College of Generics Spell List ----------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments ----------------------------------------------------------- Foo of doom 1 1 Bar Y 00 ----------------------------------------------------------- ----------------------------------------------------------- ----------------------------------------------------------- ----------------------------------------------------------- [1] Blah, blah, blah blah blah blah. [2] Mumble, mumble, handwave, handwave. ******************************************************************************* College of Air Spell List ------------------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments ------------------------------------------------------------------------- Purify Air 1 Y 30 ------------------------------------------------------------------------- Beast Soother 2 1 21 [1] Master 2 2 Beast Soother 21 [1] No-Smell 2 Y 31 Create Air 2 1 Y 30 Earth to Air 2 2 Create Air Y 29 Shape Air 2 2 Create Air Y 30 Air Jet 2 3 Shape Air Y 31 Keen Nose 2 Y 60 ------------------------------------------------------------------------- Bird Control 3 1 Beast Soother 22 [1] Insect Control 3 Beast Soother 21 [1] Mammal Control 3 Beast Soother 22 [1] Reptile Control 3 Beast Soother 22 [1] Beast Summoning 3 1 Beast Soother 21 [1] Beast Speech 3 2 Beast Summoning 22 [1] Rider 3 1 Per M22 22 [1] Summon Air Elemental 3 Y 30 Control Air Elemental 3 Y 30 Body of Air 3 Y 31 Breathe Water 3 31 Destroy Air 3 31 Predict Weather 3 Y 31 Frost 3 36 Fog 3 Y 35 Clouds 3 1 Y 31 Rain 3 2 Clouds Y 31 Snow 3 2 Clouds 37 Hail 3 3 Snow 37 Odor 3 32 Stench 3 32 Lightning 3 32 Slow Fall 3 1 Y 60 Walk on Air 3 2 Slow Fall Y 31 Flight 3 3 Walk on Air Y 62 ------------------------------------------------------------------------- Beast Link 4 Beast Summoning 21 [1] Beast Seeker 4 Beast Summoning 21 [1] Rider Within 4 1 Per M22 22 [1] Beast Possession 4 2 Rider Within 22 [1] Create Animal 4 46 [1] Hawk Flight 4 Y 62 Shapeshifting 4 22 [1] Whirlwind 4 1 Y 32 Windstorm 4 2 Windstorm Y 32 ------------------------------------------------------------------------- Bolt from the Blue 5 (N.A.) Create Air Elemental 5 30 Shapeshift Others 5 Per M23 23 [1] [1] May only be used with regards to avian animals. ******************************************************************************* College of Animals Spell List ------------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments ------------------------------------------------------------------- Beast Soother 1 Y 21 ------------------------------------------------------------------- Bird Control 2 Y 22 Fish Control 2 Y 21 Insect Control 2 Y 21 Mammal Control 2 Y 22 Mollusk Control 2 Y 22 Reptile Control 2 Y 22 Master 2 Y 21 ------------------------------------------------------------------- Rider 3 Y 22 Beast Summoning 3 1 Y 21 Beast Link 3 2 Beast Summoning Y 21 Beast Seeker 3 2 Beast Summoning Y 21 Beast Speech 3 2 Beast Summoning Y 22 ------------------------------------------------------------------- Rider Within 4 1 Y 22 Beast Possession 4 2 Y 22 Shapeshifting 4 Y 22 Create Animal 4 Y 46 ------------------------------------------------------------------- Shapeshift Others 5 23 ******************************************************************************* Arch-Cult Spell List -------------------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments -------------------------------------------------------------------------- Wither Plant 1 Y 66 -------------------------------------------------------------------------- Itch 2 1 Y 23 Spasm 2 2 Itch Y 23 Pain 2 3 Spasm Y 23 Stun 2 4 Pain 23 Clumsiness 2 4 Pain 23 Strike Blind 2 4 Pain 24 Strike Deaf 2 4 Pain 24 Strike Dumb 2 4 Pain 24 Persuasion 2 Y 26 Preserve Food 2 42 Decay 2 Y 42 Divination 2 Y 48 [4] Bless Plants 2 Y 54 Fear 2 1 Y 56 Panic 2 2 Fear Y 56 Terror 2 2 Fear Y 56 Bravery 2 2 Fear 56 Berserker 2 2 Fear 57 Foolishness 2 1 Y 57 Drunkenness 2 2 Foolishness Y 57 Sickness 2 3 Drunkenness Y 57 -------------------------------------------------------------------------- Curse-Missile 3 24 Sense Life 3 1 Y 25 Sense Foes 3 2 Sense Life Y 25 Stench 3 32 Ignite Fire 3 32 Enchant 3 1 38 Limit 3 2 Enchant-15 41 [1] Powerstone 3 2 Enchant-15 41 Poison Food 3 Y 42 Create Food 3 43 Recover Strength 3 44 Simple Illusion 3 46 Blur 3 50 Night Vision 3 Y 50 Conceal Magic 3 Y 52 Scryguard 3 Y 52 Scrywall 3 Y 53 Bless 3 Y 54 Curse 3 Y 54 Delay 3 55 Link 3 55 Reflex 3 56 Forgetfulness 3 Y 57 Daze 3 Y 57 Madness 3 Y 58 Nightmare 3 Y 58 Loyalty 3 Y 59 Apportation 3 60 Poltergeist 3 61 Undo 3 61 Air Golem 3 61 Flight 3 Y 62 Winged Knife 3 63 Sense Spirit 3 Y 63 Summon Spirit 3 Y 63 Zombie 3 Y 64 Control Zombie 3 Y 64 Turn Zombie 3 Y 64 Pestilence 3 65 [5] (Summon True Demon) 3 Y (65) [2] Tangle Growth 3 66 Mage-Stealth 3 70 -------------------------------------------------------------------------- Beast-Soother 4 1 Y 21 Master 4 2 Beast-Soother Y 21 Beast Summoning 4 2 Beast-Soother 21 Insect Control 4 2 Beast-Soother 21 Fish Control 4 2 Beast-Soother 21 Mollusk Control 4 2 Beast-Soother 22 Reptile Control 4 2 Beast-Soother 22 Bird Control 4 2 Beast-Soother 22 Mammal Control 4 2 Beast-Soother 22 Rider 4 [3] 22 Wither Limb 4 1 24 Deathtouch 4 2 Wither Limb 24 Rooted Feet 4 25 Tanglefoot 4 25 Resist Pain 4 25 Alter Visage 4 1 25 Alter Body 4 2 Alter Visage 25 Sense Emotion 4 1 Y 25 Truthsayer 4 2 Sense Emotion Y 25 Control Person 4 1 Y 26 Possession 4 2 Control Person Y 27 Body of Air 4 31 Remove Enchantment 4 38 Suspend Enchantment 4 38 Power 4 38 Hex 4 38 Speed 4 38 Accuracy 4 39 Puissance 4 39 Quick-Draw 4 40 Dancing Weapon 4 40 Loyal Sword 4 40 Cornucopia 4 40 Bane 4 40 Fortify 4 40 Deflect 4 41 Lighten 4 41 Name 4 41 Password 4 41 Crystal Ball 4 42 Aura 4 Y 47 Invisibility 4 50 Permanent Forgetfulness 4 Y 57 Permanent Madness 4 Y 58 False Memory 4 Y 58 Avoid 4 Y 58 Charm 4 Y 59 Suggestion 4 Y 59 Hawk Flight 4 62 Mark Child 4 (N.A.) [6] -------------------------------------------------------------------------- Compel Truth 5 26 Earthquake 5 29 Seeker 5 47 Enslave 5 59 Mindlessness 5 58 Exchange Bodies 5 27 Permanent Possession 5 27 [1] Mandatory for all magic items! Arch-cult magic items must not work for Sun-cultists. A minimal limit is "Does not work for Sun-cultists." Most Arch-cult items have the limit "Works only for Arch-cultists." [2] Consult section 3.0, "Secular and Religious Demonology." [3] Per M22; at least one animal control spell. [4] Members of the Arch-cult may learn any variant or variety of divination, but each is a separate skill. [5] Journeymen may only cast Pestilence on an animal. Masters and up may cast it on sapients as well. [6] Mark Child. Regular. The target of this spell is an unborn child. The caster may give the child any advantage or disadvantage, or increase or decrease a characteristic by one to four points. Duration: Permanent. Cost: Half the points changed, rounded up. For example, Overconfidance would be a ten point change, costing five fatigue. Granting Combat Reflexes would be a fifteen point change, costing eight. The European Arch Cult The European Arch Cult worships the Arch. It is isomorphic to the medieval Christan heresy of Satan worship and may be used as such. The Arch cult is not a "pagan" or "Wiccan" cult-- it is a heresy of Sun worship. Members of the cult are not necessarily spiritualists or mediums. The Arch-cult practices an underground variant of alchemy, substituting certain vile and unwholesome ingredients for those that secular alchemists use. (E.G., eye of newt, wing of bat...) Rank one and two spells are rote prayers and invocations. They are learned as if they were secular magic. Normally, an Arch-cultist will learn from a more accomplished cultist, obviating the need for spell books and literacy. Before learning any rank 3 spells, the cultist must swear the First Pact no game effect, but a confirmation of the character's allegiance to the Arch. Spells of ranks 3 and up are direct manifestations of the Arch's power. Before learning any rank 4 spells, a member of the Arch-cult must make the Lesser Pact with the Arch. The member must give up a token of his allegiance-- the price should be stiff, but not totally crippling. Examples: a beautiful character's Beautiful advantage, the character's eyesight, the character's reflection and/or shadow, etc. In compensation, the lost points may go towards purchase of a familiar and/or the Blessed advantage. Arch-Cult familiars are "true demons" in the form of an animal. They are not demons in the sense of the GURPS Magic familiar limitation "Familiars Are Really Demons!" of page M106-- although infernal, they will not be inclined to thwart the cultist's goals. These familiars must feed on the blood of their owner once daily, draining 3 FT each time. If denied this, the familiar will take one hit of damage, healable only by draining an extra 3 FT from the owner. (Familiars feed via the Witchmark, a mark disguised as a mole or freckle. The Witchmark transmits no pain impulses.) This quirk is worth no extra points to the character. Apart from that, these familiars may be designed arbitrarily. Before learning any rank 5 spells, the cultist must swear the Greater Pact, in effect selling his soul to the Arch. ******************************************************************************* Celestial Magic Unrestricted Spell List ----------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments ----------------------------------------------------------------- Enchant 3 1 41 [2] Staff 3 2 Enchant 41 [2] Powerstone 3 2 Enchant-15 41 [3] Recover Strength 3 44 Detect Magic 3 1 47 [1] Mage Sight 3 2 Detect Magic 49 [1] Mage Sense 3 2 Detect Magic 49 [1] Identify Spell 3 2 Detect Magic 49 [1] Analyze Magic 3 2 Identify Spell 49 [1] Spell Shield 3 3 Scrywall 53 [1] Counterspell 3 1 53 [5] Dispel Magic 3 2 Counterspell 53 [1] Ward 3 1 53 [5] Reflect 3 2 Ward 53 [5] Great Ward 3 3 Ward 53 [5] Delay 3 1 55 Link 3 2 Delay 55 Reflex 3 3 Delay, Ward 56 ----------------------------------------------------------------- ----------------------------------------------------------------- ----------------------------------------------------------------- ----------------------------------------------------------------- [1] Unless otherwise specified, this spell works against items/beings/spells from different secular colleges at -4. For example, a Fire Mage is at -4 to detect Animal magic. Similarly, a Water Mage Scryguard is four units weaker against an Fire magic Divination spell. (In this case, this cancels out; the Divination spell would \fIalso\fR be at -4 to penetrate the Scryguard! These distinctions becomes