Dragonlance Spells Copyright (c) 1995 by Revenant Brighten Fire Regular Causes the light from a fire to become as bright as daylight and increases the fire's illumination to double normal radius. This does not affect either fuel consumption or damage caused by the fire. Duration: 1 hour Base Cost: 2 to cast, 1 to maintain Prerequisite: Light, Ignite fire Alarm Area Cast around an area, this spell will cause the area to react to the presence of any creature larger than a normal rat. As soon as any creature enters the area without speaking a password established by the caster, the alarm spell lets out a loud ringing able to be heard clearly up to 60 feet which lasts until the caster wills it to stop. Time to Cast:10 seconds Duration: 10 Hours Base Cost: 2 to cast, 2 to maintain Prerequisite: Sense Life, Nightingale, Sound Chill Touch (M/VH) Regular; Resisted by HT When this spell is cast, a dark blue glow encompasses the Caster's hand. The caster must touch the subject to cause these effects. The subject takes 2 points of damage for every 2 points of energy the caster has put into the spell. DR is useless versus this attack. In addition, if the subject fails to resist he loses 1 point of ST for every 2 energy the caster has put into the spell. This spell has a special effect upon undead. Undead touched by the caster suffer no damage or ST loss but must successfully roll their Will or flee in panic for 2d6 turns. Duration: 5 seconds Cost: 2-6, same to maintain Prerequisite: Death Touch, Fatigue Colour Spray Regular; Resisted by HT Causes a vivid, fan-shaped spray of clashing colours to spring forth from the caster's hand. Up to six creatures within line of sight can be affected by this spell. The target(s) of this spell become mentally stunned and must roll vs IQ each turn to recover. Cost: 2 per target (max 12) Prerequisite: Mental Stun, Light Jet, IQ 13+ Dancing Lights Regular Creates, at the caster's option from one to four lights that resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as evidenced by Will 'O Wisps), or one faintly glowing, vaguely man-like shape, somewhat similar to that of a creature from the elemental plane of fire. The dancing lights move as the spellcaster desires without concentration (although the dancing lights still count as an "on" spell). This spell winks out if it travels more than 75 yards from the caster. Duration: 1 minute Cost: 2 to cast, 1 to maintain Prerequisite: Light, Simple Illusion Enlarge (M/VH) Regular Causes instant growth of the target creature or object. Each 4 power the caster invests in the spell increases the subject's size by 10%. Each 10% increase in size adds , +10% to ST, weight, height and Hit Points (all damage comes off the temporary Hit Points first). Round all fractions down. If this spell is cast upon a person all equipment they are holding is also enlarged. A target may be enlarged to a maximum of 200%. A single level of this spell can also be used to negate the Reduce spell. Time to cast: 10 seconds Duration: 1 minute Cost: 4 per 10% increase. 2 per 10% increase to maintain Prerequisite: Might, Vigor, Magery 2 Reduce (M/VH) Regular Causes an instant loss in size in the target creature or object. Each 4 power the caster invests in the spell decreases the subject's size by 10%. Each 10% decrease in size subtracts 10% from ST, weight, height and (current) Hit Points. Round all fractions up. If this spell is cast upon a person all equipment they are holding is also reduced. A target may be reduced to a minimum of 10%. A single level of this spell can also be used to negate the Enlarge spell. Time to cast: 10 seconds Duration: 1 minute Cost: 4 per 10% decrease. 2 per 10% decrease to maintain Prerequisite: Enlarge, Magery 2 Erase Regular; Resisted by written spell Removes writings from a scroll or one to two pages of parchment. If the writing is non-magical a successful spell roll will automatically erase the writing. If the writing is magical it is resisted by the skill of the written spell. Time to cast: 5 seconds Cost: 2+1/page Prerequisisite: Clean Find Familiar Special Calls to the caster an animal who will then become the caster's familiar. The spell must be maintained for up to 18 (3D) additional hours before the caster knows if if was successful or not. The caster cannot specify the type of animal summoned. This spell may only be attempted once per year. Time