Arcane Bolt
Cost: (Mj 2/Mn 3/N 4)
CTN: | 16 | SP Cost: | 1 |
Vs: | DEF | Range: | 50’ |
Duration: — |
Description: Caster shoots a bolt of magical energy from his palm at a target. This bolt, if it strikes, does a Base Damage of 4 hits. (Base: Attack)
Casting Options | CTN | SP |
Increased Base Damage (per +1 hit) | +4 | +2 |
Increased Range (per each 50’) | +4 | +2 |
Beam of Light
Cost: (Mj 2/Mn 3/N 4)
CTN: | 16 | SP Cost: | 1 |
Vs: | — | Range: | Self |
Duration: 10 Minutes |
Description: Caster has a beam of light shoot out of the palm of his hand. The beam is 10’ in length and has a 6” radius at its far end. If the caster closes his hand into a fist, the light will go out until he re-opens his hand, as long as it is within the duration of the spell. (Base: Illusion)
Casting Options | CTN | SP |
Increased Duration (to 20 minutes) | +3 | +1 |
Increased Duration (to 1 hour) | +6 | +2 |
Clean
Cost: (Mj 2/Mn 3/N 4)
CTN: | 18 | SP Cost: | 1 |
Vs: | — | Range: | Touch |
Duration: — |
Description: One non-magical object or person is cleaned of any dirt or corrosion. (Base: Transform)
Casting Options | CTN | SP |
Increased Range (to 10’) | +2 | +1 |
Increased Range (to 20’) | +4 | +2 |
Increased Range (to 50’) | +10 | +4 |
Count
Cost: (Mj 3/Mn 4/N 5)
CTN: | 19 | SP Cost: | 2 |
Vs: | — | Range: | 10’ |
Duration: — |
Description: When cast, this spell counts the number of objects in a single pile. Boon Results for this spell can include giving separate counts for various different objects in the pile. (Base: Reveal)
Casting Options | CTN | SP |
Increased Range (to 20’) | +2 | +1 |
Increased Range (to 50’) | +8 | +3 |
Detect Hidden
Cost: (Mj 3/Mn 4/N 5)
CTN: | 20 | SP Cost: | 2 |
Vs: | — | Range: | Self |
Duration: 1 Minute |
Description: The caster sees any hidden opening or secret doors as if they were outlined by a bright glow. This does not inform the caster of how such may be opened. The caster may inspect a 10’ square area each round, so long as that area is within a maximum sensing distance of 50’. (Base: Reveal)
Casting Options | CTN | SP |
Increased Sensing Distance (per 10’) | +2 | +1 |
Increased Duration (to 5 minutes) | +4 | +2 |
Detect Magic
Cost: (Mj 3/Mn 4/N 5)
CTN: | 21 | SP Cost: | 2 |
Vs: | — | Range: | Self |
Duration: 1 Minute |
Description: The caster sees all magical items and spells within a 5’ radius shine as if they were glowing. Spells will glow one color while items will glow a different color. The caster may inspect a different radius within a maximum sensing distance of 30’ each round. (Base: Reveal)
Casting Options | CTN | SP |
Increased Sensing Distance (per 10’) | +2 | +1 |
Increased Duration (to 5 minutes) | +4 | +2 |
Dispel Magic
Cost: (Mj 2/Mn 3/N 4)
CTN: | 17 | SP Cost: | 1 |
Vs: | SP (TN 15) | Range: | 50’ |
Duration: — |
Description: The caster is able to dispel any existing spell that required up to 3 Spell Points to cast. This is not a Counterspell, it only affects spells after they have taken effect.
The targeted spell is allowed to make a Saving Throw against being canceled. It has a bonus to its roll equal to 5 + the number of Spell Points (SP) used to cast the spell. If the spell came from an item, the GM should determine what the equivalent number of Spell Points would be. (Base: Conjure)
Casting Options | CTN | SP |
Increased Save TN (per +1 to Save) | +2 | +1 |
Increased Dispel Power (per +3 SP) | +3 | +1 |
Increased Range (per +10’) | +4 | +2 |
Flash
Cost: (Mj 3/Mn 4/N 5)
CTN: | 20 | SP Cost: | 2 |
Vs: | Con (TN 16) | Range: | 10’ |
Duration: 1 Round |
Description: Target sees a bright flash of light before his eyes. If he fails his Save, he is disoriented (at -4 to all actions) for 1 round. (Base: Flash)
Casting Options | CTN | SP |
Increased Duration (to 2 rounds) | +2 | +1 |
Area Effect (5’ radius) | +5 | +2 |
Increased Radius (per +5’ radius) | +3 | +1 |
Increased Effect (target Stunned) | +5 | +2 |
Heal Bruise
Cost: (Mj 2/Mn 3/N 4)
CTN: | 18 | SP Cost: | 1 |
Vs: | — | Range: | 10’ |
Duration: — |
Description: Target is healed a number of hits equal to the caster’s Wisdom Stat Bonus + 5 (minimum of 1 hit).
The casting option, Scaled Healing, allows the caster to heal an additional 1 hit for every point that the casting roll was above the CTN of the spell. (Base: Heal)
Casting Options | CTN | SP |
Scaled Healing | +4 | +2 |
Increased Range (up to 20’) | +2 | +1 |
Ignite/Douse
Cost: (Mj 2/Mn 3/N 4)
CTN: | 18 | SP Cost: | 1 |
Vs: | — | Range: | 20’ |
Duration: — |
Description: Caster is able to light or douse any one object capable of and designed for burning (a torch, a candle, a pile of wood laid in a hearth, etc). This spell may not be used to injure another person or to start fires other than for the objects indicated. (Base: Conjure)
Casting Options | CTN | SP |
Ignite/Douse All Objects in Range | +4 | +2 |
Increased Range (per every 10’) | +4 | +2 |
Jump
Cost: (Mj 3/Mn 4/N 5)
CTN: | 21 | SP Cost: | 2 |
Vs: | — | Range: | 10’ |
Duration: 1 round |
Description: Target is able to jump up to 30’ horizontally or 15’ vertically. The type of jump is chosen at the time of casting. (Base: Movement)
Casting Options | CTN | SP |
Increased Horizontal Jump (per +10’) | +5 | +2 |
Increased Vertical Jump (per +5’) | +5 | +2 |
Increased Range (to 20’) | +3 | +1 |
Protection from Cold
Cost: (Mj 4/Mn 5/N 6)
CTN: | 23 | SP Cost: | 3 |
Vs: | — | Range: | Touch |
Duration: 1 day |
Description: The target and his equipment are protected from natural extremes of cold (down to -50°) for the duration. This spell does not protect the character from magical attacks, natural attacks or the natural abilities of creatures that use cold. (Base: Ward)
Casting Options | CTN | SP |
Increased Range (to 10’) | +2 | +1 |
Increased Duration (per +1 day) | +5 | +2 |
Protection from Heat
Cost: (Mj 4/Mn 5/N 6)
CTN: | 23 | SP Cost: | 3 |
Vs: | — | Range: | Touch |
Duration: 1 day |
Description: The target and his equipment are protected from natural extremes of heat (up to 150°)for the duration. This spell does not protect the character from magical attacks, natural attacks or the natural abilities of creatures that use heat. (Base: Ward)
Casting Options | CTN | SP |
Increased Range (to 10’) | +2 | +1 |
Increased Duration (per +1 day) | +5 | +2 |
Repair
Cost: (Mj 3/Mn 4/N 5)
CTN: | 20 | SP Cost: | 2 |
Vs: | — | Range: | Touch |
Duration: — |
Description: One non-magical object has any small tears, cracks, nicks, or other very minor damage repaired. The object to be repaired must be in one piece for the most part.
