 1 day 16 2d6 hours 15 2d6 hours 14 d6 hours 13 d3 hours 12 1 hour 11 3d6 melee 10 3d6 melee 9 2d6 melee 8 2d6 melee 7 1d6 melee 6 1d6 melee 5 2 melee 4 1 melee 3 No Effect 2 No Effect 1 Fumble Mind Dagger Level Eight - Wazbok (Assassin), Thaks, Averun) Range - 5' per level of caster Duration - 10 turns per level of caster. Saving throw - standard This spell creates a "mystical dagger" out of the caster's force of will. The dagger is then propelled towards the target as if a throwing dagger, using standard strike bonuses and normal damage. The target may not parry, but may attempt a saving throw. In addition, the caster may continue to throw mind daggers until he/she takes damage, or until five daggers have been parried when the stresses of the spell become too much. Mind Screen Level Ten - Zadron) Range: Self Duration: 5 melee per level Saving throw: None The caster receives a "mental screen" which may absorb and deconstruct spells cast against the caster. The caster receives a +1 to save vs. spells per three levels of the caster (roll fractions up); if the attacking spell roll falls below this, the spell energies are absorbed by screened caster. If the screened caster is a magic user, s/he can "cast back" the spell energies using any spell on his/her list. Any energy not cast back by the end of the following round is lost. Mind Tap Level Nine - Anchoret) Range: Self Duration: 5 melee per level Saving Throw: None This spell allows the caster to use Telepathic psionic powers over a much longer range; increase the effective range of Telepathy to double the character's standard range. Mine Level four - Dakhma; level five - Chiasmus; Range: 10' per level of the caster Duration: 1 hour per level of the caster Saving throw: Standard This spell adds +1 to S with any mining tool, and +5% to Identify Gem/Precious Metals and Mining Lore, per level of the caster. Missile Parry Level Three - Kahnon, Zandragal, Turlog, Tsirlihte, Qadar, Ristan; Level Four - Dasni, Zahm, Shinran; Level Five - Black Devourer, Leaders) Range: Touch Duration: 10 melee per level of the caster Saving throw: None This spell allows the caster to parry missile attacks with a sword, spear, etc. (as if the weapon was a shield). The caster receives the standard bonus to parry from the weapon so enchanted. Mob Rule Level Five - Kahnon) Range: 1 military unit of no more than 50 within 50 feet Duration: 1 battle or 1 day, whichever shorter Saving throw: Special This spell will turn the specified military unit into a seething mob of fanatical savages. The morale of the unit is increased (+2 to save vs. rout, fear or panic tests) and the morale of enemies decreased (-2 to save vs. rout, fear or panic tests). Mold Stone Level Seven - Issaj) Range: 1' per level Duration: 10 meters per level Saving throw: Standard This spell allows the caster to consciously shape any variety of stone for the duration of the spell; at the end of the spell, the stone will maintain its new shape. Moonwalk Level Eight - Moon Sisters) Range: Self Duration: 20 melee per level Saving throw: None This spell can only be cast at night in the presence of one of the three moons; when cast, it increases the character's prowl to 100%, the character's conceal to 100%, and increases PP and SPD by 1. Morale Level Two - Org; Ristan; Level Three - Leaders, Kahnon, Zahm) Range: 10' per level of the caster Duration: 10 melees per level of the caster Saving throw: none This spell creates a general sense of well-being and espirit de corps in comrades within the range of the spell. All creatures designated as friendly will receive a +1 to strike and +1 to parry for the duration of the spell. In addition, targets will receive a +1 to save against fear, rout, panic, etc. Murder Level Six - Sphael) Range: 100' per level Duration: Instant Saving throw: None This spell summons a cult angel which will randomly seek out and slay a target within the spell's range. The angel may not be directed, although in some cases (i.e., the temple is being attacked) the angel may show some choosiness in victims. The angel attacks with a spectral scythe of 3d6 damage with a +5 to strike; 4 actions a round. Physical weapons will do half damage; cold, fire, energy and magical affects do one-tenth damage. Angel may not be turned: 50 HP. Although powerful, sightings of such spirits will often lead to investigations and discovery of the cult, so the spell is used rarely (chiefly for religious ceremonies). Mutation Level One - Tvarak) Range: Touch Duration: Permanent Saving throw: None Mutates character, as noted below. Can only be cast on willing targets. As many mutations as desired can be cast, although it any one statistic falls below one, the target is slain with hope of resurrection. The character must roll 2d6 for his/her IQ, ME, MA, PS, PP, PE, PB and SPD. On an even roll, the result is added; on an odd roll, the result is subtracted. Example. Tongo the mercenary joins the cult. He has an IQ of 13, an ME of 12, an MA of 13, a PS of 15, a PP of 18, a PB of 12 and a Speed of 10. He rolls 2d6 eight times: 8, 5, 7, 12, 10, 5 and 10. Adding/subtracting, his new states are: IQ: 21 ME: 7 MA: 6 PS: 27 PP: 28 PB: 7 SPD: 20. Except on rare occasions, the spell generally mutates characters so badly they can never pass for human (or non-human) normal. Tongo's gain of 12 STR is in hugely distorted muscles, arms, etc. - his heightened brain a swollen braincase, etc. = N = Night Claws Level Two - Wazbok Assassin) Range: Self Duration: 10 melees per level of caster Saving throw: none When this spell is cast, the caster's claws will be replace by replicas of the claws of "Of Ebony sheen, and black as night." The effective result of the spell is that the claws can be used to parry as per a weapon without the caster taking damage. A disarm results in the spell being dispelled. Nonsense Level one - Valt, Tvarak; Level two - Talryan, Xixia, Wazbok Assassin, Wazbok Trickster; Level three - Wazbok Thief, Rephaim; Level five - Wazbok Magi) Range: Self Duration: 1 hour per level Saving throw: None The caster's mind will appear to be a jumble of unintelligible gibberish to any mind reading attempts; this does block Psionics and mind reading spells, but not truth detecting spells, etc. = O = Oath Level Three - Turlog, Tokos, Ras-shamra; Level Five - Golan) Range - touch Duration - permanent Saving throw - none Binds two willing targets to a pact. If either party breaks the oath, that party receives a spiritual attack by a spiritual minion of the deity sworn by (Turlog, Tokos, Ras-shamra or Golan). The greater the oath sworn, the greater the spirit. Neither participant need be a cleric of one of the gods - the spell can be cast by a third party cleric. Obscure Level Five - Kohm Kator; Level Seven - Rephaim; Level Ten - Marthes) Range: Touch Duration: 1d8 years Saving throw: None This spell will garble the words of a written text for 1d8 years; at the end of that period, the text will be legible again as if the spell had never been cast. = P = Paralyzing Gaze Level One - Ryllak; Level Eight - Prvar; Level Nine - Lokar) Range - Special Duration - 3 melee per level Saving Throw- Standard - 3 This special spell allows the caster to "paralyze" a single individual he/she can lock eyes with. The target's eyes must be approximately known, if not necessarily visible (through a one-way mirror, for example, is fine). The target will not be able to move, speak, etc. in any way while under the effects of the spell. However, the caster cannot make any sudden movements and cannot turn their head away, or the spell is broken. The caster could still, for example, move slowly forwards or backwards, cast a spell, draw a weapon, etc. If an act of direct hostility is noted (i.e., the Vampire is about to stick a knife in your throat albeit slowly) the target may attempt a save at -5 each round. Parry Level Two - Turlog, Tsirlihte, Ristan; Level Three - Kahnon, Zahm) Range - self Duration - 10 melees per level of the caster Saving throw - none This spell ads +4 to the parry of the caster. In addition, a disarm result by a foe will result in a loss of an attack but not the loss of the weapon or loss of any spells running on the weapon. Peace Level One - Xiola, Kormath, Ulriei) Range - touch Duration - 10 minutes per level of caster Saving throw - none This spell brings peace to a worried, angered or anguished individual. It is typically used to calm those under great emotional stress. Personal Tie Level Ten - Kahnon, Zandragal, Turlog, Tsirlihte, Qadar, Ristan; Level Twelve - Dasni, Zahm, Shinran; Level Fifteen - Black Devourer, Leaders) Range: Touch Duration: Permanent Saving throw: Standard This spell allows the caster to "attune" a sword or other weapon to the caster; all others using the blade lose all magical affects and attributes of the weapon and suffer a further -1 to S and P while using it. This spell can be dispelled at will (but would have to later be recast), and is dispelled permanently 1 year after the death of the caster. Previously-enchanted weapons may resist the spell; if so resisted, the spell can never be cast on it. Rune weapons may never be "tied." Pesticide Level Six - Revesna) Range: 1 field of no more than 50' x 50' Duration: 1 day per level Saving throw: None This spell will make the chosen field less hospitable to insects, rodents, etc. and ensure a better crop. However, some insects, rodents, etc. will still "sample the goods." Plague Level Fourteen - Intichiuma) Range: 100' Duration: Instant Saving throw: Special This spell infects all within a 100' radius of the spells' targeted point with random disease of the cult. The effects of various diseases, and time needed for the disease to become active, can be determined by the chart below: Duration: 1 - 9 1d4 months 10 - 15 1d6 weeks 16 - 18 1d10 days 19 2d6 hours 20 Immediately active Effect 1 Lose d6 PP until cured 2 Lose 2d6 PP until cured 3 Lose 2d6 PE until cured 4 Lose 3d6 PE until cured 5 Lose 2d6 PS until cured 6 Lose 3d6 PS until cured 7 Lose d6 SPD until cured 8 Lose d6 PB until cured 9 Suffer -2 to strike, parry and dodge 10 Suffer -3 to strike, parry and dodge 11 Lose d6 hit points per week 12 Lose d6 hit points per day 13 Lose d4 hit points per hour 14 Lose d3 hit points per minute 15 Nothing more than a mild cough 16 Runny nose, fever, -1 to S/P/D 17 Major organ damage; requires use of Ulriei magical cure, or death within 1d3 weeks 18 Blind for duration of disease 19 Roll twice, combine both results 20 Roll thrice, combine both results Pocket Perusal Level Four - Asan) Range: 10' per level Duration: Instant Saving throw: For magical items only Allows the caster to gain a rough knowledge of the contents of a pouch, pocket, purse or box. Magical items may save; on a roll of 8+, the caster knows there is something in the pocket, but not what. Poison Touch Level One - Wazbok Assassin) Range: Self Duration: 10 melees per level of caster. Saving throw: None When this spell is cast, the caster's hands will exude poison. The specific properties of the poison are random, and generally more lethal as