to Cast: 2 hours Duration: 2 hours Cost: 4 to cast, 1 to maintain Prerequisite: Beast Summoning Reflect Gaze Regular Creates a shimmering, mirror-like area of air before the caster that moves with him. Any gaze attack (e.g. that of a basilisk) attempted upon the caster is reflected back upon the originator. Duration: 10 seconds Cost: 3 to cast, 2 to maintain Prerequisite: Spell shield Create Grease Area Coats an object or substance with a fatty, greasy substance. Game effects are as per the ice slick spell. Duration: 10 minutes Base Cost: 3 to cast, 3 to maintain Prerequisites: 1 other create spell Jump Regular Increases the subject's capacity to jump. Each point of energy invested in the spell doubles the subjects normal jump. Duration: 10 seconds Cost: 1-4 to cast, half to maintain Prerequisite: Apportation Magic Missile Missile Creates up to five darts of magical energy that dart forth from the caster's fingertip. Each dart does 1d6-1 damage. Each dart may be fired at a different target. The darts have 1/2D 30 Max 60 and attack their assigned targets with a skill of 20. Cost: 2-10 to cast, 2 per missile created Time to Cast: 1 second per 2 missiles created Protection From Evil (M/VH) Regular Creates a magic barrier around the subject at a distance of one foot. The barrier moves with the recipient and has the following effects: +1 PD vs attacks by evil (or evilly enchanted) creatures or items. Any possession or mind control attacks attempted on the subject are at -3. The spell also prevents bodily contact by extraplanar or conjured items or creatures. Extraplanar creatures cannot pass through the protection (though the caster should beware thrown objects!). This spell is automatically cancelled if the subject attacks or attempts to force the barrier onto the blocked creature(s). Time to cast: 5 seconds Duration: 10 seconds Cost: 3 to cast, 3 to maintain Prerequisites: Pentagram, Avoid Protection From Good (M/VH) Regular This spell is identical to Protection From Evil except that it protects from Good creatures and items instead of Evil. Time to cast: 5 seconds Duration: 10 seconds Cost: 3 to cast, 3 to maintain Prerequisites: Pentagram, Avoid Shocking Grasp Regular Develops a powerful electric charge in the caster's hands (which is invisible). When the caster touches another creature the electricity is discharged doing 1D damage per point of energy invested in the spell. All metal armour protects vs the touch as PD0, DR1. Duration: 5 seconds or until discharged Cost: 1-2 to cast, casting cost-1 to maintain Prerequisites:3 air spells Wizard Mark Regular Leaves the caster's personal rune inscribed on the wall as well as up to six additional characters. The mark can either be invisible or engraved into the wall (decided when the spell is cast). If the spell is invisible, a mage sense will detect the spell and an identify magic or analyze magic spell will enable a person to read the rune and characters. Cost: 5 to cast Prerequisites:Shape Earth, the language magic Command Rope Regular Causes a rope or ropelike object of up to 50 feet length to obey the caster's commands. The possible commands are: Coil (form a neat coiled stack), Coil and Knot, Loop, Loop & Knot, Tie & Knot and the reverses of all the above. The rope can also be ordered to wrap itself around a target. The rope cannot move more than one foot by itself so it may need to be thrown near the target. Duration: 10 seconds Cost: 3 to cast, 2 to maintain Prerequisites:Apportation Glitterdust Area Creates a cloud of glittering golden particles. Those within the cloud are affected as if by a flash spell. In addition, all within the area are covered by the dust which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. Duration: 3 seconds Base Cost: 5 to cast, 5 to maintain Prerequisises: Light, 3 illusion/creation spells Magic Mouth Enchantment Imbues the chosen object with an enchanted mouth that suddenly appears and speaks his message when a specified event occurs. The message, which must be of 25 words or less, can be in any language known to the caster. The mouth cannot speak magical spells or use command words. The spell functions when specific conditions are fulfilled according to the command of the spellcaster. Some examples are to speak "to the first creature that touches you." Only visible and aural cues can be used. The magic mouth has no other senses. Duration: until triggered Cost:8 Prerequisites: Voices, 2 enchant spells Mirror Images Regular Causes a number of illusionary duplicates of the caster to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to determine which is the actual caster. When an image is struck it disappears but all other images remain intact until struck. During the casters action each turn the images seem to shift so that, even if the wizard was struck, it becomes impossible to pick him from amongst the images. Duration: 3 seconds Cost: 2 per image; 1 per image to maintain Prerequisistes: Simple Illusion, Blur Misdirection Regular Causes any detection, seeking etc. spells cast upon the subject to indicate the wrong area, creature or opposite of the truth. Duration: 10 hours Cost: 4 to cast, 2 to maintain Prerequisites: Scryguard Rope Trick Regular Causes a piece of rope from five to 30 feet long to rise into the air until the whole rope hangs perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space. The caster and up to seven others can climb up the rope and disappear into this place of safety where no other creature can find them. The rope can be taken into the extradimensional space if fewer than eight persons have climbed it, otherwise it simply remains hanging in the air. Spells cannot be cast across the extra-dimensional interface, nor do area effects affect it. Those in the extradimensional space can see out of it as if there were a 3' x 5' window centred on the rope. If the persons in the extradimensional space do not leave it before the spell expires they will simply be dropped from where the entrance to the space was. Also note that taking existing extra-dimensional spaces (e.g. from the hideaway spell into this extradimensional space can be hazardous. Duration: 20 minutes Cost: 8 to cast, 4 to maintain Prerequisites: Hideaway, Command Rope Spectral Hand Regular Causes a ghostly, glowing hand shaped from the caster's own life force to materialize and move as the caster desires. This hand can move at the same speed as the caster. It is DR8, HP12. The caster can use this hand to perform any action he could with his own hand. The caster can cast other spells as at range touch upon any creature or item that the spectral hand is holding. If the spectral hand is destroyed, the caster immediately takes 1d-2 damage. The caster must concentrate to maintain control of the hand. If he stops concentrating the hand will return to his side until the spell expires (or he begins to concentrate again). Duration: 5 seconds Cost: 4 to cast, 2 to maintain Prerequisites: Death Vision Whispering Wind Regular Sends either a message or some desired sound effect over a distance. The caster can prepare the spell to bear a message of up to 25 words or a sound of a similar duration. The whispering wind will then travel to a specific location that is familiar to the caster and deliver the message then dissipates (note that it delivers the message regardless of whether there is anyone there to hear it or not). It will not be able to reach areas that normal air doesn't go (underwater, airproof areas etc.) The rang e modifiers to this spell are in miles rather than hexes. Cost: 4 Prerequisites: Voices, Shape Air Delude Regular; Resisted by HT Causes the caster's alignment to appear to be the same as that of the spell's subject (e.g. to the aura spell). The magic upon the caster will be detected by a mage sight spell but only by the subject of the spell. Cost: 4 Prerequisistes: Aura Explosive Runes Enchantment Causes mystical runes to appear upon a book, map, scroll or similar object bearing written information. The runes are almost impossible to detect without activating by non-magical means. A critical success or a success by more than 8 on a traps roll will notice them. Analyze Magic and the like will notice them. If the runes are read they explode doing damage as an explosive fireball centred on the reader. Cost: 4 per point of explosive fireball Prerequisistes: Explosive Fireball, Scroll Feign Death Regular Sends the subject into a state that resembles death. The person affected by this spell can smell and hear but not see or feel. All other effects are as per suspended animation. Duration: 2 hours Cost: 3 to cast; 1 to maintain Prerequisite: Suspended animation, 1 necromantic spell. Greater Fireball Missile Functions exactly as per the explosive fireball spell but