important when dealing with, say, the College of Knowledge, which is \fInot\fR acessed a -4 penalty when trying to penetrate another college's defensive magic, and the College of Fear, which is not acessed a -4 penalty when blocking another college's scrying magic.) [2] Staffs only work for practitioners of the college they were made for. For example, a shadow magic staff is worthless to a dark mage. [3] Powerstones will only work for the college that made them. For instance, a College of Fire powerstone may only be used by a College of Fire mage for a College of Fire spell. "Dedicated" & "Exclusive" powerstones will work only in items of the College. Note that various Colleges use various things for "powerstones." [5] Note the restriction that one may only use this spell against a spell one knows. ******************************************************************************* Dark Magic Spell List ------------------------------------------------------------------ Spell Rank Subrank Prerequisites Mand? Page Comments ------------------------------------------------------------------ Darkness 1 1 Y 50 ------------------------------------------------------------------ Strike Deaf 2 Y 24 Strike Dumb 2 Y 24 Curse Missile 2 24 Divination 2 Y 48 [1] Fear 2 Y 56 Terror 2 Y 56 Silence 2 Y 69 ------------------------------------------------------------------ Shapeshifting 3 Y 22 [4] Paralyze Limb 3 1 Y 24 Total Paralysis 3 2 Paralyze Limb Y 24 Hinder 3 1 Y 25 Rooted Feet 3 2 Hinder Y 25 Shape Darkness 3 Y 50 Blur 3 1 Y 50 [2] Hide 3 2 Blur Y 50 [2] Invisibility 3 3 Hide 50 [2] Night Vision 3 1 Y 50 [3] Dark Vision 3 2 Night Vision Y 50 [3] Sickness 3 57 Shield 3 67 [3] Armor 3 67 [3] Wall of Silence 3 69 Mage-Stealth 3 Y 70 [3] Sound Vision 3 70 [3] ------------------------------------------------------------------ Body of Air 4 Y 31 [3] Madness 4 Y 58 [5] Nightmare 4 Y 58 Zombie 4 64 Steal Strength 4 1 64 Steal Health 4 2 Steal Strength 64 ------------------------------------------------------------------ Alter Visage 5 25 [3] Permanent Madness 5 58 [5] [1] Nictomancy. The caster spends two nighttime hours in utter darkness; if the roll is successfull, he gets a vision. Critical failures sometimes paralyze the caster for 12-36 hours. Darkness and time-of-night penalties do not apply. [2] Self only. Only works when a darkess-induced vision penalty is already in effect. [3] Self only. [4] "Giant eagle" form only. (Actual form is usually an owl.) [5] These spells cause nictophobia half the time; failing that, roll on the table on page M58. Dark mages are rare. Dark-aspected celestial magery is an inborn trait; it evinces itself during adolescence. Dark mages do not study magic; new powers appear pretty much at random. (I.E., GM's decision.) The dark mage improves his skills through practice and night meditation in utter darkness. Dark magic is affected by astronomical events and lighting. Half an hour before sunrise to sunrise: +0 Half an hour before sunrise to sunrise, candlelight or less: +1 Sunrise to half an hour after sunrise: -1 Sunrise to half an hour after sunrise, in direct sunlight: -2 Ordinary day: -2 Ordinary day, in direct sunlight: -3 Within half an hour of noon: -3 Within half an hour of noon, in direct sunlight: -4 Half an hour before sunset to sunset: -1 Half an hour before sunset to sunset, in direct sunlight: -2 Sunset to half an hour after sunset: +0 Sunset to half an hour after sunset, candlelight or less: +1 Ordinary night: +1 Ordinary night, candlelight or less: +2 Within half an hour of midnight: +2 Within half an hour of midnight, candlelight or less: +3 It costs 10 points for one level of Dark Magery, 20 points for two, and 30 points for three. Dark mages cannot learn ordinary secular magic. For an additional five points, the character may learn clerical magic. Clerical investment et al is extra. Most dark mage clerics worship sinister dieties, but this is not essential; dark mages have been known to become healers. These spells are based on IQ. ******************************************************************************* College of Domination Spell List ------------------------------------------------------------------------------ Spell Rank Subrank Prerequisites Mand? Page Comments ------------------------------------------------------------------------------ Fear 1 Y 56 ------------------------------------------------------------------------------ Itch 2 1 23 Spasm 2 2 Itch 23 Pain 2 3 Spasm 23 Fatigue 2 25 Persuasion 2 Y 26 Panic 2 Y 56 Terror 2 Y 56 Bravery 2 1 Y 56 Berserker 2 2 Y 57 ------------------------------------------------------------------------------ Stun 3 Pain 23 Strike Blind 3 Pain 24 Strike Deaf 3 Pain 24 Strike Dumb 3 Pain 24 Curse Missile 3 Pain 24 Clumsiness 3 1 Spasm 23 Hinder 3 2 Clumsiness 25 Rooted Feet 3 3 Hinder 25 Tanglefoot 3 2 Clumsiness 25 Roundabout 3 3 Tanglefoot 25 [1] Resist Pain 3 Pain 25 [1] Compel Truth 3 Y 26 Foolishness 3 1 IQ 12+ Y 57 Drunkenness 3 2 Foolishness Y 57 Sickness 3 3 Drunkenness 57 Forgetfulness 3 2 Foolishness Y 57 Permanent Forgetfulness 3 3 Forgetfulness Y 57 Daze 3 2 Foolishness Y 57 Mass Daze 3 3 Daze, IQ 13+ 57 Mental Stun 3 3 Daze Y 57 Sleep 3 3 Foolishness 57 Mass Sleep 3 4 Sleep 57 Peaceful Sleep 3 58 Loyalty 3 1 Y 59 Emotion Control 3 2 Loyalty Y 59 Summon Spirit 3 63 ------------------------------------------------------------------------------ Mind Reading 4 1 Y 26 Control Person 4 2 Mind Reading Y 26 Possession 4 3 Control Person Y 27 Exorcism 4 27 Control Illusion 4 46 Dispel Illusion 4 46 Control Creation 4 46 Madness 4 1 58 Permanent Madness 4 2 Madness 58 Mindlessness 4 58 False Memory 4 Y 58 Avoid 4 58 Nightmare 4 58 Charm 4 1 Y 59 Enslave 4 2 59 Suggestion 4 1 Y 59 Mass Suggestion 4 2 59 Skull-Spirit 4 64 Control Zombie 4 64 ------------------------------------------------------------------------------ Permanent Possession 5 1 27 Exchange Bodies 5 2 Permanent Possession 27 Lesser Geas 5 1 59 Great Geas 5 2 Lesser Geas 59 Summon Shade 5 63 Soul Jar 5 64 [1] Usable on others only. ******************************************************************************* College of Earth Spell List ------------------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments ------------------------------------------------------------------------- Seek Earth 1 Y 28 ------------------------------------------------------------------------- Beast Soother 2 21 [4] Shape Earth 2 1 Y 28 Shape Stone 2 2 Shape Earth Y 28 Earth to Stone 2 2 Shape Earth Y 28 Stone to Earth 2 3 Earth to Stone Y 28 Create Earth 2 3 Earth to Stone Y 29 Earth Vision 2 2 Shape Earth Y 29 Preserve Food 2 42 Identify Plant 2 66 ------------------------------------------------------------------------- Master 3 21 [1] Beast Summoning 3 21 [1] Insect Control 3 Beast Soother 21 [1] Mammal Control 3 Beast Soother 22 [1] Reptile Control 3 Beast Soother 22 [1] Rider 3 As per M22 22 [1] Might 3 24 Vigor 3 24 Sand Jet 3 28 Walk Through Earth 3 Y 28 Earth to Air 3 Y 29 Stone Missile 3 29 Summon Earth Elemental 3 Y 30 Control Earth Elemental 3 Y 30 Lend Strength 3 44 Seek Plant 3 Identify Plant 66 Shape Plant 3 Identify Plant 66 Shield 3 67 Armor 3 67 Iron Arm 3 68 ------------------------------------------------------------------------- Beast Seeker 4 Beast Summoning 21 [1] Beast Link 4 Beast Summoning 21 [1] Beast Speech 4 Beast Summoning 22 [1] Shapeshifting 4 22 [1] Flesh to Stone 4 1 Y 29 Stone to Flesh 4 2 Flesh to Stone Y 29 Body of Stone 4 3 Stone to Flesh Y 29 Entombment 4 Y 29 Earthquake 4 Y 29 Golem 4 Y 39 [2] Create Animal 4 46 [1] Heal Plant 4 1 Shape Plant 66 Bless Plants 4 2 Heal Plant 66 Plant Growth 4 2 Heal Plant 66 Wither Plant 4 3 Plant Growth 66 Create Plant 4 3 Plant Growth 66 ------------------------------------------------------------------------- Rider Within 5 1 Per M22 22 [1] Beast Possession 5 2 Rider Within 22 [1] Shapeshift Others 5 Shapeshifting 23 [1] Create Earth Elemental 5 30 Golem 5 39 [3] Volcano 5 29 Animate Plant 5 Create Plant 67 Plant Form 5 Create Plant 67 [1] May not be used regarding aquatic or flying animals. [2] At this rank, the caster may only construct clay golems and stone golems. [3] Once he has acheived this rank, the caster may also create bronze, iron, & crystal golems. [4] An apprentice or Journeyman may not use this spell against aquatic or flying animals. A Master or Wizard may. ******************************************************************************* College of Fear Spell List ----------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments ----------------------------------------------------------------- Hide Thoughts 1 Y 26 ----------------------------------------------------------------- Sense Foes 2 Y 25 Resist Pain 2 25 Purify Air 2 Y 30 Resist Cold 2 Y 33 Resist Fire 2 Y 33 Purify Water 2 Y 35 Umbrella 2 36 Detect Magic 2 Y 47 Know Illusion 2 Y 47 Sense Danger 2 Y 67 ----------------------------------------------------------------- Fireproof 3 33 Aura 3 Y 47 Blur 3 1 Y 50 Hide 3 2 Blur Y 50 Conceal Magic 3 Y 52 Counterspell 3 1 Y 53 [1] Ward 3 2 Counterspell Y 53 [1] Great Ward 3 3 Ward Y 53 [1] Reflect 3 4 Great Ward Y 53 [1] Slow Fall 3 60 Keen Ears 3 60 [2] Keen Eyes 3 60 [2] Keen Nose 3 60 [2] Alertness 3 1 [3] 60 [2] Rear Vision 3 2 Alertness 60 [2] Sense Spirit 3 Y 63 Turn Zombie 3 64 Armor 3 67 Shield 3 67 Watchdog 3 Y 67 Nightingale 3 Y 67 Mystic Mist 3 Y 68 Iron Arm 3 Y 68 Weather Dome 3 1 Y 68 Force Dome 3 2 Weather Dome Y 68 Hush 3 1 Y 70 [2] Mage-Stealth 3 2 Hush Y 70 [2] ----------------------------------------------------------------- Exorcism 4 27 Purify Food 4 42 Test Food 4 42 Invisibility 4 50 Scryguard 4 1 Y 52 Scrywall 4 2 Scrywall Y 53 Spell Shield 4 3 Scrywall Y 53 Dispel Magic 4 Y 53 Blink 4 62 Death Vision 4 63 Ethereal Body 4 63 Magelock 4 68 Missile Shield 4 1 68 Reverse Missiles 4 2 Missile Shield 68 Teleport Shield 4 68 Utter Dome 4 69 ----------------------------------------------------------------- Magic Resistance 5 53 [1] Although members of this college are not allowed to cast such spells as Fireball or Deathtouch, they may still learn how to use Counterspell, Ward, Reflect, and Great Ward against them. The college has information on certain spells; members of the College of Fear may learn such skills as Fireball Counterinformation. Counterinformation skills for Mental/Hard spells are Mental/Average; counterinformation skills for Mental/Very Hard spells are Mental/Hard. [2] Usable only on self. [3] As per M60: must know any 2 of Keen Eyes/Ears/Nose. ******************************************************************************* College of Fire Spell List ------------------------------------------------------------------------ Spell Rank Subrank Prerequisites Mand? Page Comments ------------------------------------------------------------------------ Ignite Fire 1 Y 32 ------------------------------------------------------------------------ Stench 2 32 Create Fire 2 Y 33 Extinguish Fire 2 33 Fireproof 2 Y 33 Resist Fire 2 Y 33 Shape Fire 2 Y 33 ------------------------------------------------------------------------ Control Fire Elemental 3 Y 30 Summon Fire Elemental 3 Y 30 Heat 3 Y 33 Essential Flame 3 Y 34 Fireball 3 34 Flame Jet 3 34 Light 3 1 Y 49 Continual Light 3 2 Light Y 49 Light Jet 3 3 Continual Light Y 49 Flash 3 3 Continual Light Y 49 Infravision 3 50 ------------------------------------------------------------------------ Cold 4 1 Y 33 Resist Cold 4 2 Cold 33 Breathe Fire 4 Flame Jet 34 Explosive Fireball 4 Fireball 34 Flaming Weapon 4 1 34 Flaming Missiles 4 2 Flaming Weapon 34 Phantom Flame 4 34 Dehydrate 4 Y 35 Destroy Water 4 Y 35 Geyser 4 Y 37 ------------------------------------------------------------------------ Volcano 5 29 Create Fire Elemental 5 30 ******************************************************************************* College of Healing Spell List -------------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments -------------------------------------------------------------------- Lend Strength 1 Y 44 -------------------------------------------------------------------- Lend Health 2 1 Y 44 Minor Healing 2 2 Lend Health Y 44 -------------------------------------------------------------------- Enchant 3 1 38 [2] Staff 3 2 Enchant 41 [7] Powerstone 3 2 Enchant-15 41 [3] Recover Strength 3 44 Awaken 3 Y 44 Major Healing 3 Y 44 Sterilize 3 Y 44 Detect Magic 3 1 47 [1] Mage Sight 3 2 Detect Magic 49 [1] Mage Sense 3 2 Detect Magic 49 [1] Identify Spell 3 2 Detect Magic 49 [1] Analyze Magic 3 3 Identify Spell 49 [1] Conceal Magic 3 2 Detect Magic 52 [1] Curse 3 Y 54 [8] -------------------------------------------------------------------- Beast Soother 4 21 Remove Enchantment 4 Enchant 38 [1] Suspend Enchantment 4 Enchant 38 [1] Power 4 Enchant 38 [2] Speed 4 Enchant 38 [2] Hex 4 Enchant 38 [2] Bane 4 Enchant 40 [2] Name 4 Enchant 41 [2] Password 4 Enchant 41 [2] Limit 4 Enchant 41 [2] Suspended Animation 4 Y 44 Cure Disease 4 Y 45 Neutralize Poison 4 Y 45 Restoration 4 Y 45 Scryguard 4 1 52 [1] Scrywall 4 2 Scryguard 52 [1] Spell Shield 4 3 Scrywall 53 [1] Counterspell 4 1 53 [5] Dispel Magic 4 2 Counterspell 53 [4] Ward 4 1 53 [5] Reflect 4 2 Ward 53 [5] Great Ward 4 2 Ward 53 [5] Pentagram 4 53 [9] Delay 4 1 55 Link 4 2 Delay 55 Reflex 4 2 Delay, Ward 56 -------------------------------------------------------------------- Halt Aging 5 45 Regeneration 5 45 Youth 5 45 Summon Demon 2 [6] 65 [6] [1] Unless otherwise specified, this spell works against items/beings/spells from different secular colleges at -4. For example, a Healer is at -4 to detect Animal magic. Similarly, a Healer Scryguard is four units weaker against an Fire magic Divination spell. [2] This spell may only be used on items/beings/spells associated with the college. [3] Powerstones will only work for the college that made them. For instance, a College of Healing powerstone may only be used by a College of Healing mage for a College of Healing spell. "Dedicated" & "Exclusive" powerstones will work only in items of the College. Note that various Colleges use various things for "powerstones." [5] Note the restriction that one may only use this spell against a spell one knows! [6] Prerequisites: Any three spells at 15+. This spell is known through all the secular colleges; in fact, all pentagrams look very similar... Although any sharp apprentice can reasonably expect to learn to summon a demon, guilds restrict the spell's availability, filing it with the high esoterica. This spell is better described as Summon Intractable Demon; see the section 3.0, Secular and Religious Demonology for more information. [7] Staves only work for spells of the appropriate college. For example, a fire magic staff is useless to a Healer. [8] Members of this college may only throw one-point curses. Furthermore, they may only curse people who have A) already drawn blood from them, or B) are preventing them from taking care of somebody sick or hurt. Don't get between a healer and a patient. [9] "Circle of Protection" variant. Consult section 3.0, Religious and Secular Demonology. Healers worship an abstract life-force. However, their magic is arguably secular other mages can use countermagic against their effects, etcetera. For the most part, treat healing magic as secular magic. In particular, healers use focuses in the same way that guild mages do. Healers should take at least a +1 reputation; ordinarily, they should also take some variety of Pacifism. Many have Empathy. Healers rarely take vows of celibacy. Most commercial healers charge on a sliding scale: fairly well-heeled folk are charged $350 for a Minor Healing and $1000 for Major Healing. The poor are often treated for free... but whether or not this is common depends on the healer. Some exhaust themselves from dawn to dusk treating the destitute, others ignore them. The cult specifies that the life and health of others are means in themselves, but does not demand that its adherents do anything about it! In fact, the members of one particularly obscure sect revere life by surrounding themselves with very healthy animals and ignoring people completely... Healer titles and medical skill prerequisites: Rank 1, "Iseki" (Handholder): no other prerequisites. Rank 2, "Aasara" (Runner-to-the-sick): a character must have First Aid-14 to cast a Rank 2 spell. Rank 3 "Khisi" (Healer): a character must have Physician-14 to case a Rank 3 spell. Rank 4, "Khekudiish" (Master Healer): a character must have Physician-16 to cast a Rank 4 spell. ******************************************************************************* College of Illusion Spell List ----------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments ----------------------------------------------------------------- Simple Illusion 1 Y 45 ----------------------------------------------------------------- Complex Illusion 2 Y 45 Illusion Disguise 2 Y 46 Illusion Shell 2 Y 46 Independence 2 Y 47 Know Illusion 2 Y 47 ----------------------------------------------------------------- Itch 3 23 Spasm 3 23 Pain 3 23 Phantom Flame 3 34 Control Illusion 3 Y 46 Dispel Illusion 3 Y 46 Perfect Illusion 3 Y 46 ----------------------------------------------------------------- Create Animal 4 Y 46 Create Object 4 Y 46 Create Servant 4 Y 46 Create Warrior 4 Y 46 Control Creation 4 Y 46 Dispel Creation 4 Y 47 False Memory 4 Y 58 Mystic Mist 4 68 Persuasion 4 27 ----------------------------------------------------------------- Alter Body 5 25 Alter Visage 5 25 Nightmare 5 58 Shapeshifting 5 23 ******************************************************************************* College of Knowledge Spell List --------------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments --------------------------------------------------------------------- Sense Emotion 1 Y 25 --------------------------------------------------------------------- Sense Foes 2 Y 25 Sense Life 2 Y 25 Seek Earth 2 Y 28 Seek Water 2 Y 35 Seek Food 2 Y 42 Know Illusion 2 Y 47 Detect Magic 2 1 Y 47 Aura 2 2 Detect Magic Y 47 Mage Sense 2 2 Detect Magic Y 49 Mage Sight 2 2 Detect Magic Y 49 Identify Plant 2 1 66 Seek Plant 2 2 Identify Plant 66 Sense Danger 2 Y 67 --------------------------------------------------------------------- Beast Speech 3 22 Truthsayer 3 25 Hide Thoughts 3 Y 26 Borrow Language 3 27 Borrow Skill 3 27 Earth Vision 3 Y 29 Water Vision 3 Y 36 Ice Vision 3 Y 37 Find Direction 3 Y 47 Measurement 3 Y 47 Seeker 3 1 Y 47 Trace 3 2 Seeker Y 47 See Secrets 3 2 Seeker Y 48 Pathfinder 3 47 Identify Spell 3 1 Y 49 Analyze Magic 3 2 Identify Spell Y 49 Glass Wall 3 Y 49 Infravision 3 Y 50 See Invisible 3 Y 50 Keen Ears 3 1 60 Keen Eyes 3 1 60 Keen Nose 3 1 60 Alertness 3 2 see note [1] 60 Sense Spirit 3 Y 63 Watchdog 3 67 Far-Hearing 3 70 --------------------------------------------------------------------- Mind-Reading 4 Y 26 Test Food 4 42 Alarm 4 47 Tell Time 4 47 History 4 1 Y 48 Ancient History 4 2 History Y 48 Wizard Eye 4 1 Y 48 Invisible Wizard Eye 4 2 Wizard Eye Y 48 Night Vision 4 1 50 Dark Vision 4 2 Night Vision 50 Rear Vision 4 3 Dark Vision 60 Hawk Vision 4 Keen Eyes 50 Sound Vision 4 Keen Ears 70 Wizard Ear 4 1 70 Invisible Wizard Ear 4 2 Wizard Ear 70 --------------------------------------------------------------------- Mind-Search 5 26 Find Weakness 5 51 [1] At least two of Keen Eyes/Ears/Nose. ******************************************************************************* College of Making Spell List -------------------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments -------------------------------------------------------------------------- Shape Plant 1 Y 66 [1] -------------------------------------------------------------------------- Shape Earth 2 1 Y 28 Earth to Stone 2 2 Shape Earth Y 28 Heat 2 Y 33 [2] Analyze Magic 2 Y 49 [3][5] Find Weakness 2 Y 51 Dye 2 1 Y 51 Copy 2 2 Dye Y 52 Clean 2 Y 51 -------------------------------------------------------------------------- Shape Stone 3 Y 28 Enchant 3 1 Y 38 Remove Enchantment 3 2 Enchant Y 38 [5] Suspend Enchantment 3 2 Enchant Y 38 [5] Power 3 2 Enchant Y 38 Speed 3 2 Enchant Y 38 Hex 3 2 Enchant Y 38 Puissance 3 2 Enchant Y 39 Accuracy 3 2 Enchant Y 39 Bane 3 2 Enchant Y 40 Fortify 3 2 Enchant Y 40 Deflect 3 2 Enchant Y 41 Lighten 3 2 Enchant Y 41 Name 3 2 Enchant Y 41 Password 3 2 Enchant Y 41 Limit 3 2 Enchant Y 41 Link 3 2 Enchant Y 55 [4] Measurement 3 Y 47 Reshape 3 Y 51 Rejoin 3 1 Y 51 Repair 3 2 Rejoin Y 52 Repair Arrow 3 2 Rejoin 52 Stiffen 3 1 51 Knots 3 2 Stiffen 52 Sharpen 3 Y 52 -------------------------------------------------------------------------- Hideaway 4 Y 39 Quick-Draw 4 Y 40 Dancing Weapon 4 Y 40 Loyal Sword 4 Y 40 Shatterproof 4 Y 52 -------------------------------------------------------------------------- Golem 5 39 Not flesh golem Cornucopia 5 40 [1] May only be used to shape dead plants. [2] May only be cast on items held within sanctified forge. [3] May only be used to analyze magic items, not magic spells. [4] Only the "Item" version of this spell is learned. [5] The -4 penalty for dealing with different schools of magic does not apply. Use -1 instead. For example, a College of Making Remove Enchantment is at -1 against a fire magic enchanted weapon. ******************************************************************************* College