the caster increases in level. The poison can be smeared upon daggers, arrows, swords, etc. The spell can also be dispelled at the will of the caster - in which case the hands will be clean, but any poisoned weapons will remained tainted. Poison Wind Level Ten - Intichiuma; Level Twelve - Larz) Range: 100' Duration: 4 melee per level Saving throw: Special This spell creates a ghastly, deadly toxic wind. Each round, roll a number of dice equal to 1d6 + 1d6 per each five levels of the caster (round fractions up) vs. the target's PE. Each round failed, lose 1 point of PE and d8 HP. Predator Level Five - Thorson) Range: Self Duration: 1 day per level Saving throw: None This spell allows the caster to assume the shape, form and abilities of a single predator of which the local area "needs." In other words, if a given biohome is deficient in a type of predator, this spell will allow the caster to "become" that predator, allowing s/he to assume the functions of that predator for several days. This allows the hunter to repair damage wrought by Wolfen hunting or urbanization. Protect Field Level Seven - Matya) Range: Special; see below Duration: 1 day Saving throw: None This spell allows the caster to "protect" a field in area not more than 100' x 100'; this protection includes reduced damage from pests and weather, as well as blessing the products of the field. Psionics Boost Level Ten -Anchoret) Range: Self Duration: Instant Saving throw: None This spell allows the caster to subtract -3 from a target's save vs. a single psionic effect; this effect must be cast in the same round for the benefit. Psionics Shield Level Eight - Anchoret) Range: Self Duration: Instant Saving throw: None This spell allows the caster to add +3 to the caster's save vs. psionic or magical effects. Pulverize Stone Level Twelve - Issaj) Range: Touch Duration: Instant Saving throw: None This spell will allow the caster to gradually weaken the composition and internal structure of any stone or rock object. This has the practical affect of leeching 4d6 SDC each time the spell is cast. Other effects are up to the GM. = R = Read Weather Level Four - Nahum; Level Seven - Avesta; Level Eight, - Jagganath, Fahri, Prvar, Brastan, Xiola, Revesna, Keth) Range: 10' per level of the caster Duration: 10 melees per level of the caster Saving throw: None. This spell allows the caster to read weather signs, e.g., clouds, winds, smells, barometric pressure, annual actions, wave motions, etc. This will allow the caster to predict the weather: accuracy is based on the d20 roll made to cast the spell. Read/Write Languages Level Ten - Thenae, Zadron) Range: Self Duration: 10 melee per level Saving throw: None This spell allows the caster to read/write a language at a 90% ability. There are several restrictions to this: ¥ The caster must have an "example" of this language available, of at least 5,000 words. ¥ The language cannot be extremely different from any the character already knows (i.e., the character would have to know at least one of the various demon and devil languages to use this spell to obtain a demon and devil language). ¥ The caster will not be able to increase skill percentages in the future with this (i.e., you can't remember that "hak se manna ga" is how to say "how's it going" in Orcish - the knowledge is lost when the spell ends.) Reconstruction Level Eleven - Issaj) Range: Touch Duration: Permanent Saving Throw: None This spell grants the caster the knowledge of the original structure of a ruined one; furthermore (assuming the caster has the necessary skills) the caster could direct the reconstruction of the original building. Recover Stun Level One - Anchoret; Level Three - Zandragal) Range: 60' Duration: Instant Saving throw: None This spell allows the target to recover stun damage equal to 2d6 per level of the caster. It will have no effect on normal damage. Reduce Damage Level Eight - Turlog) Range: 10' per level Duration: 10 melee per level Saving Throw: Standard This spell will reduce a targeted opponent's damage by 1 point per level of the caster, for the duration of the spell. Reduce Fatigue Level Three - Shinran, Ristan, Zahm, Turlog) Range: Self Duration: Instant Saving throw: None This spell allows the caster to reduce his/her own fatigue, drawing away weariness and aches. This could be used to march "that extra mile" or fight after a long, grueling day, but often the extra strain will result in debilitating damage (1d6 to 2d6). Reduce Parry Level Nine - Rankcol) Range: 10' per level Duration: 7 melee per level Saving Throw: Standard This spell will reduce an opponent's parry bonus by 1 point for every 3 levels of the caster (round fractions up). Reduce Physical Prowess Level Six - Usal; Level Ten - Druj) Range: 10' per level Duration: 5 melee per level Saving Throw: +1 This spell will reduce the PP of a target by 1 point for every 4 levels of the caster, rounding fractions up. This may further reduce INIT and parry and strike bonuses. Reduce Physical Strength Level Seven - Zahm) Range: 10' per level Duration: 6 melee per level Saving Throw: Standard This spell will reduce the PS of a target by 1 point for every 3 levels of the caster, rounding fractions up. This may further reduce damage bonuses. Reduce Strike Level Six - Nomad Gods) Range: 10' per level Duration: 8 melee per level Saving Throw: Standard This spell will reduce an opponent's strike bonus by 1 point for every 3 levels of the caster, rounding fractions up. Refine Ore Level Four - Dakhma, Chiasmus, Ys) Range: Touch Duration: Instant Saving throw: None This spell allows the caster to "remove" a stated metal or alloy type from an object containing several different types of material. The object must be unmoving, and prepared with a 15-minute long ritual. An object of weight equal to five pounds per level of the caster may be attempted. Typically, the caster might use this spell several times in an attempt to purify the stated type. Reflect Attack Level Six - Zangdragal) Range: Self Duration: 3 rounds per level of the caster Saving throw: Special; see below. This spell reflects any magical attacks back at their original caster. The original caster must then roll any saving throws (as standard) to avoid being affected by the spells. Regenerate Level Seven - Ulriei) Range: Touch Duration: Until finished Saving throw: None This spell will begin a process of regeneration in a willing target; this process begins to heal the target of all wounds, diseases, etc. as long as the majority of the skin, muscle, bone, organ, etc. is there. This process of healing proceeds at a continuous rate of 1d6 every 10 minutes. Regenerate Limb Level Eight - Ulriei) Range: Touch Duration: Until finished Saving throw: None This spell will allow a character to regrow a missing arm, leg, finger, toe, etc. or repair substantial damage. If the damage has occurred within the hour (60 melee), the limb will be reattached instantly. However, greater delays will slow the healing process as follows: First, determine how much of the limb is missing; a small limb (finger, toe, etc.) will take a number of weeks equal to percentage of the limb missing divided by 10 (i.e., if Halaron is missing all of his middle finger, it will take 10 weeks to completely regrow the finger). A large limb requires a number of months equal to percentage of the limb missing divided by 10 (i.e., if Halaron is missing three-quarters of his right leg, it will take 7.5 months before he can completely regrow the leg). Regenerate Organ Level Ten - Ulriei) Range: Touch Duration: Until finished Saving throw: None This spell allows the target to regrow any and all organ tissue; however, only very small amounts of brain tissue may ever be regrown. The spell will instantly restore enough of an organ to support life; however, this forbids strenuous exercise like fighting, drinking, sex and the like. To enforce this rest period, the cult of Ulriei will generally demand that recipients of the spell remain at the temple for a set period. Consult the chart below to determine how much time is needed to completely regrow a given organ: Organ Time Penalty Brain (minor) 6 weeks -d6 IQ, ME Ear (minor) 3 weeks -1 PB Ear (major) 6 weeks deaf, -1 PB Eye (minor) 4 weeks -d2 PB Eye (major) 8 weeks -d4 PB Heart (minor) 6 weeks -d2 PE, -1 PS Heart (major) 12 weeks -d4 PE, -2 PS, - d2 INIT Intestines (minor) 8 weeks -1d3 PE Intestines (major) 16 weeks -1d6 PE, -1 PP Kidney (minor) 4 weeks -1 PE Kidney (major) 6 weeks -2 PE Liver (minor) 6 weeks -d3 PE Liver (major) 10 weeks -d4 PE, -1 PS Lung (each) (minor) 7 weeks -d3 PE, INIT, PS Lung (each) (minor) 14 weeks -d6 PE, INIT, PS Nose (minor) 3 weeks -d3 PB Nose (major) 6 weeks -d6 PB Spine (minor) 10 weeks -d6 PP, INIT Spine (major) 20 weeks paralyzed Stomach (minor) 6 weeks -d3 PE, -1 PS Stomach (major) 12 weeks -d6 PE, -1 PS Tongue (minor) 2 weeks -30% to speak Tongue (major) 5 weeks mute, -1 PB Reincarnation Level Fourteen - Ling Chos) Range: Touch Duration: Permanent Saving Throw: None This special ritual, usable only on willing individuals, allows the priest of Ling Chos to help as a "wife" to aid the spirit to house another body. The process is not well understood outside the cult, although it is known that the cult offers the service to those who wish to make good evils committed in this life, or who wish to forsake the pleasures of the afterlife to spread good works in this one. Release Undead Level Eight - Vaul; Level Nine - Pao-p'o; Level Ten - Turlog; Level Eleven - Zadron, Marthes) Range - 10' per level Duration - permanent Saving throw - standard. This spell frees the spirit of an undead creature(s) within range. Each level of the caster acts as one "point" - a total number of creatures equaling this total may be freed. "Costs" to free are as follows: Skeletons, Ghosts and Zombies - 1; Ghouls, specters - 2; Wraiths - 5; Wights - 8; Vampires - 10. Some powerful or weak specimens of the various types may take more or less energy to destroy. Also, the undead can in most cases attempt a saving throw. Note this does not work against undead constructs. Remove Level Six - Chiasmus, Dakhma) Range: Touch Duration: Instant Saving throw: None This spell allows the caster to remove a type of material (i.e., steel, basalt, oak, etc.) from an object without damaging the integrity of that object. Typically, a smith might use this to reverse the effects of the Add spell in order to repair or replace part of an object. Rend Armor Level Four - Kohm Kator; Level Seven - Rankcol; Level Ten - Druj; Marthes) Range - Self Duration - 10 melee per level Saving Throw- None This spell allows the caster to do double damage to any armor they strike. Rend Shield Level Five - Ristan; Level Six - Usal; Level Seven - Marthes) Range: Self Duration: 5 melee per level Saving throw: None This spell grants the caster the special ability to destroy shields while in combat. If striking an opponent with an adjusted blow greater than 15, if the opponent parries with any type of non-magical shield, there is a 50% chance the shield is damaged; roll a d6 and