Extra Sorcery Rules
Meldek Sorcerors Rules
Kevin Rose's Questions and Answers
Comments and Discussions on Sandy's Sorcery
Nikk Effingham's Sorcery Rules


Sandy Petersen's Sorcery Rules

copyright 1996, Sandy Petersen


Contents

HTML note: Clicking on a link will take you to the relevent section. Clicking on the spell name at the top of a spell description takes you to the spells list.

Learning Spells
Increasing Spell Skill
Casting and Maintaining Sorcery Spells
Ceremony
Presence
Resisting / Dispelling Sorcery
MP Boosting
Spell Components
Sorcery vs Spirit Magic
Sorcery vs Rune Magic
Spell Precedence
Arts
     Ease
     Intensity
     Hold
     Multispell
     Permanence
     Range
     Speed
Lunar Magic
Vows
Learning Vows
Vow Table
     The High Vow
     The Vessel
     Lore Mastery
     Abjure Armor
     Abjure Rune Magic
     Abjure Spirit Magic
     Celibacy
     Never Kill a Human
     Sacrifice Appearance
     Sacrifice Constitution
     Sacrifice Power
     Sacrifice Strength
     Shun Harm
     Shun [Element]
     Shun Immortality
     Shun Tap
     Tend Familiar
     Vegetarianism
Ranks of Sorcery
     Apprentice
     Student
     Journeyman
     Adept
     Magus
Specialities
     Alchemist
     Conjuror
     Healer
     Enchanter
     Illusionist
     Metamorph
     Monitor
     Necromancer
     ShipSorceror
     Warlock Of [Element]
     Weather Mage
     Woods Mage
Definitions of Spellcasting
Spell Summary Table
Ritual Magic
     Learning Ritual Spells
     Casting Ritual Spells
     Special Summoning Rules
          Power Within
     Special Enchantment Rules
          Special Materials
          Enchanted Tattoos and Ritual Scarification
          Conditions
Ritual Spells
Sect Special Spells
     Borist
     Borist
     Carmanian
     Galvosti
     Hrestoli
     Rokari
     Sedalpist
     Stygian Heresy
Saints

WESTERN SORCERY

        No less than four different Gloranthan magic traditions are all commonly known as “sorcery”. There is Western sorcery, as practiced by the Brithini and Malkioni. There is Lunar sorcery, known only within the Lunar Empire and its environs (and practiced alongside a Western style of magic). There is Kralori mysticism. And there is the peculiar form of magic native to the East Isles.
        These rules cover only the Western style of sorcery, as originated by the Brithini and Vadeli, and now spread across much of the world. Each sorcerer has a Presence, controlling his might at sorcery. The size of his Presence depends upon the Vows he has taken.

Learning Spells

        Learning a new spell takes 50 hours of training from someone with knowledge of all the Arts, plus skill in the spell being learned of at least 90. At the end of the training, the student receives a skill in the spell equal to his Magic Bonus. If this is 0 or less, then he still gets the spell, but at a negative skill value (i.e., it is useless to him and cannot be cast). He can train for another 50 hours, after which he can add 1d6 to his skill. This process can be continued unti he is finally at a positive level.
        A sorcery spell takes up 1 point of INT. This INT can either be from the sorcerer's own brain, a Spell Matrix, a bound spirit, or a familiar, but it must be stored somewhere.
        A sorcerer is allowed to research and train in spells which he does not have memorized. In order to gain the “continuous maintenance” skill bonus (see below, under Increasing Spell Skill) he must have cast the spell himself, but need not have it memorized.

Increasing Spell Skill

        1. Research and training are efficacious with spells, as with any other skill. Spells are fairly simple to master, so a successful bout of training or research provides the sorcerer with a full 1d6 increase, rather than 1d6-2.
        2. Use of spells in crisis situations, as with other skills, earn skill checks.
        3. If a spell is kept continuously maintained for a full week, at the end of the week the sorcerer gets a skill check. If the skill check results in an increase, the spell's skill goes up by 1d6-2. This is only applicable if the spell in question makes up at least 10% of the sorcerer's total Presence. Thus, a sorcerer with a Presence of 30 would need to maintain at least a 3 point spell to gain this benefit. If a sorcerer maintains the same spell more than once (example: keeping a Resist Damage on each of four friends) he only gets a skill check and possible increase once, not once per spell.

Casting and Maintaining Sorcery Spells

        When a spell is cast, the sorcerer determines how many levels of which Art are used in its casting. Normally, each level costs 1 MP. A sorcerer cannot have more total levels of spells in effect at any given time than his Presence. Skill in a sorcery spell indicates the user's % chance of casting it. He cannot place more total Art levels into a spell than his chance to cast that spell divided by 10. Time needed to cast a sorcery spell is equal to the user's DEX SR, plus 1 per MP. The Arts of Ease and Speed and the skill of Ceremony can modify this. Check the sorcerer's degree of success on the following table:

Success Level

Result

Critical      Spell goes off, costs only 1 MP but takes full effect.
Special      Spell goes off, costs 1 MP less than normal, but takes full effect
Normal      Spell goes off, normal MP cost
Failure      Spell fizzles, only 1 MP lost
Fumble      Spell fizzles, all MPs devoted to spell are lost

CEREMONY

        Increases the caster's chance to cast a spell, and hence also increases the levels he can manipulate it by. Ceremony cannot more than double the user's skill for a particular spell. Each hour spent in ritual permits the sorcerer to use up to 10 percentiles of Ceremony (note: simplification from the old rules). A sorcerer with 85% Ceremony has no need to spend more than 9 hours chanting before casting a spell.
Example: Subadim the Sorcerer has a skill of Produce Cold 36. If he spends 4 hours in Ceremony, he can double his skill to 72, letting him expend up to 8 levels of sorcery on the spell.

PRESENCE

        A sorcerer can have a number of MPs in effect equal to his Presence, including any spells he is casting at the moment. A sorcerer can drop a spell being maintained at will, losing no SRs. The spell's effects last till the end of the round in which it is dropped.

Example: Cybex the sorcerer has a Presence of 35. He maintains a Castback 5 on himself, and on his dog. In addition, he maintains a Boost APP 6 and a Resist Damage 10 on himself for a total of 26 levels. When he is in combat, he cannot cast any spell larger than 9 total levels, and if that 9-level spell requires maintenance, he cannot cast another after that.

RESISTING / DISPELLING SORCERY

        Unless otherwise described in the spell writeup, only Intensity is used to determine a spell's might for the purpose of crashing through counterspells. If a sorcerer casts a spell with an Intensity 1, Range 6, it's only a 1 point spell and a Resist Magic 1 has a 50% chance of stopping it. When a spell is described like “Damage Boost 6” the number after the spell's name always refers to Intensity.

MP BOOSTING

        A sorcerer can boost a spell with additional MPs. This is not limited by the sorcerer's Art, spell skill, or Presence. It does take extra time to boost. The additional MPs serve no function except to add to the spell's Intensity for purposes of overcoming counterspells only. There is no purpose in boosting a non-attack spell, unless you want to heal someone (for instance) and need to blast through the counterspell he has set up.

Example: Subadim throws an Evoke Fire 4 at a broo. He suspects the Broo has Countermagic, so he boosts his Evoke Fire with 6 MPs. The Evoke hits the broo with 10 MPs of force. If the broo's Countermagic is 8 or less, he is affected by the Evoke Fire.

SPELL COMPONENTS

        If the sorcerer has a component which is very appropriate to the spell he is casting at hand, the GM can give him a 5 percentile boost to chances of success. Special and rare components give higher boosts, depending on the GM's whim. Using multiple components does not increase the spell's chances further. The component is destroyed in the spellcasting unless the roll is a normal failure. In case of a multispell spell, the percentile increase only applies to one spell, so it's not worth doing unless said spell is the lowest of those being cast.

Example: Subadim casts Fly, with an eagle feather as a component. This gives a +5 bonus. If he'd used a griffin or sky bull feather, he'd gotten a +10 bonus. And if he'd had a phoenix feather or dragon wing scale, he'd get a +20 bonus. A feather from Vrimak, King of Birds, is worth about +50. Note that using a whole eagle instead of a feather is still only +5. A chicken or crow feather is worthless, though the tongue of a crow who'd been taught to speak would probably be worth +10 for a communication spell.

SORCERY VS. SPIRIT MAGIC

        A spirit spell is considered to have Intensity equal to the spell's MPs. A Rune spell is considered to have an Intensity equal to twice its points.
        Similar Sorcery and Spirit Magic “overlap”. When such spells are cast on the same target, they do NOT add together. Instead, both spells take effect, but where the spells overlap, no double bonus is available. For instance, if Boost Damage 6 and Bladesharp 4 are both cast on a sword, damage is increased by 6 (Boost Damage), and attack is increased by 20% (Bladesharp). Bless Sword & Bladesharp are similar spells. Ditto for Stupefy & Befuddle, Boost DEX & Coordination, etc.. Other cases are left for the gamemaster to adjudicate, guided by his intuition and experience, but the intent should be clear.
        Because of the wide variety of possible combinations, the gamemaster is the final judge of whether or not a particular spell pairing “overlaps”. Note that some similar-appearing spells may not overlap. For instance, though Fireblade and Boost Damage both increase damage, they do not overlap - instead, Fireblade takes precedence, just as with Bladesharp.

SORCERY VS. RUNE MAGIC

        Normally, Rune spells can be added to the effect of a sorcery. For instance, if both Boost Damage and Truesword are cast on a blade, both effects take place. This is not always the case, and must be adjudicated by the GM. Rune spells are normally considered to be worth 2 Intensity each for purposes of neutralizing or Resisting their effects.

Example: Shield 4 stops up to 8 Intensity of sorcery.

SPELL PRECEDENCE

        Spells are layered from the inside out in the order in which they were cast. For instance, if you cast Resist Magic 6, Castback 6, and Resist Damage 6 on yourself, in that order, an enemy throwing an Evoke Fire 8 would first need to overcome the Resist Damage. It would roll its damage at that time. If it rolled a 4, it would have a 40% chance of getting through the Resist Damage. Once through, it would strike the Castback. Since the Evoke 8 is higher than the Castback, it penetrates with no difficulty. It now hits the Resist Magic, and the Evoke's Intensity 8 is matched vs. the Resist Magic's 6, for a 60% chance of success. If it finally gets through the Resist Magic, it strikes you, doing the 4 pts of damage previously rolled.

ARTS

        The Arts of sorcery are used in casting spells. Remember that the user cannot have more levels of Arts in a spell than his skill divided by 10. For instance, if a sorcerer's Treat Wounds was 72, he could use up to 8 Art levels (normally costing 8 MPs). Ability to use the Arts is not innate, and must be acquired. The exact method varies with the College of Magic involved.

Brithini & Vadeli:

        Each Art is acquired by training or research as if it was a magic skill with a base chance 0. When the sorcerer reaches 90% in an Art, he has mastered it, and can use it automatically. Until then, his spells are limited by his skill in the Arts as well as his skill in the spells (i.e., his chance of casting a spell is equal to the lowest skill being used, including all applicable Arts).

Malkioni:

        St. Malkion is the source of Arts. It takes 1 POW to gain him as a patron, and then each successive Invocation (at 1 POW each) gains the apprentice 1 Art. An apprentice's master will typically forbid him to reduce his total Magic Bonus below 10, even to invoke Malkion. It takes a total of 9 POW to gain all the Arts via this method.

Unaligned:

        They have access to special Art Vows. An Art Vow can be any Vow except the High Vow, the Vessel, or Lore Mastery. An Art Vow can be taken before any Arts are learned. Each such Vow gains a single Art for the apprentice. It does not increase Presence, but merely provides access to the chosen Art. If the sorcerer violates a Art Vow, he does not lose the Art but instead loses Presence equal to what the Vow would normally provide. A Presence of 0 or less is treated as 0 when spellcasting.
        Seven Arts are normally recognized: Ease, Intensity, Hold, Multispell, Permanence, Range, and Speed. The arts of Intensity, Multispell and Range are considered to be the “basic” arts. The other arts, those of Ease, Hold, Permanence and Speed, are considered “secondary” arts. Sometimes the distinction is important.

Ease

        This Art costs MPs to use like all the rest, but it is a bargain, because it actually lowers the final MPs used in the spell. Each MP of Ease lowers the spell's total MP cost by 2, and adds 1 extra SR to those needed to cast. You cannot reduce the total MPs in the spell to less than the MPs spent on Ease. This does not reduce the spell's effective MPs for purposes of dispelling or maintaining or impacting on defensive spells.

Example: Thraxon wants to Palsy an unsuspecting guard, but sees no reason it should cost him a fortune in MPs. He spends 2 on Range, 6 on Intensity, and 3 on Ease, for a total of 11. However, the 3 MPs spent on Ease return 6 MPs, so in the end he only spends 5. The spell will take 15 SRs (one for each MP originally placed in the spell, plus 1 more for each level of Ease).

Intensity

        The effects of Intensity vary with the particular spell in question.

Hold

        This lets you hold a single sorcery spell ready to cast. When the spell is cast, instead of triggering, it pops onto the Otherworld, where it remains stable, ready to be released. Essentially, this gives you an “emergency” spell. The levels of Hold must equal the highest other Art in the spell. When released, the spell is cast at the caster's DEX SR. The spell is maintained only until the caster releases it. Normally, only one spell can be so held at a time. (But see Ouxey's Blessing, below.)
        It takes no Presence to Hold a spell. If the spell is not Instant, Presence is required to maintain it once cast.

Example: Thraxon decides to Hold a Hinder spell. He can put 5 total levels into Hinder, and uses Intensity 2 and Range 1. He'll also need Hold 2 (since Intensity, the highest Art used, is a 2).

