OVER-ALL RULES & THE ELEMENTS

WORD & Written Words
Illusion & POWER
The Other Magics
HOME
OVERALL RULES AND EARTH AND AIR
The Elements

EARTH

AIR

FIRE

WATER

#OF ROLLS TO CONTROL AN ELEMENTAL

MAGICICIANS ON

THE GLORY ROAD

Magicians are sapient beings who manipulate mana with their own power and can alter events without the use of more than symbolic physical action or the aid of Gods or demons. A magician learns his or her early spells under the teaching of a more experienced magician who will certainly charge enough tuition to keep the younger practitioner in need of gold for many years. Also, this teacher will probably require the student to seek valuable and rare materials needed for his or her own practice and for the youngster to learn with. This all serves to keep magicians very rare and the younger ones rather poor. Magicians are enabled to learn spells in part by having enough experience in doing the spells that they already know in high- pressure situations. This helps them understand the nature of Magic. This is symbolized in the game by the use of Research Points which are awarded each time a magician gains a new level of experience. Each spell takes a number of research points to learn. In addition, each spell has a number of prerequisites that must be learned before the spell in question. This channels the magician's learning and causes quite a bit of specialization. Finally, a magician needs a teacher to learn a spell. A young magician will have his or her own teacher. However, the usual teacher may not know a particular spell that his or her student wishes to learn. In those cases, a special tutor must be found who will undoubtedly charge a great deal of gold and/or require the student to provide difficult and dangerous services. A magician who has outgrown the teacher-pupil relationship will have to find a special tutor for every new spell he or she learns or form a circle of friends and allies who will teach each other whatever spells they learn. Also, a spell may be learned from a well-written description if the learner is willing to devote three times the research that the spell normally requires or the amount of research squared whichever is greater. Some books may have an enchantment put on them which allows a student to learn from them as if under the teaching of a competent teacher. Most of these lose the enchantment after serving one such student but others have a permanent enchantment.

The time needed to learn a spell is: 12 - (SAB for Intelligence) days per research point used. This time must be spent studying and resting. It cannot be interrupted for even a brief adventure. Also, spells cannot be studied simultaneously. While the spells are divided into areas of specialization, a magician can learn spells from any section with one exception: The four elementary schools (Earth, Air, Fire and Water) are mutually exclusive (at least in my campaign).

RESEARCH POINTS GAINED AT EACH LEVEL
Intelligence 14-16 17-19 20-22 23-25 26-28>
L1 05 06 07 08 09
L2 01 02 03 04 05
L3 02 03 04 05 06
L4 03 04 05 06 07
L5 04 05 06 07 08
L6 05 06 07 08 09
L7 06 07 08 09 10
L8 07 08 09 10 11
L9 08 09 10 11 12
Follow the pattern ad infinitum.

POWER: Even though a magician knows a particular spell, he or she cannot cast it without a supply of the MANA which acts as the fuel to power spells. A magician's personal capacity to hold MANA is determined by adding the mage's species base for MANA and adding his or her Standard Attribute Bonus (or, SAB) for Talent. This total is then multiplied by the magician's level of expertise.

MANA CAPACITY= (SPECIES BASE + (SAB FOR TALENT)) x LEVEL

Species Mana Base
Human 04
Hobbit 02
Dwarf 02
Elf 06
Goblin 06
Hobgoblin 04

MANA-STORAGE DEVICES: A magician can add to the power capacity of his or her aura by acquiring one or more MANA storage devices. The most common such device consist of a naturally occurring mineral known as "Wizards Crystal." A typical lump of Crystal (about the size of a man's thumbnail) will store up to thirty-five points of mana after the magician has added it to his or her aura. Larger crystals are available but are even rarer and more expensive. These crystals are a powerful tool available to your GM to control the power of magicians in your game. If he or she wishes to keep both PC and NPC magicians somewhat short of power and needing to rely on their ingenuity, your GM would not introduce Wizard Crystals on a regular basis. On the other hand, if the magicians in your campaign never seem to have the power to cast the spells that they have learned, your GM may have your characters gain a treasure which contains a crystal or, better yet, a map that shows the location of a vein of crystal. Other power storage devices may exist in your campaign. Of course, an Elf can store forty points of power in his or her bow but can only have one such bow and the thirty years that it takes to grow an Elven- Bow is not an inconsiderable length of time, even to an Elf. Also, the power of a dead individual may be harnessed by binding his or her spirit. However, the spells to do this are not widely known and the resulting device is not acceptable in most societies. Also, while the spirit may be able to restore its own MANA and possibly even be able to cast spells on its owner's behalf, it will have a will of its own and will not be easily controlled except by a powerful necromancer.

POWER RESTORATION: A number of the spells in this book are used by mages to restore their power. While a magician may, and most probably will, learn several of these spells, MANA may be restored only once in every twenty-four hour period. A magician can restore MANA equal to his or her SAB for Talent, multiplied by his or her level.

MANA RESTORATION = (SAB FOR TALENT) x LEVEL

METAL: A magician who carries or wears on his or her person more than ten percent of his body weight in base metal (that is: any metal except gold, silver, or Mithral) will find that the metal will compromise her magical aura and spell formation will be difficult or even impossible. Some spells that can be done on metal might make it usable for a mage. In practical terms, this does not keep magicians from using metal weapons but severely restricts their ability to wear heavy armor.

ACTUAL SPELL-CASTING

TIME: The time spent to cast a spell must be spent in concentration. While a magician may walk slowly while casting a spell, any more rapid movement or any jumping or dodging will make spell-casting impossible. Being hit by a weapon will destroy the concentration even if no damage is done. Being knowingly in melee range of an enemy will make spell-casting impossible, except for the releasing of a carried spell. A magician must use all of every five- second round spent casting the spell and the whole of the round that it is released to cast the spell and recover from the casting. No other activity is possible except mental contact with an Elemental. While cover might be used to protect the spell-caster, he or she cannot lie down or crouch in an unnatural manner while casting a spell. A spell can be cast while sitting upright. This means that a spell can be cast from a standing mount or from a steady well-trained one moving at a slow walk. DELAY: Most spells must be released and take effect almost immediately after the period spent in casting. A brief delay (equal to one minute for every round spent in casting the spell.) may be allowed, provided the caster continues concentrating in the same way as for casting the spell. Some spells can be carried; that is, they can be held in the magician's aura, with the MANA already committed, and released when needed. These spells are lost if the caster falls asleep, is wounded or fails a spell attempt before they are released. Otherwise, the caster need not concentrate upon the spell except in the round when it is released. Of course, the spell cannot be modified to fit the situation.

DURATION: A spell that has a physical effect on the universe is often called permanent. Actually, the wounds caused can be healed or the healed individual might be hurt again, someone might fill up the tunnel, etc. A spell might also create an enchantment that would be permanent - changing some quality about an object or a person till the end of time or until some more powerful magick overcomes it. Most spells have a DURATION that will be listed in the spell description. Some spells last As Maintained. This means that the caster can keep the spell going by continued activity and by putting in MANA every twenty seconds. Some spells require a high degree of maintenance, the same type of concentration required to cast a spell. Others can be maintained at a lower level of concentration, allowing more rapid movement, brief conversation and the casting of other spells with reduced chances.

RANGE: This is the distance at which the spell can have an effect.

AREA: This is the area impacted by the spell itself. If the area listed is a "being " or "target " etc., then it is expected that the spell will be cast at an individual or an object and not on an area.

ACTIVITY: The activity required to do a spell is part of the spell description. While this activity usually poses no great problem, a character with a specific disability might be unable to do spells that require certain kinds of activity. The time required to cast a spell does not include the time required to gather and ready the articles or materials to cast the spell. Your game-master is well within his rights to ask you to keep him or her informed about the status of the various spell components and materials that you might need. Any time needed to ready such items must be added to the time to cast the spell.

RESULT: The results of a spell are usually self-explanatory.

MANA COST: The amount of MANA needed to do the spell is given in the spell description. If the amount is given as X + Y, it is a spell that is maintainable and the Y amount is how much to add every twenty seconds. If a sacrifice is specified for all or part of the MANA used, this is MANA that is permanently subtracted from the magician's capacity.

# ROLLS: The number of rolls allowed to do the spell are given in the spell description. This is a type of task roll as given earlier in the book. If the spell is failed, the caster loses the MANA and all casting activity would have to be repeated if the spell is to be done. A spell being maintained must be rolled for whenever MANA is added. Many circumstances can decrease the number of rolls for a spell. If the caster is maintaining a low maintenance spell, subtract two from the number of rolls needed to do another spell. Magick protection on the target might also reduce the number of rolls. Subtraction will not bring the number or rolls to 0, 1-1, in this instance equals 2? (roll twice successfully, difficult but better than no chance) etc. The final phase of spell-casting is the most critical. Therefore, the rolls are attempted at the release of the spell.

REPEATING: Many spells can be repeated if successful without the use of more casting time except for the round in which the spell is released. Failed spells cannot be repeated and neither can spells that were released after being carried. If no indication otherwise is given in the spell description, assume it can be repeated. A repeated spell cannot be modified except to reduce the amount of mana due to the caster running low and to change targets. Your GM would be within her or his rights to completely disallow spell repetition since it helps make Magicians very powerful.

To be honest, Magicians are much more powerful in the current system than I envisaged when I began designing the game. Top of Page

THE BOOK OF THE STONE

Earth Magick was originally developed by the Dwarves and by their ancient enemies the Trolls. Among Humans, the masters of this discipline tend to treat it as a set of secrets, to be closely guarded. Powerful teachers will require great loyalty and obedience from their pupils. In return, they teach a type of magick that has many and varied uses and is seldom impeded in its use. Earth Magick has great practical value, both in peace and in combat. Earth is the element of stability. Therefore, the formula for determining a magician's % chance to do Earth Magick is:

(INTELLIGENCE + STABILITY) / 2 + 3(LEVEL)

To be admitted to an Earth Magician's tutelage will require passing a test. This can be roll-played or it may be simulated by trying succeed on a task roll based on Intelligence and Stability in five tries. Since Earth Magicians tend to be secretive, even among themselves, a prospective Earth Mage may find another teacher to test for if he or she is willing to travel and search for one. Earth spells can be done underground, in a basement, or on the first floor of a largely stone or brick building with no penalty. Earth spells cannot be even attempted while flying through the air (or outer space) or riding or swimming on or in a large body of water. Outdoors and on the first floor of a non-Earth building, Earth spells can be done but with one fewer roll to succeed. On the second or third floor of any building, subtract one roll per floor beneath you, including the one you are on. Being on a mountain incurs no additional penalty.

EARTH RENEWAL RESEARCH:1 PREREQUISITE(S):NONE TIME:4HRS. DURATION:24HRS. RANGE:SELF AREA:SELF ACTIVITY:BURY YOURSELF IN THE EARTH, THE SPELL WILL ALLOW YOU TO BREATHE. HOWEVER, YOU WILL HAVE NO AWARENESS OF THE OUTSIDE WORLD. YOU MAY SLEEP. YOU WILL BE INVULNERABLE TO EVENTS ON THE SURFACE BUT YOU COULD BE DUG OUT AND ATTACKED. RESULT:YOU WILL BE ABLE TO DO EARTH MAGICK FOR THE NEXT 24 HOURS AND YOU GET NORMAL MANA RESTORATION. MANA COST:NONE # OF ROLLS:7; FAILURE MEANS THAT NO EARTH SPELLS MAY BE DONE FOR TWENTY-FOUR HOURS.

SHIFT RESEARCH:1 PREREQUISITE(S):EARTH RENEWAL TIME:1rd. DURATION:PERMANENT RANGE:10' AREA:ONE SMALL OBJECT (UP TO 10LBS.) MADE OF EARTH ACTIVITY:STARE AT THE OBJECT YOU WISH TO INFLUENCE; MOVE A SYMBOLIC STONE AROUND IN THE PATTERN YOU WANT IT TO FOLLOW. RESULT:THE OBJECT WILL MOVE. MANA COST:1 # OF ROLLS:7 ON NATURAL EARTH; 5 ON WORKED EARTH

OPEN PIT RESEARCH:1 PREREQUISITE(S):SHIFT TIME:1rd. DURATION:PERMANENT RANGE:100' AREA:15'radius ACTIVITY:STARE AT THE TARGET AREA, HOLDING ALOFT A SYMBOLIC STONE; DROP YOUR HANDS AS YOU RELEASE THE SPELL. RESULT:A STRAIGHT-SIDED PIT SUDDENLY APPEARS; THE SIDES AND BOTTOM WILL BE HARD AND FAIRLY SMOOTH BUT NOT GLASSLIKE AND UNCLIMBABLE; THE DEPTH WILL BE N*3" IN STONE, N*6" IN DIRT. MANA COST:N MANA POINTS, MUST BE FROM ONE TO TWENTY-FIVE. # OF ROLLS:6

TUNNEL RESEARCH:2 PREREQUISITE(S):OPEN PIT TIME:6rds. DURATION:PERMANENT RANGE:TOUCH AREA:600 cubic feet ACTIVITY:TOUCH AN EARTHEN SURFACE, HURRIEDLY MAKE A MENTAL "MAP " OF A TUNNEL OR ROOM YOU WISH TO CREATE. RESULT:THE AREA CONFORMS TO YOUR WISHES AS LONG AS ONLY EARTH IS AFFECTED, YOU CANNOT TUNNEL THROUGH ICE, AIR, OR LIVING BEINGS. THIS CAN ALSO BE USED TO CLOSE AN EQUAL AMOUNT OF MAGICALLY CREATED TUNNEL OR ROOM BUT NOT TO FILL A NATURAL OR MUNDANELY CONSTRUCTED AREA. THE INTERIOR SURFACES OF THE AREA WILL BE EQUIVALENT TO THE RESULTS OF AN OPEN PIT. MANA COST:8 # OF ROLLS:5

LANDSLIDE RESEARCH:3 PREREQUISITE(S):OPEN PIT TIME:3rds. DURATION:PERMANENT RANGE:250' AREA:100 linear' ACTIVITY:STARE AT THE EARTH THAT HOLDS UP THE CLIFF EDGE OR PEAK OR TRAIL. THROW SYMBOLIC STONE TO THE GROUND. RESULT:COLLAPSE OF THE SUPPORTED AREA. MANA COST:24 # OF ROLLS:7 IN RUBBLE; 5 IN DIRT; 3 IN STONE

MINOR EARTHQUAKE RESEARCH:2 PREREQUISITE(S):LANDSLIDE TIME:10min. DURATION:10min. RANGE:1mile AREA:500' radius ACTIVITY:THRUST A STICK IN THE GROUND. IF POSSIBLE, DO THIS IN THE MIDST OF A MODEL OF THE TERRAIN AND STRUCTURE (S) IN THE TARGET AREA. PLUCK THE STICK, CAUSING IT TO VIBRATE. RESULT:VIOLENT SHAKING IN THE TARGET AREA, 75% TO SHAKE DOWN A FRAME STRUCTURE; 25% TO SHAKE DOWN A WELL-FOUNDED CASTLE. WHILE THE SURROUNDING AREA WILL FEEL A SHOCK AS IN A NORMAL EARTHQUAKE, CASUALTIES AND REAL DAMAGE WILL BE ALMOST COMPLETELY CONFINED TO THE TARGET AREA. MANA COST: 48 # OF ROLLS: 3; ADD ONE IF THE TARGET IS VISIBLE OR IF THERE IS A PARTICULARLY ACCURATE AND INGENIOUS MODEL IN USE. ADD ONE IF THE AREA IS PRONE TO EARTHQUAKES.

EARTHQUAKE RESEARCH:1 PREREQUISITE(S):MINOR EARTHQUAKE TIME:15min. DURATION:20min. RANGE:2miles AREA:750' radius ACTIVITY:THRUST A STICK IN THE GROUND. IF POSSIBLE, DO THIS IN THE MIDST OF A MODEL OF THE TERRAIN AND STRUCTURE(S) IN THE TARGET AREA. PLUCK THE STICK, CAUSING IT TO VIBRATE. RESULT:VIOLENT SHAKING IN THE TARGET AREA, 90% TO SHAKE DOWN A FRAME STRUCTURE; 55% TO SHAKE DOWN A WELL-FOUNDED CASTLE. WHILE THE SURROUNDING AREA WILL FEEL A SHOCK AS IN A NORMAL EARTHQUAKE, CASUALTIES AND REAL DAMAGE WILL BE ALMOST COM- PLETELY CONFINED TO THE TARGET AREA. MANA COST: 64 # OF ROLLS: 2; ADD ONE IF THE TARGET IS VISIBLE OR IF THERE IS A PARTICULARLY ACCURATE AND INGENIOUS MODEL IN USE. ADD ONE IF THE AREA IS PRONE TO EARTHQUAKES.