has a greater maximum damage. Cost: 2-10, 1d damage per 2 energy Time to cast: 1-5, 1 second per 1d damage Prerequisite: Explosive Fireball Hold Zombie Area; Resisted by Zombie Spell Freezes a number of zombies in place, unable to move until the spell expires. Base Cost: 5 Prerequisite: either Turn or Control Zombie Illusionary Script Regular Enables the caster to write instructions or other information on paper, parchment etc. The illusionary script appears to be some form of foreign writing and can only be read by the intended recipient. If an unauthorized creature looks at the script they are affected as by the suggestion spell. The suggestion is defined when the spell is cast. Duration: 1 day Cost: 7 to cast, 2 to maintain Prerequisite: Suggestion, Simple illusion Area Invisibility Area Functions as per the invisibility spell except it affects an area. The effect is centred on the subject. Anyone stepping out of the spell range loses the effect. Those stepping into the area after the spell is cast do not gain invisibility. Those under the effects of this spell cannot see each other. Duration: 1 minute Base Cost: 5 to cast, 3 to maintain Prerequisite: Invisibility Lightning Bolt Missile Functions as per the lightning spell with a few differences. The spell has a greater maximum damage. Also, the two hexes on the opposite side of the target hex takes 1d less damage than the target hex, the two behind that take 2d less etc. Cost: 2-10, 2 per 1d-1 damage Prerequisite: Lightning Create Monster Regular Functions as per the create animal spell but the caster can create any creature he has personally encountered. Duration: 1 minute Cost: 3 per 100lbs of creature's weight Prerequisite: Create animal Phantom Steed Regular Creates a quasi-real horse-like creature. A phantom steed has a black head and body, grey mane and tail and smoke-coloured, insubstantial hooves. It will not fight, but all normal animals will shun it. It is identical to a war horse except that it has a move of 20. It may also have the following special abilities: * Pass over sandy, muddy or even swampy ground without difficulty. * The ability to pass over water as if it were firm dry land. (walk * on water) * The ability to run on air as if it were firm land. However, the steed cannot change altitude, so it can only run along a single altitude. (walk on air) * The ability to fly at a move of 24. (flight) Duration: 10 hours Cost: 6+2 per special ability. Each ability must be purchased in order (so, for example the ability to run on water couldn't be purchased without the ability to pass over uneven terrain), half to maintain. Prerequisites: Create animal, as listed for each special ability. Secret Page Enchantment Alters the actual contents of a page so they appear to be something different (defined by the caster). The apparent contents of the page can be altered back and forth by the utterance of the correct password (defined by the caster). Cost: 200 Prerequisites: Simple illusion Sepia Snake Sigil Enchantment Causes a small written symbol to appear amongst the text of any written work. When read, the so-called Sepia snake springs into being and strikes at the nearest living creature with a skill of 18 (but will not strike the caster of this spell). If it strikes successfully, the victim is engulfed in a shimmering amber field of force. The field can be dispelled by dispel magic. If the sepia snake misses it's target it dissipates in a flash of brown light, with a loud noise and a puff of dun-coloured smoke that is 10 feet in diameter. This cloud acts as the fog spell and lasts for one minute. The spell may be detected as per explosive runes. Duration: Until activated Cost:8+2 per day duration of amber field. Prerequisites: Create animal, Fog, 2 Create spells UNKNOWN SPELLS Detect Scrying Area; resisted by scrying spell Detects any scrying or information spells focused upon the area (which moves with the caster). If the scrying spell is successfully detected the identity and general location of the scryer become known to the caster. Duration: 10 hours Base Cost: 3 to cast; 2 to maintain Prerequisites: Scryguard or Alarm Enervation Missile Causes the subject to suffer an energy drain. If the missile is successfully dodged or blocked (it cannot be parried) the subject suffers no effect. Duration:2 hours Cost: 5 to cast, same to maintain Prerequisites: Steal