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<font face="Courier New, Courier" size=1> 81)
Revelation Law<br>
Negates effect of any illusion, invisibility or
shape changign spell.<br>
If the EL is less than EL of spell negation is
automatic. Otherwise<br>
a success roll is made.<br>
<br>
Range - EL" (60 degree cone)<br>
<br>
82) Revivification Law<br>
Revives any unconscious person. If damage
was the cause of being<br>
unconscious then the Damage listed is
healed. If the HPV is not<br>
raised to 1 the spell fails and none are
healed. If used against<br>
non-humans +10 to success roll. Does not
work for those unconscious<br>
from disease or plaque (only cure disease
affects them).<br>
<br>
Range - Touch<br>
Damage - (EL+1)x2<br>
<br>
83) Sea Powers
Varies<br>
A) Calm Sea<br>
Ends effects of storm, with
ship becoming island of calm in the<br>
storm around it. Does
not affect magically created storms.<br>
<br>
Range - (EL+1)x2"<br>
<br>
B) Friendly Current<br>
Propels a ship faster or
slower. Can be used for ship caster is<br>
on or to oppose a enemey
ship. It is added or subtracted from<br>
the ship's speed depending on
how it is used. If negative then<br>
the ship is pushed back.
Caster can't use any other magic during<br>
this spell. For Mana
Regeneration purposes the caster is<br>
considered to be using magic
the entire duration.<br>
<br>
Range* -
(EL+1)x10"<br>
Duration : EL+1 strategic
turns<br>
Speed -
(EL+1)x3"<br>
<br>
* Used against enemy ships on
how far current remains in effect.<br>
For speed it is miles per
strategic turn or hexes (") per tactical<br>
turn.<br>
<br>
C) Navigation<br>
Sea is commanded to take the
ship to a specific place. Caster<br>
remains in a deep trance
during spell. Twice the listed speed for<br>
Friendly Current.
Spell ends if dispelled or ship arrives at<br>
destination or he is
awaken. Destination must be within 100x(EL+1)<br>
miles that is in contact with
the sea.<br>
<br>
D) Water Breathing<br>
Can breath sea water (losing
ability to breathe air) for duration<br>
of spell. No
effect on those naturally able to breathe sea water.<br>
Any person in contact with the
affected person has the same water<br>
breathing ability. If
contact is lost they will lose the effect<br>
immediately.<br>
<br>
Range -
EL/2"<br>
Duration - 2 turns (EL as
power)<br>
<br>
Note: Caster can only cast sea powers if in or
on the sea. Failure<br>
occurs otherwise.<br>
<br>
84)
Sanity
Law<br>
Spell negates Insanity, Disorder, Compulsion,
Terror, Hatred and any<br>
other spell that functions to affect the mind of
victim. Effect<br>
depends on the EL cast (See Revelation).<br>
<br>
Range - Touch only<br>
<br>
85) Shape Changing Varies<br>
Can change into a specific form from caster's
natural form. Each<br>
form is distinct and will require a spell for
new forms to change<br>
into. Spell does not affect HPV, OCV, and
OCV of caster. To work<br>
the caster must have a part of creature's
anatomy. Only affects the<br>
Caster (see Transmutation). Caster remains
in form until duration<br>
ends. May cast +1 Mana point to increase
duration by 100%. Max<br>
number of increases is EL
times. Close examination of the form<br>
changed into will reveal the change. The
eyes do not change for<br>
this spell so remain the same eyes of
Caster. Character can roll<br>
Empathy to detect the change.<br>
<br>
Duration - (EL+1)x20 turns<br>
<br>
86)
Silence
Chaos<br>
Sphere where no sound exists. Thsoe
affected or that enter the<br>
sphere will suffer irreversible Catatonia.<br>
<br>
Optional: At the Referee's wish Revivfication
can end the spell of<br>
the Catatonia but the EL must be greater than
the EL of the silence<br>
spell. If not abysmal failure is
automatic. This spell has no effect<br>
on supernatural forces of Chaos.<br>
<br>
Range - EL+1"
(radius)<br>
Duration - 2 phases (EL as power)<br>
<br>
87) Silent Terror Chaos<br>
Spell shows victim the Abyss and its unnatural
essence. It destroys<br>
their ability to functin as individuals.
