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D6 Spell Spreadsheet
D6 Spell Spreadsheet
D6 Spell Spreadsheet
Area Effect (+5): Cuboid with height of 1 meter and sides of 2 meters
Area Effect (+18): Sphere with 3-meter radius and shape decided on at casting
Area Effect (+15): Sphere with a radius of 3 meters
Area Effect (+2): Final maximum height of 3 meters and width of 1 meter
Area Effect (+10): Cone with height and base radius of 3 meters
Area Effect (+10): Cone 8 meters long and 4 meters at its wide end
when attacked)
Charges (+6): 6 charges, with a ward to go off when a spell “hits” the target
Charges (+15): 3 improved charges
Charges (+5): 1 improved charge, memorized by caster
Components (-4): Fresh blood from the specific creature on which the spell is to be cast (uncommon)
Components (-12): Crystal cube (very rare, destroyed); small glass disc (very common)
Components (-10): A platinum ankh (very rare, destroyed)
Components (-12): Garment made of valuable fabric (uncommon, destroyed); fire, such as match or lit coal (v
Components (-8) Rowan berries (uncommon, destroyed)
Components (-8): Eye of an eagle (uncommon, destroyed)
Components (-4): A gram of sandstone (very common, destroyed)
Components (-5): 2 eyes of a recently killed creature - of the type the spells is targeted on (very rare)
Components (-5): Small figurine of elemental type, made of precious metals and jewels (very rare)
Components (-2): Clay and stone (very common)
Components (-8): Fragment of a funeral shroud from an occupied grave (uncommon, destroyed).
Components (-6): 60 grams of brain matter, which may come any recently deceased creature as long as the m
Components (-3): A mole skull (common)
Components (-4): Earth from a graveyard (rare)
Components (-4): Ash from a human corpse (rare)
Components (-14): 1 gram of dust from the remains of a living being that has decayed naturally (extremely ra
Components (-2): Magnifying glass (very common)
Components (-12): An astrolabe with quartz lenses (uncommon); 18 grams of diamond dust (uncommon, dest
Components (-3): Dried flesh (common)
Components (-1): Two rocks (ordinary)
Components (-3): Small chime or bell (common)
Components (-4): Diamond (very rare)
Components (-8): 3 grams of incense made from crushed lotus petals (uncommon, destroyed)
Components (-6): A plain, cloth napkin (common), a small metal cup (common)
Concentration (-3): Every 24 hours, spend 1 round in concentration with willpower/mettle difficulty of 8 to mai
Concentration (-10): 1 round of focused thought upon the dead; willpower/mettle roll at 16
Concentration (-2): Because of the power of the incantation used, the caster must be alone and uninterrupted
Concentration (-6): Form image of complete weapon in mind for 1 hour with willpower/mettle difficulty of 12
Countenance (-1): Caster sweats profusely and foams at the mouth (noticeable)
Countenance (-2): Skin takes on a bluish shade for the duration of the spell and the subconscious is haunted b
Countenance (-1): Skin turns a sickly gray color for the duration of the spell
Countenance (-1): Caster develops dark rings under eyes during casting time
on to disrupt is required - use.
Countenance (-1): Skin turns sickly gray color for duration of spell
Countenance (-1): The mage looks drained, with dark rings around eyes
sistance total
Focused (+10): On target
Focused (+16): On Target
sistance total
sistance total
Focused (+7): On metal
Focused (+5)
Gestures (-2): Move both hands inward, and then throw them out like an explosion (fairly simple)
Gestures (-3): Mark sigil on forehead with blood (comoplex; artist roll with difficulty of 11)
Gestures (-1): Touch machine and target (simple)
Gestures (-1): Point at target with statue (simple)
Gestures (-2): Pour pellets into hand and toss into the air (fairly simple)
Gestures (-2): Point finger at target and release fireflies (fairly simple)
Gestures (-2): Point to target then point in direction of new location (fairly simple)
Gestures (-1): Touch target upon forehead (simple)
Gestures (-1): Wave hand as though to push aside something (simple)
Gestures (-2): As the incantation is spoken, place hands on the stone or ground in the center of the area of ef
Gestures (-3): After the incantation is uttered, the bone dust is used to mark the area of effect. The caster the
Gestures (-2): Toss sand at intended target and then run fingers of the same hand across the mage's scalp fro
Gestures (-2): Flick drop of blood toward living target (fairly simple)
Gestures (-2): Using colored sand, scribe an oval shape in the air (fairly simple)
Gestures (-3): Mark each part of the body to be enhanced with blood (complex)
Gestures (-2): Pull on cord (fairly simple)
Gestures (-3): Mime escaping from a cell, then point to target (complex; acrobatics roll with difficulty of 11)
Gestures (-1): Outline circle in the air (simple)
Gestures (-1): Close eyes (simple)
Gestures (-3): A series of foot and hand gestures (complex; acrobatics roll with difficulty of 11)
Gestures (-1): Point in direction of cloud location (simple)
Gestures (-3): Hold the lion's mane rope above the head and shake it while turning in a circle (complex; acrob
Gestures (-2): draw circle in the air (simple)
Gestures (-1): Fling sand at the target area while the incantation is uttered (simple)
Gestures (-1): Move hands across the object (simple)
Gestures (-2): Wave one hand across the object to be pushed and then touch it (fairly simple)
Gestures (-1): Fling the ink at target while uttering the incantation (simple)
Gestures (-1): Prick thumb with despoiled vermin blood (simple)
Gestures (-3): The mage points off into the distance and then pulls the visualized target toward them as she le
Gestures (-2): Circular hand motions with gemstone component (fairly simple)
Gestures (-3): Mime escaping from a cell with eyes squinted as if blinded by glaring light, then point at target
Gestures (-2): Snap fingers while tossing the component on the ground before the target (fairly simple)
Gestures (-3): Throw loadstone (complex; throwing roll with difficulty of 11)
Gestures (-2): Write incantation upon the dried flesh (fairly simple)
Gestures (-2): Hold crystal cube and disk in outstretched hands to catch the light, then place it at feet (fairly
Gestures (-3): Make a circling motion above head with one hand, then quickly casts the ankh away after pushi
Gestures (-1): Inhale smoke (simple)
Gestures (-2): Point from target to those to be guarded, bear teeth and snarl (fairly simple)
Gestures (-1): Ingest the eagle's eye (simple)
Gestures (-2): Crush sandstone and drop it to the floor (fairly simple)
Gestures (-2): Repeatedly raise hands above target, as if encouraging it to get up (fairly simple)
Gestures (-3): Draw circles and sigils of possession with chalk (complex; artist roll with difficulty of 11)
Gestures (-1): Wave hand through air as if wiping away something (simple)
Gestures (-6): Program instructions into robot (challenging, devices/tech/robot interface/repair difficulty of 23
Gestures (-1): Point at the spot where the barrier is to be formed (simple)
Gestures (-2): Hold an hourglass before the intended target and shake the sand inside it (fairly simple)
Gestures (-2): Mime wiping away something with the cloth (fairly simple)
Gestures (-3): Mime an activity using a skill that falls under the attribute to be heightened (complex, action dif
Gestures (-3): Write incantation and then repeat the writing in reverse, repeating until the parchment is cover
Gestures (-2): Turn a complete circle with tooth extended in hand (fairly simple)
Gestures (-2): Run egg over patient and then crack it open into the bowl (fairly simple)
Gestures (-3): Play tune on a flute (complex; artist roll with difficulty of 11)
Gestures (-2): Simulate a whirlpool motion with hands while uttering the incantation and then appear to toss t
Gestures (-1): Sprinkle powdered bronze over target (simple)
Gestures (-2): Point finger at target and release fireflies (fairly simple)
Gestures (-2): Crouch as if coiled like a snake, shape hand into a fist with two fingers extended like asp fangs
Gestures (-3): Double over in direction of the target as if suffering severe abdominal pain (fairly simiple)
Gestures (-2): Draw a line on the ground (fairly simple)
Gestures (-2): Tuff of wool is released into the air and the horn violently shaken at the target (fairly simple)
Gestures (-2): Draw a line on the ground (fairly simple)
Gestures (-1): Touch raw material with small hammer (simple)
Gestures (-2): Gently stroke the target animal (fairly simple)
Gestures (-1): Hold shroud fragment over the target's head (simple)
Gestures (-1): Touch machine and target (simple)
Gestures (-1): Touch the ground upon the completion of the spell (simple)
Gestures (-1): Rub oil between fingers (simple)
Gestures (-2): Twirls arms around while dispersing the mica flakes to form a ring around the caster (fairly sim
Gestures (-2): Point at target, then make running motion with fingers (fairly simple)
Gestures (-2): Crush brain matter and fling at the target (fairly simple)
Gestures (-2): Digging motions with hands (fairly simple)
Gestures (-2): Fanning of hands (simple)
Gestures (-2): Blow ash from hand (complex)
Gestures (-2): With head titled back and eyes closed as if basking in the sun's warmth, extend arms out to the
Gestures (-1): Touch subject (simple)
Gestures (-3): Sifting the dust between fingers (complex)
Gestures (-4): Toss the diamond dust in the air and views the area with the astrolabe (complex; investigation
Gestures (-2): Slam the components against each other (fairly simple)
Gestures (-1): Ring chime or bell (simple)
Gestures (-1): Point (simple)
Gestures (-3): Frown menacingly and point with authority at allies (complex; intimidation roll with difficulty of
Gestures (-1): Drop diamond on ground (simple)
Gestures (-3):Gently closes the eyes of the recipient and traces the lines of the bony plates that compose the
Gestures (-3): Mime tripping and falling, eyes focused on target (complex; acrobatics roll with difficulty of 11)
Gestures (-1): Wipe palm over eyes (simple)
Gestures (-2): Point finger and then palm at intended target (fairly simple)
Gestures (-2): Scowl darkly and clench fists menacingly (simple, offensive)
Gestures (-2): Wave hand several times over napkin and cup (fairly simple)
Gestures (-2): Make an encompassing gesture (fairly simple)
Gestures (-2): Point up and then down (fairly simple)
Incantations (-2): “(Name of element), destroy my enemies with your power!” (sentence)
Incantations (-2): “Reveal the future so that I may slip truly into it.” (sentence)
Incantations (-2): “Watch and be amazed, one and all” (sentence)
Incantations (-1): “Go there.” (one or two words)
Incantations (-4): Utter the following after meditation: “Oh mighty spirits who have seen all, heed my plea and
Incantations (-4): “The sins of the past shall surely Multiple Targets (+24): Up to 8 targets
Incantations (-3): “Youth's sweet flower soon fades and grows sour. Life is often lived in vane, for in the end a
Incantations (-2): “Pulse!” (phrase, loud)
Incantations (-4): Complex litany of elemental names and formulas (litany; langu
Incantations (-2): Repeated phrase for duration of spell (sentence)
Incantations (-3): “Fight by me, my friends, and together we'll taste victory or achieve immortality” (sentence,
Incantations (-2): “Time the healer, time the stealer, once thought by all to forever last, now it is most assured
Incantations (-3) “Come to life and fight for me, my undead minion!” (sentence, loud)
Incantations (-2): “Open your mind to my thoughts.” (sentence)
Incantations (-3): “Your hold is broken!” (sentence, said loudly)
Incantations (-2): “And the dead shall see.” (sentence)
Incantations (-1): “Heavy.” (phrase)
Incantations (-3): “Diminish, plants! Shrivel and die!” (sentence, loud)
Incantations (-2): “Live! I give you life!” (sentence) Multiple Targets (+3): 1 extremity (cumulative +3 to the D
Incantations (-3): Repeated phrase for duration of spell (complex; willpower/mettle roll with difficulty of 11)
Incantations (-1): Cough and whisper “steal voice.” (phrase)
x, action difficulty of 11; examples: sleight of hand for Coordination, lifting for Physique)
Incantations (-3): “The sun abhors darkness, and eviMultiple Targets (+15): Up to 5 targets
Incantations (-2): “(Name of element), protect me and harm my foe!” (sentenc
Incantations (-7) Repeated litany of archaic language learned with the spell; requires artist difficulty 19. Loudly
Incantations (-1): “Learn.” (phrase)
Incantations (-2): “Though the temporal winds run wild and free, through its shadowy wake, I now clearly see!
Incantations (-3): “Awaken from the immortal shadow!” (sentence, loud)
Incantations (-1): “Wither.” (phrase)
Incantations (-3): “Rip 'em apart, boys” (sentence, Multiple Targets (+18): Up to 6 targets
Incantations (-1): “Stop magic.” (phrase)
mpose the skull of the intended recipient as the incantation is uttered (complex; sleight
ur power!” (sentence)
future.”(sentence)
(sentence)
victory or achieve immortality” (sentence, loud) Other Conditions (-2): Limited to sentient beings and those
Other Conditions (-5): Willpower/mettle roll of 14 is require
by all to forever last, now it is most assuredly past.” (sentence)Other Conditions (-1): Affects nonliving matter only
Other Alterants (+8): Metal objects move toward magnet at rate of 1 meter per round; mechanical devices wit
Other Conditions (-1): Target must hold coins in each hand
Other Conditions (-2): Requires a dead body that at least h
m should fear!” (sentence) Other Conditions: (-5) This spell requires that the target co
ssage (complex; languages/speaking roll with difficulty of 11) Other Conditions (-2): Must have known the target for at le
Other Alterants (+1): Puts target in type of sleep the caster chooses
Other Alterants (+2): Can be carried; resistant to a Other Conditions (-1): A source of illumination is present
Other Alterants (+29): Moves caster out of space and time
Other Alterants (+2): Also works unconsciously Other Conditions (-1): May on
Other Alterants (+10): Animal will fight to the deathOther Conditions (-2): May onl
Other Conditions (-6): -6 to Agility/Reflexes and related to
s (+15): Up to 5 targets
Other Conditions (-3): Must be knowledgeable of the entity
” (sentence, loud)
s (+3): 1 extremity (cumulative +3 to the Difficulty Number for each additional extremity)
Other Conditions (-1): Physical contact with object
Other Conditions (-11): Effect may be used once per hour;
Other Conditions (-11): Effect may be used once per hour;
ies.” (sentence) Other Conditions (-2) Can only be cast when the sun is visi
Other Alterants (+3): Will attack anything that moves within 3 meters of it
. You now shall suffer, tis victory I gain!” (sentence)
Other Conditions (-1): Must specify at casting a single spel
Other Alterants (+9): Transmute to new form Other Conditions (-1): Simple, inanimate material only
Other Alterants (+2): May select time period viewed
tence, loud)
ughter (sentence, offensive) Other Conditions (-2): May only be used attackers who und
s (+15): Up to 5 targets
Other Alterants (+12): Opponent receives increased difficulties with each landed punch
Other Conditions (-1): Physical contact with lock
(sentence, loud) Other Conditions (-3): A void of darkness in an otherwise i
Other Conditions: (-4) While this spell does not require the
s (+15): Up to 5 targets Other Conditions (-2): Only affects evil or undead beings w
Other Alterants (+6): Effect doubled against one opposite element (specified at time of casting)
he spell; requires artist difficulty 19. Loudly (sentence) Other Conditions: (-1): Only works on living targets
enemy” (sentence)
Other Conditions (-1): Spell negated by strong winds
Other Conditions (-1): The target must be a ranged weapo
r. Before your sight, watch it wither!” (complex; persuasion roll with difficulty of 11)
2): Only affects electrical devices
2): Anything that affects other dimensional creatures affects the target
-1) The target must be nonmagical, metal, and no more than 5 kilograms
3): The spell can only be cast in an area where dead exist beneath the earth, such as a graveyard, battlefield, or some oth
1): Target must be unburied
1): Physical contact with tool
1): Must make a search roll to see the target; all normal modifiers apply.
1): Cannot affect anything flying
2): Limited to sentient beings and those who are neutral or trusting of the mage
5): Willpower/mettle roll of 14 is required each time the spell is moved; target must be alive
1): Affects nonliving matter only
1): The target must be able to touch the device or connect to it electronically
1): Hindrance only applies to attacks made by metal weapons or spells using metal
1): Limited to humanoids (including undead) devoted to a different religion/god/power or undead controlled by a characte
-5) This spell requires that the target consume a worm transformed by the spell Conqueror Worm.
2): Must have known the target for at least 1 week; must speak target's language
Variable Duration (+4): Off only
1): A source of illumination is present Variable Duration (+8): On/off switch with password set
Variable Duration (+8): On/off switch
Unreal Effect (-8): Disbelief difficulty of 13
Unreal Effect (-8): Disbelief difficulty of 13
6): -6 to Agility/Reflexes and related totals while spell is active Variable Duration (+8): On/off switch
3): Must be knowledgeable of the entity to be contacted, which requires a scholar roll of 11
2): Target must want to fall asleep; spell is broken if target is awakened during duration
1): Target must be asleep
2): Pass only between dreamers
2): Target must be sleeping; awakening target during the duration disrupts the spell
8): A roll of a 1 on the Wild Die in the caster being erased, even if the difficulty number was equaled or exceeded; may on
Unreal Effect (-1): Disbelief difficulty of 13
1): Cannot be combined with any other armor
1): Ineffective against those without fluid in their bodies
1): Must specify one school to be affected by casting
2): May only be used with a single direct-fire, self-powered projectile weapon, such as a crossbow or a gun
2): May only be used attackers who understand the caster's language and can hear the caster
3): Target must interact with the target; may only be used on a single sentient being who understand the caster's languag
6): Must be knowledgeable of the target dimension, which requires a scholar roll of 20
-4) While this spell does not require the caster to be standing in a graveyard, it must be a location where the living have f
-2): Must make a scholar roll at 11, indicating she has sufficient understanding of dimensions
2): Only affects evil or undead beings who can see the caster
ecified at time of casting)
-1): Only works on living targets
-5): Difficult scholar roll to recall information about the protected dimension
e cleric concentrates on the spell he wishes to counter. The effect's value plus the miracle's miracle success bonus are com
hen the cleric invokes this miracle, he chooses to look for a condition that could occur up to two and a half months into the
channeling her spiritual energy to an injured person or creature, the devotee can use this miracle to heal harm as if she h
e purification ceremony heightens awareness of one's religion and removes the impurities of the mundane and the materia
e cleric gathers spiritual energy to throw in a bolt at a target. It does 4D in damage at a range of up to 10 meters. She mu
ten it is simpler for a magic user practiced in Necromancy to befriend undead, rather than destroy them. This spell permits
Another effect this spell has is to cause all mechanical devices with metals influenced by magnetism to stop fun
Although they are not cumbersome, the claws do tend to stand out in a crowd.
ce the components of this spell have been used, they are useless for future casting of the spell. New materials must be ac
ce this spell is cast, the mage can see all undead spirits and ghosts within a 10-meter radius. Likewise, the attention of an
With the gestuIf the process is completed, then the abomination that exists is a fleshless, clawed creature (+2D
The message is limited to what the caster can say in 10 seconds.
The target, whThe caster cano The target'so The target'so The target'sThe caster canThe caster may add her res
When the spellThe chest lasts for one week and then disappears, leaving behind the glass disk and any items th
When the caste Some chronomancers fear the time spent in sequester because their subconscious is tormented w
Once the cast Of course, theThis spell only affects those that understand the concepts of wealth and ransom.
Most captives While predators are most often targeted, this spell is by no means limited to them. Herbivores, s
The area of efCreatures mayThe mage mayThe t unusual perspective can be disorienting for the mage, and during
At the end of The minimum initiative total an opponent can generate is zero, which means that he goes last in
Contacting a creature from another plane does not guarantee that it is willing to communicate. Convincing it is
gardless of the type of contraption, the spell make a machine capable of stimulating terror in anyone within sight of the de
The surface appears absolutely real when viewed, but physical objects may pass through it effortlessly. The sp
milar to the countermagic spell, this spell gives the target a general protection against spells. It is triggered by a spell “hitt
metimes a canny mage can turn a bad situation into a good one. In this case, by using the 6D in animal handling (persuas
Additionally, Once the duration of the spell wears off, the snail shell fractures and crumbles to dust. When this
ccessfully casting this spell imbues the target with the Psionics skill telekinesis at 6D. The target is can move objects with
Superior undead have minds of their own. Though they can understand more than rudimentary commands, thi
When attemptin In no case does the caster have any influence on the person's actions. Additonally, the caster is o
e caster concentrates on the spell he wishes to counter, waving his hand and shouting the required incantation. The effect
e caster gains the sight of the undead target. While the target's movement cannot be controlled without another magic, th
As this is a magical adjustment in gravity, it does not affect victims in exactly the same way as a normal loss o
Assuming plants haven't died completely, they begin to slowly rejuvenate as soon as the spell is complete, gro
The sticky substance secreted by the character's fingers is not strong enough to have any direct application to
e caster places a spearhead in his hands and crushes it between his palms, leaving his hands bloodied and the spearhead
e caster spends two hours in preparation, then goes to sleep. When she awakens, she feels refreshed. Her mind is keen, h
The pillow can also aid in the casting of somniomancy spells that involve the mage being asleep in order to wo
If the target i The caster can apply her result point bonus to the difficulty of the willpower/mettle roll the targe
When she casts Though she entOnce at the neNote that the Note that though the process of the caster's physical se
e caster yawns hugely and, as all know, yawning is contagious. The target follows suit. This spell magnifies the target's fe
e caster's vision takes on an added quality, providing her with additional information about certain creatures within the are
e cleric curses a single humanoid target with 10 minutes of Bad Luck (R2), which doesn't leave the target even if he move
In fantasy or pre-computer eras, robots are likely to be extremely rare, while post-computer or science fiction
The first step After the blue At the end of the spell's duration, the skills are lost, but the knowledge is not. If th
e mage can alter the forces that bind and form the dimension in which she dwell, shifting them to her will. By simply point
To determine how man dead things come to life, the caster assigns up to a total of 5D points to each by rolling
e mage can learn about the past of a single object he touches. He'll see visions of events that occurred in a five-meter rad
e mage casts this spell immediately before going to sleep. While she sleeps, her wounds heal at an accelerated rate. Each
The caster may apply her result point bonus to the first medicine/healing roll she makes with this spell.
e mage covers his eyes with a hand, drawing energy from within himself, and then throws a ball of pure darkness at a tar
e mage gathers energy from his surroundings and throws the ball at a target. It does 4D in damage at a range of up to 10
e mage makes an offering of ashes to the sun and calls upon its power, which she channels through her body. Then, with
e mage needs a liter of water in a container that she can squeeze to produce a spray. As she casts the spell, the mage squ
Example: Shannon casts nightshield before she goes to sleep because she suspects her somniomantic rival, Br
e mage produces a 25-meter radius downpour of red rain that rusts all ferrous metal. When cast, the mage simply indicat
e mage rubs his throat as if it's irritated, then points at a target and, coughing, whispers a simple incantation. The spell m
Because the ma Once closed, the gate has a damage resistance totoal of 30.
The caster may apply her result point bonus to the difficulty of the target's willpower/mettle roll to avoid the ef
e magic of this spell is focused upon devilish devices. When the caster intonesthe incantation, the spell is activated, provid
e magic user casts this spell on a small, white stone, making it glow with a fierce radiance that extends for one meter in a
The wall is immobile and remains in that position for three and a half minutes. The light is so brilliant that it ne
e multiplying food invocation is performed on an amount of existing food equal to a decent meal for one normal person. Fo
e recipient of this spell can speak in an unknown tongue with a limited languages/speaking skil of 6D. Unless a spell that p
e recipient of this spell garners a +3D bonus to her navigation skill. This bonus works under all circumstances, including a
Even though tThe contraption is incapable of thought. But, through magic and mechanical gimmickry, once aw
The caster cannot choose which portion of the victim is moved further in time. Such things are totally random,
e successful casting of diminish reduces the duration of the targeted spell by up to 10 minutes. When a caster attempts to
e target can move objects with the power her mind with the successful casting of this spell. The “Psionics” chapter in the D
e target, which must be willing and about to go to sleep, enters a particularly restful slumber that enhances his natural he
Note that this is only a template for a spell and not an actual spell, because it does not indicate in the descripti
This means tha As with powerful spells, there is the potential for disaster. If the caster rolls a one on the Wild Di
Nonetheless, the situation is distressing, and the gamemaster might consider modifiers if the target had recent
It cannot be combined with any other armor, and the target cannot wear any form of metal armor when the sp
Armor is ineffective against this damage, since the damage comes from inside the target's body. Any creature
As this is magically crafted material, it doesn't have all the physical characteristics as natural elements. For exa
When this spell is cast, the wizard chooses a specific school of magic to affect. For the duration of the spell, an
is rite causes any one dead creature to rise in its present state to serve as a soldier bonded to the cleric. As this is a basic
is ritual prohibits entry of undead within the Area Effect prescribed. They may amble about, circling the protected ground,
is simple spell covers the dangerous part of a weapon with a sheath of energy that causes extra damage. The type of ene
If the egg yokThe difficulty This spell does not heal a patient of his ailment, nor does it provide any bonus to h
If the target's body is destroyed during the spell's period, the soul cannot be returned to the living world. Inste
A successful roll of the skill given by the spell against the target's willpower/mettle (or the governing attribute)
is spell allows someone of the caster's choosing to gain an extra action and a +1D bonus to initiatve for one round. This b
If the target While within t Additionally, The caster can add her result point bonus to the investigation total.
The caster ch In lieu of naming a specific individual, the caster may make physical contact with the target (in w
For one hour, Aftershe awake The caster canThe caster can add her result point bonus to the spell's duration valu
is spell allows the caster to produce the equivalent of a breastplate and grieves from a coin-sized fragment of metal. This
Up to five kil Changed matter can be used as spell components providing they are used within the spell's dura
In addition to If the caster If the caster looks into the future, she sees the area as it is most likely to appear. T
The caster speThe caster do The ancillary images in the dreamscape can serve both to enhance and obscure the
is spell allows the caster's dreaming consciousness to leave her body, roaming the world while she sleeps. The caster spen
When the spellIf the elemental makes a higher total than the caster of the spell, the elemental may have a bad
is spell changes the physical form of the target. For all intentions, the character becomes the creature. However, he maint
is spell creates a light beam that extends down the sights of a projectile weapon, effectively serving as a sniper's laser sig
is spell disguises a living being from detection by the nonliving by masking the target's body ambient temperature. Undea
Sleeping crea After the spel The caster canSomniomancers often use this spell as a precursor to other spells, su
is spell dulls a weapons edge. When successfully cast,the weapon has a -2D damage modifier, with a minimum adjusted d
is spell generates a powerful stroke of lightning. The caster must aim the bolt using throwing or apportation. If the target
The spell maniThe gamemaster The caster canAs this is a It must always be remembered that changing the weat
is spell gives the target a bonus of +1D to Strength Damage for 25 seconds, or five rounds. With the simple slash of a bla
is spell grants a temporary bonus of +15 to a character's jumping/climb/jump totals skill. For the duration of the spell, the
is spell grants the target +36 to melee combat totals for two rounds. The magical incantation makes clear an opponent's w
is spell grants the target 4D in the telepathy skill. It functions identically to the Psionics skill as described in the D6 Advent
is spell grants the target the ability to slip through tight spots and wiggle out of harms way, using the Elasticity Special Ab
The caster rolThis spell does not require a separate targeting roll.
is spell is cast with a smile that conveys contempt for an opponent's abilities, a taunting gesture that urges him to attack t
is spell is of the darkest arts, calling upon the evil powers to consume the vital energy of a target's heart, halting its beatin
When the spellSince this spell lasts for 10 minutes, the mage may track how the target's disposition changes ov
is spell is slow to reach its full potential, but it is likely to cause a combatant to stop fighting long enough to remove her ar
Each night fol No attribute c The caster can add her result point bonus to the difficulty of the willpower/mettle c
is spell makes the target graceful for a period of five rounds, which affects her acrobatics, dodge, and sneak/stealth attem
is spell places a magically keen edge upon a weapon, increasing its damage by +2D+2. Any weapon with this spell cast up
is spell prepares the component for the spell Monstrous Creation By transforming the positive living energy of a simple ea
is spell protects against the effects of radiation and electro-magnetic radiation, such as from an EMP spell or similar device
The caster may add her result point bonus to the difficulty of the willpower/mettle rolls to resist falling asleep o
is spell requires the caster to wear cobra skin gloves and have a flute. The mage casts the spell by playing a short tune on
So long as the glass bead remains in the originating dimension, the bonus is granted to the caster. If the glass
is spell turns a dead branch or other long pieces of thin, dried wood (arrow shafts, broomsticks, and so on) into a large an
The subject of this spell becomes extremely attuned to the night and unusually aware of his surroundings for a
is spell work identically to Construct Small Automaton See that spell for specifics. Note the differences are in size, casting
The effect's value plus the result point bonus serve as the damage resistance total of the shackles. The target
ough bronze can be a fairly precious commodity, the value of this spell is well worth the expense. After simply sprinkling a
ough the caster of this spell endures some pain to herself, she curses a person with a severe case of nyctophobia (fear of
The gamemaster determines the difficulty, based upon how common or unusual it is.
rough this prayer, the cleric can animate the branches of a tree to strike at anyone within range. Branches that hit the tar
me out of mind allows the mage to reach out mentally and feel the chronal waves that surround the spell's intended benefi
This spell can be used on any animal or monster, but sentient beings are unaffected. The target creatures mus
cast the spell, the mage first needs something belonging to her target - his comb, his watch, a lock of his hair. Mutter a fe
cast the spell, the mage must first put on a pair of black leather gloves. The mage then lets out a roar as mighty as he ca
cast this cantrip, the mage touches the lock with one hand while, with the key held in it, miming opening the lock with the
cast this spell, a void of darkness or dense shadow (such as a deep pit, a nonilluminated dungeon room, or a shadowy all
cast this spell, the mage fills his mouth with water, spits it at the target, and speaks the incantation. The spell is aimed w
Because he is insubstantial, most physical attacks pass right through the mage. However, he in turn cannot att
If the entranced creature is harmed, it recovers its senses and is no longer affected by the spell.
cast this spell, the mage must have a live asp or other poisonous snake on his person. Usually, mages keep them in smal
cast this spell, the mage must have in an item of food that the target might reasonably be expected to eat (meat for a ca
For a period oWhile there is no range limitation on how far the animal will theoretically pull the character, the l
The force of t In addition to The mage must succeed with a marksmanship/firearms or apportation roll to hit th
communicate with an animal, the caster places on the ground the bit of something from that type of animal (lock of horse
In order for a perfect weapon to be properly crafted, not only are the raw materials, forge, and ancillary equipm
inspire unnatural loyalty in a pet, animal companion, or mount, the caster simply strokes the creature and makes reassur
Once magically convinced, the target takes on the mannerisms, attitudes, and physical actions of the desired p
At the time of casting, the mage can convert the result points from the casting into a bonus to protection or du
derstanding of complex, alien, or arcane technologies can be gained by casting this spell. (The gamemaster detemines the
to 600 kilograms of targets within the spell's radius are transported to a given dimension. As this spell uses an area effec
on casting this spell, a oily surface covers the designated area. Everyone within the affected area suffers a +6 difficulty m
on the dispersal of the spell component, a foglike haze surrounds the magic wielder. The haze is formed by the chronal ec
Example: A magic user casts the alter movement spell to slow down a charging bull. At casting time, he decide
Devolution digWhen casting this spell, the mage crushes the brain matter in his hand and flings the remains at
The spell doesThere is a small pocket of air that travels with the user, allowing him to breathe as he wriggles th
hen commencing this spell, the caster must toss the earth from a graveyard into the air, followed by the prescribed hand m
skilled caster can send this poisonous breeze directly toward an enemy. For those who are not otherwise engaged, it is pos
Should two vortices come into contact, they cancel each other, immediately ending the spell.
