- FREEZE (T):
- Totally freezes victim (stops all actions, stiffens body) for 2 to 12 turns (after the spell strikes, wizard rolls 2 dice). A frozen figure can see and hear. He can attempt to disbelieve. He can even attempt a spell IF it is one he can cast without moving - that is, 5 below his IQ. But he cannot move at all. Does not work on beings with basic ST of 30 or more. Costs 4 ST.
- FIREBALL (M):
- Does (1D6-1) damage for every ST point the wizard puts into it. Can be used to set fire to flammable objects.
- INVISIBILITY (T):
- Lets wizard make himself (or another) invisible. The counter for an invisible figure is removed from the map (see
HIDDEN MOVEMENT). An attack against an invisible figure is made at -6 DX (and, of course, has no effect if directed against the wrong hex). Invisibility does NOT make one inaudible or unsmellable, and is no use in the dark except against creatures who see in the dark normally. Otherwise, the effects of invisibility on your foes' DX are NOT cumulative with those of blur, dazzle, shadowed hexes, or darkness. Cost: 3 ST to mst, plus 1 for each turn the spell is maintained. This spell does NOT work on illusions or images; it destroys them.
- BLAST (S):
- Does 1 die of damage to EVERY creature, friend or foe, in the wizard`s hex or adjacent to it, except the wizard. Costs 2 ST.
- MAGE SIGHT (T):
- Allows its subject to see objects concealed by blur, invisibility, shadow, or ordinary darkness. Cost: 2 ST, plus 1 per later turn.
- BREAK WEAPON (T):
- Shatters one weapon, shield, staff in the hand of a foe. Does not work on enchanted swords. shields. etc. constructed with Immunity (q.v.) against this spell. Such a weapon also will not break on a roll of 18. though it may be broken deliberately
if someone wants to do so. Broken weapons do half damage (round down); broken staffs are useless. Cost: 3 ST.
- 3-HEX FIRE (C):
- Like the Fire spell, but covering up to 3 connected hexes. Cost: 2 ST.
- 3-HEX SHADOW (C):
- Like thc Shadow spell, but covering up to 3 connected hexes. Cost: 2 ST.
- ANALYZE MAGIC (T):
- This spell (if successful) tells the wizard the exact NATURE of the enchantment on any one object. If there are more than one spells on the object examined, this spell will reveal one each time it is cast . . . low IQ spells before higher IQ ones, all in the order they are listed in this book. The wizard MAY specify that he is looking for "harmful" or "beneficial" spells, in which ease (if successful) he will get the simplest spell of that type (if any) - otherwise nothing. NOTE: As with other "detection" spells, the GM makes the roll. If the roll is missed, the GM should LIE to the wizard about the object - the more by which the roll was missed, the bigger the lie! A roll of 17 or 18 should produce a real whopper. Cost: 4 ST.
- MAGIC RAINSTORM (C):
- Creates a "storm" one megahex in size. Like other creations, it lasts 12 turns. It can stand still or (at its creator's command) move at 1 hex/turn, changing shape if necessary. The magic rainstorm puts out all fires (real and magical). Fireballs, lightning, and dragon fire cannot go through it. (It has no
effect on dragons; they have sufficient sense to close their mouths.) Cost: 4 ST.
- DRAIN STRENGTH (S):
- Lets wizard drain life force from others (humans or humanoids only) into himself or his human or humanoid friends. No ST cost - but each 5 ST drained from another gives only 1 ST to the recipient. Can NOT be used to heal hits from wounds - only fatigue or exhaustion. The person being drained must cooperate or be subjugated (tied up, unconscious, etc.). The victim must never be killed by the spell. lf the victim had 9 ST left, a wizard could take 5 away (giving himself only 1) but could not take the other 4 away. The backlash would kill the wizard! A wizard cannot make up the 5 ST by draining more than one figure; he could not, for instance, take 3 from one victim and 2 from another to give himself 1. The wizard, the victim, and the figure (if other than the wizard) receiving ST must all be adjacent to one another. If the wizard fails his DX roll on this one, he loses 1 ST and nothing happens to anyone else. The lost ST is fatigue damage to the victim, NOT physical injury .
- REPAIR (T):
- This spell will magically repair (as good as new) any simple item of weight less than 2 kg. Items up to 4 kg can be repaired by two wizards working simultaneously, and so on. The spell will repair a broken rope, pot, etc. It will not cure a living being. It WILL repair a weapon, even if the weapon was magical - but the magic goes out of a weapon when it breaks, and this spell will NOT restore the magic . . . it will leave a perfectly good ordinary weapon. This spell will also NOT repair a complicated machine - it just joins simple breaks. All the pieces of the item to be repaired MUST be available. ST cost: 6.
- EYES-BEHIND (T):
- This spell, when cast upon a person, improves his peripheral vision and co-ordination, so that he seems to have "eyes in the back of his head." All his side hexes will be treated as front hexes, and his rear hex will be treated as a side hex, for all purposes. Furthermore, he can see events directly behind him! ST cost to cast: 3, plus 1 per turn to maintain it.
- FLIGHT (T):
- Lets subject (temporarily) fly. Any attack on a flying (one-hex) creature is at -4 DX. A creature flying by this spell has a MA of l2. Such a creature
will not be used to flight - so if he/she attacks while in the air, his her DX will be adjusted by -2 for regular physical attacks or magic spells cast on another, and -4 for attacks with physical thrown or missile weapons. This is in ADDITION to the -4 DX mentioned above if a flying creature is the target attacked. If one flying wizard aims a staff stroke at another, his DX is -6; -2 because he's flying, and -4 because his target is. This is clearly not an effective way to attack. Costs 3 ST to cast, plus 1 per turn flying.