Health, Steal Strength Justice Area Causes the subjects to develop a one-way symbiotic link with the caster in regards to inflicting injury. If any of the subjects of this spell injure the caster in melee combat they recieve an identical injury. Duration: 30 seconds Base Cost: 5 to cast, same to maintain Prerequisite: Mind sending, 5 body control spells Magic Mirror Enchantment Used in the divination spell crystal gazing. In all other respects the magic mirror created is identical to a crystal ball. Energy cost to create: 1,000 Prerequisite: Divination (Crystal-gazing) Greater Spell Shield Area Functions as per spell shield but it also dissipates any magical missile spell if it succcessfully resists. Duration: 1 minute Base Cost: 4 to cast; 2 to maintain Prerequisite: Spell shield Phantasmal Warrior Regular Creates a phantasmal creature whose appearance is drawn from the subject's greatest fears. The phantasmal warrior has ST, DX, IQ and HT of 12 and has an attack skill of 16. Only the subject can see the form of the phantasmal warrior - to all others it appears as a shadowy shape that is immune to all harm. The phantasmal warrior may be disbelieved but only by the subject. While all damage from the Phantasmal Warrior feels physical, it is actually taken to IQ. When IQ reaches 0, the subject will fall unconscious. The IQ will return at a rate of one point every two hours. Duration: 1 minute Cost: 5 to cast, 5 to maintain Prerequisite: Perfect Illusion, Mind Reading Polymorph Special Enables the caster to transform into one specific creature. Each creature must be learnt as a separate Polymorph spell. Unlike the spell shapeshifting, the alternate forms are not limited to normal animals. Duration: 1 hour Cost: Varies depending on form Prerequisite: 5 shapeshifting spells Polymorph Other Special; Resisted by IQ Enables the caster to transform the subject into one specific creature. Each creature must be learnt as a separate Polymorph spell. Unlike the spell shapeshifting, the alternate forms are not limited to normal animals. Duration: 1 hour Cost: Varies depending on form Prerequisite: 5 shapeshift other spells Shadow Monsters Area; Resisted by IQ Creates semi-real creatures using material from the plane of shadow. The caster can create phantasms of any creature he has studied in detail (must be firsthand - secondhand information or drawings are not sufficient). The phantasms function as per the original except they possess only 20% of the original's hit points. The phantasms deal real damage! Those subjects who successfully resisted the spell (or were not in the area of effect) see the shadow monsters as transparent images superimposed over shadowy figures. To these people the shadow monsters do only 20% of normal damage. Special attacks of the creatures emulated (energy drain, petrification etc.) do not take effect, but the target of the effects will believe they did and they will affect them as though real until the Shadow Monsters are destroyed. Duration: 1 minute Cost: 5 per creature, multiply cost by number of hexes creature fills, cannot be maintained Prerequisites: Phantasmal warrior Solid Fog Area Functions as the fog spell but cannot be dispersed by strong wind, heat etc. Duration: 1 minute Base Cost: 3 to cast, 1 to maintain Prerequisite: Fog Wall of Fire Regular; Dodge (first turn only) Creates a twenty feet high wall of essential flame. The wall of flame issues heat on one side only (chosen by the caster). The wall of flames does 3d6 damage to anyone within the wall, 2d6 damage to anyone within one hex of the wall (on the heated side) and 1d6 damage to anyone within two hexes of the wall. Duration: 1 minute Cost: 12 per hex to cast, 6 to maintain Prerequisites: Shape Fire, Essential fire Wall of Ice Regular Creates a wall of solid ice, 10 feet thick and 20 feet high. It is in all respects solid ice. Enterprising mages have been known to use this spell to create the wall of ice horizontally above their foes. A wall of ice used in this way does normal falling damage. Duration: Until melted or otherwise destroyed. Cost: 8 per hex, cannot be maintained. Prerequisites: Freeze Airy Water Area Turns normal water or water-based solutions into a less dense, breathable substance. The airy water cannot be breathed by water breathers. Duration: 10 minutes Base Cost: 5, half to maintain Prerequisites: Destroy Water, Create Air