EARTH SENSE RESEARCH:3 PREREQUISITE(S):EARTH RENEWAL TIME:5min. DURATION:"N"hrs. RANGE:SELF AREA:VARIABLE ACTIVITY:WHILE CASTING, RUB YOUR BODY ON THE GROUND AND ROLL AROUND, ATTUNING YOURSELF TO THE ELEMENT OF EARTH. RESULT:AT ANY TIME, WHILE THE SPELL IS IN EFFECT, YOU CAN CONCENTRATE AND TOUCH THE SURFACE OF AN EARTHEN WALL, FLOOR OR CEILING AND FEEL THE OUTLINE OF "N" HUNDRED FEET OF EARTH, IN THE DIRECTION YOU ARE FACING, FINDING THE OUTLINE OF ROOMS AND TUNNELS. THE SENSE WILL NOT REACH ACROSS A SIZABLE NON-EARTH GAP SUCH AS A ROOM BUT CAN GO AROUND IT IN EARTH. MANA COST:3 TO THE POWER OF N # OF ROLLS:6

EARTH PRESERVER RESEARCH:1 PREREQUISITE(S):EARTH RENEWAL TIME:15min. DURATION:PERMANENT RANGE:TOUCH AREA:ONE OBJECT MADE OF EARTH, INCLUDING METAL. ACTIVITY:RUB THE OBJECT WITH A POWDER OF DIAMOND, GOLD AND IRON. COST: AN ESTIMATED 2GP PER Lb. OF THE OBJECT. RESULT:PROJECTS THE OBJECT FROM RUST AND OTHER OXIDATION AND WEATHERING EFFECTS AS LONG AS THE OBJECT IS INTACT. IT ALSO PROTECTS THE OBJECT FROM GRADUAL WEAR AND TEAR AND GIVES IT SOME PROTECTION AGAINST SUDDEN IMPACT. MANA COST:10 + ( 1 per 20 Lbs. of the object) # OF ROLLS:5

EARTH TOUGHENER RESEARCH:1 PREREQUISITE(S):EARTH PRESERVER TIME:1Hr. DURATION:PERMANENT RANGE:TOUCH AREA:ONE OBJECT MADE OF EARTH, INCLUDING METAL, THAT HAS BEEN PREVIOUSLY PRESERVED. ACTIVITY:RUB THE OBJECT WITH A LUMP OF ENCHANTED MITHRAL, ALIGNING IT TO TOUGHEN IT AGAINST BLOWS. RESULT:LOWERS THE DAMAGE ROLL OF ANY ATTACK AGAINST SOMEONE WEARING THE OBJECT AS ARMOR BY ONE CATEGORY. THIS SPELL CAN- NOT BE DONE TWICE ON THE SAME OBJECT. MANA COST:20 + ( 1 per 10 Lbs. of the object) # OF ROLLS:4

EARTH LIGHTENER RESEARCH:2 PREREQUISITE(S):EARTH TOUGHENER TIME:2Hrs. DURATION:PERMANENT RANGE:TOUCH AREA:ONE OBJECT MADE OF EARTH, INCLUDING METAL, THAT HAS BEEN PREVIOUSLY TOUGHENED. ACTIVITY:RUB THE OBJECT WITH A LUMP OF ENCHANTED PUMICE, STROKING IT UPWARD. RESULT:LIGHTENS LEAD BY 50%, OTHER METAL BY 33%. THIS SPELL CANNOT BE DONE TWICE ON THE SAME OBJECT. MANA COST:40 + ( 1 per 5Lbs. of the object) # OF ROLLS:3

EARTH PROTECTOR RESEARCH:3 PREREQUISITE(S):EARTH LIGHTENER TIME:24Hrs. DURATION:PERMANENT RANGE:TOUCH AREA:ONE OBJECT MADE OF EARTH, INCLUDING METAL, THAT HAS BEEN PREVIOUSLY LIGHTENED. ACTIVITY:STROKE THE OBJECT WITH A LUMP OF COLD IRON THAT HAS NEVER BEEN TOUCHED BY ANY SPELL USE. RESULT:CONFERS "N" POINTS OF MAGICK PROTECTION ON ANYONE WEARING OR INSIDE THE OBJECT. MAGICK PROTECTION SUBTRACTS "N" FROM THE NUMBER OF ROLLS FOR ANY SPELL CAST DIRECTLY AGAINST THE PROTECTED INDIVIDUAL. DIFFERENT SOURCES OF MAGICAL PROTECTION DO NOT USUALLY "STACK ", ONE GETS ONLY THE PROTECTION FROM ONE'S SINGLE MOST POWERFUL SOURCE. THIS SPELL CAN ONLY BE DONE ONCE ON A GIVEN OBJECT. AS WITH ALL TASK ROLLS, THE CASTER OF A SPELL ALWAYS HAS SOME CHANCE. IF SUBTRACTING THE MAGICK PROTECTION FROM THE NUMBER OF ROLLS GIVES A RESULT OF 0, THE CASTER MUST SUCCEED TWICE IN TWO TRIES (KNOWN TO US AS "TWO FACTORIAL "); IF THE SUBTRACTION RESULTS IN -1, THE CASTER MUST SUCCEED THREE TIMES IN THREE TRIES ("THREE FACTORIAL") AND SO FORTH. MANA COST:3 TO THE POWER OF "N", SACRIFICED PERMANENTLY. # OF ROLLS:6

DUST CLOUD RESEARCH:1 PREREQUISITE(S):EARTH RENEWAL TIME:1rd. DURATION:AS MAIN. RANGE:300' AREA: UP TO 35'radius ACTIVITY:TOSS A HANDFUL OF DUST TOWARD THE TARGETED AREA. RESULT:DUST WILL RISE FROM THE SURFACE AND REACH THE CIELING OR 30', WHICHEVER COMES FIRST. MAINTANANCE REQUIRES LOW INPUT. THE DUST WILL THICKEN AS LONG AS THE SPELL IS MAIN- TAINED AND THEN WILL FALL NATURALLY. IF THE CASTER IS WITH- IN THE SPELL AREA, A 5' RADIUS AREA CAN BE KEPT CLEAR. MANA COST:3+1 # OF ROLLS:7 ON A DUSTY SERVICE; 5 ON DIRT; 3 ON STONE OR GROUND WITH EXTENSIVE VEGETATION; 1 ON MUD

HURL ROCK(S) RESEARCH:2 PREREQUISITE(S):EARTH RENEWAL TIME:1rd. DURATION:PERMANENT RANGE:250' AREA:ONE TARGET ACTIVITY:STARE AT ONE OR MORE SMALL ROCKS WITHIN 10' OF YOUR POSITION, HURL A SYMBOLIC STONE AT THE TARGET. THE PRESENCE OR ABSENCE OF SUITABLE LOOSE ROCKS WILL BE COMPLETELY UP TO YOUR GM UNLESS YOU ARRANGE TO PROCURE AND TRANSPORT THEM. RESULT:THE ROCKS FLY UNERRINGLY TO THE TARGET; EACH DOES 2D12 BLUNT DAMAGE, WITH NORMAL ARMOR ABSORPTION SUBTRACTED FROM EACH. MANA COST:2*N (FOR N ROCKS) # OF ROLLS:6 MINUS N

HURL LARGE ROCK(S) RESEARCH:1 PREREQUISITE(S):HURL ROCK(S) TIME:1rd. DURATION:PERMANENT RANGE:300' AREA:ONE TARGET ACTIVITY:STARE AT ONE OR MORE LARGE ROCKS WITHIN 10' OF YOUR POSITION, HURL A SYMBOLIC STONE AT THE TARGET. THE AVAILABILITY OF LARGE ROCKS IS RATHER CHANCY UNLESS YOU PROVIDE THEM. RESULT:THE ROCKS FLY UNERRINGLY TO THE TARGET; EACH DOES 4D12 BLUNT DAMAGE, WITH NORMAL ARMOR ABSORPTION SUBTRACTED FROM EACH. MANA COST:4*N (FOR N ROCKS) #OF ROLLS: 5-N

HURL BOULDER(S) RESEARCH:2 PREREQUISITE(S):HURL LARGE ROCK(S) TIME:1rd. DURATION:PERMANENT RANGE:400' AREA:ONE TARGET ACTIVITY:TOUCH A SYMBOLIC STONE TO THE BOULDER AND THEN HURL IT AT THE TARGET. THE AVAILABILITY OF BOULDERS IS VERY CHANCY UNLESS YOU PROVIDE THEM. RESULT:THE BOULDER FLIES UNERRINGLY TO THE TARGET; IT DOES 8D12 BLUNT DAMAGE, WITH NORMAL ARMOR ABSORPTION SUBTRACTED. MANA COST:12 # OF ROLLS: 3

EARTH ELEMENTALS Earth Elementals can be summoned in the hour following midnight. They must be summoned underground or outdoors on a bare Earth surface. They are summoned by a sacrifice of mana and by the offer of precious Earth substance which they desire to take back with them to the plane of Earth. This greed for gems and metal makes them expensive to summon and use but also gives the summoner something with which to influence them. For each type of task that the elemental is asked to perform, the summoner must make a roll to overcome the elemental's will with his or her own. The roll to control an elemental is based on Stability plus Charisma plus three times level, in other words: WILL = (STABILITY + CHARISMA)/2) + 3 x LEVEL If the summoner fails a control roll, the Elemental is free to do as it wishes, which is usually to return to its own plane but may be to attack the summoner and his or her companions if they have been abusive or if they have precious Earth substance and the Elemental feels that it can defeat them easily. The following chart gives the situations under which a control roll must be attempted and the number of rolls in each circumstance. The GM should subtract rolls if the prescribed amount of precious Earth substance has not been provided or if the Elemental's dignity has not been accorded the proper respect. Rolls may be added for greatly exceeding the prescribed amount of money. * In most cases, the Elemental will be amenable to dismissal. However, if the Elemental knows of any large amount of precious Earth in your possession, it may decide to hang around, especially if it feels that it has been short-changed or if it feels that it can easily defeat you and your companions. ! A failed attempt to regain control will cause the Elemental to attack automatically. A successful attempt will bring the Elemental back into line.

SUMMON EARTHGNOME RESEARCH:2 PREREQUISITE(S):EARTH RENEWAL TIME:10 min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:DIG A HOLE AND POUR IN OIL, WATER AND BLOOD. OPEN YOUR AWARENESS TO THE PLANE OF ELEMENTAL EARTH. THIS SPELL, WHETHER SUCCESSFUL OR NOT, CANNOT BE REPEATED BUT MUST BE RESTARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:AN EARTHGNOME APPEARS. MANA COST:1 POINT, SACRIFICED. # OF ROLLS:6

CONTROL EARTHGNOME RESEARCH:0 PREREQUISITE(S):SUMMON EARTHGNOME TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:200' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART

SUMMON EARTHBEAST RESEARCH:2 PREREQUISITE(S):SUMMON EARTHGNOME TIME:15 min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:SACRIFICE A GEM OR PRECIOUS STONE (SUGGESTED VALUE ABOUT 50 GP.) INTO A PIT OF THE TYPE USED FOR AN EARTHGNOME THIS SPELL, WHETHER SUCCESSFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:AN EARTHBEAST APPEARS. MANA COST:1 OR MORE PTS. SACRIFICED # OF ROLLS:4 + THE NUMBER SACRIFICED

CONTROL EARTHBEAST RESEARCH:0 PREREQUISITE(S):SUMMON EARTHBEAST TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:200' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART

SUMMON DEEPGNOME RESEARCH:3 PREREQUISITE(S):SUMMON EARTHGNOME TIME:30 min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:SACRIFICE A GEM OR PRECIOUS STONE (SUGGESTED VALUE ABOUT 250 GP.) INTO A PIT OF THE TYPE USED FOR AN EARTHBEAST. THIS SPELL, WHETHER SUCCESSFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:AN DEEPGNOME APPEARS. MANA COST:1 OR MORE POINTS, SACRIFICED # OF ROLLS:3 + THE NUMBER SACRIFICED.

CONTROL DEEPGNOME RESEARCH:0 PREREQUISITE(S):SUMMON DEEPGNOME TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:200' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART

SUMMON EARTHLORDLING RESEARCH:3 PREREQUISITE(S):SUMMON DEEPGNOME AND SUMMON EARTHBEAST TIME:60 min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:SACRIFICE A GEM OR PRECIOUS STONE (SUGGESTED VALUE ABOUT 2500 GP.) INTO A PIT OF THE TYPE USED FOR AN EARTHBEAST. RESULT:AN EARTHLORDLING APPEARS. MANA COST:2 OR MORE POINTS, SACRIFICED # OF ROLLS:1 + (THE NUMBER SACRIFICED) /2

CONTROL EARTHLORDLING RESEARCH:0 PREREQUISITE(S):SUMMON EARTHLORDLING TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:200' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL (Good Luck) RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART

BIND EARTH ELEMENTAL RESEARCH:2 PREREQUISITE(S):SUMMON EARTHGNOME TIME:1hr. DURATION:AS MAINT. RANGE:TOUCH AREA:THE ELEMENTAL ACTIVITY:AFTER SUMMONING THE ELEMENTAL INTO AN UNDERGROUND AREA OR THE FIRST FLOOR OF A STONE OR SOD BUILDING, PERFORM THE CEREMONY OF BINDING WHICH IS A SPECIALIZED TYPE OF CONTROL CHECK AND IS BASED ON WILL AND NOT SPELL %. RESULT:THE ELEMENTAL WILL BECOME BOUND TO THAT AREA AND WILL DEFEND IT AGAINST ANY INTRUDERS EXCEPT YOU AND THOSE WHO ACCOMPANY YOU OR ANYONE WHO RECITES A SIMPLE RECOGNITION CODE THAT YOU WILL DEVISE. THE ELEMENTAL CAN ALSO BE INSTRUCTED TO PERFORM SOME SIMPLE REPETITIVE TASK. EVERY MONTH FOR THE FIRST SIX MONTHS AND EVERY SIX MONTHS FOR TWO YEARS MORE YOU MUST VISIT THE SPOT AND MAKE A CONTROL CHECK AND INVEST SOME MORE MANA. AFTER THESE VISITS, THE ELEMENTAL IS BOUND PERMANENTLY. IF YOU FAIL, THE ELEMENTAL WILL ATTACK YOU. YOU MAY RELEASE THE ELEMENTAL BY DISMISSING IT ON ONE OF THESE VISITS. MANA COST:FOR AN EARTHGNOME: 2 PTS. SACRIFICED; 6POINTS, NOT SACRIFICED, ON EACH VISIT. FOR AN EARTHBEAST:4 POINTS SACRIFICED; 6POINTS, NOT SACRIFICED, ON EACH VISIT. DEEPGNOME:8 POINTS SACRIFICED; 12 POINTS, NOT SACRIFICED, ON EACH VISIT. EARTHLORDLING:16 POINTS SACRIFICED; 24 POINTS, NOT SACRIFICED PLUS ONE POINT SACRIFICED, ON EACH VISIT. # OF ROLLS:FOR AN EARTHGNOME:3 TO BIND; 5 ON VISIT FOR AN EARTHBEAST: 4 TO BIND; 5 ON VISIT FOR A DEEPGNOME: 2 TO BIND; 4 ON VISIT FOR AN EARTHLORDLING: 1 TO BIND; 2 ON VISIT

THE ELEMENTALS THEMSELVES Earth Elementals are generally rather poor-tempered and greedy but their greed can be used to control them. Do not expect to inspire any loyalty or trust with them. SHARED QUALITIES 1. An Earth Elemental can move through the Earth or Stone at 480' per minute without creating a tunnel. It can carry a living man-sized being with it on this travel, without harm.(This is 40 feet per melee round.) 2. It can move on the surface at a slightly faster pace, 600' per minute.(This is 50' per melee round) 3. It has a telepathic link to its summoner, up to 200'. 4. It can see in Earth as if it were in clear air. The distance at which it can use this sense varies with the type of Elemental. See the spell, EARTH SENSE. 5. It takes no damage from Fire Spells or mundane fire and only half damage from Fire Elementals or Dragon fire. 6. It erodes under water attacks, taking double damage. 7. It cannot leave the Earth, in fact its feet seem to flow through the Earth.

