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THE BOOK OF THE BODY

THE BOOK OF TACTILE MAGIC

THE BOOK OF THE UNDEAD

THE BOOK OF DEMONS

THE BOOK OF THE SENSES

These are the spells which extend the senses and allow a mage to see what others cannot. The task roll for these spells is the same as an awareness roll.

Task Roll = ((Intelligence+Intuition)/2)+(3*Level)

NAME: SIMPLE SIGHT RESEARCH:1 PREREQUISITE(S):NONE TIME:3rds. DURATION:2rds. RANGE:250' AREA: VARIABLE ACTIVITY: MENTALLY, MOVE YOUR EYES TO ANY SPOT WITHIN 250', THIS CAN BE PAST OR AROUND AN OBSTACLE OR UP IN THE AIR, etc. RESULT: YOU SEE FROM THE SPOT CHOSEN AS IF YOUR UNAIDED EYES WERE AT THAT SPOT. MANA:2 # OF ROLLS:6

NAME: SIMPLE HEARING RESEARCH:1 PREREQUISITE(S):NONE TIME:3rds. DURATION:2rds. RANGE:250' AREA: VARIABLE ACTIVITY: MENTALLY, MOVE YOUR EARS TO ANY SPOT WITHIN 250', THIS CAN BE PAST OR AROUND AN OBSTACLE OR BEYOND A WALL OR DOOR, etc. RESULT: YOU HEAR FROM THE SPOT CHOSEN AS IF YOUR UNAIDED EARS WERE AT THAT SPOT. MANA:2 # OF ROLLS:6

NAME: SIMPLE SMELL RESEARCH:1 PREREQUISITE(S):NONE TIME:3rds. DURATION:2rds. RANGE:250' AREA: VARIABLE ACTIVITY: MENTALLY, MOVE YOUR NOSE TO ANY SPOT WITHIN 250', THIS CAN BE PAST OR AROUND AN OBSTACLE OR UP IN THE AIR, etc. RESULT: YOU SMELL FROM THE SPOT CHOSEN AS IF YOUR UNAIDED NOSE WERE AT THAT SPOT. MANA:2 # OF ROLLS:6

NAME: SIMPLE TOUCH RESEARCH:1 PREREQUISITE(S):NONE TIME:3rds. DURATION:2rds. RANGE:250' AREA: VARIABLE ACTIVITY: MENTALLY, MOVE YOUR HAND TO ANY SPOT WITHIN 250', THIS CAN BE PAST OR AROUND AN OBSTACLE OR UP IN THE AIR, etc. RESULT: YOU TOUCH FROM THE SPOT CHOSEN AS IF YOUR UNAIDED HAND WERE AT THAT SPOT. THIS IS A RATHER LIMITED SPELL. YOU WILL NOT BE ABLE TO COMPRESS OBJECTS OR OTHERWISE MANIPULATE THEM, SO ALL YOU CAN GET IS A TACTILE IMPRESSION OF A SURFACE, INCLUDING HEAT OR COLD. YOU WOULD NOT BE ABLE TO REACH IN ANY DIRECTON. MANA:2 # OF ROLLS:6

NAME: EXTENDED SENSES RESEARCH:1 PREREQUISITE(S): ALL FOUR “SIMPLE” SENSORY SPELLS TIME: 5rds. DURATION: 3rds. RANGE: 750' AREA: VARIABLE ACTIVITY: MENTALLY, MOVE YOUR HEAD TO ANY SPOT WITHIN 750', THIS CAN BE PAST OR AROUND AN OBSTACLE OR UP IN THE AIR, etc. RESULT: YOU CAN USE YOUR SENSES FROM THAT SPOT AS IF YOUR HEAD WERE THERE. MANA: 8 # OF ROLLS: 5

