- 7-HEX ILLUSION (C):
- Creates an illusion of anything occupying no more than 7 connected hexes. Costs 5 ST.
- SUMMON DRAGON (C):
- Brings a 7-hex dragon (ST 60, DX l4, IQ 20, MA 8 on ground, 20 in air; breath does 3 dice damage, claw does 2 dice damage) to serve wizard. Costs 5 ST, plus TWO each turn the dragon stays.
- DEATH SPELL (T):
- When this spell is cast, compare the ST of the wizard with that of the victim. The LOWER strength (at that moment) is the amount of ST lost by EACH of the two. In other words, the weaker one immediately dies, and the stronger one loses that much ST. Therefore, if a wizard uses this spell on a stronger
opponent, it means his own death instead. Armor, Stone or Iron Flesh, etc., do NOT protect against this spell, although the Spell Shield stops it.
- 7-HEX FIRE (C):
- Like the Fire spell, but cast on any 7 connected hexes. Costs 4 ST.
- 7-HEX WALL (C):
- Like the Wall spell, but affecting any 7 connected hexes. NOTE: Although you cannot entomb a figure by putting a wall in its own hex, this spell can let you put walls in every hex surrounding a figure, thus trapping it. Cost: 6 ST.
- MEGAHEX SLEEP (T):
- A Sleep spell which affects every figure with ST less than 20 (except the wizard himself) in a single megahex, OR any single figure with ST of 50 or less. Otherwise, just like Sleep, above. Costs 8 ST.
- TRANCE (S):
- The wizard seems to sleep for one hour of game time. During this period, he may ask one yes-no question of the GM. The GM will answer truthfully. (If the wizard missed his DX roll, the trance fails; the GM does not get to lie to him.) Cost: 10 ST.
- LONG-DISTANCE TELEPATHY (S):
- Allows a wizard to send a SHORT (5 words) message to any character he knows, whatever the distance. Allows 2 wizards who know each other and know the spell to converse for 30 seconds (they split the ST cost). Cost: l2 ST.
- WRITE SCROLL (S):
- Lets wizard create a Scroll. The wizard must know both the Scroll spell and the spell to be written on the scroll. ST cost: None. Writing a scroll requires a wizard's whole effort for as many days as the IQ required for the spell; he must make his DX roll once on each of those days or his pen slips and he ruins the scroll. Therefore, ST cost is inapplicable: it just takes days of work. A scroll CANNOT be made for any spell that creates a magic item.
- CREATE/DESTROY ELEMENTAL (S):
- As "Create Elemental," this spell will create one elemental, which will do the bidding of its creator for one day. It will then seek to escape. If its creator wishes to avoid this, he must either (a) make a 5-die roll against his own IQ, (b) use the Control Elemental spell and try to force it to destroy
itself, (c) use the Destroy Elemental version of this spell (below). If he makes the IQ roll, the elemental will serve him for a further day and then try to escape again - and so on. Any time an elemental is ordered to do something which threatens its existence, it gets a 3-die roll against its OWN IQ of 8; if it makes the roll, it escapes. In order
to create an elemental, the wizard must be in a place appropriate to that element and must expend 5 ST, plus 1 for every ST the elemental is to have.
- As "Destroy Elemental," this spell destroys all elementals within a 5-MH radius of the mster, no matter what their ST. However, if an elemental is "in its element," that is, in a place appropriate to its creation and being, this spell will not affect it. For instance, a salamander in a volcano, or an undine in a river, would be unharmed. A free elemental will be very hostile to anyone it suspects may plan to use this spell, and will certainly attack a wizard who attempts it and fails. ST cost: 10.
- STAFF OF POWER (S):
- Cast on any rod of wood or silver, this spell erases the STAFF spell (if it is present) and substitutes a similar but much more powerful spell. (The STAFF spell does not have to be present.) A Staff of Power works like a staff, but does two dice damage when the wizard hits with it. It is not affected by Drop
Weapon or Break Weapon spells. If it is picked up against the owner's will, it does not explode, but still does three dice damage to the figure that picked it up. A Staff of Power cannot be bought or traded; it must be made by the wizard who is to use it. It takes four weeks to make, at a cost of 10 ST per day.
- SUMMON DEMON (C):
- Allows wizard to summon a 3-hex Greater Demon. The demon will do one of three things: (1) Fight for 12 turns and disappear. Its ST is 100, DX 14, IQ 20. It does 4 dice damage in bare-handed combat, and may use any weapon. Its skin stops 4 hits/attack. (2) Grant one regular wish (see WISHES).