The sphere consumes life energy. This means that nonmagical armor offers no protection against it. None of th
e caster transforms a coin into a floating platter capable of carrying 100 kilograms of weight. To direct it, all that needs to
To release the spell, the caster throws the dart within five rounds of casting the spell. He generate an marksm
The caster sets the object on fire and inhales the smoke while concentrating. Once the casting is done, the ma
thout the ability to see or sense the target, such as through other magic, this spell is not very useful. If a victim can be loc
y creature of the gamemaster's choice, or randomly determined, can be called upon with this spell. The effect's value plus
Besides hunting down people secreted away in a dark room, it is also possible to determine the difference betw
ce the metal is named, the spell is complete. Immediately, the mage can roll search at 4D to locate the prescribed metal
Most somniomancers cast this spell at the beginning of the day because it helps them find targets for some of
After completiThe exact results are left to the gamemaster and the circumstances, but the caster should be allo
Minimal (0 or Solid (1-4): d Good (5-8): diSuperior (9 or more): direction, exact distance, and the exact locatio
When released, The wind forms a three-meter sphere around the mage's body, and nothing can be carried that w
As the attack is magical, there is no way to extinguish the acid except to dispel it.
hen cast upon a character, the mage shifts the person between dimensions, making them ethereal. The character is visible
hen cast, the magic user creates a bright flare of light that seems to emanate from his being. Up to five evil or undead targ
hen cast, this spell covers the body of the target (and anything she wears or holds) in a sheath of the element. This sheath
hen casting this wretched spell, the mage is able to drain away the life of a target. The spell requires the caster to obtain t
When cast upon While this spell doesn't assist in comprehension, it reveals the best clues to follow up. It is also li
1. He could di2. He could re3. He could d The difficulty to find the chronal energy is 11, with higher results indi
Commands must be given in simple noun-verb sentences. The tomb fiend can't understand anything more com
When the hole disappears, anything that fell into the pit is now in a heap on the mysteriously whole ground.
hen the caster rings a small bell, a loud noise can be heard, deafening all in the designated area of effect. This is likely to h
hen the caster utters the incantation, dark arcs of energy flash around the target, reducing Physique by -2D. Normal armo
The targets must outnumber their opponents or have a marked disadvantage, because the thuglike tactics the
As the spell is not actually focused on the diamond or anyone else, friend or foe may enter or leave the area w
During the speThis is in addition to aging from the normal passage of time. Although uncommon, it is not unhea
hile casting this spell is moderately painful to the mage, it might well be the death of the target. The caster curses a huma
hile willingly causing himself to trip and fall (acrobatics roll of 11 or fail the spell due to ineptitude), and casually excusing h
th a casual swipe of a hand over his eyes, the mage (or his chosen target) becomes indistinct to the naked eye by bending
th a gesture and a word, the magic user sends a bolt of mystical energy toward his intended target. However, the bolt isn
See the description of this Disadvantage in the “Character Options” chapter for details.
In some cases, the spell may actually incur a bonus. If the mage wanted to pass himself off as a demon or use
th a scowl and general menacing countenance, the caster improves her intimidation skill for one minute. Her features beco
By becoming a pathway for negative life energy, the magic user is able to send negative life energy into the vi
th a smile and a friendly gesture, the caster improves his charm skill by for one minute. (If he no charm skill, add the bon
th a successful casting, the target must make an opposed interaction roll against the spell's persuasion of 5D. Failure mea
th an intended target in sight and not more than 10 meters distant, the magic user waves an owl's feather before his eyes
th some minor pain to herself, the mage creates a cloud of pollen. To cast this spell, she must have a fresh flower, which
th the twist of a hand, the magic user can cause a ranged weapon to alter the interior shape of its barrel, bore, rifling and
th the utterance of a simple word, a mage can stun an opponent. The successful casting of this spell causes 4D stun dama
th this cantrip, the mage creates a meal for two of pure, clean water; flavorful, hearty bread; fresh vegetables and fruits;
th this spell, a magic user can seal a 10-meter sphere, preventing the opening or portals going to or coming from other pl
th this spell, a magic user can walk on walls or ceilings by changing the direction of gravity for herself. Each time she wish
Those who attempt to abuse this spell should note that Fate suffers no challenges lightly, and playing such gam
fore invoking, the devotee decides what sort of being he seeks. Should the cleric successfully invoke the miracle, he can d
is spell causes a roaring line of fire to erupt from the caster's fingertip. The jet is only a few centimeters across, but it exte
metimes it is best to fight metal with metal. When cast, this spell sends a searing bolt of energy at the target, doing 6D da
use bless person on himself.
nside. This means an automobile could not be shoved into a paper lunch bag, but 1,000 kilograms of marbles or appropria
difficulty of the main target. The total receives a +3, because the spell covers a large area, making it easier to hit the tar
e that can terrifying anyone who believes it. If the spell's conditions are satisfied, and it is successfully cast, the mage insp
ates damage automatically at a with a D medicine/healing skill level. This requires no action on the characters part. It occu
reat insights are provided, just the minimal knowledge necessary to operate the vehicle. Should it malfunction or fail, the
e that nonmagical armor offers no protection against. The spell alters the composition of the target, attempting to refigure
s overwhelming, causing 6D+2 damage to all within the downpour. Normal and magical armor offer protection, but the sh
lity, granting a temporary bonus of +36 to such totals. This not really an increase in ability so much as it is a unique unde
ribed in the “Character Options” chapter. Before the victim of an attack can become paralyzed, the mage must make find a
is a brilliant flash of light. Upon contact the ball of energy radiates outward, extending toward the earth and any other ne
e spell, the target has an understanding of beasts of burdens and their natures, knowing how to handle them and keep th
cloud, she suffers 5D damage. The miasma also obscures sight, so all attacks are done blind. All damage comes from inha
diates from the weapon so long as the spell endures. All attacks against living beings gain a +2D+1 bonus to the weapon's
as never told exactly where the ambush would happen, or how to avoid it. Even if Bator stays right where he is for a mont
et black. This is the space between spaces, an utter void. All who are within the area effect of this spell must make an opp
nd smells. A character can possibly bring these insights into focuse by asking a question (such as, “Who's on the other side
e area of effect, she releases the fireflies (which die upon the spell expiring). For a period of one minute the fireflies becom
o carry an item weighing no more than 10 kilograms, with a value of 5, and thus the difficulty is 11.
move without a sound, at normal movement. However, the movement is otherworldly in that she appears to glide. Those w
oviding a 3D+1 Armor Value against any attack that uses metal to damage. For example, this spell offers protection again
ion. Once the spell is successfully cast, it operates upon all who are within five meters of the mage, giving them half the ra
nd the realm of human perception. These spiritual elemental forces of nature often live far longer than the mere mortals w
at feeds upon the pain of the past and forces it upon the affected area. Those who are unfortunate enough the pass throug
ril. Withering sand is but a sample of the serving of pain the temporal titans can dish out to those who draw their ire. The
tic pulse. As this effect is caused by altering the inanimate forces of nature, instead of exploding a bomb, there is no dama
eated by the caster. By all appearances, the object or person simply vanishes from sight. Time passes normally for the du
ermagic or a Ward, this spell is in operation once successfully cast and has a duration. From that point, any other Necroma
hape. For instance, the caster could transform a shield into a ball, thereby negating its protection. Or, the length of a meta
simple commands. Left to their own devices, they attack anything near them.
ifiers given by the spell.
umes the life of a target. During the round the spell is cast, a successful marksmanship/firearms or apportation roll is requ
re is no kinship felt toward her. Rather, all undead called from their graves attack any living creature within the 10-meter
ng naturally mistake it for a zombie and are likely to attack.
o the reading is about. The mage may choose to look for a condition that could occur up to two and a half months into the
he Blur Special Ability at rank 1. See the description of this Special Ability in the “Character Options” chapter for additional
locations by leaving her body behind. This spell grants the caster 4D+1 in the Psionics: astral projection skill (detailed in
s can be swords, knifes, bullets, clubs, anything physical that makes physical contact with a living creature. If the spell is c
ks in Infravision or Ultravision (which the caster chooses before casting the spell). See the description of this Special Abilit
the same color as the sand. The shield, about two meters in diameter, appears up to 1.5 meters away. It is focused on th
chooses. The caster must rub the blood on the part of the body to gain the attribute increase. No single attribute can be in
e failing this roll heads toward the direction the caster made the voices appear to come from. For the duration of the spell,
lue plus the result points bonus serves as the damage resistance total of the bars. The target can disbelieve and thus free
caster and an exit 10 meters away. The exit portal connects as though a straight line were drawn from one point to anoth
to determine a target's Wound Level. There are no other effects imbued, other than determining the amount of life rema
pell Measures” chart in the rulebook to find the value of the range from the caster to the center of the quake, subtract the
ers will break rather than present a stoic face to their enemies. If a character affected by fear is rallied by her companions
er suffer 5D of damage, split between them (but only one of the change targets is used up). Nonmagical armor does not p
who find themselves imprisoned. Thus, it is not uncommon for jailers who have experience in confining wizards to bind and
hat was used to make a given object. This is useful when encountering strange alien objects or when attempting to see ho
bject of a kilogram or less in weight and transports it up to 10 minutes forward in time. The spell is popular with charlatan
m around a populated area, and all who come into physical contact must make a Physique roll of Easy. Failure means the p
esh food again. Good success can cleanse any food of any impurities or poisons. Superior success increases the quality of t
akens the barriers, resulting in nothing functioning as it normally does.The natural, physical laws of the occupied dimensio
ms skill by +27. While this has no direct effect on damage, it provides for highly accurate ranged weapon attacks, and it c
5 meters in front of the cleric. It offers an Armor Value of 5D+1 against all types of physical (not mental) attacks.
within reach of the target. A successful casting provides the target with a +18 to her devices/tech/robot (or computer) inte
nce the coins are in place and the spell successfully completed,the caster can try to gain information. First the coins are re
mage by pulling them toward the character. The spell is not capable of automatically causing damage; rather, it decreases
es 4D damage each round for the duration of the spell if the victim is not treated by natural or magical means. The damag
y invoking the power of the timeslip, the caster changes place with a counterpart from an alternate reality who returns to
fit, and with the gamemaster's permission, she may use some of the dice to buy Special Abilities to reflect the natural abil
Special Ability and must convince or command the target to obey The sleeping target cannot use willpower/mettle, as she
f the bars. The target can disbelieve and thus free himself by generating a disbelief total of 13.
appears to meld together, and crawl across the caster's body, becoming a second layer of skin. As this flesh is dead, it pro
use bless armor on herself.
use bless weapon on an item he's holding.
le success bonus are compared to the skill total used to create the targeted spell. If the disrupt spell number equals or ex
nd a half months into the future. He can see one minute's worth of the future. Use the success level to determine the infor
e to heal harm as if she had 5D+2 in the healing skill. Add the miracle success bonus to the healing total.
mundane and the material from the spirit. With a minimal or average success, it allows the target to invoke one miracle he
up to 10 meters. She must make a marksmanship roll to hit the target. The bolt must be fired in the same round that the
y them. This spell permits one or more undead to be enthralled, falling under the control of the caster. During this period,
by magnetism to stop functioning, as well as being pulled toward the loadstone.
New materials must be acquired. But casting this spell grants many benefits. The dead have much to say, particularly thos
ewise, the attention of any such incorporeal being is drawn to the character who uttered the incantation, as the spell force
ss, clawed creature (+2D+1 damage) that follows the magic user's every command. Its basic attributes are identical to th
e caster may add her result point bonus to the difficulty of the target's willpower/mettle rolls to resist the spell's effects.
ass disk and any items that had been stored within.
bconscious is tormented with horrible psychic images as it attempts to adjust to it current state. In rare cases, those who s
of wealth and ransom.
ed to them. Herbivores, such as boars, deer, and bulls, can be equally effective.
for the mage, and during the spell's duration, he suffers -6 to all Agility/Reflexes and related totals while spell is active.
eans that he goes last in the round.
municate. Convincing it is left to the caster.
one within sight of the device. Anyone who fails an opposed interaction roll against the machine's intimdation loses her ne
ugh it effortlessly. The spell is often used to mask doors, pits, or traps within tombs, fortresses, or other areas intended to
triggered by a spell “hitting” the target. Up to six spells can be countered in this fashion. The effect's value plus result poi
animal handling (persuasion: animals in D6 Space) granted by the spell, the character could befriend creatures, hostile or
mbles to dust. When this occurs, all temporally suspended objects and effects resume their prior course and motion: Bulle
s can move objects with the power of her mind. All the rules for the skill use apply as dictated in the D6 Adventure Rulebo
dimentary commands, this also means that they are as likely to turn on their creator should she fail command them proper
dditonally, the caster is only dimly aware of what is going on around his body.
ed incantation. The effect's value plus the result points bonus are compared to the skill total used to create the targeted sp
without another magic, the eyes of the target become the eyes of the caster, replacing the all-normal vision until the spell
e way as a normal loss of gravity. Furthmore, anyone or anything leaving the area of effect loses any modifiers given by t
he spell is complete, growing as per normal for the plant species in question. Trees may take years or even decades to re
any direct application to climbing, grappling, or any other related action that requires the use of strength as opposed to m
odied and the spearhead mere dust. Until the blood dries (a period of about 10 minutes), the mage becomes extremely fas
shed. Her mind is keen, her muscles flushed with energy, and her reflexes at their peak. She receives a +1D bonus on all
ng asleep in order to work. Using a really comfy pillow grants the caster a +2 bonus on her appropriate Magic skill checks
wer/mettle roll the target needs to avoid the effect.
of the caster's physical self discorporating takes time, the dream travel itself is virtually instantaneous.
magnifies the target's feeling of sleepiness, making him momentarily groggy and unable to think straight, as if badly in ne
n creatures within the area of effect. Simply by looking at a creature within the area of effect, she instantly knows whethe
e target even if he moves out of range. See the description of this Disadvantage in the “Character Options” chapter for de
mputer or science fiction settings often have an abundance of robots. In any case, this spell does not give life to a machine
e knowledge is not. If the attempt to build an automaton was not successful, then the gamemaster should apply bonuses
her will. By simply pointing and concentrating, the mage creates a barrier providing 4D+1 protection from attacks. All be
points to each by rolling. 1 point is required for an extremity to move and attack. Likewise, it can suffer only 1 point of da
urred in a five-meter radius around the object in the past. The mage can view events that took place in a past period of ti
n accelerated rate. Each hour, she can heal her physical wounds as if she had 9D in the medicine/healing skill.
es with this spell.
of pure darkness at a target. He must make a marksmanship/firearms or apportation roll to hit the target, and may throw
ge at a range of up to 10 meters. He must make a marksmanship roll to hit the target. The bolt must be fired in the same
gh her body. Then, with a minimal amount of pain to herself and a simple touch, the caster inflicts pain to an opponent as
s the spell, the mage squirts the water onto her hand, letting it run off in the direction of her target. The volume and force
er somniomantic rival, Bruce, is on the prowl. She makes a conjuration roll to cast the spell and rolls a total of 19. This rol
the mage simply indicates the location of the deluge by pointing, and the area is drenched with oxidizing water, causing 5
incantation. The spell mutes the subject's words so that his voice projects as a mere whisper. Those within a meter of the
hat urges him to attack the mage, and an insulting incantation that suggests nothing but disdain. For a period of a minute
's heart, halting its beating, bringing death. The proper component is needed for the type of a target. To use this spell on
t's disposition changes over the course of negotiations, allowing her to know the effectiveness of her diplomacy and attem
enough to remove her armor or drop a metal weapon. Each round the spell is active, the target receives 1D damage, whic
of the willpower/mettle checks needed to shake off the spell.
and sneak/stealth attempts and increases them by 1D+1.
pon with this spell cast upon it gains a faint blue shine to its surface, as the magic reshapes the metal to the molecular lev
ng energy of a simple earthworm, the magic user creates an evil seed that is usually unwittingly consumed by an intended
MP spell or similar device. The protection is granted to all within the five-meter sphere of influence, with corresponding pr
s to resist falling asleep or to the damage done each round (not both and chosen once for the spell).
y playing a short tune on her flute, the kind that snake-charmers use to lure cobras from their wicker pots. On the next ro
o the caster. If the glass bead is destroyed or shifted to another plane, then all trace of it is lost.
nd so on) into a large and aggressive snake. To cast this spell, the mage must have one hand on the wood while he shake
of his surroundings for a period of four-hours. During this time, the character gains a search bonus of +5D. However, this
nces are in size, casting difficulty and duration. Blueprint design and construction times are doubled. Otherwise, all other
the shackles. The target can disbelieve and thus free herself with a Perception/Acumen or investigation total of 13.
After simply sprinkling a handful of powdered bronze over a sentient target, the mage coats that individual's skin in a thin
e of nyctophobia (fear of the dark or night) for 10 minutes. Characters that are overcome by their fright dissolve into quive
Branches that hit the target inflict 4D of damage. The tree can strike at no more than Short range - less if it's small.
he spell's intended beneficiary. Through this temporal gift, the caster can free a bedeviled soul from a malicious spell or en
The target creatures must also outnumber their opponents, because the rabid wolflike tactics induced by this spell depend
ck of his hair. Mutter a few words of power, point the item at the target, and watch the fun. This spell gives the caster an
a roar as mighty as he can muster and punches each of his fists into an open hand, all the while feeling himself become ov
opening the lock with the other hand. After reciting the incantation, he touches the lock with the key and turns the key. If
n room, or a shadowy alley) must be present. The mage then shouts some words of power and points toward the black sp
ion. The spell is aimed with a throwing (not apportation) roll. If it hits successfully, the target's lungs fill with water and sh
ver, he in turn cannot attack in this form, nor can he speak or uses spells that require biological conditions (incantations, f
mages keep them in small earthenware pots or reed baskets. By coiling himself as a snake would, not only is he drawing u
ted to eat (meat for a carnivore, plants for an herbivore). She holds this item in her hand while pointing a finger at the tar
y pull the character, the location to which the immobilized character is moved is always the nearest “safe” place. This migh
apportation roll to hit the target.
e of animal (lock of horse's hair, bird's feather, several strands of dog's hair). Then she draws a line from it to her and from
orge, and ancillary equipment needed, but a crafting/repair/personal equipment repair roll with a difficulty of Heroic is req
ature and makes reassuring, soothing sounds. For a full day thereafter, the animal will be especially loyal to the caster, wh
al actions of the desired persona. Any necessary memories are manufactured, which might end up being a trigger to those
bonus to protection or duration. Convert the bonus points put into the effect into dice and pips of Armor Value (three point
memaster detemines the difficulty of understanding the machine, with the result points from the skill conferred by the spe
s spell uses an area effect, the caster may not choose the targets going with him.
suffers a +6 difficulty modifier to most physical actions that involve leg and feet movement.
formed by the chronal echoes that emanate from the fluctuating temporal fields that the mage summons to deflect physic
At casting time, he decided to use the spell effect's value plus the full variable amount, for a minimum change value of 9, o
and flings the remains at the target. If the target cannot beat the caster's spell skill total with a willpower/mettle roll, the v
breathe as he wriggles through the soil. Several trips to the surface during the duration are necessary to refresh this air p
by the prescribed hand motions. For this spell to work properly, the caster st be on ground where dead are buried. It is th
herwise engaged, it is possible to see a gray pall of dust moving in the direction the caster desires. If seen, and far enough
tion against it. None of this energy increases the damage of the sphere, nor is it conveyed to the magic user. Victims who
direct it, all that needs to be done is to point. If the magic user indicates herself, then the tray follows her. Otherwise, she
He generate an marksmanship total, adding a +2 bonus for the increased accuracy of the spell, against the combat difficu
e casting is done, the mage can detect the presence of any such being within a 10-meter radius for two rounds. The highe
eful. If a victim can be located, then the projectile can be thrown or fired with a +4D (+12) to the targeting skill total. The
ll. The effect's value plus the spell's result point bonus is compared to a roll of the target's willpower/mettle (or the govern
rmine the difference between a human and a cyborg. In situations where cyborgs appear human, they glow, revealing the
ate the prescribed metal inside an item, the earth, or a living being. Sometimes this spell is used to locate trace amounts o
find targets for some of their other spells, like step into sleep, nightmare, and dream travel.
t the caster should be allowed to be as creative as possible. (However, this spell cannot cause injury - though perhaps a lit
ce, and the exact location are garnered
hing can be carried that won't fit in that sphere.
l. The character is visible, and still exists, but her being is spread among many worlds. For the duration of this spell, she g
to five evil or undead targets within range and looking at the caster are blinded by this light. All sight-based actions for the
the element. This sheath provides armor and adds damage to any attacks made with appendages or hand-held weapons.
res the caster to obtain the naturally decayed remains of a once living creature. Then, while uttering the incantation, 1 gra
s to follow up. It is also likely that a Heroic success provides great insight into the matter being delved into.
1, with higher results indication more information. The range and area of effect of the spell indicate the maximum effective
stand anything more complex.
eriously whole ground.
f effect. This is likely to hinder all actions, as the inability to hear is not only startling but unsettling. All hearing-based act
ue by -2D. Normal armor doesn't protect against this spell, as the target's essence is pulled from the body through the m
e the thuglike tactics the caster wishes her allies to employ depend to a large degree upon intimidation and ganging-up on
enter or leave the area without disrupting the spell.
ncommon, it is not unheard of for those who emerge from the lotus dreams induced sleep to complain of experiencing a v
he caster curses a humanoid target that she can see with four hours of extreme envy. Envy is the desire to possess what
), and casually excusing himself for his clumsiness, the mage casts this potent spell and curses a target not more than 10
the naked eye by bending light over his form. For a period of one minute, the mage adds 2 to his dodge, stealth/sneak, an
et. However, the bolt isn't intendedto harm the target, instead only doing stun damage.
elf off as a demon or use it against extremely superstitous folk, for example, it might provide some minor skill total bonus
minute. Her features become shadowed and sinister, like the villain from a horror movie. People are naturally unsettled by
ve life energy into the victim. The touched area first becomes pale, as though drained of blood, then it turns blue, eventua
charm skill, add the bonus to the character's Charisma attribute.) As this is an illusory spell, if the intended target of the c
uasion of 5D. Failure means that she has succumbed to the emotion suggested in the incantation. Some single word examp
's feather before his eyes several times and utters an incantation. The feather is then consumed in a brilliant, momentary
ve a fresh flower, which she brings to her lips and then blows in the intended direction. After uttering a simple incantation
s barrel, bore, rifling and so on. Although the imperfection created is minor, requiring a Moderate search to detect, it is su
pell causes 4D stun damage to the intended target. All that is required is that mental focus be placed upon the intended vi
sh vegetables and fruits; and, if desired, cheese wedges and smoked meat slices. The food must be consumed within 10 m
or coming from other planes. Any caster or creature attempting to open a gateway or shift into the affected area of this s
rself. Each time she wishes to change direction, she merely needs to say, “Alter.”
tly, and playing such games can result in the demise of a character.
oke the miracle, he can detect the presence of any such being within a 10-meter radius for two rounds, whether he can se
meters across, but it extends out to about three meters from the caster. The caster can freely turn the effect on and off du
at the target, doing 6D damage. This spell has only works against machines, as it uses the same forces of physics (and som
s of marbles or appropriately sized items do fit.
ng it easier to hit the target. Those more than a meter away from the center with defense totals greater than the targetin
fully cast, the mage inspires fear in a solitary target or a group of creatures that occupy the radius of the spell. This fear m
e characters part. It occurs once every minute for the duration of the spell. And its effects are visible noticeable to those t
t malfunction or fail, the target does not have the knowledge to repair the mechanical device, unless that knowledge existe
et, attempting to refigure her into an iron statue. If the damage is sufficient to cause death, then she becomes a statue. Th
fer protection, but the sheer volume of projectiles, and their velocity, is likely to cause severe injury.
ch as it is a unique understanding of how to increase finger deftness or when to pick a pocket.
e mage must make find an unprotected location that reveals flesh. The gamemaster might require a Perception or a searc
e earth and any other nearby objects, discharging the negative energy that maintains the un-life of the living dead target.
handle them and keep them under control in nearly any condition.
damage comes from inhaling.
1 bonus to the weapon's normal damage. With each successful strike, the aura radiating from the weapon spreads across
ht where he is for a month, the ambush could still happen, but the details would change slightly from the vision seen by th
spell must make an opposed Physique/Strength or lifting/lift roll against the spell skill total (no other targeting roll is need
“Who's on the other side of the door I'm about to open?) and making an investigation rolls. (She may do this no more tha
minute the fireflies become flashing, dancing orbs of bright, enthralling light. All living creatures within the area of effect m
appears to glide. Those who do not know she is under the effect of a spell are likely to mistake her for a ghost or spirit. Su
ell offers protection against the spell metal storm, as the projectiles are metallic. For the dura tion of the spell, the protect
e, giving them half the ranks in the Special Abilities as the caster. Anyone who leaves the circle of influence loses the imm
than the mere mortals who sometimes rudely intrude upon their realm. Theirs is the gift of knowledge, for these enigmati
e enough the pass through the temporal blighted area (upt to eight victims) attract the Bad Luck (R3) Disadvantage (for t
who draw their ire. The successful casting of this spell temporarily afflicts the target with the Age: Old (R2) Disadvantage
a bomb, there is no damage done to most living beings or to devices that do not have electronics.
sses normally for the duration of the spell; the target can do whatever she wishes, as long as she does not move from the
point, any other Necromancy spells must have a skill total equal to or greater than the target's roll with the bonus modifie
Or, the length of a metal rod could be extended to twice its length, although doing this makes it very thin. Just as easily
or apportation roll is required to hit the target. Nonmagical armor offers no protection from this death magic. Any characte
ure within the 10-meter radius the spell's effect, including the mage and any associates. Returning from death is unpleasa
nd a half months into the future. She can see one minute's worth of the future. Use the result points of the divination roll t
ns” chapter for additional details.
ojection skill (detailed in the “Psionics” chapter of the D6 Adventure Rulebook).
creature. If the spell is cast on an item that successfully causes damage to a target, the effect manifests itself as unusual
ption of this Special Abilities in the “Character Options” chapter for more details.
away. It is focused on the ring, which the mage must wear. It offers an Armor Value of 6D against all types of physical (no
single attribute can be increased by more than +3D.
the duration of the spell, the incantation words are repeated over and over.
disbelieve and thus free himself by generating a Acumen or investigation total of 13.
n from one point to another. This allows passage through 10 meters of any material, including air, water, rock, and so on.
the amount of life remaining in a character.
f the quake, subtract the speed value of 5, and look up this number on the chart. Convert the related measure to minutes
allied by her companions, she may roll again to shake off the effect. This spell can only be used on sentient beings, and it
magical armor does not protect against the damage caused by this spell.
ining wizards to bind and sometimes keep their charges blindfolded for the duration of their incarceration.
hen attempting to see how strong a weapon, door, or similar item is. Upon successfully casting discern alloy, the magic us
is popular with charlatans, con artists, stage magicians, and pranksters. Once the spell runs its course, the pushed object
asy. Failure means the person suffers 1D bleeding sores within 24 hours. Each day these sores spread, increasing by anot
increases the quality of the food to the very best possible. Spectacular success actually transforms the food into a differen
of the occupied dimension become unstable. Everyone within the area of effect is subject to an increase in the difficultiles
weapon attacks, and it can be combined with other modifiers. The spell is ideally used for snipers or assassination attemp
mental) attacks.