Incapable of speech and will<br>
flee at contact of any life form. Unless
restrained and cared for<br>
they will die within 48 hours. They are
incapable of any action on<br>
their own volition. Only cure is
Forgetfullness (not sanity). Must<br>
be made to forget what they have seen.<br>
<br>
Range - EL+1"<br>
MDV Limit - (EL+1)x4<br>
<br>
88) Slay the Tame Sidh Magic<br>
Only affects domnsticated creatures (others have
tonah or guardian<br>
protection). If spell succeeds target are
killed. If cast on wild<br>
creature they will add MDV+15 to the caster's
roll.<br>
<br>
Range -
EL+1"<br>
Hit point limit - (EL+1)x7 (if larger no
affect)<br>
<br>
89) Sleep Powers Varies<br>
A) Perpetual Trance<br>
Victim falls into deep slumber
and can only be awaken magically.<br>
Must have portion of victim's
anatomy. Victim in trance does not<br>
age and only dies if
killed. After duration the person can be<br>
awakened by touch or any loud
noise within 1" of victim. Sleepers<br>
are surrounded by a pale
radiance. Anyone that touchs it can be<br>
affected by the spell.
If they are they are affected as for Sleep<br>
Touch. If not and the
victim is moved they will awake & spell ends.<br>
<br>
Range -
1/2" (EL as power)<br>
Duration - EL+1 years<br>
<br>
B) Sleep Mist<br>
Fine mist in a area effect
spell. Any victim that suffers damage<br>
will automtically
awaken.<br>
<br>
Range
- EL+1" (radius)<br>
Duration - (EL+1)x5
turns (for effect of sleep)<br>
MDV Limit - (EL+1)x2 (if
higher no affect)<br>
<br>
C) Sleep Touch<br>
Person touched goes into deep
sleep trance. Only ends at end of<br>
duration, appropriate spell or
physical injury.<br>
<br>
Range - Touch<br>
<br>
90)
Slime
Chaos<br>
Pool of semi-animate acidic slime from the
earth. It will damage<br>
metal objects and animate material. If
item is magical 1 hit<br>
dissolves it totally. If metal object then
1 hit scored will damage<br>
(reduce) FV or AV by 1. If 0 then the item
is completely dissolved.<br>
Slime will grasp an enemy. The strength
listed is required to move<br>
1". Per 60, RU, increase over
this value the creature can move an<br>
additional inch. If triple the strength
the creature can move as<br>
normal. The persistence is after leaving
the pool the amount of time<br>
the slime will still affect the object unless
immersed in water.<br>
Caster selects center point for spell and if
caster is in effect<br>
range can be affected by the slime as
well. Slime is semi-animate<br>
and will creep up EL+1 inches per phase of the
person until it<br>
totally consumes the object (even going into
every crack and hole<br>
it can find). Slime not immune to Astral
Fire. Can affect creatures<br>
with Earth Powers.<br>
<br>
Duration - 2 hours
(EL as power)<br>
MDV limit - (EL+1)x2 (as
for sleep mist)<br>
Casting Range - EL+1"<br>
Effect Area - (EL+1)/2"<br>
Damage
- 2D6+EL per phase<br>
Strength -
(EL+1)x5<br>
Depth - (EL+1)x6 inches
(actual inch not tactical inch)<br>
Persistence - EL+1 per phase<br>
<br>
Note: MDV limit only applies to inanimate
objects. Animate creatures<br>
will suffer damage regardless if in area.<br>
<br>
91) Smokeless Flame Elder<br>
Flame of incredible intensity. Success
damages target, Abysmal will<br>
affect Caster. No effect on creatures with
innate fire powers, Fire<br>
Elementals, Jinn and Ifret. Uses same
restrictions of Fire Darts<br>
spell. No smoke is given off by fire or
damage from the fire.<br>
<br>
Range - EL+1"<br>
Damage - 3D10+(ELx4)<br>
<br>
92) Soul Sight
Shamanic<br>
Success yields the following:<br>
<br>
A) Orientation of target B) If
target is magic-user<br>
C) Basic emotion of target D) IF person
telling the truth<br>
E) If person has innate magical powers or
talents & if so what they are<br>
F) If person is possessed or plaqued by
supernatural forces & which ones<br>
G) Reading of Target's Probable Intent<br>
<br>
All those in caster's effect area are
readble. Time to read for each<br>
item per person above is 1 phase. If spell
works the every one is<br>
readable. Must see the eyes of the target
to read them. MDV is only<br>
used if magic user and the target is aware of
what Shaman is doing<br>
<br>
Range - (EL+1)/2"
(radius)<br>
Duration - (EL+1)x2 turns<br>
<br>
93)
Speed
Varies<br>
Increase PMR of target. If caster does it
on himself then -20 to<br>
success roll. Only for ground movement no
ability to fly or walk<br>
on water.<br>
<br>
Range
- Touch only<br>
Duration - (EL+1)x3
turns<br>
PMR increase - EL+1 (only up to 4x current
PMR)<br>
<br>
94) Spirit Cage Shamanic
<br>
A cage of mystical power. Shaman must have
a wicker cage to start the<br>
formation of the spell. If success then
the spirit is captured in the<br>
cage. Only non corporate (free roaming)
spirits can be captured.<br>
First must free a spirit from a body by using
Spirit Death. Any<br>
captured soul can be communicated with by the
Shaman if a communicate<br>
spell is done. If the communicate spell
fails the spirit escapes the<br>
cage.<br>
<br>
95) Spirit Death Shamanic
<br>
Severes tie of spirit to its body. The
spirit wanders looking for its<br>
body. While the body has effect of Disease
at the EL of this spell.<br>
To cast the shaman must have a fetish of the
person's anatomy (pieces<br>
of hair, fingernails, etc.). The victim
must be asleep as well or<br>
spell fails.<br>
<br>
Optional: Referee can allow the psirit to find
their body at the base<br>
chance of their MDV (MDV%) per
day. If the body dies the spirit<br>
can become a Edimmu or Ghost
at Referee's choice.<br>
<br>
Range - 2" (EL as
power) (Max distance of shaman from body and<br>
for the spirit to be restricted from
finding the body).<br>
Duration - until death of body or until spirit
finds body<br>
<br>
Note: Spirits are trapped in the world where the
Shaman is put into a<br>
trance by the Orient Self.