subtract from the defender's parry bonus. When the parry bonus reaches 0, the shield remnants are no longer useful as a shield. Magical shields lose only 1 point per blow as above. Resist Filth Level Two - Dulce) Range: Self Duration: 1 hour per level Saving throw: None This spell allows the caster and his/her clothes to resist the effects of rain, mud, dirt, etc. and still appear clean and fresh. Repel Animals Level Four - Qadar) Range: 30 feet Duration: Immediate Saving throw: Standard This spell will make even a hostile predatory animal stop, turn and leave the area without harming the caster or anybody near him or her. The animal will not return for hours. This will work on war horses. The enchantment can affect up to 1d10 animals simultaneously. Replace (Material) Level Eight -Chiasmus, Dakhma) Range: Touch Duration: Instant Saving throw: None This spell allows the caster to, in a non-combat setting only, replace a specified material with a different specified material. For example, a stone statue might be replaced with gold to form a metallic statue. Note, however, that the replacement material must be at hand; the spell does not transform, but replaces. However, the replacement will generally function and exist as well as the original, and there will not be any seam or join (unless desired) between the new, replacing material and other materials present in the object. Reroll Level Three - Gaves) Range: Self Duration: 8 melee per level Saving throw: None This spell increases a characters "luck." In terms of game mechanics, it allows a caster to attempt to reroll attacks, parries, skill rolls and stat checks. If a given roll is Rerolled, the second result must be kept, even if worse than the first. Resist Stun Level Seven - Wazbok (Assassin); Level Nine - Ys) Range: Self Duration: 9 melee per level Saving throw: None This spell allows the caster to attempt to resist the effects of stun, by rolling 4d6 against his/her PE each time stunning damage is taken. If the dice roll is lower than the caster's PE, s/he takes no stunning damage. Righteous Combat Level Six - Leaders, Level Five - Black Devourer, Level Five - Dasni; Level Five - Kahnon; Level Six - Marthes; Level Five - Qadar; Level Five - Ristan; Level Five - Thaks; Level Five - Shinran; Level Five - Wazbok (Assassin); Level Six - Zahm) Range: 10' per level of the caster Duration: 5 melee per level of the caster Saving throw: Standard (if desired) This spell adds +1 to S per three levels of the caster (round fractions up). This spell can only be cast on a lay member, initiate or other member of the caster's cult. Rolldown Level Seven - Usal) Range: 10' per level Duration: 10 melee per level Saving throw: Standard This reduces a character's ill-luck. In terms of game mechanics, if affected, a character must re-roll all critical, stun and death results made in combat during the spell's duration. The second roll must be kept - this is true even if the second roll is better. [The spell Reroll, if cast on the same target, allows the character to affect the second roll. The Reroll effect can be further affected by Rolldown.] Rot Wood Level One - Elgrun, Marthes) Range: 5 feet per level of the caster Duration: Instant Saving throw: standard This spell rots the structure of wood, decaying and weakening. This reduces the AR and SDC by half; the caster can affect 30 pounds of wood per level. Run Level Three - Ys; Level Six - Thorson, Kharij) Range: 10' per level Duration: 10 melee per level Saving throw: Standard This spell allows the target to run up to 4 times normal speed, with no penalties to running. However, this spell is extremely exhaustive, and the target will lose 1 STUN point each round spent moving at quadruple rate. This spell will accelerate 4 or more-legged animals only 2 times normal speed. Runepower Level Five - Talionis) Range: Touch Duration: 10 melee per level Saving throw: None This spell will make the character immune to the power of one stated rune. = S = Scent Level Three - Mistayn the Beast, Thorson, Kharij) Range: Self Duration: 10 melee per level Saving throw: None This spell allows the caster to track by scent for 10% per level of the caster, to add +10% to the caster's current tracking, or to add +25% to the caster's track by scent ability, if any. Scrape Keel Level Ten - Avesta) Range: One ship (touch) Duration: Instant Saving throw: none This spell cleans a 10' x level by 10' x level patch of a ship's bottom. Removes barnacles, mud, etc. A ship which does not receive the use of this spell on a regular basis (weekly to monthly depending on the ship and environmental conditions), will subtract 10% form its top speed. Seal Seam Level Eight - Issaj) Range: Touch Duration: Instant Saving throw: None This spell allows a priest of Issaj to magically repair damage to any stone structure (walls, houses, castles, bridges, mine shafts, etc.); 10d6 damage is repaired, so long as the original building materials or replacement materials are available. Seal Wound Level Six - Thaks, Druj; Level Seven - Ling Chos; Level Nine - Rankcol, Black Devourer; Level Ten - Org, Leaders, Larz) Range: touch Duration: duration of combat Saving throw: standard This spell, when cast on a weapon, renders all damage done by that weapon magical in nature. In addition, if a saving throw is failed, then no magical healing can be used to heal the wound; the wound must be recovered at a normal rate. If the Saving throw succeeds, then normal damage is done and can be healed by magic. A saving throw should be made for each successful hit. Second Sight Level One - Org, Nomad Gods; Level Two - Zadron, Wazbok (Magi); Level Five - Thenae) Range: Self Duration: 10 melee per level of the caster Saving throw: none This spell allows the caster to see into the "astral plane." The immediate results of this is to allow the caster to see the auras of all living creatures; to see all invisible creatures within normal, visible range; to sense the presence of spirits, ancestors, ghosts and other such supernatural entities; to determine whether or not a creature is "hated" by Org; and to sense the vague motivations of supernatural creatures (i.e., is that spirit going to attack us?) The spell does not allow the caster to target invisible entities (i.e., for weapons attacks) - it creates a general knowledge that an invisible entity is "over there," not "hey, it's 2.5 meters to the northwest." Also, the spell will not detect the presence of creatures successfully attempting to make their way unseen; this can be abstracted by rolling a prowl roll. Note that a creature which has successfully prowled but is nearby the caster will not be seen. See Aura Level Four -Zadron; Level Six - Zandragal; Level Ten - Vaul, Rankcol, Domia-Ran, Lokar) Range: 100 feet Duration: 1 melee Saving throw: None, but a psychic mind block will mask the presence of psychic abilities. All things, organic and inorganic, have an aura. The aura has many distinctions, and can be used to see or sense things invisible to the eye. Seeing an aura will indicate the following: ¥ Estimate the general level of experience: low (1 - 3), medium (4 - 7) or high (8 and up). Add split-class levels together for this total. ¥ The presence of magic (no indication of what, or of power level). ¥ The presence of psychic abilities. ¥ The presence of a possessing entity. ¥ The presence of an unusual human aberration, which indicates a serious illness, but does not specify which. ¥ Especially emotional acts which have occurred to effect an item, area or person (i.e., dagger is used to commit 100 murders, massacre happened in a particular area, or an individual was horribly raped in the past.) Note that you cannot derive alignment from this spell. Shadow of Spirits Level Two - Org) Range: 10 foot radius per level of the caster Duration: 4 melees per level of the caster Saving throw: normal The area covered by the spell will turn mystically black, and give of an impression of arcane power and danger; anyone near the shaded area will seem to hear unearthly wails and glimpse strange shapes from the corner of the eye. Anyone entering the shade will suddenly become racked with fear with a 63% chance of running away from the area. Victims are -2 to strike, parry and dodge while in the fog. Vision is reduced by half. Sinews Level Six - Vaul; Level Ten - Domia-Ran) Range: Self Duration: 1 hour Saving throw: None This spell adds 1d4 PS to the character's current PS. It is not "stackable." ShapeShift Level Three - Mistayn the Beast) Range: Self Duration: 10 melee per level Saving throw: None This spell allows a lycanthrope to instantly assume his/her wereshape. Although not necessarily useful for "true" lycanthropes, it does allow cursed characters who come to worship Mistayn and non-lycanthropes who worship Mistayn to assume a were form. This spell is never enchanted into magical items without serious precautions taken, and is absolutely never placed on scrolls - the potential damage that could be done with wide-spread knowledge of the spell would be staggering. There is a 2% chance each time the spell is cast the character will become a lycanthrope. Shape True Level Ten - Mistayn the Beast) Range: 10' per level Duration: 5 melee per level Saving throw: None This spell may be cast on any willing target within range. It will allow that character to assume a were form; this form should be rolled randomly the first time. In future castings, the same shape will be gained. The character will assume all the benefits of lycanthropy. There is a 1% chance each time this spell is cast the character will become a lycanthrope. Shards of Ice Level Six - Zask; Level Seven - Brastan, Prvar, Nahum; Level Ten - Jral) Range: 10' per level of the caster Duration: Instant Saving throw: Dodge This spell sprays a group of jagged ice fragments in a blast away from the caster; this cone may extend to 10' per level of the caster, is 5' wide, and all creatures caught within the blast direction are affected. Damage done is equal to 2d4 per level of the caster; a dodge of 20 will avoid all the affects. Armor will save against affects of the spell; roll an "attack" on each creature within the blast, to determine if the attack strikes armor or flesh. The attack may not be parried. Share Fate Level Eight - Turlog; Level Nine - Ras-Shamra) Range: 20' Duration: 1 day Saving Throw: None This spell allows the caster to "share" his/her fate with that of a targeted sentient entity. This has two effects; first, the caster can choose that neither the caster nor the linked target can die unless both die at the same time. No matter how much damage is applied, the damaged half of the linkage will still live (albeit, unconscious, maimed or dismembered) until the end of the 24 hour period of the spell or until the other dies. Second, the caster can choose to instead "link" death so that if either party in the spell dies, the other as well. Thus, the caster can disinterest an opponent from carrying through on a killing. Sheet of Ice Level Three - Zask; Level Five - Prvar; Level Eight - Xiola) Range: 100' Duration: 