Multispell

        This skill lets the user combine multiple spells within his Art, casting them all at the same time, and at the same or at different targets. Multispells can have identical MP levels for all skills used, or the user can voluntarily lower the levels for one or more spells selectively. Each MP in Multispell lets the user have one spell to the mix, or have one target who is struck by all the spells in the casting (note: this means you can't use less than 2 MPs in Multispell -- a 1 MP Multispell only gives you 1 spell, or 1 target, which is worthless).
        The maximum MPs for the casting is figured by the lowest skill of all spells involved. If a mage knows Evoke Fire at 60 and Animate Fire at 80, and decides to Multispell the two (to create a fire already under control), he can only use 6 MPs total, because his Evoke skill of 60/10 = 6. Since he needs 2 MPs of Multispell to cast both the spells at once, this means he can have no more than Intensity 4. However, every single spell in the Multispell gets to “share” the MPs! So that the spell would be both Evoked for Intensity 4, and Animated for Intensity 4, for the same 6 MP cost!
        The chance to successfully cast a Multispell is equal to the lowest skill involved. If attack spells are combined, the defender needs only one resistance roll. If he fails, all the spells take effect (otherwise, all fail). If the various spells have different chances to overcome the target, use only the lowest chance among them to determine success or failure for all.
        If the Multispell is boosted to break through magic defenses, each individual spell must be boosted separately.

Example: Thraxon the wizard Multispells Diminish SIZ, Diminish STR, and Shapechange Human, planning to turn a barbarian into a bunny rabbit. He uses Intensity 8, and must use Multispell 3 (because 3 spells are involved). The total cost is 11 MPs, and the target ends up with -8 STR, -8 SIZ, and sufficient Shapechange Intensity to affect a human up to SIZ 16. If Thraxon included 8 levels of Hold, he could keep the effect readied for a total of 19 MPs spent. Of course, he would need at least 181% skill in all the spells involved to do this. Or, if he specialized as a Transformer, then he would only need 91% skill, which is a bit more reasonable. (See sorcerous Specialty rules, following the Arts).

        When Thraxon casts the spell, he only rolls to overcome his foe's MPs once. If the target's SIZ is 17 or more, then the entire spell automatically fails, because the 100% certainty of the Shapechange spell's failing is the “lowest chance” among the spells involved.

Example: Cybex the sorcerer casts a multispelled Palsy at a trio of bandits. He uses Intensity 5 and Range 2, far enough to hit 'em all. He uses 3 levels of Multispell, to cast a total of 3 Palsies. Fortunately, his skill in Palsy is more than sufficient for the 10 Art levels he uses (and only 10 MPs are spent).

Permanence

        This skill lets a temporal spell become permanent, so that it no longer counts against the sorcerer's Presence. To do this, the MPs in Permanence must be equal to the highest other Art used in the spell. In addition, the caster must spend 1 POW. The spell can still be dispelled, and must be periodically boosted with magic points -- 1 per Permanence MP in the spell per week. These MPs can be from any source, and important spells are often tied to a POW source.
        When a Permanent spell is cast, the magician can boost it with extra MPs (above and beyond his normal Art or Presence maximum). These extra MPs are added to the Permanent spell's Intensity for the purpose of resisting anti-magic spells only.

Example: Cybex decides to boost his Strength. His skill in Boost STR is 75, so he can use up to 8 Art levels. He uses Permanence 4, to match the Intensity 4, then spends 1 POW. Now his strength is at +2 and will remain there until the spell is dispelled, no longer taking up any Presence. At the same time he casts the spell, he boosts it with an additional 12 MPs. Now, to dispell this magic, an enemy caster must overcome a defending MP total of 12+4 = 16. However, each week Cybex must put 4 MPs into the spell or it will fade of its own accord.

Range *** Major change - see sscomments.html ***

        Without the use of Range, a ranged spell can be cast up to 10m away. Each level of Range doubles this. A spell can be maintained via Presence at any range -- this skill is only used when a spell is first cast. Of course, the caster must be able to see or otherwise pinpoint the target no matter how far away it is. For this reason, ranges past 9-10 are rarely useful.

Range
Distance
Range
Distance
Range
Distance

>0

>10 meters

>7

>1.3 kilometers

>14

>160 kilometers

>1

>20 meters

>8

>2.5 kilometers

>15

>320 kilometers

>2

>40 meters

>9

>5 kilometers

>16

>640 kilometers

>3

>80 meters

>10

>10 kilometers

>17

>1,300 kilometers

>4

>160 meters

>11

>20 kilometers

>18

>2,500 kilometers

>5

>320 meters

>12

>40 kilometers

>19

>5,000 kilometers

>6

>640 meters

>13

>80 kilometers

>20

>10,000 kilometers

Speed

        This lets you cast a spell in less time. Each level of Speed reduces the SRs needed to cast the spell by 1 (to a minimum of 1). The Speed MPs do not count in figuring casting time.

Example: Cybex is casting a Multispelled Palsy at his enemies (see previous example). The spell costs him Intensity 5 + Range 2 + Multispell 2 = 9 MPs, so it takes 9 SRs plus his DEX SR of 3 for a total of 12 SRs. Hence, it will go off on SR 2 of the next round. Because the bandits are charging quickly, he chooses to also use Speed, spending 2 extra MPs to reduce the casting time from 12 SRs to 10, letting it go off on SR 10 of this round. Now the spell costs 11MPs instead of 9.

Lunar Magic

        This is an unusual sorcery variant.. The sorcerer is tied to the Lunar cyclical magic, and is able to utilize Lunar elemental magic. Note that only Lunar sorcerers can use Lunar elemental magic.

Cyclic Magic Table

Lunar Phase

Spell Levels

Full Moon

Use skill/5 to determine maximum MPs per spell

Half Moon

Use skill/10 to determine maximum MPs per spell

Crescent Moon

Use skill/20 to determine maximum MPs per spell

Dark/Dying Moon

Use skill/50 to determine maximum MPs per spell

        A Lunar sorcerer can take a specialty. A Lunar specialist casts his specialty spells as if the Moon was one phase “better”, and he casts his non-specialty spells as if the Moon was one phase “worse”. During the Full Moon, he casts his specialty spells at skill/3. During the Dark or Dying Moon, he can use only 1 MP on non-specialty spells.

VOWS

        Sorcerers create and increase Presence by means of Vows: oaths that the sorcerer will do, or refrain from doing, specific deeds. If a sorcerer breaks a Vow, he loses all Presence he'd gained from it, and may not take that Vow again. This fact is taken by Malkioni as evidence that sorcery is governed by the Invisible God, deity of Law. It is possible to cast sorcery spells without any Vows. An individual who has taken no Vows is considered to have a Presence of 1.

Learning Vows

        When a sorcerer masters his first Art, he can take the High Vow of his sect. This sets up a mental discipline for him to follow throughout life. Once the sorcerer has learned the three basic Arts of Intensity, Range, and Multispell, he can take the vow of the Vessel. For each Art he learns after that, he may take one (1) additional Vow of his choice. In addition, for each sorcery spell he masters at 90%, he may take yet another Vow of his choice. If a sorcerer somehow forgets an Art, or an appropriate skill drops below 90, he does not lose the Vow he received for that skill or Art, but when he relearns the Art or the skill rises to 90 again, he does not get to take a new Vow. Only one Vow per Art or spell.

Vow Table

Arts Known

Vows available

none

none

one only

The High Vow

all basic Arts

The Vessel

each other Art

Any Vow

each spell mastered

Any Vow

THE HIGH VOW

        This is the first vow that a sorcery-user normally takes, and it is the only vow that can be taken before a sorcerer has learned all three basic Arts. The candidate must know at least one Art to take this Vow.
        The High Vows vary with the particular sect of Malkionism, hence there is High Hrestolism, High Rokarism, etc. The user must adhere to his Sect's strictures (such as Caste definitions), to take this Vow, which permits him to add a certain score to his Presence. This score is determined by taking the sorcerer's Intelligence plus his Power, and subtracting 20. If the sorcerer's score would be equal to 0 or less, he automatically gets 1 point for the High Vow. Few sorcerers will bother with training an individual whose potential for sorcery is lower than 10.
        When a sorcerer converts from his own sect to another, he loses this Vow. However, he can make it again in his new sect. For instance, if a Hrestoli sorcerer converted to the Galvosti faith, he would lose his High Hrestolism vow, but could take the High Galvostism vow the next time he qualifies for a new Vow. Even non-Malkioni sects may have an equivalent to the High Vow -- usually some kind of philosophy upon which the sorcerer can base his mind's architecture. While it is possible for a person to learn sorcery without this kind of framework, it is of course much harder. Unaligned sorcerers must adhere to an ethical doctrine or mental discipline in order to take the High Vow. If they have no such dogma to base their reality around, the High Vow is not possible, and their sorcerous power is correspondingly weakened.

THE VESSEL

        This is a basic, and powerful Vow usually considered the mark of a true sorcerer. This is normally the first Vow taken upon acquiring all the basic Arts (Intensity, Multispell, and Range). All of the user's own personal INT that is not taken up in memorizing spells -- his “free INT” -- becomes a magic Vessel which is added to Presence. INT belonging to a familiar or in a magic item does not count. This vow is especially useful because it cannot really be broken. If the user has no free INT, he gets no Presence from this Vow, but should he forget a spell, the Presence returns. This Vow normally marks the end of a sorcerer's apprenticeship.

LORE MASTERY

        This is a fine Vow which permits the user to increase his Presence by learning certain non-sorcery skills to 90%. For a non-specialist sorcerer, each Knowledge or Magic skill (not counting sorcery spells) he masters at 90 gives him 1 Presence. For instance, a wizard who knew Read/Write Brithini, Enchant, Ceremony, Animal Lore, Mineral Lore, and Rokari Lore at 90+ each, would have 6 added to his Presence because of this Vow. The Vow must be qualified for like any other Vow (i.e., by learning an Art or mastering a sorcery spell), but once in place, continues to increase each time the sorcerer masters a new appropriate skill.
        This Vow, like the Vessel, cannot readily be broken. If one of the sorcerer's skills drops below 90, the Vow is not broken, but he does lose that point of Presence until it rises again. Sorcerers who specialize can obtain Lore Mastery, too, but generally use different skills to boost their Presence.

Other Vows

        After each Vow's name is a number -- this is the amount by which the Vow increases the sorcerer's Presence. These vows may only be taken after a sorcerer has learned all the basic Arts.

ABJURE ARMOR

(1, or 2 for Rokari): never wear any physical armor. Unavailable to the Brithini (who can't wear armor anyway), the Vadeli, and the Hrestoli. The Rokari have the lesser Vow of Abjure Metal Armor, which permits them to wear leather, wood, or other non-metal armor, for 1 Presence. If such a Rokari later takes Abjure Armor, the lesser vow is subsumed into the greater.

ABJURE RUNE MAGIC

(1, or 2 if you have never cast a Rune spell) : you may never sacrifice for Rune magic, and must never cast any that you now know. Unavailable to Lunar or Henotheist sorcerers.

ABJURE SPIRIT MAGIC

(1, or 2 if you have never cast a spirit spell): you may never learn spirit magic, and must forget any that you now know.

CELIBACY

(1, or 2 if you have never engaged in coitus; add +2 for Rokari): This includes sex of any type, including homosexual or cross-species.

NEVER KILL A HUMAN

(1, or 2 if you have never ever done so; add +2 for Sedalpists): This Vow does not mean that the sorcerer cannot let a human die by inaction, or that he cannot order someone else to kill him. The Stygians have the vow of Never Kill a Troll, which may be taken in addition to or or instead of this one.

SACRIFICE APPEARANCE

(1): lower APP by 2. May be taken more than once. Training APP back up is considered to break the Vow, though using Boost APP is legal. APP cannot be lowered below 1 by this Vow.

SACRIFICE CONSTITUTION

(1): lower CON by 1. See Sacrifice Appearance. CON can be reduced to 0 or less, but if this happens, the sorcerer's CON-boosting spells must be sufficient to raise his CON to at least 1 or he dies at once. Not available to Hrestoli.

SACRIFICE POWER

(3): lower species-maximum POW by 1. This does not affect current POW, unless it is already at species maximum. A human sorcerer who'd taken this vow 5 times would have a species maximum POW of 16. If his POW was 12 and he got a POW increase check, he would have a 20% chance of raising his POW by 1d3. Only available to non-aligned sorcerers.

SACRIFICE STRENGTH

(1): lower STR by 1. See Sacrifice Constitution. Not available to Hrestoli.

SHUN HARM

(3): You may cast no attack spells. Generally only taken by healers. Unavailable to the Brithini and Vadeli.

SHUN [ELEMENT]

(2): You may not cast any spells that control, evoke, or otherwise affect the selected element. For example, if a sorcerer selected Shun Sky, he could not learn or cast Evoke Light. However, a sorcerer with this vow may learn a Resist spell vs. the chosen element. Note that nobody can take Shun Moon, for non-Lunar sorcerers can't use such magic anyway, and Lunar sorcerers are forbidden this vow. Unavailable to Lunar Sorcerers, except for Shun Storm. Shun Darkness is Unavailable to Stygians, and Shun Storm is Unavailable to Aeolians.

SHUN IMMORTALITY

(1): Never cast the Immortality spell upon yourself, or receive any similar life-extending spell. If you have the spell, you must cease maintaining it. Naturally immortal entities may not take this Vow unless they have somehow become mortal. Unavailable to Brithini.

SHUN TAP

(1, or 2 if you have never cast Tap): If you are currently maintaining a Tap spell, you must drop it upon taking this Vow. Unavailable to Malkioni sects which permit Tap.

TEND FAMILIAR

(1): You take this Vow simply by taking a familiar. If your familiar dies, the Vow is cancelled, but by taking another Familiar (or resurrecting the old one), you can accept this Vow a second time.

VEGETARIANISM

(1, or 3 for Sedalpists): Never eat animal meat. The Sedalpists have the lesser Vow of Partial Vegetarianism, which forbids eating the flesh of warm-blooded animals (only), for 1 added to Presence. If such a Sedalpist later takes full Vegetarianism, the lesser Vow is subsumed into the greater.

Ranks of Sorcery

In most societies, sorcerers rise through several definite degrees, and are ranked according to their achievements.