NAME: SCRYING RESEARCH: 5 PREREQUISITE(S): EXTENDED SENSES TIME:10min. DURATION: 15min. RANGE: VERY LARGE AREA: VARIABLE ACTIVITY: LOOK THROUGH A CRYSTAL BALL (THESE COST ABOUT 4000 GOLD PIECES, WHEN THEY ARE AVAILABLE AT ALL.) AND CONCENTRATE ON A KNOWN PLACE OR AN AREA VISIBLE FROM A KNOWN PLACE. RESULT: YOU CAN SEE AND HEAR WHAT IS GOING ON IN THE AREA AND CAN DO THE FOLLOWING SPELLS AS MODIFIED, INTO THE AREA, IF THE SPELL IS IN YOUR NORMAL ARSENAL. FLASH: SOMEWHAT REDUCED IMPACT. VERBAL SPELLS: TWO FEWER ROLLS. ILLUSIONS: THREE FEWER ROLL. COUNTERSPELLS: ONLY ONE THIRD OF THE MANA GETS THROUGH OTHER SPELLS: VERY UNLIKELY TO WORK, AT YOUR GM'S DIS- CRETION. YOU CAN ALSO SPEAK OR SHINE LIGHTS INTO THE AREA. MANA: UP TO ONE MILE: 5MP ONE TO TEN MILES: 25MP ELEVEN TO ONE HUNDRED MILES: 125MP ONE HUNDRED AND ONE TO ONE THOUSAND MILES: 625MP ONE THOUSAND TO TEN THOUSAND MILES: 3125MP # OF ROLLS: 6 IF THE AREA IS WELL KNOWN. SUBTRACT LIBERALLY FOR A LESSER-KNOWN AREA.

NAME: SCRY PERSON RESEARCH:3 PREREQUISITE(S): SCRYING TIME: 10min. DURATION: 15min. RANGE: VERY LARGE AREA: VARIABLE ACTIVITY: LOOK THROUGH A CRYSTAL BALL AND THINK ABOUT A KNOWN PERSON. RESULT:YOU CAN SEE AND HEAR WHAT THE PERSON SEES AND HEARS. YOU CANNOT TELL WHAT THE PERSON IS THINKING AND YOU HAVE NO CONTROL OVER HIS OR HER ACTIONS. MANA: 25 PLUS THE RATE FOR A NORMAL SCRY AT THAT DISTANCE # OF ROLLS: 5 IF THE BEING IS WELL-KNOWN TO YOU AND WILLING. SUBTRACT FROM ONE TO SIX ROLLS IF THE BEING IS NOT WELL- KNOWN TO THE CASTER. SUBTRACT FOUR IF THE TARGET IS NOT WILLING.

NAME: ANTI-SCRY RESEARCH:1 PREREQUISITE(S): SCRY TIME: Nmin. DURATION: 24hrs. RANGE: TOUCH AREA: N*300 SQUARE FEET ACTIVITY: APPLY MANA TO SURFACES. RESULT: IF AN AREA IS PROTECTED, NO SCRY CAN FOCUS ON THE AREA. IF AN INDIVIDUAL IS PROTECTED, HE OR SHE WILL NOT APPEAR OR BE HEARD ON A SCRY OF THE AREA AND WILL BE INVULNERABLE TO A SPELL DONE THROUGH A SCRY. NO ONE DOING A SCRY WILL BE ABLE TO SEE ANY EVIDENCE THAT AN "INVISIBLE MAN" IS IN THE SCRIED AREA. IF A SCRY IS DIRECTED AGAINST THE PROTECTED INDIVIDUAL AND NOT AN AREA, IT WILL SIMPLY FAIL. MANA: N*15 # OF ROLLS: 5

NAME: SCRY PAST RESEARCH:7 PREREQUISITE(S): SCRY TIME: 10min. DURATION: 15min. RANGE: IMMEDIATE AREA AREA: VARIABLE ACTIVITY: LOOK THROUGH A CRYSTAL BALL AND THINK ABOUT A TIME IN THE PAST. RESULT: YOU CAN SEE AND HEAR WHAT WAS GOING ON IN THE AREA MANA: UP TO ONE HUNDRED YEARS: 625MP ONE HUNDRED AND ONE TO ONE THOUSAND YEARS: 25MP ONE THOUSAND TO TEN THOUSAND YEARS: 125MP TEN THOUSAND TO ONE HUNDRED THOUSAND YEARS: 625MP TEN THOUSAND TO ONE MILLION YEARS: 3125MP # OF ROLLS: 3 ROLLS TO DO THE SPELL AT ALL, 1 ROLL TO FOCUS TO THE PROPER MONTH, 2? TO FOCUS WITHIN EIGHT HOURS 4? TO FOCUS TO THE PRECISE FIFTEEN MINUTES NOTE: Combinations such as SCRY PAST/PERSON OR SCRY PAST/ LOCATION and even SCRY PAST/PERSON/LOCATION are possible, although extremely difficult and mana intensive.