EARTHGNOME An EarthGnome is a dirty grey or dull brown biped that vaguely resembles a Dwarf made of stone. Gruff and slow of speech, it takes great delight in carrying out the letter of its orders but foiling the summoner's plans by ignoring the real meaning and obeying the words literally. Under normal circumstances, it takes about 3GP per hour underground or 12 GP per hour aboveground to keep relations with this Elemental normal (the number of rolls in the chart) TC:4 DA:20 HTK:60 ATTACK(S):HAMMER ADD:10 DAMAGE:4D12 blunt EARTHSENSE:to 250' MANA:50 SPELL%:33 SPELLS:OPEN PIT; DUST CLOUD; HURL ROCKS EARTHBEAST The EarthBeast is a large grey-black stone biped that somewhat resembles a troll. While it is not telepathicaly articulate, it will obey those orders it understand. If not closely supervised, it will wander off and disappear or get into trouble. Under normal circumstances, it takes about 3GP per hour underground or 12 GP per hour aboveground to keep relations with this Elemental normal (the number of rolls in the chart). TC:7 DA:24 HTK:100 ATTACK(S):2 HAMMERS ADD:12 DAMAGE:8D12 blunt EARTHSENSE:to 250' NO SPELLS!!

DEEPGNOME A DeepGnome resembles a smaller and even more disagreeable EarthGnome. While it will often try to see the summoner's point of view and seek his or her goals, it will argue interminably about the best way to approach them. It can speak normally as well as telepathically, so it can argue with the summoner's companions and casual passers-by as well as with the summoner. Under normal circumstances, it takes about 10GP per hour underground or 50 GP per hour aboveground to keep relations with this Elemental normal (the number of rolls in the chart) TC:2 DA:24 HTK:75 ATTACK(S):HAMMER ADD:12 DAMAGE:6D12 blunt EARTHSENSE:to 500' MANA:100 SPELL%:45 SPELLS:OPEN PIT; DUST CLOUD; HURL ROCKS; TUNNEL; HURL LARGE ROCKS; HURL BOULDERS; MINOR EARTHQUAKE

EARTHLORDLING An EarthLordling resembles a huge stone biped with some elements of Troll and some of Dwarf in its appearance. While amenable to reason, the EarthLordling is still a very dangerous servant. If it feels slighted or insulted, it can become insanely aggressive.. Under normal circumstances, it takes about 25GP per hour underground or 120 GP per hour aboveground to keep relations with this Elemental normal (the number of rolls in the chart) TC:1 DA:30 HTK:240 ATTACK(S):2 HAMMERS ADD:16 DAMAGE:12D12 blunt EARTHSENSE:to 1000' MANA:150 SPELL%:63 SPELLS:ALL EARTH SPELLS AND ALL COMMANDS EARTHKING On a percentage roll of 97 to 99, the summoning roll for an Earthlordling can summon this fell creature, instead. The deliberate summoning of an EarthKing would require a three point sacrifice and a slight variation on the usual spell. The variation is so minor in nature that there it need not be learned as a separate spell. An EarthKing resembles a huge stone Giant. While amenable to reason, the EarthKing is still a very dangerous being.. It does not feel compelled or over-awed by the mere fact of being summoned.. Any control roll would be more difficult than the same one for an EarthLordling. Your GM would have to decide how much harder, depending on the personality of the individual EarthKing being dealt with.

Under normal circumstances, it takes about 50GP per hour underground or 200 GP per hour aboveground to keep relations with this Elemental normal (the number of rolls in the chart) TC01 DA:36 HTK:300 ATTACK(S):2 HAMMERS ADD:18 DAMAGE:16D12 blunt EARTHSENSE:to 1000' MANA:150 SPELL%:70 SPELLS:ALL EARTH SPELLS AND ALL COMMANDS

EARTHEMPEROR On a percentage roll of 100, the summoning roll for an Earthlordling can summon this commanding being, instead. The deliberate summoning of an EarthEmporer would require a nine point sacrifice and a slight variation on the usual spell. The variation is so minor in nature that there it need not be learned as a separate spell. An EarthEmperor resembles a huge stone Elf. While amenable to reason, the EarthEmperor is still a very dangerous being. It does not feel compelled or over- awed by the mere fact of being summoned. It might be brought into cooperation by the use of reason. Any control roll would be more difficult than the same one for an EarthKing. Your GM would have to decide how much harder, depending on the personality of the individual EarthEmperor being dealt with. The EarthEmperor moves at the normal elemental rate under the earth but at 900 feet per minute above ground. Under normal circumstances, it takes about 75GP per hour underground or 300 GP per hour aboveground to keep relations with this Elemental normal (the number of rolls in the chart) In actuality, the gold could be ignored if the EarthEmperor agreed strongly with your goals. TC01 DA:40 HTK:360 ATTACK(S):2 HAMMERS ADD:21 DAMAGE:20D12 blunt EARTHSENSE:to 1000' MANA:150 SPELL%:75 SPELLS:ALL EARTH SPELLS AND ALL COMMANDS AND ALL POWER WORDS

CONTROLLING EARTH ELEMENTALS

Situation EGnome EBeast DGnome ELordling
1Hr. Underground 08 04 04 02
1/4 Above 08 04 04 02
Easy Melee 04 06 04 03
Tough Melee 03 05 02 01
Suicidal Melee 01 02 2? 3?
Resisted Dismissal 06 04 05 01
Regain Control! 02 2? 2? 3?

Top of Page

THE BOOK OF THE WIND

Air spells are widely known among Humans and among the Elves. Air magicians are extremely independent and each master of the wind will form his or her own establishment with students and journeymen. Intuition is an important factor in controlling the invisible element and the formula for doing Air spells is Intuition plus Intelligence averaged, plus three times level.

AIR PERCENTAGE = ((IQ+INTU)/2) + 3 x LEVEL Indoors, Air Magic is somewhat impeded: one fewer roll to succeed. Underground, it is strongly impeded, three fewer rolls to succeed.

While an individual teacher might not take to an individual pupil, any qualified individual should be able to find a teacher for air magic. Qualification would be a total of 32 or greater on Intuition plus Intelligence.

TOTAL EXPOSURE RESEARCH:1 PREREQUISITE(S):NONE TIME:1hr. DURATION:24hrs. RANGE:SELF AREA:SELF ACTIVITY:DANCE NUDE IN THE OPEN AIR. RESULT:NORMAL MANA RENEWAL AND ABLE TO DO AIR SPELLS FOR THE NEXT TWENTY-FOUR HOURS. MANA COST:0 # OF ROLLS:7; FAILURE MEANS DOING WITHOUT AIR MAGICK FOR TWENTY-FOUR HOURS

AIR FIST RESEARCH:1 PREREQUISITE(S):TOTAL EXPOSURE TIME:1rd. DURATION:PERMANENT RANGE:750' AREA:TARGET ACTIVITY:WAVE A FAN VIGOROUSLY AT YOUR VICTIM. RESULT:ND6 DAMAGE TO MOST VICTIMS, SUBTRACTING ARMOR. N*(D10+2) TO AIRY OR TENUOUS BEINGS. MANA COST:2 TO THE POWER OF N # OF ROLLS:5

AIR FINGERS RESEARCH:1 PREREQUISITE(S):AIR FIST TIME:1rd. DURATION: AS MAINT. RANGE:200' AREA:SIZE OF YOUR HAND ACTIVITY:WHILE WAVING YOUR FAN IN A COMPLEX PATTERN, USE YOUR OTHER HAND TO MIMIC THE ACTIONS THAT YOU DESIRE FROM YOUR REMOTE HAND. RESULT:A WEAK HAND CARRIES OUT TASKS WITH THE SAME DEXTERITY OR LACK OF SAME THAT YOU POSSESS. TASK ROLLS BASED ON DEXTERITY AND INTUITION WILL BE ASSIGNED FOR ANY DIFFICULT TASKS. IF THE HAND IS BEING USED, THE CONCENTRATION REQUIRED TO KEEP THE SPELL GOING IS VERY HIGH. HOWEVER, THE HAND CAN BE LAID ASIDE AND TREATED AS A LOW MAINTANANCE SPELL. MANA COST:3 TO CREATE PLUS ONE PER FOUR ROUNDS. # OF ROLLS:6

MULTIPLE AIR FISTS RESEARCH:1 PREREQUISITE(S):AIR FIST TIME:2rds. DURATION:PERMANENT RANGE:750' AREA:MULTIPLE TARGETS ACTIVITY:WAVE FAN AT ALL TARGETS RESULT:N AIR FISTS DOING 3D6 DAMAGE AS PER AIR FIST SPELL OR 3(D10+2) TO TENUOUS BEINGS MANA COST:3 TO THE POWER OF N # OF ROLLS:6-N

AIR HAND RESEARCH:2 PREREQUISITE(S):AIR FINGERS TIME:2rds. DURATION:AS MAINT. RANGE:200' AREA:SIZE OF YOUR HAND ACTIVITY:WHILE WAVING YOUR FAN IN A COMPLEX PATTERN, USE YOUR OTHER HAND TO MIMIC THE ACTIONS THAT YOU DESIRE FROM YOUR REMOTE HAND. RESULT:A HAND OF STRENGTH 21 CARRIES OUT TASKS WITH THE SAME DEXTERITY OR LACK OF SAME THAT YOU POSSESS. TASK ROLLS BASED ON DEXTERITY AND INTUITION WILL BE ASSIGNED FOR ANY DIFFICULT TASKS. IF THE HAND IS BEING USED, THE CONCENTRATION REQUIRED TO KEEP THE SPELL GOING IS VERY HIGH. HOWEVER, THE HAND CAN BE LAID ASIDE AND TREATED AS A LOW MAINTANANCE SPELL. MANA COST:9 TO CREATE PLUS THREE PER FOUR ROUNDS. # OF ROLLS:4

AIR HANDS RESEARCH:2 PREREQUISITE(S):AIR HAND TIME:4rds. DURATION:AS MAINT. RANGE:200' AREA:SIZE OF YOUR TWO HANDS HELD AT A NORMAL DISTANCE APART OR RIGHT TOGETHER. ACTIVITY:WHILE WAVING YOUR FAN IN A COMPLEX PATTERN, HELD IN YOUR MOUTH, USE YOUR HANDS TO MIMIC THE ACTIONS THAT YOU DESIRE FROM YOUR REMOTE HANDS. RESULT:TWO HANDS OF STRENGTH 21 CARRIES OUT TASKS WITH THE SAME DEXTERITY OR LACK OF SAME THAT YOU POSSESS. TASK ROLLS BASED ON DEXTERITY AND INTUITION WILL BE ASSIGNED FOR ANY DIFFICULT TASKS. IF THE HANDS ARE BEING USED, THE CONCENTRATION REQUIRED TO KEEP THE SPELL GOING IS VERY HIGH. HOWEVER, THE HANDS CAN BE LAID ASIDE AND TREATED AS A LOW MAINTANANCE SPELL. MANA COST:27 TO CREATE PLUS NINE PER FOUR ROUNDS. # OF ROLLS:2

WIND FALL RESEARCH:4 PREREQUISITE(S):AIR HANDS TIME:1rd. DURATION:AS MAINT. RANGE:SELF AREA:SELF ACTIVITY:WAVE FAN DOWNWARD RESULT:CASTER WILL FALL AT A MUCH REDUCED SPEED AND WILL TAKE NO DAMAGE WHEN HE OR SHE LANDS. MANA COST:(1 1RD.), (4 2RD.), (9 3RD.), (16 4RD.), ETC. # OF ROLLS: 5, ROLL EVERY ROUND.

CONTROL WIND RESEARCH:3 PREREQUISITE(S):TOTAL EXPOSURE TIME:2rds. DURATION:AS MAINT. RANGE:SELF AREA:1mile radius ACTIVITY:WAVE FAN IN TIGHT CIRCLE RESULT:RAISE OR LOWER WIND VELOCITY, OVERCOMING THE CURRENT WIND DIRECTION AS NEEDED. WHILE THE WIND DIRECTION AND SPEED OUTSIDE THE SPELL AREA WILL PROBABLY BE SOMEWHAT AFFECTED, THE IMPACT FALLS OFF RAPIDLY. THIS SPELL REQUIRE FULL CONCENTRATION TO MAINTAIN. THE CHANGE IN VELOCITY WILL BE 10*N MILES PER HOUR. THE VELOCITY DOES NOT CONTINUE TO BUILD, THE CHANGE HAPPENS AND THEN MAINTANANCE JUST KEEPS IT GOING. MANA COST:2 TO THE POWER OF N TO START; 3*N EVERY FOUR ROUNDS # OF ROLLS:7-N

MINOR WHIRLWIND RESEARCH:2 PREREQUISITE(S):CONTROL WIND TIME:3rds. DURATION:AS MAINT. RANGE:20' AREA:2.5' radius ACTIVITY:MAKE A VIGOROUS WHIRLING MOTION WITH YOUR FAN RESULT:A SMALL WHIRLWIND THAT IGNORES NATURAL WINDS AND MOVES AND ATTACKS IN ACCORDANCE WITH THE MOVEMENTS OF YOUR FAN. IT CAN MOVE UP TO 3600 FEET IN A MINUTE ( THIS IS 300 FEET IN A MELEE ROUND ) AND CAN BE CONTROLLED AT A DISTANCE OF 5000'. IT WILL DO 2D8 DAMAGE PER ROUND TO SOLID BEINGS AND 4D8 TO TENUOUS BEINGS. IT CAN ALSO ATTACK BY PICKING UP AND DROPPING A BEING BUT THIS CAN BE EASILY DODGED (FIVE ROLLS ). IT CAN CARRY UP TO FIFTY POUNDS OF PASSENGERS AND CARGO BUT CANNOT THEN ATTACK. A MINOR WHIRLWIND CAN BE DISPERSED AND DESTROYED BY A SINGLE BLOW DOING 32 OR MORE HIT POINTS (IT HAS A TARGET CLASS OF 5 VERSUS MELEE ATTACKS AND 0 VERSUS MISSILES). THIS CAN BE A WEAPON OR A SPELL. A WEAPON BLOW TO A WHIRLWIND WILL NOT DO DAMAGE TO ITS PASSENGER(S) BUT AN AREA SPELL WILL DAMAGE ALL. MANA COST:8 TO START; 4 EVERY FOUR ROUNDS # OF ROLLS:5

WHIRLWIND RESEARCH:2 PREREQUISITE(S):MINOR WHIRLWIND TIME:3rds. DURATION:AS MAINT. RANGE:20' AREA:4' radius ACTIVITY:MAKE A VIGOROUS WHIRLING MOTION WITH YOUR FAN RESULT:A WHIRLWIND THAT IGNORES NATURAL WINDS AND MOVES AND ATTACKS IN ACCORDANCE WITH THE MOVEMENTS OF YOUR FAN. IT CAN MOVE UP TO 3600 FEET IN A MINUTE ( THIS IS 300 FEET IN A MELEE ROUND ) AND CAN BE CONTROLLED AT A DISTANCE OF 5000'. IT WILL DO 4D6 DAMAGE PER ROUND TO SOLID BEINGS AND 8D8 TO TENUOUS BEINGS. IT CAN ALSO ATTACK BY PICKING UP AND DROPPING A BEING BUT THIS CAN BE EASILY DODGED (FIVE ROLLS ). IT CAN CARRY UP TO 250 POUNDS OF PASSENGERS AND CARGO BUT CANNOT THEN ATTACK. A WHIRLWIND CAN BE DISPERSED AND DESTROYED BY A SINGLE BLOW DOING 40 OR MORE HIT POINTS (IT HAS A TARGET CLASS OF 5 VERSUS MELEE ATTACKS AND 0 VERSUS MISSILES). THIS CAN BE A WEAPON OR A SPELL. A WEAPON BLOW TO A WHIRLWIND WILL NOT DO DAMAGE TO ITS PASSENGER(S) BUT AN AREA SPELL WILL DAMAGE ALL. MANA COST:16 TO START; 8 EVERY FOUR ROUNDS # OF ROLLS:4