They are trapped unless they can focue<br>
on their body to bring themselves
out of it. If the spell fails<br>
the fetish is worthless for any
further attempts at casting magic.<br>
<br>
96) Stillness
Chaos<br>
No sound can be created by target at all.
If a magic-user he can't<br>
cast any magic that uses his Casting Ability but
can still use Innate<br>
powers.<br>
<br>
Range - EL+1"<br>
Duration - 2 phases (EL as power)<br>
<br>
97) Storm Powers Varies<br>
A) Flight<br>
Caster and any in
physical contact with him can fly through use of<br>
air currents. If
MR falls below the Minimum rate then the spell<br>
ends immediately.<br>
<br>
Duration - 2 turns (EL as power)<br>
Minimum speed - (EL+1)/3
RU (min. pmr)<br>
Max
Speed - EL+4 (Max PMR)<br>
<br>
B) Lightning<br>
Bolt of energy directed
at target. Only Magical Armor will have<br>
its AV in protection, no
regular armor protects against it.<br>
Shields of all kinds are
usable. Shields are only usable if the<br>
optional Dodging Magic
rules are in use. <br>
<br>
Range -
(EL+1)x3<br>
Damage -
(EL+1)D10+EL<br>
<br>
C) Lightning Swarm<br>
Centered on Caster a
swarm of charged particles is the effect area.<br>
Any hostile magic cast
into it will use +EL from their success<br>
roll. No missile
fire can be shot into the spell. If Referee<br>
allows it then add ELx5
to the combat rolls.If caster moves or<br>
casts any other magic
spell ends.<br>
<br>
Duration - EL+1
phases<br>
Range
- EL+1" (Diameter)<br>
Damage -
1D6+(ELx2) (scored each time target is affected)<br>
<br>
D) Thunderhead<br>
Localized
thunderstorm. Time to marshall forces of the air takes<br>
10-EL turns or 2 phases
whichever is greater. Can only be cast<br>
in open air.
Thunderstorm creates Winds at 50% RD of the caster's<br>
EL in this spell.
Caster can pull down lightning bolts from the<br>
clouds. If somoene
is hit by these Bolts the target is killed<br>
unless immune to it at
the EL. The wind can enter enclosed areas<br>
but not the lightning
bolts. Must have a clear open sky for<br>
spell. Can cast 1
lightning bolt per turn.<br>
<br>
Range
- 2" (EL applies as power/Diaemter)<br>
Duration - EL+1
turns<br>
<br>
E) Wind<br>
Winds that slow an
enemy. Damage listed is taken to PMR of targets.<br>
If 0 target can't move,
if negative then the victim is blown over.<br>
Per 10 points of
Strength (RD) the person can negate 1 point of<br>
wind damage.
Caster can leave spell but if cast other magic spell<br>
will end. Once
blown over can't stand while winds exist.<br>
<br>
Range
- (EL+1)x2"<br>
Duration - 2 phases (EL
as power)<br>
Damage -
EL+1 (to pmr)<br>
<br>
98) Strange Powers Balance<br>
A) Astral Ills<br>
Unnatural radiation in
the area. Pernament reduction in Con and<br>
Strength. Also
victim suffers from Plaque at EL of this spell.<br>
If Str or Con reach 0
they are killed. Con reduction affects<br>
Energy Level of
victim. HPV is also pernamently reduced. Any<br>
attribute lose can be
negated by a Negate Curse.<br>
<br>
Range
- (EL+1)/2" (radius)<br>
Duration
- EL+1 phases<br>
Characteristic Effect -
1D6+EL (Roll for both C/St)<br>
<br>
Note: Those in effect
area can be affected each phase. If the<br>
effect fails that person
can't be affected for the rest of the<br>
encounter. If
caster uses magic or moves he suffers Abysmal<br>
failure and spell
ends.<br>
<br>
B) Automata<br>
Cast on inanimate
material. Gives it the ability to move and<br>
understand orders.