/robot (or computer) interface/repair totals. The setting and the devices that the caster intends the target to affect dictate
tion. First the coins are removed, and then the deceased's eyes gazed upon. The gamemaster determines the result points
mage; rather, it decreases the protection offered against any melee or magical or projectile weapons used against the targe
agical means. The damage commences immediately after ingesting the altered item. A Difficult stamina roll is required to n
te reality who returns to their proper time when their spell runs its course. When the hijacked future relative returns, the c
to reflect the natural abilities of the elemental. The elemental will have a number of Body Points equal to 10 plus the point
willpower/mettle, as she is unaware that her mind is being influenced; rather, she can use Presence. If the caster succeed
s this flesh is dead, it provides protection from physical attacks. When the spell reaches the end of its duration, the dead f
pell number equals or exceeds the target spell's skill total, the spell is broken.
vel to determine the information received: Minimal reveals confusing images. Average allows one useful fact to be gleaned
to invoke one miracle he failed or it removes one curse (either magical or miraculous). For any level above average, the t
to say, particularly those who have been recently murdered. As in life, there is an art to interrogating the unliving; somet
ntation, as the spell forces the entities to reveal themselves to the caster, and only the caster. The search roll is needed as
ributes are identical to those of its host, but it can only use its claws to attack - it is mindless. However, its Body Points are
n rare cases, those who seek refuge through sequester develop emotional quirks and in sometimes never fully regain their
intimdation loses her next action. The machine terrorizes once per round for the duration of the spell. This is a way of ma
r other areas intended to be secure. Touch or probing searches always reveal the true nature of the surface, though they d
ect's value plus result points bonus are compared to the skill total used to create the targeted spell. If the countermagic w
end creatures, hostile or otherwise. The spell's target makes an opposed difficulty roll against a creature's willpower/mettl
course and motion: Bullets and shrapnel continue toward their intended targets, people finish their actions, and the like.
the D6 Adventure Rulebook chapter on “Psionics.” The distance moved and weight of an object moved is indicated on the
ail command them properly as they are to continue on their designated course of action.
to create the targeted spell. If the countermagic number is equal to or higher than the target spell's skill total, the spell is
mal vision until the spell is ended or disrupted. During the spells operation, the caster relies upon the 2D search of the und
any modifiers given by the spell.
rs or even decades to return to their previous state, while grass may require only a few weeks.
strength as opposed to mere deftness of hand.
e becomes extremely fast at releasing thrown weapons. This results in +1D bonus to his initiative roll when wielding throw
ives a +1D bonus on all mental and physical attributes for the next 15 hours.
opriate Magic skill checks when she casts spells that require her to meditate or sleep.
straight, as if badly in need of rest. His reflexes are slowed, his hand-eye coordination decreased, and his mind easily dist
instantly knows whether or not it is asleep. If it is not asleep, the caster has no additional means of discerning if it is rest
r Options” chapter for details. Each success level doubles the amount of time that the target has the curse.
not give life to a machine. Rather, it imbues 3D to both Agility/Reflexes and Physique/Strength. This means that the mech
er should apply bonuses for the next attempt for gained experience.
ction from attacks. All beings and objects behind the 20-meter area gain this advantage, combining with existing armor. O
n suffer only 1 point of damage before being destroyed. This means if the caster rolls 12, then 2 points can be assigned to
lace in a past period of time whose value (as read on the “Spell Measures” table) is less than or equal to the effect's value
/healing skill.
e target, and may throw the spell up to 10 meters distant. Hit targets find themselves blinded by a veil of darkness that co
must be fired in the same round that the mage casts the spell.
s pain to an opponent as if he were being burnt by the sun's searing rays. It also makes him unusually susceptible to the
get. The volume and force behind the water spray increases dramatically. The spray lasts for three rounds of combat. The
olls a total of 19. This roll generates a result point bonus of 2, which she adds to nightshield's effect value of 30, for a tota
oxidizing water, causing 5Ddamage to all ferrous metal in the affected area. It is possible to protect items by wrapping the
ose within a meter of the target can hear his words as normal, but those beyond that range are hard pressed to make out
ort within 3.5 meters of the user. If the skill roll is a success, then the spell user sees the located trap glow green. The find
duration wears off, the pebble turns to dust.
vides a +2D cover modifier against anyone attacking from the other side of the barrier. The wall does not offer any physic
aten within 10 minutes of its production rots or turns to dust. (As with enhance food, the food needs to be within the body
possible to understand a reply in the language. The gamemaster determines the difficulty for the target to express ideas,
h devices are place in corridors for protection, or hidden beneath false floors as a trap.
nstead of a limb or section of the body.
skill total used to create the offending spell. If the diminish spell total is equal or higher than the targeted spell's skill total
distance moved and weight of an object moved is indicated on the “Telekinesis” table. The “Psionics Range” table governs
on the roll. If the target needs seveal days of rest before attempting the natural healing roll, the spell should be cast on th
nd skill to mime before learning the spell (which takes one round).
causes many mages to shy away from attempting such powerful magic.
e that she had actually lost the ability to read.
of stone, is unaffected.
ted by the body, but it can be used for cleansing. The fire only can be used to shed illumination. Air might aid in respiratio
the victim have the damage roll reduced by 4D (with a minimum total of zero).
e and increase the difficulty. The reanimated being cannot think for itself, so it ignores all Wound level and hit location pen
erects. While all those within the spell's zone of safety can cast spells and fire missiles at any nearby undead without void
eapon in electricity, earth is acid, the fire sheath is flames, and water is brutally cold ice. For the duration of the spell, the
l is not only used to make prisoners of enemies, but often used to prolong the life of a dying friend. If it is cast before dea
st the spell, the mage swallows the gunpowder, looks at the target, and shouts the incantation.
ust as well when entering a monarch's sanctuary. Regardless of the type of metal used, the armor is similar to bronze arm
ansformed material, a Critical Failure always indicates that something went wrong wtih the spell.
area as it will most probably appear - assuming that no one does anything significant to alter it. Like looking into the past
d for its journey, then goes to sleep. Four hours into her sleep (which counts as part of the casting time), her dreaming co
ative power, and temperament. Fire and water elemental will be more likely to attack, being more mercurial and hostile, w
entity. Additionally, while he might not be able to directly communicate, he can understand basic instructions, and respond
t weapon for a period of one minute. This bonus cannot be used with weapons that depend strength for their power, such
f this spell last until either the duration expires or the target attacks or threatens any non-living entity or machine that is
ecomes something akin to a metal stick. Magic weapons are not affected by this spell.
r, for example), she is much easier to hit, giving a modifier of +3 to the targeting total. If a large piece of metal is within a
an prompt revenge attacks from other mages or angry residents, so users of this spell must exercise the utmost care.
lades of flesh that can slash or pierce as well as bludgeon.
egs. Although the bone structure remains the same, a Moderate investigation roll discerns that there is something usual ab
age is directly conferred by this spell, although a clever character might use it to strike at a head or heart and perform a k
ossible for one person to read the thoughts of another character and determine if a lie is being told or detect fear. When u
apter for additional details.
For a period of a minute thereafter, the mage improves his initimidation skill by +5D when taunting his opponents in com
get. To use this spell on a human requires a skeletal human hand; to target a specific monster requires the hand (or claw)
her diplomacy and attempts to change the target's disposition. Because the mage can sense the nature of the target's inte
eceives 1D damage, which increases by 1D.
etal to the molecular level, honing the blade's edge to that of a single atom. For the duration of this spell, there is no mat
onsumed by an intended victim. Often, the victim is one of the caster's own henchmen, as once the worm is ingested, it b
e, with corresponding protection reduced by 1D for each meter out from the cental target. Characters gain a up to +6D to
cker pots. On the next round, as the mage attemtps to land an open-handed strike, her hand spreads out like a hood, and
the wood while he shakes a rattlesnake tail rattle. After reciting the incantation, he drops the stick and watches as it com
us of +5D. However, this spell in no way reduces the need for sleep or the negative effects resulting from lack of rest. The
ed. Otherwise, all other aspects apply.
gation total of 13.
individual's skin in a thin layer of bronze that doesn't hamper movement. It's a strong as the actual metal, offering an Ar
fright dissolve into quivering wrecks. They can take no actions until the darkness is eliminated or they're removed from th
not only is he drawing upon energy to propel the mystical arrow but is also tapping into the essence of the snake itself. O
ointing a finger at the target, and when she doubles over mimicking stomach pains as the food crumbles to dust. While pe
st “safe” place. This might mean dragging the body out of a room, behind a tree, into a defile, or any other such sheltered
ne from it to her and from it in the direction of the animal or animals she wishes to speak to. For about six minutes, she re
difficulty of Heroic is required to forge the item. The gamemaster may use the result points from the forging skill roll to gi
lly loyal to the caster, which translates into an animal handling (or persuasion: animals in D6 Space) bonus of +2D for the
being a trigger to those who know the real person. Nonetheless, until the spell wears off, as far as the target knows, she
Armor Value (three points per die; one point per pip). Use the “Spell Measures” chart in the D6 Fantasy or D6 Adventure r
skill conferred by the spell used to determine what information the character gains.) Unfortunately, this knowledge lasts o
mmons to deflect physical damage. The barrier is centered upon the caster and provides an Armor Value of 5D against all
mum change value of 9, or 60 meters per second (12 meters per round). If his skill total was one point over the difficulty,
llpower/mettle roll, the victim loses up to 4D of Knowledge/Intellect (minimum adjust attribute value of 1D) for five round
ssary to refresh this air pocket.
e dead are buried. It is the decaying foulness of the dead that the caster pulls from the earth to obscure the surrounding a
. If seen, and far enough away, an attempt to dodge the dangerous pall can be made. All who inhale its fetid air suffer 3D
magic user. Victims who die as a result, quickly whither, leaving only bones and dust behind. Non-living material such as a
ows her. Otherwise, she must guide it. Providing a character is 100 kilograms or less, it is possible for her to ride or be ca
gainst the combat difficulty for the target. The target must be within range of the spell, or the dart merely does its norma
or two rounds. The higher the search skill total is above the difficulty, the more information the caster knows about the be
targeting skill total. The object hits the target on a successful skill roll as though appearing from no where. There is no po
wer/mettle (or the governing attribute) to see if the spell successfully latches on. If it does, the beckoned beast arrives ins
they glow, revealing their nonliving nature.
o locate trace amounts of a particular metal, such as mercury or uranium. If there is anything of interest in the indicated
ury - though perhaps a little pain, such as a tug on the ear - and can only affect up to five kilograms of matter.) Because o
uration of this spell, she gains the Intangibility (R1) Special Ability.
ght-based actions for the affected increase by +5 for one minute.
s or hand-held weapons. The armor and damage effects are doubled if they are used against the opposite element. For ex
ing the incantation, 1 gram of dust is ground between the fingers, letting it fall freely. As this happens, a black sphere is fo
ng. All hearing-based actions are performed with a +6 difficulty modifier. Nothing can be heard while affected by the spell.
the body through the material. Magical protection does hinder the spell, reducing damage as normal. The victim remains
dation and ganging-up on victims.
plain of experiencing a vertigo effect during the spell. Some are hesitant to receive the benefits of the spell a second time
e desire to possess what others have. Those afflicted with envy covet what others have -personality traits, personal good f
target not more than 10 meters away. The curse twists the victim's feet until they are horribly misshapen, rendering his le
dodge, stealth/sneak, and hide totals, as +2 to all default search, tracking, investigation, and attack difficulties against th
unds, whether he can see it or not. The higher the search skill total is above the difficulty, the more information the caste
n the effect on and off during the one minute duration, to avoid accidentally burning things he does not want to. Marksma
orces of physics (and sometimes magic) that produced the construct to destroy it. No harm comes to a living, undead, or
greater than the targeting roll (without the bonus) dodge out of the way. For everyone else, reduce the damgae done by 1
s of the spell. This fear manifests itself as a walking nightmore to those within the spell's radius . The dread sight always s
ible noticeable to those take the time to look for them. Another telltale sign is the bloodly sigil that must remain in place o
ess that knowledge existed otherwise. This spell does not enhance an existing skill; it confers a new skill.
she becomes a statue. This is permanent damage. The character cannot be resurrected, as there is no living material to br
e a Perception or a search roll at an appropriate difficulty to find such a spot if one is readily evident.
of the living dead target. All undead, not demons or other types of extradimensional creatures, suffer 6D damage from the
e weapon spreads across the opponent's form as life force is drained away. No additional damage is conveyed when comba
om the vision seen by the scrying mage. The gamemaster should never let a good roll on a divination spell disrupt the gam
ther targeting roll is needed). Failure results in being pulled inside. Those who lose all of their Body Points or Wounds from
may do this no more than once per round.) The gamemaster decides on the difficulty, which should never be less than Mo
within the area of effect must make an opposed interaction roll against the spell's charm/persuasion of 5D or be compelled
r for a ghost or spirit. Such characters need to make a Charisma/Presence roll, or a willpower/mettle roll with a Difficulty o
of the spell, the protected character is surrounded by a faint blue glow. The effects of this spell are not limited to ferrous
f influence loses the immunity and cannot regain it simply by getting close the mage again.
edge, for these enigmatic souls have experienced much during their existence. The power of the earth muse spell allows t
(R3) Disadvantage (for the duration of the spell).
e: Old (R2) Disadvantage. This spell only affects living creatures and bestows a +1 penalty to the difficulty of physical actio
e does not move from the spot where she vanished. There is always enough air to breath for at least one hour. The atmos
ll with the bonus modifier gained from this spell. If the attacking spell total is lower, then it is negated. This defense contin
very thin. Just as easily could the barrel of a gun be twisted closed. Basically, whatever shape the magic user makes with
eath magic. Any character Mortally Wounded by the spell loses ages 1 year from the effect. This stolen year, or any numb
ng from death is unpleasant and instills hatred and jealous of the living. These awakened creatures show no mercy when d
nts of the divination roll to determine how much information she receives: Zero points reveals confusing images. One to fo
anifests itself as unusually heavy bleeding. Excessive bleeding can be alarming, often causing panic. Characters suffering
water, rock, and so on. All who enter vanish from sight and instantly appear at the exit point.
ated measure to minutes or seconds to see how long it takes the quake to begin.
n sentient beings, and it only affects individuals who are neutral toward or trusting of the mage.
scern alloy, the magic user gains a +24 bonus to her investigation totals in order to figure out the type of metal used. The
ourse, the pushed object appears exactly where it was before the spell was cast. It is affected by any environmental chang
pread, increasing by another +1D, eventually covering the entire body in suppurating wounds to a maximum of 10D wound
ms the food into a different kind of food; changing from a common fruit to an exotic one, from a cheap cut of pork to an ex
crease in the difficultiles of all physical and mental actions.
or assassination attempts but can serve on any occasion when the need for a precise shot is required.
amina roll is required to naturally overcome the effect. All that needs to be done is for the caster to touch the drink or food
ure relative returns, the caster may choose to reappear anywhere up to 150 meters from her previous location. The destin
qual to 10 plus the points by which the spell beat the difficulty; Wound levels equal to the points above the difficulty, divid
nce. If the caster succeeds, then the sleeper obeys, providing the command does not go against the personal morals of th
of its duration, the dead flesh becomes rank. By the last 30 minutes of the spell, the dead flesh is putrid, suppurating naus
useful fact to be gleaned from the vision. Good provides the cleric with a few useful facts, including the time of the occurr
evel above average, the target either receives the miracle success bonus to any miracle he attempts within the duration of
haracter who cast the spell. Mindless creatures such as skeletons and zombies can be ordered to destroy themselves or ea
ating the unliving; sometimes guile must be used, other times force is required. The approach needed is determined by th
e search roll is needed as the spirits are being commanded to reveal themselves.
wever, its Body Points are replaced with a roll of 6D (or it starts with no wounds). Once the foul monstrosity dies, it canno
spell. This is a way of making a trap, automaton, robot, and so on appear far more frightening than it may actually be.
he surface, though they do not cause the illusion to disappear. The only means by which the illusion might be removed, sa
ll. If the countermagic ward number is equal to or higher than the target spell's skill total, the spell is broken. Regardless
reature's willpower/mettle (or the governing attribute) plus 5. If successful, an unfriendly creature can be converted into a
ir actions, and the like.
oved is indicated on the “Telekinesis” table. The “Psionics Range” table governs the range of the telekinesis skill.
e roll when wielding thrown weapons. In addition, because he can release weapons with such amazing speed, he can make
and his mind easily distracted. He suffers a -1D penalty on two mental and two physical attributes (such as Reflexes, Kno
s of discerning if it is resting, about to fall asleep, feigning sleep, dead, or in any other state; this spell simply reveals that
his means that the mechanical device is capable of ambulation (at a rate of and physical acts such as lifting or attacking. H
ng with existing armor. Of course, the limitation to this spell is that the defense is 2 dimensional. Once cast, barrier cannot
points can be assigned to all potential targets within the spell's area of effect. In this case, 6 various body parts begin to m
qual to the effect's value plus the result points bonus. The mage can scan back to that period at a rate of one week's wort
a veil of darkness that covers their eyes, imposing a +4D darkness difficulty modifier on all relevant actions performed by
sually susceptible to the harsh effects of the sun. If the victim opposes the touch -as most aware and able-bodied beings w
e rounds of combat. The spell does 4D in damage per round and requires a marksmanship roll each round to hit the target
ct value of 30, for a total of 32. If Bruce shows up and attempts to cast nightmare on Shannon, his alteration roll must eq
ct items by wrapping them in cloth, skins, or plastic or locking them in waterproof cases. Likewise, vehicles within the area
hard pressed to make out a sound. Interactions with those further than one meter distant are challenging (+3 to related di
trap glow green. The finder can point out the trap to others, but it is not similarly revealed to them. For example, if the tra
argeted spell's skill total, the spell duration is reduced. Spells with 10 minutes or less of duration left on them cease to fun
cs Range” table governs the range of the telekinesis skill.
pell should be cast on the last day of rest, as the effect lasts only 10 hours.
Air might aid in respiration. Earth could be used to design a small enclosure. The specific game benefits of these are based
level and hit location penalties. It does whatever the cleric demands, until the invoker tells it to stop or the duration ends
arby undead without voiding the spells, non-living creatures outside the area are unable to do the same.
duration of the spell, the weapon inflicts an additional 3D of damage every time it successfully strikes a target.
d. If it is cast before death, the body can be carried to someone capable of healing the character. However, the lifeforce m
is similar to bronze armor in quality and protection. Once it is conjured on a target, it cannot be removed unless the spell
Like looking into the past, the dreamscape reveals images that modern-day people associate with the area. For example, t
g time), her dreaming consciousness leaves her body for one hour, traveling as if the caster has 5D+2 in the Psionics: ast
e mercurial and hostile, while air and earth elementals will be more prone to flight.
nstructions, and respond with sounds, gestures, or movements.
gth for their power, such as bows or slings.
entity or machine that is being deceived. If the player character is trained in disguise, then the modifier from the spell is ad
piece of metal is within a meter of the caster or the target, a modifier of +3 should be added to the difficulty to hit the tar
cise the utmost care.
ere is something usual about the muscles of the targeted person's legs.
or heart and perform a killing blow on an unwary opponent.
d or detect fear. When using this skill, refer to the “Empathy and Telepathy” table and the “Lie Detecting” table.
ing his opponents in combat, goading them into anger and careless action. He adds one-half of the difference between the
quires the hand (or claw) of the type of targeted monster.
ature of the target's intentions (positive, ambivalent, or harmful), she enjoys a willpower/mettle of 8D when resisting his
his spell, there is no material that cannot be cut or damaged by the magical edge, even though normal or magical protecti
he worm is ingested, it becomes a parasite, waiting for the proper magic to transform it a fell creature that devours its ho
cters gain a up to +6D to their resistance rolls against related damage.
eads out like a hood, and the head of a cobra momentarily appears in the palm to strike the target. On a successful attack
ck and watches as it comes to life as a flesh-and-blood snake. If provoked, the snake attacks whomever or whatever is nea
ing from lack of rest. The target of the spell must still sleep 4+ hours or suffer the effects of fatigue.
ual metal, offering an Armor Value of 2D against all types of physical (not mental) attacks. In addition, because of its rich
r they're removed from the darkened environment (at which point they may make another attempt to overcome the fright
sful, the subject is released from the harmful magic by temporarily having her chronal essence backwards in time to a poi
s, all affected creatures fight with a ferocity and cunning that provides them a brawling/fighting bonus of +2D.
get may disbelieve it with a Charisma or mettle roll of 13.
ased within the next five rounds or it dissipates, and can only be released in unarmed combat. The spell provides the Natu
ck, it opens. If there are any traps or wards on the lock, they are not circumvented by this spell! Note that this spell works
a tidal-wavelike mass that strikes down upon opponents with rage. The darkness grabs an opponent within five meters bra
does not help absorb this damage, but the target can make a stamina roll with a difficulty equal to the caster's spell skill t
nce of the snake itself. Once the mystical energy is released, an arrow appears and flies toward the intended target, to a r
umbles to dust. While performing these actions, she utters a simple but malicious phrase, after which the target suffers 4D
any other such sheltered locale. In an environment where there is no readily available protection, such as barren and flat
about six minutes, she receives the ability to communicate with any of that kind of animal as if she had a specialization in
the forging skill roll to give bonuses to the superior pieces of equipment.
ace) bonus of +2D for the caster toward the target creature. In addition, because the animal is so trusting of the caster, w
as the target knows, she is that person, so lie detectors and other means of detecting fibs are fruitless.
antasy or D6 Adventure rulebooks to determine the addition to the duration in seconds.
y, this knowledge lasts only as long as the spell endures. Once the magic has elapsed, all comprehension of the technolog
or Value of 5D against all types of physical (not mental) attacks. The fog effect of the spell offers the same visibility limitat
point over the difficulty, the new change value would be 10, or 100 meters per second (10 meters per round). This rate w
alue of 1D) for five rounds while her mind reels as it psychically regresses.
bscure the surrounding area, creating a dense fog that hangs in the air.
hale its fetid air suffer 3D damage.
interest in the indicated area, a luminous yellow glow surrounds the location of the metal for up to one minute. The brillian
ms of matter.) Because of this unique ability, this spell is often used to distract others for a brief moment.
opposite element. For example, a mage sheathed in fire would do double damage against water-based creatures, and his
pens, a black sphere is formed before the mage. This process takes 2 rounds. On the third round, the sphere can be grasp
e of his will.
heals naturally. Additionally, the caster gains no bonuses from using the spell. It is an offensive magic known by many wh
ed, amazed, inspired, smitten, and so on. If it occurs, the moody target can attempt to disbelieve by using willpower/mettl
white light that only the magic user can see. The aura is so bright that it negates up to -4D of darkness modifier (includin
meterwide sphere. The pollen cloud is as thick as fog, providing 2D of cover modifier. Under normal conditions, the cloud d
cannot be protected against by nonmagical armor. However, the damage is treated as stun damage as indicated in the “D
enough to be digested and actually provide nourishment. The result points bonus increases the amount of food appearing
mpt to get in or out warns the caster with a glow on the sphere. This spell is useful when trying to prevent a prisoner from
ore information the caster knows about the beings he seeks (such as location, number, gender, etc.). The difficulty starts a
es not want to. Marksmanship/firearms or apportation is used to aim the jet if it is being used as an attack. The caster can
s to a living, undead, or any other creature that is not mechanical in nature. Certainly robots are affected by this spell, as
ce the damgae done by 1 for each meter away from the center.
The dread sight always stays within the spell's proximity of those affected by the spell - though, if there's a reason for the
at must remain in place on the target's forehead. As it is magical in nature, sweat or splashed water or rain will not remove
is no living material to bring back to life. Instead, she has become an ornament for someone's garden or great hall.
ffer 6D damage from the attack. As casting this spell requires the magic user to use her own life force, she receives a -3 t
ttle roll with a Difficulty of 13. The unfortunates who mistake the target as an unearthly entity flee until they no longer se
are not limited to ferrous metals.
earth muse spell allows the mage to communicate with elemental forces that dwell within the ground, untamed stone or st
difficulty of physical actions and +3 to any attempts to interact with those who would be prejudiced against elderly people
ast one hour. The atmosphere must be present at the location where the spell is cast; it cannot be created by the magic u
ated. This defense continues until the duration of the spell is satisfied.
e magic user makes with the clay component is paralleled with the target. (The player specifies the target and the shape,
stolen year, or any number of years taken by this spell, can only be returned by magical means.
s show no mercy when disposing of those who live.
fusing images. One to four points allows one useful fact to be gleaned from the reading. Five to eight points tells the mag
nic. Characters suffering a wound from this spell must also suffer a 3D+1 intimidation roll.
e type of metal used. The difficulty is determined by the gamemaster.
any environmental changes upon its return.
a maximum of 10D wounds; if a character survives this, then she has survived the sickness. Likewise, any person who com
heap cut of pork to an expensive cut of beef, water to wine, and so on.
oments were. For example, if a character was brutally murdered, then it could require up to four points to see the killer's f
ow. The effect of this spell is not limited to ferrous metals.
o touch the drink or food for it to be tainted. A Perception roll of Very Difficult is required to detect the toxin through smel
vious location. The destination spot must be visible to the caster or at the very least known to them (inner sanctum, the h
above the difficulty, divided by two, rounded up, minimum of one Wound level. Movement equals the result points in mete
he personal morals of the target. Walking, talking and all normal actions can be executed so long as the mage is successf
putrid, suppurating nauseating fluid. This atrocious odor acts as a warning for the wearer, allowing her to know the spell i
ng the time of the occurrence. Superior allows the cleric to note more details, including time and location. Spectacular lets
pts within the duration of the ritual or may add the miracle success bonus to the effect's value to allow invocation of one fa
destroy themselves or each other. But undead with limited cognitive capabilities such as mummies and vampires are allow
eded is determined by the gamemaster and the situation. The target of the spell gains 4D in the language of the dead, as
monstrosity dies, it cannot be brought back to life without repeated the entire process. As a result, magic users often have
tle test the first few times this spell is used. Once practiced enough, the morbid nature of the “dead vision” no longer distu
zing speed, he can make an additional throwing attack in up to three rounds. This spell provides no benefit when using m
h as lifting or attacking. However, to control the device requires programming with the devices/ tech/robot interface/repai
Once cast, barrier cannot be relocated or altered, allowing for opponents to readily move around the side - providing they
us body parts begin to move and engage in combat. The points can be divided unequally. Regardless of how high the dice
a rate of one week's worth of images per minute of the spell.
ant actions performed by this creature for a period of 25 seconds. The bolt of darkness must be fired in the same round th
and able-bodied beings would - the mage must make a successful brawling/fighting attack.
ch round to hit the target. The caster may only select one target per spell duration.
is alteration roll must equal or exceed 32 to affect her.
, vehicles within the area suffer immediate damage, starting from the outside and working to the interior.
llenging (+3 to related difficulties), because his voice carries no weight or inflection.
m. For example, if the trap is invisible, then it remains invisible after detected. Furthermore, seeing a trap does not convey
left on them cease to function. Only one diminish spell can reduce the duration of any particular spell.
nefits of these are based on the result points and determined by the gamemaster.
top or the duration ends. At the end of the duration or if the cleric sends it out of range, the creature falls down in a heap
ikes a target.