10 melee per level Saving throw: None This spell creates a sheet of ice with a 10' per level radius in a spot designated by the caster. All characters currently standing on, or who walk onto, the ice must make a dice check against PP or fall. Falling inflicts no damage, but it requires a PS check to get back up (depending on what armor is worn): Non-Metal Armor: 1d6 Chain: 2d6 Splint, Banded: 3d6 Plate 4d6 Shield Level Five - Ristan) Range: 10' per level Duration: 6 melee per level Saving throw: None This spell adds +6 to the target's parry with a shield; in addition, any shield used by the target is considered indestructible for the duration of the spell. Finally, no matter how much damage is behind a parried blow (i.e., if a meteor is parried, if a dragon is parried, etc.) no damage or knockback occurs to the parried character. Finally, the shield may not be disarmed. Shield Wall Level Nine - Zahm) Range: Special Duration: 1 day Saving throw: None This spell allows the caster to enchant a Zahmite regimental or personal standard; this increases the protection of the group as a whole, with superior results the larger the group. The regimental and personal standards must be specially prepared in a special ritual to have this spell cast on them. Number Individual bonuses 1 man +1 parry 10 men +2 parry 50 men +3 parry 100 men +4 parry 250 men +5 parry 500 men +8 parry Silence Level Four - Thaks, Averun; Level Six - Asan, Athtar; Level Eight - Thorson, Kharij) Range: Self Duration: 8 melee per level Saving throw: None This spell silences all objects, armor, etc. carried by the caster. However, the caster can still make noise (speaking, etc.) and objects not carried by the caster can make noise (i.e., kicking a stone, etc.). The caster gains a +10% bonus to prowl from the spell's effects, as well as suffering no penalties from armor, objects carried, etc. Silent Strike Level Seven - Wazbok (Assassin), Averun, Thaks) Range - 1' per level of caster Duration - instant Saving throw - standard (victim only) This spell allows the assassin to deliver an unseen, unheard strike. The first anyone will know of it is when the victim registers the damage. The victim has a saving throw to see the blow coming. Note that this spell can only be used with daggers, needles, stilettos, blowguns and other very small weapons. Such are commonly poisoned in conjunction with the spell. Sleep Level Eight - Asan, Athtar; Level Nine - Heen, Keth, Revesna, Xiola; Level Ten - Dulce, Zahm, Ulriei, Fakih, Elgrun) Range: 10' per level Duration: 2 melee per level Saving throw: +1 This spell "knocks out" and puts to sleep all designated targets within the range and that are visible to the caster. This spell is often used to subdue guards during an burglary. Waking targets will be aware a spell was cast upon them. Snap Level Nine - Marthes) Range: Touch Duration: Instant Saving throw: Standard Caster is able to snap any "snap-able" material such as bowstrings, steel cables, wire, etc. A snap consists of parting the material in question. Snow Storm Level Three - Zask; Level Six - Nahum) Range: 20 foot radius per level Duration: 10 melee per level Saving throw: none Drops the temperature to 15 degree Fahrenheit, creates a 30 mph wind, and creates snow and hail with a three foot accumulation every other melee. Reduces speed by half, reduces vision to 20 feet, and inflicts 1d8+1 points of damage each melee to unprotected characters (i.e., those not in warm clothing, or with natural fur). Affects everyone in storm radius, excluding the cleric. Can be cast up to 20 feet per level away from the caster. Speak Language Level Two - Thenae) Range: Self Duration: 1 hour per level Saving throw: None Similar to tongues, but granting more extended knowledge of one specified language to the caster at a lower level. Cannot be used to understand "trade tongues" (i.e., merc cant, thieves' cant, sailors' cant). Spell Parry Level Eight - Kahnon, Zandragal, Turlog, Tsirlihte, Qadar, Ristan, Leaders; Level Nine - Dasni, Zahm, Shinran; Level Ten - Black Devourer) Range: Touch Duration: 10 melee per level of the caster Saving throw: None This spell allows the caster to parry spell magics directed at the caster with a sword or other weapon. On a successful parry, the caster "saves" against the affects of the spell. Some, more powerful spells (i.e., those with "saves for halves") will still affect the caster (i.e., half effect). If the caster loses more than half his/her current hit points, the spell fails as concentration fades Spider Man Level Eight - Spider God) Range: Self or target within 80' Duration: 4 melee per level Saving throw: Standard (if desired) This spell grants the target the ferocity and power of the Spider God. The target will gain an additional four legs; 2 legs for movement, 2 for attacks (1d8 kick). +3 attacks, two of which are kick attacks for the additional legs. SPD is increased 2d6. The target's skin hardens, granting him/her natural AR of 15. PS +2, PP +2. The character gains a bonus of +20% to Scale Wall or Climb. Spiritual Barrier Level Twelve - Larz; Level Fourteen - Ryllak) Range: Special Duration: Special Saving throw: Special This powerful spell requires the use of a trapped soul. Through the spell, the caster can define a specific region or boundary (the affected area no more than 250ft2) in which the spirit is trapped. The caster can then define what creatures entering the boundaries of this region are not effected (i.e., small rodents, all but carnivores, all non-supernatural creatures, all animals, all Wolfen, etc.); this must be based on racial, religious or political type (not alignment). The trapped soul must remain in the boundary for 101 days, and must attack any creatures who have not been specified as safe by the caster. This spell is regarded as particularly unholy by most cults, and the fallen of Vaul and Domia-Ran are the spirits of choice for the two cults who possess the spell. Solace Level Three - Kormath; Level Four - Xiola; Level Five - Ulriei, Ling Chos) Range - 2.5' per level of caster Duration - instant Saving throw - standard This spell has several affects: ALL: This spell will relax and relieve an enraged, stressed, or upset creature. This can be used to calm a horse, warrior, etc. before healing; also, a solace will usually make the healing effects of sleep stronger (+1 HP if Solace cast before an uninterrupted 8 hour sleep). Finally, this spell will help to calm and solace those who have suffered mental trauma or disappointment. XIOLA: Will bring a bezerk Org cultist out of his rage and calm him or her to a peaceful state. The Org cultists will commonly resist this if there are enemies present. KORMATH: Will calm any bezerk creature out of rage and calm him or her to a peaceful state. Enraged creatures may attempt to resist this. Solar Power Level Seven - Nusku) Range: Self Duration: 1 day Saving throw: None This spell grants the caster a +4 bonus to save vs. magic, psionics and insanity as long as the caster remains in sunlight. Sow Seed Level Four - Keth, Matya, Revesna, Xiola) Range: 1 field of not more than 10' x 10' Duration: Instant Saving throw: None This spell grants a random bonus to the crop being planted; in general, this is equal to a 2d10% increase in harvest yield. Steel Claws Level One - Org; Level Three - Dasni, Kahnon; Level Ten - Marthes) Range: Self or 10' per level of the caster Duration: 10 melee per level of the caster Saving throw: standard (only if desired) This spell transforms the fangs and claws (or teeth and fingernails) of the target from bone, ivory and sinew to steel. The practical benefit of the spell is that the target can attack with natural weapons (claw/fist, bite) but if disarmed, does not take physical damage. If a disarm is rolled against a creature effected by the spell, it must make a standard saving throw or the effects of the spell are lost Stone to Steel Level Four - Chiasmus; Level Six - Dakhma) Range: 12 feet Duration: instant Saving throw: none A transformation spell that changes stone into steel. The cleric can affect up to 50 pounds of stone per level. Stop Resurrection Level Eight - Larz, Ling Chos, Elgrun; Level Ten - Lokar, Kormath; Level Eleven - Turlog) Range - touch Duration - permanent Saving throw - none This spell must be cast by a cleric of one of the appropriate gods mentioned above upon a corpse. It prevents any resurrection ritual from affecting the corpse, including those that form vampires or any other form of undead. Note this is not a voluntary spell; even if the spirit of the corpse later wishes resurrection, s/he cannot be resurrected. Strengthen Level Eight - Golan; Level Ten - Brastan, Dasni, Domia-ran, Fakih, Rankcol, Keth) Range: Touch Duration: Instant Saving throw: None An object touched by this spell gains a one-time bonus of +2d6 SDC to its current SDC. If cast on a broken object, this will benefit its current SDC but not its permanent SDC if the object is further Mended or repaired. This can only be cast once per priest per object; more than one priest can cast this spell on the same object, however. Study Level Five - Thenae) Range: Self Duration: 30 melee per level Saving throw: None This spell allows a character to study with greater concentration, retention and understanding. Although this generally cannot be combined with clustering, it is often useful for obtaining experience for use in gaining a skill permanently; in terms of game mechanics, each hour a character spends under this spell studying to obtain one specific skill (skills only which can be learned through study - no WP, prowl, tracking, climbing, etc.) gains the character 5 XP toward gaining the skill. Subtract Level Ten - Chiasmus, Dakhma) Range: Touch Duration: Instant Saving throw: Standard Allows the caster to subtract away mass from a single object, of 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. Suicide Pact Level Seven - Tokos) Range: Touch Duration: Permanent until fulfilled Saving throw: Standard (if unwilling) This spell has different functions for a willing and unwilling target. For a willing target, the spell will magically constrict the character to undertake one stated and agreed upon action: if this action is not completed in a stated and agreed upon time period, the character will die. On an unwilling target, the caster and the target will both die - the target receives a save at -2, the caster dies automatically (even if the target saves.) Resurrection may be attempted as normal. Summon Alternate Level Four - Talryan) Range: 1' per level Duration: 5 melee per level Saving throw: None This spell allows the caster to change the fabric of reality. The cult of Talryan has been able to, in the past, exploit the fact that there many different dimensions, universes and worlds which can be "tapped" into by magical means. This spell allows the caster to tap into these alternate worlds. The practical benefit of this is that the caster, if careful enough, may actually "tunnel" through and take items from other worlds to use by him/herself. The size of this object may not exceed 