Animal Growth Area Causes all animals within the area to grow to double normal size (an animal must be completely within the area to be affected). The animals' Hit Points and ST are increased by 50%. This spell will only affect normal animals (giant variants are included). Duration: 1 minute Base Cost: 8 to cast, half that to maintain Prerequisites: 8 animal spells Shrink Animal Area Causes all animals within the area to shrink to half normal size (an animal must be completely within the area to be affected). The animals' Hit Points and ST are reduced to 50%. This spell will only affect normal animals (giant variants are included). Duration: 1 minute Base Cost: 8 to cast, half that to maintain Prerequisites: 8 animal spells Avoidance Enchantment Sets up a natural repulsion between the affected object and all living things except the caster. Any living thing that attempts to approach the item will either repulse the item, or be repulsed by the item (depending on their comparative masses). Cost: 200 Prerequisites: Apportation Attraction Enchantment; Resisted using ST Sets up a natural attraction between the affected object and all living things except the caster. Any living thing that attempts to approach the item will either attract the item, or be attracted by the item (depending on their comparative masses). Cost: 200 Prerequisites: Apportation Group Madness Area; Resisted by IQ-2 Functions as the madness spell but affects an area. Duration: 1 minute Base Cost: 4 to cast, 2 to maintain Prerequisite: Madness Cloudkill Area; Resisted by HT Creates a a billowing cloud of ghastly yellowish-green toxic vapours. For each round that a subject remains in the target they are affected as if by the poison food spell. Duration: 1 minute Base Cost: 4 to cast, 1 to maintain Prerequisites:Poison Food, Fog Demi-Shadow Monsters Area; Resisted by IQ Functions as the Shadow Monsters spell except the monsters conjured have 40% normal Hit Points and do 40% normal damage if resisted. Duration: 1 minute Cost: 8 per creature, multiply cost by number of hexes creature fills, cannot be maintained Prerequisites: Shadow Monsters Shadow Magic Special Creates a phantasmal version of any spell the caster has seen in effect. Any spell mimicked via Shadow Magic has 20% normal effect for the spell duplicated and may not cause permanent effects. Anyone who appears to have been killed by shadow magic may make an HT roll every hour to awake. Cost: 5 to cast, half that to maintain Prerequisites: Perfect Illusion Demi-Shadow Magic Special Functions as per the spell shadow magic but the phantasms created have 40% normal effect. Cost: 5 to cast, half that to maintain Prerequisites: Shadow Magic. Send Dreams Regular Enables the caster, or a messenger touched by the caster to send the subject a dream. The subject will only receive this dream if he is asleep. The sender falls into a deep trance while broadcasting. The subject will be powerless in this dream. The dream is strictly one-way - the sender is not aware of the subject's responses. If either the sender or subject is woken the spell will be broken. If this spell is used to send nightmares, the subject will only be considered to have received a half-night's sleep. Range for this spell is as per the long distance chart. Duration: 1 hour Cost: 4 to cast, 2 to maintain Time to Cast: 5 minutes Prerequisites: Sleep, Mind-sending False Vision Area; Resisted by information spell Functions as the spell misdirection except that the caster can define the image or information scryers detect. Duration: 10 hours Cost: 4 to cast, 2 to maintain Prerequisites: Misdirection Earth to Mud Area Transforms an area of earth into a quicksand-like mud. Duration: Permanent Base Cost: 5 Prerequisites: Create water, 3 Earth spells Mud to Earth Area Transforms an area of quicksand or mud into solid earth. Duration: Permanent Base Cost: 6 Prerequisites: Destroy water, 3 Earth spells Stone to Mud Area Transforms an area of stone into a quicksand-like mud. Duration: Permanent Base Cost: 7 Prerequisites: Earth to Mud Mud to Stone Area Transforms an area of quicksand or mud into solid earth. Duration: Permanent Base Cost: 8 Prerequisites: Mud to Earth Create Stone Regular Lets the caster create good, solid stone where none existed before. This stone must be in contact with the ground. Duration: Permanent Cost: 6 per hex Prerequisites: Create