However, the lifeforce must be returned to the body before it can be healed. Other uses for this spell are to prevent aging
removed unless the spell duration ends or the magic user halts it. The armor is seamless, and fits any form perfectly.
the area. For example, the caster may view a coastline as it will appear five months from now and see the remains of a te
he difficulty to hit the target, because the metal will tend to pull the lightning away from its intended path.
etecting” table.
e difference between the difficulty and the initimidation roll to any one attack or defense attempt (not both) made at Poin
t. On a successful attack, the blow inflicts normal unarmed damage and for five rounds (starting with the one in which the
mever or whatever is near it. When killed or the spell expires, the snake reverts back to its original form.
dition, because of its rich, attractive coloration, the bronzed skin provides a charm/persuasion skill bonus of +2D. The spel
pt to overcome the fright using willpower/mettle or the default attribute). The expiration of the spell's duration immediatel
ackwards in time to a point where it was free of the baneful magic. Once the spells target is loosed from arcane tribulation
onus of +2D.
e spell provides the Natural Hand-to-Hand Weapons: Fists Special Ability, which gives the attacker +2D to his unarmed Str
Note that this spell works on any kind of mechanical lock.
nt within five meters brawling/fighting of 4D and inflicts 6D damage. Once captured, the target is dragged back into the d
o the caster's spell skill total to expel the water from his lungs after the first round. If successful, he takes no damage from
he intended target, to a range of 10 meters. The mage must make a marksmanship/firearms or apportation roll to hit the
hich the target suffers 4D damage from intense stomach pains. The target literally begins starving to death and at an acce
such as barren and flat desert or plains, the animal pulls the body far enough away to be removed from the melee and ou
he had a specialization in its language at 5D. She may add the result points bonus to her speaking roll total. The caster ma
trusting of the caster, whenever it's within 10 meters of the caster, it gains a willpower/mettle bonus of +2D to resist atte
the same visibility limitations of light fog for both the magic wielder and those who wish to peer through it.
s per round). This rate would then be subtracted from the bull's current movement rate, causing the raging animal to com
rt hits and for the next four rounds. The spell ends if the target moves beyond the spell's range.
arts at 10 for a Human-sized creature, and goes down for larger creatures, up for smaller ones, and up for the number of o
e, unhindered by all physical barriers. This means it is possible to shoot through one or more windows without breaking the
duration of the spell.
o one minute. The brilliance is determined by the quantity or density of the metal in searched for. The higher the search to
based creatures, and his armor from the spell would protect him double from water-based attacks.
, the sphere can be grasped by the one who cast the spell, and thrown at the target. A successful marksmanship/firearms
e extracted energy. After the spell is disrupted or ends, the target's Physique returns to normal.
erceived glory or possess a valuable item, often places the individuals in potentially dangerous situations - they might rus
ed by a +4 to the difficulties of various foot-related tasks and a -4 to initiative totals. When the spell wears off 10 minutes
with a mettle/willpower roll of 13. Those who succeed are thereafter able to see the mage distinctly.
by using willpower/mettle (or the governing attribute) at a difficulty number of 13. When the spell ends or is disbelieved,
rkness modifier (including the effects of fog, smoke, and mist), allowing the mage to see and attack the creature without p
al conditions, the cloud dissipates after five rounds. However, in moderately windy conditions it blows away after two roun
c.). The difficulty starts at 10 for a Human-sized creature, and goes down for larger creatures, up for smaller ones, and up
an attack. The caster can make one attack with it per round.
affected by this spell, as are cyborgs. However, only the mechanical parts of a cyborg are damaged; the living flesh is unh
if there's a reason for them to do so, each target may attempt to disbelieve the manifestation (instead of the resistance di
er or rain will not remove it. However, it can be rubbed away if the target does so intentionally. Doing this ends the spell.
n object or a person from this temporarily disrupted section of the universe. Anyone surviving the devestation is found aft
near future. The higher the investigation roll is above the difficulty, the clearer the insight becomes.
e until they no longer see the apparent apparition. Additionally, this spell allows a hero to pass through physical barriers u
und, untamed stone or stone structures. Such creatures are able to speak of things that have occurred in the spell's area o
ed against elderly people. Those who are already affected by the Age: Old (R2) Disadvantage have all related modifiers do
e target and the shape, and the gamemaster compares the effect's value plus the casting's result point bonus to the objec
ight points tells the mage a few useful facts, including the time of the occurrence. Nine to 12 points allows the mage to no
wise, any person who comes into contact with this infected person st make a Physique/Strength roll at Easy, otherwise suff
points to see the killer's face, but probably nine to 12to discern background details. The reason for this is due to the fact t
g her to know the spell is about to end. It also hinders the protected person's sense of smell (-1D Perception).
ocation. Spectacular lets the cleric see the scene as if he were present, though in shades of gray.
allow invocation of one failed miracle or remove any one curse. The difficulty of the curse or failed miracle must be equal t
s and vampires are allowed a Very Difficult willpower/mettle roll. A failure results in unquestioning obedience. A success ca
anguage of the dead, as well as the skill necessary to investigate and intimidate an pulse-less subject. All difficulty levels,
magic users often have a few Conqueror Worms nestled inside companions, just for emergencies.
gh to negate it.
mine the sleeping condition of all the creatures within the area of effect unless they are hidden from view or there are a gre
ech/robot interface/repair skill. Instructions cannot be called out, as the automaton or robot has not been given the ability
red in the same round that the mage casts the spell.
spell are to prevent aging during travel, or the exhaustion of traveling - allowing someone else to carry the bone box and
d see the remains of a terrorist attack - broken piers, dead bodies, ravaged beaches. Even though five months from now
(not both) made at Point Blank or Short range. This bonus works only if the opponent is actively attacking the mage; the
nly there is a cost in acolytes and followers, but those can easily be replaced.
with the one in which the blow landed), the victim is poisoned and takes 3D damge per round until duration ends.
l bonus of +2D. The spell lasts for one hour, expect in moist environments where a greenish patina quickly forms and cau
ell's duration immediately returns the target to normal.
d from arcane tribulation and the spell is broken, the essence rises forward in time and returns to the proper place in the t
r +2D to his unarmed Strength Damage. In addition to damage inflicted, each blow landed by the mage pushes his foe. Th
dragged back into the depths of the monster on the next round, though the opponent may attempt to escape the void's l
he takes no damage from the second round of the spell effect.
pportation roll to hit the target. If the arrow flies true and hits, it immediately transforms into a large asp and delivers a p
g to death and at an accelerated pace. ll mental and physical attributes decrease by 1 pip (with the penalty increasing by 1
ed from the melee and out of range of whatever missile weapons the enemy possesses (if any).
g roll total. The caster may not move more than one meter from the casting location.
onus of +2D to resist attempts, magical or otherwise, by others to alter its behavior.
The higher the search total is above the difficulty, the more information the caster gleans from her attempt, including loc
marksmanship/firearms or apportation roll is required. If successful, then 3 years of life is drained from the victim's body
tuations - they might rush to disarm a trap, push other characters aside to be the first to fight a foe, or race to secure a tr
pell wears off 10 minutes later, the character is restored immediately to normal.
p for smaller ones, and up for the number of other types of creatures in the area. Add the miracle success bonus to the sea
e devestation is found after the spell wears off, battered, on the ground where the tear once was.
rough physical barriers up to 0.5 meters thick. For the duration of the spell, the target is unable to talk or physically intera
urred in the spell's area of effect. Persistent characters who repeatedly question the earthen sages about items or events
point bonus to the object's Toughness or damage resistance to determine whether the object takes the new shape.) Mag
nts allows the mage to note more details, including time and location. Thirteen or more points lets the mage see the scene
ll at Easy, otherwise suffer the same fate. Attempts to use medicine/healing produce contact. If the infected are not prom
r this is due to the fact that the victim likely spent his last moments of existence fixed upon the murder's countenance. Th
cted visitor not think very highly of being so rudely abducted and could possibly have the power to revisit their alternate s
D Perception).
d miracle must be equal to or less than the effect's value (plus the miracle success bonus, if applicable) in order for the ritu
bject. All difficulty levels, whether they are opposed rolls or predetermined are set by the gamemaster.
e of what is being seen, and left to the gamemaster's discretion. Until the caster has become accustomed to this level of m
m view or there are a great many of them (and thus some are concealing others).
not been given the ability to understand speech. Automatons make useful guards and servants, and are occasionally handy
ings can be merely bone or have flesh and muscle, it makes no difference. It is the life energy of the caster that gives the
to the amount of damage the creature does (it has a base Strength Damage of 2D); which application must be decided be
h five months from now people will associate the coastline with horror and violence, currently they see it as a simple beac
attacking the mage; the spell provides no bonus to a mage fighting a creature that is purely defensive and doesn't want to
il duration ends.
na quickly forms and causes the spell to deteriorate rapidly. In humid or damp environments (jungles or dungeons, for exa
the proper place in the time stream.
mage pushes his foe. This causes the victim to stumble, reducing all Agility/ Reflexes or related totals by 3 until the mage
mpt to escape the void's lifting/lift of 5D. Those dragged into the void obviously must contend with whatever dangers migh
arge asp and delivers a poisonous bite., which causes 4D of damage each round for one minute. The asp arrow must be fir
he penalty increasing by 1 pip for each hour without food) due to weakness. These penalties are negated once the target h
her attempt, including location, depth, quantity, etc. The gamemaster decides on the difficulty, which depends on how well
d from the victim's body. The living energy is not transferred to the mage, it is merely siphoned away, aging the hapless e
oe, or race to secure a treasure headless of potential risks. A character targeted by this spell must make a Very Difficult w
s about items or events that are out of their range of caring (events that are more than 2.5 months old) or beyond the ar
kes the new shape.) Magically imbued metal or magically protected metal cannot be altered.
the mage see the scene as if she were present, though in shades of gray.
he infected are not promptly segregated, then all who around them run the risk of contracting the contagion. This magical
murder's countenance. The spell reveals nothing other than the last few seconds of life.
o revisit their alternate self in order to avenge themselves. The payback could be brutally painful.
y see it as a simple beach, and the dreamscape images are people in swimsuits, beach balls, and the like (and maybe the
nsive and doesn't want to fight. In addition, the spell only works against those who can hear the mage speaking.
gles or dungeons, for example), the spell deteriorates at a rate of five minutes for every one minute of exposure. In water
totals by 3 until the mage's turn in the next round.
whatever dangers might lurk within (falling damage from a pit, for example). Additionally, the darkness inflicts its normal
he asp arrow must be fired in the round after the mage casts the spell. The mage may add the result point bonus of the s
egated once the target has eaten.
ich depends on how well hidden the material is and how much is there.
away, aging the hapless enemy of the caster. With each casting the dust that forms the deadly black sphere is consumed i
t make a Very Difficult willpower/mettle roll to overcome his envious impulses.
This limitation extends to hearing, as well. Unless the recipient of the spell is contacted through magical, telepathic or supe
hs old) or beyond the area of effect cause the spell to abruptly end. The caster has worn out her welcome with the beings
e contagion. This magical malady can only be conveyed by living beings, human or animal. After 1 year from the day of the
g of the spell. Failure results in the immediately halting the magic, and a visibly shaken mage for several minutes. The sp
the like (and maybe the odd shark, as a nod to the neurotic mothers of the world).
mage speaking.
sult point bonus of the spell to either the targeting total or the first damage total.
welcome with the beings that she's trying to gather information from. If this should happen, no spirits will answer the cast
year from the day of the casting, the spell halts, regardless of the number of ill. The disease stops spreading and prompt
several minutes. The spell can be ended at any time.
feel as if they are drowning and being crushed by the pressures of deep water.
pirits will answer the caster's call for 24 hours should she attempts to recast earth muse in the same area. A Critical Failur
ps spreading and promptly heats at a normal rate, vanishing almost as quickly as it appeared.
me area. A Critical Failure along with a failed skill roll when attempting to cast earth muse temporally blights the intended
rally blights the intended area of effect and no earth muse spells will function there for 24 hours.
Name Cantrip Skill Used
Acidic Attack N Alteration
Activate Automaton N Conjuration
Alter Gravity N Apportation
Alter Movement N Apportation
Alter Shape N Conjuration
Alter Trajectory N Alteration
Animal Loyalty N Alteration
Animal Savior N Alteration
Animate Dead N Conjuration
Animate Superior Undead N Conjuration
Armor N Conjuration
Asp Arrow N Conjuration
Attract Metal N Alteration
Aura of Visibility N Alteration
Awaken Machine N Conjuration
Banish N Strife
Bashing Fists N Conjuration
Beacon N Alteration
Beast Warden N Alteration
Beckon Creature N Apportation
Befriend Animal N Divination
Bind Reality N Alteration
Blades of Flesh Cantrip Conjuration
Bless Armor N Favor
Bless Person N Favor
Bless Weapon N Strife
Blink-Away N Apportation
Blunt N Alteration
Blur N Alteration
Blur N Conjuration
Blur Barriers N Conjuration
Burrow N Apportation
Cage N Conjuration
Call Tomb Fiend N Apportation
Capture Life force N Alternation
Carrying Wind N Apportation
Change Material N Alteration
Charm N Alteration
Chronal Fog N Conjuration
Chronobolt N Conjuration
Cleansing Sleep N Conjuration
Club Feet N Conjuration
Cobra Strike N Conjuration
Cold Flesh N Alteration
Communicate with Animals N Conjuration
Concentration Lapse Cantrip (Advanced)Alteration
Cone of Wind N Conjuration
Conqueror Worm N Conjuration
Construct Small Automaton N Divination
Construct Tremendous Automat N Divination
Consuming Sphere N Conjuration
Contact Entity N Divination
Control Elemental (Template) N Conjuration
Control Local Weather N Alteration
Control Machine N Alteration
Corpse Fog * N Conjuration
Corrosive Cloud N Conjuration
Countermagic N Alteration
Countermagic Ward N Alteration
Courage N Alteration
Create Element (Template) N Conjuration
Create Elemental (Template) N Conjuration
Curse N Strife
Dead Man's Gaze Cantrip Divination
Dead Sight * N Divination
Dead Things N Conjuration
Deadeye N Alteration
Deadly Dart N Alteration
Deadspeak N Conjuration
Deafen N Conjuration
Death's Hand N Conjuration
Decrease Gravity N Alteration
Desiccate N Alteration
Detect Presence N Divination
Detect Resonance N Divination
Detect Slumber N Divination
Detect the Living N Divination
Detect the Living N Divination
Devolution N Alteration
Dimensional Gap N Conjuration
Dimensional Survival N Alteration
Diminish N Alteration
Discern Alloy N Divination
Disrupt Spell N Strife
Distract N Alteration
Drain Essence N Alteration
Dream Travel N Apportation
Dream Visions N Divination
Dreams in Hand N Conjuration
Dreamtime N Divination
Drown N Conjuration
Duncan's Malicious Contagion N Conjuration
Eagle-Eye N Divination
Earth Muse N Divination
Earthquake N Alteration
Elemental Body (Template) N Conjuration
Elemental Burst (Template) N Conjuration
Elemental Edge (Template) N Conjuration
Elemental Scrying N Divination
EMP N Conjuration
Energy Barrier N Conjuration
Enhance Food N Favor
Enthrall Undead N Alteration
Envy N Conjuration
Erase Person N Alteration
Erosion N Alteration
Ethereal N Alteration
Evil Eye Curse N Conjuration
Fancy Riding N Divination
Far Walk N Conjuration
Fate N Alteration
Fear N Alteration
Feast N Conjuration
Fighting Tree N Strife
Find Trap N Divination
Find Way N Divination
Flame Jet N Conjuration
Fleshy Armor N Alteration
Folded Space N Conjuration
Foresight N Divination
Forge Perfect Weapon N Alteration
Gang Fight N Alteration
Ghost Passage N Apportation
Ghoulish Paralysis N Alteration
Glow Stone N Conjuration
Glowing Eyes N Conjuration
Gnawing Hunger N Conjuration
Graceful Step N Alteration
Greater Telekinesis N Apportation
Groggy N Alteration
Hallowed Ground N Apportation
Healing N Favor
Heighten Attribute (Template) N Alteration
Holy Light N Conjuration
Hone Edge N Alteration
Illiterate N Alteration
Improvement N Alteration
Increase Gravity N Alteration
Insight into the Future N Divination
Insight to Weakness N Divination
Insomnia N Conjuration
Investigate N Divination
Invoke Emotion N Alteration
Kiss of the Sandman N Conjuration
Leap N Alteration
Lesser Telekinesis N Apportation
Light Chest N Conjuration
Light Ram N Conjuration
Light Show N Alteration
Lightning Bolt N Conjuration
Locate Metal N Divination
Locate Person N Divination
Loophole N Apportation
Lotus Dreams N Alteration
Machine Terror N Conjuration
Magic Platter N Apportation
Magnetism N Conjuration
Make Statue N Alteration
Malfunction N Conjuration
Malleable N Alteration
Man of Bronze N Conjuration
Mass Light Show N Conjuration
Metal Claws N Conjuration
Metal Flesh N Conjuration
Metal Storm N Alteration
Miasma N Conjuration
Mistaken Identity N Alteration
Molten Metal N Alteration
Monstrous Creation N Alteration
Mortal Blast * N Alteration
Multiply Food N Favor
Mystic Bolt N Conjuration
Mystical Shield N Conjuration
Necromantic Sigil N Alteration
Necrosis N Alteration
Night Terrors N Conjuration
Night Vigilance N Alteration
Night Visitation N Alteration
Nightmare N Alteration
Nightshield N Conjuration
Nyctophobia N Conjuration
Open Lock N Apportation
Passing of Years N Conjuration
Perceptive Flux N Alteration
Perfect Touch N Divination
Plague Wind N Conjuration*
Pollen Cloud N Conjuration
Portcullis N Conjuration
Possess the Living Mind N Divination
Possess the Unliving N Conjuration
Preternaturality N Alteration
Projectile N Conjuration
Protective Sheath N Conjuration
Push N Apportation
Put the “Rest” in “Restoration” N Conjuration
Putrescence N Conjuration
Quick Release N Conjuration
Radiation Shield N Conjuration
Rain of Rust N Conjuration
Really Comfy Pillow N Conjuration
Regeneration N Conjuration
Relocate Person N Apportation
Rend Reality N Conjuration
Repel Metal N Alteration
Reveal Disposition N Divination
Ritual of Purification N Favor
Sanguineous Attack N Conjuration
Scrying N Divination
Search N Divination
Secret Passage N Apportation
Seize the Day! N Conjuration
Send Whisper N Conjuration
Sense Ailment N Divination
Sense Death N Divination
Sense Past N Divination
Sense Spirit N Divination
Sequester N Apportation
Shadow Surface N Conjuration
Shape Element (Template) N Apportation
Shift Plane N Apportation
Shroud of Shade N Conjuration
Sight of Darkness N Conjuration
Sinister Pall N Alteration
Sleep Eternal N Alteration
Sleep of Champions N Alteration
Sleep Sense N Divination
Sleeping Puppet N Alteration
Slip N Alteration
Sniper Light Beam N Alteration
Soulecho N Conjuration
Speak Language N Divination
Sphere of Protection N Conjuration
Spiritual Bolt N Strife
Spiritual Shield N Favor
Step Into Sleep N Alteration
Stick to Snake N Conjuration
Sticky Fingers Cantrip Alteration
Stretch N Alteration
Stun N Conjuration
Stunned Senseless N Conjuration
Stunt Plant N Alteration
Sun Cage N Conjuration
Sun Scourge N Conjuration
Suppress N Alteration
Synchronicity N Apportation
Taken Alive N Alteration
Taunt N Alteration
Telepathy N Alteration
Temporal Shackles N Conjuration
Time Out of Mind N Alteration
Time Sink N Chronomancy
Timeslip N Chronomancy
True Rest N Alteration
Turn to Shadow N Conjuration
Undead Warrior N Strife
Understand Gibberish N Divination
Understand Inner Workings N Divination
Understand Vehicle N Divination
Unliving Weapon N Conjuration
Unseen Bullet N Apportation
Vanish N Apportation
Veil of Darkness N Conjuration
Vengeful Void N Conjuration
Voice Wrack N Conjuration
Voices N Conjuration
Void Shield N Conjuration
Vortex N Conjuration
Wake the Dead N Conjuration
Waking Nightmare N Conjuration
Walking Dream N Conjuration
Wall of Radiance N Conjuration
Water Spray N Alteration
Withering Blast N Conjuration
Withering Sand N Alteration
Wolfpack N Alteration
Arcane Knowledge Difficulty
Water 20
inanimate forces, enchanted, metal 15/17
Inanimate Forces 12
TBD 15
Enchanted 47
Inanimate forces, metal 21
Animal 20
Animal 16
Enchanted 14
Enchanted 25
Metal 12
Animal 16
Magic 18
Light 10
Inanimate Forces 18
TBD 15
Folk 10
Enchanted 13
Animal 20
Animal, entity, folk 36
Enchanted 18
Dimension 35
Folk 3
TBD 13
TBD 11
TBD 13
TBD 13
Metal 12
Darkness, Folk 11
Magic 13
Dimension 33
Earth 18
TBD 27
Entity 20
Death 17
TBD 13
Magic 11
TBD 5
magic, time 11
death, time 16
Death, folk 10
Animal, Folk 31
Folk, Animal 14
Death 16
TBD 10
Magic 8
Air 11
Death 19
Inanimate Forces 36
Inanimate Forces 40
Death 30
entity, dimension 13
Entity, any one element: air, earth, fire, or water 18
Air, inanimate forces, water 19
Inanimate forces, metal 18
Air 32
Metal 20
TBD 19
TBD 11
Folk 23
any one element: air, earth, fire, or water 11
any one element: air, earth, fire, or 34
TBD 14
Death 3
Magic 14
Death 25
Magic 14
TBD 11
Death 28
Magic 36
Death 17
inanimate forces 34
Water 16
Magic 26
time 11
Magic 12
TBD 14
TBD 20
animal, folk, time, water 23
dimension 41
dimension, folk 26
magic, time 10
Metal 12
TBD 25
Magic 22
Enchanted 12
Dreams 19
Dreams 22
Dreams 10
Dreams 43
Water 21
Death 32
Folk, Avian 20
earth, time 19
Earth 32
any one element: air, earth, fire, or water 15
any one element: air, earth, fire, or water 17
any one element: air, earth, fire, or water 12
Time, earth, air, fire, water 13
Inanimate Forces 35
inanimate forces 30
TBD 8
Enchanted 18
Folk 18
dimension 61
death, time 12
dimensions 18
TBD 11
Magic 16
dimension 17
Magic 16
TBD 19
TBD 10
TBD 23
Magic 23
Magic 18
Fire 17
Death 15
dimension 18
TBD 19
Metal 16
Folk 27
Dimension 13
Death 12
TBD 12
Light 16
Animal, Folk 35
Animal, Folk 12
inanimate forces 27
Magic 22
Entity 14
TBD 7
TBD 3
Light 35
Metal 15
Magic 21
TBD 10
inanimate forces 34
Magic 18
Magic 22
Magic 11
Magic 30
Magic 19
Magic 21
Magic 16
inanimate forces 14
Light, Dimension 20
Light, Inanimate Forces 17
Light 14
Inanimate Forces 15
Metal 18
dimension, folk 14
magic, time 29
dreams, time 18
Enchanted 28
Inanimate Forces 15
Inanimate Forces 28
Metal 27
Inanimate Forces 14
Metal 17
Folk, metal 19
Light 24
Metal 12/18 (one claw/two claws
Metal 16
Inanimate forces 29
Air, darkness 54
Magic, folk 28
Metal, inanimate forces 11
Entity 33
Entity 13
TBD 8
TBD 10
TBD 10
Magic 13
Death 14
Dreams, folk 30
Darkness 15
Dreams 23
Dreams 32
Magic 15
Darkness, Folk 19
TBD 5
Death 42
time 14
Magic 22
Air 38
Plant 14
Enchanted 28
Magic 24
Death, enchanted 30
Enchanted 20
TBD 14
TBD 14
time 10
Time, folk 15
Death 13
Folk 10
Inanimate forces 41
Metal 29
magic 16
Death 17
TBD 14
dimension 29
Inanimate Forces 13
Folk 16
TBD 12
Death 18
TBD 11
TBD 16
dimension 10
inanimate forces 10
dimension 12
Animal, Folk 11
Death 15
TBD 25
Entity 24
dimension, time 26
Darkness 27
any one element: air, earth, fire, or water 11
dimension 31
Darkness, light, entity 10
Light, darkness 20
Darkness 11
Dreams 41
Magic 25
Magic 28
Dreams 15
Magic 28
Light 10
death, time 11
Magic 12
Magic 19
TBD 12
TBD 13
Dreams 15
Plant, Animal 23
Folk 5
Magic 14
Magic 21
TBD 12
Darkness, Plant 10
Light 31
Light, Fire 16
magic, time 14
dimension 13
Death, Folk 15
Folk 11
Folk, magic 16
magic, time 12
magic, time 15
time 25
Dimension, Entity 22
Magic, folk 13
Darkness 16
TBD 27
Magic 19
Inanimate forces 22
Inanimate forces 19
Enchanted 12
dimension 15
dimension 15
Folk, Darkness 12
Darkness, Water 24
Folk 19
Magic 18
dimension 29
dimensions 34
Death 27
Dreams 22
Dreams 12
Light 15
TBD 10
Death 14
death, folk, time 12
Animal 17
Effect Effect Description Range Range Description
23 5D physical damage, ignores nonmagic 7 25 meters
27 Agility/Reflexes and Physique/Strengt 0 Touch
12 moves up to 250 kilograms 0 Self
4 1 meter per round 7 25 meters
60 Shapeshifting (R1), form of caster's cho 0 1 meter
12 Hindrance: Altered Firearm (R4), +12 t 10 100 meters
18 +2D to caster's animal handling or per 0 Self or touch
18 +2D to lifting/lift to recover fallen c 0 1 meter
6 Skill Bonus: Mindless (R1), +3 to willp 7 25 meters
33 +2D to Physique/Strength; +1D to Acume 7 25 meters
6 Armor Value of 2D, physical only 0 1 meter
18 4D damage, ignores nonmagical armor 5 10 meters
18 Hindrance: Metal Attracts (R), -6 to d 7 10 meters
12 negates up to 4D of darkness modifier 5 10 meters
18 one combat skill of 3D; +2D physical 8 40 meters
12 compare to 2 times the target's Chari 7 20 meters
12 Natural Hand-to-Hand Weapon: Fists 0 Self
18 +4D to willpower/mettle when bead us 0 Touch
18 +4D to intimidation 5 10 meters
24 compared to roll of target's willpower/ 20 10 kilometers
18 animal handling of 6D; use persuasion 0 1 meter
27 compare to spell total of dimension-ho 0 1 meter
6 Natural Hand-to-Hand Weapon: Blades 0 Self or target within 1 meter
9 +2D Armor Value bonus 5 10 meters
6 +1D bonus to one non-Extranormal att 5 10 meters
9 +2D damage bonus 5 10 meters
The caster can move up to one kilomet 0 Self
9 -2D physical damage modifier 5 10 meters
18 Blur (R2) Special Ability) 0 Self or 1 meter
9 Blur (R1), +1 to dodge, sneak/stealth, a 5 10 meters
36 +1D difficulty modifier to physical and 5 10 meters
18 moves up to 150 kilograms 0 1 meter
25 resistance total of bars 7 25 meters
39 compare to planar distance 0 1 meter
10 1 human-sized being held in stasis 4 5 meters
15 wind with a lifting of 5D 0 Self
4 5 kilograms 0 1 meter
18 charm skill bonus of +4D 0 Self
15 Armor Value of 5D, physical only 0 Self
30 5D physical damage, ignores all armor 5 10 meters
27 medicine/healing of 9D 0 Self
36 Hindrance: Club Feet (R12): +4 to the dif 5 10 meters
18 3D damage, ignores all armor 0 Touch
18 +4D to disguise [con: disguise in D6 0 Touch
15 speaking skill with specialization in th 0 1 meter
5 difficult to attack target is at -5 4 5 meters
18 brawling/fighting of 6D 0 1 meter
30 Err:520 0 Touch
52 8D in device skill, 6D in craft skill, an 0 Touch
64 8D in device skill, 6D in craft skill, an 0 Touch
30 6D+2, ignores nonmagical armor 6 15 meters
61 4D languages/speaking in the language 0 Self
18 command: elemental of 6D 3 2.5 meters