TORNADO RESEARCH:2 PREREQUISITE(S):WHIRLWIND TIME:3rds. DURATION:AS MAINT. RANGE:20' AREA:8' radius ACTIVITY:MAKE A VIGOROUS WHIRLING MOTION WITH YOUR FAN RESULT:A WHIRLWIND THAT IGNORES NATURAL WINDS AND MOVES AND ATTACKS IN ACCORDANCE WITH THE MOVEMENTS OF YOUR FAN. IT CAN MOVE UP TO 4800 FEET IN A MINUTE ( THIS IS 400 FEET IN A MELEE ROUND ) AND CAN BE CONTROLLED AT A DISTANCE OF 5000'. IT WILL DO 4D10 DAMAGE PER ROUND TO SOLID BEINGS AND 16D8 TO TENUOUS BEINGS. IT CAN ALSO ATTACK BY PICKING UP AND DROPPING A BEING BUT THIS CAN BE DODGED (FOUR ROLLS ). IT CAN CARRY UP TO 600 POUNDS OF PASSENGERS AND CARGO BUT CANNOT THEN ATTACK. A TORNADO CAN BE DISPERSED AND DESTROYED BY A SINGLE BLOW DOING 48 OR MORE HIT POINTS (IT HAS A TARGET CLASS OF 4 VERSUS MELEE ATTACKS AND 0 VERSUS MISSILES). THIS CAN BE A WEAPON OR A SPELL. A WEAPON BLOW TO A WHIRLWIND WILL NOT DO DAMAGE TO ITS PASSENGER(S) BUT AN AREA SPELL WILL DAMAGE ALL. MANA COST:32 TO START; 16 EVERY FOUR ROUNDS # OF ROLLS:4

AIR SENSE RESEARCH:3 PREREQUISITE(S):TOTAL EXPOSURE TIME:"N"rds. DURATION:"N"hrs. RANGE:SELF AREA:500'radius globe. ACTIVITY:UNDRESS AND SENSITIZE YOURSELF TO THE AIR. RESULT:AT ANY TIME, WHILE THE SPELL IS IN EFFECT, YOU CAN UNDRESS AND BE ABLE TO SENSE ALL CONTIGUOUS AIR. LINE-OF- SIGHT HAS NO EFFECT BUT A SOLID WALL OR DOOR WILL BLOCK THE SENSE. NON-AIR OBJECTS WILL SHOW UP AS OUTLINES IN THE AIR. A KEYHOLE OR THE SPACES AROUND A DOOR ARE NOT ENOUGH TO ALLOW YOU TO "SEE " INTO THE NEXT ROOM UNLESS YOU ARE RIGHT UP AGAINST THE DOOR. SINCE THE SPELL IS NOT BEING MAINTAINED, LITTLE CONCENTRATION ON THE SPELL IS REQUIRED AND AN EXPERIENCED USER CAN USE IT TO AIM A WEAPON OR EVEN ANOTHER SPELL. MANA COST:2*"N " MANA POINTS # OF ROLLS:3

BLUR OUTLINE RESEARCH:1 PREREQUISITE(S):TOTAL EXPOSURE TIME:1rd. DURATION:AS MAINT. RANGE:SELF AREA:SELF ACTIVITY:WAVE A FAN IN AN ARCANE PATTERN AROUND YOURSELF RESULT:MAKES YOU MORE DIFFICULT TO SPOT (BY THREE ROLLS ) AND REDUCES YOUR TARGET CLASS (BY THREE IN MELEE AND BY SIX VERSUS MISSILE WEAPONS). THIS IS A HIGH MAINTANANCE SPELL. MANA COST:2 TO START PLUS 1 EVERY FOUR ROUNDS # OF ROLLS:6

AUTO BLUR RESEARCH:2 PREREQUISITE(S):BLUR OUTLINE TIME:1rd. DURATION:5min. RANGE:SELF AREA:SELF ACTIVITY:SET UP A FAN PATTERN THAT WILL REPEAT ITSELF. RESULT:AS BLUR OUTLINE WITHOUT MAINTANANCE. MANA COST:20 # OF ROLLS:4

TEN FOOT BLUR RESEARCH:2 PREREQUISITE(S):AUTO BLUR TIME:2rds. DURATION:5min. RANGE:SELF AREA:5' radius circle ACTIVITY:AS AUTO BLUR RESULT:ALL IN THE AREA RECEIVE THE BENEFITS OF BLUR OUTLINE MANA COST:30 # OF ROLLS:4

HEAT (OR COOL) AIR RESEARCH:2 PREREQUISITE(S):TOTAL EXPOSURE TIME:2rds. DURATION:AS MAINT. RANGE:50' AREA:50' radius globe of air. ACTIVITY:CONTROL "MAXWELL'S DEMONS " WITH HAND MOTIONS. RESULT:TEMPERATURE WILL CHANGE AT 15*N DEGREES FAHRENHEIT PER ROUND. THIS IS AN EXTREMELY HIGH MAINTANANCE SPELL! MANA COST:4 TO THE POWER OF N, EVERY ROUND. # OF ROLLS:4 MINUS N, ROLL EVERY ROUND

RAIN MAKER RESEARCH:2 PREREQUISITE(S):HEAT (OR COOL) AIR TIME:1hr. DURATION:PERMANENT RANGE:LINE OF SIGHT AREA:.5mi. ACTIVITY:SEND POWER TO ACTIVATE CLOUDS (CLOUDS ARE NEEDED) RESULT:A GOOD HARD RAIN. MANA COST:27 # OF ROLLS:4

THUNDER STRIKE RESEARCH:4 PREREQUISITE(S):RAIN MAKER TIME:1rd. DURATION:PERMANENT RANGE:750' AREA:15' RAD. CIRCLE ACTIVITY:USE FAN MOTIONS TO CREATE AN INBALANCE IN THE AIR. RESULT:A THUNDERCLAP EXPLODES IN THE AREA,INFLICTING ND10 BLUNT DAMAGE TO EVERYBODY IN THE AREA. ADDITIONALLY, THOSE IN THE AREA MUST MAKE A SAVE BASED ON CONSTITUTION TO AVIOD BEING STUNNED. THE SAVE IS 4-NROLLS. MANA COST:2 TO THE POWER OF N SPELL BONUS:+3

LIGHTNING BOLT RESEARCH:4 PREREQUISITE(S):RAIN MAKER TIME:2rds. DURATION:PERMANENT RANGE:1500' AREA:5' radius circle ACTIVITY:USE FAN MOTIONS TO CREATE AN IMBALANCE IN THE AIR, NO CLOUDS ARE NEEDED. RESULT:(D4+N)SQUARED POINTS OF DAMAGE TO THE TARGET AREA MANA COST:3 TO THE POWER OF N # OF ROLLS:3

AIR ELEMENTALS Air Elementals can be summoned in the hour following dawn . They must be summoned outdoors. They are summoned by a combination of a song and the release of strong but pleasant odors, often by burning incense. In some cases, a sacrifice of mana is also needed. While Air Elementals have no strong desires on the common plane to interfere with their work, it is also true that the Summoner has no simple method with which to bribe or influence them. Courtesy and respect are the way to gain the goodwill of these creatures. For each type of task that the elemental is asked to perform, the summoner must make a roll to overcome the elemental's will with his or her own. The roll to control an elemental is based on Stability plus Charisma plus three times level, in other words:

WILL =((STABILITY + CHARISMA)/2) + 3 x LEVEL

If the summoner fails a control roll, the Air Elemental is free to do as it wishes, which is usually to return to its own plane but may be to wander loose on the common plane and get into mischief. If an Air Elemental has been abused, it might attack the summoner but this would be atypical of any except the Djinn. The following chart gives the situations under which a control roll is needed and the usual number of rolls for each situation. The GM should subtract rolls if the Elemental has been subject to abuse or if the Elemental's dignity has not been accorded the proper respect. Rolls may be added for establishing a strong positive bond with the Elemental. # Indoors also includes the upper level of caverns or dungeons. Attempts to take one of these Elementals into the depths will not succeed. * In almost every case, the Elemental will be readily amenable to dismissal. In exceptional cases, a control attempt may be needed. ! A failed attempt to regain control will cause the Elemental to attack automatically. A successful attempt will bring the Elemental back into line.

SUMMON AIR IMP RESEARCH:2 PREREQUISITE(S):TOTAL EXPOSURE TIME:10min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:FAN HONEY INTO THE AIR; SING A SIMPLE MERRY TUNE. THIS SPELL, WHETHER SUCCESSFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:AN AIR IMP APPEARS. MANA COST:3 # OF ROLLS:5

CONTROL AIR IMP RESEARCH:0 PREREQUISITE(S):SUMMON AIR IMP TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:2500' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART

SUMMON LIVING WIND RESEARCH:2 PREREQUISITE(S):SUMMON AIR IMP TIME:15min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:A FAN DANCE, ACCOMPANIED BY FALSSETTO SINGING AND THE USE OF INCENSE OR SOMETHING SIMILAR. THIS SPELL, WHETHER SUCCESSFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:A LIVING WIND APPEARS. MANA COST:1 OR MORE POINTS, SACRIFICED # OF ROLLS:2 PLUS THE NUMBER SACRIFICED

CONTROL LIVING WIND RESEARCH:0 PREREQUISITE(S):SUMMON LIVING WIND TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:2500' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART

SUMMON DJINN RESEARCH:3 PREREQUISITE(S):SUMMON LIVING WIND TIME:30min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:A ONE-PERSON PRODUCTION NUMBER, SINGING DANCING AND FINE PERFUMES ARE THE BARE MINIMUMS, THIS SPELL, WHETHER SUCCESSFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:A DJINN APPEARS. MANA COST:2 OR MORE POINTS, SACRIFICED # OF ROLLS:1 PLUS THE .5*(THE NUMBER SACRIFICED)

CONTROL DJINN RESEARCH:0 PREREQUISITE(S):SUMMON DJINN TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:2500' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART

IMPRESS AIR ELEMENTAL RESEARCH:4 PREREQUISITE(S):SUMMON AIR IMP TIME:24hrs. DURATION:SEMIPERMANENT RANGE:25' AREA:THE ELEMENTAL ACTIVITY:SUMMON THE ELEMENTAL AND KEEP IT WITH YOU, MAKING ALL THE NORMAL CONTROL CHECKS, FOR A FULL DAY. OBVIOUSLY, THIS MEANS GOING WITHOUT SLEEP. AFTER 24 HOURS, ATTEMPT TO GAIN PERMANENT DOMINANCE BY FORCE OF WILL. IF THE MAGICIAN IS UNABLE TO RETAIN THE ELEMENTAL FOR THE FULL TWENTY-FOUR HOURS, ONLY ONE THIRD OF THE MANA FOR THE SPELL IS LOST. RESULT:THE ELEMENTAL WILL BECOME THE MAGICIAN'S ALLY AND SERVANT. A CONTROL CHECK WILL ONLY BE NEEDED ONCE A MONTH IF THE ELEMENTAL IS TREATED WITH CONSIDERATION. GOING UNDERGROUND IS NOT CONSIDERATE TREATMENT AND GOING DEEP UNDERGROUND WILL DESTROY THE ELEMENTAL. THE ONLY WAY THE ELEMENTAL CAN REGAIN LOST HIT POINTS OR MANA POINTS IS TO RETURN TO THE PLANE OF AIR FOR FORTY-EIGHT HOURS. IF GIVEN THIS LEAVE, THE ELEMENTAL WILL ALWAYS RETURN. MANA COST:FOR IMP: 3 POINTS PERMANENT FOR LIVING WIND: 9 POINTS PERMANENT FOR A DJINN: 27 POINTS PERMANENT # OF ROLLS:FOR IMP: 2 FOR LIVING WIND: 1 FOR A DJINN: 2?

THE ELEMENTALS THEMSELVES Air Elementals are generally good-natured and cooperative unless they feel that they have been mistreated or endangered without need. They do tend toward mischief if not kept busy. However, they rarely do any real harm.

SHARED QUALITIES 1. An Air Elemental can assume the shape and powers of a whirlwind at will and travel and fight as one as well as carry passengers as one. The Air Imp will become a Minor Whirlwind , as per the spell; the Living Wind will become a Whirlwind, as per the spell; the Djinn will become a Tornado, as per the spell. It cannot assume this form underground or in a building. 2. In its more "Human" form, it can hover above or move over a liquid or solid surface at 2400' per minute (that is 200' per melee round) 3. It has a telepathic link to its summoner, up to 2500' 4. It can see in the Air even without light of any kind 5. It can detect gas or other impurities, even if they are invisible, up to 500'. 6. It takes only half damage from Earth Magick and from weapons. 7. It takes double damage from Air and Fire Magics and from Dragon Breath. 8. It cannot go deeper than the uppermost level of und- erground cavern or "dungeon " systems (a little deeper than a typical basement) without being destroyed by the pressure, this also prevents it going under water.

AIR IMP The Air Imp appears, when not in Minor Whirlwind form, as a small disturbance in the air, usually filled with dust. It is whimsical and frivolous but not without regard for its own well-being. TC:-8 DA: 0 HTK: 10 ATTACK(S):AIR KNIFE ADD:15 DAMAGE:D12+D12 CUTTING

LIVING WIND The Living Wind appears, when not in Whirlwind form, as a tall, vaguely Human biped with a pair of curved swords in its hands. Like the Air Imp, it will have a sense of humor but it tends toward sarcasm and irony, otherwise it is fairly cooperative. TC:-2 DA:0 HTK:75 ATTACK(S):(2)WindSwords ADD:15 DAMAGE:3D12+3D12 CUTTING

DJINN The Djinn can appear as a Tornado or as a tall, commanding manlike being. The Djinn is strong-minded and fierce with a great hostility toward the practitioners of Fire Magick and the Elementals that they summon. Despite their warlike ways, Djinns do have the gift of laughter. TC:-4 DA:0 HTK:150 ATTACK(S):(2)WIND SCIMITARS ADD:20 DAMAGE:5D12+5D12 CUTTING

CONTROLLING AIR ELEMENTALS

Situation AirImp LWind Djinn
1Hr. 05 04 03
Easy Melee 03 03 04
Tough Melee 02 02 03
Suicidal Melee 2? 3? 4?
Resisted Dismissal 05 03 01
Regain Control! 03 02 2?

Top of Page

GLORY ROAD MAGIC, FIRE AND WATER
THE BOOK OF THE FLAME

In almost all locales and among almost all folk, the use of Fire Magick is tightly controlled by the government or by the most powerful church or cult. This is almost always done through a Fire Lodge which is a paramilitary order that controls the teaching of fire magick in a given area. The Knights Templar of our middle ages would have made a good Fire Lodge. While your GM may design his or her campaign differently, in my campaign it would be very odd to find a free Fire Mage. Most Fire Magicians encountered on their own would fit into one of the following categories: 1. A Mage on detached duty who is overtly or covertly working in the interest of his or her Lodge. 2. A trusted member of a Lodge who has been granted leave to rest or to take care of personal business. Such an individual would probably still keep the interests of his or her Lodge and therefore the Nation or the Church foremost in mind. 3. A fugitive or rebel from the power of a Fire Lodge. This type could be an interesting (perhaps too interesting) companion. Becoming a Fire Mage requires, at least in my campaign, giving up a certain amount of personal freedom and entering a disciplined and hierarchical environment. In return, a Fire Mage acquires great offensive power and the use of powerful and warlike, although extremely unpleasant, Elementals. Magical fire does very intense damage but does not "catch things on fire " with the alacrity of a natural fire. Any young person with the needed Intelligence ( at least 15 ) and Talent ( at least 15 ) can sign up with a Lodge. Resigning is next to impossible! The rolls for doing Fire spells are based on Intelligence and Talent with the usual formula.