2 pounds per level. The requested item may not be magical or be specifically a weapon or item with bonuses (extra SDC, +1 to S, etc.): however, the item might (randomly) be magical or have bonuses. The success level is as follows: consult the d20 rolled for the spell. A natural 20 allows the caster to obtain the precise item requested. A fumbled roll will, aside from the fumble, bring the wrong item through - this may be such unpleasant items as seething chaos, fire, monsters, vacuum, molten lava, etc. Rolls between a 1 and 20 will generally obtain the item requested, depending on the roll (bonuses to spell strength will raise the number). In other words, if Rhian attempts to Summon an alternate axe from another dimension, on a natural 20 he will obtain an axe identical to the one ordinarily used (with a slight chance of bonuses or magical abilities). On a, say, 17 he will obtain an axe of unfamiliar design. On a 12 he will obtain a very odd axe, with similar function but extremely different in style and design. On a roll of, say, a 7 the item may be a sword or mace (still a weapon, however). A roll of 2 - 5 will generally summon an item not hostile or dangerous to the caster, but in all probability not what was desired, or of any general usefulness. Note the item will revert back to its original world at the end of the spell duration. Summoned Alternate Permanency Level Nine - Talryan) Range: Touch Duration: Permanent Saving throw: None This spell will allow the caster to allow a single item summoned through Summon Alternate permanent on this world. Note that this spell may later be reversed through arcane means; note also that a intangible link will continue to exist between the item and the original world it is from. Thus, if a powerful item is obtain, the odds are high that the original owners may attempt to regain control over the item at some point in time. Summon Elemental of Air Level Ten - Prvar, Wazbok (Magi), Brastan, Nomad Gods) Range: 60' Duration: Special Saving throw: None This spell will summon an entity of the air to perform a task for the caster. The task cannot take longer than 4 hours to complete, must be within the realms of the elemental's power, and cannot overly endanger the elemental. Further, varying with the cult of the caster, the caster must repay the elemental in some form. Summon Elemental of Earth Level Eight - Nomad Gods, Revesna, Heen, Matya, Xiola) Range: 60' Duration: Special Saving throw: None This spell will summon an entity of the air to perform a task for the caster. The task cannot take longer than 4 hours to complete, must be within the realms of the elemental's power, and cannot overly endanger the elemental. Further, varying with the cult of the caster, the caster must repay the elemental in some form. Summon Elemental of Fire Level Nine - Nusku, Dakhma) Range: 60' Duration: Special Saving throw: None This spell will summon an entity of the air to perform a task for the caster. The task cannot take longer than 4 hours to complete, must be within the realms of the elemental's power, and cannot overly endanger the elemental. Further, varying with the cult of the caster, the caster must repay the elemental in some form. Summon Elemental of Light Level Five - Domia-Ran) Range: 60' Duration: Special Saving throw: None This spell will summon an entity composed of pure light to perform a task for the caster. The task cannot take longer than 4 hours to complete, must be within the realms of the elemental's powers, and cannot overly endanger the elemental. The caster need not repay the elemental, but is expected to pray and meditate on its behalf in the future. The same elemental will appear when the spell is cast, until it is slain; thus, a life-long bond may be forged. Only one such elemental can appear at a time. The elemental has the same general stats as the Fire Elemental, but has a special attack: Blind. Once per round the elemental may attempt to Blind an opponent with a +3 to strike; success means the opponent is dazzled for 1d6 rounds and is at a -5 to strike and parry. Summon Elemental of Water Level Eight - Jagganath; Level Twelve -Avesta) Range: 60' Duration: Special Saving throw: None This spell will summon an entity of the air to perform a task for the caster. The task cannot take longer than 4 hours to complete, must be within the realms of the elemental's power, and cannot overly endanger the elemental. Further, varying with the cult of the caster, the caster must repay the elemental in some form. Summon Gale Level Fourteen - Avesta; Level Ten - Jagganath; Level Six - Nahum) Range: 100' per level of the caster Duration: 1 hour per level of the caster Saving throw: none This spell brings into being a wind of up to 1 knot/level that will blow optimally for the duration. The summoned wind will only blow from one direction; if the caster needs the wind to change direction, he/she must recast the spell. Summon Guardian Level Seven - Kohm Kator) Range: Touch Duration: Permanent Saving throw: None This spell summons the spirit of a departed cult member from the Place of Waiting. The spirit attacks in an attempt to possess the body of a specially prepared victim. If it overcomes the victim, it takes over the body. If the body is later killed, the spirit returns to the Place of Waiting. The Guardian will typically have an INT, MA and ME of 2d6+6. Other statistics are the same as those of the victim. If generated randomly, the Guardian will be 1d4+2 level. Roll a d10 and consult the chart below for OCC 1 Random: pick OCC from Palladium 2 Priest of Kohm Kator, or Kohm Kator 3 Doom Lord (Paladin) of Kohm Kator 4 Doom Seeker (Soldier) 5 Doom Seeker (Wizard) 6 Doom Seeker (Scholar) 7 Doom Seeker (Diabolist) 8 Doom Seeker (Witch) 9 Doom Seeker (Merchant) 10 Doom Seeker (Knight) Pick elective and secondary skills from the OCC. Summon Rain Level Eight - Nahum; Level Ten - Xiola; Level Ten - Heen; Level Nine - Fahri; Level Ten - Brastan; Level Ten - Keth) Range: 50' per level of the caster Duration: 10 melees per level of the caster Saving throw: none This spell brings into being a rain (approximately .5" an hour) which lasts for the duration of the spell, until dispelled or if overcome by natural (or magical) rain (GM's discretion). Summon Spider Demon Level Ten - Spider God) Range: Touch Duration: Special Saving throw: None The successful completion of this spell will summon a hideous Spider Demon with the following characteristics: IQ ME PS PP PE SPD 2d6 2d6 5d6 5d6 5d6 3d6 Six feet high, ten feet wide, twelve feet long, resembles a giant tarantula. 5 attacks per round; choice of Bite (+6 S, damage 2d8, injects poison which does further 1d6 damage per round for 3d6 rounds, save for half), Kick (+2 S, damage 3d6+ damage bonus) and Grapple (+4 S, damage 5d6 + damage bonus). Natural AR of 18. Takes half damage from bladed or blunt weapons, full damage from impaling weapons, double damage from fire. +5 to save vs. poison, psionics, magic and energy. The spider will remain for a period of time determined by the god; this may be as little as a melee, or as much as a century. Superior Protection in Light Level Six - Domia-Ran) Range: Self Duration: 4 melee per level Saving throw: None This blessing by the Goddess of Light grants a character three powers, as long as the character is currently in a well-light area; s/he cannot be in shade, darkness, etc. ¥ +1 to save (general) ¥ +2 Parry/Dodge ¥ AR +1 Sword of Buoyancy Level Five - Avesta, Jagganath; Level Ten - Tsirlithe) Range: Touch Duration: 1 hour per level Saving throw: None This spell will make the selected weapon - which can be any weapon for Avesta or Jagganath, any sword for Tsirlithe - float in water as if made of light wood. This has its obvious uses. Swordbreaker Level Nine - Larz; Level Eleven - Ryllak) Range: Self Duration: 5 melee per level Saving throw: Special This spell allows the caster to break an opponent's weapon on any naturally rolled critical result (see the caster's hand to hand chart). Only magical, durable, unbreakable or indestructible weapons receive a save; all others are broken automatically. Despite the name, this will work against any melee weapon encountered. Swordflight Level Six - Tsirlihte; Level Eight - Turlog, Qadar; Level Ten - Zahm, Dasni) Range - 10' per level of the caster Duration - 10 melees per round Saving Throw- none This spell allows the caster to animate one large or small sword. The sword will then fight on its own, with the following ability rating: +6 to strike/ +6 to parry / +4 to damage. A disarm results in the spell being broken; if 100 points of damage are done to the sword, the spell is broken and the weapon is no longer animated. Slave Level ? - Leaders) Range: ? Duration: Permanent Saving throw: ? Little is known about this spell, and much that is known seems to be contradictory. The spell seems to be granted by the Leaders themselves upon worthy worshipper/subordinates, allowing the later to create their own subordinates. The spell enforces a limited degree of obedience (though not absolute), allows the caster to know at all times the presence and condition of the target, and may grant other abilities as well. There seems to be a maximum number of beings which any one being can have Slaved at any given time, but this is unknown as well. Slaved Control Level Ten - Leaders) Range: 10' per level Duration: Instant Saving throw: None This spell allows the caster to assume control of any slaved being of lower level than the caster. This is not the process of "slaving," but rather an act of controlling a being already slaved. This spell receives constant use in the battles of the Tevage, where a given slaved being may fight on many different sides in a given battle as the ebb and swell of combat progresses. Slaved Perception Level Three - Leaders) Range: 100' radius per level Duration: 10 melee per level Saving throw: None This spell allows the caster to detect the presence of any being beings "slaved" as by the process of the cult of the Leaders. This perception is not visual, but rather a general concept of the location of the slaved being. Slow Level Eight - Fakih; Level Ten - Revesna) Range: 10' per level Duration: 3 melee per level Saving Throw: Standard This spell will reduce the speed of the targeted creature or individual to 10% his/her current speed (round fractions up). Sonic Knife Level Eight - Averun, Thaks, Rankcol, Wazbok (Assassin), Tvarak) Range -Special Duration - 4 melee per level Saving Throw- None This spell allows the caster to create a "sonic knife" of approximately 12 inches in length, usable under the WP Knife skill. Literally, this is a blade of sound projecting from the caster's hand. Due to its unique nature, although leather and cloth armors will protect against it, it ignores metal (including magical) armor. Note that specific countermeasures can be created in armor to prevent some of the spell's effects. Spell Protection Level Six - Zadron; Level Eight - Dasni, Zahm, Wazbok (Magi); Level Twelve - Kohm Kator, Zandragal, Kym-nark-mar, Ras-shamra) Range -Self