0 changes based on result points 0 Self
18 Skill Bonus (R6), +18 to devices/tech/r 0 Touch
27 Add D6 to hide 9 60 meters
15 5D physical damage to metal, while livin 10 100 meters
29 compare to skill total of spell counteri 9 60 meters
29 compare to skill total of spell counteri 0 Self or a target within 1 meter
30 +6D+2 to willpower/mettle 0 Self
10 100 liters or 0.1 cubic meters 3 3.5 meters
68 15 attribute dice, arranged as the ca 0 1 meter
6 Bad Luck (R2) Disadvantage 5 10 meters
4 5 seconds 4 5 meters
6 search skill of 2D 10 100 meters
23 5D 10 5 meters
27 Skill Bonus (R9), +27 to marksmanship 0 1 meter
18 +4D in damage 10 100 meters
48 4D languages/speaking, 4D intimidation 0 1 meter
27 Hindrance: Deafness (R9), +6 to difficu 8 40 meters
30 10D damage 4 5 meters
30 Hindrance: Low Gravity (R5), +5 to acro 6 15 meters
18 3D physical damage, ignores all armor 5 5 meters
18 search of 6D to locate living beings 4 5 meters
9 Extra Sense: Chronal Energy (R3), +3D 5 10 meters
5 value to determine state of slumber 0 Self
24 search of 8D to locate a single type of 0 Self
24 search of 8D to locate a single type of 0 Self
12 Reduced Attribute: Knowledge/Intellect 5 10 meters
21 7D physical damage 8 40 meters
18 Atmospheric Tolerance (R2); Environm 0 Self or within 1 meter
14 reduces the duration of a chosen spell 6 15 meters
24 Skill Bonus (R8), +24 to investigation 0 Self
29 compare to skill total of spell counteri 9 60 meters
18 persuasion of 6D 4 5 meters
9 -2D from Physique attribute 4 3 meters
11 moves up to 150 kilograms 15 1 kilometer
12 search of 4D 17 2.5 kilometers
0 creates 1 kilogram of inanimate materi 0 Self
50 up to 1 year in the past or future - spe 19 20 kilometers
36 6D physical damage, ignores all armor 2 2.5 meters
45 10D disease 0 Self
18 +4D to search 5 10 meters
34 2.5 months in the past 0 1 meter
15 5D physical damage 15 1 kilometer
15 +2D physical damage; Armor Value of 0 Touch
12 4D physical damage 8 40 meters
14 +3D physical damage 0 1 meter
32 up to 1 month into the future 0 1 meter
30 10D physical damage 10 100 meters
13 Armor Value of 4D+1, physical only 4 5 meters
1 1.5 kilograms of food 0 1 meter or less
26 charm undead skill bonus at +5D+2 0 Self
9 Quirk (R3), envy requiring a Very Diff 5 10 meters
88 10D physical damage, ignore nonmagica 0 Touch
18 6D physical damage 8 40 meters
15 Intangibility (R1), +3D to damage resi 5 10 meters
6 Bad Luck (R2) Disadvantage 5 10 meters
9 Skill Bonus: Animal Insight (R3), +9 to 0 1 meter
26 astral projection of 4D+1 0 Self
9 Luck: Great (R1), confers 1 additional 15 25 meters
30 intimidation skill bonus at +6D+2 10 100 meters
4 5 kilograms of food and water 0 1 meter
24 4D in fighting and 4D in damage 4 5 meters
18 search of 6D for finding traps 0 1 meter
14 +3D to navigation 0 1 meter
12 4D physical damage 3 3 meters
14 4D+2 armor 0 Self
15 1,000 kilograms 0 Touch
34 2.5 months 0 Self
30 Skill Bonus (R10), +30 crafting/repair 0 1 meter
27 +2D to brawling/fighting and melee co 4 5 meters
10 human size 0 Touch
12 Paralyzing Touch (4) 0 Self
12 negates up to -4D of darkness modifie 0 Touch
6 Infamy (R2), feared by most because o 5 10 meters
36 4D damage, ignores all armor; Achilles 5 10 meters
18 +1D+1 to acrobatics, dodge, and sneak 0 1 meter
36 telekinesis of 6D 0 1 meter
24 -1D to two mental and two physical att 5 10 meters
10 ?? 0 1 meter
17 healing skill of 5D+2 0 1 meter or less or touch
6 +1D bonus to one non-Extranormal att 0 1 meter
45 Hindrance: Blindness (R15), +5 to diffi 5 10 meters
12 +2D+2 physical damage modifier 5 10 meters
3 Illiterate (R1) Disadvantage 15 1 kilometer
This spell improves any one skill by + 0 Self
30 Hindrance: High Gravity (R10), +5 to acr 6 15 meters
18 up to 1 hour in the future 0 1 meter
36 Skill Bonus: Weakness Detection (R12) 0 1 meter
9 Achilles' Heel (R3), insomnia - -1 pip t 4 5 meters
24 Skill Bonus: Investigation (R8), +24 to 4 5 meters
15 persuasion of 5D 8 40 meters
15 difficulty for target to resist falling asl 2 2.5 meters
15 Skill Bonus: Frog Legs (R5), +15 to ju 0 1 meter
18 telekinesis of 3D 0 1 meter
18 Armor Value of 6D, physical only 0 1 meter
33 4D physical damage; Reduced Attribute: 6 15 meters
16 lights with charm/persuasion of 5D+1 9 60 meters
18 6D physical damage 10 100 meters
12 search of 4D to detect a single type of 8 40 meters
6 search of 2D 20 10 kilometers
45 +6D to one Magic skill and affecting one 3 3.5 meters
21 Accelerated Healing (R7), +7D bonus t 0 Touch
25 intimidation of 8D+1 10 100 meters
10 moves up to 100 kilograms 0 1 meter
20 difficulty to resist the pull 0 Touch
54 12D physical damage, ignores nonmagi 4 5 meters
18 6D damage against machines 9 60 meters
25 Compare to item's Toughness or damag 9 60 meters
27 Natural Armor: Bronze Skin (R2), +2D 0 1 meter
15 lights with charm/persuasion of 5D 10 100 meters
12 Natural Hand-to-Hand Weapon: Claws 0 1 meter
24 Armor Value of 8D, physical only 0 1 meter
20 6D+2 physical damage 9 60 meters
66 5D inhaling damage, ignores all armor; 8 40 meters
24 Shapechanging (R1), one specific person 5 10 meters
9 Achilles' Heel (R3), takes 1D in damag 5 10 meters
36 ?? 10 100 meters
18 6D 5 10 meters
1 1.5 kilograms of food 0 1 meter or less
12 4D in damage 5 10 meters
18 Armor Value of 6D 1 1.5 meters
23 Add +5D to alteration skill 0 Touch
9 3D 0 Touch
41 difficulty of 18 to resist falling asle 9 60 meters
18 Add +4D to search 0 Self or target within 1 meter
12 persuasion of 4D 17 2.5 kilometers
60 10D physical damage, ignores all armo 0 Touch
30 compare to spell total of spell attempti 0 Self
9 Quirk (R3), nyctophobia with Very Diffi 5 10 meters
18 compare to difficulty to open lock 0 1 meter
114 Age 3 years 4 5 meters
15 Hindrance: Initiative (R5), -10 to all ini 5 10 meters
36 Skill Bonus: Perfect Touch (R12), +36 t 0 1 meter
9 3D in damage from inhaling 10 100 meters
6 2D of cover modifier 3 3 meters
45 damage resistance total of portcullis; 3 3.5 meters
21 Possession: Partial (R1), with Restrict 10 100 meters
30 Possession: Full (R1) 10 100 meters
36 +8D to various non-Extranormal attrib 0 Touch
This 6D attack requires marksmanship/fi 5 10 meters
The caster or a target within one meter 0 Self or 1 meter
14 sends a small object up to 10 minutes 0 Touch
27 medicine/healing of 9D 0 Self
12 4D 0 Touch
12 Fast Reactions (R1), +1D to initiative 0 Self
36 Attack Resistance: Radiation (R6), +6D 5 10 meters
15 5D damage to ferrous metal 10 100 meters
12 Accelerated Healing (R1), +1D bonus t 0 Touch
18 medicine/healing of 6D 0 Touch
11 teleport up to 150 kilograms 10 100 meters
30 10D physical damage 7 25 meters
10 Armor Value of 3D+1, physical only 7 10 meters
24 willpower/mettle of 8D 0 1 meter
20 compare to miracle or curse difficulty 2 2.5 meters
25 +3D+1 damage, 3D+1 intimidation 4 5 meters
34 2.5 months 0 Scrying object
The caster can use the spell's 4D in se 0 Self
16 move up to 150 kilograms per round 0 1 meter
9 Fast Reactions (R1), +1D to initiative r 7 25 meters
0 ?? 15 1 kilometer
17 medicine/healing of 5D+2 0 1 meter
14 3D Perception of Would Level 5 10 meters
38 66 weeks in past 0 Touch
24 8D search when attempting to locate sp 0 Self
11 moves up to 150 kilograms 0 Self
20 difficulty to view hidden area or dispel 2 2.5 meters
10 100 liters or 0.1 cubic meters or 3D+ 2 2.5 meters
63 600 kilograms of matter moved to anoth 0 Self
12 Armor Value of 4D, physical only 0 Self or target within 1 meter
9 Infravision or Ultravision (R3), negates 5 10 meters
18 Add +4D to intimidation 0 Self
20 difficulty to resist falling asleep 5 10 meters
36 Add +1D to all mental and physical att 0 Self
24 search of 8D to locate sleeping creatur 0 Self
24 Possession: Limited (R1) 0 Self
18 Hindrance: Slick Surface (R6), +6 to ac 8 40 meters
18 +4D to one targeting skill 0 Self
9 Bad Luck (R3) 0 1 meter
18 languages/speaking of 6D, for speakin 0 1 meter
24 compare to skill total of spell counteri 0 1 meter
12 4D in damage 5 10 meters
16 Armor Value of 5D+1 1 1.5 meters
39 Possessioin: Limited (R1) and investig 0 Touch
40 brawling/fighting of 5D; running of 2 0 1 meter
9 +2D to sleight of hand 0 Self
3 Elasticity (R1), +1 to contortion, dodge 5 10 meters
15 4D physical damage, stun only, ignor 15 25 meters
15 6D+2 stun damage 5 10 meters
5 reduce movement difficulty modifiery b 0 Self
37 15 for resistance total of bars; negate 7 25 meters
9 Achilles's Heel (R3), 5D damage and +2 0 Touch
18 Subtract -4D to physical damage rolls; 8 40 meters
4 5 kilograms 10 100 meters
30 Add +6D+2 to bluff/con 0 1 meter
18 Add +4D to intimidation 0 Self
24 telepathy of 4D 0 Self
23 damage resistance total of the shackle 6 15 meters
37 compare to the skill total of the spell 5 10 meters
15 1 metric ton of material stopped 5 10 meters
13 timeslip up to 400 kilograms, caster's w 11 150 meters
18 Accelerated Healing (R2), +2D to natura 0 Touch
33 Intangibility (R1), +3D to damage resis 0 Self
27 4D in fighting and lifting; 1D in runnin 7 25 meters
12 4D languages - speaking or reading/wr 0 1 meter
17 5D+2 in appropriate skill, such as tech, 0 Touch
12 4D in appropriate skill for operating a 0 1 meter
11 Add +2D+1 0 Touch
0 1 kilogram projectile 11 150 meters
21 Invisibility (R3), +3 to dodge, sneak/s 0 Touch
12 Add +4D darkness modifier 5 10 meters
45 brawling/fighting of 4D; lifting/lift of 4 5 meters
21 Hindrance: Hoarse (R7), +3 to difficul 5 10 meters
24 Skill Bonus: Throw Voice (R8), +24 to b 9 60 meters
23 5D physical damage, ignores nonmagic 7 25 meters
29 6D+1 physical damage, ignores nonma 8 40 meters
30 10D Body Points 10 100 meters
24 Fear (R12), +12 to initimidation totals 4 5 meters
34 Psionics: astral projection of 5D+2 0 Self
18 negates up to -4D of darkness modifie 5 10 meters
12 4D damage 6 15 meters
18 3D6 damage 5 10 meters
6 Age: Old (R2), +1 to difficulties of ph 7 25 meters
9 Add +2D to brawling/fighting 5 10 meters
Speed Speed DescripDuration Duration Description Casting Time
7 Instantaneous 7 5 rounds -4
0 Instantaneous 25 1 day -18
0 Instantaneous 18 1 hour -9
7 Instantaneous 12 4 minutes/50 rounds -4
0 Instantaneous 25 1 day -9
10 Instantaneous 14 10 minutes -5
0 Instantaneous 25 1 day -5
0 Instantaneous 18 1 hour -4
7 Instantaneous 18 1 hour -9
7 Instantaneous 25 1 day -18
0 Instantaneous 18 1 hour -2
5 Instantaneous 9 1 minute -4
7 Instantaneous 9 1 minute -5
5 Instantaneous 7 5 rounds -2
8 Instantaneous 25 1 day -18
7 Instantaneous 9 1 minute -4
0 Instantaneous 7 5 rounds -3
0 Instantaneous 25 1 day -18
5 Instantaneous 14 10 minutes -4
20 Instantaneous 9 1 minute -4
0 Instantaneous 18 1 hour -4
0 Instantaneous 25 1 day -20
0 Instantaneous 7 5 rounds -4
5 Instantaneous 8 8 rounds -1
5 Instantaneous 7 5 rounds -1
5 Instantaneous 8 8 rounds -1
0 Instantaneous Instantaneous -4
5 Instantaneous 10 1.5 minutes -4
0 Instantaneous 9 1 minute -4
5 Instantaneous 14 10 minutes -4
5 Instantaneous 13 5 minutes -9
0 Instantaneous 18 1 hour -2
7 Instantaneous 18 1 hour -9
0 Instantaneous 25 1 day -4
4 Instantaneous 32 1 month -18
0 Instantaneous 18 1 hour -18
0 Instantaneous 25 1 day -18
0 Instantaneous 9 1 minute -4
0 Instantaneous 9 1 minute -4
5 Instantaneous 0 1 second 0
0 Instantaneous 23 10 hours -16
5 Instantaneous 14 10 minutes -4
0 Instantaneous 7 5 rounds -4
0 Instantaneous 18 1 hour -9
0 Instantaneous 13 6 minutes -4
4 Instantaneous 4 1 round 0
0 Instantaneous 0 1 second -2
0 Instantaneous 31 3 weeks -27
0 Instantaneous 38 1 year -29
0 Instantaneous 39 2 year -29
6 Instantaneous 6 3 rounds -2
0 Instantaneous 18 1 hour -9
3 Instantaneous 18 1 hour -4
0 Instantaneous 18 1 hour -18
0 Instantaneous 18 1 hour -6
9 Instantaneous 10 2 minutes -5
10 Instantaneous 9 1 minute -4
9 Instantaneous 4 1 round -4
0 Instantaneous 4 1 round -16
0 Instantaneous 11 2.5 minutes -4
3 Instantaneous 14 10 minutes -4
0 Instantaneous 18 1 hour -14
5 Instantaneous 14 10 minutes -4
4 Instantaneous 4 1 round -5
10 Instantaneous 12 5 minutes -5
10 Instantaneous 9 1minute -4
0 Instantaneous 5 2 rounds -4
10 Instantaneous 7 5 rounds -17
0 Instantaneous 18 24 hours -9
8 Instantaneous 9 1 minute -4
4 Instantaneous 4 1 round -4
6 Instantaneous 9 1 minute -5
5 Instantaneous 9 1 minute -2
4 Instantaneous 18 1 hour -5
5 Instantaneous 9 1 minute -9
0 Instantaneous 4 1 round 0
0 Instantaneous 5 10 seconds -9
0 Instantaneous 5 10 seconds -9
5 Instantaneous 7 5 rounds -4
8 Instantaneous 4 1 round -4
0 Instantaneous 25 1 day -4
6 Instantaneous 0 1 second -2
0 Instantaneous 4 1 round -4
9 Instantaneous 4 1 round -1
4 Instantaneous 25 1 day -4
4 Instantaneous 6 5 rounds -1
15 Instantaneous 8 40 seconds -7
17 Instantaneous 14 10 minutes -22
0 Instantaneous 17 40 minutes -18
19 Instantaneous 16 25 minutes -22
2 Instantaneous 5 2 rounds -3
0 Instantaneous 38 1 year -32
5 Instantaneous 9 1 minute -7
0 Instantaneous 13 5 minutes -17
5 10 meters per 9 1 minute -18
0 Instantaneous 9 1 minute -1
8 Instantaneous 0 1 second -4
0 Instantaneous 9 1 minute -3
0 Instantaneous 13 5 minutes -9
10 Instantaneous 4 1 round -4
4 Instantaneous 9 1 minute -4
0 Instantaneous 21 4 hours -4
0 Instantaneous 18 1 hour -4
5 Instantaneous 21 4 hours -5
0 Instantaneous 43 100 years -18
8 Instantaneous 0 1 second -9
5 Instantaneous 14 10 minutes -6
5 Instantaneous 14 10 minutes -5
0 Instantaneous 25 1 day -4
0 Instantaneous 18 1 hour -4
15 Instantaneous 4 1 round -4
10 Instantaneous 11 2.5 minute -9
0 Instantaneous 21 4 hours -4
4 Instantaneous 18 1 hours -1
0 Instantaneous 18 1 hour -5
0 Instantaneous 25 1 day -4
3 Instantaneous 9 1 minute -2
0 Instantaneous 25 1 day -9
0 Instantaneous 29 1 week -9
0 Instantaneous 9 1 minute -5
0 Instantaneous 25 1 day -18
4 Instantaneous 7 5 rounds -4
0 Instantaneous 18 1 hour -4
0 Instantaneous 18 24 hours -4
0 Instantaneous 14 10 minutes -5
5 Instantaneous 21 4 hours -5
5 Instantaneous 25 1 day -4
0 Instantaneous 7 5 rounds -4
0 Instantaneous 18 1 hour -9
5 Instantaneous 9 1 minute -1
0 Instantaneous 18 1 hour -4
0 Instantaneous 1 1.5 seconds -4
0 Instantaneous 7 5 rounds -4
5 Instantaneous 9 1 minute -3
5 Instantaneous 18 1 hour -6
15 Instantaneous 32 1 month -18
0 Instantaneous One minute -4
6 Instantaneous 9 1 minute -5
0 Instantaneous 18 1 hour -5
0 Instantaneous 5 2 rounds -4
4 Instantaneous 29 1 week -25
4 Instantaneous 29 1 week -9
8 Instantaneous 14 10 minute -5
2 Instantaneous 13 5 minutes -3
0 Instantaneous 18 1 hour -4
0 Instantaneous 16 25 minutes -4
0 Instantaneous 29 1 week -12
6 Instantaneous 4 1 round -1
9 Instantaneous 9 1 minute -4
10 Instantaneous 0 1 second -2
8 Instantaneous 9 1 minute -9
20 Instantaneous 4 1 minute -18
3 Instantaneous 9 1 minute -4
0 Instantaneous 25 1 day -9
10 Instantaneous 14 10 minutes -9
0 Instantaneous 29 1 week -18
0 Instantaneous 7 5 rounds -4
4 Instantaneous 0 1 second -4
9 Instantaneous 0 1 second -2
9 Instantaneous 4 1 round -5
0 Instantaneous 18 1 hour -9
10 Instantaneous 9 1 minute -4
0 Instantaneous 18 1 hour -4
0 Instantaneous 16 25 minutes -9
9 Instantaneous 4 1 round -4
8 Instantaneous 6 3 rounds -5
5 Instantaneous 29 1 week -16
5 Instantaneous 7 5 rounds -4
10 Instantaneous 15 3 rounds -4
5 Instantaneous 0 1 second 2
0 Instantaneous 21 4 hours -4
5 Instantaneous 3 3.5 seconds -1
1 Instantaneous 7 5 rounds -1
0 Instantaneous 10 5 minutes -4
0 Instantaneous 18 24 hours -4
9 Instantaneous 9 1 minute/12 rounds -4
0 Instantaneous 21 4 hours -4
17 Instantaneous 9 1 minute -9
0 Instantaneous 4 1 round 0
0 Instantaneous 23 10 hours -19
5 Instantaneous 14 10 minutes -5
0 Instantaneous 4 1 round -4
4 Instantaneous 1 1.5 seconds -6
5 Instantaneous 4 1 round -9
0 Instantaneous 5 2 rounds -4
10 Instantaneous 7 3 rounds -6
3 Instantaneous 7 5 rounds -1
2 1 meter per s 14 10 minute -5
10 Instantaneous 25 1 day -18
10 Instantaneous 25 1 day -18
0 Instantaneous 9 1 minute -5
5 Instantaneous Instantaneous 0
0 Instantaneous 1 minute 0
0 Instantaneous 14 10 minutes -4
0 Instantaneous 23 10 hours -9
0 Instantaneous 18 1 hour -4
0 Instantaneous 13 5 minutes -3
5 Instantaneous 9 1 minute -4
10 Instantaneous 9 1 minute -4
0 Instantaneous 23 10 hours -14
0 Instantaneous 18 1 hour -5
10 Instantaneous 1 1.5 rounds -4
7 Instantaneous 9 1 minute -4
7 Instantaneous 9 1 hour -5
0 Instantaneous 14 10 minutes -5
2 Instantaneous 16 30 minutes -16
4 Instantaneous 6 3 rounds -4
0 Instantaneous 9 1 minute -5
0 Instantaneous 1 round -4
0 Instantaneous 9 1 minute -4
7 Instantaneous 4 1 round 0
15 Instantaneous 5 2 rounds -5
0 Instantaneous 9 1 minute 5
5 Instantaneous 9 1 minute -4
0 Instantaneous 18 66 minutes -16
0 Instantaneous 9 1 minute -9
0 Instantaneous 29 1 week -9
2 Instantaneous 38 1 year -18
2 Instantaneous
0 Instantaneous 4 1 round -18
0 Instantaneous 20 2.5 hours -4
5 Instantaneous 25 1 day -4
0 Instantaneous 9 1 minute -4
5 Instantaneous 43 10 years -9
0 Instantaneous 24 15 hours -23
0 Instantaneous 24 15 hours -15
0 Instantaneous 18 1 hour -9
8 Instantaneous 9 1 minute -4
0 Instantaneous 9 1 minute -3
0 Instantaneous 16 25 minutes -14
0 Instantaneous 9 1 minute -5
0 Instantaneous 9 1 minute -4
5 Instantaneous 3 3.5 seconds -1
1 Instantaneous 7 5 rounds -1
0 Instantaneous 14 10 minutes -9
0 Instantaneous 13 5 minutes -9
0 Instantaneous 7 5 rounds -4
5 Instantaneous 18 1 hour -4
15 Instantaneous 0 1 second -3
5 Instantaneous 3 3.5 seconds -1
0 Instantaneous 12 3.5 minutes -4
7 Instantaneous 18 1 hour -9
0 Instantaneous 29 1 week -4
8 Instantaneous 4 1 round -4
10 Instantaneous 6 5 rounds -4
0 Instantaneous 21 4 hours -9
0 Instantaneous 9 1 minute -4
0 Instantaneous 18 1 hour -4
6 Instantaneous 9 1 minute -9
5 Instantaneous 4 1 round -4
5 Instantaneous 9 1 minute -4
11 Instantaneous 1 1.5 rounds 0
0 Instantaneous 23 10 hours -14
0 Instantaneous 7 5 rounds -12
7 Instantaneous 19 1.5 hours -1
0 Instantaneous 25 1 day -5
0 Instantaneous 25 1 day -4
0 Instantaneous 25 1 day -4
0 Instantaneous 18 1 hour -4
11 Instantaneous 9 1 minute -4
0 Instantaneous 18 1 hour -5
5 Instantaneous 7 5 rounds -2
4 Instantaneous 6 3 rounds -4
5 Instantaneous 9 1 minute -4
9 Instantaneous 9 1 minute -4
7 Instantaneous 7 5 rounds -4
8 Instantaneous 6 3 rounds -4
10 Instantaneous 9 1 minute -5
4 Instantaneous 9 1 minute -5
0 Instantaneous 18 1 hour -22
5 Instantaneous 12 3.5 minutes -4
6 Instantaneous 6 3 rounds -4
5 Instantaneous 3 3.5 seconds -1
7 Instantaneous 14 10 minutes -4
5 Instantaneous 7 5 rounds -4
Casting Time Descriptio Other Aspects AE
1 round Other Aspects:
1 hour Other Aspects:
1 minute Other Aspects:
1 round Other Aspects:
1 minute Other Aspects:
2 rounds Other Aspects:
2 rounds Other Aspects:
1 round Other Aspects:
1 minute Other Aspects:
1 hour Other Aspects:
2.5 seconds Other Aspects:
1 round Other Aspects:
2 rounds Other Aspects:
2.5 seconds Other Aspects:
1 hour Other Aspects:
1 rounds Other Aspects:
3.5 seconds Other Aspects:
1 hour Other Aspects:
1 round Other Aspects: 15
1 round Other Aspects:
1 round Other Aspects:
2.5 hours Other Aspects: 50
1 round Other Aspects:
2 seconds Other Aspects:
2 seconds Other Aspects:
2 seconds Other Aspects:
1 round Other Aspects:
1 round Other Aspects:
1 round Other Aspects:
1 round Other Aspects:
1 minute Other Aspects: 20
2.5 seconds Other Aspects:
1 minute Other Aspects: 15
1 round Other Aspects:
1 hour Other Aspects:
1 hour Other Aspects: 15
1 hour Other Aspects:
1 round Other Aspects:
1 round Other Aspects: 10
1 second Other Aspects:
25 minutes Other Aspects:
1 round Other Aspects:
1 round Other Aspects:
1 minute Other Aspects:
1 round Other Aspects:
1 second Other Aspects:
2.5 seconds Other Aspects: 10
2 days Other Aspects:
1 week Other Aspects:
1 week Other Aspects:
2.5 seconds Other Aspects: 15
1 minute Other Aspects:
1 round Other Aspects:
1 hour Other Aspects: 55
4 rounds Other Aspects:
2 rounds Other Aspects: 20
1 round Other Aspects: 5
1 round Other Aspects:
25 minutes Other Aspects:
1 round Other Aspects: 25
1 round Other Aspects:
10 minutes Other Aspects:
1 round Other Aspects:
2 rounds Other Aspects:
2 rounds Other Aspects:
1 round Other Aspects:
1 round Other Aspects:
40 minutes Other Aspects:
1 minute Other Aspects:
1 round Other Aspects: 20
1 round Other Aspects:
2 rounds Other Aspects: 25
2.5 seconds Other Aspects:
2 round Other Aspects:
1 minute Other Aspects: 21
1 second Other Aspects: 15
1 minute Other Aspects: 20
1 minute Other Aspects: 20
1 round Other Aspects:
1 round Other Aspects: 50
1 round Other Aspects: 10
2.5 seconds Other Aspects:
1 round Other Aspects:
2 seconds Other Aspects:
1 round Other Aspects:
1.5 seconds Other Aspects:
25 seconds Other Aspects:
5 hours Other Aspects: 12
1 hour Other Aspects:
5 hours Other Aspects: 12
3.5 seconds Other Aspects:
1 month Other Aspects:
5 rounds Other Aspects: 15
40 minutes Other Aspects: 21
1 hour Other Aspects: 30
1.5 seconds Other Aspects:
1 round Other Aspects: 15
3.5 seconds Other Aspects:
1 minute Other Aspects:
1 round Other Aspects: 25
1 round Other Aspects: 40
1 round Other Aspects:
1 round Other Aspects:
2 rounds Other Aspects:
1 hour Other Aspects:
1 minute Other Aspects: 5
3 rounds Other Aspects:
2 rounds Other Aspects:
1 round Other Aspects:
1 round Other Aspects:
1 round Other Aspects:
1 minute Other Aspects:
1 round Other Aspects:
2 seconds Other Aspects:
2 rounds Other Aspects: 9
1 round Other Aspects:
2.5 seconds Other Aspects:
1minute Other Aspects:
1 minute Other Aspects:
2 rounds Other Aspects:
1 hour Other Aspects:
1 round Other Aspects:
1 round Other Aspects:
1 round Other Aspects:
2 rounds Other Aspects: 5
2 round Other Aspects:
1 round Other Aspects:
1 round Other Aspects:
1 minute Other Aspects:
1.5 seconds Other Aspects:
1 round Other Aspects: 10
1 round Other Aspects:
1 round Other Aspects:
3.5 seconds Other Aspects:
3 rounds Other Aspects:
1 hour Other Aspects:
1 round Other Aspects:
2 rounds Other Aspects: 25
2 round Other Aspects:
1 round Other Aspects:
1 day Other Aspects:
1 minute Other Aspects:
2 rounds Other Aspects:
3.5 seconds Other Aspects: 10
1 round Other Aspects:
1 round Other Aspects:
3.5 minutes Other Aspects: 5
1.5 seconds Other Aspects:
1 round Other Aspects:
2.5 seconds Other Aspects:
1 minute Other Aspects: 9
1 hour Other Aspects:
1 round Other Aspects:
1 minute Other Aspects:
1 minute Other Aspects:
1 minute Other Aspects: 2
1 round Other Aspects: 25
1 round Other Aspects:
2.5 seconds Other Aspects:
2 rounds Other Aspects:
1 minute Other Aspects:
1 round Other Aspects: 20
1 round Other Aspects:
1 minute Other Aspects:
1 round Other Aspects: 25
2 rounds Other Aspects: 15
25 minutes Other Aspects:
1 round Other Aspects:
1 round Other Aspects:
2.5 seconds Other Aspects:
1 round Other Aspects:
1.5 seconds Other Aspects:
1.5 seconds Other Aspects: 2
1 round Other Aspects:
1 round Other Aspects:
1 round Other Aspects:
1 round Other Aspects:
1 minute Other Aspects:
1 second Other Aspects:
1.5 hours Other Aspects:
2 round Other Aspects:
1 round Other Aspects:
3 rounds Other Aspects:
1 minute Other Aspects:
1 round Other Aspects:
2 rounds Other Aspects: 50
1.5 seconds Other Aspects: 15
2 rounds Other Aspects: 2
1 hour Other Aspects:
1 hour Other Aspects:
2 rounds Other Aspects:
1 second Other Aspects:
1 second Other Aspects:
1 round Other Aspects:
1 minute Other Aspects:
1 round Other Aspects:
3.5 seconds Other Aspects:
1 round Other Aspects: 25
1 round Other Aspects: 25
10 minutes Other Aspects:
2 rounds Other Aspects:
1 round Other Aspects:
1 round Other Aspects: 15
2 rounds Other Aspects:
2 rounds Other Aspects:
30 minutes Other Aspects:
1 round Other Aspects:
2 rounds Other Aspects:
1 round Other Aspects:
1 round Other Aspects:
1 second Other Aspects:
2 rounds Other Aspects:
2 rounds Other Aspects:
1 round Other Aspects:
25 minutes Other Aspects: 25
1 minute Other Aspects: 20
1 minute Other Aspects:
1 hour Other Aspects: 18
3-meter sphere
10-meter radius
Sphere with radius of 1 meter
5-meter radius
One-meter radius
10-meter sphere
Sphere with radius of 3 meters
Final maximum height of 3 meters and width of 1 meter
1-meter radius
5-meter-radius circle
Sphere with a radius of 3 meters
Sphere with a radius of 3 meters
-4
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-2
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-1
-6
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-2
-8
-1
-1
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-1
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-3
-4
4 6 charges -4
-8
-4
-1
-3
-7
-7
-5
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-1
-4
-2
-10
-2
-5
-4
-11
-8
-3
-4
-4
-12
-12
-6
-1
-1
-1
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-1
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-2
-3
-8
-5
-10
-1
-7
-1
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-2
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-2
-5
-6
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-2
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-2
-7
-7
-4
-2
-5
-3
-7
5 1 improved charge -8
-2
-1
-2
-2
-12
-7
-8
-4
-1
-5
-4
-8
-1
-1
-1
-4
-2
-2
-4
-8
-2
-2
-3
-3
-3
-4
-4
-2
-10
-10
-8
-4
-3
-14
-4
-4
-2
-3
-5
-6
-4
-4
-6
-2
-2
15 3 improved charges -3
-4
2 3 charges
-2
-1
-2
-9
-4
-5
-1
-9
-10
-4
-8
-2
-10
-2
-8
-2
-4
-4
-5
-4
-1
-4
-2
-12
-8
-4
-2
-8
-2
-5
-1
-3
-1
-3
Up to 5 times (once per round or when attacked)
-4
-10
-6
-6
-10
Components Description
Small vile of acid (uncommon)
Robot/automaton without power source (extremely rare/common)
Something from the type of animal targeted (very common); something from the individual to be protected by
Complete skeleton or body (uncommon)
Recently dead, complete corpse (very rare)
Any type of coin-sized metal: bronze, iron, and so on (very common)
A live asp or other poisonous snake (uncommon)
Small magnet or loadstone (ordinary)
Owl feather (common, destroyed)
A mechanical device that has a weapon (very rare)
Stone (ordinary)
Earthworm (common)
A variety of materials are needed, ranging from the mundane to a flawless gem or some other such rare item t
A variety of materials are needed, ranging from the mundane to a flawless gem or some other such rare item t
Small figurine of elemental type, made of precious metals and jewels (very rare)
A rainmaker, a statuette or tube made of wood and designed to sound like rain when shaken (common, destro
Wire or similar piece of metal (ordinary)
Earth from a graveyard (rare)
Small vile of acidic liquid, such as juice from a lemon or lime (very common)
An astrolabe with quartz lenses (uncommon); 18 grams of diamond dust (uncommon, destroyed)
Something from the type of creature beingdetected (uncommon, destroyed); fire, such as a match or lit coal (v
60 grams of brain matter, which may come any recently deceased creature as long as the matter retains at lea
Two rocks (ordinary)
A small piece of the target of the spell, such as nail clippings, a few hairs, or a drop of blood (common); small
Small magnet or loadstone (ordinary)
Raw material for weapon (common); forging tools and forge (uncommon)
Any food item that might be eaten by the intended target (ordinary, destroyed)
Whetstone (common)
pen or quill (common); sheet of parchment (uncommon)
Crystal cube (very rare, destroyed); small glass disc (very common)
Horn or tusk of a charging animal (common); tuff of wool (very common, destroyed)
Jar of fireflies or similar glowing insects (uncommon, destroyed)
A small steel or iron rod (very common); a piece of wool (very common)
Forked stick (ordinary)
Personal belonging from target (very rare)
A 30 cubic centimeter vial of ink (very common, destroyed)
3 grams of incense made from crushed lotus petals (uncommon, destroyed)
Metal shards (ordinary)
Small piece of metal or coin (ordinary)
Small magnet or loadstone (ordinary)
Iron statue (uncommon)
Small iron ball (common)
Malleable clay (very common)
Powdered bronze (uncommon, destroyed)
Jar of fireflies or similar glowing insects (uncommon, destroyed)
Two of any type of coin-sized metal: bronze, iron, and so on (very common)
Iron slug (very common)
A bag of tiny iron or lead pellets (common)
Rotten egg (common)
Garment made of valuable fabric (uncommon, destroyed); fire, such as match or lit coal (very common, destro
Skull (uncommon)
-5
-2
-2
-6
-6
-3
-2
-3
-5
-1
-4
-1
-5
-2
-2
-3
-3
-2
-3
-6
-6
-6
-3
-2
-5
-2
-9
-2
-2
-2
-1
-2
-3
-6
-2
-2
-2
-2
-2
-4
-2
-2
-7
-2
-3
-2
-2
-2
-2
-2
-5
-3
-5
-2
-3
-2
-4
-1
-2
-2
-2
-10
-2
-6
Concentration Description
Others can be present when the caster is viewing with this spell, but there is a chance that interacting with the
destroyed)
1 round with willpower/mettle difficulty of 6
Because of the power of the incantation used, the caster must be alone and uninterrupted for the duration of t
Every 24 hours, spend 1 round in concentration with willpower/mettle difficulty of 8 to maintain the spell
Form image of complete weapon in mind for 1 hour with willpower/mettle difficulty of 12
-1
-2
to disrupt is required - use.
