STAFF (S):
This spell is used to make any piece of wood into a staff. ST cost is 5. A wizard does not HAVE to have a staff. If he wants one, he must know the Staff spell to create one. The wizard DOES NOT create the staff during the game (except to replace a broken one). If he knows the Staff spell, he STARTS with a staff, without expending any ST to create it. Regardless of what the staff looks like (rod, wand, quarterstaff. etc.), it is a physical weapon which does one die of damage when the wizard hits with it. Hitting with the staff is treated just as though the wizard were a fighter using a one-die weapon. It costs the wizard no ST to strike with his staff; it is not drawing its power from him. A wizard who has a staff may keep it in hand at all times. even when he is casting spells; it gives him no advantage or disadvantage. A staff CAN be affected by a Drop Weapon or Break Weapon spell. If anyone other than the owner of a staff picks it up against the owner's will, it explodes, doing the fool who touched it 3 dice damage.
MAGIC FIST (M):
A telekinetic blow. Does (1D-2) damage for every ST point used to cast it; can also trigger traps or carry out other unsubtle manipulations within line of sight. A Magic Fist that does 6 or more hits BEFORE armor/shield protection will trip its target unless he/she makes a 3-die roll on ST or DX, whichever is higher.
BLUR (T):
Defensive spell. Makes subject harder to see/hear/smell. Subtracts 4 from DX of all attacks/spells against subject. Costs 1 ST to cast, and 1 more ST each turn thereafter until turned off.
SLOW MOVEMENT (T):
Halves victim's MA for 4 turns. Slow spells do NOT multiply, but DO add. Two slow spells do NOT reduce a victim to ¼ speed; they keep him at ½ speed twice as long. Cost: 2 ST. DROP WEAPON (T):
Makes victim drop whatever is in one hand — a weapon, shield, or whatever. Will NOT make a ring or amulet fall off. Costs l ST, or 2 ST if victim’s basic ST is 20 or more. A weapon or other object with Immunity (q.v.) to this spell will never be dropped accidentally; a roll of 17 does not affect it. IMAGE (C):
Creates any image (see IMAGES AND ILLUSIONS) occu- pying one hex. Costs l ST. DETECT MAGIC (T):
Directed at any one item/being (weapon. door. figure, etc.) tells user whether the item is magic or has any spells on it. Does NOT identify the spell(s). NOTE: The GM makes the roll against adjDX; if the roll is missed, the GM says "lt doesn’t seem to be magic," whether or not the item IS magic. Cost: l ST. LIGHT (T):
Makes any small (8 cm or less) item glow like a torch tany color) for a full day. Will light up a ring, the and of your staff. your hand, etc. The wizard can will the light to go out at any time. but must recast the spell to get it back. Costs l ST.
CLUMSINESS (T):
Subtracts 2 from victim’s DX for every l ST the wizard uses to throw spell. Lasts 3 turns (l turn if victim’s ST is 30 or more). CONFUSION (T):
Subtracts 2 from victim’s IQ for every l ST the wizard uses to throw spell. Lasts 3 turns. A figure whose IQ is re- duced by a Confusion spell cannot use high-IQ spells while "con- fused" to a level lower than the IQ required for the spell, but CAN re-energize spells already cast. AVERT (T):
Defensive spell. When a wizard throws AVERT on a vic- tim, the victim must end his movement at least 2 hexes farther from the wizard than he started, each turn the spell is on. A victim who cannot move away without running into something or falling into a river or chasm must make his saving roll (3 dice against rdjDX) to avoid falling down. A figure which cannot move 2 hexes due to being engaged must move as far away as it can, even if it has to disengage. Costs 2 ST to cast, plus l each turn it is maintained. AID (T):
Temporarily adds L to ST, DX, or IO of any figure (including wizard himself) for each l ST the wizard uses to cast it. Lasts 2 turns. If ST is given to'another figure (for instance, to allow another wizard to cast a spell with a very high ST cost), that ST must be used within 2 turns, or it is lost. SUMMON WOLF (C):
Brings a wolf (ST l0, DX I4, IQ 6, MA l2,bite does I + l damage) to follow wizard’s orders. (See SUMMONED CREATURES). Costs 2 ST to cast, plus I each turn the wolf remains. REVEAL MAGIC (S):