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THE BOOK OF THE BODY

These are the spells which allow the user to control and even modify his/her own body. The task roll for these spells is based on Intelligence and Constitution.

TASK ROLL %age= (IQ+CON.)/2+(3*L)

NAME: SELF HEAL RESEARCH:1 PREREQUISITE(S):NONE TIME: N*6 rounds DURATION: PERM. RANGE: SELF AREA: SELF ACTIVITY: TRANCE; CONCENTRATE ON SENDING MANA TO HEAL A WOUND, GENERATE BLOOD, COMBAT SHOCK AND STERILIZE THE WOUND. RESULT: HEALS N*3 HIT POINTS MANA: Npts.,up to 10 in one usage # OF ROLLS: 6

NAME: FERTILITY RESEARCH: 0 PREREQUISITE(S):SELF HEAL TIME: 2min. DURATION: ONE HOUR. RANGE: SELF AREA: SELF ACTIVITY: TRANCE; CONCENTRATE ON SENDING MANA TO INCREASE THE CHANCE OF CONCEPTION. RESULT: INCREASES CHANCE OF IMPREGNATING ONES PARTNER OR BEING IMPREGNATED TO NEAR CERTAINTY, PROVIDING NO MAJOR MEDICAL OR RELIGIOUS FACTOR INTERVENES. MANA: 12 # OF ROLLS: 3

NAME: CONTRACEPTION RESEARCH: 0 PREREQUISITE(S):SELF HEAL TIME: 2min. DURATION: ONE MONTH. RANGE: SELF AREA: SELF ACTIVITY: TRANCE; CONCENTRATE ON SENDING MANA TO ELIMINATE THE CHANCE OF CONCEPTION. RESULT: DECREASES CHANCE OF IMPREGNATING ONES PARTNER OR BEING IMPREGNATED TO NEAR IMPOSSIBILITY, PROVIDING NO DEITY INTERVENES. WHEN CONTRACEPTION MEETS FERTILITY, THE RESULTS ARE UNPREDICTABLE BUT WHICHEVER SPELL HAS BEEN WORKED BY THE FEMALE PARTNER WILL PROBABLY PREVAIL. . MANA: 6 # OF ROLLS: 5

NAME: STRENGTH RESEARCH:2 PREREQUISITE(S):SELF HEAL TIME: Nrds. DURATION: Nhrs. RANGE: SELF AREA: SELF ACTIVITY: FOCUS YOUR MANA INTO THE MUSCLES OF YOUR ARMS AND UPPER BODY. RESULT: 3*N POINTS OF ADDITIONAL STRENGTH. AFTER THE SPELL DURATION IS OVER, THE CASTER MUST "CRASH " AND SLEEP FOR N HOURS. FOR SOME TIME AFTER WAKING UP, THE CASTER’S FOOD NEEDS WILL INCREASE BY A FACTOR OF N+1 (IN OTHER WORDS, THEY WILL DOUBLE IF N EQUALED ONE, TRIPLE IF N EQUALED TWO, etc.) THIS IS A TEMPORARY BUT VERY REAL EFFECT. MANA: 3 TO THE POWER OF N # OF ROLLS: 6 minus N