APPRENTICE

        An apprentice is attached to an older sorcerer, normally at least an Adept, but some experienced journeymen can take apprentices, too, depending on the local society (typically, if sorcerers are common, only Adepts may take apprentices). The apprentice must first devote himself to the mastery of a particular Art. Normally this is Intensity, but a few masters prefer other Arts. Once the apprentice has learned the Art in question, he may take the High Vow at a formal celebration. Now he may learn spells, as well as the other Arts. A good master will insist that the apprentice learn several different spells.

STUDENT

        Once the apprentice has learned all the basic Arts, he is permitted to take the Vessel in another impressive ceremony. At this time, he is considered to have risen to the rank of Student, and is given extra privileges. A student is still considered to be an Apprentice -- just a more important one. A Student may now choose to become a specialist, if his master is one. The master must be a specialist in the field the student chooses. The master may or may not cast Apprentice Bonding on a new apprentice, but most sects require a master to perform Apprentice Bonding once his apprentice becomes a full student.
Requirements
1) Knowledge of all basic Arts

JOURNEYMAN

        Once an apprentice has learned enough, he is considered a full sorcerer. At this time, most sects permit him to leave his master. However, he is not required to do so, and for some time he will be considered second-rate at best and his income may be significantly straitened until he improves his skills. This is normally the level at which a player-character becomes an adventurer.
Requirements
1) Knowledge of all Arts
2) Skill in Ceremony, Enchant, and Summon of at least 01% each

ADEPT

        Adepts are considered competent in all aspects of sorcery. An Adept must meet specific requirements, and they are respected or feared everywhere. In civilized lands, adepts are recognized as such by the authorities, and usually permitted certain privileges. For instance, in most Malkioni lands, only Adept sorcerers are permitted to wear all-white robes (and then only if they have the Vow of Shun Tap).
Benefits:
Adepts are able to learn spells normally restricted to specialists, because their lore and knowledge has grown until they can comprehend such.
Requirements
1) Knowledge of all Arts
2) Skill in at least five non-ritual spells at 90+.
3) Skill in Ceremony, Enchant, and Summon of 50+ each.
4) Possession of a familiar.
5) (Malkioni only) at least three Patron saints. Non-Malkioni must have accomplished something similar, varying with the sect.

MAGUS

        At some point, an Adept can proclaim himself a Magus. Generally, this is not done until most people who know of him have begun to consider him such (or he risks mockery). There are no specific conditions, but being called a Magus normally implies at least the following minimum --
Commonly recognized requirements
1) Adept status
2) Skill in Ceremony, Enchant, and Summon of 90+ each.
3) Skill in at least a dozen non-ritual spells at 90+.
4) Having invented at least one new spell in one's career.
5) Presence of 50+.

Specialties

        A sorcerer can specialize in a particular type of magic. A sorcerer doing this gains the benefit that all spells within his specialty can spend MPs equal to his skill/5. However, spells outside his specialty can only use MPs up to his skill/20.

        For instance, an illusionist with Phantom Sight and Treat Wounds at 85 each could put 17 MPs into Phantom Sight, but only 5 into Treat Wounds. A non-specialist could use 9 MPs with each spell.
        In addition, when a specialist uses the Art of Multispell and only his specialty spells are Multispelled, the Multispell effect does not cost him any MPs. However, the total levels in the spells are still limited by the points theoretically in the Multispell.

Example: Hugo the illusionist Multispells Phantom Sight, Sound, and Touch to create a clanking warrior. His lowest skill of the three is 62%, which lets him use up to 13 MPs total in the casting. The casting requires Multispell 3, which leaves him 10 MPs to divvy up among Intensity and Range. When cast, because all the spells are within his specialty, he only spends 10 MPs, not 13 -- the Multispell was free.

Example: Hugo now Multispells Phantom Sight, Touch, and Damage Boost to make a burning fire wraith. His lowest skill of the three is 62%. He needs Multispell 3, and because Damage Boost is not a specialty spell, he can only put 7 points total into the casting, leaving him an Intensity 4 for the spells involved. He does need to spend the total 7 MPs, as the Multispell is not free in this case.

Sample Sorcery Specialties

        Each specialty is described in the same manner.

        “spells” lists all spells within that specialty.
        “Vows” lists any alterations in Vows due to this specialty. In addition, sometimes a Vow is listed as required -- this means this Vow must be selected by the specialist as his third Vow ever taken. (If it can be repeated, he can take it again later if he wishes).
        “Lore Mastery” lists those skills which, when mastered at 90%, raise the Presence granted by his Lore Mastery Vow, if any. Some specialties get extra bonuses from certain skills.
        “Other” adds any other special features the specialist possesses as a bonus or handicap.

ALCHEMIST Spells -- Animate [Substance], Bless [object], Boost [attribute], HoldFast, Locate Object, Produce [energy], SenseSense [substance], Armor Enchantment, Create Basilisk, Enchant [metal], Warp Enchantment Vows -- Read/Write, all Magic skills (except sorcery spells), all Lores. Lore Mastery -- Mineral & World Lore provide 2 Presence. Alchemy skills, Craft, Evaluate. Other -- none special

CONJUROR Spells -- Create Basilisk, Dominate [otherworld species], Mystic Vision, Protective Circle, Resist Magic, Resist Spirit, Summon [species], Binding Vows -- Read/Write, all Magic skills (except sorcery spells), all Lores. Lore Mastery -- Magic & Spirit Lore provide 2 Presence. Demonology.. Other -- Boost [elemental]

HEALER Spells -- Bless (medical gear, antidotes, etc.), Dominate [disease, emotion, healing spirits], Regenerate, Resist Death, Resist Infection, Resist Poison, Summon [healing spirit], Treat Wounds Vows -- none special, though Never Kill a Human and Shun Harm are common. Lore Mastery -- First Aid, Treat Poison, Treat Disease, other medical skills, Read/Write, all Magic skills (except sorcery spells), all Lores. Other -- Neutralize Disease

ENCHANTER Spells -- all Enchant spells Vows -- none special Lore Mastery -- Craft, Read/Write, all Magic skills (except sorcery spells), all Lores. Magic Lore provides 2 Presence. The very first Craft the enchanter masters provides 2 Presence. Further Crafts are just worth the usual 1 Presence. Other -- Special spell -- Break Conditions

ILLUSIONIST Spells -- Phantom [sense], Project [sense] Vows -- none special Lore Mastery -- Read/Write, all Magic skills (except sorcery spells), all Lores, all Perception skills, Sleight, Conceal, all Stealth skills Other -- none special

METAMORPH Spells -- Boost [characteristic], Diminish [characteristic], Shapechange [species], Tap [all but POW and INT] Vows -- never Sacrifice any characteristics in a Vow Lore Mastery -- Read/Write, all Magic skills (except sorcery spells), all Lores. Animal & Plant Lore provide 2 Presence. Other -- none special

MONITOR Spells -- Dominate [species], Mystic Vision, Suppress Sorcery, Stupefy, Tap INT, Telepathy Vows -- none special Lore Mastery -- all Communication skills, Read/Write, all Magic skills (except sorcery spells), all Lores. Other -- Special spells available include Hypnotism, Clear Mind, Comprehend, Implant, Mind Probe

NECROMANCER Spells -- Animate Dead, Dominate [type of undead], Drain, Hand of Death, Resist Death, Sense Life, Sense Undead, Tap [characteristic], Banishment, Create Basilisk, Create Vampire, Immortality, Summon [type of undead] Vows -- Shun Sky is required. In addition, every 5th Vow must be Sacrifice Appearance, until APP has dropped to 1. Never Kill, Shun Immortality, and Shun Tap are forbidden. Lore Mastery --Read/Write, all Magic skills (except sorcery spells), all Lores, All Stealth skills. Magic & Undead Lore provide 2 Presence Other -- Hide Life and can stack Tap. Necromancers are considered to be chaotic, or at least meddling with chaos.

SHIP's SORCERER Spells -- Animate Hemp [canvas, wood, etc.], Bless Ship [and shipboard equipment], Boost [ship's attributes], Evoke Wind, HoldFast, Open Seas, Skin of Life. Vows -- none special Lore Mastery -- Read/Write, all Magic skills (except sorcery spells), all Lores, World Lore provides 2 Presence. Boating, appropriate Crafts, Navigation, Shiphandling. Other -- none special

WARLOCK [OF NAMED ELEMENT] Spells -- Animate/Evoke/Produce/Resist/Sense [appropriate element]; Dominate [elemental], Summon [elemental]; Vows -- at least one Shun [enemy element] is required.. Your “enemies” are defined as the element which has an advantage over you, or that you have an advantage over. For instance, a Fire Warlock could take either Shun Water or Shun Dark for his third Vow (but he must take one of them). Lore Mastery -- --Read/Write, all Magic skills (except sorcery spells), all Lores. Mineral & World Lore provide 2 Presence. Other -- Only the element chosen can be used in the listed spells. For instance, Resist Fire would be a specialist spell, but Resist Damage would not be. All aspects of a given element are within this specialty. For instance, both Evoke Fire and Evoke Light are within a fire warlock's specialty. Special spell -- Boost [appropriate elemental].

WEATHER MAGE Spells -- Animate Fog, Dominate Sylph, Evoke Lightning, Evoke Windblast, Fly Vows -- none special Lore Mastery -- --Read/Write, all Magic skills (except sorcery spells), all Lores. World Lore provides 3 Presence. Other -- various weather-affecting spells.

WOODS MAGE Spells -- Animate Wood, Animate Plants, Animate Trees, Animate [plant species], Boost Perception, Boost Stealth, Dominate [woodland species], Project [sense] Vows -- none special Lore Mastery -- --Read/Write, all Magic skills (except sorcery spells), Plant Lore, all Stealth skills. Other -- Transform to Tree, plant-affecting spells.

Definitions of Spellcasting

        There are two basic types of spells. An “attack” spell, such as Hinder, must overcome a target's MPs in order to take effect. However, a target can choose not to resist, in which case the spell takes effect once cast. A non-attack spell, such as Treat Wounds, normally does not have to overcome a target's MPs. However, a target can choose to resist such a spell, in which case it must overcome the target's MPs, just as if it were an attack spell. The only time that the difference between these spells is meaningful is when the target is asleep or unaware of the incoming spell -- in such a case he would normally resist Hinder, but not Treat Wounds.

        When an “active” spell is up, you cannot cast any other spells (except a Held one). You can only utilize an active spell with some other spell if Multispell was used when that active spell was cast. (For instance, combining Fly with Animate Stone to make a flying gargoyle). An active spell can be allowed to lapse into quiescence, and then later brought back into activity by concentration.
        A “transient” spell is active, but in addition, if you end your concentration the spell is cancelled. If you want to re-use it, you have to re-cast the whole thing.
        Many spells cost points or do damage defined as 1d(intensity). This is taken to mean: Intensity 3 = 1d3. Intensity 6 = 1d6. Intensity 10 = 1d10. Intensity 14 = 1d8+1d6, Intensity 18 = 3d6, etc. Basically a die or combination of dice is rolled with a maximum value equal to the Intensity.

Some spells come in the format: VERB [noun] such as Animate [substance]. Such spells come in a variety of forms, sometimes individually described, but sometimes not. Hence, Animate [substance] is not one spell, but a whole variety. Each spell must be learned separately. Knowledge of Animate Stone does you no good in casting Animate Fire.

[HTML readers: Clicking on a spell name takes you to the spell description, clicking on the name at the heading of the spell description takes you to the spell list]

Name [qualifier]TypeNotes

Animate Dead

Ranged, Active

 

Animate [substance]

Ranged, Active

Material, Item, Specific Item, etc.

Apprentice Bonding

Ritual Ceremony

 

Attract [harm]

Attack, Touch, Ranged, Transient

Magic, Missiles, Spirits

Banishment (Shackle Soul)

Ritual Ceremony

 

Binding (Ban)

Ritual Enchant

 

Bless

Ritual Ceremony

 

Block Pagan

Attack, Ranged

Rokari College

Bless [object]

Touch

Tools, weapons

Boost [attribute]

Touch

Armor, Damage, Range/Distance

Boost [characteristic or skill bonus]

Touch

STR, CON, Stealth, etc.

Boost [elemental]

Ranged

Stygian Heresy College, Conjuror or Warlock Specialist

Break Conditions

Undefined

Enchanter Specialist

Castback

Touch

 

Clear Mind

 

Galvosti College, Monitor Specialist

comprehend

Undefined

Monitor Specialist

Create Basilisk

Ritual Enchant

 

Create Familiar (Loose Familiar)

Ritual Enchant

 

Create Vampire (Destroy Vampire)

Ritual Enchant

 

Curse

Ritual Summon

 

Dampen Damage

Ranged

Rokari College

Dampen [skill]

Attack, Ranged

 

Decrepitude

Attack, Ranged, Instant

Brithini College

Diminish [attribute]

Attack, Ranged

 

Dominate [species]

Attack, Ranged, Active

 

Drain

Attack, Ranged, Instant

 

Drain Soul

Attack, Ranged, Instant

Hrestoli College

Enchant [characteristic] (Decrease...)

Ritual Enchant

 

Enchant [metal]

Ritual Enchant

 

Evoke [energy]

Ranged, Instant

Cold, Flame, Light, Lightning, Shadow, Water, Windblast

False Armor

Ranged

Hrestoli College

Fly

Ranged, Active

 

Hand of Death

Attack, Ranged, Instant

 

Haste

Ranged

 

Hide Life

Undefined

Necromancer Specialist

Hinder

Attack, Ranged

 

HoldFast

Attack (vs living), Ranged

 

Homing Circle

Ritual Enchant

 

Hypnotism

Undefined

Monitor Specialist

Identify Spell

Ranged, Instant

 

Immortality

Ritual Enchant

 

implant

Undefined

Monitor Specialist

Locate Object

Touch, Active

 

Magic Point Matrix

Ritual Enchant

 

mind Probe

Undefined

Monitor Specialist

Mystic Vision

Ranged

 

Neutralize Armor

Ranged

Hrestoli College

Neutralize Damage

Touch, Instant

Rokari College

neutralize Disease

Undefined

Healer Specialist

Neutralize Enchantment

Ritual Enchant

 

Neutralize Magic

Ranged, Instant

 

Neutralize Poison

Undefined

Borist College

Open Seas

Ritual Ceremony

 

Palsy

Attack, Ranged

 

Phantom [sense]

Ranged, Active if attacking

Odor, Sight, Sound, Taste, Touch

Poison Troll

Ritual Enchant

Sedalpist college

Preserve [item]

Touch, Instant

Hrestoli College

Produce [energy]

Ranged

Cold, Heat, Light, Shadow

Project [sense]

Ranged, Active

Touch, Sight, Hearing, etc. (Darksense = Stygian)

Protective Circle

Touch, Ranged

 

Proscribe [cult]

Ranged

Carmanian College

Regenerate

Touch

 

Resist [attack type]

Touch

Damage, Death, Infection, Magic, etc.