Medium Damage includes small amounts of missing material and complete breaks. Major Damage includes large amounts missing material or shattered items. Items that have been “destroyed” cannot be repaired.
Repairing damage to a magical item does not take into account the amount of damage to be repaired, that has to be added in separately. However, when a magical item is repaired, all of its magical abilities will be restored as well. (Base: Transform)
Casting Options | CTN | SP |
Increased Range (to 10’) | +2 | +1 |
Repair Medium Damage | +7 | +3 |
Repair Major Damage | +12 | +4 |
Repair Magical Item | +10 | +4 |
Safe Landing*
Cost: (Mj 3/Mn 4/N 5)
CTN: | 19 | SP Cost: | 2 |
Vs: | — | Range: | 10’ |
Duration: 1 round |
Description: The target of this spell, be it a person or object, will slowly fall to the ground and safely land without taking damage from any fall of up to 100’ in distance. This distance is removed from longer falls. This is a Fast Cast spell. (Base: Movement)
Casting Options | CTN | SP |
Increased Safe Fall Distance (per +50’) | +2 | +1 |
Increased Range (to 20’) | +3 | +1 |
Increased Range (to 50’) | +7 | +3 |
Summon Familiar
Cost: (Mj 2/Mn 3/N 4)
CTN: | 17 | SP Cost: | 1 |
Vs: | — | Range: | 10’ |
Duration: — |
Description: This spell may only be cast once per year, and then only if the caster does not already have a familiar. Familiar Spirits are usually neutral in their outlook and attitudes, often adopting those of the spell caster that this spell bonds them to.
Once the spell is actually cast, the player must roll 2d10 on the Familiar Spirits table and the result is the type of familiar that responds to the summons. Boon Points earned in casting this spell may be used to adjust the roll on the Familiar Spirits table by up to +/-2 for each Boon spent on this purpose. The use of these Boon Points are the only way for a caster to gain one of the Special Familiars listed at the bottom of the table.
Regardless of what responds to the summons, the familiar will serve the caster loyally for an indefinite period of time, or until dismissed by the caster. The caster may dismiss a familiar at any time, and it will return to where it came from. Unlike other summoning spells (Summoning Spells & Rituals, p. 82), the creatures summoned by this spell are already willing to serve as a Familiar for the caster.
This spell has no casting options available. (Base: Summon)
Familiar Spirits | |||
2 | Disembodied Spirit | ||
3 | Ant, Giant | ||
4 | Bat | ||
5 | Bee, Giant | ||
6 | Butterfly, Giant | ||
7 | Cat (House Cat) | ||
8 | Chameleon | ||
9 | Fox | ||
10 | Goat | ||
11 | Hound | ||
12 | Lizard | ||
13 | Owl | ||
14 | Raccoon | ||
15 | Rat | ||
16 | Raven | ||
17 | Spider | ||
18 | Squirrel | ||
19 | Weasel | ||
20 | Wolf | ||
Special Familiars | |||
Nature Spirit | Demons | Devils | |
21 | Wind Spirit | Gremlins | Grimalkin |
22 | Wood Spirit | ||
23 | Water Spirit | Alastor | |
24 | Fire Spirit | Mane | Imp |
25 | Earth Spirit |
Errata
The following Casting Option should be considered as errata for this spell.
Casting Options | CTN | SP |
+/-1 to roll on Familiar Spirits table | +3 | +1 |
Cause Fear
Cost: (Mj 4/Mn 5/N 6)
CTN: | 22 | SP Cost: | 3 |
Vs: | Will (TN 16) | Range: | 20’ |
Duration: 1 minute |
Description: If the target fails his Save, he will flee from the caster at his best possible speed, for 1 minute. A character who is fleeing cannot and will not make any attacks or do anything else except try to flee. (Base: Telepathy)
Casting Options | CTN | SP |
Increased Duration (to 5 minutes) | +4 | +2 |
Increased Duration (to 10 minutes) | +7 | +3 |
Area Effect (5’ radius) | +4 | +2 |
Increased Range (to 50’) | +6 | +2 |
Dark Omen
Cost: (Mj 2/Mn 3/N 4)
CTN: | 16 | SP Cost: | 1 |
Vs: | — | Range: | Self |
Duration: — |
Description: Allows the caster to predict if the actions of an individual or party will be beneficial to the individual/party in question. This is accomplished by the caster asking a single question that can have only a yes or no answer. This does not tell whether or not the individual/party will be successful or not, only if taking a particular action or choice will be beneficial for them. The spell presumes that asked about action(s) will be successful. The question is answered by the caster spotting something that serves as an omen within 1 minute of the spell being cast. A favorable omen might be the sighting of a vulture, or a stain that looks like a rat or something similar in nature, while an unfavorable omen might appear as a dove or something shaped like a butterfly. The caster will automatically recognize the omen for what it is.
The option, Multiple Choices, allows the caster to determine the most beneficial of three or more potential options. The caster must concentrate on each option for 30 seconds (6 rounds), and during that time period, he will see a good omen for the most beneficial choice, seeing nothing with the other choices. (Base: Divination)
Casting Options | CTN | SP |
Multiple Choices (up to 3 choices) | +3 | +1 |
Additional Choices (per each choice) | +6 | +2 |
Evoke Spirit
Cost: (Mj 2/Mn 3/N 4)
CTN: | 17 | SP Cost: | 1 |
Vs: | — | Range: | 10’ |
Duration: — |
Description: Caster summons forth a spirit of the most minor sort. This type of spirit is so minor that it does not even receive a Save vs. Will against this spell (Summoning Spells & Rituals, p. 82).
This spirit must then perform a single service for the caster. Boon Points for this spell may result in more spirits being summoned, not more services being performed by any spirits that are summoned. (Base: Summon)
The service may be one of three things:
- Identify any single rune, symbol, sigil, or spell.
- Deliver a message of up to 12 words to any single person or creature.
- Identify the last owner of an item currently in the caster’s possession
Casting Options | CTN | SP |
Additional Service (per extra service) | +3 | +1 |
Hex
Cost: (Mj 5/Mn 6/N 7)
CTN: | 27 | SP Cost: | 4 |
Vs: | Will (TN 18) | Range: | 10’ |
Duration: 1 Day |
Description: Target receives a -1 to all Saves and other actions for 1 day. (Base: Ward)
Casting Options | CTN | SP |
Increased Hex (per additional -1) | +2 | +1 |
Increased Duration (per +1 day) | +5 | +2 |
Increased Range (to 50’) | +5 | +2 |
Infernal Bolt
Cost: (Mj 2/Mn 3/N 4)
CTN: | 18 | SP Cost: | 1 |
Vs: | DEF | Range: | 50’ |
Duration: — |
Description: Caster shoots forth a bolt of energy from the infernal planes from the palm of his hand. It does a Base Damage of 4 + the caster’s Wisdom Stat Bonus. This attack automatically does double its Base damage against spirit creatures and creatures or beings from the upper planes, also known as the Celestial Planes. Against demons, devils, or undead, this attack will only do half its normal damage.
If the casting option, Infernal Ball, is used, the attack may be used to hit a specific person or to hit a location. The attack looks like a normal bolt until it strikes its target, at which time it explodes outwards to the edges of its radius if that is possible. If it cannot reach the edge of its radius on one side, it does not backblast or rebound to make the area it does fill more dangerous.