NAME: RUN JUMP RESEARCH:2 PREREQUISITE(S):SELF HEAL TIME: Nrds. DURATION: Nhrs. RANGE: SELF AREA: SELF ACTIVITY: FOCUS YOUR MANA INTO THE MUSCLES OF YOUR LEGS AND LOWER BODY. RESULT: 3*N POINTS OF ADDITIONAL RUNNING AND JUMPING STRENGTH. N POINTS SHOULD RESULT IN TAKING TWO SECONDS OFF OF ONES ONE HUNDRED YARD DASH TIME AND ADDING SIX INCHES TO ONES STANDING HIGH JUMP. IN DISTANCE RUNNING, ONES INCREASED SPEED WOULD NOT HAVE ALL THAT MUCH IMPACT AS ONES ENDURANCE WOULD NOT BE IMPROVED. WHILE THE SECOND N POINTS WOULD TAKE OFF ANOTHER TWO SECONDS, NO AMOUNT OF MANNA WOULD ALLOW INSTANTANEOUS TRAVEL. AFTER THE SPELL DURATION IS OVER, THE CASTER MUST "CRASH " AND SLEEP FOR N*2 HOURS. FOR A PERIOD AFTER WAKING UP, THE CASTER’S FOOD NEEDS WILL INCREASE BY A FACTOR OF N+1 (IN OTHER WORDS, THEY WILL DOUBLE IF N EQUALED ONE, TRIPLE IF N EQUALED TWO, etc.) THIS IS A TEMPORARY BUT REAL EFFECT. MANA: 3 TO THE POWER OF N # OF ROLLS: 6 minus N

NAME: INNER PEACE RESEARCH:1 PREREQUISITE(S): SELF HEAL TIME: N*(5min.) DURATION: SPECIAL RANGE: SELF AREA: SELF ACTIVITY: MEDITATE AND FOCUS MANA INTO RATHER THAN OUT OF YOUR AURA. RESULT: REGENERATE N MANA POINTS UP TO THE NORMAL AMOUNT FOR LEVEL, ETC. MANA: 0 # OF ROLLS: 5

NAME: FEIGN DEATH RESEARCH:1 PREREQUISITE(S): INNER PEACE TIME: 1rd. DURATION: AS MAINTAINED RANGE: SELF AREA: SELF ACTIVITY: FALL OR SLUMP OR STAY ON THE GROUND AND CONTROL YOUR BREATHING AND OTHER BODILY SIGNS. RESULT: A VISUAL EXAMINATION WILL GIVE A 7? AWARENESS CHANCE TO NOTE THAT THE SPELL CASTER IS ALIVE. A TACTILE EXAMINATION WILL GIVE A 4? CHANCE. THE CASTER'S CARRIED SPELLS WILL BE RETAINED. THE CASTER'S OWN AWARENESS %age WILL BE DIMINISHED TO LESS THAN HALF NORMAL, DUE TO LYING PRONE WITH EYES HOODED IN "DEATH". IF A SUSPICIOUS EXAMINER ATTEMPTS TO STICK A PIN IN THE CASTER, ETC, THE GM WILL ASSIGN A SAVE BASED ON THE AMOUNT OF PAIN. THE %age WILL BE BASED ON STABILITY AND CONSTITUTION. THE NUMBER OF SAVES SHOULD BE GENEROUS SINCE THE CASTER IS SPECIFICALLY TRAINED IN BODILY DISCIPLINE. IF THE SAVE FAILS, THE CASTER WILL FLINCH OR EVEN CRY OUT. MANA: 3+1per hour # OF ROLLS: 3,roll every hour.

NAME: ENDURANCE RESEARCH:2 PREREQUISITE(S): INNER PEACE TIME: 10min. DURATION: 24hrs. RANGE: SELF AREA: SELF ACTIVITY: USE POWERS TO CONTROL FATIGUE REGULATORS AND ENERGY EFFICIENCY IN THE BODY. RESULT: CAN IGNORE NORMAL FATIGUE UNTIL THE SPELL DURATION IS OVER. ANY SPELL-CAUSED FATIGUE WILL BE DELAYED UNTIL THE END OF THIS SPELL. AFTER THE 24 HOURS, THE CASTER WILL "CRASH " FOR EIGHT HOURS PLUS ANY REST FROM SPELL-CAUSED FATIGUE ACCUMULATED DURING THE SPELL DURATION. MANA:9 # OF ROLLS:3

NAME: SKIN OF STONE RESEARCH:2 PREREQUISITE(S):SELF HEAL TIME: 2rds. DURATION: 1hr. RANGE: SELF AREA: SELF ACTIVITY: FOCUS POWER INTO SKIN. RESULT: DA OF SKIN BECOMES N*2; FDA BECOMES N*3. YOU WILL APPEAR MILDLY DEFORMED IF N= 1 OR 2, DEFORMATION INCREASES AS N DOES. ARMOR WITH A STIFFNESS GREATER THAN 0 CANNOT BE WORN OVER SKIN TOUGHENED BEYOND N= 5. MANA: 3 TO THE POWER OF N # OF ROLLS: 6 minus N

