- TRIP (T): Knocks victim down. Does NO damage - but if the victim is on the edge of a chasm, pit, river, etc., he must make a 4-die saving roll against adjDX to avoid falling in. A good hard Magic Fist would have the mme effect. The Trip spell costs 2 ST, or 4 ST if the target has 30 ST or over.
- SPEED MOVEMENT (T):
- Doubles MA of target figure for 4 turns. Speed spells do NOT multiply, but DO add. Two speed spells do NOT quadruple the subject’s speed; they double it for twice as long. Cost: 2 ST.
- SUMMON MYRMIDON (C):
- Brings a warrior (ST 12, DX 12, IQ 8, MA 10, 2-die broadsword, no armor) to follow wizard's orders. Costs 2 ST, plus 1 each turn the myrmidon remains.
- DAZZLE (S):
- Creates a blinding psychic flash. ALL sighted creatures (friend or foe) in an area within 5 megahexes of the wizard's own megahex (but NOT the wizard himself) suffer a -3 DX for 3 turns Images, illusions, etc. (ANYTHING with eyes) are affected. Cost: 3 ST.
- SHADOW (C):
- Fills one hex with totally black shadow, extending some 3 meters in the air. A hex may be shadowed while a figure is in it. Figures may move freely through shadow hexes. A figure attacking from or through a shadow hex has DX -6. An attack INTO a shadow hex is DX -4. Cost: 1 ST.
- SHOCK SHIELD (T):
- Does 1 die of damage to any other creature in the subject's hex, at the end of each turn the spell is on. Armor and shields don't protect. Cost: 2 to cast, +1 each turn it's maintained.
- WARD (S):
- This is a protective spell. By setting Ward on a doorway, or just an area of floor, a wizard can "booby-trap" it psychically. Anything that comes through the warded doorway or area of floor (up to 3 small hexes) will be known to the casting wizard, even if he is asleep, busy, or facing another way. He will also know if the
intruder has evil intentions. However, the wizard must stay within 15 hexes of his Ward at all times, or it will cease to work. Any number of Ward spells may be cast. Lasts 1 day. Cost: 2 ST. This spell is also needed to use the magic items called WARDS. lt must be cast once over each of the five wards to energize them.
- TRAILTWISTER (S):
- Another protective spell. The Trailtwister will confuse pursuing enemies who are not actually within sight. If a wizard successfully casts the Trailtwister on a crossroads or intersection (of whatever type), pursuers will usually take the wrong path. The leader of the pursuers gets a 4-die saving roll against his
IQ to penetrate the spell. Trailtwister lasts one day, or until the casting wizard is killed or wills the spell to end, and will confuse all who pass EXCEPT the wizard and those he guides. A person or group returning to a "twisted" crossway will have a 50% chance of being confused AGAIN each time after the first that they come there, too. ST cost: 4.
- FAR VISION (T):
- Subject of this spell can see "like a hawk" for five minutes; his distance vision is increased a hundred times. Cost: 1 ST.
- DETECT ENEMIES (S):
- Exactly like Detect Life (above), but picks up ONLY on beings with general or specific hostile intent. Costs 3 ST to cover the area within 2 MH of the wizard's MH, plus 2 more ST for each additional MH range. Can also detect some kinds of hostile magic (since that contains a residuum of its caster): Blast Trap, Proxy (of a hostile being), Rope or Giant Rope, Hand of Glory, and other traps of a magical (but never physical) nature. lf it works, the wizard will be told
"You sense a hostile being", or "You sense hostile magic" - perhaps both - but never details of any kind.
- LOCK/KNOCK (T):
- This spell controls doors, gates, etc., and can be used in two opposite ways: to hold something closed or to open it. A door held by a LOCK spell can be opened only by a KNOCK or by physical destruction; a KNOCK will negate one LOCK spell OR open one ordinary lock. A door held by two physical locks and
three LOCK spells would require five KNOCK spells to open it. Cost to cast this spell, either as LOCK or KNOCK, is 2 ST. NOTE: Some things (like a ton of sand, or a troll holding it) will close a door in the face of any KNOCK. A successful KNOCK spell will NEVER trigger traps. A failed KNOCK spell will ALWAYS trigger any traps
that opening the door would have. A KNOCK will not affect a spell-created GATE. It IS possible to pick a lock held by a LOCK spell. Each LOCK spell on a door adds one die to the difficulty of ONE lock on that door (the GM decides which one). lf a lock normally requiring 3 dice to open is secured by two LOCK spells, it takes 5 dice to open.