If used to hit a location, the caster will have to attack the location and beat a DEF of 15, total damage will be figured from there. All who are within the radius of the spell when it hits are automatically hit, but they may make a Saving Throw vs. Dex (TN 15), with success meaning that they take half damage from the attack. A character’s Armor Rating (AR) may then be applied against the remaining damage. In this sort of attack, a shield’s bonus to DEF is counted as additional AR.
If the ball attack targets a specific person, the attack will be against the target’s DEF and he will not get a Save for half damage. All others within the radius of the attack will be treated as if the attack were against a specific location (this uses the same roll as against the targeted person, the total damage is simply figured separately).
If the option, Infernal Cone, is used the attack will form a cone attack. The cone starts at the caster’s location and has a width of 5’ and it ends at the maximum range of the spell and has a width of 3’ for every 10’ in length. Thus a 50’ long cone has a width of 15’ at its distant end. Cone attacks are resolved in the same manner as area attacks against a location for all potential targets within the cone. (Base: Attack)
Casting Options | CTN | SP |
Increased Base Damage (per +1 hit) | +4 | +2 |
Increased Range (per +50’) | +4 | +2 |
Infernal Ball (5’ radius) | +5 | +2 |
Increased Radius (per +5’ radius) | +3 | +1 |
Infernal Cone | +10 | +4 |
Minor Disguise
Cost: (Mj 4/Mn 5/N 6)
CTN: | 22 | SP Cost: | 3 |
Vs: | — | Range: | Touch |
Duration: Touch |
Description: Target is cloaked in a minor illusion that makes them appear to be of any race of the caster’s choosing. The illusion allows the target’s size to appear up to 20% larger or smaller than normal. This spell affects nothing more than how the target looks, not how he smells, sounds, or feels.
Any character that interacts with the disguised character will get a Save vs. Int (TN 15) to realize that the target is disguised by an illusion. Adding extra senses (such as touch, sound, or scent) to the disguise makes it harder to penetrate by increasing the TN of the Save by 2 points per added sense. Boon Points may be used to increase the TN of the Save vs. Int by 2 points. (Base: Illusion)
Casting Options | CTN | SP |
Add Extra Sense (+2 to Save TN) | +4 | +2 |
Increased Duration (to 1 day) | +3 | +1 |
Mists
Cost: (Mj 5/Mn 6/N 7)
CTN: | 25 | SP Cost: | 4 |
Vs: | — | Range: | 50’ |
Duration: 10 Minutes |
Description: Caster is able to summon a dark, thick mist that fills a 10’ radius. Anything or anybody within the mist will be unable to see further than 1’. If they attempt to move faster than 1’ per round, they risk stumbling or falling over objects in the mist (roll 1d10, 1-5 results in fumble-like incident). Once created, the mist will hold its shape for one minute and then move according to normal wind conditions, completely disappearing at the end of its duration. (Base: Change Environment)
Casting Options | CTN | SP |
Increased Radius (by 5’) | +4 | +2 |
Increased Duration (to 20 minutes) | +3 | +1 |
Increased Duration (to 1 hour) | +5 | +2 |
Increased Range (to 100’) | +3 | +1 |
Protection from Good
Cost: (Mj 4/Mn 5/N 6)
CTN: | 23 | SP Cost: | 3 |
Vs: | — | Range: | Self |
Duration: 10 Minutes |
Description: Caster is able to create a 5’ radius circle of protection around himself that will keep out any summoned or invoked creatures or beings from the Celestial planes if they fail a Save vs. Will. (Base: Ward)
Casting Options | CTN | SP |
Increased Radius (per +5’) | +3 | +1 |
Increased Duration (to 20 minutes) | +2 | +1 |
Target other than Self (range: Touch) | +5 | +2 |
Shadowed Circle
Cost: (Mj 4/Mn 5/N 6)
CTN: | 23 | SP Cost: | 3 |
Vs: | — | Range: | 50’ |
Duration: 10 minutes |
Description: Caster creates 5’ radius circle of magical darkness centered upon a point up to 50’ away. All vision within the circle and into the circle is completely blocked by the darkness. However, nothing impedes those caught within from leaving. If the spell is cast upon an object, the darkness will move when the object is moved. (Base: Change Environment)
Casting Options | CTN | SP |
Increased Range (per +50’) | +3 | +1 |
Increased Radius (per +5’) | +4 | +2 |
Increased Duration (to 20 minutes) | +3 | +1 |
Increased Duration (to 1 hour) | +5 | +2 |
Increased Duration (to 1 day) | +7 | +3 |
Skeletal Guardian
Cost: (Mj 5/Mn 6/N 7)
CTN: | 27 | SP Cost: | 4 |
Vs: | — | Range: | 10’ |
Duration: — |
Description: This spell requires that the caster use 4 drams (half an ounce) of bone from the type of Skeleton that he is trying to summon (i.e. human bone for human skeletons, dog bone for dog skeletons, etc.). This spell also takes 2 full minutes to cast.
Upon casting, this spell summons a Skeleton Warrior from the Shadow Realms (see p. 110 for more information). It appears within 10’ of the caster at the end of the casting time. This Skeleton Warrior will then stand guard over any room, vault or any other structure. This guardian will remain and keep guard over it designated location until it is destroyed or until the caster specifically releases it from service. Even the death of the caster will not release the guardian from its service. (Base: Summon/Influence)
Casting Options | CTN | SP |
Summon Additional Skeleton | +6 | +2 |
Speak with the Dead
Cost: (Mj 2/Mn 3/N 4)
CTN: | 19 | SP Cost: | 2 |
Vs: | — | Range: | Touch |
Duration: 1 Question |
Description: Caster is able to speak with any one dead sentient individual or being that he is touching, so long as it has not been dead for more than 24 hours (this is known as the Window, when communication is still possible). He may ask a single question and he will always receive a truthful answer. The target of this spell cannot provide information that it does not have. (Base: Communication)
Casting Options | CTN | SP |
Increased Range (to 10’) | +2 | +1 |
Increased Range (to 20’) | +4 | +2 |
Per Additional Question | +2 | +1 |
Increased Window (per 24 hours) | +2 | +1 |
Touch of the Grave
Cost: (Mj 3/Mn 4/N 5)
CTN: | 21 | SP Cost: | 2 |
Vs: | — | Range: | Self |
Duration: 1 Minute |
Description: Caster’s hands are imbued with the chill cold of the grave. Upon touching a foe (treat as a normal brawling or unarmed attack), the caster does 5 points of Base Damage from the unnatural cold, in addition to any damage dealt by the attack itself. (Base: Attack)
Casting Options | CTN | SP |
Increased Duration (per +1 minute) | +5 | +2 |
Increased Base Damage (per +1 hit) | +4 | +2 |
Target other than Self (range: Touch) | +5 | +2 |
Bless Water/Oil
Cost: (Mj 7/Mn 8/N 9)
CTN: | 31 | SP Cost: | 6 |
Vs: | — | Range: | Touch |
Duration: — |
Description: Caster blesses 4 ounces of pure water or specially prepared oil turning it into a single application of Holy Water or Holy Oil. This spell takes 2 minutes to cast, and it may only be cast once per day. If the water/oil is not immediately placed within a clean receptacle, the water/oil will lose its potency.
