- SIIAPESHIFTING (T):
- Classic spell used to turn princes to frogs, etc. Turns its subject into any known type of qeature, with any attributes. However, the IQ may not be raised, and the total of ST and DX may not be raised. ST and DX may be traded off, lowered, etc., as long as neither is reduced more than 1 below the usual
minimum for the new shape. A person could be shapeshifted into a relatively clumsy wolf - but not a wolf of DX 6! GMs may use their discretion as to what kind of shifting is allowed. The individual's memory, spells, and talents remain intact, though he will not be able to use those spells and talents for which hc no longer has IQ, Likewise, DX for spells and some talents will be impaired if the new shape has no hands! These adjustments must be left up to the GM. A formerly-human character shifted into wolf form will still be able to understand all the languages he could before, and will be able to speak them in a barking, whining fashion. He will also be able to communicate, in rudimentary fashion, with other wolves, but they will know there`s something funny about him. Shifting to a new shape gives you the physical, but not the mental, abilities of that shape. If you shift to Goblin shape. you will move and fight as a Goblin, but you will not magically learn the Goblin language. Furthermore, your clothes will not shift or vanish - you`ll need new ones. ST cost: 20 to shift another, 10 to shift yourself. The spell is permanent unless removed by Dissolve Enchantment, a wish, or another shape-shift.
- WIZARD'S WRATH (M):
- This most powerful of missile spells can have the physical effect of any of the other three. It can appear as a telekinetic blow like the Magic Fist, a fiery blast, or a smashing electrical discharge. Whatever form the casting wizard chooses to use, though, it does 1D6+1 damage for each ST the wizard puts into it. Its other effects will be appropriate to the form chosen.
- CONTROL GATE (C):
- By casting this spell, a wizard can determine where the other end of a Gate is and what rules govern it; by casting it again, he can change the rule on either a temporary or permanent basis. ST cost to do either of these things is 10. A wizard who knows this spell can also destroy a Gate (both ends) at a ST cost of 50; he must be within Creation Spell range (that is, the gate must be in a MH adjacent to his MH) to do so.
- LESSER MAGIC ITEM CREATION (S):
- Lets wizard create any magic item on the Lesser Magical Item list.
- MEGAHEX FREEZE (T):
- A Freeze spell which affects all figures with ST less than 20 (except the caster himself) in a given megahex, OR any single figure with ST less than 50. Otherwise, just like FREEZE. ST cost: I2.
- LONG·DISTANCE TELEPORT (S):
- Lets wizard "bIink" himself or another (one person at a time) from anyplace to anyplace else, provided the wizard has been to the destination or can see it (or a clear memory of it) by sotne means, magical or otherwise. A crystal-ball visualization is NOT accurate enough for this spell. Up to 50 kg of "cargo" can be carried by the spell`s subject. If the wizard misses his DX result with any result except a I6, the teleported character is dead, kaput, finished, lost forever. However, if the wizard rolls exactly 16 (regardless of his DX), the teleported character goes, not to the intended destination, but somewhere in some way similar to that place. (GMs: Determination of this place is up to you. Make it interesting.) A wizard can use this spell to get rid of a foe, but CANNOT use it to deliberately disintegrate him, send him to Limbo, etc. Remember: The chosen destination has to be one the wizard is actually familiar with somehow - and the wizard cannot deliberately cast the spell clumsily to try to kill the subject. ST cost: 20.
- ZOMBIE (T):
- Lets wizard reanimate a corpse to create an undead servant. The Zombie has no IQ and a DX of 2 less than it did in life. Its ST is equal to the ST the wizard puts into it when he casts the spell. A zombie cannot east spells or take independent action. Its creator can sec through its eyes. A zombie's wounds cannot heal on their own, and it loses 1 ST a day as it rots; however, healing potions, further Zombie spells, etc., can give it more strength. It is impolite to bring a zombie into a public place, because they smell bad and frighten people. ST cost to create a Zombie: 5 ST plus whatever extra ST (must be at least 2) you give the Zombie. If the
controlling wizard dies, his Zombies will wander aimlessly. Make a reaction roll for everything they encounter. On a bad reaction (1 or 2) a Zombie will attack. Burned, beheaded, or disniembered corpses cannot be used for zombies. An intact skeleton can be used; it will make a zombie Skeleton.