They can't communicate but the object can be<br>
talked to with a
Communicate spell. To end the spell the caster<br>
must dispell it.
If duration ends before dispelled it will attack<br>
the caster and
uncontrollable as its highest priority. Only<br>
creator of the automaton
can dispell the object no other magic-user<br>
can. Max Damage
object can take is ELx Damage Factor below:<br>
Material Damage
factor Armor Value<br>
Soft,
Cloth
1/2 1<br>
Wood, Leather
1
2<br>
Metal
2
4<br>
Stone
4
8<br>
Magic, Enhanced
x2 +EL<br>
Automata can't be killed
just stopped. It will take 1 phase per<br>
hit point to reassemble
if the listed damage is done and pieces<br>
are scattered. It
will then attack again. If a piece is taken it<br>
will track the thief
down till it gets it back.<br>
<br>
Range
- Touch<br>
Damage -
Normal+AV<br>
Duartion - 2 hours (EL
as power)<br>
OCV - EL<br>
DCV - EL<br>
MR: See below
table<br>
Form MR<br>
Legless (EL+2)-DF*<br>
Legged ((EL+2)x2)-DF*<br>
Winged ((EL+2)x5)-DF*<br>
*DF=Damage
Factor above<br>
If 0 or less MR then can't
move. But if Referee wishes can give<br>
it a MR of 1 (PMR
1/0/1/0).<br>
<br>
For the Automata to be
considered to be magic or enchanted, the<br>
caster must cast Enhancement
AFTER he has succeeded in forming<br>
the creation. All Permanent
Automata are magic or enchanted.<br>
Non-permanent ones are not and
the listed duration will apply<br>
for them.<br>
<br>
C) Simulcrum<br>
Replica of Caster in
miniature form. While simulcrum exists Caster<br>
doesn't age or suffer
physical damage. The damage goes to the<br>
Simulcrum. If the
Simulcrum takes the total damage it can take<br>
or over 24 hours it
dies. If simulcrum dies the Caster passses<br>
out for 1 hour per
(EL+1)x2 of the spell that created it. If the<br>
simulcrum is attacked
the Caster takes the damage not the<br>
simulcrum. The
caster also suffers Pain and Disease at the EL of<br>
the simulcrum spell as
long as the Simulcrum exists and is not<br>
curable. Only can
be cast with blood of Caster and<br>
essencedecanted from
Mandrake. No more than one Simulcrum per<br>
caster at any one
time.<br>
<br>
Range - 2 miles (EL
as power)*<br>
Total Damage
- 20 + (ELx3)<br>
24 hour damage -
10+(ELx2)<br>
<br>
*For attack or normal
use. This is the max distiance caster can<br>
be away from
Simulcrum and get benefits. If further away after<br>
48 hours the
simulcrum dies.<br>
<br>
99) Summoning
Varies<br>
Summon supernatural forces not native to Middle
World. Including<br>
Supernatural forces of Upper Worlds, Tonahs,
Guardian spirits,<br>
spiritual forces and Elementals. Must
learn for each orientation. If<br>
not right orientation of Caster than MDV is
doubled in resisting the<br>
summons. Failure has no results.
Abysmal means the force will come<br>
and attack the caster. Creature will come
in 1D6x contact level<br>
phases. If caster does any other magic
control is lost and force<br>
will attack caster. Range is max distance
away the Caster can place<br>
the summoned force. If duration ends
and force not dispelled force<br>
may attack caster if it sees fit.<br>
<br>
Range
- EL<br>
Max Contact Level - EL/3 RU<br>
Duration - (EL+1)x2
turns<br>
Cost Per entity - Mana Cost x
Contact Level (for 1 member)<br>
Number Summonable - (EL+1)/2 RU<br>
<br>
Note: If control is lost Caster can try to
influence the force if<br>
he has a fanatical tie with its
alignment. It must promise<br>
something of value greater to it
than the death of the Caster. If<br>
the object is not given in EL+1
weeks the force will try to kill<br>
the caster. If more than one
entity is summoned they must be of<br>
the same type of supernatural
force. To summon a creature they<br>
must have a Contact Level (CL) with
a numerical value (not NA).<br>
<br>
100) Sustenance Law<br>
Changes inorganic matter to edible food.
If its Poisonous it is<br>
changed to food but retains its poison. If
duration ends and food<br>
not eaten it returns to its former state.