of Necromancy Spell List ------------------------------------------------------------------------ Spell Rank Subrank Prerequisites Mand? Page Comments ------------------------------------------------------------------------ Sense Spirit 1 Y 63 ------------------------------------------------------------------------ Sense Emotion 2 Y 25 Sense Foes 2 Y 25 Sense Life 2 Y 25 Hide Thoughts 2 Y 26 Decay 2 Y 42 Preserve Food 2 42 Lend Strength 2 1 44 Lend Health 2 2 Lend Strength 44 Share Strength 2 2 Lend Strength 44 Detect Magic 2 1 Y 47 Mage Sense 2 2 Detect Magic Y 49 Mage Sight 2 2 Detect Magic Y 49 Aura 2 2 Detect Magic Y 47 See Secrets 2 3 Aura Y 48 Death Vision 2 Y 63 ------------------------------------------------------------------------ Pain 3 Y 23 Truthsayer 3 Y 25 Persuasion 3 Y 26 Soul Rider 3 Y 26 Control Person 3 Y 27 Exorcism 3 Y 27 Ferment 3 42 Poison Food 3 42 Purify Food 3 42 Test Food 3 42 Water to Wine 3 43 Awaken 3 Y 44 Sterilize 3 Y 44 Suspended Animation 3 Y 44 Control Creation 3 Y 46 Dispel Creation 3 Y 47 Know Illusion 3 Y 47 Seeker 3 1 47 Trace 3 2 Seeker 47 Pathfinder 3 2 Seeker 47 Wizard Eye 3 1 48 Invisible Wizard Eye 3 2 Wizard Eye 48 Analyze Magic 3 Y 49 Identify Spell 3 Y 49 Darkness 3 1 50 Shape Darkness 3 2 Darkness 50 Blur 3 2 Darkness 50 Hide 3 3 Blur 50 Invisibility 3 3 Blur 50 Infravision 3 1 50 Night Vision 3 2 Infravision 50 Dark Vision 3 3 Night Vision 50 See Invisible 3 50 Conceal Magic 3 Y 52 [3] Scryguard 3 1 52 [3] Scrywall 3 2 Scryguard 53 [3] Pentagram 3 53 [4] Curse 3 Y 54 Fear 3 1 56 Terror 3 2 Fear 56 Panic 3 2 Fear 56 Sickness 3 3 Panic 57 Summon Spirit 3 1 Y 63 Animation 3 2 Summon Spirit 64 Zombie 3 2 Summon Spirit 63 Control Zombie 3 2 Zombie 64 Turn Zombie 3 2 Zombie 64 Steal Strength 3 1 Y 64 Steal Health 3 2 Steal Strength Y 64 Pestilence 3 3 Steal Health Y 65 Summon Demon 2 [4] 65 [4] Wither Plant 3 66 Sense Danger 3 Y 67 Iron Arm 3 68 Far Hearing 3 70 Wizard Ear 3 70 Invisible Wizard Ear 3 70 Hush 3 1 70 Mage-Stealth 3 2 Hush 70 ------------------------------------------------------------------------ Rider Within 4 1 22 Beast Possession 4 2 Rider Within 22 Shapeshifting 4 1 22 Shapeshift Others 4 2 Shapeshifting 23 Wither Limb 4 1 Y 24 Deathtouch 4 2 Wither Limb Y 24 Possession 4 1 Y 27 Permanent Possession 4 2 Possession Y 27 Control Air Elemental 4 30 [1] Control Earth Elemental 4 30 [1] Control Fire Elemental 4 30 [1] Control Water Elemental 4 30 [1] Summon Air Elemental 4 30 [1] Summon Earth Elemental 4 30 [1] Summon Fire Elemental 4 30 [1] Summon Water Elemental 4 30 [1] Golem 4 [2] 39 [2] Halt Aging 4 Y 45 Simple Illusion 4 45 Madness 4 1 58 [1] Nightmare 4 2 Madness 58 Permanent Madness 4 2 Madness 58 [1] Ethereal Body 4 Y 63 Summon Shade 4 63 Skull-Spirit 4 Y 64 Soul Jar 4 Y 64 Age 4 Y 65 ------------------------------------------------------------------------ Exchange Bodies 5 27 Minor Healing 5 1 44 [1] Major Healing 5 2 Minor Healing 44 [1] Restoration 5 3 Major Healing 45 [1] Regeneration 5 4 Restoration 45 [1] Resurrection 5 5 Regeneration 45 Youth 5 1 45 [1] Steal Youth 5 2 Youth 65 [1] Necromancers learn this spell is if it were Mental / Very Hard. [2] Necromancers only know how to create flesh golems. Necromancers must learn Flesh Golem-12 before proceeding to the high esoterica. [3] Instead of being at -4 to resist incoming magic of a different college, this version of the spell takes a -2 penalty. [4] The College of Necromancy is not above teaching its Journeymen to summon intractable demons. The spell is still only of rank two, but it is not taught to apprentices. The rank three Pentagram spell is the "Circle of Protection" variant. Consult section 3.0, Religious and Secular Demonology, for more information. ******************************************************************************* College of Plants Spell List ------------------------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments ------------------------------------------------------------------------------- Identify Plant 1 1 Y 66 Seek Plant 1 2 Identify Plant Y 66 ------------------------------------------------------------------------------- Preserve Food 2 42 [1] Sense Life 2 1 Y 25 [2] Shape Plant 2 2 Sense Life Y 66 Heal Plant 2 3 Heal Plant Y 66 ------------------------------------------------------------------------------- Walk through Wood 3 Y (28) [3] Thorn Missile 3 (36) [4] Wood Vision 3 Y (29) [5] Control Plant Spirit 3 Y (30) [6] Summon Plant Spirit 3 Y (30) [7] Decay 3 42 Seek Food 3 42 [1] Ferment 3 43 Bless Plants 3 Y 66 Forest Warning 3 1 66 Plant Growth 3 1 Y 66 Tangle Growth 3 2 Plant Growth 66 Wither Plant 3 2 Plant Growth 66 Hide Path 3 1 67 Plant Sense 3 2 Frst. Warning, Hide Path 67 ------------------------------------------------------------------------------- Flesh to Wood 4 1 Y (29) [8] Wood to Flesh 4 2 Flesh to Wood Y (29) [9] Body of Wood 4 3 Wood to Flesh Y (29) [10] Golem 4 (39) [12] Purify Food 4 42 [1] Test Food 4 42 [1] Create Plant 4 Y 66 Animate Plant 4 Y 67 ------------------------------------------------------------------------------- Create Plant Spirit 5 (30) [11] Plant Form 5 67 [1] Plant products only. [2] Only works on plants. [3] Treat as Walk through Earth, but the subject may pass through plants rather than earth. [4] Treat as Ice Dagger, but the thorn does not vanish after impact. [5] Treat as Earth Vision, but the subject sees through plants rather than stone. [6] Treat as Control Earth Elemental. Plant spirits are not identical to earth elementals, but their behavior is similar enough for most purposes. [7] Treat as Summon Earth Elemental. Plant spirits are not identical to earth elementals, but their behavior is similar enough for most purposes. [8] Treat as Flesh to Stone, but if successful, victim is transformed to an anthropomorphic stump. [9] Treat as Stone to Flesh, but can only reverse the effects of Flesh to Wood. [10] Treat as Body of Stone, but the body is PD 1, DR 3, Speed 4, takes full damage from Fire spells. [11] Treat as Create Earth Elemental. Plant spirits are not identical to earth elementals, but their behavior is similar enough for most purposes. [12] Wood golem only. Wood golem: ST 20, DX 11, HT 14/30, IQ 8. Speed 6, PD 1, DR 3. Strikes with fist for 2d-1 damage. One weapon skill (maker's choice) of 11. To build the body requires 3 weeks of work, a large (live) tree, and a successful Shape Plant roll. Energy to activate: 375. ******************************************************************************* Roman Secular Unrestricted Spell List -------------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments -------------------------------------------------------------------- Enchant 3 1 38 [2] Scroll 3 2 Enchant 38 [2] Staff 3 2 Enchant 41 [7] Powerstone 3 2 Enchant-15 41 [3] Recover Strength 3 44 Detect Magic 3 1 47 [1] Mage Sight 3 2 Detect Magic 49 [1] Mage Sense 3 2 Detect Magic 49 [1] Conceal Magic 3 2 Detect Magic 52 [1] Identify Spell 3 2 Detect Magic 49 [1] Analyze Magic 3 3 Identify Spell 49 [1] Scryguard 3 1 52 [1] Scrywall 3 2 Scryguard 52 [1] Spell Shield 3 3 Scrywall 53 [1] Counterspell 3 1 53 [5] Dispel Magic 3 2 Counterspell 53 [4] Ward 3 1 53 [5] Reflect 3 2 Ward 53 [5] Great Ward 3 2 Ward 53 [5] Delay 3 1 55 Link 3 2 Delay 55 Reflex 3 2 Delay, Ward 56 -------------------------------------------------------------------- Remove Enchantment 4 Enchant 38 [1] Suspend Enchantment 4 Enchant 38 [1] Power 4 Enchant 38 [2] Speed 4 Enchant 38 [2] Hex 4 Enchant 38 [2] Bane 4 Enchant 40 [2] Name 4 Enchant 41 [2] Password 4 Enchant 41 [2] Limit 4 Enchant 41 [2] Link 4 Enchant 41 [2] Pentagram 4 53 [8] -------------------------------------------------------------------- Summon Demon 2 [6] 65 [6] -------------------------------------------------------------------- -------------------------------------------------------------------- [1] Unless otherwise specified, this spell works against items/beings/spells from different secular colleges at -4. For example, a Fire Mage is at -4 to detect Animal magic. Similarly, a Water Mage Scryguard is four units weaker against an Fire magic Divination spell. [2] This spell may only be used on items/beings/spells associated with the college. [3] Powerstones will only work for the college that made them. For instance, a College of Fire powerstone may only be used by a College of Fire mage for a College of Fire spell. "Dedicated" & "Exclusive" powerstones will work only in items of the College. Note that various Colleges use various things for "powerstones." [5] Note the restriction that one may only use this spell against a spell one knows! [6] This is the "Summon Intractable Demon" variant of this spell; consult section 3.0, Secular and Religious Demonology. Prerequisites: Any three spells at 15+. This spell is known through all the secular colleges. Although any sharp apprentice can reasonably expect to learn to summon an intractable demon, guilds restrict the spell's availability, filing it with the high esoterica. Teaching, learning, and casting this spell are all capital offenses. [7] Staves only work for spells of the appropriate college. For example, a fire magic staff is useless to an earth mage. [8] This is the "Circle of Protection" variant of the spell. Consult section 3.0, Secular and Religious Demonology. ******************************************************************************* Shadow Magic Spell List -------------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments -------------------------------------------------------------------- Blur 1 Y 50 [1] -------------------------------------------------------------------- Clouds 2 31 Fog 2 Y 35 Simple Illusion 2 Y 45 Divination 2 Y 48 [2] Light 2 49 Colors 2 49 Darkness 2 1 Y 50 Shape Darkness 2 2 Darkness Y 50 Hide 2 Y 50 [1] Night Vision 2 Y 50 [1] Fear 2 56 Mage-Stealth 2 Y 70 [1] -------------------------------------------------------------------- Complex Illusion 3 1 Y 45 Illusion Shell 3 2 Complex Illusion Y 46 Illusion Disguise 3 3 Illusion Shell Y 46 Know Illusion 3 47 Invisibility 3 1 Y 50 [1] See Invisible 3 2 Invisibility 50 [1] Forgetfulness 3 Y 57 Daze 3 Y 57 Wallwalker 3 61 [1] Mystic Mist 3 Y 68 -------------------------------------------------------------------- Alter Visage 4 1 Y 25 [1] Alter Body 4 2 Alter Visage Y 25 [1] Hide Thoughts 4 Y 26 [1] Persuasion 4 Y 26 Body of Air 4 Y 31 [1] Control Illusion 4 46 Dispel Illusion 4 46 Perfect Illusion 4 Y 46 Scryguard 4 1 52 Scrywall 4 2 Scryguard 53 False Memory 4 Y 58 Sense Spirit 4 63 -------------------------------------------------------------------- Create Object 5 46 Ethereal Body 5 63 [1] [1] Self only. [2] Divination through