- REVIVAL (T):
- This spell will restore any dead creature to life, provided death took place less than an hour ago. ST cost: 50. The spell cures all minor wounds and diseases and leaves its subject unconscious with a ST of 1. It will NOT restore youth. For revival to succeed, most or all of the body must be present. If the body has been severely burned, mangled, or otherwise damaged, or if limbs are missing, the wizard must make his DX roll on FOUR dice. Revival does NOT restore missing limbs.
The character who is revived loses 5 points from some attribute or combination ofattributes. See DEATH. No way has ever been found to make this spell work when read
from a scroll.
- GREATER MAGIC ITEM CREATION (S):
- Lets wizard create any magic item on the Greater Magical Item list.
- WORD OF COMMAND (S):
- A wizard who knows one of these words can say it to any figure (or to a group) and compel obedience. The wizard must make his own adjDX roll to say the Word properly. Each hearer gets a 5D6vs.IQ roll to avoid obeying. Effects of a Word last one minute (12 turns). Each victim then gets a 5D6vs.IQ roll each turn to escape its influence. A Word of Command may be spoken in the Sorceror`s Tongue, in which case it will affect any being with a mind (IQ over 2) that
hears it. It may also be spoken in any language that the wizard knows - in which case, it will affect only those who hear it AND understand that language. A wizard speaking a Word of Command may direct it so only those in front of him can hear, or whisper it in one person's car, but cannot direct it much more finely than that. A wizard is not affected by his own Word. ST cost for using a Word is 3, regardless of how many hear it. A number of different Words of Command are known. Each is a SEPARATE spell, and must be learned separately. These include:
- KILL: Hearers will mindlessly attack anything living.
- FLEE: Hearers will run madly from the wizard.
- SURRENDER: Hearers will drop their weapons (or cease flight) and stand meekly.
- COME: Hearers will come to the wizard and follow where he leads.
- BELIEVE: Hearers will believe anything that anyone tells them. They cannot try to disbelieve in an illusion unless someone tells them it is not real. They cannot tell each other things. They always believe the last thing they see or hear while affected by this Word.
- STOP: Hearers stop whatever they're doing.
- QUIET: Hearers do their best to make no sound whatsoever.
- GO THAT WAY: This Word must be used with a gesture. Hearers will travel in the direction indicated.
- "DO NOT": This must he used with another Word of Command. It cannot be used with an "ordinary" word. Hearers do the exact opposite ofthe negated Word. Total ST cost remains 3.
- OBEY: Hearers will attempt to obey any command given them by anyone. A figue commanded to harm itself, attack a friend or make a suicidal attack will get one immediate 5D6vs.IQ roll to break the Word's compulsion.
- Other Words of Command include:
- SING (at the top of your lungs)
- SCREAM (ditto)
- LAUGH (ditto)
- FREEZE (as per spell)
- CRAWL (on hands and knees)
- CRY
- HICCUP, and
- EAT.
- Several of these are of very little practical use - but mages have never been apt to discard a spell just because it was pointless. There is no Word of Command for "DIE." There are stories that SLEEP was once known, but it is not now found in grimoires.
- POSSESSlON (S):
- The wizard casting this spell puts himself into a trance and takes over the body of some other creature. To be possessed, a person or animal must be in physical contact with the possessing wizard or some object he has previously prepared as a "trap," OR must be well known to the wizard. The victim get;
a 4-die saving roll against his own IQ to avoid being possessed when the attack first takes place; if he makes the roll, he will know who tried to possess him. Possession may be noticed by either a Scholar or a good friend of the possessed victim on a 4-die roll against the noticing person`s IQ, the FIRST time the victim is encountered after possession. It may also be detected by an Analyze Magic spell cast on the victim. Possession ends when (a) the possessing wizard dies, (b) the victim dies (this also does 2 dice damage to the wizard!) (c) the possessing wizard voluntarily lets go, or (d) a successful exorcism takes place. A "Dissolve Enchantment" spell (ST cost 50) will
exorcise the possessor without harming him or the victim. ST cost to cast this spell is 20 if it succeeds, 5 if the victim makes his saving roll. The ST is spent when the attack is made, not when the "trap" item is prepared. Preparing the trap uses the same spell, costing a separate 10 ST.
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