Holy Oil may be used to coat weapons. It takes one ounce to coat a tiny weapon, 2 ounces to coat a small weapon, etc. The oil coating will last up to 1 hour or until the weapon makes 3 hits (i.e. deals damage 3 times), whichever comes first. Weapons coated in Holy Oil are treated as magical for being able to hit Demons, Devils, and Undead. They will also deliver an additional 5 + 1d10 hits of Holy damage in addition to their normal damage. Holy damage only affects Demons, Devils, and Undead.
Holy Water may be used to temporarily bless a weapon by pouring the Holy Water over the weapon. It takes one ounce of Holy Water per weapon size, the same as Holy Oil, and a weapon that has been blessed by Holy Water will be treated as magical when it comes to hurting Demons, Devils, and Undead. The blessing from Holy Water will last for 5 minutes, but it does not do any extra damage. Holy Water, unlike Holy Oil, may be thrown directly upon Demons, Devils, and Undead. Each full ounce that hits such a creature will deal 5 + 1d10 hits of Holy Damage. (Base: Transform)
Casting Options | CTN | SP |
Increased Amount Blessed (per ounce) | +4 | +2 |
Blessing
Cost: (Mj 4/Mn 5/N 6)
CTN: | 24 | SP Cost: | 3 |
Vs: | — | Range: | Touch |
Duration: 10 Minutes |
Description: Caster bestows the blessing of his deity upon a single target. The target gains a +1 to all actions and Saves for the duration of the spell. (Base: Aid)
Casting Options | CTN | SP |
Increased Blessing (per +1 increase) | +6 | +2 |
Additional Targets (Range: Touch) | +4 | +2 |
Increased Duration (to 20 minutes) | +3 | +1 |
Increased Range (to 10’) | +2 | +1 |
Circle of Light
Cost: (Mj 4/Mn 5/N 6)
CTN: | 23 | SP Cost: | 3 |
Vs: | — | Range: | 50’ |
Duration: 10 minutes |
Description: Caster is able to create a 5’ radius circle of radiant light centered upon any point within 50’. If the spell is cast upon an object, the light will move when the object is moved. (Base: Change Environment)
Casting Options | CTN | SP |
Increased Range (per +50’) | +3 | +1 |
Increased Radius (per +5’) | +4 | +2 |
Increased Duration (to 20 minutes) | +3 | +1 |
Increased Duration (to 1 hour) | +5 | +2 |
Increased Duration (to 1 day) | +7 | +3 |
Detect Undead
Cost: (Mj 3/Mn 4/N 5)
CTN: | 23 | SP Cost: | 2 |
Vs: | — | Range: | Self |
Duration: varies |
Description: Caster is able to detect the aura that surrounds all undead within a 50’ radius. The amount of information gained depends upon how long the caster concentrates on this spell.
If the caster spends only 1 round concentrating on this spell, he will detect whether or not there are undead within the radius, and he will also get a sense of their direction. If the caster spends 2 rounds concentrating on this spell, he can tell how many undead, and the strength (level) of the strongest one within range. If the caster spends 3 rounds concentrating, he will know the strength of all undead and have a general idea of their distance. (Base: Reveal)
Casting Options | CTN | SP |
Cast on Other (Range: Touch) | +2 | +1 |
Increased Range for Other (to 10’) | +2 | +1 |
Increased Range for Other (to 20’) | +4 | +2 |
Increased Sensing Range (per +10’) | +2 | +1 |
Divine Bolt
Cost: (Mj 3/Mn 4/N 5)
CTN: | 21 | SP Cost: | 2 |
Vs: | DEF | Range: | 50’ |
Duration: — |
Description: Caster shoots a bolt of divine energy from the palm of his hand. It does a Base Damage of 4 + the caster’s Wisdom Bonus. Against demons, devils and undead, this bolt will do double its Base Damage if it strikes. Against creatures from the upper planes or spirit creatures, if it strikes, it does only half damage.
If the casting option, Divine Ball, is used, the attack may be used to hit a specific person or to hit a location. The attack looks like a normal bolt until it strikes its target, at which time it explodes outwards to the edges of its radius if that is possible. If it cannot reach the edge of its radius on one side, it does not backblast or rebound to make the area it does fill more dangerous.
If used to hit a location, the caster will have to attack the location and beat a DEF of 15, total damage will be figured from there. All who are within the radius of the spell when it hits are automatically hit, but they may make a Saving Throw vs. Dex (TN 15), with success meaning that they take half damage from the attack. A character’s Armor Rating (AR) may then be applied against the remaining damage. In this sort of attack, a shield’s bonus to DEF is counted as additional AR.
If the ball attack targets a specific person, the attack will be against the target’s DEF and he will not get a Save for half damage. All others within the radius of the attack will be treated as if the attack were against a specific location (this uses the same roll as against the targeted person, the total damage is simply figured separately).
If the option, Divine Cone, is used the attack will form a cone attack. The cone starts at the caster’s location and has a width of 5’ and it ends at the maximum range of the spell and has a width of 3’ for every 10’ in length. Thus a 50’ long cone has a width of 15’ at its distant end. Cone attacks are resolved in the same manner as area attacks against a location for all potential targets within the cone. (Base: Attack/Transform)
Casting Options | CTN | SP |
Increased Base Damage (per +1 hit) | +4 | +2 |
Increased Range (per +50’) | +4 | +2 |
Divine Ball (5’ radius) | +5 | +2 |
Increased Radius (per +5’ radius) | +3 | +1 |
Divine Cone | +10 | +4 |
Faith Healing
Cost: (Mj 3/Mn 4/N 5)
CTN: | 21 | SP Cost: | 2 |
Vs: | — | Range: | Touch |
Duration: — |
Description: Caster heals target of 10 + his Wisdom Stat Bonus hits of damage. Alternatively, this spell could be used to remove up to 3 points of a negative modifier or heal up to 3 points of bleeding or remove 1 round of Stun that a character might have. The desired effect must be chosen at the time of casting.
The casting option, Scaled Healing, allows the caster to heal an additional 1 hit for every point that the casting roll was above the CTN of the spell. (Base: Heal)
Casting Options | CTN | SP |
Scaled Healing | +4 | +2 |
Increased Hits Healed (per +5 hits) | +5 | +2 |
Increased Modifier Removed (per -1) | +2 | +1 |
Stop Bleeding (per +1 point stopped) | +2 | +1 |
Remove Stun (per round of Stun) | +8 | +3 |
Fearless
Cost: (Mj 3/Mn 4/N 5)
CTN: | 22 | SP Cost: | 3 |
Vs: | Will (TN 17) | Range: | 20’ |
Duration: 10 Minutes |
Description: Target is instilled with courage, granting him a +2 bonus on Saves against any type of fear effect. If the target is under a fear effect at the time of casting, and fails a Save vs. Will against this spell, then the fear effect will be suppressed for the duration. If the target is willing, and not under some fear effect, then no Save is required. (Base: Ward)
Casting Options | CTN | SP |
Increase Range (to 50’) | +3 | +1 |
Increased Duration (to 20 minutes) | +2 | +1 |
Increased Duration (to 1 hour) | +5 | +2 |
Increased Duration (to 1 day) | +7 | +3 |
Area Effect (5’ radius) | +5 | +2 |
Increased Area Effect (per +5’ radius) | +3 | +1 |
Omen
Cost: (Mj 2/Mn 3/N 4)
CTN: | 16 | SP Cost: | 1 |
Vs: | — | Range: | Self |
Duration: — |
Description: Allows the caster to predict if the actions of an individual or party will be beneficial to the individual/party in question. This is accomplished by the caster asking a single question that can have only a yes or no answer. This does not tell whether or not the individual/party will be successful or not, only if taking a particular action or choice will be beneficial for them. The spell presumes that asked about action(s) will be successful. The question is answered by the caster spotting something that serves as an omen. A favorable omen might be the sighting of a dove or something shaped like a butterfly, or something similar in nature, while an unfavorable omen might appear as a rat or something shaped like a vulture.