Duration -3 melee per level Saving Throw-None This spell will prevent a total number of spells levels equal to the caster's level x 3. For example: Kar the 12th level Kohm Kator priest is stalking the party. Anticipating Styler's Vengeances and Rhian's Paralysis bolts, Kar casts Spell Protection on himself. Kar is protected against 32 levels worth of spells. He attacks the party. Styler, a 7th level Priest, casts Vengeance. Kar is protected from its effects, and now is protected against 25 levels of spell magic. Drazowl casts a first level spell from a magic item. Kar is not effected, and protected against 24 levels of spell magic. Swordbreaker Level Seven - Tsirlihte) Range: 10' per level Duration: Instant Saving throw: For magical swords only This spell will instantly shatter up to 1 sword per level that is within range; these must be stated by the caster before the spell is cast, the blade of which must be visible (i.e., cannot be scabbarded) and cannot be Runeswords. Other magical swords may attempt a save. This will work on Knives, Small Swords and Large Swords only. = T = Target Level Six - Thaks) Range: Self Duration: 4 melee per level Saving throw: Instant This spell grants the user the effects of the Targeting skill, as if possessed at the level of the spell. If the caster already has the Targeting skill, the effects are cumulative. Tariff Level Ten - Elgrun; Level Thirteen - Zadron) Range: 10' per level Duration: Special Saving throw: None This spell "curses" the target; the next spell the target casts (not magical item used) will require the spell energy, but produce no noticeable results. Taunt Level Four - Zandragal; Level Seven - Anchoret) Range: 8' per level Duration: Instant Saving Throw: Special This spell forces the targeted entity to roll a successful ME check, with a number of dice proportional to the level of the caster. Roll 1d6 plus 1d6 for each three levels of the caster, rounding fractions up. If the ME check is failed, the targeted entity must seek to engage the caster in combat; the target will regard all other combat as a second priority until the caster is slain (by any hand). Tear Level Four - Marthes) Range: Touch Duration: Instant Saving throw: Magic only Allows the caster to "tear" away a section of fabric, paper, vellum, flesh, etc. A tear consists of 1d8 damage per level to the item or ripping off 10% of the original item, whichever is greater. The tear is separated from the item in one "piece" Tenderize Level Four - Thorson; Level Six - Kytal, Masorah) Range: Touch Duration: Instant Saving throw: None This spell allows the caster to properly prepare a selection of meat equal to three pounds per level of the caster for eating. Terror Level Four - Rankcol, Xixia; Level Five - Org; Khshathra; Level Seven - Zahm) Range: Self Duration: Permanent Saving throw: standard This spell turns the caster into a specter of terror and fear. The caster will intimidate both friends and foe as bloodlust takes place. The spell has three effects: First, the caster receives the normal benefits of the Bezerker spell (as if level five) Second, there is a 70% chance any enemies in range will be intimidated by the figure and refuse to fight if at all possible. Third, the caster gains +3 to resist MA based attacks (emotions, insanity, etc.) Terror War Level Seven - Org) Range: 10' per level of caster Duration: 5 melees per level of caster. Saving throw: standard This spell turns friends of the caster within range into a horrifying band of intimidating killing machines. Those effect will intimidate both friends and foes for the duration of the spell. The spell has four affects: First, there is a 70% chance any enemies in range will avoid the unit and refuse to engage it in combat. Secondly, any friendly units within 100' will immediate move away from the unit unless they make a saving throw. Thirdly, any enemies engaging the unit are at -4 to strike (saving throw saves to reduce this to -2, critical success reduces this to 0). Finally, anyone affected by the spell will refuse to take prisoners or grant mercy to enemies. Theft Prevention Level Two - Ys, Masorah, Kytal) Range: 10' radius per level Duration: 1 day per level Saving throw: None When active, this spell will warn the caster if any object originally within the radius of the spell and currently within the radius of the spell is removed from the radius of the spell. Theft Protection Level Eight - Ys, Masorah; Level Ten - Kytal) Range: 10' radius per level Duration: 1 day per level Saving throw: None When active, this spell will warn the caster if any object originally within the radius of the spell and currently within the radius of the spell is removed from the radius of the spell; furthermore, any item/object/person touching the item will suffer 1d6 damage per level of the caster. Throw Voice Level Two - Xixia, Rephaim; Level Six - Druj, Malak Ta'us; Level Eight - Farhi) Range: 60' Duration: 12 melee per level Saving throw: Standard This spell allows the caster to add a 50% +5% per level bonus to their ventriloquism skill. Tie Level Two - Avesta; Level Three - Athtar, Elgrun, Wazbok (Thieves); Level Four - Asan, Gaves) 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 ropeworks ability. Torment Level Four - Myssal, Intichiuma; Level Five - Ary, Druj, Rankcol) Range: Area affect 10' from caster Duration: 10 melee per level of the caster) Saving throw: Standard This spell causes all designated targets in range to bleed from all wounds, damage, etc. at double normal rate. If a target leaves the radius of the spell, the effects stop; first aid will stop the effects of the spell; heal will stop the effects of the spell. Tornado Level Twelve - Nahum; Level Twenty - Marthes) Range: 100 foot radius Duration: 5 melee per level Saving throw: None This severe storm is accompanied by heavy rain, hail, thunder, lightning, and roaring winds. People within 100 feet of the funnel cloud take 3-18 points of damage each melee form flying debris. The awesome black funnel cloud is the center of the storm, with winds of 120 to 180 mph. The funnel sucks in everything within its 100 ft. radius, destroying all wooden and clay structures and uprooting trees in one melee. It destroys stone structures (up to 8 feet thick) in two melee, and metal structures (up to 4 feet thick) in four melees. Any living creature caught in the funnel takes 1d6 points of damage per level of the caster. The caster can maneuver the tornado as s/he desires in any direction. This requires the full attention of the caster, so s/he may not cast any other spells for the duration of the tornado. Should the caster be knocked unconscious or killed, there is a 90% chance the tornado will run wild and uncontrolled, disappearing only after the full spell duration has elapsed. Touch of Death Level Nine - Larz; Level Ten - Ling Chos, Staepi; Level Eleven - Wazbok (Assassin), Averun, Thaks) Range - touch Duration - instant, permanent Saving throw - -1 This spell will rupture the target entity's soul with fear, madness and ecstasy. The creature will take 6d6 points of damage in contortion damage as it breaks into uncontrollable muscle spasms. The spell is commonly cast simultaneously with other spells like Steel Claws, Poison Touch and Night Claw and is often sufficient to kill the target in question. Temporal Curse Level Eight - Elgrun; Level Nine - Shinran; Level Ten - Dasni, Rephaim; Level Twelve - Black Devourer, Kormath) Range: 10' per level Duration: 10 melee per level Saving throw: Standard The effects from the target's spells cast during the duration of this spell are reduced by half. Example: While under a Temporal Curse, Rhian attempts to cast an Armor of Ithan. Although Rhian is level 5, he receives only 25 rounds of armor instead of 50. Throw Level Three - Qadar) Range - Self Duration - 7 melee Saving Throw- None This spell allows the caster to throw any object with a +3 bonus to strike and +1 bonus to damage. Trace Level Three - Kharij, Thorson; Level Four - Ras-Shamra; Level Five - Ary, Valt) Range: 10' per level Duration: 7 melee per level Saving throw: Special This spell allows the caster to detect tracks, marks, fingerprints, smell and the like of a stated being. The probability of detecting this presence is equal to 50% per level of the caster, divided by the number of days past the specified being left the traces. Example: Rhian uses a scroll of Trace to determine if Halaron was in the building. The scroll is at level six, so there is a 300% chance that the scroll will detect it; however, Halaron has not been here for 10 days. There is a 30% chance the scroll will detect the traces of Halaron. Note that a fumble will always reveal an inaccurate result of some type. Transfer Damage Level Nine - Ling Chos) Range: 10' per level Duration: 3 melee per level Saving Throw: +1 This spell allows the caster to redirect all damage taken by the caster to a specified target; if the damage surpasses the total HP of the target (kills it), the spell is broken and the caster begins to take the damage. Transfer Pain Level Four - Inari; Level Seven - Ary) Range: 10' per level Duration: 8 melee per level Saving Throw: Standard This spell allows the caster to redirect all pain felt by the caster to a specified target; the caster will feel no pain for the duration of the spell, although s/he will be aware that the sensation should be taking place. Transmute Metal to Wood Level Eleven - Matya) Range: Touch Duration: Permanent Saving throw: Standard This spell allows the caster to transmute an amount of metal equal to 2 pounds x the caster's level into wood. Magical devices may receive an increased save. True Shot Level Four - Kharij) Range: Self Duration: Instant Saving throw: None This spell grants the user a +10S with a single shot from a missile weapon. Although normally used for hunting, there are obvious applications for combat. Tricks (All levels - Wazbok (Trickster)) No description is given here of the various "trickster spells" of Wazbok. The spells are numerous Literally, there are hundreds of them) and so specific to the cult it is recommended that the GM develop the spells where and when needed. Trip Horse Level Ten - Wazbok (Trickster); various subcults) Range: 15' per level Duration: Instant Saving throw: Standard This spell will trip a targeted steed animal (but not non-steed animals); this may in turn cause damage to the animal if it is traveling at a rapid pace, and cause damage to the rider. True Garrote Level Five - Kohm Kator) Range: Touch Duration: 10 melees per level of the caster Saving throw: none This spell doubles the number of damage dice done by a garrote. Thus, a garrote used in an unsuspected attack would be 2d6 per round; in melee, 2d4 per round. TrueBlade Level Two - Tsirlihte; Level Three - Ristan, Thaks; Level Four - Turlog, Averun, Kahnon; Level Eight - Leaders) Range - self Duration - 10 melees per level of caster Saving throw - none This spell doubles the damage done by the caster. If the caster is disarmed, the spell is broken. This spell can only be cast on certain weapons, depending on