See Rune Magic

Ranged, Active

Stygian Heresy college

Sense [substance]

Ranged, Active

Life, Magic, Malice, [Species], Undead

Shapechange [species]

Attack, Ranged

 

Skin of Life

Touch

 

Slumber of Peace

Attack, Ranged

Sedalpist college

Smite [non-human species]

Ranged

Sedalpist college

Spell Matrix (Suppress Spell Matrix)

Ritual Enchant

 

Smother

Attack, Ranged, Transient

 

Strengthening (Debilitation)

Ritual Enchant

 

Stupefy

Attack, Ranged, Active

 

Summon [species]

Ritual Summons

 

Suppress [art]

Attack, Ranged

Brithini College

Suppress Paganism

Attack, Ranged

Hrestoli & Rokari Colleges

Suppress Priestcraft

Attack, Ranged

Hrestoli & Rokari Colleges

Suppress Sorcery

Attack, Ranged

 

Suppress Wizard

Attack, Ranged

Brithini College

Tap [characteristic]

Attack, Touch, Instant

 

Telepathy

Ranged, Active

 

Teleport

Ranged, Instant

 

Transform to [species]

Attack, Touch

 

Treat Wounds

Touch, Transient

 

Venom

Attack, Ranged, Instant

 

Warp Enchantment

Ritual Enchant

 

Wither Elf Bow

Attack, Ranged, Instant

Sedalpist college

Worship Invisible God

Ritual Ceremony

 

ANIMATE DEAD ranged, active
        Each Intensity animates 6 SIZ or 1d6 STR. Normally, sufficient Intensity is required to make the entire corpse's SIZ animate (but in special circumstances, just a corpse's arm, head, etc. need be activated). The Intensity devoted to STR must be at least half that used for SIZ. More SIZ cannot be animated than the creature's original SIZ, but the creature can be given more STR than it had in life. An animated corpse's move is 1 less than in life, and an animated skeleton moves as fast as in life. An animated corpse is detectable as Undead; if Turn Undead is used, the caster (of Turn Undead) matches MPs vs the Intensity of the Animate Dead spell.

Example: Subadim the sorcerer wishes to reanimate a dead horse, SIZ 32. This will cost 6 Intensity for SIZ, plus at least half as many levels (i.e., 3) for STR (which would give a STR of 3d6). He could make the horse stronger if he wanted (and if he had sufficient ability in the spell).

ANIMATE [substance] ranged, active
        Each Intensity lets the caster animate 3 SIZ of a solid substance, or 1 cubic meter of a non-solid substance (such as air, light, fire, etc.). A sufficient quantity of the substance must be present for the spell to have full effect (the right Evoke spell can be handy). Different substances have different characteristics. It is possible to have a rather generic Animate spell, such as Animate Metal, or to be more specific, such as Animate Bronze. An Animate spell cannot be used to affect a complex living creature, such as a human or troll, whose makeup contains too many different substances for this spell to control. Simpler entities such as trees or jolanti are a different matter. If the target has MPs, then it must be overcome as per an attack spell.
        If appropriate, the target can be used by the caster to take actions at the caster's DEX times some multiplier for its chances of success (see below). An animated solid substance does 1d(intensity) of damage upon striking a blow, or smashed into a target. Unless it is an appropriately crafted object, it cannot wield objects or tools. The object retains its former armor points. Normally, a wooden object has a move of 3, a stone object a move of 1, and a metal object a move of 2. Other substances can have their move rates figured out appropriately. used for animating substances such as stone, wood, metal, etc.
        To figure the degree of control the caster has over the spell, you need to figure out how specific his Animate spell is, combined with certain other conditions. See the following chart for the basic system.
DEX multiplierCondition
x5Spell is item-specific, such as Animate My Bronze Sword Weedeater
x4spell is type-of-item specific, such as Animate Bronze Sword
x3material-specific, such as Animate Bronze
x2generic class of material, such as Animate Metal
x1extremely generic, such as Animate Mineral
+1 to multipliereach extra increment of Intensity used for this purpose. (e.g., if a 12 SIZ statue is being animated, this costs 4 Intensity. If the caster spends 8 Intensity instead, then he gets +1 to his DEX multiplier. 12 Intensity would garner a +2 multiplier.
-1 to multipliertarget is particularly unsuited for the desired action (e.g. an irregular rock used to carry a pane of glass)
+1 to multipliertarget is very well-made for the action. (e.g. a rope winding itself round someone)
-1 to multipliertarget has been crafted or worked into an object, even if that's all the spell can affect. Hence, Animate Bronze Sword can animate such a sword at the user's DEX x 4 (the specificity gives him DEX x 5, minus 1 for the fact that the sword is a manufactured tool).
Use Devise Skilltarget has moving parts, such as a door lock, a catapult, etc. (Note: a key does not have moving parts though it can be used to activate one). If your Devise skill is higher than the total DEX roll, use the DEX roll instead.
-1 to multipliertarget is less than 95% pure substance (e.g. heavily polluted water)
-2 to multipliertarget is less than 50% pure substance (e.g. the water in a mudpool)
-1 to multiplieraction is complex (Animating a key to unlock a door)
-1 to multiplieraction involves manipulating another object (animating a chain to hold a key to unlock a door)
-1 to multipliertarget is enchanted
-1 to multipliertarget is touching an entity of some sort (e.g. a helmet on a man's head)
-1 to multipliertarget is alive, but has no STR (e.g. a bound spirit within an item)
specialtarget is alive, and has its own STR. In this case, each round of activation the caster must attempt to overcome the target's STR with his POW and compare to the following table for results:
successresult
criticaladd +1 to multiplier
special-1 to multiplier
ordinary-2 to multiplier
failurecannot control target this turn.
fumblespell is dispelled
Note: if the sorcerer's DEX multiplier drops to 0 or less, he cannot animate the substance at all.
Example: Somesit the sorcerer casts Animate Granite on a granite statue. His spell gets a x4 multiplier. (Animate Stone would only provide a x3.) Since the statue is man-made, he lost 1 multiplier. But since the statue is well-formed for animation, he gained multiplier, too. His final chance is DEX x 4.
Example: Now Somesit casts Animate Bronze on a trollkin's helmet, trying to cover the trollkin's face so it can't see or hear to fight. His spell gives a x4 multiplier, with a -1 because the target is crafted. He gets another -1 because the target is touching an entity (the trollkin). The total is DEX x 2.
        An object cannot normally be warped into complex shapes. For instance you could not warp a hole in a wooden door to peer through, though you may be able to twist the door in a diagonal axis, leaving a crack at one corner through which you could peer.
        When the Animate spell ends, the affected object returns to its original form, unless the caster makes the effect Permanent, or successfully uses an appropriate Craft when shaping the object. If the caster's modified DEX roll is lower than his Craft, he uses his DEX roll instead. This cannot be used for repairing damage, because the molding is too crude. However, something could perhaps be bolstered with this use, though not truly repaired -- for instance, a cracked wooden roof support could not be uncracked, but another piece of wood could be Animated to wrap around the weak part and hold it together.
        A damaged object can be repaired via Animate, if the caster takes at least an hour (more, for very delicate jobs such as jewelry or fine mechanisms) and is able to succeed at the appropriate Craft. Again, if the caster's modified DEX roll is lower than his Craft, he uses his DEX roll instead. This technique can also be used to shape an object into a reasonably complex form. (e.g., a door with a hole in it).
ATTRACT [harm] attack, touch, transient
        The recipient tends to attract various harmful attacks. Though this is a Touch spell, Range can be used with it, giving the effect a wider radius. For instance, a Range 1 Attract Missiles would cause the spell to attempt to attract every missile within 20 meters of the recipient. This spell cannot be cast on inanimate objects. If the target becomes inanimate (i.e., he dies), then the spell is cancelled. If two Attract spells would both affect a given attack, the higher Intensity spell checks first to see if it succeeds. Only if it fails does the other spell check. If two spells of equal Intensity compete, the one nearer to the attack checks first.
Magic:
this only attracts ranged spells to the recipient. In addition, the recipient must be a legal target. For instance, if he is not visible to the spellcaster, he does not attract the spell. Also (for example) if the target must be an intelligent being, a fixed-INT recipient is not targeted. Match the Attract's Intensity vs. each eligible spell on the resistance table and if the Attract wins out, the spell is targeted on the recipient.
Missiles:
this only attracts missiles with a clear view of the target. This does not mean the missile- user needs a clear view, just the missile. For instance. If the recipient is behind a tree so as to be unseen by an archer, all the archer needs to do is loose his arrow so that it flies past the tree. When it is beyond the tree, the recipient will be “vislble” to the arrow, and it can whip around and hit him. All eligible missiles roll percentile dice. If the total is equal to or less than 5 x the spell's Intensity, it hits him instead of its previously-designated target. It automatically hits the recipient. If the missile's user rolled a special or critical upon loosing it, then the recipient suffers a special or critical wound. If the missile's user failed to roll a hit, the recipient is still struck by the missile, unless the roll was a fumble.
Spirits:
all spirits capable of offensive spirit combat must roll their MPs vs. this spell's Intensity each round they are free. If they are overcome by the spell, they must attack the recipient. Spirits already engaged in spirit combat or who have 10 or more MPs than the Attract's Intensity can ignore this spell, as can spirits who are incapable of combatting him for some reason. An intelligent spirit friendly to the recipient can choose not to attack him, but must remain near him and cannot attack anyone else until it overcomes the spell's Intensity and selects another target.
BLESS [object] touch
        Makes a specific tool or weapon slightly magical. Each Intensity adds 5 percentiles to the user's skill at any task using that tool. If multiple tools are all blessed, and are all useful to the same skill, percentile adds are cumulative. For instance, if a scribe had a quill, inkstand, and writing desk each with 1 Intensity, he would have a +15% at Calligraphy using them. All uses of the tool are normally enhanced. Thus, a weapon would have both Attack and Parry increased. The spell definitions are fairly broad. Thus, Bless Sword affects 1H swords, 2H swords, shortswords, and rapiers. A tool that can be used both for work and fighting is blessed for both purposes. Thus, a farmer's blessed axe is better both for chopping wood and chopping people. While Bless Arrow is known, Bless Bow or Bless Crossbow are more generally useful, for obvious reasons.
BOOST [attribute] touch
        There are three such spells: Boost Armor, Boost Damage, and Boost Range, separately described below. The spell must have as much Intensity as the target object's ENC. Additional Intensity can be used to give the weapon enhanced qualities. For instance, if Boost Armor intensity 8 were cast on a medium shield (ENC 3), the shield would receive 5 extra armor points.
Armor:
Adds 1 to an object's armor points per intensity. Because of the extreme weight of body armor, this spell is normally cast upon a single piece of armor at a time, rather than the entire suit (a medium suit of chainmail, for instance, takes a minimum of 20 Intensity, but a chain coif only 2).
Damage:
Adds +1 to damage per intensity. Can be cast on innocuous objects, such as coins, in order to give them a damage potential.
Distance:
Use Range instead of Intensity for this variant. It is cast upon a missile, and adds the spell's Range to that missile's basic range (if no Range levels are applied, the missile's range is increased by 10m). If the missile's range is increased such that it exceeds its long range, then it has no long range, and can shoot at normal chance to hit out to the full range now possible. If an exceedingly long distance is given to a missile, some sort of vision-enhancing spell may be needed to target the enemy. Because of the small size of missiles, a single Intensity normally suffices for all save siege missiles.
BOOST [characteristic or skill bonus] ranged
STR, CON, SIZ, DEX, or APP
An unwilling target can attempt to resist. Each 2 Intensity adds 1 to the selected stat. Round fractions up -- thus a Boost STR 1, gives you 1 pt of STR, while Boost STR 3 gives 2. Boosting APP makes a target unrecognizable if 6+ Intensity is used.
INT and POW
INT and POW cannot be Boosted beyond the user's original rolled INT (i.e., the spell can be used to repair INT lost due to Tap or disease, but not to increase beyond the base number.)
Skill Bonus
Each 2 intensity adds 5 to the selected skill category modifier. All skills within that category are increased. For instance, Boost Perception 10 increases all one's perception skills by 25 percentiles.
Note: sorcery spells are NOT affected by Boost Magic.
CASTBACK touch
        Any spell with Intensity equal to or less than the Castback's Intensity bounce back at the caster, if the spell fails to overcome the Castback's Intensity. If both have Castback, the spell can ricochet back and forth until it finally gets through the Castback.
DAMPEN [skill] attack, ranged
        Each Intensity reduces the target's proficiency in the named skill by 10 percentiles.
DIMINISH [characteristic or skill bonus] attack, ranged
STR, CON, SIZ, DEX, or APP
Each Intensity subtracts 1 from the selected characteristic, to a minimum of 1. Diminishing APP makes the target unrecognizable if the APP is reduced to less than half its normal value. There is no Diminish INT or POW.
Skill Bonus
Each 2 intensity lowers the selected skill category modifier by 5. All skills within that category are decreased.
DOMINATE [species] attack, ranged, active
        This is an assortment of spells, each tied to a single species. Dominate must have an Intensity at least half the target's MPs. If the target fails to resist, he falls under the caster's domination. If the caster tries to force the target to perform an exceedingly repugnant action, it gets an immediate chance to break free. In any case, a sentient creature gets such a chance once a day. A being inside a Binding enchantment cannot resist this spell, and only one Intensity need be used regardless of the being's MPs in this situation.
DRAIN attack, ranged, instant
        Each intensity drops the target's fatigue by 1d6. This lost fatigue can be restored in the normal manner.
EVOKE [energy] ranged, instant
        Lets the user send a force as a beam towards a foe, striking a single randomly rolled hit location. The amount of the force which can be used in the beam is equal to the spell's Intensity. The beam can be emitted from the sorcerer's eyes, mouth, or hand(s), at his option.
Cold
Does 1 pt of damage to the target's general hit points, continuing for the spell's Intensity in rounds. Armor does not protect.
Flame
The flame does 1d(intensity) damage to one hit location. Flammable materials may ignite. Armor protects on the first round it is struck. If flame hits the same location for a second consecutive round, or the target site ignites, armor stops helping. Default chance of ignition for flammable materials is 5 percentiles per Intensity -- adjust for more or less (but still flammable) stuff.
Light
A sighted target must roll the spell's Intensityx5 on 1d100. If successful, he is completely blinded that melee round. The next round, he attempts to roll Intensity x 4, and keeps rolling until he succeeds. Until that time, he remains blinded. Darkness entities (such as hags or shades) and undead also take 1d(intensity) damage from Evoke Light. Finally, Evoke Light Neutralizes darkness-based magic.
Lightning
The target takes 1d(intensity) damage to a random hit location, ignoring metal armor.
Shadow
Blinds the target, lowering all sight-based skills by 5 per intensity. This situation improves by 5 percentiles per round. In addition, Neutralizes earth-based magic.
Water
Delivers a knockback attack of 1d6 per Intensity. In addition, can Neutralize fire-based magic.
Windblast
Abrades target at half intensity rate (i.e., 6 intensity does 1d3 damage, 12 intensity does 1d6 damage), destroying armor or hit points in the hit location struck. In addition, can Neutralize water- based magic.
FLY ranged, active
        Lets the caster levitate 3 SIZ of a target object at a move of 1. Each additional intensity either adds 3 to the SIZ allotment, or increases move by 1. An unwilling target can resist.
HAND OF DEATH attack, ranged, instant
        If the target is overcome, match the Intensity vs. his CON. If his CON is overcome, he dies at once. This spell costs the caster 1d4 general HP per casting.
HASTE ranged
        Each 2 levels of Intensity increase the target's movement rate by 1m/round and lower his DEX SR by 1. No matter how low DEX SR drops, no action can take less than 1 SR and the total number of actions permitted in a melee round does not change. The target loses 1 additional FP per melee round per 2 intensities, unless he rests, in which case he loses no fatigue, and regains it at the normal rate.
HINDER attack, ranged
        If the target's MPs are overcome, then each Intensity decreases the target's movement rate by 0.5m/round, to a minimum of 1m/round, and increases his DEX SR by 1. If the total SR of the target adds up to more than 10, he can take action only once every other melee round.
HOLDFAST (formerly Bind) attack (if cast vs. a living target), ranged
        Causes two adjacent 10cm x 10cm surfaces to commingle, with a glue STR equal to 3 per Intensity applied for that purpose. At least Intensity 2 must be used -- 1 for the surface area, the other for the first 3 points of STR. Each additional intensity either increases the area affected by another 10cm in every direction, or increases the glue STR by 3. If used to affect living tissue, the target's MPs must be overcome. If two living creatures are each affected, each must resist individually. The exact shape of the Holdfast can be altered by the sorcerer upon casting, so long as the total surface area is not increased beyond the spell's parameters.