The option, Multiple Choices, allows the caster to determine the most beneficial of three or more potential options. The caster must concentrate on each option for 30 seconds (6 rounds), and during that time period, he will see a good omen for the most beneficial choice, seeing nothing with the other choices. (Base: Divination)
Casting Options | CTN | SP |
Multiple Choices (up to 3 choices) | +3 | +1 |
Additional Choices (per each choice) | +6 | +2 |
Protection from Evil
Cost: (Mj 4/Mn 5/N 6)
CTN: | 23 | SP Cost: | 3 |
Vs: | — | Range: | Self |
Duration: 10 Minutes |
Description: Caster is able to create a 5’ radius circle of protection around himself that will keep out any summoned or evoked evil creatures or beings from the lower planes (i.e. demons, devils, etc.). (Base: Ward)
Casting Options | CTN | SP |
Increased Radius (per +5’) | +3 | +1 |
Increased Duration (to 20 minutes) | +2 | +1 |
Target other than Self (range: Touch) | +5 | +2 |
Purify Food & Drink
Cost: (Mj 3/Mn 4/N 5)
CTN: | 20 | SP Cost: | 2 |
Vs: | — | Range: | 10’ |
Duration: — |
Description: Caster removes any foreign or toxic substances from all food and drink within 10’. This restores it to an untainted condition. This will remove any foreign poisons that might also be in the food or drink. It will not affect any food or drinks that are naturally poisonous (i.e. poisonous mushrooms). (Base: Transform)
Casting Options | CTN | SP |
Neutralizes Natural Poisons | +5 | +2 |
Increased Range (to 20’) | +2 | +1 |
Increased Range (to 50’) | +8 | +3 |
Remove Curse
Cost: (Mj 5/Mn 6/N 7)
CTN: | 25 | SP Cost: | 4 |
Vs: | — | Range: | Touch |
Duration: — |
Description: Caster is able to remove any active curse or hex on the target that had an original Save TN of 20 or less. This spell does not remove curses from items normally.
Removing a curse or hex from an item will require that the caster hold the item and concentrate on it for 5 minutes upon casting of this spell. This concentration is part of the casting time of the casting option, Remove Curse from Item. The item will then get a Save (TN 20) vs. this spell. The item will have a modifier to its Save equal to 3 + a number equal to the Save TN against the curse divided by 5, and rounded off to the nearest whole number.
For example, if we take a cursed item that requires the wielder to make a Save vs. Will (TN 22), it will have a bonus of +7 against this spell (3 [base] + 4 [22 ÷ 5 = 4.4, rounded to 4]). (Base: Transform/Ward)
Casting Options | CTN | SP |
Increased Save TN Threshold (per +1) | +2 | +1 |
Remove Curse from Item (Save TN 20) | +10 | +4 |
Repel Undead
Cost: (Mj 5/Mn 6/N 7)
CTN: | 25 | SP Cost: | 4 |
Vs: | Con (TN 16) | Range: | Self |
Duration: 10 Minutes |
Description: Caster channels the power of his deity to repel undead. This spells creates a 5’ radius sphere centered upon the caster. Any undead that attempt to enter the radius of this sphere must make a Save vs. Con or it will be unable to enter the radius. If the undead fails its Save by 5 or more points, it will flee the area for at least 5 minutes. If the undead fails by 10 or more points, it is destroyed. (Base: Ward)
Casting Options | CTN | SP |
Increase Radius (per +5’) | +3 | +1 |
Flee (if Save fails, fail by 5+ to destroy) | +6 | +2 |
Destroy (if Save fails) | +10 | +4 |
Increased Duration (to 20 minutes) | +2 | +1 |
Increased Duration (to 1 hour) | +5 | +2 |
Increased Duration (to 1 day) | +7 | +3 |
Alarum
Cost: (Mj 4/Mn 5/N 6)
CTN: | 23 | SP Cost: | 3 |
Vs: | — | Range: | 10’ |
Duration: 1 Day |
Description: Caster creates a 20’ radius area that is centered upon a specific, non-moving point. If any creature of Tiny size or larger crosses the boundary of the warded area, the alarm will sound. The caster chooses, at the time of casting, whether this will be an audible or mental alarm.
If mental, the caster, if within 1,000’ of the alarm spell, will hear a pinging tone in his head if the alarm is set off. This would be enough to instantly wake the caster, but not enough to disrupt any spell casting. If audible, the spell produces the sound of a bell ringing. This sound can be heard quite clearly up to 100’ away, so it could alert others to the caster’s presence. (Base: Illusion)
Casting Options | CTN | SP |
Per Each Additional Day | +5 | +2 |
Increased Radius (+10’ radius) | +6 | +2 |
Increased Range (to 20’) | +2 | +1 |
Animate Object
Cost: (Mj 3/Mn 4/N 5)
CTN: | 20 | SP Cost: | 2 |
Vs: | — | Range: | 50’ |
Duration: 10 Minutes |
Description: Caster causes one medium-sized non-magical object that does not weigh more than 10 lbs. to animate and be able to move on its own. Alternatively, the caster can animate 2 small objects or 4 tiny objects.
The animated objects are imbued with the ability to move (not fly, but they can “walk” and “jump”) at a rate of up to 10’ per round and a semblance of life, and they may be ordered to attack a person. The objects will have an Attack Bonus of 1 for every 3 points above the CTN the caster’s roll was in casting this spell. The object, if a weapon will do its normal Damage Rating as its Base Damage, but no Scaled Damage. If it isn’t a weapon, then it will do 1 point of Base Damage per size increment (i.e. tiny = 1, small = 2, etc.).
The animated objects may be ordered to perform tasks other than attacking a person. For example, an animated broom or mop could be ordered to sweep or mop a room. In order to change its given task, the caster must spend a round concentrating and make a basic Save vs. Will or else the object will continue on its last given task.
If the casting option, Per Additional Object, is used, larger objects may be animated. It takes 2 additional uses of the casting option to animate a large object, and 4 uses to animate a huge object. Each use of the option may also be used to animate 2 additional small objects or 4 additional tiny objects. (Base: Animate)
Casting Options | CTN | SP |
Per Additional Object (medium-sized) | +2 | +1 |
Increased Duration (to 1 hour) | +2 | +1 |
Increased Movement (per +10’/rnd) | +3 | +1 |
Object Can Fly (10’/rnd) | +6 | +2 |
Increased Flight (per +10’/rnd) | +6 | +2 |
Charm Person
Cost: (Mj 4/Mn 5/N 6)
CTN: | 24 | SP Cost: | 3 |
Vs: | Will (TN 17) | Range: | 10’ |
Duration: 1 Hour |
Description: Target believes that the caster is a good friend. So
long as the caster is friendly towards the target or takes no action
against him, the target will behave in a friendly manner. If the
caster or others are in combat with, or acting in a threatening
manner towards the target when the spell is cast, the target gains
a +5 mod to his Save. If the caster or others of his party attacks
or acts threatening towards the Charmed being, he will get a
second Save with a +3 mod. (Base: Influence)
Casting Options | CTN | SP |
Increased Range (to 20’) | +2 | +1 |
Increased Range (to 50’) | +8 | +3 |
Increased Duration (to 1 day) | +3 | +1 |
Area Affect (5’ radius) | +8 | +3 |
Increase Area (per +5’ radius) | +6 | +2 |
Conjure Missiles
Cost: (Mj 2/Mn 3/N 4)
CTN: | 18 | SP Cost: | 1 |
Vs: | DEF | Range: | 50’ |
Duration: — |
Description: Caster creates and fires a dart (i.e. a small javelin) at the target. If the attack is successful, the dart does a Base Damage of 4 + the caster’s Intelligence Bonus.