(3) Perform one service. The service is up to the GM; legitimate services include transporting thc wizard and his party (up to 10 people) to another place, bringing the wizard some known object from a known place, etc. The demon can transport itself instantaneously - but if it has to fight (or search) for more than 12 turns, it will vanish rather than finishing the job. Also, demons are very literal-minded. Remember the famous dialogue . . .
- WIZARD: Demon, make me a milkshake.
- DEMON: ZAP! You're a milkshake.
- The GM (acting for the demon) may be as obtuse and perverse as he wishes in conforming to the letter of a wizard's instructions - but precisely worded instructions should be followed precisely. HOWEVER, the time it takes to instruct a demon counts against the 12 turns (that is, one minute) that he will stay! The other catch in summoning a demon is that (1) it takes 10 undisturbed turns to finish the summoning (any disturbance costs the wizard 1 ST and forces him to start over); (2) if the wizard
blows his DX roll at the close of the summoning, thc demon will attack, which makes a pentagram good life insurance; (3) if the wizard demands a wish from the demon, he must make a 3-die roll on the difference between his IQ and the demon's or die. Demons will not cast spells while in our plane; they are highly magical, but don`t use magic as we know it. The ST cost to summon a Demon is 30.
- GEAS (S):
- A Geas is a command to do, or not to do, a certain thing. A wizard who has this spell may lay a geas on any figurejust by talking to him - no DX roll required. The victim gets a saving roll - 4 dice against IQ, A wizard may only attempt a given Geas once (ever) on any figure, and a figure may have only one Geas at a time
on him/her. Examples of a Geas might be (a) not to touch weapons for a year, (b) to go on a quest for a certain thing and bring it to the wizard, (c) to attack all wizards on sight . . . etc. Analyze Magic will detect a Geas; only a Wish or Dissolve Enchantment will remove it. ST cost to cast a Geas is 10.
- INSUBSTANTIALITY (T):
- The subject of this spell is rendered temporarily "out of phase" with the rest of the universe. He (or it) appears as a dim, foggy shape. No physical weapon, attack, or missile spell can affect an Insubstantial figure, but Thrown-type spells can. An Insubstantial figure moves at only one hex per turn, but can pass through any solid objects at that same speed - or can go up or down at one level (about 5 meters) every 3 turns. An Insubstantial figure can use Thrown- and Creation-type spells (even while moving), but cannot use other spells or personally make a physical attack on other figures, whether the other figures are physical or
insubstantial. Thus, combat involving insubstantial figures is purely magical. Insubstantial figures can be heard (dimly) if they speak. Sonic kinds of creatures (notably Wraiths) are naturally insubstantial. A figure which becomes solid in the middle of another solid object dies - and so does that other object, if it was alive. Cost: 4 ST to become insubstantial, and 2 each turn the spell is continued.
- DISSOLVE ENCHANTMENT (T):
- This spell will "disenchant" a person or object of ANY one spell on it, except the Spell Shield. It is usually used to remove a Curse or other malign spell from an object, but can also be used by a foe to take a good spell off one of your enchanted items. However, the ST cost is very high: 100 if the spell was placed on the item by the Greater Magic Item Creation spell, and 50 if by the Lesser Magic Item Creation spell, Staff, Exploding Gems, etc. The DX and damage bonuses on enchanted weapons and armor may also be removed by this spell at a cost of 50. If you need this spell to take a Curse off an object, you will
probably have to go to the Wizard's Guild, since it takes several wizards in cooperation to provide the necessary strength.
- REMOVE CURSED OBJECT (T):
- This spell may be considered a "temporary" version of the above. It suppresses a Curse or other spell on an obnoxious magical object for just long enough to allow the wearer to put it down or take it off. If you have been inveigled into picking up a sword that reduces your DX, putting on a Helm
of Stupidity, or donning a ring which geases you to sing bawdy songs at the top of your voice, this is the spell you need. It costs 2O ST to cast; you can usually get it done at the Wizard's Guild for a mere 5SP. If you don't have the money, they will do it for free - but they keep the object after it is removed. This spell makes no permanent change in the magical nature of an object.