Example: a vile sorcerer casts a high-power Holdfast spell to stop some attacking trollkin. He casts it on the corridor floor, using 14 Intensity for the total area -- covering 1.4 x 1.4 meters, but he alters the shape, because the corridor is only 1m wide, covering 1m x 1.8m. Four trollkin are are in the affected region. Two of the trollkin are barefoot, so their MPs must be overcome for the spell to work, and one successfully resists the sorcerer. The two sandal-wearing trollkin and the trollkin who failed to resist all feel their soles stick to the floor. The sorcerer has devoted 7 Intensity to STR, and each Heldfast trollkin must overcome a STR of (7x3)=21 with their own STR to break free.The two sandaled trollkin immediately begin to unlace their footwear. The barefoot glued trollkin just has to grin and bear it. He can try to overcome the Holdfast's STR next round.

IDENTIFY SPELL ranged, instant
        This allows the caster to identify a spell. It can be cast to identify an instant spell only if the casting is completed on the same round or the immediately succeeding round that the instant spell went off. It can also be used to identify a spell which is being prepared. (i.e., if you see an opposing wizard gesturing mystically, Identify Spell can tell what he is going to cast). For Intensity 1, you can only tell the spell's general category (i.e., Sorcery, Rune, Spirit Magic, Mysticism, Draconic, etc.). At Intensity 3, you know the spell's type (basically, read the second line of the spell's description -- for instance, if you were targeting an Identify Spell, you would be told “ranged, instant”. If you targeted a Locate Object, you would be told “touch, active”. At Intensity 5, you know the spell's MPs and POW (if any). At Intensity 7, you know the spell's name. At Intensity 10, you are given the spell's full description. This spell cannot be used to determine what spells are in an enchantment, but it can identify a spell being cast by an enchantment.
LOCATE OBJECT touch, active
        The object this spell is cast upon becomes traceable by the sorceror. When he concentrates on the object, bringing an image of it to his mind, he receives an impression of the object's current direction and distance. In addition, if Locate Object is dispelled, at that moment the caster involuntarily learns the object's current direction and distance, and he also receives a mental picture of the individual casting the neutralizing spell. If the caster or the object moves beyond the spell's Range, it cannot be used, but remains in effect. In this case, the caster knows if the Locate Object is dispelled, but receives no mental images, nor does he learn the object's direction or distance at such a time. Once the caster is again within Range, the spell reactivates automatically. Locate Object only requires 1 Intensity.
MYSTIC VISION ranged
        Only affects the caster himself (the spell's Range is how far he sees). Darkness or opaque stuff blocks you. Lets you see MPs. You see the exact amount of MPs in anything you look at, up to three times the spell's Intensity. Anything over that is just “greater”. Can be cast in a special transient format to determine the purpose of a magic item. When used in this way, 6 Intensity gives you the basic purpose of the item and12 Intensity lets you know the item's true nature. A 15 Intensity provides the item's history. In all of this, Lore skills can help.
NEUTRALIZE MAGIC ranged, instant
        Cancels a spell if the Neutralize Magic's intensity overcomes the defending spell's points on the Resistance Table. The Intensity of the Neutralize Magic must be at least half as strong as the defending spell's points. The Neutralize Magic automatically targets the strongest spell (even if it cannot affect it), unless the caster names a specific target spell. If the spell named is not present, the Neutralize Magic has no effect (the true name of the spell need not be known -- just “the spell making the dragonewt glow” is good enough).
PALSY attack, ranged
        Hits a random hit location. If the target fails to resist, and the Intensity is equal to or greater than the location's current hit pts, the location is paralyzed. A damaged hit location that is palsied and then healed beyond the Palsy's Intensity is still Palsied. If the head is palsied, the target falls unconscious. If the chest is palsied, the target is incapacitated, and begins to smother (start rolling at CONx10). If the chosen location is already Palsied, a second Palsy will not strike that location -- reroll until an unPalsied location is selected. By adding extra points of Range, the hit location roll can be modified by one point in either direction (after the die is rolled) per extra point of Range beyond that required.
PHANTOM [sense] ranged, (active to move or attack, otherwise a normal temporal spell)
        This is a complex of illusion spells, each affecting a particular sense. If the caster concentrates on the illusion, it can be moved around, animated, or otherwise altered. If he does not so concentrate, the illusion remains, but is immobile and unchanging. An illusion spell can be moved with incredible speed unless Phantom Touch is included in the total effect, in which case it is limited as described below. Illusion spells can be cast to connect them together.. Thus, a Phantom Sight can be attached to a Phantom Sound and Phantom Odor, to make an illusion more convincing. Unless the caster knows multispell, he must cast the spells sequentialldd.
Odor
higher Intensity makes an odor more intense. Intensity 1 is very mild, such as that of fresh- cut grass or a freshly-bathed child, while Intensity 10 is strong -- frying onions or dog breath. Range can be used in two ways in this spell -- the normal manner, in which the spell is cast at a distance, plus additional levels of Range can be used the enlarge the area affected by the odor, which starts at 1m radius, doubling for each level of Range used for this purpose. An odor can be cast so it floats in the air, or it can be used to permeate an object. If this spell is cast to permeate a living target he or she may attempt to resist. Very strong odors can be used offensively. To do this, match the odor's intensity vs. the target's CON. If the odor wins, the target is incapacitated that round. Make the roll every round. A target that holds his breath can avoid this effect, unless the smell is coming from he himself (because the spell was cast to permeate him.)
Sight
creates an illusion of SIZ 3.
Sound
creates a point source sound with increasing loudness per Intensity. The sound emitted cannot be altered or comprehensible unless it is concentrated on. For instance, a rattling noise could be left on its own, but music or speech requires concentration. A person shouting has a volume equal to his STR, and if a sound is intended to drown out speech, it can match its volume vs. the target's.
Taste
Affects an area of 1 SIZ (+1 for each Intensity used for that purpose). An offensive taste illusion can be used like an odor illusion, but the target must actually take the illusion into his mouth. Once the target's CON roll finally succeeds, he suffers no further effects unless and until he tastes it again.
Touch
manifests as an invisible solid force. It cannot do damage by itself, but can be Damage Boosted, Heated, or have other spell effects cast on it. This is the only illusory sense that can have non-illusion spells cast on it (such as Resist Magic). Each Intensity used to speed up the illusion gives it a move of 1. Each other level of Intensity used enables the touch to support 1 Intensity of each other spell cast on it (not counting illusion spells).
PRODUCE [energy] ranged
        Permits the user to create the desired effect in a selected object. The exact effects vary with the energy calledd.
Cold
Chills one non-living object of moderate size (one hit location of armor, a barrel full of water, etc.). Metal and water react best -- other substances not so well. The object's temperature drops by 10C per Intensity used for that purpose. Hence, Intensity 3 causes ice to form atop water at room temperature. An object chilled below freezing causes 1 pt of damage per round (on SR 10) it is held or on the target's body; per 10C below 0 it has been chilled. The damage starts at 1 pt, and grows by 1 pt/round, until it reaches its full level.
Heat
Causes one non-living object of moderate size to heat up to 1d6 per Intensity at its hottest. Only really effective on conductive objects, such as metal. The object gradually heats up, taking one minute (5 MR) to reach the first 1d6 heat, then adding 1d6 more per round thereafter until it has reached its full temperature.
Light
Creates a glow with a range equal to Range, and a brightness based on Intensity. 1 pt is enough to read, 5 is daylight, 10 is bright daylight.
Shadow
Creates a faint shadow on everything within Range. Each additional Intensity deepens the shadow. 5 pts make a shadow even in full daylight, and 10 are like a moonless night. Each Intensity addds +5 percentiles to Hide or Conceal for anyone within the shadow, and -5 percentiles from any visual perception used in or through the shadow.

PROJECT [sense] ranged, active
        Lets the caster project the specified sense to the Range of the spell. The caster can move the viewpoint at a rate of 1m/round, each additional Intensity adding 1 to the rate. The spell cannot penetrate more than 10cm of dense material per intensity. The viewpoint is immaterial -- it can be detected magically and dispelled, but physical attacks have no effect. Magic attacks directed vs. the Projected sense affect the caster normally, if the attacks have enough range to reach the caster (wherever he is). Since the Projected sense is active, the caster cannot himself cast spells through it, not even Held spells.
PROTECTIVE CIRCLE touch (though Range must be used)
        Creates a magical framework on which other spells can be cast. Each point of Range used in the spell gives the circle a 1 meter radius of effect. Each point of Intensity provides the circle with a particular strength. This circle is immobile on the substrate on which it is cast. If the substrate is mobile (for instance, a ship's deck), then the circle can move along with it. Any other spell can then be cast on the framework by the Circle's original caster, or by anyone included within the Circle, and that spell becomes part of the Circle. For instant, a Castback thrown on the Circle will protect everyone within. No spell's Intensity may surpass the Intensity of the Circle itself. Instant spells remain quiescent within the circle until an appropriate object crosses the circle, in either direction. For instance, if a Neutralize Magic spell is placed in the Protective Circle, it will activate only if a spell crosses the boundary, in which case the Neutralize Magic will attempt to dispell it. A Dominate Human spell will remain quiet until a human tries to cross the boundary, when it will attempt to Dominate him (since the Circle is mindless, a Dominated human slumps inert). Such attack spells act as if they had MP backing them up equal to the current MPs of the Circle's creator. If he loses all his MPs or is killed, the Protective Circle vanishes. Temporal spells remain in effect until it or the Circle is allowed to lapse. This is a good way to protect everyone in the party with a Skin of Life, for instance.
REGENERATE touch
        This spell causes a severed limb to regrow at a rate of 1% per intensity per week. The spell must be maintained until the limb is fully restored. It can instead be used to raise general hit points at the same rate (i.e., 1% per intensity per week). If a Regenerate spell is dispelled or dropped before the limb is completely regrown, the limb suffers a shock. Roll 1d100 minus the Intensity of the cancelled Regenerate spell. The result is the % of the limb that becomes necrotic and must be removed before another Regenerate spell can work. Note that a very low roll might actually end up sprouting an additional limb (with a negative result). The % of the limb that is lost is added to whatever percentage is already lost. A result of more than 100 is treated as more than 100 -- the limb is considered to be so badly damaged that extra time beyond the normal is taken to regrow it. This spell “grows” while it is working its effect. Each week the spell is in effect, it increases its virtual MP total by 1. These extra points do nothing but take up more space in the magician's Presence. If it gets so large that the magician can no longer maintain the spell, the Regenerate is cancelled, with the dire effects specified above.