-2
-1
-1
-1
-1
-2
-1
-1
-1
-2
-1
-1
-1
-1
Countenance Description
Skin turns a sickly gray color for the duration of the spell
Target surrounded by faint blue glow
Skin takes on a bluish shade for the duration of the spell and the subconscious is haunted by psychi
Caster develops dark rings under eyes during casting time
-3
+8 On glass bead
-2
-1
+7 On target -1
-2
+2 On target -2
+3 On weapon -2
+5 On target -1
-3 -3 to damage resistance tota+4 On target -2
-1
+7 On caster -2
-3
+8 Bone box
-8 points of damage -2
-1 -1 to damage resistance tota+5 On target
-2
+4 On caster -2
-2
-2
+10 On target -3
+5 On target -3
+7 On target -1
-2
-1
-1
+12 On target
+18 On target
+20 On target
-2 -2 to damage resistance total -1
+7 On caster -2
-2
+7 On target
-2
-1
-1
+6 On target -1
-3 -3 to damage resistance total -3
-2
+17 On created elemental -2
+4 On target
-1
+3 On target
-2 -2 to damage resistance tota+6 On each extremity
-1
+3 On target -2
-2
+8 On caster
-2
-1
+8 On target -1
+3 On target -1
+3 On sand
+5 On target -2
+16 On Target -1
+5 On caster -1
-2
-3
+4 On target -1
-2
+4 On a weapon
-2
-3 -3 to damage resistance total -1
+8 On target -2
-3 -3 to damage resistance tota+6 On target
+26 On target
-1
+5 On target
-3 -3 to damage resistance tota+4 On target
+6 On target
-1 -1 to damage resistance tota+8 On caster
-1
+4 Err:520 -2
+7 On target
+7 On target
+4 On caster's finger -1
+7 On self
+8 On container
+11 On target -1
+6 On targets -3
+5 On target -1
+6 On Target
+5 On pebble -1
-3 -3 to damage resistance tota+5 On target
+12 On target -3
+5 On target -2
+10 On target
-1
-2
-3
-2
+6 On weapon -2
+7 On target -3
-1
+7 On target
+8 On target
+7 On target -2
+10 On target
+5 On target -1
+5 On targets -1
+6 On target
+6 On target
+9 On glass disc -2
-3 -3 to damage resistance total -2
-2
-2
-2
-1 -1 to damage resistance tota+10 On target -1
+9 On target -3
+7 On machine -1
+7 On metal -1
+5 On magnet -3
-1
-2
-2
+9 On target -1
-2
+6 On target
+8 On target
-2
+14 On targets -1
+10 On target
+3 On target -1
+10 On target -1
-3 -3 to damage resistance tota+3 On target -1
-2
+5 On ring -2
+6 On target -1
+5 On target
+7 On target -2
-2
+4 On weapon -2
-6
-1
-2
-1
-2
+4 On target -1
+6 On caster
-4 -4 to damage resistance tota+8 On caster -3
-2
-1
+6 On target -1
-3 -3 to damage resistance tota+6 On target
-2
+12 On target
+12 On caster
+9 On caster -1
+8 On caster
-1
-2
-4 -4 to damage resistance tota+6 On targets -3
+5 On target -1
-1
+10 On stick -1
+3 On caster -1
+4 On target -1
-2
+3 On caster -2
-3
-2 -2 to damage resistance tota+7 On target -2
-2 -2 to damage resistance total -2
+2 On target -1
+10 On target -1
+5 On caster -2
+8 On caster
+6 On target -2
-3 -3 to damage resistance total -3
-1
-3
+8 On target
+7 On target -1
+8 On target -1
+7 On target -1
-1 -1 to damage resistance tota+5 On weapon -2
+1 On projectile -1
+3 On target -2
-1
+6 On target -2
-2
-2
-3 -3 to damage resistance total
-1
+6 On target (nightmare only)
-2
-1
+4 On target -2
+3 On targets -2
Gestures Description
Shaking the vile at the target (simple)
Program instructions into robot (challenging, devices/tech/robot interface/repair difficulty of 23)
Point up and then down (fairly simple)
Point at target, then make running motion with fingers (fairly simple)
Shape clay into rough version of desired form (fairly simple)
Make spiral motion with hand (simple)
Gently stroke the target animal (fairly simple)
Draw a line on the ground (fairly simple)
Crouch as if coiled like a snake, shape hand into a fist with two fingers extended like asp fangs, then spring an
Wave hand, welcoming something (simple)
Wave feather before his eyes while looking at intended target (fairly simple)
Put on gloves (fairly simple); punch each fist into the other open hand (simple)
Point from target to those to be guarded, bear teeth and snarl (fairly simple)
Welcoming gestures (simple)
Swing or move trinket back and forth (simple)
Make an encompassing gesture (fairly simple)
Draw weapon across hand (fairly simple)
Toss the diamond dust in the air and views the area with the astrolabe (complex; investigation difficulty of 11)
Snap fingers while tossing the component on the ground before the target (fairly simple)
Fling sand at the target area while the incantation is uttered (simple)
Double over in direction of the target as if suffering severe abdominal pain (fairly simiple)
Shake one leg, then the next (fairly simple)
Mime an activity using a skill that falls under the attribute to be heightened (complex, action difficulty of 11; e
With head titled back and eyes closed as if basking in the sun's warmth, extend arms out to the sides (fairly si
Move whetstone as though sharpening a weapon (fairly simple)
Write incantation and then repeat the writing in reverse, repeating until the parchment is covered (complex; la
The caster pushes a pin through the sheep doll's head and pushes an additional pin into the doll after every 24
Hold crystal cube and disk in outstretched hands to catch the light, then place it at feet (fairly simple)
Tuff of wool is released into the air and the horn violently shaken at the target (fairly simple)
Point finger at target and release fireflies (fairly simple)
Rub the wool on the steel rod, and then mimic flinging a bolt (fairly simple)
Pour pellets into hand and toss into the air (fairly simple)
Point (simple)
Swirl hand in air as if gathering energy, then throw it at target (fairly simple)
Using colored sand, scribe an oval shape in the air (fairly simple)
Mark necromantic sigil in air before target (simple)
Wave one hand across the object to be pushed and then touch it (fairly simple)
Make a circling motion above head with one hand, then quickly casts the ankh away after pushing it against he
Outline the area of effect with charcoal (fairly simple)
Simulate a whirlpool motion with hands while uttering the incantation and then appear to toss the spell toward
Once the incantation is complete, stretch arms out over the center of the target, then spread arms out wide w
Spreads arms wide in a circle, mimicking the sphere to be created (simple)
The mage points off into the distance and then pulls the visualized target toward them as she leaps forward. (c
Point (simple)
Touch machine and target (simple)
Touch machine and target (simple)
Run fingers across weapon (simple)
Grasp projectile in hand (simple)
Cover eyes with a hand, then a throwing mostion at a target (fairly simple)
Point at an intensely dark area (simple)
Rub throat as if sore and then point at target (fairly simple)
Pull on cord (fairly simple)
draw circle in the air (simple)
Throw crystals into air and blow the flames of a candle toward them (fairly simple)
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-1
-1
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-1
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-2
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-3
-1
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-2
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-2
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-3
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-4
-2
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-2
-1
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-1
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-2
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-2
-2
-1
-1
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-3
-1
-2
-1
-3
-2
-2
-3
-3
-3
-2
-1
-2
-1
-1
-1
-1
-1
-2
-1
-1
-3
-1
-1
he draught of endless slumber.” (sentence)
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-1
-2
-2
-1
-2
-2
-2
-1
-2
-2
-1
-2
-1
-1
-2
-7
-1
-2
-1
-2
-2
-2
-2
-2
-3
-1
-2
-2
-2
-2
-1
-2
-1
-2
-1
-4
-1
-1
-2
-1
-1
-1
-3
-2
-2
-3
-2
-3
-1
-2
-2
-2
-3
-3
-1
-1
-2
-1
-3
-2
Incantations Description
“Burn!.” (phrase)
“Activate!” loudly (phrase)
“Alter.” (phrase)
First say, “I command your speed,” followed by whether the target should slow or quicken (sentence)
“Animate!” (phrase)
“Come to life and fight for me, my undead minion!” (sentence, loud)
“Make armor!.” (phrase)
Make a snake-like sound (phrase)
“Guard.” (phrase)
“Arrive.” (phrase)
Soothing sounds (phrase)
“Blur.” (phrase)
“Dig.” (phrase)
“Mists of time, clouds of fate, shield me now, for the hour is late!” (sentence, loud)
“The future beckons, come and embrace the pain. You now shall suffer, tis victory I gain!” (sentence)
“Time rolls back to reveal the shame of your lowly ancestors!” (sentence)
Utter the following after meditation: “Oh mighty spirits who have seen all, heed my plea and answer my call. T
Complex litany of elemental names and formulas (litany; languages/speaking roll with difficulty of 15)
“(Name of element), protect me and harm my foe!” (sentence)
“(Name of element), destroy my enemies with your power!” (sentence)
“Time the healer, time the stealer, once thought by all to forever last, now it is most assuredly past.” (sentenc
“Hero.” (phrase)
Frightening words (a few words)
“Flawless.” (phrase)
“Rip 'em apart, boys” (sentence, loud)
“The sun abhors darkness, and evil cowers from the light that is goodness.” (sentence, loud)
“I whet your blunt purpose!” (sentence, loud)
“I will not remember how to read.” (sentence)
“Heavy.” (phrase)
“Reveal the future so that I may slip truly into it.” (sentence)
“See.” (phrase)
“Sleep no more.” (phrase)
“Learn.” (phrase)
State simply the desired emotion (phrase)
“Bound.” (phrase)
“Carry.” (phrase)
“Pull!.” (phrase, loud)
“Statue!.” (phrase, loud)
“Stop!” loudly (phrase)
“Alter.” (phrase)
“When.” (phrase)
“Let dire winds blow.” (sentence)
“Belladonna's breath.” (phrase)
Repeated phrase for duration of spell (complex; willpower/mettle roll with difficulty of 11)
“Go there.” (one or two words)
“Shift.” (phrase)
“Dark force rising, protect thee from the light.” (sentence)
“See.” (phrase)
“Slip.” (phrase)
“The sins of the past shall surely last. Sorrow forever surrounds us all. Ne'er let one forget how the die was cas
“Stretch.” (phrase)
“Stun.” (phrase)
“Stop!” (word)
“Diminish, plants! Shrivel and die!” (sentence, loud)
“Is that the best you got?”, followed by piteous laughter (sentence, offensive)
“A past full of suffering, echoes of futures bleak, though you vainly strain 'gainst my power, your will grows we
“Time unyielding, destinies past. Forever onward, the die has been cast. Through fate's dire portal, great powe
“Apart from time!” (phrase)
“See ya, wouldn't want to be ya!” (sentence)
#REF! Up to 5 targets
#REF! Up to 5 targets
#REF! Up to 5 targets
#REF! Up to 8 targets
#REF! 8 targets
Other Alterants
+1
+3
+12
+10
+1
+9
tional extremity)
+1
+25
+2
+3
+30
+6
+3
+2
+1
+3
+4
+8
+3
+29
+1
+2
+9
Other Alterants Description
At time of casting, mage may choose to speed up or slow down target (small)
Item can be of any complexity or value, but the greater the complexity or value, the greater the secondary ski
May select time period viewed
While the caster is immune to the contagion she has created, she is a vector. All who come in contact must rol
Metal objects move toward magnet at rate of 1 meter per round; mechanical devices within spell's influence st
Target turns into a statue if she dies
Moves caster out of space and time
-1
-2
-1
-1
-1
-2
-5
-3
-1
-3
-1
-2
-11
-2
-6
-3
-1
-4
-4
-2
-2
-2
-1
-1
-1
-4
-1
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-1
-2
-8
-1
-3
-1
-2
-2
-1
-1
-1
-1
-1
-1
-2
-1
-1
-1
-5
-1
-1
-1
-1
-1
-1
-1
-1
-1
-1
-11
-1
-2
-1
-3
-1
-2
-1
-1
-2
-6
-3
-2
-2
-1
-2
-1
-2
-1
-2
-2
-1
-2
-3
-2
-5
-3
-1
Other Conditions Description
The target must be a ranged weapon that is manufactured of metal or has a metal component as part of its fir
Limited to animals that are friendly to the caster; target and caster must remain within 10 meters of each othe
Limited to animals
Hindrance only applies to attacks made by metal weapons or spells using metal
None required
Bonus may not be used to harm anything (-1); limited to humanoids (-2)
None required
None required
Must be a metal, edged, nonmagical weapon
Effect may be used once per hour; spell is broken if caster is awakened during the duration
After the spell is cast, the magic user must find a way to get a victim to swallow the foul creation. Often the wo
Large quantities and cumbersome materials, tools and devices are needed, as well as funding; additionally, a l
One spell, which the caster must specify when casting this spell
Limited to sentient beings and those who are neutral or trusting of the mage
Limited to humanoids
Requires a dead body that at least has the skull intact - flesh is not required.
Must be knowledgeable of the plane in which the morphed characters are to travel, requiring a scholar roll of 1
Must specify at casting a single spell to target
None required
A roll of a 1 on the Wild Die in the caster being erased, even if the difficulty number was equaled or exceeded;
Affects nonliving matter only
Limited to Humans
None required
Must possess some experience in the affected skill
Targets must be allies of the caster and either outnumber the oppoents or have them at a decisive disadvantag
None required
Only affects evil or undead beings who can see the caster
Only works on a nonmagical, metal, edged weapon
None required
This spell requires that the target consume a worm transformed by the spell Conqueror Worm.
None required
None required
Effect may be used once per hour; spell is broken if caster is awakened during the duration
Must have known the target for at least 1 week; must speak target's language
Must make a search roll to see the target; all normal modifiers apply.
Physical contact with object
May only be used with a single direct-fire, self-powered projectile weapon, such as a crossbow or a gun
None required
Willpower/mettle roll of 14 is required each time the spell is moved; target must be alive
The spell can only be cast in an area where dead exist beneath the earth, such as a graveyard, battlefield, or s
he target's Charisma or mettle (including any specialization related to religion). If the target has not taken an action yet th
-8 Disbelief difficulty of 13
-5 Disbelief difficulty of 13
-7 Disbelief difficulty of 13
-9 Difficulty to disbelieve is 13
must be performed by the intended victim to detect the presence of the worm.
-5 Disbelief difficulty of 13
+8
-6 Disbelief difficulty of 13
-8 Difficulty to disbelieve is 13
+8
-3 Disbelief difficulty of 13
-1 Disbelief difficulty of 13
-4 Disbelief difficulty of 13
+8
+8
+4
-8 Disbelief difficulty of 13
-6 Disbelief difficulty of 13
-6 Disbelief difficulty of 13
-7 Disbelief difficulty of 13
Variable Duration Description Variable Effect
+5
ted to religion). If the target has not taken an action yet this round, she may actively defend by generating a mettle total
e of the worm.