Caster must have the same<br>
weight of matter to turn into the same weight in
food points (each<br>
FP = 1/4 pound).<br>
<br>
Range
- (EL+1)/2" (Radius)<br>
Duration - 2 hours (EL
as power)<br>
Food Created - 2 Food Points (EL as power)<br>
<br>
101) Sweeten Water Elder<br>
Turns sea water into drinkable water that is
held in a container.<br>
Caster must have EL to convert all the fluid in
the container at<br>
once or spell fails. Duration is as for
Sustenance.<br>
<br>
Duration - 2 hours (EL as power)<br>
Ability - 2 ounces (EL as power)<br>
<br>
Note: Referee can allow this spell to change any
liquid to drinkable<br>
water at his choice.<br>
<br>
102) Telepathic Powers Varies<br>
A) Control<br>
All parameters as for
Fascination. If control lapses caster can<br>
-10 from success roll to
regain it.<br>
<br>
B) Mind Burn<br>
Attacks the mind. Damage
listed goes to Intelligence, Will,<br>
Empathy and Eloquence.
If any go to 0 caster gains control of<br>
victim's voluntary muscles for
duration listed.<br>
<br>
Duration - EL+1 phases<br>
Damage -
(EL+1)x2<br>
Range -
EL/2"<br>
<br>
C) Mind Search<br>
Can detect presence of other
minds, their relative intelligence<br>
and if they have any magical
power. Not impeded by any non-<br>
magical barriers.<br>
<br>
Range - EL+1" (60 degree
cone)<br>
<br>
D) Mind Shield<br>
Cloaks mind of Caster.
It can't be detected by Telepathy or Soul<br>
Sight. Can only be cast
on himself or a mind he has previously<br>
contacted
telepathically. The max EL spell will cloak the caster<br>
against equals the EL that he
casts.<br>
<br>
Duration - 2 Hours (EL as
power)<br>
<br>
E) Sending<br>
Parameters are as for
Communicate except a common tongue is needed.<br>
If not caster only picks up on
surface emotions and nothing else.<br>
Once contact is made he can
-20 from success roll to do it again<br>
with the same mind. The
Range for the first mental touch is as<br>
for Communicate. After that
the Range below is used.<br>
<br>
Range - 2 miles (EL as
power).<br>
<br>
F) Suggestion<br>
Forces victim to perform EL+1
Specific Actions that do not include<br>
suicide. It must be an
order of 5 words or less. Actions will be<br>
completed in order and will
consume the needed time to do so. For<br>
Intelligent Creatures +MDVx2
to the succcess roll and number of<br>
suggestiosn are reduced 50%
RD.<br>
<br>
Range - EL+1"<br>
<br>
103)
Terror
Chaos<br>
Victim flees away from caster for
duration. Either person is totally<br>
affected or totally unaffected.<br>
<br>
Range - (EL+1)/2"
(Radius)<br>
Duration - 2 turns (EL as power)<br>
<br>
104)
Theft
Chaos<br>
Will detect a specific item and send it to the
caster. Caster must<br>
know the exact appearance of item and its exact
location.If off by<br>
slightest amount spell fails. If the item
belonged to the Caster and<br>
he was the last oen to touch it besides the
thief he may -MELx2 from<br>
his cuccess roll. Only affects inanaimate
objects. Can't affect<br>
magical items. Can't affect items
protected or warded magically. If<br>
this is the case failure is absymal
automatically.<br>
<br>
Range - 2" (EL as power)<br>
<br>
105) Time Powers Varies<br>
A) Cure Age<br>
Reduces physical age of target
& temporarily increases Constitution.<br>
<br>
Range
- Touch only<br>
Duration
- EL+1 months<br>
Constitution IncreasE -
(EL+1)x2<br>
Effect
- 2 weeks (EL as power)<br>
<br>
Note: Age reduction is
pernament but the Constitution increase is<br>
only for listed
duration. If cast on same target again during<br>
duration the
chance of death is Con increase plus the Age<br>
decrease if both
spells succeed.<br>
<br>
B) Time Slow<br>
Slows time in the effected
area for victims. The modifier is for<br>
victim's attack combat
rolls.<br>
<br>
Range
- (EL+1)/2" (radius)<br>
Percentage Reduction - ELx5%
(MR reduction, RU)<br>
Roll
modifier - (EL+1)x2<br>
Duration
- EL+1 turns<br>
Exemptions -
EL (Caster automatically exempt)<br>
<br>
C) Time Stop<br>
Victim has no passage of time
and is frozen in place. If new<br>
creatures enter effect area
they must roll to fall under the<br>
effects each phase. If
unaffected they move normally. If<br>
exempted person leaves the
area he loses his exemption. If he<br>
returns he can be
affected. If a effected victim is touched in<br>
any way by an uneffected
person the spell is engated and he can't<br>
be affected again unless spell
is recast. Spell is blocked by<br>
physical objects and targets
are only effected if the caster sees<br>
them. It effects animate
and inanimate objects. Spell ends if<br>
caster does any other magic or
he suffers physical damage. The<br>
spell moves if the caster
moves.<br>
<br>
Range - (EL+1)/2" (radius)<br>
Durations - EL+1
turns<br>
Exemptions - EL<br>
<br>
D) Time Trap<br>
Only cast on those already
affected by Time Stop. The person is<br>
put into null time and
locked. They will not age and be oblivious<br>
to anything around them.