FIRE PERCENTAGE = ((IQ+TALENT)/2) + 3 x LEVEL

FEED TORCH-WAND RESEARCH:2 PREREQUISITE(S):NONE TIME:1hr. DURATION:24hrs. RANGE:TOUCH AREA:TORCH-WAND ACTIVITY:PERSONALLY GATHER ENOUGH COMBUSTIBLE MATERIAL, TYPICALLY WOOD, TO MAKE A 2' X 2' X 2' FIRE, PREFERABLY A LITTLE BIGGER IF POSSIBLE. LIGHT A SMALL AMOUNT, BLOW ON IT AND KEEP ADDING MORE, TAKING NO ACTION TO AVOID MINOR BURNS. FINALLY, THRUST YOUR TORCH-WAND INTO THE HEART OF THE FIRE, ALLOWING IT TO FEED ON THE ESSENCE OF FIRE. RESULT:THIS SPELL GRANTS NORMAL MANA RESTORATION. ALSO, IF THIS SPELL IS FAILED FIRE SPELLS WILL NOT BE POSSIBLE FOR YOU FOR THE NEXT TWENTY- FOUR HOURS. YOUR TORCH-WAND, THUS ACTIVATED, IS YOUR CHIEF TOOL FOR DOING FIRE SPELLS. IT IS ALSO USED AS A MELEE WEAPON, IN EXTREMIS. IT IS A LIGHT WEAPON THAT IS INNATELY +3 TO HIT AND DOES (D6+1) SQUARED FIRE DAMAGE WHEN IT HITS. IT ONLY HAS THE REACH OF A HAND MACE. MANA COST:0 # OF ROLLS:7

FLASH RESEARCH:1 PREREQUISITE(S):FEED TORCH-WAND TIME:1rd. DURATION:INSTANT RANGE:TORCH-WAND AREA:LINE OF SIGHT/90 degrees or 180or 360; user's option. ACTIVITY:CHANGE HAND POSITION ON THE TORCH-WAND AND RECITE A BRIEF PHRASE WHILE HOLDING THE WAND ALOFT. RESULT:A BRIGHT FLASH WHICH WILL STUN ALMOST ANYONE WHO IS LOOKING RIGHT AT IT. ETHEREAL CREATURES AND DEMONS WOULD NOT BE AFFECTED. HUMANS AND OTHER DIURNAL CREATURES THAT HAPPEN TO BE ALREADY IN BRIGHT SUNLIGHT WILL BE NEARLY UNAFFECTED. HOWEVER, THE SUDDEN FLASH AT NIGHT OR IN A DARK UNDERGROUND OR INDOORS ENVIRONMENT WILL CAUSE A ONE ROUND STUN TO THESE DWELLERS IN THE LIGHT. THOSE WITH GOOD NIGHT VISION (INCLUDING ELVES AND DWARVES) WILL SUFFER A ONE ROUND STUN IF THEY HAVE BEEN MOVING ABOUT IN DAYLIGHT AND A TWO ROUND STUN, OTHERWISE. THOSE CORPOREAL UNDEAD WHICH HAVE RETAINED FLESH ON THEIR BONES ARE AS VULNERABLE AS OTHER NIGHT CREATURES. A SECOND FLASH IN A SHORT PERIOD WILL HAVE NO EFFECT EXCEPT TO REDUCE THE VICTIM'S ADD WITH MISSILE WEAPONS BY 3. ALLIES ARE NOT IMMUNE TO THE FLASH SO " WATCH WHERE YOU'RE POINTING THAT TORCH, SPARKY." THE IMPACT OF A FLASH SPELL CAN BE INCREASED BY HOLDING THE TORCH-WAND IN A LARGER MUNDANE FIRE SUCH AS A BONFIRE. THIS WOULD USUALLY DOUBLE THE AMOUNT OF STUN AND CAUSE A ONE ROUND STUN ON HUMANS AND THE LIKE IN DAYLIGHT. MANA COST:2 WITH THE TORCH-WAND ALONE, AS MUCH AS 32 ON A BIG MUNDANE FIRE. # OF ROLLS:5 WITH A TORCH-WAND ALONE; 3 IF USING A MUNDANE FIRE.

HEAT, NO LIGHT RESEARCH:1 PREREQUISITE(S):FEED TORCH-WAND TIME:1rd. DURATION:AS MAINTAINED RANGE:TORCH-WAND AREA:TORCH-WAND ACTIVITY:CHANGE HAND POSITION ON THE TORCH-WAND AND RECITE A BRIEF PHRASE WHILE HOLDING THE WAND ALOFT. THIS IS A HIGH MAINTANANCE SPELL. RESULT:THE WAND EMITS NO LIGHT, THUS AIDING CONCEALMENT. ALSO, THE INVISIBLE FLAME BECOMES A BETTER MELEE WEAPON, PLUS AN ADDITIONAL ONE TO HIT AND DOING (D6+2) DAMAGE. MANA COST:2 TO START PLUS ONE EVERY ROUND # OF ROLLS:5, ROLL EVERY ROUND.

FLAME ARROW RESEARCH:1 PREREQUISITE(S):FEED TORCH-WAND TIME:1rd. DURATION:1 HOUR RANGE:TOUCH AREA:A QUIVER OF 24 ARROWS. ACTIVITY:RUN TORCH WAND OVER ARROWHEADS. RESULT:ARROWS WILL DO (D6+1squared) FLAME DAMAGE ON IMPACT. MANA COST:4+1 PER. ARROW # OF ROLLS:5

FIRE MISSILE RESEARCH:1 PREREQUISITE(S):FEED TORCH-WAND TIME:1rd. DURATION:PERMANENT RANGE:450'(MUST BE IN LINE-OF-SIGHT) AREA:ONE TARGET ACTIVITY:CHANGE HAND POSITION ON THE TORCH-WAND AND RECITE A BRIEF PHRASE WHILE POINTING THE WAND AT YOUR INTENDED VICTIM. RESULT:(D6)SQUARED FIRE DAMAGE TO THE TARGET. MANA COST:3 # OF ROLLS:5

IMPROVED FIRE MISSILE RESEARCH:1 PREREQUISITE(S):FIRE MISSILE TIME:1rd. DURATION:PERMANENT RANGE:750'(MUST BE IN LINE-OF-SIGHT) AREA:ONE TARGET ACTIVITY:CHANGE HAND POSITION ON THE TORCH-WAND AND RECITE A BRIEF PHRASE WHILE POINTING THE WAND AT YOUR INTENDED VICTIM. RESULT:(D6+N)SQUARED FIRE DAMAGE TO THE TARGET. MANA COST:3 TO THE POWER OF N # OF ROLLS:5 MINUS N

FIRE CLOAK RESEARCH:1 PREREQUISITE(S):FEED TORCH-WAND TIME:2rds. DURATION:24hrs. or less RANGE:SELF AREA:SELF ACTIVITY:ACTIVATE THE SPECIALLY PREPARED CLOAK YOU ARE WEARING (SEE THE SPELL PREPARE FIRE CLOAK) RESULT:YOU ARE WRAPPED IN A CLOAK OF FLAME AND YOU WILL TAKE NO DAMAGE FROM MUNDANE FIRE; HALF DAMAGE FROM DRAGON BREATH OR FIRE SPELLS. YOUR TARGET CLASS WILL BE IMPROVED BY SIX DUE TO THE SURROUNDING FLAME AND SMOKE. THE CLOAK WILL DO (D6+1) SQUARED FLAME DAMAGE EVERY ROUND TO ANY BEING WITHIN A 5' RADIUS; (D6+3) SQUARED FLAME DAMAGE TO ANY BEING WHO ACTUALLY TOUCHES IT. NON-SAPIENT ANIMALS WILL NOT APPROACH IT. OF COURSE, A WEARER OF THE FLAME CLOAK CANNOT WELL CONCEAL HIS WHEREABOUTS AND THE NATURE OF HER ABILITIES. NO TOWN, INN, KEEP OR HALL COULD ALLOW A FIRE MAGE IN THIS CONDITION IN TIME OF PEACE. A FLASH SPELL DONE ON AN ACTIVE FLAME CLOAK WILL HAVE DOUBLE ITS USUAL POTENCY FOR ONLY ONE EXTRA MANA POINT WITH THE USUAL NUMBER OF ROLLS. IF A HEAT, NO LIGHT SPELL IS DONE ON A FIRE CLOAK, CONCEALMENT IS POSSIBLE AND DAMAGE IS INCREASED, AS IN THE NORMAL USE OF THE SPELL. MANA COST:24 # OF ROLLS:6

FIRE GOUT RESEARCH:1 PREREQUISITE(S):IMPROVED FIRE MISSILE AND FIRE CLOAK TIME:1rd. DURATION:PERMANENT RANGE:900' (MUST BE IN LINE-OF-SIGHT) AREA:30' RADIUS CIRCLE ACTIVITY:RAISE THE FOLDS OF YOUR ACTIVATED FIRE CLOAK AND PROJECT THE FLAME OF YOUR CLOAK TO THAT SPOT. RESULT:DOES (D6+1+N) FIRE DAMAGE TO ALL IN TARGET AREA. MANA COST:4 TO THE POWER OF N # OF ROLLS:5 MINUS N

SMOKE SCREEN RESEARCH:1 PREREQUISITE(S):FIRE CLOAK TIME:1rd. DURATION:AS MAINT. RANGE:CLOAK AREA:CLOAK ACTIVITY:PULL YOUR HANDS AND TORCH-WAND INSIDE YOUR CLOAK AND FLAP YOUR ARMS. RESULT:A DENSE CLOUD OF SMOKE BEGINS TO SURROUND YOU AND TRAIL OUT BEHIND YOU. YOUR TARGET CLASS IMPROVES BY ANOTHER SIX VERSUS THOSE OUTSIDE THE CLOUD AND YOU BECOME VERY DIFFICULT TO ACQUIRE AS A MISSILE OR MAGICK TARGET, ALTHOUGH FOES WHO HAVE BEEN WATCHING YOU ALL ALONG MAY STILL ATTACK. IF YOU ARE STILL, THE CLOUD WILL FORM A 5' RADIUS CIRCLE, INCREASING IN RADIUS BY 3' ON EVERY SUBSEQUENT ROUND. YOUR HANDS, CLOAK AND TORCH-WAND WILL ALL BE OCCUPIED TO MAINTAIN THE SPELL BUT, FOR INSTANCE, VERBAL MAGICK WOULD NOT BE IM- PEDED BY MAINTAINING THIS SPELL. MANA COST:2 TO CAST PLUS ONE EVERY FOUR ROUNDS # OF ROLLS:6, ROLL EVERY FOUR ROUNDS

FIRE LEAP RESEARCH:1 PREREQUISITE(S):FEED TORCH-WAND TIME:1rd. DURATION:PERM. RANGE:450' AREA:UP TO A LARGE BONFIRE. ACTIVITY:POINT YOUR TORCH-WAND AT THE FIRE AND THEN MOVE THE WAND, PULLING THE FLAME TO A TARGET WITHIN 30' OF A SMALL FIRE, 40' OF A LARGE ONE. RESULT:THE MUNDANE FIRE LEAPS TO ITS TARGET. DAMAGE WOULD DEPEND ON THE TARGET AND THE NATURE OF THE FIRE. (D6)SQUARED, PER ROUND, FOR AS LONG AS THE FIRE BURNED WOULD SEEM CONSERVATIVE BUT REASONABLE. ALSO MUNDANE FIRES "CATCH THINGS ON FIRE " MUCH MORE READILY THAN MAGICAL FLAMES. KEEP THIS IN MIND IF THE TARGET IS OR INCLUDES FLAMMABLE MATERIALS. MANA COST:8 # OF ROLLS:6

FIRE WALL RESEARCH:4 PREREQUISITE(S):FEED TORCH-WAND TIME:4rds. DURATION:N+10min. RANGE:TOUCH WITH TORCH-WAND AREA:5' BY 30' BY 12' (HIGH) ACTIVITY:INSCRIBE A LINE ON A FLAT, RIGID SURFACE. THIS LINE WILL HOLD THE SPELL FOR TEN TO TWENTY DAYS. WHEN YOU, OR SOMEONE ELSE, WANTS THE SPELL TO TAKE EFFECT, SHOOT A FIRE MISSILE INTO THE LINE. RESULT:AN OPAQUE WALL OF FLAME THAT WILL DO (D6+5) SQUARED DAMAGE TO ANY INSIDE IT, REPEATING THE DAMAGE EVERY ROUND THAT THE VICTIM STAYS INSIDE. MANA COST:50 PLUS

FIRE TRAP RESEARCH:2 PREREQUISITE(S):FIRE WALL TIME:12min. DURATION:1rd. RANGE:TOUCH WITH TORCH-WAND AREA:10'*10' surface ACTIVITY:BUILD UP A VERY HOT FIRE COVERING THE AREA WHICH MAY BE LESS THAN THE MAXIMUM 10' SQUARE. SMOTHER THE FIRE TO STORE THE POTENTIAL IN THE TARGET AREA. CREATE A SPELL MATRIX TO RELEASE THE POTENTIAL IF THE CENTER OF THE AREA IS TOUCHED BY A SAPIENT BEING OR AN OBJECT WORN OR HELD BY ONE. RESULT:AFTER A BIT OF MUNDANE CLEANING UP, THE TRAP WILL BE VERY DIFFICULT TO SPOT (A ONE ROLL TASK FOR A THIEF TYPE). IF IT IS NOT TRIGGERED WITHIN 120 TO 150 DAYS, THE SPELL WILL WITHER. IF AND WHEN IT IS TRIGGERED, A FLAME WILL SHOOT OUT OR UP FROM THE SURFACE TO A DISTANCE OF 15' AND DO (D4+5) SQUARED DAMAGE TO ANYONE WITHIN. MANA COST:100 # OF ROLLS:3

FIRE STORM RESEARCH:4 PREREQUISITE(S):FIRE LEAP AND FIRE GOUT TIME:10min. DURATION:5min. RANGE:LINE-OF-SIGHT AREA:1mile radius ACTIVITY:HAVE ANOTHER MAGICIAN READY TO CREATE A GALE-FORCE WIND, USING HIS OR HER OWN SPELL AND MANA. PROJECT THREE MASSIVE FLAME CENTERS INTO THE TARGET AREA AND HAVE THE WIND RELEASED WHILE YOU STIR THE FLAME ABOUT WITH MOVEMENTS OF YOUR WAND. RESULT:DEPENDING ON WHAT IS IN THE AREA, LOSS OF LIFE WILL BE BETWEEN 10% (DESERT) AND 95% (DRY FOREST OR POORLY ORGANIZED WOODEN OR PAPER CITY OR TOWN). A STONE-WALLED CITY WITH MOSTLY WOODEN BUILDINGS WOULD SEE ABOUT 60% LOSS OF LIFE IF CAUGHT UNAWARES, 20% IF PREPARED FOR THAT EXACT EVENTUALITY AND BETWEEN THE TWO EXTREMES IF ON GENERAL EMERGENCY FOOTING. AFTER A FIRE STORM, FLAMES DO TEND TO SPREAD NATURALLY. MANA COST:33 # OF ROLLS:3

FLAME SWORD RESEARCH:5 PREREQUISITE(S):FEED TORCH-WAND TIME:ONE MONTH DURATION:PERMANENT RANGE:TOUCH AREA:ONE SWORD OR OTHER MELEE WEAPON ACTIVITY:USING THE MAGICAL FIRE OF YOUR WAND, ASSIST A SMITH IN THE FORGING OF A BLADE. THIS WILL REQUIRE ABOUT TEN HOURS OF YOUR ATTENTION EVERY DAY FOR A MONTH. RESULT:WHENEVER THE WEAPON IS DRAWN AND A MENTAL COMMAND IS GIVEN, AN AURA OF FLAME APPEARS AROUND THE BLADE. THE AURA IS +3 TO HIT, OVER AND ABOVE THE CHANCE OF THE BLADE HITTING. OF COURSE, IF THE WEAPON HITS, THE AURA HITS AS WELL. THE FLAME DOES (D6+2) SQUARED DAMAGE BUT DOES NOT HARM THE WEAPON OR ITS WIELDER. MANA COST:81, OF WHICH 3 ARE PERMANENTLY SACRIFICED. # OF ROLLS:3

FLAME BRAND RESEARCH:3 PREREQUISITE(S):FLAME SWORD TIME:ONE MONTH DURATION:PERMANENT RANGE:TOUCH AREA:ONE SWORD OR OTHER MELEE WEAPON ACTIVITY:USING THE MAGICAL FIRE OF YOUR WAND, ASSIST A SMITH IN THE FORGING OF A BLADE. THIS WILL REQUIRE ABOUT TEN HOURS OF YOUR ATTENTION EVERY DAY FOR A MONTH. RESULT:WHENEVER THE WEAPON IS DRAWN AND A MENTAL COMMAND IS GIVEN, AN AURA OF FLAME APPEARS AROUND THE BLADE. THE AURA IS +3 TO HIT, OVER AND ABOVE THE CHANCE OF THE BLADE HITTING, WHICH ITSELF IS IMPROVED BY ONE. OF COURSE, IF THE WEAPON HITS, THE AURA HITS AS WELL. THE FLAME DOES (D6+3) SQUARED DAMAGE BUT DOES NOT HARM THE WEAPON OR ITS WIELDER. A SEPERATE MENTAL COMMAND CAN BE USED TO PROJECT THE FIRE LIKE A MISSILE WEAPON OR THE FIRE MISSILE SPELLS. THE RANGE OF THE PROJECTION IS 750'; IT IS INNATELY +3 TO HIT AND DOES (D6+2) SQUARED FIRE DAMAGE. MANA COST:243, OF WHICH 9 ARE PERMANENTLY SACRIFICED. # OF ROLLS:3

BURN SYMBOL RESEARCH:4 PREREQUISITE(S):FEED TORCH-WAND TIME:2hrs. DURATION:PERMANENT RANGE:INFINITE AREA:A SINGLE FLAMMABLE OBJECT. ACTIVITY:CREATE A MODEL OF THE TARGET OBJECT, PREFERABLY CONTAINING ITEMS ASSOCIATED WITH THE OBJECT. RECITE A SIMPLE FORMULA AND TOUCH YOUR TORCH- WAND TO THE MODEL. REPEAT THE FORMULA, NAMING THE TARGET AS COMPLETELY AND ACCURATELY AS POSSIBLE AND TOUCH THE TORCH-WAND TO IT AGAIN. FINALLY, TOUCH YOUR TORCH-WAND TO THE MODEL SILENTLY, THIS TIME SETTING IT ON FIRE. RESULT:THE OBJECT ERUPTS WITH AN INTENSE FLAME. MANA COST:ALL THE AMOUNTS ARE SACRIFICED: 1 IF WITHIN 100'; 5 IF WITHIN 101 TO 10000; 25 IF WITHIN 10001 TO 10000; AND SO ON. # OF ROLLS:4 AGAINST AN INANIMATE OBJECT, 1 AGAINST A LIVING BEING. ADJUSTED DOWNWARD IF THE MODEL IS INCOMPLETE, IF THE ASSOCIATED OBJECTS ARE NOT WELL CHOSEN OR IF THE NAMING IS NOT PROPERLY DONE. IF THE SPELL FAILS, THE GM SHOULD ROLL % DICE. ON A 96 TO 00, THE CASTER WILL BURN TO A CRISP, NEITHER A FLAME CLOAK NOR THE TRUE FIRE SPELL GRANTING PROTECTION.