If the casting option, Dart Swarm, is used, the attack may be used to hit a specific person or to hit a location. The attack looks like a normal dart until just before it strikes its target, at which time it explodes outwards into hundreds of tiny darts filling the area to the edges of its radius if that is possible. If it cannot reach the edge of its radius on one side, it does not backblast or rebound to make the area it does fill more dangerous.
If used to hit a location, the caster will have to attack the location and beat a DEF of 15, total damage will be figured from there. All who are within the radius of the spell when it hits are automatically hit, but they may make a Saving Throw vs. Dex (TN 15), with success meaning that they take half damage from the attack. A character’s Armor Rating (AR) may then be applied against the remaining damage. In this sort of attack, a shield’s bonus to DEF is counted as additional AR.
If the Dart Swarm targets a specific person, the attack will be against the target’s DEF and he will not get a Save for half damage. All others within the radius of the attack will be treated as if the attack were against a specific location (this uses the same roll as against the targeted person, the total damage is simply figured separately).
If the option, Cone of Darts, is used the attack will form a cone attack. The cone starts at the caster’s location and has a width of 5’ and it ends at the maximum range of the spell and has a width of 3’ for every 10’ in length. Thus a 50’ long cone has a width of 15’ at its distant end. Cone attacks are resolved in the same manner as area attacks against a location for all potential targets within the cone. (Base: Attack)
Casting Options | CTN | SP |
Increased Base Damage (per +1 hit) | +4 | +2 |
Increased Range (per +50’) | +4 | +2 |
Dart Swarm (5’ radius) | +5 | +2 |
Increased Radius (per +5’ radius) | +3 | +1 |
Cone of Darts | +10 | +4 |
Haste
Cost: (Mj 3/Mn 4/N 5)
CTN: | 20 | SP Cost: | 2 |
Vs: | — | Range: | 20’ |
Duration: 1 round |
Description: The target of this spell gains an extra 2 Action Points to use in the round following the one in which this spell is cast. (Base: Movement)
Casting Options | CTN | SP |
Per additional +2 AP | +6 | +2 |
Per additional round duration | +2 | +1 |
Increased Range (to 50’) | +4 | +2 |
Identify
Cost: (Mj 3/Mn 4/N 5)
CTN: | 21 | SP Cost: | 2 |
Vs: | — | Range: | Touch |
Duration: — |
Description: When this spell is cast, the caster must concentrate on an object that he is touching for 2 minutes. At the end of this time, he will have determined the magical abilities of the object as long as it was not an artifact. He also learns how to operate the item, and how often it may be used and/or how many charges it contains.
If the caster uses any of the casting options, Increased Range, and the item is being held by another person, then the person will get to make a Save vs. Will (TN 17+), with a successful Save meaning that the caster learns nothing. (Base: Reveal)
Casting Options | CTN | SP |
Increased Range (to 10’) | +2 | +1 |
Increased Range (to 20’) | +4 | +2 |
Increased Range (to 50’) | +10 | +4 |
Mage Armor
Cost: (Mj 4/Mn 5/N 6)
CTN: | 23 | SP Cost: | 3 |
Vs: | — | Range: | Touch |
Duration: 5 Minutes |
Description: Target is encased in an invisible force field that grants him a bonus of +2 to his DEF. This force field also reduces all damage received by 2 points (i.e. AR 2) and it does not impede spell casting or have any penalties like worn armor does. This Mage Armor does not impede the flow of gases such as air. When a blow strikes the Mage Armor, it becomes momentarily visible through a short series of ripples radiating out from the point of impact. (Base: Defend)
Casting Options | CTN | SP |
Increased AR (per +1) | +5 | +2 |
Increased DEF (per +1; max +5 total | +4 | +2 |
Increased Duration (10 minutes) | +2 | +1 |
Increased Range (from Touch to 10’) | +2 | +1 |
Increased Range (from Touch to 50’) | +4 | +2 |
Minor Disguise
Cost: (Mj 4/Mn 5/N 6)
CTN: | 22 | SP Cost: | 3 |
Vs: | — | Range: | Touch |
Duration: Touch |
Description: Target is cloaked in a minor illusion that makes them appear to be of any race of the caster’s choosing. The illusion allows the target’s size to appear up to 20% larger or smaller than normal. This spell affects nothing more than how the target looks, not how he smells, sounds, or feels.
Any character that interacts with the disguised character will get a Save vs. Int (TN 15) to realize that the target is disguised by an illusion. Adding extra senses (such as touch, sound, or scent) to the disguise makes it harder to penetrate by increasing the TN of the Save by 2 points per added sense. Boon Points may be used to increase the TN of the Save vs. Int by 2 points. (Base: Illusion)
Casting Options | CTN | SP |
Add Extra Sense (+2 to Save TN) | +4 | +2 |
Increased Duration (to 1 day) | +3 | +1 |
Minor Illusion
Cost: (Mj 4/Mn 5/N 6)
CTN: | 22 | SP Cost: | 3 |
Vs: | — | Range: | 10’ |
Duration: 1 Hour |
Description: Caster is able to create a static, non-moving illusion that is no greater in size than a 5’ radius. This illusion is visual only. Any character that interacts with the illusion, will know that it is not real if they can touch it. Using only sight, if a character is suspicious that he is facing an illusion, he may make a Save vs. Int (TN 15) to determine whether or not he realizes that it is an illusion. Every 10’ that the character is from the illusion increases the TN of the Save by 2 points (i.e. if the character is 15’ from the illusion, his Save has a TN of 17).
If the illusion includes other senses, such as touch, then that also increases the TN of the Save. Illusions cannot support weight unless the proper casting option has been selected. Thus, while an illusion of a wall will feel real, a person could pass right through it unless it also uses the casting option, Support Weight, to allow persons to press against it without passing through. (Base: Illusion)
Casting Options | CTN | SP |
Add Extra Sense (+2 to Save TN) | +4 | +2 |
Increased Duration (to 1 day) | +3 | +1 |
Support Weight (per +25 lbs) | +2 | +1 |
Increased Radius (per +5’) | +6 | +2 |
Shield*
Cost: (Mj 3/Mn 4/N 5)
CTN: | 20 | SP Cost: | 2 |
Vs: | — | Range: | 5’ |
Duration: 5 Minutes |
Description: Caster creates a floating disk of translucent magical force 2’ in diameter that floats in front of him, up to 5’ away. The caster may move the disk by moving his hand and the disk acts like a shield, and provides the caster with a +2 to his DEF against all frontal attacks. This is a Fast Cast spell. (Base: Defend)
Casting Options | CTN | SP |
Increased DEF (per +1; max +5 total) | +4 | +2 |
Increased Duration (10 minutes) | +2 | +1 |
Moves on its own to defend caster | +5 | +2 |
Sleep
Cost: (Mj 4/Mn 5/N 6)
CTN: | 24 | SP Cost: | 3 |
Vs: | Will (TN 17) | Range: | 20’ |
Duration: 1 Minute |
Description: Caster puts target into a magically induced slumber, and nothing will waken him during the first round that he is asleep (thus, falling to the ground will not awaken him). Beyond that first round, normal noises will not wake the targets, but loud noises, such as screaming, or slapping or wounding the target will wake him up. Once the duration of the spell has expired, the sleep becomes non-magical, and the target will awaken at whatever would normally awaken him. (Base: Influence)
Casting Options | CTN | SP |
Additional Target | +4 | +2 |
Area Effect (5’ radius) | +8 | +3 |
Increased Radius (per +5’ radius) | +6 | +2 |
Increased Range (to 50’) | +6 | +2 |
Tongues
Cost: (Mj 3/Mn 4/N 5)
CTN: | 19 | SP Cost: | 2 |
Vs: | — | Range: | Self |
Duration: 1 Hour |
Description: Upon casting this spell, the caster will learn how to speak the native language of any one person. The caster must be touching this person when casting the spell and he absorbs his knowledge of it from this source. This language simply fades away at the end of the spell’s duration.