the cult: Tsirlithe L. Sword, S. Sword, Dagger Turlog L. Sword, S. Sword, Dagger Ristan Any WP Thaks Dagger, S. Sword, Arrow Averun Dagger, S. Sword, Bolt Kahnon Spear, S. Sword, Blunt Leaders Any WP True Sight Level Three - Golan) Range: Self Duration: 20 melee per level Saving throw: None This spell grants the caster a +3 to see through the effects of illusions, and a +1S against invisible or chameleon creatures. Turn Sea Monster Level Five - Jagganath; Level Elven - Avesta) Range: 10' per level Duration: 10 melee per level Saving throw: Standard This spell will repel one sea monster per level (shark, sea serpent, whale, etc.); the effects of this spell should be determined by the GM. Twist Weapon Level Six - Mistayn the Beast; Level Ten - Inari) Range: 5' per level Duration: 5 melee per level Saving throw: Standard This spell allows the caster to "twist aside" weapons swung against them, even if no parrying weapon is possessed. Use natural bonuses in this magical parry, if any. This parry is not in addition to the regular parry, but can replace it if desired. = U = Undeath Level Ten - Pao-p'o) Range: 10' per level Duration: 4 melee per level Saving throw: None This spell creates a 10' per level radius affect; any undead within this zone cannot be Turned. Unholy Vitality Level Five - Averun; Level Six - Thaks, Kahnon; Level Seven - Domia-Ran, Rankcol, Zandragal) Range - Caster Duration - 10 melees per level of caster Saving Throw- none Under this spell, the caster gains an incredibly if unholy strength and vitality. The caster doubles the effective current hit points; this allows the character to get in and get out, despite grievous wounds. However, the negative effects of the spell are numerous. First, the caster goes unconscious at the end of the duration of the spell; this can prove inconvenient in the course of an escape. Second, if the amount of hit point loss would ordinarily cause death, then unless some damage is healed the character will automatically die when the spell wears off. Finally, healing (as a fertility aspect) has limited results when used on a recipient of this spell; each 2 points of healing heals only 1 point, rolling fractions down. Unshakable Courage Level Seven - Org, Vaul, Ristan, Kahnon, Turlog, Zandragal; Level Eight - Zahm, Tsirlihte; Level Nine - Leaders) Range: self or one target within range (10' per level of the caster) Duration: 10 melees per level of the caster Saving throw: none This spell will instill a calm, murderous feeling in the target. The caster selects one enemy as the "victim:" the target will pursue that target for the duration of the spell, dealing with other enemies only as necessary in pursuance of the main goal. The spell adds +5 to the character's strike bonus and +5 to the character's parry bonus in combat with general creatures. The character can dodge normally. The character is furthermore immune to any effects based on fear, panic, or rout effects, and gains a +2 to save against magic. If a friendly character hits a bezerk individual with a fumble or miss, the bezerker must roll against his ME (MEx5%) or casually swat this "new foe" on the way to fight the greater evil. If opposed by friends/party members the character does not have to kill them, but will be unwilling to turn away from his/her main goal no matter how pressured. = V = Vampiric Strength Level Six - Ryllak; Level Nine - Rankcol; Level Ten - Intichiuma; Level Twelve - Mistayn the Beast) Range: Touch Duration: Instant (Special) Saving throw: +2 This spell allows the caster to "steal" 1d3 worth of PS from a target. This PS is then added to that of the caster for a period equal to the caster's level in days. The caster must be touching the bare skin of the target. This spell may effect the same target several times; PS acquired cannot go higher than Racial Maximum, and a target cannot be drained lower than one. Vanguard Level Three - Khaldur) Range: 10' per level area affect from caster Duration: 8 melee per level of caster Saving throw: Standard This spell allows a cleric of Khaldur to lead a quest from vengeance. If cast in a combat situation against foes that are not targets of a vengeance (i.e., random bandits, low-level guards, or others Khaldur or the cleric cares little about) this spell adds +2 to INIT. Against foes who are a target of vengeance by the god, cult or character, the spell adds a +3 to INIT and the character enjoys the effects of the spell Charismatic Aura; this demoralizes foes and encourages friends. Again, this is only while in a quest for vengeance. Vantage Level Eight - Khaldur) Range: Self Duration: 10 melee per level Saving throw: None This spell grants the caster the ability to receive surface impressions, psychic residue and flashes of memory from objects, items and locations where traumatic events have occurred. Such impressions may be gained for a period equal to the duration of the spell; as many items may be investigated as time permits. This spell is useful for examining murder weapons, murder scenes, determining protagonists and the like. Vaporize Level Eight - Marthes; Level Ten - Khaldur; Level Thirteen - Averun, Thaks; Level Fourteen - Wazbok (Assassin), Wazbok (Magi)) Range: 10' per level Duration: Instant Saving throw: Special This spell allows the caster to do 1d4 SDC per level to a single weapon, item or piece of armor of an opponent. The opponent may attempt to dodge; rolls of a 19 or 20 will escape the destructive energies of the spell. This spell will only affect magical weapons, armor or items with a roll of a natural 20. Some magical items may possess an internal save. Vengeance (Second Level - Khaldur; Third Level - Ristan, Kahnon) Range: Line of Sight Duration: Instant Saving throw: Standard This spell does 2d6 damage to all stated, seen opponents and 2d6 healing to all stated, seen friends. Velocity Level Seven - Khaldur, Thaks, Averun) Range: Self Duration: 5 melee per level Saving throw: None This spell gives the caster +10 to strike only with missile weapons, and only when attacking unconscious, sleeping or unaware targets. Although the spell has a long duration, it is improbably that the caster will have more than a round of two of attacks before the target fully realizes the danger of his/her situation. However, the caster could then switch to other targets, if there are any that meet the guidelines. Typically, the spell is combined with the use of poison for best effect. Although not implicitly required that the targets be targets of vengeance, the cult will react appropriately if such a spell is over-used. Venue Level Thirteen - Khaldur) Range: Self Duration: Instant Saving throw: None This spell grants the caster to see what happened in a particular area Line of sight from where caster stands) within recent history. The caster can see back in time a number of days equal to the caster's level. Verdict Level Fourteen - Khaldur) Range: Touch Duration: Special Saving throw: Standard If the targeted being fails the Saving throw, he or she must obey 5 commands of the caster for a period of time equal to the caster's level in months. However, these commands must be stated when the spell takes affect; and these commands may not cause the character to commit deeds that Khaldur would disapprove of. Note that targeted clergy or paladins (due to their spiritual links with their gods) would receive a +2 to save. Finally, this spell can be broken by the appropriate spells of the dark gods of Lies, Secrets, Assassind or Thieves. Verify Level One - Khaldur) Range: Sight Duration: 10 melee per level Saving throw: Special This spell allows the caster to "verify" an item of information; the caster can compare/contrast a description (written or oral) with a local, person, type of action, etc. and determine how accurate the original statement was. This results in bonuses to such skills as Locate Secret Door, Track, etc. as the GM determines in each individual case - the more orientated it is to vengeance, the more effective the spell is. Example: Styler is helping out in a court case. Jimmy the Weasel claims that he was in the back room of the bakery when Baker Sam was knifed to death, and didn't see or hear anything. Styler goes to check it out, but doesn't find anything. Judging that Khaldurwill guide him, he casts Verify; under the spell, he notices that the walls are awfully flimsy - Jimmy should have been able to hear the murder, so his testimony seems shaky. Vigilant Level Five - Khaldur) Range: Self Duration: 1 hour per level Saving throw: None This allows the caster to go without sleep for the duration of the spell. Once the spell wears off, the caster begins to suffer the effects of sleep deprivation. This spell can be cast repeatedly, but the caster must consult the d20 rolled for casting; if the dice roll below or equal to the number of times the spell has been cast, the character lapses into a deep slumber which s/he will not come out of until the sleep has been made up. Vigilante Level Six - Khaldur) Range: Self Duration: 5 melees per level Saving throw: Standard This spell grants the caster a +7 to strike, +5 to Parry, +5 to Dodge and +2 to INIT when fighting a foe targeted for vengeance by Khaldur. The effects are added to the effects of Vanguard, but not Vindicate. These bonuses do further not apply to creatures or characters not targeted for vengeance or not minions of those targeted by Khaldur. Example: Styler fights three different groups of enemies one day. First, he fights Grok the Really Mean, a foe reviled and hated by the cult of Khaldur. He receives the full affects of the spell. Next, he fights some guards that Grok had hired; he receives the full benefit of the spell against these as well. In combat, most of the guards flee; Styler encounters them later, as bandits. However, the spell no longer works against them since they (by themselves) are insignificant to Khaldur, and since they no longer are working for Grok. Vindicate Level Four - Khaldur) Range: Self Duration: 10 melee per level Saving throw: None This spell grants the users +3 bonus to strike and parry against a hated foe upon whom personal vengeance is being taken. Vista Level Eleven - Khaldur) Range: Self Duration: 12 melee per level Saving throw: standard This spell grants the caster the ability to notice fine details, examine things in part, and make logical conclusions. The caster may choose any of the following skills at 99% - but only one - for the duration of the spell. Track ID Tracks Any Lore Locate Hidden Door Mathematics Writing (Detect) Forgery Recognize Poison Recognize Gem Recognize Weapon Vital Signs Level Ten - Ulriei) Range: 1 mile per level Duration: 1 day per level Saving throw: None This spell will keep a cleric of Ulriei constantly informed about one individual target's vital signs like blood pressure, heartbeat, breathing, mental state, etc. If there is a substantial change in any of these, the cleric will be woken out of sleep or other distractions. Void Level Fifteen - Khaldur) Range: 100' from caster Duration: Instant Saving throw: Standard This spell assaults