FIRE SIGHT RESEARCH:2 PREREQUISITE(S):FEED TORCH-WAND TIME:5rds. DURATION:3rds. RANGE:12miles AREA:variable ACTIVITY:STARE INTO THE FLAMES OF YOUR TORCH-WAND AND RECITE A PATTERN OF SYLLABLES. RESULT:YOU SEE WHAT YOU WOULD SEE AND HEAR WHAT YOU WOULD HEAR IF YOU WERE SITTING WITHIN A NEARBY OPEN FIRE (WHICH NEARBY FIRE WOULD BE ENTIRELY RANDOM, YOUR GM WILL DETERMINE). MANA COST:6 # OF ROLLS:5

TRUE FIRE RESEARCH:4 PREREQUISITE(S):FIRE CLOAK TIME:5min. DURATION:AS MAINTAINED RANGE:SELF AREA:SELF ACTIVITY:OPEN YOUR BEING TO THE NATURE OF FIRE; STEP INTO A LARGE, HOT BONFIRE; OPEN THE FRONT OF YOUR CLOAK AND INHALE THE ESSENCE OF FLAME. RESULT:YOU WILL EITHER BURN UP COMPLETELY AND UTTERLY (IF YOU FAIL THE SPELL ROLLS) OR YOU WILL BECOME A PILLAR OF TRUE FIRE. AS A PILLAR OF TRUE FIRE, YOU WILL BE IMMUNE TO MELEE ATTACKS AND YOUR TARGET CLASS AGAINST MISSILES WILL BE IMPROVED BY 20 AND YOU WILL HAVE TWO POINTS OF PROTECTION VS. SPELL ATTACKS WHICH WILL STACK WITH ANY OTHER PROTECTION YOU MAY HAVE. YOU WILL BE UNABLE TO USE WEAPONS BUT YOU CAN USE SPELLS OR ATTACK WITH TWO FLAME TENDRILS PER COMBAT ROUND WHICH CAN REACH OUT TO 250' AND ARE INNATELY PLUS 13 TO HIT (ADJUSTED BY YOUR BONUSES AND COMBAT ADD) AND DO (D6+3) SQUARED DAMAGE. ONLY A MAGICIAN WHO KNOWS THIS SPELL CAN ATTAIN LEADERSHIP IN A FIRE LODGE. WHEN YOU HAVE SUCCEEDED IN THIS SPELL ONCE, IT BECOMES AN AUTOMATIC ABILITY, REQUIRING NO BONFIRE AND NO SPELL ROLLS AND, THEREFORE, NO RISK OF FAILURE AND DEATH. SHIFTING INTO THE TRUE FIRE STATE REQUIRES ONE MINUTE OF INACTION AND CONCENTRATION AND NO MANA. MANA COST:3 POINTS, SACRIFICED, THE FIRST TIME # OF ROLLS:2

CREATE TORCH WAND RESEARCH:2 PREREQUISITE(S):TRUE FIRE TIME:1hr. DURATION:PERMANENT RANGE:TOUCH AREA:WAND ACTIVITY:TAKING A WAND PREPARED FROM IRON-WOOD WRAPPED IN DRAGON-HIDE, INTRODUCE IT TO THE ELEMENT OF FIRE AND BIND WITHIN IT A VERY MINOR MINDLESS FIRE ELEMENTAL. RESULT:A TORCH-WAND COMES INTO EXISTENCE FOR YOU TO SELL OR AWARD TO A FOLLOWER. MANA COST:1 POINT, SACRIFICED # OF ROLLS:4

CREATE FLAME-CLOAK RESEARCH:2 PREREQUISITE(S):CREATE TORCH-WAND TIME:2hrs. DURATION:PERMANENT RANGE:TOUCH AREA:CLOAK ACTIVITY:TAKING A CLOAK MADE FROM SALAMANDER AND DRAGON HIDES, INTRODUCE IT TO THE ELEMENT OF FIRE AND BIND WITHIN IT A MINDLESS FIRE ELEMENTAL. RESULT:A FIRE-CLOAK COMES INTO EXISTENCE FOR YOU TO SELL OR AWARD TO A FOLLOWER. MANA COST:2 POINTS, SACRIFICED # OF ROLLS:3

FIRE ELEMENTALS

Fire Elementals can be summoned in the hour centered around noon. They may be anywhere that combustion can occur. They are summoned by the burning of a living being. In most cases, a sacrifice of mana is also neccessary. While Fire Elementals lack greed for material gain, their taste for burning and torture are too much for any but the most callous Magician to work with. They enjoy destroying life, especially the innocent and the helpless. The desttruction of useful, especially vital, property also gives a Fire Elemantal great satisfaction. No bond of friendship will prevent the summoner from being the victim of his or her Elemental if he or she loses control or fails to word orders to it with enough precision. The basis for controlling an Elemental is Will, or Stability plus Charisma plus three times level , in other words:

WILL =((STABILITY + CHARISMA)/2)+ 3 X LEVEL

If the summoner fails a control roll, the Fire Elemental is free to do as it wishes, which is usually to attack the summoner but it may choose to return to its own plane if it does not like its chances. The following chart gives the situations under which a control roll is needed and the usual number of rolls for each situation. The GM should subtract rolls if the Elemental has been subject to abuse or if the Elemental's sadistic nature has not been afforded the proper scope. Rolls may be added for establishing a strong positive bond with the Elemental, note that the behavior that could establish a close bond with one of these monsters could also alienate most civilized companions and many less sophisticated ones as well.

* In many cases, the Elemental will be readily amenable to dismissal. In a large minority of cases, a control attempt will be needed.

! A failed attempt to regain control will cause the Elemental to attack automatically. A succesful attempt will bring the Elemental back into line.

SUMMON FIRE IMP RESEARCH:2 PREREQUISITE(S):FEED TORCH-WAND TIME:10min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:BURN AN AROMATIC LIVING PLANT OR A SMALL ANIMAL (ALIVE) IN THE FLAME OF YOUR TORCH-WAND, WHILE QUESTING IN THE PLANE OF FIRE FOR A HELPER AND COMPANION. THIS SPELL, WHETHER SUCCESFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:A FIRE IMP APPEARS. MANA COST:3, 0 OR 1 OF WHICH IS SACRIFICED. # OF ROLLS:1 WITHOUT A SACRIFICE; 6 WITH ONE

CONTROL FIRE IMP RESEARCH:0 PREREQUISITE(S):SUMMON FIRE IMP TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:1500' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART

SUMMON LIVING FLAME RESEARCH:2 PREREQUISITE(S):SUMMON FIRE IMP TIME:15min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:THE SACRIFICE OF A SMALL ANIMAL (ALIVE) IN THE FLAME OF YOUR TORCH- WAND WHILE YOU CAST ABOUT MENTALLY IN THE PLANE OF FIRE. THIS SPELL, WHETHER SUCCESFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:A LIVING FLAME APPEARS MANA COST:1 OR MORE POINTS, SACRIFICED # OF ROLLS:THE NUMBER SACRIFICED

CONTROL LIVING FLAME RESEARCH:0 PREREQUISITE(S):SUMMON LIVING FLAME TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:1500' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART

SUMMON AFREET RESEARCH:3 PREREQUISITE(S):SUMMON LIVING FLAME TIME:60min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:SACRIFICE A LARGE ANIMAL (ALIVE) IN THE FLAME OF YOUR TORCH-WAND WHILE STATRING INTO THE FLAME TO SEEK AN AFREET ON THE PLANE OF FIRE. THIS SPELL, WHETHER SUCCESFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:AN AFREET APPEARS MANA COST:2 OR MORE POINTS, SACRIFICED # OF ROLLS:.5*(THE NUMBER SACRIFICED) PLUS FOUR IF THE SACRIFICE IS A SAPIENT BEING.

CONTROL AFREET RESEARCH:0 PREREQUISITE(S):SUMMON AFREET TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:1500' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART

IMPRESS FIRE ELEMENTAL RESEARCH:4 PREREQUISITE(S):SUMMON FIRE IMP TIME:24hrs. DURATION:SEMIPERMANENT RANGE:25' AREA:THE ELEMENTAL ACTIVITY:SUMMON THE ELEMENTAL AND KEEP IT WITH YOU, MAKING ALL THE NORMAL CONTROL CHECKS, FOR A FULL DAY. OBVIOUSLY, THIS MEANS GOING WITHOUT SLEEP. AFTER 24 HOURS, ATTEMPT TO GAIN PERMANENT DOMINANCE BY FORCE OF WILL. IF THE MAGICIAN IS UNABLE TO RETAIN THE ELEMENTAL FOR THE FULL TWENTY- FOUR HOURS, ONLY ONE THIRD OF THE MANA FOR THE SPELL IS LOST. RESULT:THE ELEMENTAL WILL BECOME THE MAGICIAN'S ALLY AND SERVANT. A CONTROL CHECK WILL ONLY BE NEEDED ONCE A MONTH IF THE ELEMENTAL IS TREATED WITH CONSIDERATION. THE ELEMENTALS SADISTIC NATURE MUST BE GIVEN ITS SCOPE AND THE REACTION OF OTHERS MUST BE ALLOWED FOR. THE ONLY WAY THE ELEMENTAL CAN REGAIN LOST HIT POINTS OR MANA POINTS IS TO RETURN TO THE PLANE OF FIRE FOR FORTY-EIGHT HOURS. IF GIVEN THIS LEAVE, THE ELEMENTAL WILL ALWAYS RETURN. MANA COST:FOR IMP: 4 POINTS PERMANENT FOR LIVING FLAME:16 POINTS PERMANENT FOR AN AFREET: 64 POINTS PERMANENT # OF ROLLS:FOR IMP: 2 FOR LIVING FLAME: 1 FOR AN AFREET: 2?

THE Elementals Themselves

Fire Elementals are generally foul-natured and extremely sadistic and destructive. A Living Flame that has been very useful on an adventure might well ask permission and aid for some project such as burning down a hospital or an orphanage. The demands of an Afreet would be similar but even more vicious and aggressive.

SHARED QUALITIES 1. It has a telepathic link to its summoner, up to 1500'. 2. It can see in the Air even without light of any kind. 3. It takes only half damage from Air Magick. 4 It can move on or just above the surface of the earth at 1800' per minute (that is 150' per melee round). 5. It takes double damage from Earth and Water Magicks. 6. It cannot move over large bodies of water, even on a ship.

FIRE IMP

The Fire Imp appears as a fist sized boy or girl made of flame substance which hisses and crackles as it hovers in the air or sits on, and burns, a surface. When bored, which happens a lot, the Imp tends to try practical jokes like setting fire to a pack mule or scortching a Dwarf. On the other hand, a Fire Imp will sometimes take a positive interest in the summoner's goals and give cheerful aid. TC:-2 DA: 0 HTK: 10, but it must be extinquished with one blow. ATTACK(S):TENDRIL(TO 40') ADD:12 DAMAGE:(D6+1)SQUARED FLAME MANA:21 SPELL%:26 SPELLS:FLASH; HEAT/NO LIGHT; FIRE MISSILE

LIVING FLAME

While a Living Flame appears as a handsome man made of flame substance, it has a surly and vile nature. Using one requires tolerating truly abhorrent behaviour or making a series of very difficult control checks. It will attack if uncontrolled unless it feels totally outclassed. It seems to exist to burn living things. TC:-2 DA: 0 HTK:40, but it must be extinquished in one blow. ATTACK(S): (2)TENDRILS (TO 50') ADD:12 DAMAGE:(D6+3)SQUARED MANA:35 SPELL%:33 SPELLS: FLASH; HEAT/NO LIGHT; FIRE MISSILE; IMPROVED FIRE MISSILE; FIRE GOUT

AFREET

Afreets appear as tall noble-looking men of flame. They are even more vile and sadistic than Living Flames, although sometimes more subtle. An Afreet will plot and plan to destroy the being that had the temerity to summon it. TC:-1 DA: 0 HTK:75 but it must be extinguished with one blow. ATTACK(S):(3)FLAME WHIPS(TO 50')ADD:20 DAMAGE:(D6+4)SQUARED MANA:50 SPELL%:56 SPELLS:FLASH; HEAT/NO LIGHT; FIRE MISSILE; IMPROVED FIRE MISSILE; FIRE GOUT; SMOKE SCREEN; TRUE FIRE; ALL POWER WORDS

# OF ROLLS TO CONTROL FIRE ELEMENTALS

Situation FireImp Flame Afreet
1Hr. 05 02 01
Easy Melee 03 03 04
Tough Melee 02 01 02
Suicidal Melee 01 2? 2?
Resisted Dismissal 05 2? 2?
Regain Control! 03 02 2?