- EXPUNGE (S):
- An Expunge spell may be cast on any already-enehanted object. A certain condition is set under which Expungement will occur (i.e., a goblin picks up that object). Any condition may be set, as long as it has some immediate relation to the enchanted object. For instance, an Expunge spell could NOT be set to act when the King ofa far-away city sneezed. lt COULD be set to act when someone in the same room with the object sneezed. If and when the condition is met, the Expunge spell acts, erasing the enchantment on the object. The lixpunge spell also vanishes. A Detect Magic spell will detect Expunge, and an Analyze Magic spell will tell what it is. Of course, if the Expunge spell was set to act when Analyze Magic was cast on the item, the investigator has gained little. It is possible to set an Expunge spell to erase one, some. or all of the spells on an object. Only one Expunge spell may be cast on an object; it counts as one of the five permissible spells. The Expunge spell may have up
to tive separate "triggering" conditions - never more. This is an excellent spell for keeping powerful items out of the wrong hands. Its ST cost is always 125 ST/day for 3 weeks, with no spell-”ingredients needed, no matter how many spells are on the object already.
- SPELLSNIFFER (T):
- This spell, cast on any figure, gives that figure a combined REVEAL, DETECT, and ANALYZE MAGIC ability that covers everything within 5 hexes. When this spell is successfully east, the GM makes two rolls against the subject figure's IO for each spell or magic item within range. On a 3-die roll against IO, the spell/magic item is detected if the roll is successful. lf it is detected, the GM makes a 4-die roll to see whether it is analyzed. A successful 4-die roll means the spell/item is understood, as per ANALYZE MAGIC. If a figure or item has several spells on it, separate rolls are made for each spell. A figure using this spell will know (if he makes
his 3-die roll) that an illusion or image has magic about it, and will also know (if he makes his 4-die roll) that it is an illusion or image, as the case may be. CONCEAL, of course, impedes this spell just as it impedes ANALYZE MAGIC. Cost of this extremely powerful and useful spell is 2 ST to cast, plus 1 each turn it is maintained.
- CLEANSING (T):
- This spell will kill all small life forms (disease germs, vermin, etc.) within the specified area. Up to 7 connected hexes may be cleansed with one spell, at a ST cost of 20 per hex. This spell will make moldy food safe to eat, cure a plague victim, vampire, or werewolf, or kill off the lice in your garments. lt will NOT
affect poisons or make something inedible good to eat. Any living being wholly within the cleansed area will be killed, EXCEPT those specifically named by the wizard who casts the spell . . . thus, this spell can be used as a weapon in emergencies. However, you can't kill a dragon by cleansing ONE of his hexes! Unfortunately, the spell always puts 1 die of damage even on the individual(s) the wizard does not want to injure' so there is a risk involved when a very weak individual is cured this way.
- THE LITTLE DEATH (T):
- This spell puts its subject in a suspended animation closely resembling death. There is no breath, no thought, and no heartbeat (therefore, wounds don`t bleed). The only way to tell the figure is alive is to discover (through ANALYZE MAGIC) that this spell is being used. A figure can east this spell on itself or another. It costs only 1 ST for a figure to voluntarily enter the Little Death but the figure will lose one ST every day, until he is truly dead or until the spell
is removed (through DISSOLVE ENCHANTMENT or REMOVE THROWN SPELLS) by another. A figure cannot voluntarily leave the Little Death. The ST cost to cast the Little Death on another is 4 if the subject is willing, or unconscious; otherwise the cost is 10. Again, the subject will lose 1 ST point per day until he/she dies or the spell is
removed. This spell is quite useful for preserving the life of a badly-wounded friend. An ingenious wizard will find many other applicaitons.
- BLAST TRAP (S):
- An object prepared with this spell will explode under some one condition set by the wizard when he casts the spell (exactly as for EXPUNGE. above). There may be only one triggering situation per spell. though an object may have more than one Blast Traps on it. The force of the blast depends on the ST put into the spell. For 6 ST, a wizard can produce a blast doing (1D6+1) damage to any one in the hex with the object. For 12 ST, he can set a blast which will do (2D6+2) to anyone in the hex, and 1 die damage to anyone in an adjacent hex. For 24 ST, he can enchant an object to explode so as to do 3 dice damage to anyone in the same hex, and 2 dice damage to anyone adjacent. The DETECT TRAPS ability will not detect this spell, but the spell DETECT ENEMIES will. Since this is not a "Create Magical Item" spell, the cost to cast it does not vary, whether other spells are on the object or not. This spell lasts only a day; it must then be re-cast. Blast Trap can only be used on relatively small (no more than 10 kg) objects. When the item explodes, it is totally destroyed. Any exposed flammable items in the affected hexes will also catch fire unless their holders make 3-die saving rolls against DX.
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