Example: Tidbit the trollkin has lost his leg in combat, and Subadim wishes to restore it. Subadim devotes 15 Intensity to the project, hoping to regrow the limb in 6 and a half weeks. This uses up 15 of his Presence. Each week after the first, the spell grows, until at the end of the sixth week, it is using 20 Presence. At this time, Subadim is attacked by bad guys, and has to use some of that 20 Presence to cast a spell. This cancels out the entire Regenerate, and 1d100 is rolled to determine the effect on poor Tidbit. A result of 40 is obtained. Subtracting the spell's Intensity from 40 gives us a final total of 25, so Tidbit loses 25% more of his leg. He'd gotten it regrown up to 90%, but now drops back to 65%.

RESIST [attack type] touch
        The incoming attack must overcome the Resist's Intensity in order to do any damage at all. Otherwise, it is canceled. If it does overcome it however, all damage penetrates. Some of these spells come in sub-types. These sub-types have the advantage that they resist at double Intensity, but they may only resist their specific attack.

Example : Resist Creeping Chills (a sub-type of Resist Infection) is worthless vs. Soul Waste .

Damage

Stops physical damage (not general hit point damage, tho). Armor or armor-like spells take effect after the Resist Damage has attempted to halt incoming harm. Damage resisted won't hurt the target, but knockback or knockdown can still occur. This spell has only a few sub-types: Resist Fire, Resist Cold, Resist Falling Damage, and Resist Impale are among them (note that the latter only attempts to resist vs. extra impaling damage, not ordinary damage rolled by a thrusting weapon).
Death
Does not always work like other Resist spells. If the target is slain, this spell then comes into effect. For each Intensity of Resist Death, the target can go 1 HP beyond normal death without actually dying (he is still unconscious, though). This spell does work in the normal Resist manner to try to block Death magic; i.e., any spell which causes death directly, without doing normal damage -- like Sever Spirit, Fang of Wachaza, etc. It attempts to resist whatever is the actual number used to kill the target. For instance, it would try to resist a Sever Spirit by pitting itself vs. the Sever Spirit caster's MPs (and the target would still suffer 1d6 CON damage if Resist Death worked), and it would try to resist vs. the damage done with a Fang of Wachaza. This spell has no sub-types.
Infection
Helps vs. infection by disease. After exposure, the severity of the disease must overcome the Intensity of the spell in order to take hold. Otherwise, no disease is contracted. If the target is attacked by the given spirit of disease, then this spell acts to resist it as per a Resist Spirit, plus once the spirit has successfully possessed the target, each time the spirit's effects attempt to harm the user, the spirit's MPs must overcome the Resist Infection or the spirit is cast out of the body and causes no harm. This spell has sub-types; one for each disease (i.e., Resist Creeping Chills).
Magic
Stops incoming spells. Spells that cause damage by physical means, with no resistance roll, (like Thunderbolt) are untouched -- Resist Damage must be used against such effects. Also spells that harm one indirectly, such as Shake Earth, are not affected. This spell has sub-types as per each spell (i.e., Resist Disruption, Resist Evoke Fire, etc.).
Poison
works vs. any kind of poison or venom.. This spell has sub-types as per type of poison (for instance, Resist Scorpion Man Venom.)
Spirit
an attacking spirit must overcome the Resist Spirit before it can attack the user in spirit combat. It must make the roll each round. This spell has no sub-types.

SENSE [substance] ranged, active
        Upon concentrating, the caster becomes aware of every source of the chosen substance within range. The spell penetrates 10 cm of dense, opaque material per Intensity. Commonly used substances include gold, silver, bronze, gems, etc.Some unusual “substances” are listed belodd.
Life:
any living creature is detectable. This does not include semi-living things like elementals or undead, of course.
Magic:
any active spell or enchantment.
Malice:
anyone meaning harm to the caster. Note that the target must be aware of the caster before this will detect him.
[Species]:
the use is obvious. Trolls, elves, horses, are all useful targets.
Undead:
any undead, or dead-but-animate creature is detectable. This includes not only obvious undead like vampires, but animated corpses, ghosts, etc.
SHAPECHANGE [species] attack, ranged
        This spell requires intensity equal to at least half the SIZ of the target creature. In addition, the target's MPs must be overcome. There is a different version of this spell for each different type of creature, but you may choose what you want to transform the targets into each time the spell is cast. Shapechange does not alter any of the target's statistics, including SIZ. Special powers of the target species are only transferred unless they are inherent in the body form and metabolism. Thus, a man shapechanged into a bat could fly (there might be a learning process involved, of course), and if he were a fish, he could breathe water. This spell is only usable on creatures possessing STR, CON, SIZ, INT, POW, and DEX, and can only transform them into such creatures. Thus, you could learn the spell of Shapechange Human, but not Shapechange Vampire, because vampires lack POW. Similarly, you could not Shapechange anyone into a pain spirit or a zombie, because these creatures are incomplete.
SKIN OF LIFE touch
       &nbspAs before.
SMOTHER attack, ranged, transient
        Lasts 1 melee round per Intensity. The target takes normal CON rolls as per asphyxiation, taking 1d3 damage per round once he fails.
STUPEFY attack,ranged, active
        To be effective, this spell's intensity must be equal to or greater than the target's Free INT. If so, and the target fails to resist, he ceases all action, and simply stands there, taking no will or interest in what goes on about him. He may be led or forced to walk, eat, or sit, but takes no independent action. He may babble incoherently. He remains in this state until he sustains physical or magical damage or the spell lapses.
SUPPRESS SORCERY attack, ranged
        This spell affects the target's Presence. One point of his Presence is trapped and rendered incapable of supporting spells or being used to cast magic per Intensity. If the target's Presence is reduced far enough, he may be forced to drop maintained spells, taking 1 round per spell to do so.
TAP [characteristic] attack, touch, instant
        This spell permanently destroys 1d6 of the specified attribute and provides something to the caster, in an equal quantity to the points taken. A target's characteristic cannot be reduced to less than 1, and points beyond that are not subtracted. Thus a target whose POW was 1 would be immune from Tap Power. The minimum Intensity needed for the spell to take effect on a particular characteristic variedd.
Strength (Intensity 2):
The caster gains Fatigue.
Constitution (Intensity 3):
The caster gains HP, which may be applied either per location or as general HP.
Size (Intensity 4):
the caster gains density, adding to SIZ for the purpose of figuring damage bonus only. In addition, he gains 1 point of skin armor.
Intelligence (Intensity 5):
the caster gains Presence.
Power (Intensity 1):
the caster gains MPs. This is the commonest Tap.
Dexterity (Intensity 4):
the caster's DEX SR is lowered by 1 for each point of DEX drained. No matter how low the caster's DEX SR drops, no action can take less than 1 SR.
Appearance (Intensity 3):
the caster takes on the target's appearance (as it was before the Tap).
        A caster may only have one Tap in effect at a time. If he casts a second Tap, then supranormal benefits from the earlier Tap are lost. But if he currently had hit pts beyond his normal maximum, the excess would go away. Note that the “normal maximum” for MPs is considered to be twice the user's POW. Creatures with a POW of 0 have no MP maximum. Tap is fearsome in the hands of a wraith.

Example: Evil Nim the Tapster decides to Tap his neighbor's cows one dark night. Nim has 3 points of damage in his right arm and a POW of 12. He Taps the first cow for Heal CON, draining 4 points from the animal, and applying it all to his right arm, which now has 1 HP more than normal. He then taps the same cow's POW, draining 5 points. When he casts the second Tap spell, the extra HP point in his arm goes away, However, the arm is not re-injured. His MPs are now 17, though his POW is still 12. He moves onto a second cow and Taps its POW as well, this time giving him 3 MPs. Though he has now cast a third Tap, his second Tap's benefits do not go away because 17 MPs is not “supranormal” for a POW 12 individual. Now he has 20 MPs. He taps a third cow, rolling a 6 for MPs gained. His total MPs are now 26. If he casts another Tap, the 2 MPs beyond his normal maximum of 24 would go away.

TELEPATHY ranged, active
        Allows mind-to-mind communication between the caster and a target, or between two targets chosen by the caster (it must be Multispelled for this latter purpose). An unwilling target can attempt to resist as per an attack spell. At intensity 1, only the life, death, or unconsciousness of a fellow communicant can be sensed. At 3 intensity, communication as in Mindspeech is allowed. At Intensity 6, one user can see through another's eyes (but not cast spells or take action). At Intensity 9, the users can cast one another's spells. At Intensity 12, they can use each other's MPs . At Intensity 15, one user can take over and control another's actions by overcoming his MPs with his own. He must renew such control every melee round (and if he loses, the victim can attempt to control him). Since Telepathy is an active spell, even at Intensity 12 you can't personally cast a spell with your partner's MPs, but you can use them to fill up an MP matrix or for a spell being cast by your familiar or any other being who normally has access to your own MPs. Or if someone else casts the Telepathy instead of you, you're home free.
TELEPORT ranged, instant
        Each Intensity teleports 3 SIZ that must be touching the caster to a point that the caster can see within Range, or to a Homing Circle within Range. If the caster has several Homing Circles, he can choose which one to teleport to.
TRANSFORM TO [species] attack, touch
        This spell is only available to certain specialists. It acts like Shapechange (q.v.), but instead of restricting which creature is transformed, it dictates the species to which the target is transformed. For instance, a Woods Mage's Transform to Tree can transform a man, a bear, an elf, or a horse into a tree. You still need Intensity in the spell equal to at least half the target's SIZ.
TREAT WOUNDS touch, transient
        Enables the target to receive First Aid a number of times equal to Intensity. Each success heals damage as per normal First Aid rules. Fumbles, special successes, and critical successes are all as per normal rules. Unlike normal First Aid rules, a single injury can be aided multiple times with this spell. Once all First Aid attempts have been made, the spell ends.
VENOM attack, ranged, instant
        If the target is overcome, then a venom with POT equal to Intensity infuses the target. If he resists the POT with his CON, he takes half damage. Otherwise, he takes the full POT in damage.

Ritual Magic

Learning Ritual Spells:
these take 50 hours to learn just like any other sorcery spell, and the teacher must know all Arts plus boast a skill of 90+ in the particular skill for that spell. When the spell is learned, it uses up 1 INT to memorize, like any other sorcery spell. However, the spell does not have an independent chance of success, but is always the same as the corresponding Ritual skill.
Casting Ritual Spells:
to cast a Ritual spell, the caster must have learned the spell in question. He then spends at least an hour per Art level in the spell (unless its spell description specifies otherwise) plus any hours spent in Ceremony. During the ritual he may not eat, drink, sleep, or lose concentration. At the end of the ritual, he rolls against the appropriate skill. If he succeeds, the spell goes off and the MPs or POW is lost.
Example: Torgam the adept decides to enact the ritual of Apprentice Bonding. His chance of casting the spell is equal to his Ceremony skill of 55, because it is a ritual Ceremony. He decides to use additional Ceremony to enhance his chance of success (yes, Ceremony can be used to boost the Ceremony skill when it is used in spellcasting). He spends 4 hours in Ceremony, thus adding 40 percentiles to his chance of success for a total chance of 95. He succeeds, his apprentice loses 1 POW, and the bonding is in effect.
Restricted Arts:
Unless otherwise stated in the spell's description, the Arts of Hold, and Multispell cannot be used with a ritual magic. Ease and Speed do apply, but they still only affect the total time measured in rounds, so they are rarely bothered with. Normally, for each Intensity in an Enchant, one POW can be sacrificed.
Reverse Spells:
Many ritual spells have a reverse effect that can be cast instead of the normal, beneficial form. In such cases, the reverse effect's name is included in parentheses after the normal spell title. The reverse spell does not have to be learned separately. If a sorcerer learns Enchant Iron, he also receives the ability to Disenchant Iron.

Special Summoning Rules

Power Within
Take 1 melee round and concentrate, gathering your inner strength. At the end of the round, you lose 1 hp and 1d6 fp, and receive one of the following:
  1. MP equal to the rolled fatigue loss (i.e., 1d6)
  2. +1 Art level on the next spell you cast (it must be started on the first round after you cease the Summoning process). It is legal to Summon for several rounds in a row. The total rounds spent cannot exceed your Summon/10, rounded up.

Special Enchantment Rules

Special Materials:
Very fine or semi-magical materials permit an enchanter to put more POW into the object. This is largely up to gamemaster discretion. Thus, a common pebble could only contain 1 POW of enchantment. A simple pine staff might only be able to hold 4 POW. The carved branch of an awakened sapient tree might hold 10 POW. A carved length of ebonywood with a demon's stoney heart as the end knob might be able to hold 20 or more POW.
Enchanted Tattoos and Ritual Scarification:
Normally, enchantments are engraved into an inanimate object. However, enchantments can be tattooed or scarred, or otherwise permanently attached to a living being (body paint could be used, but when the paint rubs off, so would the enchantment). This is not as easy a process as crafting an object, and the enchanter needs to spend an extra point of POW for each enchantment he places onto a live person. Undead or dead-but-animate entities are exempt from this extra POW requirement. Of course, beings lacking SIZ or permanent SIZ can't have anything permanently tattooed onto their bodies. Note that a living being has no limit to the amount of POW that can be enchanted into him. Tattooing or Scarifying a body requires the caster or an assistant to use the Tattoo skill.
Conditions:
when placing Enchantments, the caster can emplace Conditions at the same time. Conditions do not make the Enchantment any harder, but do increase the POW cost. (And thus may render an enchantment impossible, by forcing the total cost above his allowed Art level).