Top of Page

THE BOOK OF THE WAVE

The use of magic to control water was discovered first in the desert lands. There, the simple ability to create a small amount of water was often a life saver. Now, a great variety of water spells is used in naval warfare and peaceful navigation as well as in the deserts. Any character with an Intelligence and Charisma both over 15 would be able to find a teacher for this type of magic. The rolls for doing Water spells are based on Intelligence and Charisma with the usual formula:

WATER Percentage = ((IQ+CHARISMA)/2) + 3 x LEVEL

COMPLETE IMMERSION RESEARCH:1 PREREQUISITE(S):NONE TIME:4hrs. DURATION:24hrs. RANGE:SELF AREA:SELF ACTIVITY:IMMERSE YOURSELF COMPLETELY IN A BODY OF WATER. A DEVICE NOT UNLIKE A CHILD'S WADING POOL CAN BE USED IN A PINCH. RESULT:YOU CAN DO WATER MAGIC FOR THE NEXT TWENTY-FOUR HOURS AND RECIEVE NORMAL MANA RESTORATION. MANA COST:0 # OF ROLLS:7

DETECT WATER RESEARCH:0 PREREQUISITE(S):COMPLETE IMMERSION TIME:1min. DURATION:1hr. RANGE:SELF AREA:2500'radius circle ACTIVITY:ATTUNE YOURSELF TO WATER. SEEK IT OUT, UNCLOTHED AND ON FOOT. RESULT:WHEN WATER IS IN RANGE, YOU WILL FEEL THE DAMPNESS. AFTER A MOMENT OF TURNING IN A SLOW CIRCLE, YOU WILL SENSE THE DIRECTION AND AMOUNT. THIS WILL NOT DETECT THE WATER IN A LIVING BEING. MANA COST:1 # OF ROLLS:6

MIST RESEARCH:1 PREREQUISITE(S):COMPLETE IMMERSION TIME:1rd. DURATION:AS MAINTAINED RANGE:300' AREA:50'radius circle ACTIVITY:CONCENTRATE ON RAISING THE TOP LAYER OFF A BODY OF WATER TO CREATE A DENSE MIST. RESULT:THE MIST WILL RISE TO FILL THE AREA AND THICKEN AS IT IS MAINTAINED. IF IT IS CENTERED ON THE CASTER, IT WILL MOVE WITH HIM OR HER. OTHERWISE, IT IS STATIONARY. AFTER IT IS DROPPED, IT WILL DISPERSE AS IF IT WERE NATURAL. MANA COST:1 TO START PLUS ONE EVERY FOUR ROUNDS. # OF ROLLS:6

CREATE MIST RESEARCH:3 PREREQUISITE(S):MIST TIME:2rds. DURATION:AS MAINTAINED RANGE:300' AREA:30' radius circle ACTIVITY:SPRINKLE A HANDFUL OF WATER IN THE DIRECTION OF THE TARGET AREA. RESULT:WATER FROM THE ELEMENTAL PLANE WILL ENTER THE TARGET AREA AND ACT AS PER THE SPELL MIST. MANA COST:8 TO START PLUS ONE EVERY FOUR ROUNDS. # OF ROLLS:4

CHOKING MIST RESEARCH:3 PREREQUISITE(S):MIST TIME:2rds. DURATION:AS MAINTAINED RANGE:300' AREA:30' radius circle. ACTIVITY:USING EITHER A NATURAL MIST OR ONE THAT YOU HAVE CREATED, CONCENTRATE ON CHANGING THE NATURE OF THE WATER IN THE TARGET AREA. RESULT:ANYONE IN THE TARGET AREA WILL HAVE ONE CONSTITUTION SAVE ATTEMPT. THOSE WHO SUCCEED WILL FEEL SOMETHING WRONG WITH THEIR BREATHING BUT SUFFER NO OTHER ILL EFFECTS. THOSE WHO FAIL WILL FALL UNCONSCIOUS AT -11 HIT POINTS. ANYONE WHO SUCCEEDS IN THE SAVE AND STAYS IN THE TARGET AREA WILL HAVE TO SAVE ON EACH SUBSEQUENT ROUND SPENT IN THE AREA. ANYONE ENTERING OR REENTERING THE TARGET AREA WHILE IT IS ACTIVE WILL HAVE TO SAVE. ANY VICTIM LYING IN THE TARGET AREA WILL LOSE 3 HIT POINTS PER ROUND AS LONG AS THE SPELL IS ACTIVE. MANA COST:16 TO START PLUS ONE EVERY FOUR ROUNDS # OF ROLLS:2

HEAT (OR COOL) WATER RESEARCH:2 PREREQUISITE(S):COMPLETE IMMERSION TIME:3rds. DURATION:AS MAINT. RANGE:50' AREA:50' radius globe of water. ACTIVITY:CONTROL "MAXWELL'S DEMONS " WITH HAND MOTIONS. RESULT:TEMPERATURE WILL CHANGE AT 10*N DEGREES FAHRENHEIT PER ROUND. THIS IS AN EXTREMELY HIGH MAINTANANCE SPELL! MANA COST:4 TO THE POWER OF N, EVERY ROUND. # OF ROLLS:4 MINUS N, ROLL EVERY ROUND EYE BLUR RESEARCH:1 PREREQUISITE(S):COMPLETE IMMERSION TIME:1rd. DURATION:2to24hrs. RANGE:N*30' AREA:ONE BEING ACTIVITY:MAKE GESTURES TO DRAW OUT THE WATER IN THE VICTIM'S TEAR DUCTS. RESULT:THE VICTIM'S EYES FILL WITH TEARS. THIS WILL REDUCE HIS OR HER ADD FOR MISSILE ATTACKS BY FIFTEEN AND FOR MELEE ATTACKS BY FIVE. MANA COST:2 TO THE POWER OF N # OF ROLLS:6 MINUS N

MOVE WATER RESEARCH:1 PREREQUISITE(S):COMPLETE IMMERSION TIME:1to5 minutes DURATION:AS MAINTAINED RANGE:TOUCH AREA:UP TO 5,000 GALLONS OF WATER . ACTIVITY:TOUCH THE SURFACE OF A BODY OF WATER AND LEAD IT ACROSS THE LAND. RESULT:THE WATER FOLLOWS. MANA COST:1 PER 500 GALLONS PER HOUR # OF ROLLS:5

WAVE ATTACK RESEARCH:2 PREREQUISITE(S):MOVE WATER TIME:1min. DURATION:PERMANENT RANGE:1/4mile AREA:900' of shoreline or ships and boats. ACTIVITY:SWEEP YOUR ARM MAJESTICALLY FROM THE DEEPS TO THE TARGET AREA. RESULT:A MODERATE WAVE SWEEPS OVER THE TARGET AREA AND THEN RECEDES NATURALLY. DAMAGE WOULD DEPEND ON THE NATURE OF THE TARGET. SEAWORTHY SHIPS ON THE OPEN WATER WOULD LIKELY SUFFER LITTLE OR NO HARM. THE SAME SHIPS BY THE SHORE WOULD PROBABLY BE DRIVEN AGROUND. SMALL BUILDINGS WOULD BE SWAMPED ON AN AFFECTED SHORELINE, ETC. . . MANA COST:12 # OF ROLLS:5

MAJOR WAVE ATTACK RESEARCH:2 PREREQUISITE(S):WAVE ATTACK TIME:1min. DURATION:PERMANENT RANGE:1mile AREA:1600' of shoreline or ships and boats. ACTIVITY:SWEEP YOUR ARM MAJESTICALLY FROM THE DEEPS TO THE TARGET AREA. RESULT:A POWERFUL WAVE SWEEPS OVER THE TARGET AREA AND THEN RECEDES NATURALLY. DAMAGE WOULD DEPEND ON THE NATURE OF THE TARGET. VERY SEAWORTHY SHIPS ON THE OPEN WATER WOULD LIKELY SUFFER LITTLE OR NO HARM. THE SAME SHIPS BY THE SHORE WOULD CERTAINLY BE DRIVEN AGROUND. ALL BUILDINGS WOULD BE SWAMPED ON AN AFFECTED SHORELINE, ETC. . . MANA COST:24 # OF ROLLS:3

TSATSUMI RESEARCH:2 PREREQUISITE(S):MAJOR WAVE ATTACK TIME:1min. DURATION:PERMANENT RANGE:4miles AREA:6400' of shoreline or ships and boats. ACTIVITY:SWEEP YOUR ARM MAJESTICALLY FROM THE DEEPS TO THE TARGET AREA. RESULT:AN ENORMOUS WAVE SWEEPS OVER THE TARGET AREA AND THEN RECEDES NATURALLY. DAMAGE WOULD DEPEND ON THE NATURE OF THE TARGET. SEAWORTHY SHIPS ON THE OPEN WATER WOULD HAVE A FAIR CHANCE OF SURVIVAL IF WELL HANDLED. THE SAME SHIPS BY THE SHORE WOULD BE CRUSHED AGAINST THE LAND. BUILDINGS WOULD BE SWAMPED. MOST WOULD BE DESTROYED, THESTURDIEST WOULD BE MERELY FLOODED. MANA COST:48 # OF ROLLS:2

PURIFY WATER RESEARCH:1 PREREQUISITE(S):COMPLETE IMMERSION TIME:1minute per gallon DURATION:PERMANENT RANGE:TOUCH AREA:A CONTAINER OF WATER ACTIVITY:FILL A CONTAINEER WITH IMPURE WATER AFTER TAKING OUT ALL THE TWIGS AND OTHER LARGE IMPURITIES. TOUCH THE CONTAINER AND DRAW OUT THE IMPURITIES WITH YOUR POWER. RESULT:THE SURFACE OF THE CONTAINER WILL "SWEAT " OUT THE IMPURITIES, LEAVING CHEMICALLY PURE WATER. MANA COST:1per gallon # OF ROLLS:4 REMOVE POISON RESEARCH:2 PREREQUISITE(S):PURIFY WATER TIME:5minutes DURATION:PERMANENT RANGE:TOUCH AREA:ONE LIVING BEING ACTIVITY:PULL OUT THE POISON IN THE BLOOD STREAM. RESULT:THE POISON WILL APPEAR ON THE GROUND. MANA COST:3 TO WHATEVER POWER IS DESIRED # OF ROLLS:FROM 4? TO 3 ROLLS DEPENDING ON THE VIRULANCE OF THE POISON AND THE AMOUNT OF MANA USED (GM'S DISCRETION)

CREATE WATER RESEARCH:2 PREREQUISITE(S):CREATE MIST AND PURIFY WATER TIME:1hr. per gallon DURATION:PERMANENT RANGE:TOUCH AREA:A CONTAINER ACTIVITY:CONCENTRATE ON PULLING WATER INTO THE CONTAINER. RESULT:WATER WILL COME IN FROM THE ELEMENTAL PLANE. MANA COST:3per gallon # OF ROLLS:4

CREATE FOOD RESEARCH:2 PREREQUISITE(S):CREATE WATER TIME:2hrs. per gallon DURATION:PERMANENT RANGE:TOUCH AREA:A CONTAINER ACTIVITY:AS CREATE WATER BUT ALSO DRAW IN SMALL NON-SAPIENT ELEMENTALS FROM THE PLANE OF WATER. RESULT:A THIN NOURISHING (yucky) SOUP THAT IS SURPRISINGLY PALATABLE (to whom?). ONE QUART CAN KEEP A MAN ALIVE (but miserable) for twenty-four hours. MANA COST:8 per gallon # OF ROLLS:3

CAUSE RAIN RESEARCH:2 PREREQUISITE(S):COMPLETE IMMERSION TIME:2hrs. DURATION:1 to 8hrs. RANGE:LINE OF SIGHT AREA:ONE MILE RADIUS ACTIVITY:DRAW RAIN FROM EXISTING CLOUDS WITH YOUR POWER OVER WATER. RESULT:AS MUCH RAIN AS THE AVAILABLE CLOUDS CAN PRODUCE. MANA COST:8 # OF ROLLS:3

CAUSE HAIL RESEARCH:2 PREREQUISITE(S):CAUSE RAIN TIME:2hrs. DURATION:1 to 8hrs. RANGE:LINE OF SIGHT AREA:ONE MILE RADIUS ACTIVITY:DRAW RAIN FROM EXISTING CLOUDS WITH YOUR POWER OVER WATER. TURN IT TO HAIL. RESULT:AS MUCH HAIL AS THE AVAILABLE CLOUDS CAN PRODUCE. MANA COST:16 # OF ROLLS:3

KILLING HAIL RESEARCH:2 PREREQUISITE(S):CAUSE HAIL TIME:2hrs. DURATION:FIVE TO FORTY MINUTES RANGE:LINE OF SIGHT AREA:ONE MILE RADIUS ACTIVITY:DRAW RAIN FROM EXISTING CLOUDS WITH YOUR POWER OVER WATER. TURN IT INTO A BRUTAL FALL OF HAIL. RESULT:AS MUCH HAIL AS THE AVAILABLE CLOUDS CAN PRODUCE. HAIL IN THIS CONCENTRATION WILL DESTROY FLIMSY STRUCTURES AND KILL PLANTS OTHER THAN STURDY TREES AND SOME TENACIOUS SMALLER SPECIES. IT WILL DO 4D8 BLUNT DAMAGE PER MINUTE TO ANYONE CAUGHT IN THE OPEN. MANA COST:32 # OF ROLLS:2

GATHER CLOUDS RESEARCH:2 PREREQUISITE(S):COMPLETE IMMERSION TIME:1 to 24hrs DURATION:PERMANENT RANGE:LINE OF SIGHT AREA:ONE MILE RADIUS ACTIVITY:STAND WITH YOUR HANDS RAISED. CREATE AN ELEMENTAL FOCUS TO DRAW CLOUDS. RESULT:THE CLOUDS GATHER INTO A COMPACT MASS. THE TIME FOR THE SPELL DEPENDS ON THE AVAILABILITY OF CLOUDS AND THE SPELL MAY BE IMPOSSIBLE IN SOME CASES. MANA COST:4 # OF ROLLS:3

SCATTER CLOUDS RESEARCH:1 PREREQUISITE(S):GATHER CLOUDS TIME:10minutes DURATION:PERMANENT RANGE:LINE OF SIGHT AREA:TWO MILE RADIUS ACTIVITY:WHIRL IN A CIRCLE MAKING PUSHING MOTIONS TOWARD THE SKY AND SINGING "RAIN RAIN, GO AWAY ". RESULT:THE CLOUDS WILL DISPERSE FROM THE AREA AND NOT RETURN UNTIL NATURE OR ANOTHER SPELL CAUSES THEM TO. MANA COST:6 # OF ROLLS:6

CREATE CLOUDS RESEARCH:2 PREREQUISITE(S):GATHER CLOUDS; CREATE MIST TIME:1hr. DURATION:PERMANENT RANGE:LINE-OF-SIGHT AREA:ONE MILE RADIUS ACTIVITY:OPEN A CHANNEL TO THE PLANE OF WATER AND BRING IN MIST TO FORM A CLOUD. RESULT:YOU HAVE THICK CLOUDS WHICH CAN BE USED FOR MANY PURPOSES INCLUDING OTHER SPELLS. MANA COST:32 # OF ROLLS:3

LIGHTNING STRIKE RESEARCH:5 PREREQUISITE(S):CAUSE RAIN TIME:4rds. DURATION:PERMANENT RANGE:2500' AREA:15' RADIUS CIRCLE ACTIVITY:DRAW LIGHTNING FROM A CLOUD (YOU MUST HAVE A CLOUD) RESULT:DOES (D6+N)SQUARED LIGHTENING DAMAGE ZOTT!! MANA COST:3 TO THE POWER OF N # OF ROLLS:7 MINUS N

WATER BREATHING RESEARCH:4 PREREQUISITE(S):COMPLETE IMMERSION TIME:Nrds. DURATION:Nhrs. RANGE:TOUCH AREA:ONE BEING ACTIVITY:ATTUNE THE BEING TO BREATH WATER. RESULT:THE BEING CAN BREATHE WATER AND WILL NOT GET THE "BENDS ". IT ALSO WILL HAVE NEGATIVE BOUYANCY IN WATER. MANA COST:N ON SELF; 10*N ON ANOTHER, NO COST FOR DOING IT ON A FISH. # OF ROLLS:3

WATER WEAPON RESEARCH:2 PREREQUISITE(S):WATER BREATHING TIME:1rd. DURATION:PERMANENT RANGE:1250' AREA:ONE BEING IN THE WATER ACTIVITY:AN ARCANE UNDERWATER SHOUT. RESULT:DOES N*(D6 SQUARED) DAMAGE TO THE TARGET. MANA COST:N POINTS # OF ROLLS:7 MINUS N

AREA WATER WEAPON RESEARCH:2 PREREQUISITE(S):WATER WEAPON TIME:2rds. DURATION:PERMANENT RANGE:2500' AREA:50'radius circle ACTIVITY:AN ARCANE UNDERWATER SHOUT. RESULT:DOES N*(D6 SQUARED ) TO ALL IN AREA. MANA COST:4*N # OF ROLLS:5 MINUS N

WATER VISION RESEARCH:2 PREREQUISITE(S):COMPLETE IMMERSION TIME:Nrds. DURATION:Nhrs. RANGE:TOUCH AREA:ONE BEING ACTIVITY:TOUCH THE EYES AND ATTUNE THEM TO WATER. RESULT:THE SUBJECT DEVELOPS THE ABILITY TO "SEE " OBJECTS IN THE SURROUNDING WATER BY FEELING THE VIBRATIONS COMING FROM THEM. THIS RESULTS IN THE EQUIVALENT OF EYESIGHT IN BROAD DAYLIGHT FOR A DISTANCE OF 500' BUT LARGE OR NOISY OBJECTS CAN BE SEEN FOR UP TO THREE TIMES THAT DISTANCE. MANA COST:N ON SELF; 10*N ON OTHERS # OF ROLLS:3

SNOW (ICE) BALLS RESEARCH:2 PREREQUISITE(S):COMPLETE IMMERSION TIME:1 rd. DURATION:PERMANENT RANGE:SNOWBALLS WITHIN 10' AREA:TARGET WITHIN 200' ACTIVITY:THROW A SYMBOLIC SNOWBALL. RESULT:SNOWBALLS FLY UNNERINGLY TO TARGET AND DO d10 BLUNT DAMAGE. SUBTRACT ARMOR FROM EACH SNOWBALL'S DAMAGE. MANA COST:3*N FOR N SNOWBALLS # OF ROLLS:6 MINUS N

BIG SNOWBALLS RESEARCH:2 PREREQUISITE(S):SNOWBALLS TIME:1 rd. DURATION:PERMANENT RANGE:SNOWBALLS WITHIN 10' AREA:TARGET WITHIN 250' ACTIVITY:THROW A SYMBOLIC SNOWBALL. RESULT:EACH BIG SNOWBALL DOES 3d10 BLUNT DAMAGE. MANA COST:6*N FOR N SNOWBALLS # OF ROLLS:4 MINUS N