Opening it voids the spells. lf a door has no locks on it, a LOCK spell makes it harder to push open. No more than five LOCK spells may be cast on one door, no matter how many locks it has on it. A LOCK lasts until something removes it or the door is opened - except that a wizard may pass through his own LOCK spells without removing them.
- SLEEP (T):
- Puts victim to sleep until he (a) awakens naturally, which takes several hours, (b) is hit, or (c) is shaken awake (takes 2 turns) by a figure in an adjoining hex. A sleeping figure falls down. Does NOT work on figures with basic ST of 20 or more. Cost: 3 ST.
- SUMMON BEAR (C):
- Brings a bear (ST 30, DX 11, IQ 6, MA 8, bite does 2D6+2 damage) to follow wizard's orders. Costs 4 ST, plus 1 each turn the bear remains.
- CONTROL ANIMAL (T):
- Puts any one animal under wizard's control as long as spell is maintained. Works only on REAL animals; if the target was actually an illusion or image, it vanishes when the spell strikes. A controlled animal will follow most orders, including orders to attack its friends (see CONTROL SPELLS) but gets a
3-die saving roll against IQ when the spell first hits. This spell does NOT affect humanoids or dragons. It does affect wolves, bears, etc. Cost: 2 ST, plus 1 per turn maintained.
- ILLUSION (C):
- Creates any 1-hex illusion. Cost: 2 ST.
- REVERSE MISSILES (T):
- Causes any missile spells (or missile or thrown weapons) aimed at the spell's subject to turn against the one who fired them instead.\\hen this spell is cast, the player records the fact, secretly. He shows it to the other player at the END of the first turn in which missiles were fired at the spell's subject. All missiles which hit that figure are then considered to have hit the fignire who fired them, instead (same damage). This may result in "replaying" part of a turn, to achieve the proper unpleasant surprise to the player who fired the missiles. (Exception: If a highly dexterous archer fired two arrows at the protected figure in one turn, only
the first arrow turns back. The dexterous archer is then warned, and NO second arrow is fired.) This spell has NO EFFECT against non-missile attacks. Cost: 2 ST, plus 1 each turn it is maintained. If the character who fired the missile is also protected by REVERSE MISSILES, the missile flies back and forth (one round trip per turn) until it strikes some intervening object or one of the spells ceases.
- ROPE (C):
- Creates a magical rope to entangle victim, halving his MA. The rope also IMMEDIATELY reduces the victim's DX by 2. Each later turn the rope remains, it reduces his DX by one more. . . so it is -3 on the second turn the rope remains, -4 on the 3rd turn, etc. To remove the rope, the victim must stand still for a turn, doing nothing else, and make a saving roll on 3 dice against adjDX. A successful saving roll removes the rope, which vanishes. If a figures DX is reduced to 2 or less by a rope, he falls to the floor, helpless. NOTE: A figure in an adjoining hex can remove another figure's rope in the same way - by standing still and making his own adjDX roll on 3
dice. The Rope spell is not effective against creatures with a ST of 20 or more. For that you need the Giant Rope spell (IQ 15). Cost of the regular Rope spell is 2 ST.
- CREATE WALL (C):
- Creates a solid wall in one hex - looks like a real wall. This spell CANNOT be cast over a figure or part of a figure to entomb him/her in solid rock; cast at a hex containing a figure, it fails. (A wall cast on an image, or part of one, WILL destroy it.) Cost: 2 ST.
- DESTROY CREATION (T):
- Removes any one thing created by a Creation spell, with the following exceptions: (1) Has no effect on summoned beings. (2) Only removes one hex of a multi-hex fire, wall, or shadow. (3) has no effect on a multi-hex image or illusion of a living being. Costs 1 ST.