NAME: WATERMAN RESEARCH: 2 PREREQUISITE(S): SELF HEAL TIME: 5min . DURATION: AS MAINTAINED RANGE: SELF AREA: SELF ACTIVITY: MODIFY BODY SHAPE AND LIMBS, WEARING NO ARMOR EXCEPT, POSSIBLY, THE RESULTS OF SKIN OF STONE. RESULT:YOU ASSUME AN ODD BUT GRACEFUL SHAPE AND CAN SWIM AT 100 FEET PER ROUND WITH ONLY THE NORMAL FATIGUE OF RUNNING. MANA: 9+1per minute # OF ROLLS: 4,roll every minute

NAME: DEEP-WATERMAN RESEARCH: 2 PREREQUISITE(S): WATERMAN TIME: 15min . DURATION: AS MAINTAINED RANGE: SELF AREA: SELF ACTIVITY: MODIFY BODY SHAPE AND LIMBS, WEARING NO ARMOR EXCEPT, POSSIBLY, THE RESULTS OF SKIN OF STONE. ALSO, YOU MUST IMAGINE GILLS INTO BEING AND SHIFT AND REINFORCE VARIOUS INTERNAL ORGANS. RESULT: YOU CAN SWIM AT 100 FEET PER ROUND WITH ONLY THE NORMAL FATIGUE OF RUNNING. IN ADDITION, YOU CAN BREATHE THE WATER AND WITHSTAND WATER PRESSURE DOWN TO 500'. AT 501' TO 750', YOU WOULD FUNCTION IMPROPERLY. DEEPER THAN 750' WOULD BE EVEN WORSE AND PROBABLY FATAL. MANA: 81+9per minute # OF ROLLS: 3,roll every minute.

NAME: WINGS RESEARCH: 2 PREREQUISITE(S):STRENGTH TIME: 2min. DURATION: AS MAINTAINED RANGE: SELF AREA: SELF ACTIVITY: MODIFY BODY SHAPE AND LIMBS, WEARING NO ARMOR EXCEPT, POSSIBLY, THE RESULTS OF SKIN OF STONE. INCREASE YOUR STRENGTH WITH A TWENTY-SEVEN-POINT SPELL. RESULT: YOU ASSUME AN ODD BUT GRACEFUL SHAPE AND CAN GLIDE, IN THE MANNER OF A "FLYING" SQUIRREL OR A GLIDING AIRCRAFT. WITH PRACTICE, YOU CAN USE THERMALS AND DO A PRETTY GOOD JOB OF "FLYING". MANA: 9+1per minute PLUS THAT WHICH IS REQUIRED RO YOUR STRENGTH SPELL. # OF ROLLS: 4,roll every minute

NAME: REAL WINGS RESEARCH: 2 PREREQUISITE(S):WINGS TIME: 20min. DURATION: AS MAINTAINED RANGE: SELF AREA: SELF ACTIVITY: MODIFY BODY SHAPE AND LIMBS, WEARING NO ARMOR EXCEPT, POSSIBLY, THE RESULTS OF SKIN OF STONE. INCREASE YOUR STRENGTH WITH AN EIGHTY ONE-POINT SPELL. RESULT: YOU ASSUME AN ODD BUT GRACEFUL SHAPE AND CAN FLY IN THE MANNER OF A BIRD. WITH PRACTICE AND ENOUGH ROOM TO USE YOUR WINGS, YOU CAN DO AEROBATICS AND ATTAIN SPEEDS AROUND EIGHTY MILES PER HOUR. DO WATCH OUT FOR THOSE PESKY CUMUOLO-GRANITE CLOUDS. MANA: 27 Plus 3 per minute PLUS THAT WHICH IS REQUIRED RO YOUR STRENGTH SPELL. # OF ROLLS: 3,roll every minute