Ritual Spells

APPRENTICE BONDING ritual Ceremony
        This establishes a special link between the master and his students. The apprentice must spend 1 POW for the bond to take place. Once completed, the master will always know the approximate distance and direction of the apprentice, and can issue a mental summons for the apprentice to return to him (which the apprentice need not obey, at his peril). He cannot read the apprentice's mind or control his actions in any way. This effect lasts until the master's death.
BANISHMENT (Shackle Soul) ritual Ceremony
        A funeral ritual common to Malkioni cultures. If successfully performed over a corpse, it ensures that the soul of the deceased passes on to whatever afterlife is due it, and does not remain as a ghost or evil spirit to haunt the living. There is a reverse form of this Ceremony, known as Shackle Soul, which is considered evil and chaotic by most societies. It prevents the corpse's spirit from passing on to the afterlife, and the spirit often responds by transforming into a ghost or wraith over a time. A true Banishment not only cancels out the evil Shackle Soul, but also sends the spirit on to its afterlife, safe from further attempts to hold it here.
BINDING (Ban) ritual Enchant
        Lets the caster spend POW to create an enchantment which can contain spirits. This costs 1 POW per stat of the creature the enchantment is intended for (not counting APP). Only incomplete creatures can be bound, and only if they lack permanent SIZ (like Naiads), or if they normally form their bodies from raw materials (like Elementals). For instance, a Bind Naiad would cost 6 POW, as nymphs have all stats. A Bind Power Spirit would only cost 1 POW. Once created, a binding enchantment is specific as to species. Thus, a Bind Undine enchantment could not contain a Gnome, even though both entities have 3 statistics.

Standard costs:

SpeciesBinding CostCharacteristics
Chonchon5STR, CON, SIZ, INT, DEX
Elemental (any)3STR, SIZ, POW
Ghost2INT, POW
Hellion1INT
Intellect Spirit2INT, POW
Magic Spirit2INT, POW
Nymph (any)6STR, CON, SIZ, INT, POW, DEX
Power Spirit1POW
Wraith2CON, INT
 Note: when you initially summon an elemental, you need the appropriate amount of element present. Once the entity is bound, it can be called forth at will. However, there must be a trace of the appropriate element present, or it cannot take shape. As a rule, figure you need around a liter of the element for each cubic meter it has. For instance, a good-sized torch will serve to call forth a 2m elemental. The reverse spell, Ban, can be used on an object or as an area enchantment to keep a specific type of otherworldly entity out . Used this way, MPs must be placed within the Binding. Whenever the banned type of entity tries to enter the object or area, it must successfully overcome the Binding's MPs with its own. Once it succeeds, it must make the die roll again on each melee round or it is unceremoniously expelled. If the entity has MPs 20 or more above the ban, it can ignore this effect.
BLESS ritual Ceremony
        A common ritual typically used at weddings, tournaments, coronations, and other important occasions. The ritual can take anywhere from a few minutes to a few days, depending on the occasion. At the ritual's completion, everyone participating expends a variable nuumber of MPs. The gamemaster adjudges the effect, if any, of the blessing. In general, longer rituals, with more participants, and more MP spent, have more tangible results.
CREATE BASILISK ritual Enchant
        You need a live toad or adder, and an egg laid by a rooster. The ritual is performed, and then the toad or snake must incubate the egg for a month per POW pt sacrificed. The sorcerer can use HoldFast or Dominate to make the incubator behave. When the basilisk hatches, its glance is the equivalent of a 1-pt Rune spell per pt of POW used in Create Basilisk. The basilisk will not be friendly towards its creator. Its characteristics are determined randomly. This is considered a Chaotic spell.
CREATE FAMILIAR (Loose Familiar) ritual Enchant
        You must still give points of your own stats to the familiar, just as before, but only 1 point in any one missing category. You cannot provide points for stats that are not missing in your familiar. When the familiar dies, you get your lost stat back, exactly one year later.
  • INT
    adds 2d6 to familiar's fixed INT and makes it normal INT.
  • POW
    gives a POW equal to your own, but this new POW can only be increased by an experience roll of 01-05.
  • SIZ
    either transforms familiar's SIZ to real SIZ or gives it a SIZ of 1
  • STR
    as per SIZ
  • CON
    as per SIZ
  • DEX
    gives a DEX of 2d6
        The reverse effect, Loose Familiar, enables you to free your familiar from your mental control and fellowship. It still retains the Stat(s) you provided it, but is freed. If it dies, you still get your lost stat back after a year.
CREATE VAMPIRE (Destroy Vampire) ritual Enchant
        Must be used on a corpse dead no longer than a day. At the end of the week-long ceremony, it becomes a vampire with MPs and FPs equal to the corpse's previous POW. Thus, the victim of this ritual must be alive for the first six days of the ceremony, and is killed just before its completion. The ritual costs the caster 7 POW. Destroy Vampire also takes a week, and the vampire's body is needed for the entire duration. The caster loses 3 POW instead of 7. This is the most sure way to destroy a vampire, but is rarely performed, for obvious reasons.
CURSE ritual Summon
        A ritual used to send curses against one's foes. The mechanics of performing a Curse are similar to the Bless ritual, and the results equally vague.
ENCHANT [characteristc] (Decrease [characteristic]) ritual Enchant
        Lets the caster increase a characteristic of the target. If a living being is the target (the normal case), he must be tattooed. It cannot be used for SIZ, INT, or POW. Each POW in the spell ups the selected characteristic by 1. Thus, Enchant Strength 4 increases a man's STR by 4 and costs the caster 5 POW, (the extra point because it was tattooed). Only one enchantment of a given characteristic is in effect at a time. For instance, if a man receives both Enchant Constitution 6 and Enchant Constitution 8, his CON is boosted by 8, not 14. This spell can be used in reverse, as Decrease [statistic]. If so used, the chosen characteristic is reduced by 1d3 per POW. Decrease can be used to decrease POW or INT (but still not SIZ). If an individual has both Enchant and a Decrease on him, the the higher of each adds together. A man with Enchant Constitution 8 and Decrease Constitution 6 has a +2 CON.
STRENGTHENING (Debilitation) ritual Enchant
        Increases an attribute of an object by 1d3 for 1 POW. Normal attributes that can be affected are Armor, Armor points (for weapons, for instance), Hit Points, Fatigue (living beings only), etc. Can be used in reverse, as Debilitation, to decrease an object's APs by 1d10. If APs are reduced to 0 or less, any rough touch will shatter the object -- the lower the APs, the more fragments are produced. In any case, all enchantments on the object are permanently destroyed. Debilitation can be used with a Condition so only certain beings would destroy the object with their touch. A wizard who tries to Warp a Debilitation must subtract 10 from the appropriate Craft for each negative AP. If the Craft roll fails, the object shatters.
ENCHANT [metal] (Disenchant [metal]) ritual Enchant
        Lets the caster temper one of the magic metals of Glorantha, by spending 1 POW per 10 ENC of metal. An appropriate Craft skill is generally handy to use at the same time. The reverse simply untempers 10 ENC of the metal per casting. No Craft skill is needed.
HOMING CIRCLE ritual Enchant
        Creates an area to which one can target using the Teleport spell, even if it is out of the user's sight. Each POW spent on creating the Homing Circle renders it capable of accepting 20 points of incoming SIZ.
IMMORTALITY ritual Enchant
        Prevents the caster from aging. The spell must be maintained, and the spell must have sufficient intensity to equal or exceed his original CON (not current). On the first day of each subsequent year, the sorcerer's original CON goes up by 1 (this does not affect his current CON). If the spell's Intensity is ever lower than the sorcerer's original CON, then he must perform the ritual again within one day, with a sufficiently high Intensity to equal or exceed the sorcerer's new (higher) original CON, or suffer all the aging effects of all the years in which Immortality was in effect. This spell also requires another component, best chosen by the gamemaster (water from the Fountain of Youth, virgin blood, etc.).
MAGIC POINT MATRIX (Magic Point Sink) ritual Enchant
        Allows a sorcerer to create an MP storage device. The sorcerer must have an object Crafted appropriately by someone who knows MP Matrix, and he then performs the ritual, sacrificing 1 or more POW. For each POW in the Matrix, it becomes capable of holding 2d6 MPs. The opposite effect, Magic Point Sink, creates an object into which MPs can be placed, up to the maximum possible for said object. However, MPs cannot be withdrawn from it, only emplaced.
NEUTRALIZE ENCHANTMENT ritual Enchant
        Allows a sorcerer to “break” enchantments. To do this, the sorcerer must spend 1 POW and match the Intensity of his Neutralize Enchantment vs. the POW invested in the enchanted item. If the item has MPs of its own, he must also overcome these with his own MPs. If he succeeds, then the enchantment is broken, but his POW is lost in any case. This can also be used as an alternate means of canceling a Permanent spell.
OPEN SEAS ritual Ceremony
        As previously described.
SPELL MATRIX (Suppress Spell Matrix) ritual Enchant
        This lets you place a spell in a magic item, so you don't have to memorize it any more. For each point of POW you place in it, 10 percentiles are added to anyone's chances of casting the spell, so it can be manipulated to greater levels than before. Someone (not necessarily the Sorcerer) must have previously succeeded in a Craft skill on the item, engraving runes, patterns, etc. This must be done by someone who knows both the spell being emplaced and Spell Matrix. This can be done before the Spell Matrix is created, so a failed crafter can try again, unless he has fumbled and damaged the object. If someone lacking sorcery skills attempts to use the enchantment, he receives his Magic Bonus as a base chance to use the spell (minimum of 5%), plus the percentiles included with the enchantment (i.e., an enchantment with +30 percentiles could be used at 30%, plus the user's Magic Bonus). He can use any Arts he knows with the spell. If the wielder knows no Arts, he can use Intensity (only) with the object, to as many levels as the total skill involved allows.
Example : a farmer who knows no sorcery discovers a Call Light matrix, with 4 POW in it, giving it a +40% skill. His own Magic bonus is +1, so he has a 41% chance to cast Call Light. He can use up to 5 levels of Intensity with it, though he has learned no Arts.
The reverse effect, Suppress Spell Matrix, can only be enchanted onto a pre-existing spell matrix. Each POW in Suppress lowers the user's chances in using all spells within that matrix by 10 percentiles.
SUMMON [species] ritual Summons
        Lets the caster summon a creature from the Otherworld. If the caster knows the actual name of the creature being summoned, he gets the one selected. Otherwise, he gets a random member of the targeted species. Commonly, Hold is used to keep a Dominate spell ready for the creature's arrival. If the Summon roll is fumbled, a link to the Otherworld appears anyway, and a creature shows up, but not of the desired species. Only hostile and dangerous entities appear on such a bungled Summoning.
WARP ENCHANTMENT ritual Enchant
        This enables the sorcerer to alter one enchantment into another. He must know all the enchantments involved, both those in the item as it stands, and those he wishes to change them into. Either he or an assistant must succeed in a Craft roll for the item he is warping, to properly alter the patterns on it. He has only one chance to succeed in the Craft, and if he fails, the Warp fails. He must also, of course, succeed in his Enchant skill roll, plus sacrifice 1 or more POW. If the enchantment has its own MPs, he must overcome those MPs with his own. If both the Enchant roll and the MP vs. MP roll (if needed) succeed, then the caster matches the POW he spent vs. the total POW in the enchanted item. If his lost POW overcomes the enchantment's POW on the Resistance table, then the spell is altered as desired. Normally, sorcerers spend 1 POW when casting this spell, hoping for a lucky roll. Warp requires the use of Multispell, even if the user is changing the enchantment into the exact same enchantment (example: to improve a poor die roll in a MP Matrix creation, a sorcerer might use Warp to get a new, hopefully better, roll). A Multispell Art level is needed for each different spell involved, both those currently in the enchantment as well as those he wishes to Warp them into.
Example: Cybex has a MP Matrix containing 5 POW and 22 MPs. He decides to blow 1 POW in hopes of altering it into a combination Spell Matrix for Castback and a smaller MP Matrix nstead. He knows Castback, Spell Matrix, and MP Matrix, and succeeds in his Enchant and Craft rolls. He must now overcome the matrix's MPs with his own, and does so. He now matches the 1 POW he spent vs. the 3 in the object, giving himself a 40% chance of success. He succeeds! He now decides to use the 5 POW to alter the matrix into a MP Matrix 3 and a Castback 2. When he rolls for the new MP total in the matrix, he gets a 24, higher than before! The total Arts used in the Warp Enchantment were Intensity 1 (for the POW) and Multispell 3 (for Castback, Spell Matrix, and MP Matrix), so the ritual takes him 4 hours, plus any Ceremony.
WORSHIP INVISIBLE GOD ritual Ceremony
        Lets the user lead a formal worship service. If successful, all participants in the ritual receive spiritual assurance that the MPs donated to the Invisible God were acceptable.

SECT SPECIAL SPELLS

Borist College of Magic

NEUTRALIZE POISON

Brithini College of Magic

DECREPITUDE attack, ranged, instant
        The target is instantly aged a number of years equal to 1d(intensity). If the target is a being that normally does not age, the spell has no effect. Also, immature individuals are immune to this spell -- only full adults can be affected.
SUPPRESS [ART] attack, ranged
        This spell comes in several subtypes -- one for each Art. The most common is Suppress Intensity, naturally enough. Once this takes effect, each time the victim wishes to cast a spell, he must first roll on the Resistance table between his MPs vs. the Suppress. If he fails to overcome the Suppress, then for the remainder of that melee round, he may not cast any spell using that Art. If he does overcome the Suppress, then he can use that Art for that round (only). If a spell takes more than one round to cast, he must successfully resist the Suppress on all rounds of casting, or the spell is cancelled and he must start over again.
SUPPRESS WIZARD attack, ranged
        Each 2 Intensities in this spell reduces the target wizard's chances for success with all non-ritual sorcery spells by 5 percentiles. Thus, a Suppress Wizard 10 would reduce a sorcerer's chances to cast almost any spell by 25, which also lowers the total Arts he can put into his spells.

Carmanian College of Magic

PROSCRIBE [cult] ranged
        Each Intensity reduces the chance of the target successfully casting spirit and divine magic learned from the proscribed cult by 5 percentiles. The target can not resist the spell, but defensive magic may block its effects. Bound and allied spirits and Mindlinks should be checked to see if they are also affected. It has no effect on any other spirit or divine magic. Only theistic and spirit cults are affected, not Malkioni sects. Proscribe [Cult] spells exist against Gorgorma, Yu-Kargzant, Shargash, Storm Bull, Tawar, Kyger Litor, Humakt, Chalana Arroy, Lodril, and the entire panoply of Pentan and Char-Un spirits, plus others at the GM's discretion.