A Non-Native Language is a living language that the source of the language has learned, other than his native language. A living language is a language that is spoken by a group of people on an everyday basis as their normal language. A dead language is an ancient or old language that is not commonly used by any group of peoples, meaning that it is stagnant and cannot grow anymore. Latin would be considered a dead language. (Base: Transform)
Casting Options | CTN | SP |
Learn Non-Native Language | +6 | +2 |
Learn Dead Language | +8 | +3 |
No need to absorb language | +8 | +3 |
Increased Duration (to 1 day) | +6 | +4 |
Awareness
Cost: (Mj 3/Mn 4/N 5)
CTN: | 21 | SP Cost: | 2 |
Vs: | — | Range: | Self |
Duration: 10 Minutes |
Description: This spell takes 2 full rounds to cast. Caster is able to sense the presence of thinking, sentient beings within a 50’ radius around him. This spell lasts for 10 minutes, but only works if the caster is concentrating. If the caster stops concentrating, he loses the ability to sense others until he begins concentrating again. Caster may stop concentrating and begin again any number of times within the duration of this spell.
The amount of information gained is based on how long the caster spends concentrating. With 1 round of concentration, the caster knows how many sentient beings are within the radius (this includes himself and any friends), but not where or what they are doing. With 2 rounds of concentration, the caster will know how many beings there are and get a general idea of their direction and distance. With 3 rounds of concentration, the caster will also know their general actions (i.e. casting a spell, but not which spell). (Base: Reveal)
Casting Options | CTN | SP |
Cast in 1 round | +2 | +1 |
Fast Cast (cast in 2 AP) | +7 | +3 |
Increased Radius (per +10’ radius) | +2 | +1 |
Increased Duration (20 minutes) | +3 | +1 |
Increased Duration (1 hour) | +6 | +2 |
Distractions
Cost: (Mj 4/Mn 5/N 6)
CTN: | 23 | SP Cost: | 3 |
Vs: | Wis (TN 17) | Range: | 20’ |
Duration: 2 Rounds |
Description: Target is distracted and unable to focus on anything, giving him a -4 modifier on all actions. Targets get a +5 on their Save if they are in combat at the time that the spell is cast. Additionally, any attempt to attack the target will allow him a new Save against this spell, this time with a +3 modifier. (Base: Flash)
Casting Options | CTN | SP |
Increased Duration (per +1 round) | +1 | +1 |
Increased Effect (target stunned) | +2 | +1 |
Empathy
Cost: (Mj 2/Mn 3/N 4)
CTN: | 18 | SP Cost: | 1 |
Vs: | Will (TN 16) | Range: | Self |
Duration: 10 Minutes |
Description: This spell takes 2 rounds to cast. Caster is able to sense the emotions of any one character or creature within 50’ by concentrating on that character or creature. The caster may shift his concentration to a different character or creature at any time within the duration. The target of this scrutiny is allowed to make a Save vs. Will to prevent their emotions from being read. If the caster stops concentrating, he loses the ability to sense the emotions of others until he begins concentrating again. Caster may stop concentrating and then begin again any number of times within the duration of the spell. (Base: Telepathy/Reveal)
Casting Options | CTN | SP |
Cast in 1 Round | +2 | +1 |
Increased Sensing Range (per +10’) | +2 | +1 |
Increased Duration (20 Minutes) | +3 | +1 |
Increased Duration (1 hour) | +6 | +2 |
Enhanced Senses
Cost: (Mj 3/Mn 4/N 5)
CTN: | 20 | SP Cost: | 2 |
Vs: | — | Range: | Self |
Duration: 10 Minutes |
Description: Caster heightens all of his senses for the duration, gaining a +4 on all perception rolls. This spell also allows the caster to see further than normal, and to even track somebody by scent if the conditions are right. The caster can hear up into the ultrasonic range as well. To gain these bonus abilities, the caster must concentrate on using his senses. The bonus to perception rolls is constant for the duration. (Base: Reveal/Aid)
Casting Options | CTN | SP |
Increased Duration (20 minutes) | +3 | +1 |
Increased Duration (1 hour) | +6 | +2 |
Increased Bonus (per +1) | +4 | +2 |
Far Sense
Cost: (Mj 3/Mn 4/N 5)
CTN: | 20 | SP Cost: | 2 |
Vs: | — | Range: | Self |
Duration: 10 Minutes |
Description: Caster is able to concentrate and move either his point of vision or his point of hearing up to 100’ feet away. It takes 1 round for him to move the given sense that far. While the sense is elsewhere, the caster does not have that sense at the location of his body.
The casting option, Keep Sense, is used to allow the caster to keep his sense at his location and move it to the new location at the same time. However, doing this gives the caster a -4 modifier on all perception rolls for that sense at both locations, unless the casting option, Enhanced Sense, is also used. Enhanced Sense has no effect otherwise. (Base: Transform)
Casting Options | CTN | SP |
Increased Duration (20 minutes) | +3 | +1 |
Increased Duration (1 hour) | +6 | +2 |
Move Both Senses at Once | +5 | +2 |
Keep Sense | +3 | +1 |
Enhanced Sense | +3 | +1 |
Inner Vision
Cost: (Mj 3/Mn 4/N 5)
CTN: | 20 | SP Cost: | 2 |
Vs: | — | Range: | Self |
Duration: 10 Minutes |
Description: Caster can concentrate and he is able to move and “see” normally even if his vision is obscured or negated by any means. In essence, this spell allows the caster to visualize and see his surroundings under any conditions, including magical or non-magical darkness, mists, fogs, or even if blind. (Base: Transform)
Casting Options | CTN | SP |
Increased Duration (20 minutes) | +3 | +1 |
Increased Duration (1 hour) | +6 | +2 |
Increased Duration (1 day) | +11 | +4 |
Long Steps
Cost: (Mj 2/Mn 3/N 4)
CTN: | 18 | SP Cost: | 1 |
Vs: | — | Range: | Self |
Duration: — |
Description: Caster is able to transport himself to any spot up to 100’ away by taking a single step. This translocation does not allow the caster to teleport through barriers, such as walls or doors, but it will allow him to teleport across things such as pits. If the caster cannot see the target destination, he must use one of the casting options, Known Slightly or Destination Unknown. The caster can teleport another person, controlling the destination, using the casting option, Jump Other, but he cannot knowingly teleport a target into a dangerous, or potentially dangerous location without the target’s informed consent (i.e. he cannot get the target to agree to one location and then teleport him to another).