NAME: WALL JOCKEY RESEARCH: 2 PREREQUISITE(S): STRENGTH TIME: 10min. DURATION: AS MAINTAINED RANGE: SELF AREA: SELF ACTIVITY: AFTER DOING AT LEAST 9 (THIS IS A BARE MINIMUM. TWENTY-SEVEN POINTS IS ADVISED, MORE WOULD NOT BE A BAD IDEA) POINTS OF STRENGTH ON YOUR- SELF, MODIFY TORSO AND LIMBS. RESULT: THE MODIFIED LIMBS COMBINE WITH THE INCREASED STRENGTH TO ALLOW THE CASTER TO CLIMB SHEER STONE WALLS BY DRIVING HIS OR HER HANDS INTO THE WALLS TO FORM HAND HOLDS. SIMILAR ACTIONS CAN BE DONE WITH THE FEET. HANGING FROM THE CEILING BECOMES VERY EASY AND CLIMBING WOOD CAN BE DONE FAIRLY SILENTLY BY EXTENDING CLAWS. NO ARMOR OF STIFFNESS GREATER THAN 0 CAN BE WORN BUT SKIN AS STONE IS ADVISABLE. WHILE THE MODIFIED HANDS ARE NOT USEFUL FOR HANDLING WEAPONS OR OTHER DEXTERITY-BASED SKILLS, THEY ARE POWERFUL WEAPONS IN THEMSELVES, WITH AN INNATE ADD OF 5, PLUS BONUSES AND COMBAT ADD. WITH CLAWS NOT EXTENDED, THEY ACT AS ARMOR PIERCING WEAPONS WITH DAMAGE THE EQUIVALENT OF HAND PICKS. WITH CLAWS EXTENDED, THEY ACT AS CUTTING WEAPONS WITH DAMAGE THE EQUIVALENT OF SABER EDGES. THE FEET ARE ALSO WEAPONS WITH AN INNATE ADD OF ONLY 2 BUT DOING ONE MORE CATEGORY OF DAMAGE. MANA: 27+6per minute # OF ROLLS: 4

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THE BOOK OF TACTILE MAGIC

These are the spells which allow the user to influence another beings body. The task roll for these spells is based on Intelligence and Constitution.

TASK ROLL %age= (IQ+CON.)/2+(3*L)

NAME: HEAL OTHER RESEARCH:0 PREREQUISITE(S):SELF HEAL TIME: N*12 rounds DURATION: PERM. RANGE: TOUCH AREA: ONE BEING ACTIVITY: TRANCE; CONCENTRATE ON SENDING MANA TO HEAL A WOUND, GENERATE BLOOD, COMBAT SHOCK AND STERILIZE THE WOUND. RESULT: HEALS N*3 HIT POINTS MANA: N*2 points. ,up to 10 in one usage # OF ROLLS: 5

NAME: THE BLESSING RESEARCH: 1 PREREQUISITE(S):HEAL OTHER AND FERTILITY TIME: 2min. DURATION: ONE HOUR. RANGE: TOUCH AREA: ONE BEING ACTIVITY: TRANCE; CONCENTRATE ON SENDING MANA TO INCREASE THE CHANCE OF CONCEPTION. RESULT: INCREASES CHANCE OF IMPREGNATING ONES PARTNER OR BEING IMPREGNATED TO NEAR CERTAINTY, PROVIDING NO MAJOR MEDICAL OR RELIGIOUS FACTOR INTERVENES. MANA: 24 # OF ROLLS: 3 IF THE RECIPIENT KNOWS WHAT IS BEING DONE AND IS WILLING. THIS SPELL CANNOT BE DONE ON AN UNWILLING OR UNKNOWING SUBJECT.