+27
On/off switch
On/off switch
Off only
Variable Effect Description Variable Movemen
Caster may increase effect's value by up to 5 points on the “Spell Measures” chart
yet this round, she may actively defend by generating a mettle total (including her faith specialization), but this is conside
+5
+1
+7
+3
+1
+4
+5
+4
+3
+1
+5
+5
+5
+1
Variable Movement Description
zation), but this is considered her action for the round. For undead without a mettle or Charisma score, use the die code o
Bending/unseen target
Bending/unseen target
Bending/unseen target
Bending with +4D (+12) to targeting skill total
Page 312
Corrected Sort by Diff
Timeslip N Chronomancy 11
Alter Gravity N Apportation 12
Armor N Conjuration 12
Detect Slumber N Divination 12
Discern Alloy N Divination 12
Drain Essence N Alteration 12
Elemental Edge (Template) N Conjuration 12
Erosion N Alteration 12
Ghoulish Paralysis N Alteration 12
Glow Stone N Conjuration 12
Graceful Step N Alteration 12
Ritual of Purification N Favor 12
Send Whisper N Conjuration 12
Speak Language N Divination 12
Spiritual Bolt N Strife 12
Stunned Senseless N Conjuration 12
Temporal Shackles N Conjuration 12
Unliving Weapon N Conjuration 12
Veil of Darkness N Conjuration 12
Walking Dream N Conjuration 12
Withering Sand N Alteration 12
Beacon N Alteration 13
Bless Armor N Favor 13
Bless Weapon N Strife 13
Blink-Away N Apportation 13
Blur N Conjuration 13
Carrying Wind N Apportation 13
Elemental Scrying N Divination 13
Ghost Passage N Apportation 13
Mortal Blast * N Alteration 13
Necromantic Sigil N Alteration 13
Nyctophobia N Conjuration 13
Putrescence N Conjuration 13
Repel Metal N Alteration 13
Spiritual Shield N Favor 13
Synchronicity N Apportation 13
True Rest N Alteration 13
Animate Dead N Conjuration 14
Cobra Strike N Conjuration 14
Curse N Strife 14
Dead Sight * N Divination 14
Deadeye N Alteration 14
Detect the Living N Divination 14
Hallowed Ground N Apportation 14
Light Show N Alteration 14
Locate Person N Divination 14
Malfunction N Conjuration 14
Metal Claws (one claw) N Conjuration 14
Page 313
Corrected Sort by Diff
Necrosis N Alteration 14
Perceptive Flux N Alteration 14
Pollen Cloud N Conjuration 14
Projectile N Conjuration 14
Protective Sheath N Conjuration 14
Relocate Person N Apportation 14
Stretch N Alteration 14
Suppress N Alteration 14
Withering Blast N Conjuration 14
Activate Automaton N Conjuration 15
Alter Movement N Apportation 15
Banish N Strife 15
Elemental Body (Template) N Conjuration 15
Fleshy Armor N Alteration 15
Hone Edge N Alteration 15
Lightning Bolt N Conjuration 15
Magic Platter N Apportation 15
Night Vigilance N Alteration 15
Nightshield N Conjuration 15
Put the “Rest” in “Restoration” N Conjuration 15
Sense Death N Divination 15
Sun Scourge N Conjuration 15
Taken Alive N Alteration 15
Time Out of Mind N Alteration 15
Unseen Bullet N Apportation 15
Vanish N Apportation 15
Wall of Radiance N Conjuration 15
Animal Savior N Alteration 16
Asp Arrow N Conjuration 16
Chronobolt N Conjuration 16
Cold Flesh N Alteration 16
Desiccate N Alteration 16
Fancy Riding N Divination 16
Forge Perfect Weapon N Alteration 16
Glowing Eyes N Conjuration 16
Leap N Alteration 16
Metal Flesh N Conjuration 16
Really Comfy Pillow N Conjuration 16
Regeneration N Conjuration 16
Reveal Disposition N Divination 16
Search N Divination 16
Turn to Shadow N Conjuration 16
Activate Automaton alternate N Conjuration 17
Capture Life force N Alternation 17
Elemental Burst (Template) N Conjuration 17
Flame Jet N Conjuration 17
Lesser Telekinesis N Apportation 17
Malleable N Alteration 17
Page 314
Corrected Sort by Diff
Wolfpack N Alteration 17
Attract Metal N Alteration 18
Awaken Machine N Conjuration 18
Befriend Animal N Divination 18
Burrow N Apportation 18
Control Elemental (Template) N Conjuration 18
Control Machine N Alteration 18
Enthrall Undead N Alteration 18
Envy N Conjuration 18
Ethereal N Alteration 18
Fate N Alteration 18
Find Way N Divination 18
Insight into the Future N Divination 18
Light Ram N Conjuration 18
Locate Metal N Divination 18
Lotus Dreams N Alteration 18
Sanguineous Attack N Conjuration 18
Conqueror Worm N Conjuration 19
Control Local Weather N Alteration 19
Countermagic N Alteration 19
Death's Hand N Conjuration 19
Dream Travel N Apportation 19
Earth Muse N Divination 19
Fear N Alteration 19
Folded Space N Conjuration 19
Foresight N Divination 19
Invoke Emotion N Alteration 19
Man of Bronze N Conjuration 19
Sphere of Protection N Conjuration 19
Step Into Sleep N Alteration 19
Understand Gibberish N Divination 19
Understand Vehicle N Divination 19
Voice Wrack N Conjuration 19
Acidic Attack N Alteration 20
Beast Warden N Alteration 20
Corrosive Cloud N Conjuration 20
Detect the Living N Divination 20
Dream Visions N Divination 20
Eagle-Eye N Divination 20
Light Chest N Conjuration 20
Preternaturality N Alteration 20
Sight of Darkness N Conjuration 20
Sleeping Puppet N Alteration 20
Alter Trajectory N Alteration 21
Animal Loyalty N Alteration 21
Drown N Conjuration 21
Groggy N Alteration 21
Illiterate N Alteration 21
Page 315
Corrected Sort by Diff
Kiss of the Sandman N Conjuration 21
Metal Claws (two claws) N Conjuration 21
Stun N Conjuration 21
Insight to Weakness N Divination 22
Perfect Touch N Divination 22
Telepathy N Alteration 22
Understand Inner Workings N Divination 22
Waking Nightmare N Conjuration 22
Courage N Alteration 23
Devolution N Alteration 23
Distract N Alteration 23
Far Walk N Conjuration 23
Fighting Tree N Strife 23
Find Trap N Divination 23
Night Visitation N Alteration 23
Stick to Snake N Conjuration 23
Voices N Conjuration 23
Mass Light Show N Conjuration 24
Possess the Living Mind N Divination 24
Sense Spirit N Divination 24
Vengeful Void N Conjuration 24
Animate Superior Undead N Conjuration 25
Dead Things N Conjuration 25
Disrupt Spell N Strife 25
Sense Past N Divination 25
Sleep of Champions N Alteration 25
Time Sink N Chronomancy 25
Call Tomb Fiend N Apportation 26
Detect Presence N Divination 26
Dimensional Survival N Alteration 26
Sequester N Apportation 26
Cage N Conjuration 27
Gang Fight N Alteration 27
Greater Telekinesis N Apportation 27
Make Statue N Alteration 27
Shadow Surface N Conjuration 27
Undead Warrior N Strife 27
Wake the Dead N Conjuration 27
Machine Terror N Conjuration 28
Magnetism N Conjuration 28
Mistaken Identity N Alteration 28
Portcullis N Conjuration 28
Possess the Unliving N Conjuration 28
Sleep Sense N Divination 28
Slip N Alteration 28
Deadspeak N Conjuration 29
Loophole N Apportation 29
Metal Storm N Alteration 29
Page 316
Corrected Sort by Diff
Rain of Rust N Conjuration 29
Rend Reality N Conjuration 29
Void Shield N Conjuration 29
Consuming Sphere N Conjuration 30
Energy Barrier N Conjuration 30
Investigate N Divination 30
Club Feet N Conjuration 31
Corpse Fog * N Conjuration 31
Shift Plane N Apportation 31
Sun Cage N Conjuration 31
Contact Entity N Divination 32
Duncan's Malicious Contagion N Conjuration 32
Earthquake N Alteration 32
Nightmare N Alteration 32
Blur Barriers N Conjuration 33
Monstrous Creation N Alteration 33
Create Elemental (Template) N Conjuration 34
Decrease Gravity N Alteration 34
Increase Gravity N Alteration 34
Vortex N Conjuration 34
Bind Reality N Alteration 35
EMP N Conjuration 35
Gnawing Hunger N Conjuration 35
Holy Light N Conjuration 35
Night Terrors N Conjuration 35
Beckon Creature N Apportation 36
Construct Small Automaton N Divination 36
Deafen N Conjuration 36
Plague Wind N Conjuration* 37
Construct Tremendous Automat N Divination 40
Dimensional Gap N Conjuration 41
Radiation Shield N Conjuration 41
Sleep Eternal N Alteration 41
Dreamtime N Divination 43
Passing of Years N Conjuration 45
Alter Shape N Conjuration 47
Miasma N Conjuration 54
Erase Person N Alteration 61
Page 317
Corrected Sort by Diff
ed Difficulty
Page 318
Name Cantrip Skill Used
Acidic Attack N Alteration
Activate Automaton N Conjuration
Activate Automaton alternate N Conjuration
Alter Gravity N Apportation
Alter Movement N Apportation
Alter Shape N Conjuration
Alter Trajectory N Alteration
Animal Loyalty N Alteration
Animal Savior N Alteration
Animate Dead N Conjuration
Animate Superior Undead N Conjuration
Armor N Conjuration
Asp Arrow N Conjuration
Attract Metal N Alteration
Aura of Visibility N Alteration
Awaken Machine N Conjuration
Banish N Strife
Bashing Fists N Conjuration
Beacon N Alteration
Beast Warden N Alteration
Beckon Creature N Apportation
Befriend Animal N Divination
Bind Reality N Alteration
Blades of Flesh Cantrip Conjuration
Bless Armor N Favor
Bless Person N Favor
Bless Weapon N Strife
Blink-Away N Apportation
Blunt N Alteration
Blur N Alteration
Blur N Conjuration
Blur Barriers N Conjuration
Burrow N Apportation
Cage N Conjuration
Call Tomb Fiend N Apportation
Capture Life force N Alternation
Carrying Wind N Apportation
Change Material N Alteration
Charm N Alteration
Chronal Fog N Conjuration
Chronobolt N Conjuration
Cleansing Sleep N Conjuration
Club Feet N Conjuration
Cobra Strike N Conjuration
Cold Flesh N Alteration
Communicate with Animals N Conjuration
Concentration Lapse Cantrip (Advanced)Alteration
Cone of Wind N Conjuration
Conqueror Worm N Conjuration
Construct Small Automaton N Divination
Construct Tremendous Automat N Divination
Consuming Sphere N Conjuration
Contact Entity N Divination
Control Elemental (Template) N Conjuration
Control Local Weather N Alteration
Control Machine N Alteration
Corpse Fog * N Conjuration
Corrosive Cloud N Conjuration
Countermagic N Alteration
Countermagic Ward N Alteration
Courage N Alteration
Create Element (Template) N Conjuration
Create Elemental (Template) N Conjuration
Curse N Strife
Dead Man's Gaze Cantrip Divination
Dead Sight * N Divination
Dead Things N Conjuration
Deadeye N Alteration
Deadly Dart N Alteration
Deadspeak N Conjuration
Deafen N Conjuration
Death's Hand N Conjuration
Decrease Gravity N Alteration
Desiccate N Alteration
Detect Presence N Divination
Detect Resonance N Divination
Detect Slumber N Divination
Detect the Living N Divination
Detect the Living N Divination
Devolution N Alteration
Dimensional Gap N Conjuration
Dimensional Survival N Alteration
Diminish N Alteration
Discern Alloy N Divination
Disrupt Spell N Strife
Distract N Alteration
Drain Essence N Alteration
Dream Travel N Apportation
Dream Visions N Divination
Dreams in Hand N Conjuration
Dreamtime N Divination
Drown N Conjuration
Duncan's Malicious Contagion N Conjuration
Eagle-Eye N Divination
Earth Muse N Divination
Earthquake N Alteration
Elemental Body (Template) N Conjuration
Elemental Burst (Template) N Conjuration
Elemental Edge (Template) N Conjuration
Elemental Scrying N Divination
EMP N Conjuration
Energy Barrier N Conjuration
Enhance Food N Favor
Enthrall Undead N Alteration
Envy N Conjuration
Erase Person N Alteration
Erosion N Alteration
Ethereal N Alteration
Evil Eye Curse N Conjuration
Fancy Riding N Divination
Far Walk N Conjuration
Fate N Alteration
Fear N Alteration
Feast N Conjuration
Fighting Tree N Strife
Find Trap N Divination
Find Way N Divination
Flame Jet N Conjuration
Fleshy Armor N Alteration
Folded Space N Conjuration
Foresight N Divination
Forge Perfect Weapon N Alteration
Gang Fight N Alteration
Ghost Passage N Apportation
Ghoulish Paralysis N Alteration
Glow Stone N Conjuration
Glowing Eyes N Conjuration
Gnawing Hunger N Conjuration
Graceful Step N Alteration
Greater Telekinesis N Apportation
Groggy N Alteration
Hallowed Ground N Apportation
Healing N Favor
Heighten Attribute (Template) N Alteration
Holy Light N Conjuration
Hone Edge N Alteration
Illiterate N Alteration
Improvement N Alteration
Increase Gravity N Alteration
Insight into the Future N Divination
Insight to Weakness N Divination
Insomnia N Conjuration
Investigate N Divination
Invoke Emotion N Alteration
Kiss of the Sandman N Conjuration
Leap N Alteration
Lesser Telekinesis N Apportation
Light Chest N Conjuration
Light Ram N Conjuration
Light Show N Alteration
Lightning Bolt N Conjuration
Locate Metal N Divination
Locate Person N Divination
Loophole N Apportation
Lotus Dreams N Alteration
Machine Terror N Conjuration
Magic Platter N Apportation
Magnetism N Conjuration
Make Statue N Alteration
Malfunction N Conjuration
Malleable N Alteration
Man of Bronze N Conjuration
Mass Light Show N Conjuration
Metal Claws (one claw) N Conjuration
Metal Claws (two claws) N Conjuration
Metal Flesh N Conjuration
Metal Storm N Alteration
Miasma N Conjuration
Mistaken Identity N Alteration
Molten Metal N Alteration
Monstrous Creation N Alteration
Mortal Blast * N Alteration
Multiply Food N Favor
Mystic Bolt N Conjuration
Mystical Shield N Conjuration
Necromantic Sigil N Alteration
Necrosis N Alteration
Night Terrors N Conjuration
Night Vigilance N Alteration
Night Visitation N Alteration
Nightmare N Alteration
Nightshield N Conjuration
Nyctophobia N Conjuration
Open Lock N Apportation
Passing of Years N Conjuration
Perceptive Flux N Alteration
Perfect Touch N Divination
Plague Wind N Conjuration*
Pollen Cloud N Conjuration
Portcullis N Conjuration
Possess the Living Mind N Divination
Possess the Unliving N Conjuration
Preternaturality N Alteration
Projectile N Conjuration
Protective Sheath N Conjuration
Push N Apportation
Put the “Rest” in “Restoration” N Conjuration
Putrescence N Conjuration
Quick Release N Conjuration
Radiation Shield N Conjuration
Rain of Rust N Conjuration
Really Comfy Pillow N Conjuration
Regeneration N Conjuration
Relocate Person N Apportation
Rend Reality N Conjuration
Repel Metal N Alteration
Reveal Disposition N Divination
Ritual of Purification N Favor
Sanguineous Attack N Conjuration
Scrying N Divination
Search N Divination
Secret Passage N Apportation
Seize the Day! N Conjuration
Send Whisper N Conjuration
Sense Ailment N Divination
Sense Death N Divination
Sense Past N Divination
Sense Spirit N Divination
Sequester N Apportation
Shadow Surface N Conjuration
Shape Element (Template) N Apportation
Shift Plane N Apportation
Shroud of Shade N Conjuration
Sight of Darkness N Conjuration
Sinister Pall N Alteration
Sleep Eternal N Alteration
Sleep of Champions N Alteration
Sleep Sense N Divination
Sleeping Puppet N Alteration
Slip N Alteration
Sniper Light Beam N Alteration
Soulecho N Conjuration
Speak Language N Divination
Sphere of Protection N Conjuration
Spiritual Bolt N Strife
Spiritual Shield N Favor
Step Into Sleep N Alteration
Stick to Snake N Conjuration
Sticky Fingers Cantrip Alteration
Stretch N Alteration
Stun N Conjuration
Stunned Senseless N Conjuration
Stunt Plant N Alteration
Sun Cage N Conjuration
Sun Scourge N Conjuration
Suppress N Alteration
Synchronicity N Apportation
Taken Alive N Alteration
Taunt N Alteration
Telepathy N Alteration
Temporal Shackles N Conjuration
Time Out of Mind N Alteration
Time Sink N Chronomancy
Timeslip N Chronomancy
True Rest N Alteration
Turn to Shadow N Conjuration
Undead Warrior N Strife
Understand Gibberish N Divination
Understand Inner Workings N Divination
Understand Vehicle N Divination
Unliving Weapon N Conjuration
Unseen Bullet N Apportation
Vanish N Apportation
Veil of Darkness N Conjuration
Vengeful Void N Conjuration
Voice Wrack N Conjuration
Voices N Conjuration
Void Shield N Conjuration
Vortex N Conjuration
Wake the Dead N Conjuration
Waking Nightmare N Conjuration
Walking Dream N Conjuration
Wall of Radiance N Conjuration
Water Spray N Alteration
Withering Blast N Conjuration
Withering Sand N Alteration
Wolfpack N Alteration
Arcane Knowledge Corrected Difficulty Effect
Water 20 23
inanimate forces, enchanted, metal 15 27
inanimate forces, enchanted, metal 17 27
Inanimate Forces 12 12
TBD 15 4
Enchanted 47 60
Inanimate forces, metal 21 12
Animal 21 18
Animal 16 18
Enchanted 14 6
Enchanted 25 33
Metal 12 6
Animal 16 18
Magic 18 18
Light 10 12
Inanimate Forces 18 18
TBD 15 12
Folk 10 12
Enchanted 13 18
Animal 20 18
Animal, entity, folk 36 24
Enchanted 18 18
Dimension 35 27
Folk 3 6
TBD 13 9
TBD 10 6
TBD 13 9
TBD 13 30
Metal 11 9
Darkness, Folk 11 18
Magic 13 9
Dimension 33 36
Earth 18 18
TBD 27 25
Entity 26 39
Death 17 10
TBD 13 15
Magic 11 4
TBD 5 18
magic, time 11 15
death, time 16 30
Death, folk 10 27
Animal, Folk 31 36
Folk, Animal 14 18
Death 16 18
TBD 10 15
Magic 8 5
Air 11 18
Death 19 30
Inanimate Forces 36 52
Inanimate Forces 40 64
Death 30 30
entity, dimension 32 61
Entity, any one element: air, earth, fire, or water 18 18
Air, inanimate forces, water 19 0
Inanimate forces, metal 18 18
Air 31 27
Metal 20 15
TBD 19 29
TBD 11 29
Folk 23 30
any one element: air, earth, fire, or water 11 10
any one element: air, earth, fire, or 34 68
TBD 14 6
Death 3 4
Magic 14 6
Death 25 23
Magic 14 27
TBD 11 18
Death 29 48
Magic 36 27
Death 19 30
inanimate forces 34 30
Water 16 18
Magic 26 18
time 11 9
Magic 12 5
TBD 14 24
TBD 20 24
animal, folk, time, water 23 12
dimension 41 21
dimension, folk 26 18
magic, time 10 14
Metal 12 24
TBD 25 29
Magic 23 18
Enchanted 12 9
Dreams 19 11
Dreams 20 12
Dreams 10 0
Dreams 43 50
Water 21 36
Death 32 45
Folk, Avian 20 18
earth, time 19 34
Earth 32 15
any one element: air, earth, fire, or water 15 15
any one element: air, earth, fire, or water 17 12
any one element: air, earth, fire, or water 12 14
Time, earth, air, fire, water 13 32
Inanimate Forces 35 30
inanimate forces 30 13
TBD 8 1
Enchanted 18 26
Folk 18 9
dimension 61 88
death, time 12 18
dimensions 18 15
TBD 11 6
Magic 16 9
dimension 23 26
Magic 18 9
TBD 19 30
TBD 10 4
TBD 23 24
Magic 23 18
Magic 18 14
Fire 17 12
Death 15 14
dimension 19 15
TBD 19 34
Metal 16 30
Folk 27 27
Dimension 13 10
Death 12 12
TBD 12 12
Light 16 6
Animal, Folk 35 36
Animal, Folk 12 18
inanimate forces 27 36
Magic 21 24
Entity 14 10
TBD 7 17
TBD 3 6
Light 35 45
Metal 15 12
Magic 21 3
TBD 10 24
inanimate forces 34 30
Magic 18 18
Magic 22 36
Magic 11 9
Magic 30 24
Magic 19 15
Magic 21 15
Magic 16 15
inanimate forces 17 18
Light, Dimension 20 18
Light, Inanimate Forces 18 33
Light 14 16
Inanimate Forces 15 18
Metal 18 12
dimension, folk 14 6
magic, time 29 45
dreams, time 18 21
Enchanted 28 25
Inanimate Forces 15 10
Inanimate Forces 28 20
Metal 27 54
Inanimate Forces 14 18
Metal 17 25
Folk, metal 19 27
Light 24 15
Metal 14 12
Metal 21 24
Metal 16 24
Inanimate forces 29 20
Air, darkness 54 66
Magic, folk 28 24
Metal, inanimate forces 11 9
Entity 33 36
Entity 13 18
TBD 8 1
TBD 10 12
TBD 10 18
Magic 13 23
Death 14 9
Dreams, folk 35 41
Darkness 15 18
Dreams 23 12
Dreams 32 60
Magic 15 30
Darkness, Folk 13 9
TBD 5 18
Death 45 114
time 14 15
Magic 22 36
Air 37 9
Plant 14 6
Enchanted 28 45
Magic 24 21
Death, enchanted 28 30
Enchanted 20 36
TBD 14
TBD 14
time 10 14
Time, folk 15 27
Death 13 12
Folk 10 12
Inanimate forces 41 36
Metal 29 15
magic 16 12
Death 16 18
TBD 14 11
dimension 29 30
Inanimate Forces 13 10
Folk 16 24
TBD 12 20
Death 18 25
TBD 11 34
TBD 16
dimension 10 16
inanimate forces 10 9
dimension 12 0
Animal, Folk 11 17
Death 15 14
TBD 25 38
Entity 24 24
dimension, time 26 11
Darkness 27 20
any one element: air, earth, fire, or water 11 10
dimension 31 63
Darkness, light, entity 10 12
Light, darkness 20 9
Darkness 11 18
Dreams 41 20
Magic 25 36
Magic 28 24
Dreams 20 24
Magic 28 18
Light 10 18
death, time 11 9
Magic 12 18
Magic 19 24
TBD 12 12
TBD 13 16
Dreams 19 39
Plant, Animal 23 40
Folk 5 9
Magic 14 3
Magic 21 15
TBD 12 15
Darkness, Plant 10 5
Light 31 37
Light, Fire 15 9
magic, time 14 18
dimension 13 4
Death, Folk 15 30
Folk 11 18
Folk, magic 22 24
magic, time 12 23
magic, time 15 37
time 25 15
Dimension, Entity 11 13
Magic, folk 13 18
Darkness 16 33
TBD 27 27
Magic 19 12
Inanimate forces 22 17
Inanimate forces 19 12
Enchanted 12 11
dimension 15 0
dimension 15 21
Folk, Darkness 12 12
Darkness, Water 24 45
Folk 19 21
Magic 23 24
dimension 29 23
dimensions 34 29
Death 27 30
Dreams 22 24
Dreams 12 34
Light 15 18
TBD 10 12
Death 14 18
death, folk, time 12 6
Animal 17 9
Effect Description Range Range Description Speed
5D physical damage, ignores nonmagic 7 25 meters 7
Agility/Reflexes and Physique/Strengt 0 Touch 0
Agility/Reflexes and Physique/Strengt 0 Touch 0
moves up to 250 kilograms 0 Self 0
1 meter per round 7 25 meters 7
Shapeshifting (R1), form of caster's cho 0 1 meter 0
Hindrance: Altered Firearm (R4), +12 t 10 100 meters 10
+2D to caster's animal handling or per 0 Self or touch 0
+2D to lifting/lift to recover fallen c 0 1 meter 0
Skill Bonus: Mindless (R1), +3 to willp 7 25 meters 7
+2D to Physique/Strength; +1D to Acume 7 25 meters 7
Armor Value of 2D, physical only 0 1 meter 0
4D damage, ignores nonmagical armor 5 10 meters 5
Hindrance: Metal Attracts (R), -6 to d 7 10 meters 7
negates up to 4D of darkness modifier 5 10 meters 5
one combat skill of 3D; +2D physical 8 40 meters 8
compare to 2 times the target's Chari 7 20 meters 7
Natural Hand-to-Hand Weapon: Fists 0 Self 0
+4D to willpower/mettle when bead us 0 Touch 0
+4D to intimidation 5 10 meters 5
compared to roll of target's willpower/ 20 10 kilometers 20
animal handling of 6D; use persuasion 0 1 meter 0
compare to spell total of dimension-ho 0 1 meter 0
Natural Hand-to-Hand Weapon: Blades 0 Self or target within 1 meter 0
+2D Armor Value bonus 5 10 meters 5
+1D bonus to one non-Extranormal att 5 10 meters 5
+2D damage bonus 5 10 meters 5
The caster can move up to one kilomet 0 Self 0
-2D physical damage modifier 5 10 meters 5
Blur (R2) Special Ability) 0 Self or 1 meter 0
Blur (R1), +1 to dodge, sneak/stealth, a 5 10 meters 5
+1D difficulty modifier to physical and 5 10 meters 5
moves up to 150 kilograms 0 1 meter 0
resistance total of bars 7 25 meters 7
compare to planar distance 0 1 meter 0
1 human-sized being held in stasis 4 5 meters 4
wind with a lifting of 5D 0 Self 0
5 kilograms 0 1 meter 0
charm skill bonus of +4D 0 Self 0
Armor Value of 5D, physical only 0 Self 0
5D physical damage, ignores all armor 5 10 meters 5
medicine/healing of 9D 0 Self 0
Hindrance: Club Feet (R12): +4 to the dif 5 10 meters 5
3D damage, ignores all armor 0 Touch 0
+4D to disguise [con: disguise in D6 0 Touch 0
speaking skill with specialization in th 0 1 meter 0
difficult to attack target is at -5 4 5 meters 4
brawling/fighting of 6D 0 1 meter 0
Err:520 0 Touch 0
8D in device skill, 6D in craft skill, an 0 Touch 0
8D in device skill, 6D in craft skill, an 0 Touch 0
6D+2, ignores nonmagical armor 6 15 meters 6
4D languages/speaking in the language 0 Self 0
command: elemental of 6D 3 2.5 meters 3
changes based on result points 0 Self 0
Skill Bonus (R6), +18 to devices/tech/r 0 Touch 0
Add D6 to hide 9 60 meters 9
5D physical damage to metal, while livin 10 100 meters 10
compare to skill total of spell counteri 9 60 meters 9
compare to skill total of spell counteri 0 Self or a target within 1 meter 0
+6D+2 to willpower/mettle 0 Self 0
100 liters or 0.1 cubic meters 3 3.5 meters 3
15 attribute dice, arranged as the ca 0 1 meter 0
Bad Luck (R2) Disadvantage 5 10 meters 5
5 seconds 4 5 meters 4
search skill of 2D 10 100 meters 10
5D 10 5 meters 10
Skill Bonus (R9), +27 to marksmanship 0 1 meter 0
+4D in damage 10 100 meters 10
4D languages/speaking, 4D intimidation 0 1 meter 0
Hindrance: Deafness (R9), +6 to difficu 8 40 meters 8
10D damage 4 5 meters 4
Hindrance: Low Gravity (R5), +5 to acro 6 15 meters 6
3D physical damage, ignores all armor 5 5 meters 5
search of 6D to locate living beings 4 5 meters 4
Extra Sense: Chronal Energy (R3), +3D 5 10 meters 5
value to determine state of slumber 0 Self 0
search of 8D to locate a single type of 0 Self 0
search of 8D to locate a single type of 0 Self 0
Reduced Attribute: Knowledge/Intellect 5 10 meters 5
7D physical damage 8 40 meters 8
Atmospheric Tolerance (R2); Environm 0 Self or within 1 meter 0
reduces the duration of a chosen spell 6 15 meters 6
Skill Bonus (R8), +24 to investigation 0 Self 0
compare to skill total of spell counteri 9 60 meters 9
persuasion of 6D 4 5 meters 4
-2D from Physique attribute 4 3 meters 4
moves up to 150 kilograms 15 1 kilometer 15
search of 4D 17 2.5 kilometers 17
creates 1 kilogram of inanimate materi 0 Self 0
up to 1 year in the past or future - spe 19 20 kilometers 19
6D physical damage, ignores all armor 2 2.5 meters 2
10D disease 0 Self 0
+4D to search 5 10 meters 5
2.5 months in the past 0 1 meter 0
5D physical damage 15 1 kilometer 5
+2D physical damage; Armor Value of 0 Touch 0
4D physical damage 8 40 meters 8
+3D physical damage 0 1 meter 0
up to 1 month into the future 0 1 meter 0
10D physical damage 10 100 meters 10
Armor Value of 4D+1, physical only 4 5 meters 4
1.5 kilograms of food 0 1 meter or less 0
charm undead skill bonus at +5D+2 0 Self 0
Quirk (R3), envy requiring a Very Diff 5 10 meters 5
10D physical damage, ignore nonmagica 0 Touch 0
6D physical damage 8 40 meters 8
Intangibility (R1), +3D to damage resi 5 10 meters 5
Bad Luck (R2) Disadvantage 5 10 meters 5
Skill Bonus: Animal Insight (R3), +9 to 0 1 meter 0
astral projection of 4D+1 0 Self 0
Luck: Great (R1), confers 1 additional 15 25 meters 15
intimidation skill bonus at +6D+2 10 100 meters 10
5 kilograms of food and water 0 1 meter 0
4D in fighting and 4D in damage 4 5 meters 4
search of 6D for finding traps 0 1 meter 0
+3D to navigation 0 1 meter 0
4D physical damage 3 3 meters 3
4D+2 armor 0 Self 0
1,000 kilograms 0 Touch 0
2.5 months 0 Self 0
Skill Bonus (R10), +30 crafting/repair 0 1 meter 0
+2D to brawling/fighting and melee co 4 5 meters 4
human size 0 Touch 0
Paralyzing Touch (4) 0 Self 0
negates up to -4D of darkness modifie 0 Touch 0
Infamy (R2), feared by most because o 5 10 meters 5
4D damage, ignores all armor; Achilles 5 10 meters 5
+1D+1 to acrobatics, dodge, and sneak 0 1 meter 0
telekinesis of 6D 0 1 meter 0
-1D to two mental and two physical att 5 10 meters 5
?? 0 1 meter 0
healing skill of 5D+2 0 1 meter or less or touch 0
+1D bonus to one non-Extranormal att 0 1 meter 0
Hindrance: Blindness (R15), +5 to diffi 5 10 meters 5
+2D+2 physical damage modifier 5 10 meters 5
Illiterate (R1) Disadvantage 15 1 kilometer 15
This spell improves any one skill by + 0 Self 0
Hindrance: High Gravity (R10), +5 to acr 6 15 meters 6
up to 1 hour in the future 0 1 meter 0
Skill Bonus: Weakness Detection (R12) 0 1 meter 0
Achilles' Heel (R3), insomnia - -1 pip t 4 5 meters 4
Skill Bonus: Investigation (R8), +24 to 4 5 meters 4
persuasion of 5D 8 40 meters 8
difficulty for target to resist falling asl 2 2.5 meters 2
Skill Bonus: Frog Legs (R5), +15 to ju 0 1 meter 0
telekinesis of 3D 0 1 meter 0
Armor Value of 6D, physical only 0 1 meter 0
4D physical damage; Reduced Attribute: 6 15 meters 6