Earth Chain Lightning Missile Creates an electrical discharge that begins as a single stroke of lightning. The first creature hit will take maximum damage from the spell. The electrical discharge will then arc to the nearest creature within five hexes (with a preference for those wearing metal armour). The secondary target will take 1d less damage than the first target. The electrical discharge will then arc to a third target, dealing 2d less damage than to the original target and so on until the damage is reduced to zero. Note that this can be a dangerous spell to cast as the caster is as vulnerable to the effects as anyone else and the path of the chain lightning can be impossible to predict. Cost: 2-10, 2 per 1d damage Prerequisites: Lightning Bolt Acid Fog Area; Resisted by HT Functions as per the cloudkill spell but all damage and effects are doubled. Duration: 1 minute Base Cost: 6 to cast, 2 to maintain Prerequisites: Cloudkill Kill Area; Resisted by HT All creatures within the area of effect die. Base Cost:10 Prerequisites: Death Touch, 10 Body Control spells including pain, 3 Necromantic spells Glassee Area Makes a section of wood, metal or stone transparent. The transformed material retains its normal strength and is in no way changed other than the fact it is now transparent. Duration: 1 minute Base Cost: 5 to cast, 2 to maintain Prerequisite: Glass Wall, Earth to Air, 3 Plant spells Greater Sphere of Invulnerability Area Functions as per the utter dome spell but will move with the caster. Any attempt to force the sphere into (or through!) solid objects or living beings will cause the spell to fail. Duration: 1 minute Base Cost: 10 to cast, 5 to maintain Prerequisites: Utter Dome Summon Greater Elemental Special Functions as per the summon elemental spell except that it summons a Greater Elemental. Duration: 1 hour. May not be maintained Cost: 12 Time to cast: 1 minute Prerequisites: Summon Elemental, 12 spells of the appropriate element or Summon Greater Elemental for another element + 6 spells of the appropriate element Part Water Area Causes a body of water to part, enabling people to walk across the bottom. Duration: 1 minute Cost: 3 to cast, 2 to maintain Prerequisite: Shape Water Reincarnation Regular Brings back to life a dead person. The essence of the dead person is transferred to another body, possibly one very different to his former body. The dead person will be restored in the form of any sentient (or semi-sentient) race at the GM's choice. The new form . The subject of this spell will recall the majority of his prior life but may have vastly different capabilities, skills and even personality (although alignment will not vary too drastically). In game terms the GM will take the reincarnated character and redistribute 50% of the characters points into new or different disadvantages and skills (in some cases 50% of the points may go just paying the base cost of the new race!). Time to Cast: 1 hour Cost: 150 Prerequisite: Summon Spirit, 5 other appropriate spells (GM's discretion) Shades Regular Functions as the Shadow Monsters except the monsters conjured have 40% normal Hit Points and do 40% normal damage if resisted. Duration: 1 minute Cost: 12 per creature, multiply cost by number of hexes creature fills, cannot be maintained Prerequisites: Demi-shadow Monsters Water to Dust Area Transforms an area of ordinary water into dust. Duration: Permanent Base Cost: 3 Prerequisites: Destroy water, Create Earth Dust to Water Area Transforms an area of ordinary dust into water. Duration: Permanent Base Cost: 3 Prerequisites: Earth to Air, Create Water True Seeing Regular; Resisted by target spell Bestows upon the subject the ability to see all things as they truly are. All illusions and phantasms appear as faint ghostly images. The true form of a subject under the shapeshifting spell will appear as a ghostly image (that only the subject of this spell can see) around the shapeshifted being. Duration: 1 minute Cost: 6 to cast, 3 to maintain Prerequisite: See secrets Charm Plant Regular; Resisted by Animate Plant Spell or HT Allows the caster to command any plant. This spell does not bestow the plants with any incresed abilities. This spell does work on any plants animated by another's animate plant spell or other plant beings. Duration: 1 minute Cost: 2 to cast, half that to maintain Prerequisites: Animate Plant