They will be immobile. If the person is<br>
touched the spell will end for
that victim. Spell ends if touched,<br>
duration ends or
dispelled.<br>
<br>
Range
- Touch only<br>
Duration - 2 weeks (EL
as power)<br>
MDV Limit - (EL+1)x5<br>
<br>
E) Time Travel<br>
Can travel forward or back in
time. Caster can send him or any<br>
others through time. If
Caster does not go then the mana cost is<br>
tripled. To
be affected each person must be in contact with the<br>
Caster. Per person
included Caster must pay the mana ocst. Cost<br>
is Base Mana cost times the
number of people traveling.<br>
<br>
Range Forward - 2
minutes (EL as power)<br>
Range Backward - 2 months (EL
as power)<br>
Inclusinos - EL/2 RU<br>
<br>
106)
Tongues
Elder<br>
Caster can communicate with ANY animate or
inanimate object. The<br>
detail and quality of information gained depends
on the intellect of<br>
the object and its awareness. If cast at
2x the mana a person in<br>
contact with Caster can question the
object. If cast at 5x mana cost<br>
the caster will learn pernamently the langauge
of the spell at the<br>
max EL possible if he rolls Will + Empathy and
spell succeeds. If<br>
object is outside the Range speech is heard but
not understood by<br>
Caster. Does not compell the object to
talk that is up to the caster<br>
to persuade the object to talk.<br>
<br>
Duration - (EL+1)x2 ???<br>
Range - 2" (EL as power,
radius)<br>
<br>
107) Tracking
Law<br>
Without errors the caster can track a
creature. If the creature is<br>
within range he sees it as a faint
glow. Caster must have something<br>
that was in contact with the person to track
within the last 72 hours.<br>
If has a part of person's anatomy can -10 from
success roll. While<br>
under influence of spell he can't tire, caster
can move and do other<br>
magic. Success rolls are taken each
day. Cast at 3x the cost it can<br>
revel the exact location of the person and give
distance away with the<br>
shortest path to him. Cast in this
extended way the range is unlimited<br>
and caster is compelled to pursue him.<br>
<br>
Range - 2" (EL as power)<br>
<br>
108) Transmutation Varies<br>
Changes the form of animate and inanaimate
objecs other than the Caster<br>
himself. To change from animate to
inanimate +20 to success roll.<br>
For inanimate to animate form +25 to roll.
Victims of spell will have<br>
the new physical form in every detail.
Ianimate objects changed to<br>
animate will be unintelligent. Animate
beings will have their<br>
intellect intact when changed. The listed
Extensions is extension<br>
to the duration and per extension costs 5 mana
points. Must be<br>
determined at the time of the spell. So
duration is Duration x<br>
extension. The caster can automatically
dispell this spell. Any<br>
others will add MDV of the spell to their
success roll.<br>
<br>
Duration - 2 hours (EL as
power)<br>
Extensions - EL/2 RD<br>
Range -
EL+1"<br>
<br>
Important: Any form that naturally doesn't isn't
capable of using<br>
magic won't allow use of
magic. If the form has no form of hands<br>
or speech no magic can be
cast. HPV is not modified in the new form.<br>
<br>
109) Travel Powers Varies<br>
A) Insubstantiability<br>
Has no mass and thus can walk
through objects. Suffers no damage.<br>
Yet if attack is done through
spell that does not take blood or<br>
energy level attack effects
will be doubled. Unless in the air<br>
(not solid or liquid) when
duration ends the person will die.<br>
Referee can allow others to be
effected if in constant contact<br>
with caster. Unless
effected by Flight or Levitate type spells<br>
person can't fly or
levitate.<br>
<br>
Movement Rate - MR+EL<br>
Duration - 2 Turns (EL as power)<br>
<br>
B) Interworld Travel<br>
Travel to Lower, Middle or
upper world. Spell is learned for each<br>
world. If in lower can
only go to Middle if in Upper can only go<br>
to Middle. If in Middle
world can go to either. Supernatural<br>
forces native to Upper world
or elder aligned forces will never<br>
be found in the Lower
World. This also applies to characters<br>
fanatically tied with Law,
Chaos or Balance. Only castable where<br>
barriers to other worlds
exist. If failure to travel then everyone,<br>
caster and those included will
suffer the damage listed.<br>
<br>
Damge - (EL+1)x3<br>
Inclusions - EL<br>
<br>
C) Levitation<br>
Can move up, down, parallel to
the ground or hover in the air.<br>
Spell ends when contact with
solid ground or anything that touches<br>
solid ground. If this is
the case he can fall if still in the air.<br>
Per person included +1 to the
man cost and the inclusions is in<br>
addition to the
caster. Spell must be cast for each person<br>