examination of rising smoke. Similar enough to pyromancy for our purposes, except it must be cast where the air is still. Positive lighting modifiers do not apply but negative modifiers do. Shadow mages are very rare. Shadow-aspected celestial "magery" is an inborn trait; it evinces itself during adolescence. Shadow mages do not study magic; new powers appear pretty much at random. (I.E., GM's decision.) The shadow mage improves his skills through practice and meditating in deep shadow. Shadow magic is affected by lighting. In general, shadow mages are at their strongest when they are in or near deep shadows. Flat dark is almost as bad as flat brightness. Very bright, no shadows (noon on a featureless plain): -4 Very dark, no patches of light (overcast night): -3 Bright, not in shadow (typical daylight): -2 Bright, in weak shadow (under sparse foliage): -1 Bright, near deep shadow: +0 Starry or archlit night: +0 Overcast day: +0 In deep shadow: +1 In deep shadow in chaotic field (Badlands at noon): +2 Indoor lighting, day: +0 Night, candlelight or fire: +1 Night, deliberately constructed chaotic field: +2 As can be seen from this table, shadow magic is the most eccentric of the celestial magics. Shadow mages construct their lairs to maximize the amount of sharp boundaries between light and dark. Such a deliberately constructed chaotic field is very disorienting to any but a creature of shadow. Character design: It costs 10 points for one level of Shadow Magery, 20 points for two, and 30 points for three. For an additional five points, the character may learn clerical magic. Clerical investment et al is extra. No shadow mage has ever been known to be a cleric. ******************************************************************************* College of Speed and Time Spell List ------------------------------------------------------------------ Spell Rank Subrank Prerequisites Mand? Page Comments ------------------------------------------------------------------ Tell Time 1 Y 47 ------------------------------------------------------------------ Alarm 2 47 Haste 2 1 Y 60 Quick March 2 2 Haste Y 60 Apportation 2 1 Y 60 Locksmith 2 2 Apportation Y 61 Levitation 2 2 Apportation Y 61 ------------------------------------------------------------------ Glue 3 60 Great Haste 3 Y 60 Lighten Burden 3 Y 60 Slow Fall 3 Y 60 Air-Golem 3 Y 61 Flight 3 Y 61 Running 3 Y (61) [1] Lockmaster 3 Y 61 Manipulate 3 Y 61 Poltergeist 3 61 Swim 3 Y 61 Undo 3 Y 61 Wallwalker 3 Y 61 ------------------------------------------------------------------ Hawk Flight 4 Y 61 Greyhound Running 4 (61) [2] Teleport 4 1 Y 62 Blink 4 2 Teleport 62 Winged Knife 4 63 ------------------------------------------------------------------ Ruin 5 51 Jackrabbit Running 5 1 (61) [3] Teleport Other 5 62 [1] This spell is identical to Flight spell, except for the following: the caster may only proceed along firm horizontal surfaces, not though the air. The spell is Mental/Hard, not Mental/Very Hard. [2] This spell is identical to the Hawk Flight spell, except for the following: the caster may only proceed along firm horizontal surfaces, not though the air. The spell is Mental/Hard, not Mental/Very Hard. [3] This spell is identical to the Hawk Flight spell, except for the following: the caster must remain tangent to a surface. Valid "surfaces" include walls, celings, water, and treetops. The cost is 6 to cast, 3 to maintain. The spell is Mental/Hard, not Mental/Very Hard. The spell may only be cast on oneself. ******************************************************************************* Star Magic Spell List ------------------------------------------------------------------------ Spell Rank Subrank Prerequisites Mand? Page Comments ------------------------------------------------------------------------ Tell Time 1 Y 47 Find Direction 1 Y 47 ------------------------------------------------------------------------ Divination 2 Y 48 [5] Light 2 Y 49 Blur 2 Y 50 Night Vision 2 Y 50 [1] Hawk Vision 2 50 [1] Shatterproof 2 52 Slow Fall 2 1 Y 60 [1] Walk on Air 2 2 Slow Fall Y 31 [1] ------------------------------------------------------------------------ Beast-Soother 3 1 Y 21 Rider 3 Beast-Soother 22 Starry Weapon 3 1 [2] Star Dagger (Ice Dagger) 3 (36) [3] Starbite (Frostbite) 3 (37) [4] Mental Stun 3 Y 57 Levitation 3 1 Y 61 [1] Flight 3 2 Levitation Y 62 [1] Shield 3 67 Armor 3 67 Iron Arm 3 68 ------------------------------------------------------------------------ Persuasion 4 26 Awaken 4 44 Seeker 4 Y 47 Pathfinder 4 Y 47 Sleep 4 Y 57 Peaceful Sleep 4 Y 58 Alertness 4 Y 60 Hawk Flight 4 Y 67 ------------------------------------------------------------------------ Suspended Animation 5 44 Wisdom 5 59 [1] Self only. [2] Starry Weapon. Regular. Causes any weapon to become infused with starstuff. This does not harm the user or the weapon, but does +2 damage to most foes if it penetrates armor, and +3 to certain creatures, notably earth-magic zombies and earth elementals. Add this bonus after all other damage is calculated-- for instance, an "impaling" starry attack is still only good for +2 damage, not +4. Duration: 1 minute. Cost: 3 to cast, 1 to maintain. Time to cast: 3 seconds. Item: A weapon that becomes starry whenever wielded, at no energy cost to the user. Cost to create: 750 energy, $2000 spell materials. [3] Treat as Ice Dagger. Caster hurls a spike of starlight that does impaling damage and disappears. [4] Treat as Frostbite. Tissue is starbitten rather than frostbitten. [5] Astrology. Can only be cast at night under a starry sky. Time-of-night modifiers do not apply. Star mages are very rare. Star-aspected celestial "magery" is an inborn trait; it evinces itself during adolescence. Star mages do not study magic; new powers appear pretty much at random. (I.E., GM's decision.) The star mage improves his skills through practice and meditation on the starry sky. Star magic (except for astrology) is affected by time of day and cloud cover. Half an hour before sunrise to sunrise: +0 Half an hour before sunrise to sunrise, under starry sky: +1 Sunrise to half an hour after sunrise, under clear sky: -1 Sunrise to half an hour after sunrise: -2 Ordinary day, under clear sky: -2 Ordinary day: -3 Within half an hour of noon, under clear sky: -3 Within half an hour of noon: -4 Half an hour before sunset to sunset, under clear sky: -1 Half an hour before sunset to sunset: -2 Sunset to half an hour after sunset: +0 Sunset to half an hour after sunset, under starry sky: +1 Ordinary night: +1 Ordinary night, under starry sky: +2 Within half an hour of midnight: +2 Within half an hour of midnight, under starry sky: +3 Character design: It costs 10 points for one level of Star Magery, 20 points for two, and 30 points for three. No star mage has been known to learn ordinary secular magic. For an additional five points, the character may learn clerical magic. Clerical investment et al is extra. The only famous Star Mage cleric worshipped Fate. ******************************************************************************* Sun Magic Spell List ---------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments ---------------------------------------------------------------- Light 1 Y 49 ---------------------------------------------------------------- Might 2 Y 23 [1] Strike Blind 2 Y 24 Destroy Water 2 Y 35 Divination 2 Y 48 [2] [5] Continual Light 2 Y 49 Light Jet 2 Y 49 Colors 2 49 Flash 2 Y 49 Turn Zombie 2 64 [3] ---------------------------------------------------------------- Spasm 3 23 Stun 3 Y 23 Curse Missile 3 24 Flaming Weapon 3 34 [1] Dazzle (Blur) 3 Y (50) [6] Hawk Vision 3 Y 50 [1] Weaken 3 Y 51 Panic 3 Y 56 Wither Plant 3 66 Shield 3 Y 67 [1] Armor 3 Y 67 [1] Iron Arm 3 68 ---------------------------------------------------------------- Wither Limb 4 Y 24 Dehydrate 4 Y 35 Sterilize 4 Y 44 Banish 4 Y 65 [4] ---------------------------------------------------------------- Ruin 5 51 Magic Resistance 5 53 [1] [1] May be cast on self only. (Or own weapon, in the case of Flaming Weapon. Others will find the weapon burning hot to the touch. The flame will go out in three seconds if the weapon is dropped.) [2] Heliomancy. Caster spends two hours in direct sunlight; if the roll is succesfull, he gets a vision. Critical failures sometimes blind the caster for 1d6 days. [3] Only works against certain classes of zombies, notably those created with Celestial or Earth magic. [4] Only works against a certain classes of entities, notably earth and fire spirits. [5] Only works in direct sunlight. Daylight and noontime bonuses do not apply. [6] This spell is identical to Blur (page M50,) but it only works in direct sunlight. Sun mages are rare. Sun-aspected celestial "magery" is an inborn trait; it evinces itself during adolescence. Sun mages do not study magic; new powers appear pretty much at random. (I.E., GM's decision.) The sun mage improves his skills through practice and meditating in full sunlight. Sun-aspected celestial magery is not the same as Sun-cult religious magic. Sun magery is secular. There is no guild of sun mages. Sun magic is affected by astronomical events and lighting. (Exception: heliomancy may only be practiced in direct sunlight and the caster gains no bonuses for it.) Half an hour before sunrise to sunrise: -1 Half an hour before sunrise to sunrise, candlelight or less: -2 Sunrise to half an hour after sunrise: +0 Sunrise to half an hour after sunrise, in direct sunlight: +1 Ordinary day: +1 Ordinary day, in direct sunlight: +2 Within half an hour of noon: +2 Within half an hour of noon, in direct sunlight: +3 Half an hour before sunset to sunset: +0 Half an hour before sunset to sunset, in direct sunlight: +1 Sunset to half an hour after sunset: -1 Sunset to half an hour after sunset, candlelight or less: -2 Ordinary night: -2 Ordinary night, candlelight or less: -3 Within half an hour of midnight: -3 Within half an hour of midnight, candlelight or less: -4 Character design: It costs 10 points for one level of Sun Magery, 20 points for two, and 30 points for three. Sun mages cannot learn ordinary secular magic. For an additional five points, the character may learn clerical magic. Clerical investment et al is extra. Most sun mage clerics worship Sun dieties, but this is not essential; one infamous sun mage led an Arch cult. Although these spells are Mental/Hard or Mental/Very Hard, they are purchased based on the average of IQ and HT, rounded down. (Powerful sun mages are noted for their vigor.) ******************************************************************************* Sun-cult Spell List ----------------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments ----------------------------------------------------------------------- Bless Plants 1 Y 66 ----------------------------------------------------------------------- Resist Pain 2 Y 24 Heat 2 Y 33 Awaken 2 44 Sterilize 2 44 Aura 2 Y 47 Divination 2 Y 48 [4] Light 2 1 Y 49 Continual Light 2 2 Light Y 49 Light Jet 2 2 Light Y 49 Peaceful Sleep 2 Y 58 Turn Zombie 2 Y 64 Banish 2 Y 65 Exorcism 2 Y 27 ----------------------------------------------------------------------- Strike Blind 3 24 Flash 3 1 49 Sunball 3 2 Flash (34, 49) [2] Enchant 3 1 38 Limit 3 2 Enchant-15 41 [1] Powerstone 3 2 Enchant-15 41 Delay 3 55 Link 3 55 Reflex 3 56 Might 3 Y 23 Vigor 3 Y 24 Bless 3 Y 54 Curse 3 Y 54 Remove Curse 3 Y 54 ----------------------------------------------------------------------- Curse Missile 4 24 Wither Limb 4 24 Hide Thoughts 4 26 Earth to Air 4 Y 29 Explosive Sunball 4 Sunball-15 (34, 49) [3] Dehydrate 4 35 Remove Enchantment 4 38 Suspend Enchantment 4 38 Power 4 38 Hex 4 38 Speed 4 38 Accuracy 4 39 Puissance 4 39 Quick-Draw 4 40 Dancing Weapon 4 40 Loyal Sword 4 40 Cornucopia 4 40 Bane 4 40 Fortify 4 40 Deflect 4 41 Lighten 4 41 Name 4 41 Password 4 41 Disintegrate 4 Y 51 [5] ----------------------------------------------------------------------- Lesser Geas 5 1 59 Great Geas 5 2 Lesser Geas 59 [1] Mandatory for all magic items! Sun-cult magic items must not work for Arch-cultists. A minimal limit is "Does not work for Arch-cultists." Most Sun-cult items have the limit "Works only for Sun-cultists." [2] Sunball: As Fireball, page M34, but costs 3 more Fatigue to cast. When the Sunball goes off, a Flash occurs in the hex where the Sunball goes off. The caster is not affected by the Flash, although all others are subject to its effects. [3] Explosive Sunball: As Explosive Fireball, but costs 3 more Fatigue to cast. When the Explosive Sunball goes off, a Flash occurs in the hex where the Explosive Sunball goes off. The caster is not affected by the Flash, although all others are subject to its effects. [4] Self-mortification. The cultist mortifies the flesh (via fasting, dehydration, sleep deprivation, self-flagellation, what have you) and hopes for a vision. [5] To cast this spell, the cultist must scream and strike the object with a clenched fist. Rank 1 and 2 spells are actually rote prayers (in Latin.) For invested clerics, they default to Sun-cult Theology - 10. Individuals with the Blessed advantage cast them by speaking in tongues. The spells presented here are specific to a particular theology; in my game-world, the cult is a conflation of solar disk worship and Christianity. ******************************************************************************* College of Water Spell List ------------------------------------------------------------------------- Spell Rank Subrank Prerequisites Mand? Page Comments ------------------------------------------------------------------------- Seek Water 1 Y 35 ------------------------------------------------------------------------- Beast Soother 2 1 21 [1] Master 2 2 Beast Soother 21 [1] Create Water 2 1 Y 35 Purify Water 2 2 Create Water Y 35 Swim 2 1 Y 62 Breathe Water 2 2 Swim Y 31 ------------------------------------------------------------------------- Beast Summoning 3 Beast Soother 21 [1] Fish Control 3 Beast Soother 21 [1] Insect Control 3 Beast Soother 21 [1] Beast Speech 3 Beast Soother 22 [1] Bird Control 3 Beast Soother 22 [1] Mammal Control 3 Beast Soother 22 [1] Mollusk Control 3 Beast Soother 22 [1] Reptile Control 3 Beast Soother 22 [1] Rider 3 Per M22 22 [1] Control Water Elemental 3 Y 30 Summon Water Elemental 3 Y 30 Predict Weather 3 31 [3] Clouds 3 1 Y 31 [3] Rain 3 2 Clouds Y 31 Hail 3 3 Rain 37 Resist Cold 3 Y 33 Breathe Air 3 35 Dehydrate 3 35 Destroy Water 3 35 Essential Water 3 Y 35 Fog 3 35 Shape Water 3 Y 35 Walk on Water 3 Y 35 Ice Dagger 3 36 Ice Sphere 3 36 Umbrella 3 36 Water Jet 3 36 Water Vision 3 Y 36 ------------------------------------------------------------------------- Beast Link 4 Beast Summoning 21 [1] Beast Seeker 4 Beast Summoning 21 [1] Rider Within 4 1 22 [1] Beast Possession 4 2 Rider Within 22 [1] Shapeshifting 4 22 [1] Cold 4 33 Resist Fire 4 Y 33 Body of Water 4 Y 36 Icy Weapon 4 36 Frost 4 1 36 Ice Slick 4 2 Frost 37 Snow 4 2 Frost 37 Freeze 4 1 37 Melt Ice 4 2 Freeze 37 Frostbite 4 2 Freeze, Frost 37 Ice Vision 4 Y 37 Snow Shoes 4 37 Bane 4 40 Create Animal 4 46 [1] ------------------------------------------------------------------------- Shapeshift Others 5 23 [2] Create Water Elemental 5 30 Geyser 5 37 [1] Only usable with aquatic animals. [2] May only shift to aquatic animals. [3] Only works near large body of water. ******************************************************************************* College of Generics Spell List -------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page -------------------------------------------------------------------- Foo of doom Reg 1 15 2 1 min 5 5 No comment 00 -------------------------------------------------------------------- -------------------------------------------------------------------- -------------------------------------------------------------------- -------------------------------------------------------------------- ******************************************************************************* College of Air Spell List --------------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page --------------------------------------------------------------------------- Purify Air 30 --------------------------------------------------------------------------- Beast Soother 21 Master 21 No-Smell 31 Create Air 30 Earth to Air 29 Shape Air 30 Air Jet 31 Keen Nose 60 --------------------------------------------------------------------------- Bird Control 22 Insect Control 21 Mammal Control 22 Reptile Control 22 Beast Summoning 21 Beast Speech 22 Rider 22 Summon Air Elemental 30 Control Air Elemental 30 Body of Air 31 Breathe Water 31 Destroy Air 31 Predict Weather 31 Frost 36 Fog 35 Clouds 31 Rain 31 Snow 37 Hail 37 Odor 32 Stench 32 Lightning 32 Slow Fall 60 Walk on Air 31 Flight 62 --------------------------------------------------------------------------- Beast Link 21 Beast Seeker 21 Rider Within 22 Beast Possession 22 Create Animal 46 Hawk Flight 62 Shapeshifting 22 Whirlwind 32 Windstorm 32 --------------------------------------------------------------------------- Bolt from the Blue (N.A.) Create Air Elemental 30 Shapeshift Others 23 ******************************************************************************* College of Animals Spell List --------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page --------------------------------------------------------------------- Beast Soother 21 --------------------------------------------------------------------- Bird Control 22 Fish Control 21 Insect Control 21 Mammal Control 22 Mollusk Control 22 Reptile Control 22 Master 21 --------------------------------------------------------------------- Rider 22 Beast Summoning 21 Beast Link 21 Beast Seeker 21 Beast Speech 22 --------------------------------------------------------------------- Rider Within 22 Beast Possession 22 Shapeshifting 22 Create Animal 46 --------------------------------------------------------------------- Shapeshift Others 23 ******************************************************************************* Arch-Cult Spell List ----------------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page ----------------------------------------------------------------------------- Wither Plant 66 ----------------------------------------------------------------------------- Itch 23 Spasm 23 Pain 23 Stun 23 Clumsiness 23 Strike Blind 24 Strike Deaf 24 Strike Dumb 24 Persuasion 26 Preserve Food 42 Decay 42 Divination 48 Bless Plants 54 Fear 56 Panic 56 Terror 56 Bravery 56 Berserker 57 Foolishness 57 Drunkenness 57 Sickness 57 ----------------------------------------------------------------------------- Curse-Missile 24 Sense Life 25 Sense Foes 25 Stench 32 Ignite Fire 32 Enchant 38 Limit 41 Powerstone 41 Poison Food 42 Create Food 43 Recover Strength 44 Simple Illusion 46 Blur 50 Night Vision 50 Conceal Magic 52 Scryguard 52 Scrywall 53 Bless 54 Curse 54 Delay 55 Link 55 Reflex 56 Forgetfulness 57 Daze 57 Madness 58 Nightmare 58 Loyalty 59 Apportation 60 Poltergeist 61 Undo 61 Air Golem 61 Flight 62 Winged Knife 63 Sense Spirit 63 Summon Spirit 63 Zombie 64 Control Zombie 64 Turn Zombie 64 Pestilence 65 (Summon True Demon) (65) Tangle Growth 66 Mage-Stealth 70 ----------------------------------------------------------------------------- Beast-Soother 21 Master 21 Beast Summoning 21 Insect Control 21 Fish Control 21 Mollusk Control 22 Reptile Control 22 Bird Control 22 Mammal Control 22 Rider 22 Wither Limb 24 Deathtouch 24 Rooted Feet 25 Tanglefoot 25 Resist Pain 25 Alter Visage 25 Alter Body 25 Sense Emotion 25 Truthsayer 25 Control Person 26 Possession 27 Body of Air 31 Remove Enchantment 38 Suspend Enchantment 38 Power 38 Hex 38 Speed 38 Accuracy 39 Puissance 39 Quick-Draw 40 Dancing Weapon 40 Loyal Sword 40 Cornucopia 40 Bane 40 Fortify 40 Deflect 41 Lighten 41 Name 41 Password 41 Crystal Ball 42 Aura 47 Invisibility 50 Permanent Forgetfulness 57 Permanent Madness 58 False Memory 58 Avoid 58 Charm 59 Suggestion 59 Hawk Flight 62 Mark Child (N.A.) ----------------------------------------------------------------------------- Compel Truth 26 Earthquake 29 Seeker 47 Enslave 59 Mindlessness 58 Exchange Bodies 27 Permanent Possession 27 ******************************************************************************* Celestial Magic Unrestricted Spell List -------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page -------------------------------------------------------------------- Enchant 41 Staff 41 Powerstone 41 Recover Strength 44 Detect Magic 47 Mage Sight 49 Mage Sense 49 Identify Spell 49 Analyze Magic 49 Spell Shield 53 Counterspell 53 Dispel Magic 53 Ward 53 Reflect 53 Great Ward 53 Delay 55 Link 55 Reflex 56 -------------------------------------------------------------------- -------------------------------------------------------------------- -------------------------------------------------------------------- -------------------------------------------------------------------- ******************************************************************************* Dark Magic Spell List --------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page --------------------------------------------------------------------- Darkness 50 --------------------------------------------------------------------- Strike Deaf 24 Strike Dumb 24 Curse Missile 