NAME: THE PREVENTION RESEARCH: 1 PREREQUISITE(S):HEAL OTHER AND CONTRACEPTION TIME: 2min. DURATION: ONE MONTH. RANGE: TOUCH AREA: ONE BEING ACTIVITY: TRANCE; CONCENTRATE ON SENDING MANA TO DECREASE THE CHANCE OF CONCEPTION. RESULT: DECREASES CHANCE OF IMPREGNATING ONES PARTNER OR BEING IMPREGNATED TO APPROXIMATELY ZERO,, PROVIDING NO DEITY INTERVENES. WHEN CONTRACEPTION OR THE PREVENTION MEETS FERTILITY, OR THE BLESSING, THE RESULTS ARE UNPREDICTABLE BUT A SPELL WORKED BY A MAGE ON HIMSELF OR HERSELF WILL USUALLY PREVAIL. OTHERWISE, WHICHEVER SPELL HAS BEEN WORKED BY ON THE FEMALE PARTNER WILL PROBABLY PREVAIL MANA: 24 # OF ROLLS: 5

NAME: STRENGTHEN RESEARCH:2 PREREQUISITE(S):STRENGTH AND HEAL OTHER TIME: Nrds. DURATION: Nhrs. RANGE: TOUCH AREA: ONE BEING ACTIVITY: FOCUS YOUR MANA INTO THE MUSCLES OF THE RECIPIENT’S ARMS AND UPPER BODY. RESULT: 3*N POINTS OF ADDITIONAL STRENGTH. AFTER THE SPELL DURATION IS OVER, THE RECIPIENT MUST "CRASH " AND SLEEP FOR 2*N HOURS. FOR SOME HOURS AFTER WAKING UP, THE RECIPIENT’S FOOD NEEDS WILL INCREASE BY A FACTOR OF N+1 (IN OTHER WORDS, THEY WILL DOUBLE IF N EQUALED ONE, TRIPLE IF N EQUALED TWO, etc.) THIS IS A TEMPORARY BUT VERY REAL EFFECT. MANA: 4 TO THE POWER OF N # OF ROLLS: 4 minus N

NAME: QUICKEN RESEARCH:2 PREREQUISITE(S):RUN-JUMP AND HEAL OTHER TIME: Nrds. DURATION: Nhrs. RANGE: TOUCH AREA: ONE BEING ACTIVITY: FOCUS YOUR MANA INTO THE MUSCLES OF YOUR RECIPIENT’S LEGS AND LOWER BODY. RESULT: 3*N POINTS OF ADDITIONAL RUNNING AND JUMPING STRENGTH. N POINTS SHOULD RESULT IN TAKING TWO SECONDS OFF OF ONES ONE HUNDRED YARD DASH TIME AND ADDING SIX INCHES TO ONES STANDING HIGH JUMP. IN DISTANCE RUNNING, ONES INCREASED SPEED WOULD NOT HAVE ALL THAT MUCH IMPACT AS ONES ENDURANCE WOULD NOT BE IMPROVED. WHILE THE SECOND N POINTS WOULD TAKE OFF ANOTHER TWO SECONDS, NO AMOUNT OF MANNA WOULD ALLOW INSTANTANEOUS TRAVEL. AFTER THE SPELL DURATION IS OVER, THE RECIPIENT MUST "CRASH " AND SLEEP FOR 2* N HOURS. FOR A PERIOD AFTER WAKING UP, THE CASTER’S FOOD NEEDS WILL INCREASE BY A FACTOR OF N+1 (IN OTHER WORDS, THEY WILL DOUBLE IF N EQUALED ONE, TRIPLE IF N EQUALED TWO, etc.) THIS IS A TEMPORARY BUT VERY REAL EFFECT. MANA: 3 TO THE POWER OF N # OF ROLLS: 6 minus N

NAME: BODY SHOCK RESEARCH: 3 PREREQUISITE(S):HEAL OTHER TIME: Nrds. DURATION: PERMANENT RANGE: TOUCH AREA: ONE BEING ACTIVITY:TOUCH THE VICTIM ON HIS OR HER BODY OR ARMOR, TOUCHING A WEAPON OR SHIELD DOES NOT DO IT. THIS MAY REQUIRE A "TO-HIT " ROLL OR THE VICTIM MAY TOUCH YOU VOLUNTARILY OR NOT BE WARY OF YOUR TOUCH. This spell can be carried. That is it can be held in the magicians 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. RESULT: DOES (5+N) SQUARED MAGICAL SHOCK DAMAGE. MANA COST:3 to the power of N # OF ROLLS: 7-N