included. If caster
can't include that many spell fails.<br>
<br>
Duration -
(EL+1)x2 <br>
PMR - EL+1<br>
Inclusions - EL<br>
Range - EL/3 RD (if 0 contact must be
maintained, radius)<br>
<br>
Optional: To simplify the
number of inclusions it can be done<br>
based on the
weight of the caster. If an item weighs this<br>
amount or less it
is 1 inclusion. If the object is carried by<br>
a person that is
affected it doesn't count at all. Per 100%<br>
of the weight
increase +1 inclusion.<br>
<br>
Note: All inanimate material
icnluded in the spell will move the<br>
same way as the
caster if not carried by another person. After<br>
success the caster
can vary range (if over 0) and limit it.<br>
Thus he can put
objects outside the range and they will<br>
immdiately
fall.<br>
<br>
D) Teleport<br>
Move from one place to another
in physical reality. All factors<br>
for Range and Inclusions are
as for Levitate. No duration for this<br>
spell. Can't travel from
world to world.<br>
<br>
Distance - 2 miles
(EL as power)<br>
Inclusions - EL<br>
Range - EL/3 RD (if 0 contact must be
maintained, radius)<br>
<br>
<br>
Note: Optional rule for
Levitate can apply for this power as well.<br>
If person doesn't
know precise knowledge of the destination there<br>
can be
errors. Change per journey is 20-EL on D100. If there
is<br>
an error roll
1D10-EL on table below:<br>
Roll
Effect<br>
-9 or
less Caster lands 2D10 feet away from destination<br>
-5 to
-8 Lands D100x10 feet away<br>
0 to
-4 1D10 miles away from destination<br>
1
to 7 1D10x5 feet higher than intended
destination<br>
8
to 9 Arrives 1D10 feet below intended
destination<br>
10 1D10x10 Feet below the
intended destination<br>
Miles divided by
100, RU is subtracted from error D100.<br>
<br>
Optional: If no knowledge is
known to caster of destination may<br>
still cast but +20
to success roll and -40 to error roll. IF<br>
error occurs it is
modified as normal.<br>
<br>
110)
Truth
Law<br>
Tie is formed between caster and person he
touches. Neither may lie<br>
while questions are asked and give the truth as
they know it. Caster<br>
remains conscious but the person touches goes
into a trance. Neither<br>
may move or do other action for the
duration. A phase is sufficent to<br>
ask or answer one question. If perso
resists then it will take 1D3<br>
to answer the question. Both are compelled
to tell the truth.<br>
<br>
Duration - EL+1 turns<br>
<br>
111) Vengeful Horror Elder<br>
Only can be cast on persons that have previously
harmed the caster.<br>
It creates a monster from the victim's
subconsicious to attack and<br>
destroy him. Because of hesitation and
terror the person's OCV is<br>
reduced 50% RD against the monster. If at
any turn he fails to roll<br>
Willx2 he will turn and flee. He will flee
until the Horror is not<br>
seen or until morale check is done (rolld each
turn). The Horror<br>
can only be dispelled or killed. It will
disappear if victim is<br>
killed.<br>
<br>
Range - EL+1"
(distance away monster can appear from caster)<br>
Horror OCV - ELx2<br>
Horror DCV - EL+3<br>
Horror MR -
(EL+2)x3<br>
horror HPV - 10 +
(ELx5)<br>
Horror Bonuses - MR/10 RU (to physical stats
alloted by Referee)<br>
(Should be allocated to where victim is
weak)<br>
Horror NAV - EL<br>
Horror MDV -
MEL+EL<br>
<br>
Note: Caster must have portion of victim's
anatomy if not present.<br>
The horror created is a product of
the person that is attacked by<br>
it. It is in his mind. It
cannot be seen or attacked by any other<br>
peron. The presence of this
phenomena can be detected magically.<br>
If it is, the magic-user who
detEcted it can attempt to dispell<br>
it by Dispelling Magic or casting a
Sanity spell on the person<br>
affected.<br>
<br>
112) Wakefulness Law<br>
Caster is immune to sleep (magical or
normal). He will not sleep<br>
and when duration ends will fall asleep for 1
hour per 3 hours kept<br>
awake. If multiple spells cast on victim
then effects are additive.<br>
<br>
Range - Touch only<br>
Duration - (EL+1)x12 hours<br>
<br>
113) Watchful Sleep Balance<br>
Person will sleep and be aware of everything
around him. He will not <br>
wake till duration ends or if he or his friends
are threatened, in<br>
which case he wakes up immediately. If
duration is more than 4 hours<br>
he will heal the listed Damage in hit points and
Mana points but must<br>
sleep the entire duratino of spell. If
spell cast on another person,<br>
pay 2x cost and must touch them.<br>
<br>
Duration - EL+1 hours<br>
Damage - EL+2 (Healed hit
points/Mana points if Duration 2+ hours)<br>
Range - (EL+1)x2"
(awareness radius)<br>
<br>
114) Water from Stone Law<br>
Water from inorganic, inanimate matter.