- SILENT MOVEMENT (T):
- Lets subject of spell walk, run, climb, etc., totally noiselessly. This spell will NOT let you communicate silently - it just lets you move without being hcard. Costs 1 ST to cast, plus 1 each turn it is maintained.
- PERSUASIVENESS (T):
- Lets subject of spell speak convincingly. When using any Talent (Charisma, New Followers, etc.) requiring convincing others to do something, a figure with a Persuasiveness spell on him/her gets to roll ONE LESS DIE when making the attempt. A figure under a Persuasiveness spell also gets +2 on any reaction roll the GM makes. The spell lasts 1 minute. ST cost: 2, plus l each minute it is renewed.
- STAFF TO SNAKE (T):
- Lets wizard turn his OWN staff into a small snake (ST 8, DX 13, IQ 4, MA 6, -2 to DX of anyone attacking it). The snake can move and/or fight on the turn after it appears, and will stay for 6 turns before reverting to a staff. If the snake is killed, the staff reappears immediately - broken. The snake's bite does 1d6-1 damage. Cost: 3 ST. The spell CAN be recast before the 6 turns are up, to give the staff a further 6 turns as a snake.
- REVEAL/CONCEAL (T):
- This is another multi-purpose spell. It can be used (a) to find a hidden object, (b) to hide some object, (c) to hide the magic spells on an item, or (d) to make hidden spells on an item easier to find. If an object is to be hidden with CONCEAL, it must already be in a hiding place, or else it must be very small and inconspicuous. For example, if a ring is placed in the corner of a room and two CONCEAL spells placed on it, a person in the room would not see it unless he made a 2-die roll vs. his IQ. (Actually, the GM would make this roll.) A 3-die hidden trap with two Conceal spells placed on it would require searchers to roll FIVE dice to find it. A Conceal
spell lasts until removed. A REVEAL spell can help find a hidden object, trap, etc. When you are looking for hidden things, REVEAL may be cast in a given hex. For each REVEAL spell cast (any number may be used) one CONCEAL spell in that hex is eliminated. When all CONCEAL spells (if any) in that hex are gone, each REVEAL spell cast in that hex makes EACH hidden object, trap, etc., in that hex 1 die easier to find. lf two REVEAL spells were cast in a hex containing a 4-die hidden door, the GM (rolling for a member of that party) would only need roll 2 dice against IQ to see the door. Used this way, a REVEAL spell lasts only 12 turns. A CONCEAL spell on an object will also hide the fact that the object is enchanted, and the nature of the enchantment. For each Conceal spell on an object (again, up to 5 may be cast), a wizard examining that object with either DETECT MAGIC or ANALYZE MAGIC must roll l more die. Each CONCEAL spell on an object affects all spells on that object (including itself).
- EXAMPLE: A
wizard is attempting to use ANALYZE MAGIC on a ring. He rolls 3 dice normally, but there are 5 CONCEAL spells on the ring. The GM therefore rolls 8 dice against the wizard's IQ to see if he can analyze the ring's nature. By casting a REVEAL spell on an enchanted object, one CONCEAL spell on that object can be removed. REVEAL spells have no
further effect on an object after all CONCEAL spells are gone. The ST cost for this spell is variable. Used as REVEAL, it always costs 2 ST. To CONCEAL an object the first time also costs 2. For each added time CONCEAL is placed on the same object, the cost doubles. The second one costs 4, the third costs 8, the 4th 16, and the 5th and last costs 32 to cast. Variations are possible. A wizard might choose to put a powerful spell on a sword, put 5 CONCEAL spells on it. and put another minor spell on the sword, unprotected by the CONCEAL spells thus, a low-IQ wizard using ANALYZE MAGIC on the sword might find the minor spell and think he knew everything. The Rule of Five (q.v.) keeps more than 5 CONCEAL spells from being used on any one object - but these spells do not count against the regular 5-spell limit. A sword could have 5 CONCEAL
spells on it, and five other spells hidden by CONCEAL. A CONCEAL spell does not hide an object from the person who put it where it is. If your sword has a CONCEAL spell on it, you don`t have to spend all day searching for it when it's on your belt.
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