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THE BOOK OF GHOST HUNTING

These are the spells which allow the user to find and destroy the foul Undead creatures which all normal beings fear. These spells can only be used by a sincere worshipper of a cult, pantheon or Deity that favors the light and the open sky over the dank Earth. TASK ROLL%age= (IQ+CHAR.)+(3*L)

NAME: DETECT UNDEAD RESEARCH:1 PREREQUISITE(S): NONE TIME: 1min. DURATION: 1hr. or until an undead is detected. RANGE: SELF AREA: 500' radius globe ACTIVITY: A SIMPLE INVOCATION FOLLOWED BY FLOURISHING A SYMBOL OF LIGHT. RESULT: YOU BECOME SENSITIVE TO THE PRESENCE OF THE UNDEAD AND CAN GO ABOUT YOUR NORMAL BUSINESS. WHEN AND IF YOU FEEL THE DAMP, CRAWLY TOUCH OF THE UNDEAD, YOU CAN PINPOINT THE DIRECTION OF THE UNDEAD BY TURNING IN A CIRCLE. MANA: 3 # OF ROLLS: 3

NAME: BLAST UNDEAD RESEARCH:2 PREREQUISITE(S): DETECT UNDEAD TIME:1rd. DURATION: PERMANENT RANGE: 500' if in line of sight AREA: ONE UNDEAD ACTIVITY: GESTURE WITH A SYMBOL, INVOKE A DEITY OF LIGHT. RESULT:(D4+N)SQUARED DAMAGE TO THE UNDEAD TARGETED. This spell can be carried. That is it can be held in the magicians 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. MANA: 2 TO THE POWER OF N # OF ROLLS: 6

NAME :MASS BLAST UNDEAD RESEARCH:2 PREREQUISITE(S): BLAST UNDEAD TIME: 2rds. DURATION: PERMANENT RANGE: 500' if in line of sight AREA: UNDEAD BEINGS IN A 25' RADIUS. ACTIVITY: GESTURE WITH A SYMBOL, INVOKE A DEITY OF LIGHT. RESULT: (D4+N)SQUARED DAMAGE TO THE UNDEAD TARGETED. MANA: 3 TO THE POWER OF N # OF ROLLS: 5

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THE BOOK OF DEMON HUNTING

These are the spells which allow the user to find and destroy the beings from other planes which are commonly known as Demons. These spells can only be used by a sincere worshipper of a cult, pantheon or Deity. TASK ROLL %age= (IQ+CON.)/2+(3*L)

NAME: DETECT DEMONS RESEARCH:2 PREREQUISITE(S): NONE TIME: 1min. DURATION: 1hr. or until a Demon is detected. RANGE: SELF AREA: 500' radius globe ACTIVITY: A SIMPLE INVOCATION FOLLOWED BY FLOURISHING A SYMBOL. RESULT:YOU BECOME SENSITIVE TO THE PRESENCE OF DEMONS AND CAN GO ABOUT YOUR NORMAL BUSINESS. WHEN AND IF YOU FEEL THE ODDLY REVOLTING CONTACT OF A DEMON, YOU CAN PINPOINT THE DIRECTION OF THE DEMON BY TURNING IN A CIRCLE. MANA: 9 # OF ROLLS: 1

NAME: BLAST DEMON RESEARCH:2 PREREQUISITE(S):DETECT DEMON TIME: 1rd. DURATION: PERMANENT RANGE: 500' if in line of sight AREA: ONE DEMON ACTIVITY: GESTURE WITH A SYMBOL, INVOKE A DEITY. RESULT:(D4+N)SQUARED DAMAGE TO THE DEMON TARGETED. This spell can be carried. That is it can be held in the magicians 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. MANA: 3 TO THE POWER OF N # OF ROLLS: 5

NAME: MASS BLAST DEMONS RESEARCH: 2 PREREQUISITE(S): BLAST DEMON TIME: 2rds. DURATION: PERMANENT RANGE: 500' if in line of sight AREA: DEMONS IN A 50' RADIUS. ACTIVITY: GESTURE WITH A SYMBOL, INVOKE A DEITY. RESULT:(D4+N)SQUARED DAMAGE TO THE DEMONS TARGETED. MANA: 3 TO THE POWER OF N # OF ROLLS: 5

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