SNOW SCULPTURE RESEARCH:2 PREREQUISITE(S):SNOWBALLS TIME:1 rd. DURATION:N DAYS RANGE: TOUCH AREA: A SNOW STATUE ACTIVITY:BUILD OR CAUSE TO BE BUILT A SNOW STATUE OF A KNOWN CREATURE. THE TIME TO BUILD THE STATUE IS NOT INCLUDED IN THE TIME FOR THE SPELL AND WILL BE ADJUDICATED BY YOUR GM. AFTER IT IS COMPLETED, TOUCH IT ON THE HEART, THE LOINS AND THE NOSTRILS. RESULT:THE CREATURE WILL LOOK NORMAL. IT WILL MOVE TO A LIMITED EXTENT BUT NOT TRAVEL. IT WILL MENACE INTRUDERS BUT IT CANNOT FIGHT. A DAY OF ABOVE FREEZING TEMPERATURES OR ANY CONTACT WITH FIRE WILL DESTROY IT. MANA COST: 3*N FOR SMALL / 4*N FOR MAN SIZED/ 5*N FOR TROLL SIZED /MORE FOR LARGER (THESE CAN BE RECHARGED) # OF ROLLS:4

SNOW GUARDIAN RESEARCH:4 PREREQUISITE(S):SNOW SCULPTURE TIME:1 rd. DURATION:N DAYS RANGE:TOUCH AREA:A SNOW STATUE ACTIVITY:BUILD OR CAUSE TO BE BUILD A SNOW STATUE OF A KNOWN CREATURE. THE TIME TO BUILD THE STATUE IS NOT INCLUDED IN THE TIME FOR THE SPELL AND WILL BE ADJUDICATED BY YOUR GM. AFTER IT IS COMPLETED, TOUCH IT ON THE HEART, THE LOINS, THE NOSTRILS, THE EARS AND THE EYES. RESULT:THE CREATURE WILL LOOK NORMAL. IT WILL MOVE TO A LIMITED EXTENT BUT NOT TRAVEL. IT WILL MENACE INTRUDERS AND FIGHT AS A PRIME EXAMPLE OF ITS KIND BUT IT WILL HAVE NO TACTICAL ABILITY SINCE IT IS JUST A SNOW STATUE. AND SO, IT CANNOT THINK. A DAY ABOVE FREEZING TEMPATURES OR ANY CONACT WITH FIRE WILL DESTROY IT. MANA COST: 9*N FOR SMALL/ 16*N FOR MAN SIZED/25*N FOR TROLL SIZED/MORE FOR LARGER (THESE CAN BE RECHARGED) # OF ROLLS:2

WATER ELEMENTALS

Water Elementals can be summoned in the hour of dew, that is the hour centered around the dawn or the dusk. They may be summonmed in any natural body of water. They are summoned by a sacrifice of mana. While Water Elementals lack greed for material gain, their taste for peace and quiet makes them difficult to involve in an adventure. They do like to see the boundries of the waters extended over the dry land but it is difficult for most magicians to offer such events as a bribe. About the only other inducement a summoner might try is a further sacrificeo of mana. Otherwise, the summoner must make many control rolls. The basis for controlling an Elemental is Will, or Stability plus Charisma plus three times level , in other words:

WILL =((STABILITY + CHARISMA)/2)+3*L

If the summoner fails a control roll, the Water Elemental is free to do as it wishes, which is usually to return to its own plane. The following chart gives the situations under which a control roll is needed and the usual number of rolls for each situation. The GM should subtract rolls if the Elemental has been subject to abuse. Rolls may be added for establishing a solid business-like relationship with the Elemental.

* In most cases, the Elemental will be readily amenable to dismissal. In a tiny minority of cases, a control attempt will be needed.

! A failed attempt to regain control will cause the Elemental to attack or flee to its own plane. A succesful attempt will bring the Elemental back into line.

SUMMON WAVELET RESEARCH:2 PREREQUISITE(S):COMPLLETE IMMERSION TIME:10min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:WADE INTO A POND OR BROOK OR A LARGER BODY AND OPEN YOURSELF TO THE PLANE OF WATER. THIS SPELL, WHETHER SUCCESFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:A WAVELET APPEARS. MANA COST:1,SACRIFICED. # OF ROLLS:9

CONTROL WAVELET RESEARCH:0 PREREQUISITE(S):SUMMON WAVELET TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:1000' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART

SUMMON WAVE RESEARCH:2 PREREQUISITE(S):SUMMON WAVELET TIME:15min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:ENTER A SIZEABLE STREAM OR A LARGER BODY AND OPEN YOURSELF TO THE PLANE OF WATER. THIS SPELL, WHETHER SUCCESFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:A WAVE APPEARS MANA COST:1 OR MORE POINTS, SACRIFICED # OF ROLLS:THE NUMBER SACRIFICED

CONTROL WAVE RESEARCH:0 PREREQUISITE(S):SUMMON WAVE TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:1000' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART

SUMMON DEEPWAVE RESEARCH:2 PREREQUISITE(S):SUMMON WAVE TIME:60min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:ENTER A LARGE LAKE, A MIGHTY RIVER OR THE OCEAN ITSELF AND OPEN YOURSELF TO THE PLANE OF WATER. THIS SPELL, WHETHER SUCCESFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:AN DEEPWAVE APPEARS MANA COST:2 OR MORE POINTS, SACRIFICED # OF ROLLS:.5*(THE NUMBER SACRIFICED)

CONTROL DEEPWAVE RESEARCH:0 PREREQUISITE(S):SUMMON DEEPWAVE TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:1000' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART

THE ELEMENTALS THEMSELVES

Water Elementals are generally good-natured and mild but not really friendly. Intelligent conversation and the extension of water over the land are about all that please them.

SHARED QUALITIES 1. It has a telepathic link to its summoner, up to 1000' 2. It can see in the Water even without light of any kind 3. It takes only half damage from Fire Magick and only half damage from DragonFire, mundane fire and Fire Elementals. 4. It can move through the water at 2400 feet per minute (that is 120' per melee round.) 5. It takes double damage from Earth Magic. 6. It cannot exist on dry land for more than fifteen minutes, its movement on dry land is limited to 600 feet per minute.

WAVELET

A Wavelet resembles a pale or transparent octupus about three feet across. It is not very brave. TC: 4 DA: 5 HTK: 30 ATTACKS:4 arms can attack/ add +10/2D12 CONSTRICTION PLUS, IF TWO ARMS OR MORE GRAB HOLD, IT CAN PULL THE VICTIM UNDER TO DROWN. IT HAS A STRENGTH OF '20'. SPELL%:40 MANA:36 SPELLS:MIST, WATER BREATHING, WATER WEAPON

WAVE

A Wave resembles a pale or transparent squid about seven feet across. It is somewhat less timid than a wavelet. TC: 5 DA: 6 HTK: 45 ATTACKS:4 arms can attack/ add +12/3D12 CONSTRICTION PLUS, IF TWO ARMS OR MORE GRAB HOLD, IT CAN PULL THE VICTIM UNDER TO DROWN. IT HAS A STRENGTH OF '24'. SPELL%:50 MANA:48 SPELLS:MIST, WATER BREATHING, WATER WEAPON,AREA WATER WEAPON, WATER VISION

DEEPWAVE

A Deepwave resembles a pale or transparent krakken about fifteen feet across. It is calm and easygoing rather than timid. TC: 3 DA: 12 HTK: 270 ATTACKS:4 arms can attack/ add +14/5D12 CONSTRICTION PLUS, IF TWO ARMS OR MORE GRAB HOLD, IT CAN PULL THE VICTIM UNDER TO DROWN. IT HAS A STRENGTH OF '30'. SPELL%:60 MANA:96 SPELLS:ALL WATER SPELLS AND ALL SENSORY EXTENSION SPELLS.

ICE/SNOW ELEMENTALS

ICE AND SNOW ELEMENTALS ARE SUMMONED IN THE COLDEST HOUR, THAT IS THE THIRD AFTER MIDNIGHT. THEY ARE SUMMONED WITH THE SACRIFICE OF MANA AND A MATERIAL GIFT. THE SUMMONING MUST TAKE PLACE OUTDOORS IN FREEZING WEATHER. THESE ELEMENTALS ARE RATHER CRUDE AND SEEM SOLELY INTERESTED IN MATERIAL THINGS.

SPECIAL TALENTS 1. CAN MOVE OVER ICE OR SNOW AT 1500' PER. MINUTE AND CAN MAINTAIN TLEPATHIC LINK WITH THE SUMMONER TO 500'. 2. IMMUNE TO NATURAL WINDS. TAKE ONLY HALF DAMAGE FROM AIR MAGIC.

SPECIAL PROBLEMS 1. THEY TAKE QUADRUPAL DAMAGE FROM FIRE. 2. THEY CANNOT SURVIVE AN HOUR 33 TO 42 DEGREES FAHRENHEIT OR THIRTY MINUTES FROM 43 TO 72. ABOVE 72 DEGREES. THEY AUTOMATICALLY FLEE TO THEIR OWN PLANE.

RELATED SPELLS

SUMMON SNOW SPRITE RESEARCH:2 PREREQUISITE(S):COMPLETE IMMERSION TIME:10 min. DURATION:UNTIL LOST OR DISMISSED (NOT REPEATABLE) RANGE:10' AREA:THE ELEMENTAL ACTIVITY:PLACE A SMALL BRIGHT OBJECT ON THE SNOW OR ICE. SET UP A PSYCHIC TRAP WITH YOUR POWER. RESULT:YOU WILL CATCH A SNOW SPRITE. MANA COST:3 # OF ROLLS:4.

CONTROL SNOW SPRITE RESEARCH:0 PREREQUISITE(S):SUMMON SNOW SPRITE TIME:5 sec. DURATION:UNTIL NEEDED AGAIN RANGE:500' AREA:THE ELEMENTAL ACTIVITY:CONTROL THE ELEMENTAL BY FORCE OF WILL. RESULT:THE ELEMENTAL OBEYS. MANA COST:1 # OF ROLLS:6 OR FEWER, SEE CHART

SUMMON ICE BEAR RESEARCH:2 PREREQUISITE(S):SUMMON SNOW SPRITE TIME:20 min.DURATION:UNTIL LOST OR DISMISSED (NOT REPEATABLE) RANGE:10' AREA:THE ELEMENTAL ACTIVITY:PLACE A SMALL DEAD ANIMAL ON THE ICE OR SNOW. SET UP A PSYCHIC TRAP WITH YOUR POWER. RESULT:YOU WILL CATCH A ICE BEAR. MANA COST:1 TO 6 POINTS SACRIFICED # OF ROLLS:1+ THE NUMBER OF POINTS SACRIFICED

CONTROL ICE BEAR RESEARCH:0 PREREQUISITE(S):SUMMON ICE BEAR TIME:5 sec. DURATION:UNTIL NEEDED AGAIN RANGE:500' AREA:THE ELEMENTAL ACTIVITY:CONTROL ELEMENTAL BY FORCE OF WILL. RESULT:THE ELEMENTAL OBEYS. MANA COST:1 # OF ROLLS:4 OR FEWER, SEE CHART.

SUMMON FROST GIANT RESEARCH:2 PREREQUISITE(S):SUMMON ICE BEAR TIME60 mins.DURATION:UNTIL LOST OR DISMISSED (NOT REPEATABLE) RANGE:10' AREA:THE ELEMENTAL ACTIVITY:PLACE A LARGE DEAD ANIMAL ON THE SNOW OR ICE. SET UP A PSYCHIC TRAP WITH YOUR POWER. RESULT:YOU WILL CATCH A FROST GIANT. MANA COST:2 OR MORE POINTS SACRIFICED # OF ROLLS:.5* THE NUMBER OF POINTS SACRIFICED. ADD FOR A SAPIENT SACRIFICED: 1 ROLL IF THE SACRIFICE WAS A ENEMY/ TWO ROLLS IF AN INNOCENT STRANGER/ 3 ROLLS IF AN INNOCENT AQUAINTANCE /5 ROLLS IF A FRIEND OR CLOSE ALLY.

CONTROL FROST GIANT RESEARCH:0 PREREQUISITE(S):SUMMON FROST GIANT TIME:5 sec. DURATION:UNTIL NEEDED AGAIN RANGE:500' AREA:THE ELEMENTAL ACTIVITY:CONTROL ELEMENTAL BY FORCE OF WILL. RESULT:THE ELEMENTAL OBEYS. MANA COST:1 # OF ROLLS:2 OR FEWER, SEE CHART.

THE ELEMENTALS THEMSELVES

SNOW SPRITE

Appears to be an artic fox. The snow sprite is a tricky ally but not usually dangerous. It loves shiny objects, especially gems. TC:0 DA:2 HTK:15 ATTACKS:BARK:50" RADIOUS CIRCLE, (D4)SQUARED DAMAGE PLUS ONE ROUND STUN. CONSTITUTION SAVE VERSUS STUN ONLY, ONE ROLL.

ICE BEAR

Appears to be a polar bear. It loves meat and appears to be the least sapient of the elementals. TC:3 DA:8 HTK:90 ATTACKS:2 PAWS:add +12, 3D12 BLUNT DAMAGE.

FROST GIANT

Appears as a huge biped with a frost covered beard. Its general aspect seems ogrish or trollish depending on whom you ask. This 12' tall creature is vicious, greedy and untrustworthy. TC:5 DA:16 HTK:270 ATTACKS:CLUB: add +18, 8D12 BLUNT DAMAGE..

# OF ROLLS TO CONTROL WATER ELEMENTALS

Situation Wavelet Wave DeepWave
1Hr. in Water 09 06 03
1/4Hr. in Wet 06 03 01
1/4Hr. on Dry Land 03 01 3?
Easy Melee 03 03 01
Tough Melee 01 01 03?
Suicidal Melee 3? 3? 9?
Resisted Dismissal 09 06 03
Regain Control! 03 03 01

# OF ROLLS TO CONTROL ICE OR SNOW ELEMENTALS

Situation SnowSprite FrostBear Ice Giant
1Hr Below Freezing 06 03 02
1/4Hr.33 to 42 03 02 2?
1/4Hr. 43 to 70 01 2? 3?
Easy Melee 06 04 02
Tough Melee 03 02 01
Suicidal Melee 3? 3? 9?
Resisted Dismissal 02 2? 3?
Regain Control! 02 01 2?

Top of Page

CONTROLLING ELEMENTALS

# OF ROLLS TO CONTROL EARTH ELEMENTALS

Situation EGnome EBeast DGnome ELordling
1Hr. Underground 08 04 04 02
1/4 Above 08 04 04 02
Easy Melee 04 06 04 03
Tough Melee 03 05 02 01
Suicidal Melee 01 02 2? 3?
Resisted Dismissal 06 04 05 01
Regain Control! 02 2? 2? 3?

# OF ROLLS TO CONTROL AIR ELEMENTALS

Situation AirImp LWind Djinn
1Hr. 05 04 03
Easy Melee 03 03 04
Tough Melee 02 02 03
Suicidal Melee 2? 3? 4?
Resisted Dismissal 05 03 01
Regain Control! 03 02 2?

# OF ROLLS TO CONTROL FIRE ELEMENTALS

Situation FireImp Flame Afreet
1Hr. 05 02 01
Easy Melee 03 03 04
Tough Melee 02 01 02
Suicidal Melee 01 2? 2?
Resisted Dismissal 05 2? 2?
Regain Control! 03 02 2?

# OF ROLLS TO CONTROL WATER ELEMENTALS

Situation Wavelet Wave DeepWave
1Hr. in Water 09 06 03
1/4Hr. in Wet 06 03 01
1/4Hr. on Dry Land 03 01 3?
Easy Melee 03 03 01
Tough Melee 01 01 03?
Suicidal Melee 3? 3? 9?
Resisted Dismissal 09 06 03
Regain Control! 03 03 01

# OF ROLLS TO CONTROL ICE OR SNOW ELEMENTALS

Situation SnowSprite FrostBear Ice Giant
1Hr Below Freezing 06 03 02
1/4Hr.33 to 42 03 02 2?
1/4Hr. 43 to 70 01 2? 3?
Easy Melee 06 04 02
Tough Melee 03 02 01
Suicidal Melee 3? 3? 9?
Resisted Dismissal 02 2? 3?
Regain Control! 02 01 2?

Top of Page