Does not affect pure ore<br>
refined metals. It will affect any
inanimate stone or crystalline<br>
substance. Water is drinkable.<br>
<br>
Duration - EL+1 hours (then is
mist and goes away)<br>
Quarts produced - 2 (EL as power)<br>
Range -
EL/3" RU (if 0 must touch stone)<br>
<br>
Note: must be enough material to produce the
water. General rule is<br>
6 cubic inches produces 1
quart.<br>
<br>
115) Water Powers Varies<br>
A) Flood<br>
Bodies of fresh water that can
be risen or lowered by the Depth<br>
listed. Range is the
area effected. At end of duration the<br>
waters return to their
original condition violently. If person<br>
in flood area rolls over
Strength on D100 can be washed in. Any<br>
person that is washed in can
be killed. Any person in the bed<br>
when the water returns
drowns.<br>
<br>
Range
- (EL+)x2" <br>
Duration
- (EL+1)x3 turns<br>
Depth
- (EL+1)x2 feet<br>
Speed
- EL+1" (MR)<br>
Returning water speed - 40+EL
MR<br>
<br>
B) Friendly Current<br>
As for Sea Powers but speed is
1/2 RU. Can only be used to send<br>
current downstream.
Can't reverse or stop it.<br>
<br>
C) Water Breathing<br>
As for Sea Powers but only
used in Fresh Water.<br>
<br>
D) Water Walking<br>
Caster and any included with
him can walk on water. If he stops<br>
moving over the water the
spell is negated and will start to sink.<br>
Caster's and any other
creatures MR is used for the MR on the water.<br>
<br>
Duration - (EL+1
sqaured)+10 turns<br>
Inclusions - EL/2 RU (+1 mana
per entity).<br>
<br>
116) Wildness
Elder<br>
Cast only on domesticated animals. Causes
them to go to their wild<br>
state and forget their training. They will
act as wild creatures<br>
and try to escape their captivity. If it
escapes the effects are<br>
pernament. If it doesn't, or the duration
ends the skills and<br>
training are retained. Sanity spell can
also engate this spell.<br>
Animal will never attack the caster. If
caster helps animal escape<br>
it will forever be considered a Personal Contact
(friend).<br>
<br>
Range - EL+1"<br>
Duration - 2 phases (EL as power)<br>
<br>
117) Withering Hand Chaos<br>
Caster can kill Plant life or material from
Plant by-products. It<br>
won't affect magical or protected by magic items
unless he rolls<br>
success against the object. One touch per
phase is allowed.<br>
<br>
Duration - (EL+1)x2 phaes<br>
<br>
118)
Wounds
Chaos<br>
Lance of magical power for combat from fingers
of Caster. The length<br>
is as follows:<br>
EL Length<br>
0-2 Fighting
Dagger<br>
3-5 Sword<br>
6-8 Heavy
Sword<br>
9+
Polearm<br>
<br>
Weapons Exertise - ELx2 (subtracted
from combat rolls)<br>
Strength Bonus - EL/2 RU<br>
Duration - 4 turns (EL as
power)<br>
<br>
Note: Success roll is made for the spell and
combat rolls made as<br>
normal for each attack.<br>
<br>
Optional: Spell has a leeching effect when a
Deadly or Severe hit is<br>
scored. Damage done is scored
against Energy Level in this case in<br>
addition to the physical
damage. The amount of reduction divided<br>
by 5 RU is healed by caster and
gained to Hit Points and Mana Points.<br>
<br>
[End of Book 2 Magic File]<br>
<br>
<br>
</font>
<BR>
<div>Longshot - ZC of AdventureNet International Echomail Network</div>
<div>Fringe BBS - EWOG II - 904-733-1721</div>
<div>Telegard / Allfix Beta Site</div>
<div>Website:
<a href="http://users.cybermax.net/~longshot" EUDORA=AUTOURL>http://users.cybermax.net/~longshot</a></div>
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