Galvosti College of Magic

CLEAR MIND

Hrestoli College of Magic

Farmer Caste
        All Hrestoli start out as members of the Farmer caste.
  1. May not wear metal armor
  2. May not ride a stirruped steed
  3. May learn no Art.
Knight Caste
        To qualify for Knight Caste, a Hrestoli must have 60% in Plant Lore and any Craft.
  1. He may learn only the Art of Intensity.
  2. He may take the High Vow.
Wizard Caste
        To qualify for Wizard Caste, a Hrestoli must have a melee weapon attack of 90%, a weapon parry of 90%, and one other military skill (Hide, Ride, Conceal, missile weapon, etc.) at 90%.
Lord Caste
        To qualify for Lord, a Hrestoli must be an adept.
Hrestoli College Spells
DRAIN SOUL attack, ranged, instant
        If the target fails to resist, he loses a number of magic points equal to 1d(intensity). At least 3 Intensity must be used or the spell has no effect.
FALSE ARMOR ranged
        This spell gives the target 1 pt of mock-armor per intensity in each hit location for the duration. This mock-armor is destroyed by incoming attacks, point for point. It is always hit before any other defensive magic takes effect (except Resist Damage, which does take effect first). Though this spell can be maintained, once the false armor is destroyed, the effect is cancelled.

Example : a knight with Intensity 6 False Armor has 6 extra armor points in each location. If he is struck for 4 points of damage in his chest, his chest would only have 2 false armor points left, but his other locations each still have 6.

NEUTRALIZE ARMOR ranged
        This spell is cast on a weapon or missile. When the weapon strikes home, the Intensity of the Neutralize spell is matched vs. the target's APs. If the Neutralize succeeds, the enemy's armor is halved for that strike. Casting Neutralize Armor on a bow is useless, unless you physically strike the foe with your bowstave. Neutralize Armor can be cast on arrows or quarrels, however.
PRESERVE [item] touch, instant.
        This spell's effects last for one week. Unlike most instant magics, its effects can be dispelled. The spell grants a temporary bonus of +1 AP. A side effect of the extra armour point is that the Blessed item will remain in the same state of repair it was in when the spell was cast: armour remains shiny and new, clothing is difficult to soil, a room stays clean and tidy. The spell is thus extremely useful for keeping up appearances. While it is usually cast upon a tool (plow, hammer, sword), variant Blessings exist for carts, roofs, fires and the like.
SUPPRESS PAGANISM attack, ranged
        The target's chance to cast spirit spells is reduced by 5 percentiles per intensity.
SUPPRESS PRIESTCRAFT attack, ranged
        The target can cast no non-ritual Rune spells unless he expends 1 MP per Intensity of the Suppress spell during the casting. MPs that would normally be spent anyway (such as in a Heal Wound) do not count towards the total needed. These extra MPs do not count towards boosting a spell to blast through an opponent's defenses.
Rokari Sect
Farmer Caste
  1. He may not wear metal armor.
  2. He may not practice any Art except Intensity. He may take the High Vow.
  3. He may not learn inappropriate spells.
Knight Caste
  1. He may not practice any Art but Intensity. He may take the High Vow.
  2. He may not own land.
  3. He may not learn inappropriate spells.
Wizard Caste
  1. He may practice all sorcery.
  2. He may not own land.
  3. He may not wear metal armor or shields.
  4. He may not wield “military” weapons as defined by Rokari law and tradition.
Lord Caste
  1. He may practice all the Arts but Intensity. He may take the High Vow.
Rokari College of Spells
BLOCK PAGAN attack, ranged
        Has no effect on non-shamans. If the shaman fails to resist, and the intensity of the spell is equal to or greater than the MPs in the shaman's fetch, the fetch is severed from the shaman. The fetch cannot take any actions on the physical plane until the Block Pagan expires. Alternately, if the shaman is currently on the spirit plane while the fetch is defending his body, then the shaman cannot return until the Block Pagan effect ends. If the fetch's MPs are greater than the spell's intensity, and the shaman fails to resist, then the fetch is blocked from the shaman for one melee round per Intensity.
DAMPEN DAMAGE ranged
        This spell is cast on a weapon. If the weapon has MPs of its own, it can attempt to resist. If the spell takes effect, the weapon's damage is reduced by 1d(intensity). Does not reduce missile damage unless cast on the missile itself (as opposed to the bow). This spell “adds” to weapon enhancement spells.
Example: Adept Brokenic, attacked by trollkin, multispells Dampen Damage on all the trollkins' spears. He has a skill of 85 in the spell, so can use 9 levels. There are 5 trollkin, so he needs Multispell 5, which he combines with Range 1 and Intensity 3. Each trollkin's spear damage is now reduced from 1d8+1 to 1d8+1 - 1d3. The 1d3 reduction is rolled separately for each hit. One trollkin has a Bladesharp 4, so his damage becomes 1d8+5 - 1d3.
NEUTRALIZE DAMAGE touch, instant
        Heals damage to a hit location as per other Neutralize spells.
SUPPRESS PAGANISM (see Hrestoli:Suppress Paganism)
SUPPRESS PRIESTCRAFT (see Hrestoli:Suppress Priestcraft)
Sedalpist College of Magic
POISON TROLL ritual Enchant
        Takes 1 POW, and must be used with Intensity. Each Intensity enchants 1 ENC of any troll- suitable foodstuff by infecting it with a poison that affects only trolls and their kin. Any troll which eats a full ENC of an affected food ingests a potency 20 poison. 1d10 minutes after ingesting, he must match his CON vs. the poison. Success means he takes only 10 pts of damage. Failure delivers a full 20 points. If the troll eats only part of an ENC, pro-rate the poison. The poison is odorless and tasteless, but the fact that the food has been enchanted can be exposed by Detect Magic, Second Sight, or similar spells.
SLUMBER OF PEACE attack, ranged
        This spell takes two steps to determine success. If the target fails to resist, then the Intensity is matched vs. the target's CON. If overcome, the target falls asleep. He will remain asleep until awakened by injury, splashed with water, etc., or if the spell is allowed to lapse.
SMITE [non-human species] ranged
        Must be cast upon a weapon, and Intensity used equal to double the weapon's ENC. All damage done by that weapon to the target species that penetrates armor is doubled. Thus, if Smite Slarge were cast on a greatsword, which then hit a Slarge with 10-pt armor for 14 pts of damage, the 4 pts that got through would be doubled to 8.
WITHER ELF BOW attack, ranged, instant
        This spell is only efficacious vs. magic elf bows. If the caster overcomes the bow's magic points, the bow takes 1 pt of damage per Intensity. Defensive magic, such as Protection, Resist Damage, Shield, etc. all lower the damage done.
Stygian Heresy College of Magic
BOOST [elemental] ranged
        This spell must be cast on an elemental. The spell's Intensity is added to the elemental's hit points. When the spell lapses, the extra hit points vanish, possibly destroying the elemental.
PROJECT DARKSENSE ranged, active
        Like other Project [sense] spells, but for Darksense.
SEE RUNE MAGIC ranged, active
        This spell is cast on a single target (unless Multispelled), who may not resist, though defensive magic can block the effects of the spell. While in effect, this spell allows the user to sense the possession of rune magic. With 1 pt of intensity, the presence or absence of rune magic can be sensed. At 5 intensities, the total points of rune magic are known, as well as the general type. At 10 intensities, the exact spells known are revealed.
        This spell only detects spells known by the target, not whether or not they have been cast or are present on him.

SAINTS

note: This is taken from a previous version of Sandy's rules - revised Saint rules to follow

        To gain a saint as a Patron, you must spend a certain amount of POW. This can be sacrificed over a period of time, and need not be done all at once. Once the saint is a Patron, you can invoke him at will and receive his blessing. It costs 1 POW each time a saint is invoked. The Blessing normally occurs on SR 1 of the round of invocation. A Saint's Blessing can normally not be dispelled magically.
        A person can have more than one saint as a Patron, and can invoke more than one simultaneously. For instance, a sorcerer who had both Conwy and Joslyn as patrons could invoke them both at once, to render an enormous spell permanent!

Conwy's Blessing (3 POW)
        Must be invoked when a sorcery spell is cast. The spell must be temporal, is made permanent, and no longer counts against the user's Presence. It can still be dispelled, of course. It costs the user no MPs, unlike Permanence.
Joslyn's Blessing (2 POW)
        Must be invoked at the same time a sorcery spell is cast. The user's Presence is added to the spell's Intensity at no additional MP cost.
Ouxey's Blessing (3 POW)
        Must be invoked at the same time any sorcery spell is cast using the Art of Hold. It enables the user to Hold an additional spell. Any number of spells can be held in this manner, each requiring a separate Blessing and pt of POW. Once he has cast it, the user can replace the spell without re-invoking Ouxey, but only with the same exact spell.
Example: Thraxon decides that he wants his Intensity 2, Range 1, Hold 2 Hinder spell to benefit from Ouxey's Blessing. Later that week he uses it in a fight. He still has Ouxey's Blessing, and can fill the “slot” left open, but only with another Intensity 2, Range 1, Hold 2 Hinder spell, even should his Hinder skill rise so that he could cast a more powerful spell than that.
Raceen's Blessing (2 POW)
        Must be invoked at the same time a sorcery spell is cast. The spell's Range is multiplied by the user's Presence.
Arkat's Blessing (8 POW)
        When invoked, the skin and clothing of all illuminated beings within 100 meters of the supplicant turn translucent white. This effect lasts until the next sunrise, and includes the supplicant himself, if he is illuminated. There are other, special requirements to gaining Arkat as a patron, too intensive to go into here.
Elleish's Blessing (4 POW)
        May only be invoked by a woman. Does something good for her.
Gerlant's Blessing (3 POW)
        When invoked, a bladed weapon in the caster's hand becomes a Fireblade. From then on, whenever the supplicant wields that blade, it is a Fireblade. The effect is permanent. If the weapon is destroyed, the Blessing is lost.
Hrestol's Blessing (8 POW)
        When invoked, the supplicant's POW doubles, and remains that way for one full day. At the end of the day, POW drops back to normal, but MPs may still be higher than the user's POW.
Malkion's Blessing (1 POW)
        Each time Malkion is invoked, the supplicant must name one sorcerous Art., which he then gains access to.
        If the supplicant wishes, instead of learning an Art, he can invoke Malkion to assist in the casting of a sorcerous spell. In this case, the invocation reduces the spell's MP cost to 0, and the spell goes off at the caster's DEX SR.
Hrestoli: A Farmer may not invoke Malkion. A Knight may only invoke him to learn Intensity.
Rokari: A non-Wizard may only invoke him to learn Intensity.
Nomia's Blessing (5 POW)
        When invoked, the user's mind is expanded. For the next week, all research & experience checks automatically succeed, plus the amount of increase is automatically the maximum possible (this last also applies to training). Thus, if the user does research in, say, Mace Attack, and invokes Nomia's Blessing, not only does he automatically increase, he gets 4 full points.
Paslac's Blessing (5 POW)
        When invoked, the armor points of a chosen piece of metal, which can be a tool, weapon, or piece of armor, is doubled when the piece is touched by the supplicant. Paslac can be called upon again to transfer his blessing to a different piece of armor, but only a single piece at a time can be affected for a given supplicant.
Talor's Blessing (6 POW)
        Talor may only be invoked just before or during a battle. His supplicant experiences great joy while fighting. For the duration of the battle, the supplicant is immune to fatigue loss, incapacitation, shock, unconsciousness, or the effects of exhaustion. He fails CON rolls only on a roll of 96-00. In addition, when first invoked, the supplicant can expend 1 or more magic points. For each MP expended, all his skills are increased by 2%.
Valkaro's Blessing (6 POW)
        When invoked, until next nightfall, the devotee has great force of mind. He automatically succeeds in any INT roll he makes, including Concentration rolls. He automatically succeeds in sorcery spell casting and manipulation, with no die roll necessary, and no critical successes possible.
Waertag's Blessing (4 POW)
        When invoked, the user gains the ability to survive underwater. Once he resurfaces for air, Waertag's blessing ends.
Xemela's Blessing (9 POW)
        The invocation has two parts. In the first part, the supplicant's skin turns night-black, and he or she has one minute to touch other beings. When he or she has touched every being that he or she wishes to affect, or the minute is up, the the second half of the invocation takes place. At this moment, all the beings touched have all their damage cured.
        For every hit location cured of damage, the supplicant takes 1 point of damage in the corresponding location. For every person cured of all general hit point damage, the supplicant takes 1 point of general hit point damage. For every disease cured, the supplicant loses 1 point off the appropriate stat (i.e., curing Brain Fever costs 1 INT). Other losses can generally be figured out by comparing to this general effect. Thus, a person Tapped can be cured by losing 1 point of the appropriate stat. Only points lost below the character's normal trait level can be restored -- if you started with a POW of 10, and had it worked up to 15, and had it tapped down to 8, Xemela's Blessing would only restore you back to 10.
        If a hit location is completely destroyed, this blessing has no effect on it -- the Restore Limb spell must be used instead. This blessing cannot help someone who is dead, nor can it remove the taint of chaos from an individual. This blessing will not expel a passion spirit or disease spirit, but it will heal all damage done by such a spirit to date.
        If the total damage taken by the supplicant is enough to kill him or her, the complete effect still works. Hence, one common ploy is to “use up” Xemela supplicants during a battle, by having them each touch a hundred or more wounded individuals before invoking the second half of an invocaotion. The supplicant takes hundreds of points of damage, dying instantly in a tatter of bloody shreds, but many soldiers are cured and ready to return to battle.

END of rules


Glorantha is a trademark of Issaries, Inc. Gloranthan material is copyright 1997 by Sandy Petersen and Greg Stafford. Glorantha is the creation of Greg Stafford, and is used with his permission.

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