A spell which may be used by a wizard during combat to rind out what secret protective spells or devices his foes tnay be using. Will reveal any or all of the following spells, whether they have just been cast or are properties of a magical item being ACTIVELY USED by the foe: Avert, Shock Shield, Reverse Mis- siles. Eyes-Behind, Fireprooting, Stone Flesh, Iron Flesh, Fresh Air, Spell Shield, Unnoticeability, Blast Trap, Shock Shield, Shapeshift- ing, Mage Sight, Dark Vision, and Hammertouch. Will also reveal any Amulets worn and any objects presently giving Immunity to any specitic sort of spell. NOTE: This spell will NOT pick up a magical item that is not "powered" at the moment. It will always pick up an "always-on" sort of item. It will never tell the caster WHAT item of the foc’s is magical — just that there’s protection there. Reveal Magic may be cast on one figure at a time. It will work on any figure within 5 MH of the wizard casting the spell, but he (or one of his illusions, etc.) must be able to see the figure the spell is east on. When the spell is cast, it will automatically reveal any Slip- pery Floors or Sticky Floors within 5 MH of the figure who cast it. Cost to cast this spell: l ST, plus l each turn it is renewed. FIRE (C):
Fills one hex with magical flame. Effects of this flame are as follows: No creature of less than IQ 8 will pass through or stay in it; animals are afraid of fire. (An illusion, of course, could pass through.) A figure who moves through a fire hex, or is in a hex when a wizard creates fire there, takes 2 hits of damage. A figure which moves into a fire hex and STOPS (to attack, for instance) takes 4 hits and suffers -2 DX that turn. The effects of fire hexes are cumulative within a turn, but armor and protective spells DO work._ Example: A figure moves through 2 fire hexes (4 hits damage) and stops in a third one to attack (4 more hits). The protection given by that t`igure’s armor and spells are taken from the total of 8 hits to see how many hits the figure actually took from the fire. The hits take et`fect as soon as the protection is used up. If the figure in the example had Stone Flesh (stopping 4 hits) but no other armor, he would suffer no damage in the first two hexes. However, these would use up the protection, and upon stopping in the third hex he would take 4 hits. (The Stone Flesh would still take 4 hits off any other attack that turn.) A wizard may also use this spell to produce controlled fire in his own or an adjacent hex. He could light his own cigar, a friend’s torch, or an enemy’s beard. ST cost to use Fire in any fashion: l ST. DETECT LIFE (S):
When this spell is successfully cast (again, GM makes adjDX roll), it tells the wizard whether there are any living beings (except members of his party) within 2 MH of the MH he is in. Basic ST cost is 2; range can be increased by l MH (in all direc- tions) for each additional ST the wizard puts into it. The wizard MAY, if he wishes, make the spell "directional," and look at only one hex, or only one MH, within the spell’s range. He may also look for one kind of life — Le., orcs. If the GM misses the roll, he says "You sense nothing living," regardless of whether there is actually any life about. NOTE: Germs, Flies, etc., don’t count. Large plants do . . . so this spell is less uset`ul in the forest, DARKNESS (S):
Extinguishes all artificial lights (including LIGHT spells) within its range. Does not affect light from sources outside its range. Range is l MH from the wizard’s MH for every ST point used to cast it. Duration 3 turns — can be extended past that time (whatever its range) for I ST per turn. Example: A wizard wishes to cast Darkness in an area 3 MH from his own MH for 4 turns. It costs him 3 ST to cast the spell, and one more to hold it for the 4th turn. lf the wizard is killed or goes unconscious, the darkness lifts. The wizard CAN limit the darkness effect to a PART of that area, even to having it hit one torch among dozens, if he wishes. Torches, lights, etc., come back to life when the spell ends. DARK VISION (T):
Gives subject the ability to see normally, even in total dark, for l hour. (Note to GMs: In labyrinth adventuring, you may make this one hour on YOUR OWN watch, rather than keep track of that many turns.) ST cost: 3. This spell does NOT penetrate invisibility, magically induced shadow, etc. — that is left for MAGE SIGHT.