For longer distance jumps, the teleportation is not instantaneous. Over 100’ takes 1 round per 100’ teleported, and over 1 mile takes 1 minute per mile teleported. (Base: Teleport)
Casting Options | CTN | SP |
Through Barriers | +4 | +2 |
Increased Jump (up to 1,000’) | +4 | +2 |
Increased Jump (up to 10 miles) | +8 | +3 |
Increased Jump (up to 100 miles) | +10 | +4 |
Increased Jump (any distance) | +14 | +5 |
Destination Known Slightly | +5 | +2 |
Destination Unknown | +10 | +4 |
Jump Other (per +1 target, range: touch) | +4 | +2 |
Mystic Bolt
Cost: (Mj 2/Mn 3/N 4)
CTN: | 18 | SP Cost: | 1 |
Vs: | DEF | Range: | 50’ |
Duration: — |
Description: Caster focuses his mental energy into powerful bolt of physical force that does a Base Damage of 4 + the caster’s Willpower Bonus.
If the casting option, Mystic Blast, is used, the attack may be used to hit a specific person or to hit a location. The attack looks like a normal bolt until just before it strikes its target, at which time it explodes outwards into hundreds of tiny darts filling the area to the edges of its radius if that is possible. If it cannot reach the edge of its radius on one side, it does not backblast or rebound to make the area it does fill more dangerous.
If used to hit a location, the caster will have to attack the location and beat a DEF of 15, total damage will be figured from there. All who are within the radius of the spell when it hits are automatically hit, but they may make a Saving Throw vs. Dex (TN 15), with success meaning that they take half damage from the attack. A character’s Armor Rating (AR) may then be applied against the remaining damage. In this sort of attack, a shield’s bonus to DEF is counted as additional AR.
If the Mystic Blast targets a specific person, the attack will be against the target’s DEF and he will not get a Save for half damage. All others within the radius of the attack will be treated as if the attack were against a specific location (this uses the same roll as against the targeted person, the total damage is simply figured separately).
If the option, Mystic Blast Wave, is used the attack will form a cone attack. The cone starts at the caster’s location and has a width of 5’ and it ends at the maximum range of the spell and has a width of 3’ for every 10’ in length. Thus a 50’ long cone has a width of 15’ at its distant end. Cone attacks are resolved in the same manner as area attacks against a location for all potential targets within the cone. (Base: Attack)
Casting Options | CTN | SP |
Increased Base Damage (per +1 hit) | +4 | +2 |
Increased Range (per +50’) | +4 | +2 |
Mystic Blast (5’ radius) | +5 | +2 |
Increased Radius (per +5’ radius) | +3 | +1 |
Mystic Blast Wave | +10 | +4 |
Object Reading
Cost: (Mj 3/Mn 4/N 5)
CTN: | 21 | SP Cost: | 2 |
Vs: | — | Range: | Touch |
Duration: varies |
Description: Caster is able to learn information about an object. The caster must touch or hold the object in order to read it. For every minute that the caster spends in contact with and concentrating on the object, he will learn a new bit of information as follows:
- The meaning of any writings or inscriptions upon the object.
- The approximate age of the object.
- The powers and/or abilities of the object, if any.
- A mental image of the last person to possess the object for any length of time. This also will give him other previous owners, in order from most recent to most distant, all the way back to the creator of the item.
The caster may attempt to determine a specific bit of information when reading an object. This requires the caster to make a Save vs. Will in order to pull out the desired information.
There is a 1 in 10 chance that any information gained through this spell will be inaccurate or distorted in some fashion. Also, if there is a trap or curse placed on the object, attempting to read the object will almost always (9 out of 10 chance) activate it against the caster. (Base: Reveal)
Casting Options | CTN | SP |
Reduced Curse/Trap Chance (per -1) | +3 | +1 |
Increased Learning Speed (1 round per) | +4 | +2 |
Scrying
Cost: (Mj 3/Mn 4/N 5)
CTN: | 19 | SP Cost: | 2 |
Vs: | — | Range: | Self |
Duration: 5 Minutes |
Description: Caster is able view a distant location or person. The caster must have met the person in the flesh (and spoken with them for at least a full minute) or be personally familiar with the location from having been there for at least 5 minutes. Regardless of whether the focus of the vision is a person or place, the vision only shows the caster a 5’radius area at most. Outside of that radius, all appears blurry to the caster. If there are persons within the radius that the caster does not know, they will also appear blurry and indistinct. There is no limitation on the distance of the object of the vision from the caster. As with the visual aspects, unknown sounds are heard as indistinct murmurs.
Should the caster attempt to use the casting option, Target Unknown, to scry upon a target that he has never seen in the flesh before, there is a 5 out of 10 chance that the scrying will lock onto the wrong target without the caster realizing it. (Base: Divination)
Casting Options | CTN | SP |
Hear Sounds from Vision | +3 | +1 |
Have Night/Dark Vision while Scrying | +8 | +3 |
Increased Scrying Radius (per +5’) | +3 | +1 |
Target Slightly Known (4 min. or less) | +5 | +2 |
Target Unknown | +10 | +4 |
Increased Duration (10 minutes) | +3 | +1 |
Sense Hidden
Cost: (Mj 3/Mn 4/N 5)
CTN: | 19 | SP Cost: | 2 |
Vs: | — | Range: | Self |
Duration: 2 Minutes |
Description: Caster heightens his sensitivity to minute details, allowing him to easily detect such things as hidden or concealed doorways or compartments, hidden switches or triggers, invisible or ethereal foes, or any other type of hidden object or person that is within 10’ of himself. Caster may not move faster than a walk while this spell is active, or he will not be able to detect anything. (Base: Reveal)
Casting Options | CTN | SP |
Increased Duration (5 minutes) | +2 | +1 |
Increased Duration (10 minutes) | +5 | +2 |
Increased Duration (20 minutes) | +8 | +3 |
Increased Duration (1 hour) | +11 | +4 |
Suggestion
Cost: (Mj 2/Mn 3/N 4)
CTN: | 18 | SP Cost: | 1 |
Vs: | Int (TN 15) | Range: | 10’ |
Duration: — |
Description: Caster is able to empathically implant a suggestion in the mind of a living, sentient target. This suggestion must be one that seems logical and reasonable and natural to the target. It cannot be something that will cause him harm or put him into peril.
The target receives a Save vs. Int to realize that the suggestion did not originate from within his own mind. A target who makes his Save will realize that somebody is trying to influence him and will be able to ignore the Suggestion. A target who fails his Save will believe the suggestion to be his own idea and will act upon it as soon as it is possible for him to do so.
It is important to note that since this suggestion is empathically planted, so there is no need for the caster to know the language of the target. The suggestion could also be used to cloud the mind of a target (i.e. these are not the Kobolds you are looking for), allowing for a wide variety of possible suggestions. (Base: Influence)
Casting Options | CTN | SP |
Additional Target (per each) | +4 | +2 |
Increased Range (up to 20’) | +2 | +1 |
Increased Range (up to 50’) | +8 | +3 |
Mass Suggestion (5’ radius area) | +4 | +2 |
Increased Radius (per +5’) | +6 | +2 |
Errata
The attributes for the spell had the target making a Save vs. Will instead of a Save vs. Int that is indicated within the spell’s description. That has been corrected here.