- SUMMON GARGOYLE (C):
- Brings a Gargoyle (ST 20, DX 11, IQ 8, MA 8 on ground, 16 in air, fist does 2 dice damage) to serve wizard. Costs 4 ST, plus 1 each turn the Gargoyle stays.
- CONTROL PERSON (T):
- Puts any one human or humanoid, natural or summoned, under wizard's control for as long as spell is maintained. If the target was an image or illusion, it disappears. A controlled person will follow most orders, including orders to attack his former friends. NOTE: Target of the spell gets a saving roll against his IO on 3 dice. This spell does not work on animals or dragons. Cost: 3 ST, plus 1 each turn the spell is maintained.
- STONE FLESH (T):
- Gives subject's body the power to act as armor, stopping 4 hits per attack. The protective effect of Stone Flesh is cumulative with any other natural or magical hit-stopping ability (armor, fur, etc.) of its possessor, but not with Iron Flesh. There is no way to tell if a figure is protected by this spell except to hit him
or use Reveal Magic. Costs 2 ST to cast, plus 1 each turn the spell continues.
- SLIPPERY FLOOR (T):
- Makes the floor over one megahex extremely slick. When any figure enters the slippery area, the player who cast the spell reveals it. Any figure in a hex made slippery, or any figure entering a slippery hex, must make his saving roll (3 dice against DX) to avoid falling in that hex. If the figure then enters another slippery hex in the same turn, it must roll again, and so on . . . and even if a figure simply stands still in a slippery hex, it must make the saving roll to avoid falling. A figure which falls in a slippery hex may try to stand next turn, but must make its 3-die saving roll to do so. Of course, it may choose to lie still, or to crawl out. To figure the range for this spell, or any other thrown spell covering one MH, count the hexes from the wizard to the center of the MH involved; this is the DX-. This spell DOES affect images and illusions. Lasts 12 turns unless renewed. Cost: 3 ST.
- STOP (T):
- The victim of this spell has a MA of zero for the next four turns. He or she may do anything else. but may not move to another hex under any circumstances. Cost: 3 ST.
- 4-HEX IMAGE (C):
- Lets wizard create an image of anything no greater than 4 hexes in size. Cost: 2 ST.
- 3-HEX WALL (C):
- Like the Wall spell, but affecting any 3 connected hexes. Cost: 4 ST.
- FIREPROOFING (T):
- Makes its subject immune to all effects of all kinds of fire and flame. His clothes and the things he carries will also be unaffected. Cost: 3 ST to cast. plus l per turn to maintain, for each hex of size of the subject.
- STICKY FLOOR (T):
- Makes an area of floor 1 MH in size magically "sticky." The only effect is on figures' movement. Any figure entering a "sticky" floor area stops innnediately. Each turn thereafter, his MA is reduced to 1. A figure with a ST over 30 has MA 2. An area cannot be both "slippery" and "sticky" due to magic; the second spell cast will fail to work. This spell affects images and illusions. This effect lasts 12 turns unless renewed. Cost: 3 ST.
- CURSE (T):
- The Curse is a general "foul-up" spell cast at one individual. It lasts until removed by Remove Thrown Spells. An individual may not know that he is cursed (although it`s usually easy to figure out), but a Detect Magic spell will detect it, and an Analyze Magic spell will give its nature. For every 2 ST the curser puts into the curse, EVERY die roll the victim makes is increased by 1 if the victim wanted to roll low, or decreased by 1 if he wanted to roll high. A 6-ST Curse would change every roll by 3.
- OPEN TUNNEL (T):
- Turns one hex of rock (or any other material) into air. The effect of this spell is permanent. A smaller area may be affected if the wizard wishes, and the wizard may control the shape of the area. Cost: 10 ST. lt is possible to kill with this spell by turning all or part of a foe into air. However, the spell is not instantaneous. If this spell is directed against a living being, that creature has a 4-die roll against DX to escape. If the roll is successful, the target creature immediately jumps back one hex, out of the way. Otherwise, he (or part of his body) vanishes. The GM assesses damage done by a partial vanishing. Except in the case of a giant slime, Goo, or truly enormous creature, this effect will be very severe.
- TELEKINESIS (T):
- Lets wizard move objects by the force of his mind. Objects may be picked up, thrown, ctc. A wizard may do anything with TK that he could do if his own body were there. However, the object manipulated must be where he can see it. (Exception: A wizard with TK could use it to untie himself, even if he were in the
dark or his hands were tied behind him.) For purposes of governing TK, the GM should assume that the wizard has one "invisible body" which he may place and use anywhere he can see. It is possible to use a weapon with this spell - but any weapon controlled telekinetically is at an extra -4 DX. Cost; 2 ST per turn.
- CONTROL ELEMENTAL (T):
- Puts any one elemental under wizard's control as long as spell is maintained. An elemental gets a 3-die saving roll against its IQ (which is 8) when the spell first hits: if it makes the roll, the spell is ineffective. Most elementals will simply leave if a control spell fails, but a fire elemental may well attack, and any large elemental might feel hostile; make a reaction roll. A controlled elemental will follow most orders, but gets another 3-die saving roll if given an order which is likely to result in its own demise. ST cost to wizard: 3, plus 1 every MINUTE (12 turns) the spell is maintained after the first minute. If the elemental has a ST greater than 30, double this cost. A wizard may control more than one elemental, but they MUST be of the same type; this is true even if he created the elementals himself.
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