24 Divination 48 Fear 56 Terror 56 Silence 69 --------------------------------------------------------------------- Shapeshifting 22 Paralyze Limb 24 Total Paralysis 24 Hinder 25 Rooted Feet 25 Shape Darkness 50 Blur 50 Hide 50 Invisibility 50 Night Vision 50 Dark Vision 50 Sickness 57 Shield 67 Armor 67 Wall of Silence 69 Mage-Stealth 70 Sound Vision 70 --------------------------------------------------------------------- Body of Air 31 Madness 58 Nightmare 58 Zombie 64 Steal Strength 64 Steal Health 64 --------------------------------------------------------------------- Alter Visage 25 Permanent Madness 58 ******************************************************************************* College of Domination Spell List --------------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page --------------------------------------------------------------------------- Fear 56 --------------------------------------------------------------------------- Itch 23 Spasm 23 Pain 23 Fatigue 25 Persuasion 26 Panic 56 Terror 56 Bravery 56 Berserker 57 --------------------------------------------------------------------------- Stun 23 Strike Blind 24 Strike Deaf 24 Strike Dumb 24 Curse Missile 24 Clumsiness 23 Hinder 25 Rooted Feet 25 Tanglefoot 25 Roundabout 25 Resist Pain 25 Compel Truth 26 Foolishness 57 Drunkenness 57 Sickness 57 Forgetfulness 57 Permanent Forgetfulness 57 Daze 57 Mass Daze 57 Mental Stun 57 Sleep 57 Mass Sleep 57 Peaceful Sleep 58 Loyalty 59 Emotion Control 59 Summon Spirit 63 --------------------------------------------------------------------------- Mind Reading 26 Control Person 26 Possession 27 Exorcism 27 Control Illusion 46 Dispel Illusion 46 Control Creation 46 Madness 58 Permanent Madness 58 Mindlessness 58 False Memory 58 Avoid 58 Nightmare 58 Charm 59 Enslave 59 Suggestion 59 Mass Suggestion 59 Skull-Spirit 64 Control Zombie 64 --------------------------------------------------------------------------- Permanent Possession 27 Exchange Bodies 27 Lesser Geas 59 Great Geas 59 Summon Shade 63 Soul Jar 64 ******************************************************************************* College of Earth Spell List --------------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page --------------------------------------------------------------------------- Seek Earth 28 --------------------------------------------------------------------------- Beast Soother 21 Shape Earth 28 Shape Stone 28 Earth to Stone 28 Stone to Earth 28 Create Earth 29 Earth Vision 29 Preserve Food 42 Identify Plant 66 --------------------------------------------------------------------------- Master 21 Beast Summoning 21 Insect Control 21 Mammal Control 22 Reptile Control 22 Rider 22 Might 24 Vigor 24 Sand Jet 28 Walk Through Earth 28 Earth to Air 29 Stone Missile 29 Summon Earth Elemental 30 Control Earth Elemental 30 Lend Strength 44 Seek Plant 66 Shape Plant 66 Shield 67 Armor 67 Iron Arm 68 --------------------------------------------------------------------------- Beast Seeker 21 Beast Link 21 Beast Speech 22 Shapeshifting 22 Flesh to Stone 29 Stone to Flesh 29 Body of Stone 29 Entombment 29 Earthquake 29 Golem 39 Create Animal 46 Heal Plant 66 Bless Plants 66 Plant Growth 66 Wither Plant 66 Create Plant 66 --------------------------------------------------------------------------- Rider Within 22 Beast Possession 22 Shapeshift Others 23 Create Earth Elemental 30 Golem 39 Volcano 29 Animate Plant 67 Plant Form 67 ******************************************************************************* College of Fear Spell List -------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page -------------------------------------------------------------------- Hide Thoughts 26 -------------------------------------------------------------------- Sense Foes 25 Resist Pain 25 Purify Air 30 Resist Cold 33 Resist Fire 33 Purify Water 35 Umbrella 36 Detect Magic 47 Know Illusion 47 Sense Danger 67 -------------------------------------------------------------------- Fireproof 33 Aura 47 Blur 50 Hide 50 Conceal Magic 52 Counterspell 53 Ward 53 Great Ward 53 Reflect 53 Slow Fall 60 Keen Ears 60 Keen Eyes 60 Keen Nose 60 Alertness 60 Rear Vision 60 Sense Spirit 63 Turn Zombie 64 Armor 67 Shield 67 Watchdog 67 Nightingale 67 Mystic Mist 68 Iron Arm 68 Weather Dome 68 Force Dome 68 Hush 70 Mage-Stealth 70 -------------------------------------------------------------------- Exorcism 27 Purify Food 42 Test Food 42 Invisibility 50 Scryguard 52 Scrywall 53 Spell Shield 53 Dispel Magic 53 Blink 62 Death Vision 63 Ethereal Body 63 Magelock 68 Missile Shield 68 Reverse Missiles 68 Teleport Shield 68 Utter Dome 69 -------------------------------------------------------------------- Magic Resistance 53 ******************************************************************************* College of Fire Spell List -------------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page -------------------------------------------------------------------------- Ignite Fire 32 -------------------------------------------------------------------------- Stench 32 Create Fire 33 Extinguish Fire 33 Fireproof 33 Resist Fire 33 Shape Fire 33 -------------------------------------------------------------------------- Control Fire Elemental 30 Summon Fire Elemental 30 Heat 33 Essential Flame 34 Fireball 34 Flame Jet 34 Light 49 Continual Light 49 Light Jet 49 Flash 49 Infravision 50 -------------------------------------------------------------------------- Cold 33 Resist Cold 33 Breathe Fire 34 Explosive Fireball 34 Flaming Weapon 34 Flaming Missiles 34 Phantom Flame 34 Dehydrate 35 Destroy Water 35 Geyser 37 -------------------------------------------------------------------------- Volcano 29 Create Fire Elemental 30 ******************************************************************************* College of Healing Spell List ----------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page ----------------------------------------------------------------------- Lend Strength 44 ----------------------------------------------------------------------- Lend Health 44 Minor Healing 44 ----------------------------------------------------------------------- Enchant 38 Staff 41 Powerstone 41 Recover Strength 44 Awaken 44 Major Healing 44 Sterilize 44 Detect Magic 47 Mage Sight 49 Mage Sense 49 Identify Spell 49 Analyze Magic 49 Conceal Magic 52 Curse 54 ----------------------------------------------------------------------- Beast Soother 21 Remove Enchantment 38 Suspend Enchantment 38 Power 38 Speed 38 Hex 38 Bane 40 Name 41 Password 41 Limit 41 Suspended Animation 44 Cure Disease 45 Neutralize Poison 45 Restoration 45 Scryguard 52 Scrywall 52 Spell Shield 53 Counterspell 53 Dispel Magic 53 Ward 53 Reflect 53 Great Ward 53 Pentagram 53 Delay 55 Link 55 Reflex 56 ----------------------------------------------------------------------- Halt Aging 45 Regeneration 45 Youth 45 Summon Demon 65 ******************************************************************************* College of Illusion Spell List --------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page --------------------------------------------------------------------- Simple Illusion 45 --------------------------------------------------------------------- Complex Illusion 45 Illusion Disguise 46 Illusion Shell 46 Independence 47 Know Illusion 47 --------------------------------------------------------------------- Itch 23 Spasm 23 Pain 23 Phantom Flame 34 Control Illusion 46 Dispel Illusion 46 Perfect Illusion 46 --------------------------------------------------------------------- Create Animal 46 Create Object 46 Create Servant 46 Create Warrior 46 Control Creation 46 Dispel Creation 47 False Memory 58 Mystic Mist 68 Persuasion 27 --------------------------------------------------------------------- Alter Body 25 Alter Visage 25 Nightmare 58 Shapeshifting 23 ******************************************************************************* College of Knowledge Spell List ------------------------------------------------------------------------ Spell Class Points Skill Time Durat Cost Maint Notes Page ------------------------------------------------------------------------ Sense Emotion 25 ------------------------------------------------------------------------ Sense Foes 25 Sense Life 25 Seek Earth 28 Seek Water 35 Seek Food 42 Know Illusion 47 Detect Magic 47 Aura 47 Mage Sense 49 Mage Sight 49 Identify Plant 66 Seek Plant 66 Sense Danger 67 ------------------------------------------------------------------------ Beast Speech 22 Truthsayer 25 Hide Thoughts 26 Borrow Language 27 Borrow Skill 27 Earth Vision 29 Water Vision 36 Ice Vision 37 Find Direction 47 Measurement 47 Seeker 47 Trace 47 See Secrets 48 Pathfinder 47 Identify Spell 49 Analyze Magic 49 Glass Wall 49 Infravision 50 See Invisible 50 Keen Ears 60 Keen Eyes 60 Keen Nose 60 Alertness 60 Sense Spirit 63 Watchdog 67 Far-Hearing 70 ------------------------------------------------------------------------ Mind-Reading 26 Test Food 42 Alarm 47 Tell Time 47 History 48 Ancient History 48 Wizard Eye 48 Invisible Wizard Eye 48 Night Vision 50 Dark Vision 50 Rear Vision 60 Hawk Vision 50 Sound Vision 70 Wizard Ear 70 Invisible Wizard Ear 70 ------------------------------------------------------------------------ Mind-Search 26 Find Weakness 51 ******************************************************************************* College of Making Spell List ----------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page ----------------------------------------------------------------------- Shape Plant 66 ----------------------------------------------------------------------- Shape Earth 28 Earth to Stone 28 Heat 33 Analyze Magic 49 Find Weakness 51 Dye 51 Copy 52 Clean 51 ----------------------------------------------------------------------- Shape Stone 28 Enchant 38 Remove Enchantment 38 Suspend Enchantment 38 Power 38 Speed 38 Hex 38 Puissance 39 Accuracy 39 Bane 40 Fortify 40 Deflect 41 Lighten 41 Name 41 Password 41 Limit 41 Link 55 Measurement 47 Reshape 51 Rejoin 51 Repair 52 Repair Arrow 52 Stiffen 51 Knots 52 Sharpen 52 ----------------------------------------------------------------------- Hideaway 39 Quick-Draw 40 Dancing Weapon 40 Loyal Sword 40 Shatterproof 52 ----------------------------------------------------------------------- Golem 39 Cornucopia 40 ******************************************************************************* College of Necromancy Spell List --------------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page --------------------------------------------------------------------------- Sense Spirit 63 --------------------------------------------------------------------------- Sense Emotion 25 Sense Foes 25 Sense Life 25 Hide Thoughts 26 Decay 42 Preserve Food 42 Lend Strength 44 Lend Health 44 Share Strength 44 Detect Magic 47 Mage Sense 49 Mage Sight 49 Aura 47 See Secrets 48 Death Vision 63 --------------------------------------------------------------------------- Pain 23 Truthsayer 25 Persuasion 26 Soul Rider 26 Control Person 27 Exorcism 27 Ferment 42 Poison Food 42 Purify Food 42 Test Food 42 Water to Wine 43 Awaken 44 Sterilize 44 Suspended Animation 44 Control Creation 46 Dispel Creation 47 Know Illusion 47 Seeker 47 Trace 47 Pathfinder 47 Wizard Eye 48 Invisible Wizard Eye 48 Analyze Magic 49 Identify Spell 49 Darkness 50 Shape Darkness 50 Blur 50 Hide 50 Invisibility 50 Infravision 50 Night Vision 50 Dark Vision 50 See Invisible 50 Conceal Magic 52 Scryguard 52 Scrywall 53 Pentagram 53 Curse 54 Fear 56 Terror 56 Panic 56 Sickness 57 Summon Spirit 63 Animation 64 Zombie 63 Control Zombie 64 Turn Zombie 64 Steal Strength 64 Steal Health 64 Pestilence 65 Summon Demon 65 Wither Plant 66 Sense Danger 67 Iron Arm 68 Far Hearing 70 Wizard Ear 70 Invisible Wizard Ear 70 Hush 70 Mage-Stealth 70 --------------------------------------------------------------------------- Rider Within 22 Beast Possession 22 Shapeshifting 22 Shapeshift Others 23 Wither Limb 24 Deathtouch 24 Possession 27 Permanent Possession 27 Control Air Elemental 30 Control Earth Elemental 30 Control Fire Elemental 30 Control Water Elemental 30 Summon Air Elemental 30 Summon Earth Elemental 30 Summon Fire Elemental 30 Summon Water Elemental 30 Golem 39 Halt Aging 45 Simple Illusion 45 Madness 58 Nightmare 58 Permanent Madness 58 Ethereal Body 63 Summon Shade 63 Skull-Spirit 64 Soul Jar 64 Age 65 --------------------------------------------------------------------------- Exchange Bodies 27 Minor Healing 44 Major Healing 44 Restoration 45 Regeneration 45 Resurrection 45 Youth 45 Steal Youth 65 ******************************************************************************* College of Plants Spell List ------------------------------------------------------------------------ Spell Class Points Skill Time Durat Cost Maint Notes Page ------------------------------------------------------------------------ Identify Plant 66 Seek Plant 66 ------------------------------------------------------------------------ Preserve Food 42 Sense Life 25 Shape Plant 66 Heal Plant 66 ------------------------------------------------------------------------ Walk through Wood (28) Thorn Missile (36) Wood Vision (29) Control Plant Spirit (30) Summon Plant Spirit (30) Decay 42 Seek Food 42 Ferment 43 Bless Plants 66 Forest Warning 66 Plant Growth 66 Tangle Growth 66 Wither Plant 66 Hide Path 67 Plant Sense 67 ------------------------------------------------------------------------ Flesh to Wood (29) Wood to Flesh (29) Body of Wood (29) Golem (39) Purify Food 42 Test Food 42 Create Plant 66 Animate Plant 67 ------------------------------------------------------------------------ Create Plant Spirit (30) Plant Form 67 ******************************************************************************* Roman Secular Unrestricted Spell List ----------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page ----------------------------------------------------------------------- Enchant 38 Scroll 38 Staff 41 Powerstone 41 Recover Strength 44 Detect Magic 47 Mage Sight 49 Mage Sense 49 Conceal Magic 52 Identify Spell 49 Analyze Magic 49 Scryguard 52 Scrywall 52 Spell Shield 53 Counterspell 53 Dispel Magic 53 Ward 53 Reflect 53 Great Ward 53 Delay 55 Link 55 Reflex 56 ----------------------------------------------------------------------- Remove Enchantment 38 Suspend Enchantment 38 Power 38 Speed 38 Hex 38 Bane 40 Name 41 Password 41 Limit 41 Link 41 Pentagram 53 ----------------------------------------------------------------------- Summon Demon 65 ----------------------------------------------------------------------- ----------------------------------------------------------------------- ******************************************************************************* Shadow Magic Spell List --------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page --------------------------------------------------------------------- Blur 50 --------------------------------------------------------------------- Clouds 31 Fog 35 Simple Illusion 45 Divination 48 Light 49 Colors 49 Darkness 50 Shape Darkness 50 Hide 50 Night Vision 50 Fear 56 Mage-Stealth 70 --------------------------------------------------------------------- Complex Illusion 45 Illusion Shell 46 Illusion Disguise 46 Know Illusion 47 Invisibility 50 See Invisible 50 Forgetfulness 57 Daze 57 Wallwalker 61 Mystic Mist 68 --------------------------------------------------------------------- Alter Visage 25 Alter Body 25 Hide Thoughts 26 Persuasion 26 Body of Air 31 Control Illusion 46 Dispel Illusion 46 Perfect Illusion 46 Scryguard 52 Scrywall 53 False Memory 58 Sense Spirit 63 --------------------------------------------------------------------- Create Object 46 Ethereal Body 63 ******************************************************************************* College of Speed and Time Spell List ---------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page ---------------------------------------------------------------------- Tell Time 47 ---------------------------------------------------------------------- Alarm 47 Haste 60 Quick March 60 Apportation 60 Locksmith 61 Levitation 61 ---------------------------------------------------------------------- Glue 60 Great Haste 60 Lighten Burden 60 Slow Fall 60 Air-Golem 61 Flight 61 Running (61) Lockmaster 61 Manipulate 61 Poltergeist 61 Swim 61 Undo 61 Wallwalker 61 ---------------------------------------------------------------------- Hawk Flight 61 Greyhound Running (61) Teleport 62 Blink 62 Winged Knife 63 ---------------------------------------------------------------------- Ruin 51 Jackrabbit Running (61) Teleport Other 62 ******************************************************************************* Star Magic Spell List ---------------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page ---------------------------------------------------------------------------- Tell Time 47 Find Direction 47 ---------------------------------------------------------------------------- Divination 48 Light 49 Blur 50 Night Vision 50 Hawk Vision 50 Shatterproof 52 Slow Fall 60 Walk on Air 31 ---------------------------------------------------------------------------- Beast-Soother 21 Rider 22 Starry Weapon Star Dagger (Ice Dagger) (36) Starbite (Frostbite) (37) Mental Stun 57 Levitation 61 Flight 62 Shield 67 Armor 67 Iron Arm 68 ---------------------------------------------------------------------------- Persuasion 26 Awaken 44 Seeker 47 Pathfinder 47 Sleep 57 Peaceful Sleep 58 Alertness 60 Hawk Flight 67 ---------------------------------------------------------------------------- Suspended Animation 44 Wisdom 59 ******************************************************************************* Sun-cult Spell List --------------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page --------------------------------------------------------------------------- Bless Plants 66 --------------------------------------------------------------------------- Resist Pain 24 Heat 33 Awaken 44 Sterilize 44 Aura 47 Divination 48 Light 49 Continual Light 49 Light Jet 49 Peaceful Sleep 58 Turn Zombie 64 Banish 65 Exorcism 27 --------------------------------------------------------------------------- Strike Blind 24 Flash 49 Sunball (34, 49) Enchant 38 Limit 41 Powerstone 41 Delay 55 Link 55 Reflex 56 Might 23 Vigor 24 Bless 54 Curse 54 Remove Curse 54 --------------------------------------------------------------------------- Curse Missile 24 Wither Limb 24 Hide Thoughts 26 Earth to Air 29 Explosive Sunball (34, 49) Dehydrate 35 Remove Enchantment 38 Suspend Enchantment 38 Power 38 Hex 38 Speed 38 Accuracy 39 Puissance 39 Quick-Draw 40 Dancing Weapon 40 Loyal Sword 40 Cornucopia 40 Bane 40 Fortify 40 Deflect 41 Lighten 41 Name 41 Password 41 Disintegrate 51 --------------------------------------------------------------------------- Lesser Geas 59 Great Geas 59 ******************************************************************************* Sun Magic Spell List -------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page -------------------------------------------------------------------- Light 49 -------------------------------------------------------------------- Might 23 Strike Blind 24 Destroy Water 35 Divination 48 Continual Light 49 Light Jet 49 Colors 49 Flash 49 Turn Zombie 64 -------------------------------------------------------------------- Spasm 23 Stun 23 Curse Missile 24 Flaming Weapon 34 Dazzle (Blur) (50) Hawk Vision 50 Weaken 51 Panic 56 Wither Plant 66 Shield 67 Armor 67 Iron Arm 68 -------------------------------------------------------------------- Wither Limb 24 Dehydrate 35 Sterilize 44 Banish 65 -------------------------------------------------------------------- Ruin 51 Magic Resistance 53 ******************************************************************************* College of Water Spell List --------------------------------------------------------------------------- Spell Class Points Skill Time Durat Cost Maint Notes Page --------------------------------------------------------------------------- Seek Water 35 --------------------------------------------------------------------------- Beast Soother 21 Master 21 Create Water 35 Purify Water 35 Swim 62 Breathe Water 31 --------------------------------------------------------------------------- Beast Summoning 21 Fish Control 21 Insect Control 21 Beast Speech 22 Bird Control 22 Mammal Control 22 Mollusk Control 22 Reptile Control 22 Rider 22 Control Water Elemental 30 Summon Water Elemental 30 Predict Weather 31 Clouds 31 Rain 31 Hail 37 Resist Cold 33 Breathe Air 35 Dehydrate 35 Destroy Water 35 Essential Water 35 Fog 35 Shape Water 35 Walk on Water 35 Ice Dagger 36 Ice Sphere 36 Umbrella 36 Water Jet 36 Water Vision 36 --------------------------------------------------------------------------- Beast Link 21 Beast Seeker 21 Rider Within 22 Beast Possession 22 Shapeshifting 22 Cold 33 Resist Fire 33 Body of Water 36 Icy Weapon 36 Frost 36 Ice Slick 37 Snow 37 Freeze 37 Melt Ice 37 Frostbite 37 Ice Vision 37 Snow Shoes 37 Bane 40 Create Animal 46 --------------------------------------------------------------------------- Shapeshift Others 23 Create Water Elemental 30 Geyser 37 *******************************************************************************