the target with a magical blast; all creatures within the blast (the radius is in feet equal to the level of the caster) take 2d6 per level of the caster in damage. This spell is extremely powerful, and often limited in scope. Khaldur sometimes requires prospective 15th level clerics to undergo special quests before being granted this spell. Volume Level Three - Dulce) Range: Self Duration: 20 melee per level Saving throw: None This spell allows the caster to sing and/or play instruments with a much louder (but controlled) volume. It has a marginal combat affect in allowing characters to rely instructions, and in allowing diabolists to set off wards from further away - in both cases, each level of the spell will add 20 feet to the maximum range of sound (i.e., the range for a diabolist's wards would become 120 feet if a level three Volume was added). Votary Level Twelve - Khaldur) Range: Touch Duration: 1 month per level Saving throw: None This spell allows the caster to pledge himself or a willing initiate, cleric or paladin of the cult to undertake a dire oath of vengeance upon an individual or group. For the duration of the spell, and only specifically while the character quests to wreak vengeance on the stated, oath-bound foe, the character receives a bonus to 3 skills specified by the caster. The actual bonuses derived are determined by the GM. Vow Level Nine - Khaldur) Range: Touch Duration: 1 week per level Saving throw: None This spell can only be cast on willing targets, it allows the targets to take a "vow of vengeance," a promise of death and destruction upon a stated foe. The recipient of the spell does not have to be of the cult of Khaldur, but should be undertaking a quest found pleasing in the eyes of the cleric and the god. For the duration of the spell, and only specifically while the character quests to wreak vengeance on the stated, oath-bound foe, the character receives a bonus to one skill specified by the caster. The actual bonuses derived are determined by the GM. = W = Wall of Air Level Five - Zahm, Fakih, Ys, Prvar) of Dust Level Five - Nomad Gods) of Earth Level Five - Elgrun, Matya, Heen, Revesna) of Fire Level Five - Zandragal) of Heat Level Five - Dakhma) of Darkness Level Five - Jral, Mistayn the Beast, Ling Chos, Ryllak) of Sound Level Five - Dulce) of Water Level Five - Jagganath) of Wood Level Five - Matya) Range: 60' Duration: 10 melee per level Saving throw: None This spell allows the caster to erect a wall of 1,000 cubic feet in volume, which can be shaped at the caster's desire. SDC and effects will vary, but the wall will (on average) have some 150 - 300 SDC per 1 cubic meter section. Some wall types will have special effects as noted; however, the materials will disappear when the spells duration is up. Anyone attempting to walk "through" these walls may take damage. This equals 1d4 per attempt for Air, Earth, Darkness, Sound or Wood; 1d6 per attempt for Heat or Water; and 1d10 for Fire. Warp Level Two - Marthes; Level Four - Farhi; Level Seven - Jagganath; Range: 10' per level of the caster Duration: Instantaneous Saving throw: Standard Caster is able to warp a targeted section of wood. Assumed to be either 1d8 HP per level of the caster to the of the item or 10%, whichever is smaller. The warp will bend, twist and malformed any planking, boards, or any other items made of wood; note this will also tend to destroy any sealing, caulking, etc. between the boards. Wasting Level Eleven - Styphon) Range: 100' Duration: Instant Saving throw: Standard This spell will infect a chosen target in line of sight with a hideous magical disease. Each day the character is infected, s/he will lose 1d3 off a random character statistic; if any statistic reaches 0, the character will slip into a coma, and if any statistic reaches -10, the character will die. This spell is -3 to cure through magic, as it is the chosen disease of Styphon. WaterBolt Level Six - Jagganath; Level Eight - Avesta) Range: 10' from caster per level Duration: Instant Saving throw: Dodge This spell allows the caster to shoot out a bolt of spectral water at a specific target. The target does not receive a magical save, but can dodge the bolt of water on a role of 18, 19 or 20. The damage done is equal to d8 (+ 2 per level). Waterlungs Level Three - Jagganath; Level Five - Avesta) Range: 10' per level Duration: 30 melee per level Saving throw: None This spell allows the target to breathe water normally (as if a fish) for the duration of the spell. Once the spell's duration is over, the caster will require air as normal. The spell will also allow the caster to see underwater, and withstand the pressures of water. Waterproof Level Two - Jagganath, Avesta, Prvar, Nahum; Level Four - Issaj) Range: 10' per level radius Duration: 1 day per level Saving throw: None This spell will "waterproof" an inanimate item so that non-magical water cannot harm it. A precautionary spell to be used on provisions, stores, ships, etc. Note that the short duration means it must be cast several times on a long voyage. As an area affect spell, more than one item may be affected. Way Level Three - Ras-shamra) Range: Self Duration: 1d4 melee rounds per level Saving throw: None This spell grants the user a bonus of +d4 to S; this should be rolled separately for each attack that is made. This spell, furthermore, can only be used in strictly honorable attacks - it cannot be used in cases of ambush, to enhance missile weapons, to strike fleeing opponents, to attack enemies not currently holding a weapon (not just a shield) or to attack opponents grossly inferior (by statistic or by level) to the caster. Weak Mind Level Six - Anchoret; Level Nine - Druj; Level Twelve - Ling Chos) Range: 5' per level Duration: 3 melee per level Saving throw: Standard This spell will lower the targeted entity's save vs. insanity by -4, save vs. psionics by 03, save vs. coma by -2, and save vs. wards, circles or magic by -1. Weatherproof Level Six - Nahum) Range: Self (10' + 1' per level radius) Duration: 1 hour per level Saving throw: None This spell renders the caster and all inside immune from minor effects of weather. Heat, snow, rain, hail and the like can be ignored with impunity. Note that lightning, airblown debris, floods and the like will still affect those inside. Webbing Level Five - Spider God; Level Seven - Wazbok (Trickster); Level Nine - Wazbok (Assassin)) Range: 10' per level of the caster Duration: 1 melee per level Saving throw: Dodge This spell allows the caster to "throw" mystical webbing from his/her hands; this can be done twice per round, from either hand. The webbing has SDC equal to 100, and takes only half-damage from non-magical weapons; no damage from crushing or impaling weapons, magical or no. The caster rolls to hit as if a mundane attack; the target may attempt to dodge. If the dodge fails, the target is hopelessly wrapped up in the webbing, and will take 2d6 rounds to free himself. The webbing may dissipated at the will of the caster on an individual level (i.e., that web goes, these webs stay). Weed Level Six - Heen, Revesna, Keth, Matya; Level Eight - Xiola) Range: 10' radius per level Duration: Instantaneous Saving throw: Standard This spell will cause 2d6 points of damage to any and all types of plants or foliage specified by the caster. Usually, the spell will kill most small weeds and other unwanted plants; the plants are usually left in the field, to fertilize future crops. Werepower Level Twelve - Mistayn the Beast) Range: 10' per level Duration: 1 hour per level Saving throw: None This spell will render any were creature more resilient to magic, magical damage and the like: character has a bonus of +2 save vs. insanity, +2 save vs. magic, +2 save vs. wards, takes half damage from magical weapons and physical magic, takes half damage from magical heat, and half damage from magical cold. Energy, agony, and death effects are as normal. A supremely powerful spell generally only granted to a High Priest in the area, and used to protect weres from retribution. Wither Level Ten - Tvarak) Range: 10' per level of the caster Duration: Permanent Saving throw: Standard This spell targets a random hit location of an opponent. If a saving throw is failed, the hit location is permanently withered, deformed, and useless. No damage to general hit points is done. If a vital organ is affected, such as the head, chest or abdomen, the target will collapse into unconsciousness. A Withered limb cannot be healed by a cleric until the Withering is first removed. This can be done through a very powerful remove curse, through divine intervention, or from very powerful and specific healing spells available only through Ulriei. Wolfsbane Level Nine - Mistayn the Beast) Range: Touch Duration: 10 melee per level Saving throw: None This spell can be cast on up to 3 weapons touched by the caster; such weapons, even if not holy, silver or magical, will do full damage to any werecreature they strike. This spell is rarely used, but serves a purposes in allowing priests of Mistayn to hunt down rogue weres who threaten to consciously or unconsciously reveal the local were community. Wrack Level Seven - Intichiuma; Level Eight - Ary, Druj, Myssal, Rankcol) Range: Area affect 10' per level from caster Duration: 6 melee per level of the caster Saving throw: Standard This spell lowers the PP of all designated targets in range by 1 per level of the caster. The effects do not end if the target exits the area of affect. = Z = Zone of Evil Level Seven - Larz) Range: 10' per level of the caster Duration: 3 rounds per level of the caster Saving throw: None This spell creates a "Zone of Evil" of radius 3 feet per level. Any creature of an evil alignment enjoys a+2 to save vs. poison, coma, magic, fear, rout, wards, circles, MA-based attacks, and insanity. Any creature of a good alignment suffers a -2 to save vs. poison, magic, coma, fear, rout, wards, circles, MA-based attacks, and insanity. Note that this is by the definition of the god; aberrant characters may in some cases be regarded as of a good alignment. Zone of Undeath Level Ten - Vaul; Level Fifteen - Pao-p'o) Range: Area affect 10' per level from caster Duration: Special Saving throw: Standard This spell prohibits the undead from entering the zone in question. If the undead do enter (by whatever means) or are already present, they are subject to the effects of a successful Turn Undead spell, although the spell will affect all undead present. Note that this will still not automatically "turn" or "destroy" undead - high level vampires, liches, wights, etc. might easily save. This spell is unusual in having a special duration: consult the chart below. Level One 1 action Level Two 1 melee Level Three 2 melee Level Four 4 melee Level Five 6 melee Level Six 10 melee Level Seven 15 melee Level Eight 30 melee Level Nine 45 melee Level Ten 1 hour Level Eleven 2 hour Level Twelve 3 hour Level Thirteen 6 hour Level Fourteen 12 hour Level Fifteen 24 hour Each additional level +12 hours Spell list compiled by James Frusetta and Jennifer Piatek