lights with charm/persuasion of 5D+1 9 60 meters 9
6D physical damage 10 100 meters 10
search of 4D to detect a single type of 8 40 meters 8
search of 2D 20 10 kilometers 20
+6D to one Magic skill and affecting one 3 3.5 meters 3
Accelerated Healing (R7), +7D bonus t 0 Touch 0
intimidation of 8D+1 10 100 meters 10
moves up to 100 kilograms 0 1 meter 0
difficulty to resist the pull 0 Touch 0
12D physical damage, ignores nonmagi 4 5 meters 4
6D damage against machines 9 60 meters 9
Compare to item's Toughness or damag 9 60 meters 9
Natural Armor: Bronze Skin (R2), +2D 0 1 meter 0
lights with charm/persuasion of 5D 10 100 meters 10
Natural Hand-to-Hand Weapon: Claws 0 1 meter 0
Natural Hand-to-Hand Weapon: Claws 0 1 meter 0
Armor Value of 8D, physical only 0 1 meter 0
6D+2 physical damage 9 60 meters 9
5D inhaling damage, ignores all armor; 8 40 meters 8
Shapechanging (R1), one specific person 5 10 meters 5
Achilles' Heel (R3), takes 1D in damag 5 10 meters 5
?? 10 100 meters 10
6D 5 10 meters 5
1.5 kilograms of food 0 1 meter or less 0
4D in damage 5 10 meters 5
Armor Value of 6D 1 1.5 meters 1
Add +5D to alteration skill 0 Touch 0
3D 0 Touch 0
difficulty of 18 to resist falling asle 9 60 meters 9
Add +4D to search 0 Self or target within 1 meter 0
persuasion of 4D 17 2.5 kilometers 17
10D physical damage, ignores all armo 0 Touch 0
compare to spell total of spell attempti 0 Self 0
Quirk (R3), nyctophobia with Very Diffi 5 10 meters 5
compare to difficulty to open lock 0 1 meter 0
Age 3 years 4 5 meters 4
Hindrance: Initiative (R5), -10 to all ini 5 10 meters 5
Skill Bonus: Perfect Touch (R12), +36 t 0 1 meter 0
3D in damage from inhaling 10 100 meters 10
2D of cover modifier 3 3 meters 3
damage resistance total of portcullis; 3 3.5 meters 2
Possession: Partial (R1), with Restrict 10 100 meters 10
Possession: Full (R1) 10 100 meters 10
+8D to various non-Extranormal attrib 0 Touch 0
This 6D attack requires marksmanship/fi 5 10 meters 5
The caster or a target within one meter 0 Self or 1 meter 0
sends a small object up to 10 minutes 0 Touch 0
medicine/healing of 9D 0 Self 0
4D 0 Touch 0
Fast Reactions (R1), +1D to initiative 0 Self 0
Attack Resistance: Radiation (R6), +6D 5 10 meters 5
5D damage to ferrous metal 10 100 meters 10
Accelerated Healing (R1), +1D bonus t 0 Touch 0
medicine/healing of 6D 0 Touch 0
teleport up to 150 kilograms 10 100 meters 10
10D physical damage 7 25 meters 7
Armor Value of 3D+1, physical only 7 10 meters 7
willpower/mettle of 8D 0 1 meter 0
compare to miracle or curse difficulty 2 2.5 meters 2
+3D+1 damage, 3D+1 intimidation 4 5 meters 4
2.5 months 0 Scrying object 0
The caster can use the spell's 4D in se 0 Self 0
move up to 150 kilograms per round 0 1 meter 0
Fast Reactions (R1), +1D to initiative r 7 25 meters 7
?? 15 1 kilometer 15
medicine/healing of 5D+2 0 1 meter 0
3D Perception of Would Level 5 10 meters 5
66 weeks in past 0 Touch 0
8D search when attempting to locate sp 0 Self 0
moves up to 150 kilograms 0 Self 0
difficulty to view hidden area or dispel 2 2.5 meters 2
100 liters or 0.1 cubic meters or 3D+ 2 2.5 meters 2
600 kilograms of matter moved to anoth 0 Self 0
Armor Value of 4D, physical only 0 Self or target within 1 meter 0
Infravision or Ultravision (R3), negates 5 10 meters 5
Add +4D to intimidation 0 Self 0
difficulty to resist falling asleep 5 10 meters 5
Add +1D to all mental and physical att 0 Self 0
search of 8D to locate sleeping creatur 0 Self 0
Possession: Limited (R1) 0 Self 0
Hindrance: Slick Surface (R6), +6 to ac 8 40 meters 8
+4D to one targeting skill 0 Self 0
Bad Luck (R3) 0 1 meter 0
languages/speaking of 6D, for speakin 0 1 meter 0
compare to skill total of spell counteri 0 1 meter 0
4D in damage 5 10 meters 5
Armor Value of 5D+1 1 1.5 meters 1
Possessioin: Limited (R1) and investig 0 Touch 0
brawling/fighting of 5D; running of 2 0 1 meter 0
+2D to sleight of hand 0 Self 0
Elasticity (R1), +1 to contortion, dodge 5 10 meters 5
4D physical damage, stun only, ignor 15 25 meters 15
6D+2 stun damage 5 10 meters 5
reduce movement difficulty modifiery b 0 Self 0
15 for resistance total of bars; negate 7 25 meters 7
Achilles's Heel (R3), 5D damage and +2 0 Touch 0
Subtract -4D to physical damage rolls; 8 40 meters 8
5 kilograms 10 100 meters 10
Add +6D+2 to bluff/con 0 1 meter 0
Add +4D to intimidation 0 Self 0
telepathy of 4D 0 Self 0
damage resistance total of the shackle 6 15 meters 6
compare to the skill total of the spell 5 10 meters 5
1 metric ton of material stopped 5 10 meters 5
timeslip up to 400 kilograms, caster's w 11 150 meters 11
Accelerated Healing (R2), +2D to natura 0 Touch 0
Intangibility (R1), +3D to damage resis 0 Self 0
4D in fighting and lifting; 1D in runnin 7 25 meters 7
4D languages - speaking or reading/wr 0 1 meter 0
5D+2 in appropriate skill, such as tech, 0 Touch 0
4D in appropriate skill for operating a 0 1 meter 0
Add +2D+1 0 Touch 0
1 kilogram projectile 11 150 meters 11
Invisibility (R3), +3 to dodge, sneak/s 0 Touch 0
Add +4D darkness modifier 5 10 meters 5
brawling/fighting of 4D; lifting/lift of 4 5 meters 4
Hindrance: Hoarse (R7), +3 to difficul 5 10 meters 5
Skill Bonus: Throw Voice (R8), +24 to b 9 60 meters 9
5D physical damage, ignores nonmagic 7 25 meters 7
6D+1 physical damage, ignores nonma 8 40 meters 8
10D Body Points 10 100 meters 10
Fear (R12), +12 to initimidation totals 4 5 meters 4
Psionics: astral projection of 5D+2 0 Self 0
negates up to -4D of darkness modifie 5 10 meters 5
4D damage 6 15 meters 6
3D6 damage 5 10 meters 5
Age: Old (R2), +1 to difficulties of ph 7 25 meters 7
Add +2D to brawling/fighting 5 10 meters 5
Speed DescripDuration Duration Description Casting TimeCasting Time Descriptio
Instantaneous 7 5 rounds -4 1 round
Instantaneous 25 1 day -18 1 hour
Instantaneous 25 1 day -18 1 hour
Instantaneous 18 1 hour -9 1 minute
Instantaneous 12 4 minutes/50 rounds -4 1 round
Instantaneous 25 1 day -9 1 minute
Instantaneous 14 10 minutes -5 2 rounds
Instantaneous 25 1 day -5 2 rounds
Instantaneous 18 1 hour -4 1 round
Instantaneous 18 1 hour -9 1 minute
Instantaneous 25 1 day -18 1 hour
Instantaneous 18 1 hour -2 2.5 seconds
Instantaneous 9 1 minute -4 1 round
Instantaneous 9 1 minute -5 2 rounds
Instantaneous 7 5 rounds -2 2.5 seconds
Instantaneous 25 1 day -18 1 hour
Instantaneous 9 1 minute -4 1 rounds
Instantaneous 7 5 rounds -3 3.5 seconds
Instantaneous 25 1 day -18 1 hour
Instantaneous 14 10 minutes -4 1 round
Instantaneous 9 1 minute -4 1 round
Instantaneous 18 1 hour -4 1 round
Instantaneous 25 1 day -20 2.5 hours
Instantaneous 7 5 rounds -4 1 round
Instantaneous 8 8 rounds -1 2 seconds
Instantaneous 7 5 rounds -1 2 seconds
Instantaneous 8 8 rounds -1 2 seconds
Instantaneous Instantaneous -4 1 round
Instantaneous 10 1.5 minutes -4 1 round
Instantaneous 9 1 minute -4 1 round
Instantaneous 14 10 minutes -4 1 round
Instantaneous 13 5 minutes -9 1 minute
Instantaneous 18 1 hour -2 2.5 seconds
Instantaneous 18 1 hour -9 1 minute
Instantaneous 25 1 day -4 1 round
Instantaneous 32 1 month -18 1 hour
Instantaneous 18 1 hour -18 1 hour
Instantaneous 25 1 day -18 1 hour
Instantaneous 9 1 minute -4 1 round
Instantaneous 9 1 minute -4 1 round
Instantaneous 0 1 second 0 1 second
Instantaneous 23 10 hours -16 25 minutes
Instantaneous 14 10 minutes -4 1 round
Instantaneous 7 5 rounds -4 1 round
Instantaneous 18 1 hour -9 1 minute
Instantaneous 13 6 minutes -4 1 round
Instantaneous 4 1 round 0 1 second
Instantaneous 0 1 second -2 2.5 seconds
Instantaneous 31 3 weeks -27 2 days
Instantaneous 38 1 year -29 1 week
Instantaneous 39 2 year -29 1 week
Instantaneous 6 3 rounds -2 2.5 seconds
Instantaneous 18 1 hour -9 1 minute
Instantaneous 18 1 hour -4 1 round
Instantaneous 18 1 hour -18 1 hour
Instantaneous 18 1 hour -6 4 rounds
Instantaneous 10 2 minutes -5 2 rounds
Instantaneous 9 1 minute -4 1 round
Instantaneous 4 1 round -4 1 round
Instantaneous 4 1 round -16 25 minutes
Instantaneous 11 2.5 minutes -4 1 round
Instantaneous 14 10 minutes -4 1 round
Instantaneous 18 1 hour -14 10 minutes
Instantaneous 14 10 minutes -4 1 round
Instantaneous 4 1 round -5 2 rounds
Instantaneous 12 5 minutes -5 2 rounds
Instantaneous 9 1minute -4 1 round
Instantaneous 5 2 rounds -4 1 round
Instantaneous 7 5 rounds -17 40 minutes
Instantaneous 18 24 hours -9 1 minute
Instantaneous 9 1 minute -4 1 round
Instantaneous 4 1 round -4 1 round
Instantaneous 9 1 minute -5 2 rounds
Instantaneous 9 1 minute -2 2.5 seconds
Instantaneous 18 1 hour -5 2 round
Instantaneous 9 1 minute -9 1 minute
Instantaneous 4 1 round 0 1 second
Instantaneous 5 10 seconds -9 1 minute
Instantaneous 5 10 seconds -9 1 minute
Instantaneous 7 5 rounds -4 1 round
Instantaneous 4 1 round -4 1 round
Instantaneous 25 1 day -4 1 round
Instantaneous 0 1 second -2 2.5 seconds
Instantaneous 4 1 round -4 1 round
Instantaneous 4 1 round -1 2 seconds
Instantaneous 25 1 day -4 1 round
Instantaneous 6 5 rounds -1 1.5 seconds
Instantaneous 8 40 seconds -7 25 seconds
Instantaneous 14 10 minutes -22 5 hours
Instantaneous 17 40 minutes -18 1 hour
Instantaneous 16 25 minutes -22 5 hours
Instantaneous 5 2 rounds -3 3.5 seconds
Instantaneous 38 1 year -32 1 month
Instantaneous 9 1 minute -7 5 rounds
Instantaneous 13 5 minutes -17 40 minutes
10 meters per 9 1 minute -18 1 hour
Instantaneous 9 1 minute -1 1.5 seconds
Instantaneous 0 1 second -4 1 round
Instantaneous 9 1 minute -3 3.5 seconds
Instantaneous 13 5 minutes -9 1 minute
Instantaneous 4 1 round -4 1 round
Instantaneous 9 1 minute -4 1 round
Instantaneous 21 4 hours -4 1 round
Instantaneous 18 1 hour -4 1 round
Instantaneous 21 4 hours -5 2 rounds
Instantaneous 43 100 years -18 1 hour
Instantaneous 0 1 second -9 1 minute
Instantaneous 14 10 minutes -6 3 rounds
Instantaneous 14 10 minutes -5 2 rounds
Instantaneous 25 1 day -4 1 round
Instantaneous 18 1 hour -4 1 round
Instantaneous 4 1 round -4 1 round
Instantaneous 11 2.5 minute -9 1 minute
Instantaneous 21 4 hours -4 1 round
Instantaneous 18 1 hours -1 2 seconds
Instantaneous 18 1 hour -5 2 rounds
Instantaneous 25 1 day -4 1 round
Instantaneous 9 1 minute -2 2.5 seconds
Instantaneous 25 1 day -9 1minute
Instantaneous 29 1 week -9 1 minute
Instantaneous 9 1 minute -5 2 rounds
Instantaneous 25 1 day -18 1 hour
Instantaneous 7 5 rounds -4 1 round
Instantaneous 18 1 hour -4 1 round
Instantaneous 18 24 hours -4 1 round
Instantaneous 14 10 minutes -5 2 rounds
Instantaneous 21 4 hours -5 2 round
Instantaneous 25 1 day -4 1 round
Instantaneous 7 5 rounds -4 1 round
Instantaneous 18 1 hour -9 1 minute
Instantaneous 9 1 minute -1 1.5 seconds
Instantaneous 18 1 hour -4 1 round
Instantaneous 1 1.5 seconds -4 1 round
Instantaneous 7 5 rounds -4 1 round
Instantaneous 9 1 minute -3 3.5 seconds
Instantaneous 18 1 hour -6 3 rounds
Instantaneous 32 1 month -18 1 hour
Instantaneous One minute -4 1 round
Instantaneous 9 1 minute -5 2 rounds
Instantaneous 18 1 hour -5 2 round
Instantaneous 5 2 rounds -4 1 round
Instantaneous 29 1 week -25 1 day
Instantaneous 29 1 week -9 1 minute
Instantaneous 14 10 minute -5 2 rounds
Instantaneous 13 5 minutes -3 3.5 seconds
Instantaneous 18 1 hour -4 1 round
Instantaneous 16 25 minutes -4 1 round
Instantaneous 29 1 week -12 3.5 minutes
Instantaneous 4 1 round -1 1.5 seconds
Instantaneous 9 1 minute -4 1 round
Instantaneous 0 1 second -2 2.5 seconds
Instantaneous 9 1 minute -9 1 minute
Instantaneous 4 1 minute -18 1 hour
Instantaneous 9 1 minute -4 1 round
Instantaneous 25 1 day -9 1 minute
Instantaneous 14 10 minutes -9 1 minute
Instantaneous 29 1 week -18 1 minute
Instantaneous 7 5 rounds -4 1 round
Instantaneous 0 1 second -4 1 round
Instantaneous 0 1 second -2 2.5 seconds
Instantaneous 4 1 round -5 2 rounds
Instantaneous 18 1 hour -9 1 minute
Instantaneous 9 1 minute -4 1 round
Instantaneous 18 1 hour -4 1 round
Instantaneous 18 1 hour -4 1 round
Instantaneous 16 25 minutes -9 1 minute
Instantaneous 4 1 round -4 1 round
Instantaneous 6 3 rounds -5 2 rounds
Instantaneous 29 1 week -16 25 minutes
Instantaneous 7 5 rounds -4 1 round
Instantaneous 15 3 rounds -4 1 round
Instantaneous 0 1 second 2 2.5 seconds
Instantaneous 21 4 hours -4 1 round
Instantaneous 3 3.5 seconds -1 1.5 seconds
Instantaneous 7 5 rounds -1 1.5 seconds
Instantaneous 10 5 minutes -4 1 round
Instantaneous 18 24 hours -4 1 round
Instantaneous 9 1 minute/12 rounds -4 1 round
Instantaneous 21 4 hours -4 1 round
Instantaneous 9 1 minute -9 1 minute
Instantaneous 4 1 round 0 1 second
Instantaneous 23 10 hours -19 1.5 hours
Instantaneous 14 10 minutes -5 2 round
Instantaneous 4 1 round -4 1 round
Instantaneous 1 1.5 seconds -6 3 rounds
Instantaneous 4 1 round -9 1 minute
Instantaneous 5 2 rounds -4 1 round
Instantaneous 7 3 rounds -6 2 rounds
Instantaneous 7 5 rounds -1 1.5 seconds
1 meter per s 14 10 minute -5 2 rounds
Instantaneous 25 1 day -18 1 hour
Instantaneous 25 1 day -18 1 hour
Instantaneous 9 1 minute -5 2 rounds
Instantaneous Instantaneous 0 1 second
Instantaneous 1 minute 0 1 second
Instantaneous 14 10 minutes -4 1 round
Instantaneous 23 10 hours -9 1 minute
Instantaneous 18 1 hour -4 1 round
Instantaneous 13 5 minutes -3 3.5 seconds
Instantaneous 9 1 minute -4 1 round
Instantaneous 9 1 minute -4 1 round
Instantaneous 23 10 hours -14 10 minutes
Instantaneous 18 1 hour -5 2 rounds
Instantaneous 1 1.5 rounds -4 1 round
Instantaneous 9 1 minute -4 1 round
Instantaneous 9 1 hour -5 2 rounds
Instantaneous 14 10 minutes -5 2 rounds
Instantaneous 16 30 minutes -16 30 minutes
Instantaneous 6 3 rounds -4 1 round
Instantaneous 9 1 minute -5 2 rounds
Instantaneous 1 round -4 1 round
Instantaneous 9 1 minute -4 1 round
Instantaneous 4 1 round 0 1 second
Instantaneous 5 2 rounds -5 2 rounds
Instantaneous 9 1 minute 5 2 rounds
Instantaneous 9 1 minute -4 1 round
Instantaneous 18 66 minutes -16 25 minutes
Instantaneous 9 1 minute -9 1 minute
Instantaneous 29 1 week -9 1 minute
Instantaneous 38 1 year -18 1 hour
Instantaneous
Instantaneous 4 1 round -18 1 hour
Instantaneous 20 2.5 hours -4 1 round
Instantaneous 25 1 day -4 1 round
Instantaneous 9 1 minute -4 1 round
Instantaneous 43 10 years -9 1 minute
Instantaneous 24 15 hours -23 10 hours
Instantaneous 24 15 hours -15 15 minutes
Instantaneous 18 1 hour -9 1 minute
Instantaneous 9 1 minute -4 1 round
Instantaneous 9 1 minute -3 3.5 seconds
Instantaneous 16 25 minutes -14 10 minutes
Instantaneous 9 1 minute -5 2 rounds
Instantaneous 9 1 minute -4 1 round
Instantaneous 3 3.5 seconds -1 1.5 seconds
Instantaneous 7 5 rounds -1 1.5 seconds
Instantaneous 14 10 minutes -9 1 minute
Instantaneous 13 5 minutes -9 1 minute
Instantaneous 7 5 rounds -4 1 round
Instantaneous 18 1 hour -4 1 round
Instantaneous 0 1 second -3 3.5 seconds
Instantaneous 3 3.5 seconds -1 1.5 seconds
Instantaneous 12 3.5 minutes -4 1 round
Instantaneous 18 1 hour -9 1 minute
Instantaneous 29 1 week -4 1 round
Instantaneous 4 1 round -4 1 round
Instantaneous 6 5 rounds -4 1 round
Instantaneous 21 4 hours -9 1 minute
Instantaneous 9 1 minute -4 1 round
Instantaneous 18 1 hour -4 1 round
Instantaneous 9 1 minute -9 1 minute
Instantaneous 4 1 round -4 1 round
Instantaneous 9 1 minute -4 1 round
Instantaneous 1 1.5 rounds 0 1 second
Instantaneous 23 10 hours -14 10 minutes
Instantaneous 7 5 rounds -12 3.5 minutes
Instantaneous 19 1.5 hours -1 2 seconds
Instantaneous 25 1 day -5 2 rounds
Instantaneous 25 1 day -4 1 round
Instantaneous 25 1 day -4 1 round
Instantaneous 18 1 hour -4 1round
Instantaneous 9 1 minute -4 1 round
Instantaneous 18 1 hour -5 2 rounds
Instantaneous 7 5 rounds -2 2.5 seconds
Instantaneous 6 3 rounds -4 1 round
Instantaneous 9 1 minute -4 1 round
Instantaneous 9 1 minute -4 1 round
Instantaneous 7 5 rounds -4 1 round
Instantaneous 6 3 rounds -4 1 round
Instantaneous 9 1 minute -5 2 rounds
Instantaneous 9 1 minute -5 2 rounds
Instantaneous 18 1 hour -22 5 hours
Instantaneous 12 3.5 minutes -4 1 round
Instantaneous 6 3 rounds -4 5 seconds
Instantaneous 3 3.5 seconds -1 1.5 seconds
Instantaneous 14 10 minutes -4 1 round
Instantaneous 7 5 rounds -4 1 round
Other Aspects AE Area Effect Description
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Other Aspects: 15 Sphere with radius of 3 meters
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Other Aspects: 50 Sphere with radius of 10 meters
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Other Aspects: 20 Sphere with radius of 4 meters
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Other Aspects: 15 Sphere with a radius of 3 meters
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Other Aspects: 15 3-meter sphere
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Other Aspects: 10 Sphere with radius of 2 meters
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Other Aspects: 10 Cone 8 meters long and 4 meters at its wide end
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Other Aspects: 15 3-meter sphere
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Other Aspects: 55 Sphere with radius of 11 meters
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Other Aspects: 20 10-meter radius
Other Aspects: 5 Sphere with radius of 1 meter
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Other Aspects: 25 Sphere with radius of 5 meters
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Other Aspects: 20 Sphere with radius of 4 meters
Other Aspects:
Other Aspects: 25 Sphere with radius of 5 meters
Other Aspects:
Other Aspects:
Other Aspects: 21 Divination sphere with radius of 25 meters
Other Aspects: 15 (+15): Divination sphere sphere with radius of 10 meters
Other Aspects: 20 10-meter radius circle
Other Aspects: 20 10-meter radius circle
Other Aspects:
Other Aspects: 50 Hemisphere with radius of 10 meters
Other Aspects: 10 Circle with radius of 5 meters
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Other Aspects:
Other Aspects:
Other Aspects: 12 Divination sphere with radius of 5 meters
Other Aspects:
Other Aspects: 12 Divination sphere with radius of 5 meters
Other Aspects:
Other Aspects:
Other Aspects: 15 Divination sphere with radius of 10 meters
Other Aspects: 21 Divination sphere with radius of 25 meters
Other Aspects: 30 Circle with radius of 15 meters
Other Aspects:
Other Aspects: 15 Sphere with radius of 3 meters
Other Aspects:
Other Aspects:
Other Aspects: 25 Sphere with 5 meter radius
Other Aspects: 40 Circle with radius of 20 meters
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects: 5 Sphere with radius of 1 meter
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects: 9 Divination sphere with radius of 3.5 meters
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects: 5 Sphere with radius of one meter
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects: 10 5-meter radius
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects: 25 Sphere with radius of 5 meters
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects: 10 Cone with height and base radius of 3 meters
Other Aspects:
Other Aspects:
Other Aspects: 5 Cuboid with height of 1 meter and sides of 2 meters
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects: 9 Divination sphere with radius of 3.5 meters
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects: 2 Circle with radius of 1 meter
Other Aspects: 25 Sphere with radius of 5 meters
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects: 20 10-meter radius circle
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects: 25 Sphere with radius of 5 meters
Other Aspects: 15 Sphere with radius of 3 meters
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects: 2 One-meter radius
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects: 50 10-meter sphere
Other Aspects: 15 Sphere with radius of 3 meters
Other Aspects: 2 Final maximum height of 3 meters and width of 1 meter
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects: 25 Sphere with radius of 5 meters
Other Aspects: 25 Sphere with radius of 5 meters
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects: 15 Sphere with radius of 3 meters
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects:
Other Aspects: 25 Sphere with radius of 5 meters
Other Aspects: 20 10 meters radius
Other Aspects:
Other Aspects: 18 Sphere with 3-meter radius and shape decided on at casting
5 1 improved charge, me -2
-3
-4
-4
-5
-2
-4
-1
-6
-5
-3
-2
-8
-1
-1
-3
-1
-2
-3
-3
-4
4 6 charges -4
-8
-4
-1
-3
-7
-7
-5
-6
-1
-4
-2
-10
-2
-5
-4
-11
-8
-3
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-4
-12
-12
-6
-1
-1
-1
-4
-1
-4
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-10
-1
-7
-1
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-2
-5
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-2
-7
-7
-4
-2
-5
-3
-7
5 1 improved charge -8
-2
-1
-2
-2
-12
-7
-8
-4
-1
-5
-4
-8
-1
-1
-1
-4
-2
-2
-4
-8
-2
-2
-2
-3
-3
-3
-4
-4
-2
-10
-10
-8
-4
-3
-14
-4
-4
-2
-3
-5
-6
-4
-4
-6
-2
-2
15 3 improved charges -3
-4
2 3 charges
-2
-1
-2
-9
-4
-5
-1
-9
-10
-4
-8
-2
-10
-2
-8
-2
-4
-4
-5
-4
-1
-4
-2
-12
-8
-4
-2
-8
-2
-5
-1
-3
-1
-3
25 Up to 5 times (once per round or when attacked)
-4
-10
-6
-6
-10
Components Description
Small vile of acid (uncommon)
Robot/automaton without power source (extremely rare/common)
Robot/automaton without power source (extremely rare/common)
Something from the type of animal targeted (very common); something from the individual to be protected by
Complete skeleton or body (uncommon)
Recently dead, complete corpse (very rare)
Any type of coin-sized metal: bronze, iron, and so on (very common)
A live asp or other poisonous snake (uncommon)
Small magnet or loadstone (ordinary)
Owl feather (common, destroyed)
A mechanical device that has a weapon (very rare)
Stone (ordinary)
Earthworm (common)
A variety of materials are needed, ranging from the mundane to a flawless gem or some other such rare item t
A variety of materials are needed, ranging from the mundane to a flawless gem or some other such rare item t
Small figurine of elemental type, made of precious metals and jewels (very rare)
A rainmaker, a statuette or tube made of wood and designed to sound like rain when shaken (common, destro
Wire or similar piece of metal (ordinary)
Earth from a graveyard (rare)
Small vile of acidic liquid, such as juice from a lemon or lime (very common)
An astrolabe with quartz lenses (uncommon); 18 grams of diamond dust (uncommon, destroyed)
Something from the type of creature beingdetected (uncommon, destroyed); fire, such as a match or lit coal (v
60 grams of brain matter, which may come any recently deceased creature as long as the matter retains at lea
Two rocks (ordinary)
Raw material for weapon (common); forging tools and forge (uncommon)
Any food item that might be eaten by the intended target (ordinary, destroyed)
Whetstone (common)
pen or quill (common); sheet of parchment (uncommon)
Crystal cube (very rare, destroyed); small glass disc (very common)
Horn or tusk of a charging animal (common); tuff of wool (very common, destroyed)
Jar of fireflies or similar glowing insects (uncommon, destroyed)
A small steel or iron rod (very common); a piece of wool (very common)
Forked stick (ordinary)
Personal belonging from target (very rare)
A 30 cubic centimeter vial of ink (very common, destroyed)
3 grams of incense made from crushed lotus petals (uncommon, destroyed)
Metal shards (ordinary)
Small piece of metal or coin (ordinary)
Small magnet or loadstone (ordinary)
Iron statue (uncommon)
Small iron ball (common)
Malleable clay (very common)
Powdered bronze (uncommon, destroyed)
Jar of fireflies or similar glowing insects (uncommon, destroyed)
Two of any type of coin-sized metal: bronze, iron, and so on (very common)
Two of any type of coin-sized metal: bronze, iron, and so on (very common)
Iron slug (very common)
A bag of tiny iron or lead pellets (common)
Rotten egg (common)
Garment made of valuable fabric (uncommon, destroyed); fire, such as match or lit coal (very common, destro
A 3-centimeter-long piece of quartz (uncommon, destroyed)
2 candles (very common, destroyed)
A snail shell (ordinary, destroyed)
An ounce of quicksilver (uncommon, destroyed)
Skull (uncommon)
-5
-2
-2
-6
-6
-3
-2
-3
-5
-1
-4
-1
-5
-2
-2
-3
-3
-2
-3
-6
-6
-6
-3
-2
-5
ery common, destroyed)
-2
-2
-9
-2
-2
-2
-1
-2
-3
-6
-2
-2
-2
-2
-2
-4
-2
-2
-7
-2
-3
-2
-2
-2
-2
-2
-5
-3
-5
-2
-3
-2
-4
-1
-2
-2
-2
-10
-2
-6
Concentration Description
Others can be present when the caster is viewing with this spell, but there is a chance that interacting with the
Because of the power of the incantation used, the caster must be alone and uninterrupted for the duration of t
Every 24 hours, spend 1 round in concentration with willpower/mettle difficulty of 8 to maintain the spell
Form image of complete weapon in mind for 1 hour with willpower/mettle difficulty of 12
-1
-2
to disrupt is required - use.
-2
-1
-1
-1
-1
-2
-1
-1
-1
-2
-1
-1
-1
-1
Countenance Description
Skin turns a sickly gray color for the duration of the spell
Target surrounded by faint blue glow
Skin takes on a bluish shade for the duration of the spell and the subconscious is haunted by psychi
Caster develops dark rings under eyes during casting time
-3
+8 On glass bead
-2
-1
+7 On target -1
-2
+2 On target -2
+3 On weapon -2
+5 On target -1
-3 -3 to damage resistance tota+4 On target -2
-1
+7 On caster -2
-3
+8 Bone box
-8 points of damage -2
-1 -1 to damage resistance tota+5 On target
-2
+4 On caster -2
-2
-2
+10 On target -3
+5 On target -3
+7 On target -1
-2
-1
-1
+12 On target
+18 On target
+20 On target
-2 -2 to damage resistance total -1
+7 On caster -2
-2
+7 On target
-2
-1
-1
+6 On target -1
-3 -3 to damage resistance total -3
-2
+17 On created elemental -2
+4 On target
-1
+3 On target
-2 -2 to damage resistance tota+6 On each extremity
-1
+3 On target -2
-2
+8 On caster
-2
-1
+8 On target -1
+3 On target -1
+3 On sand
+5 On target -2
+16 On Target -1
+5 On caster -1
-2
-3
+4 On target -1
-2
+4 On a weapon
-2
+8 On target -2
-3 -3 to damage resistance tota+6 On target
+26 On target
-1
+5 On target
-3 -3 to damage resistance tota+4 On target
+6 On target
-1 -1 to damage resistance tota+8 On caster
-1
+4 Err:520 -2
+7 On target
+7 On target
+4 On caster's finger -1
+7 On self
+8 On container
+11 On target -1
+6 On targets -3
+5 On target -1
+6 On Target
+5 On pebble -1
-3 -3 to damage resistance tota+5 On target
+12 On target -3
+5 On target -2
+10 On target
-1
-2
-3
-2
+6 On weapon -2
+7 On target -3
-1
+7 On target
+8 On target
+7 On target -2
+10 On target
+5 On target -1
+5 On targets -1
+6 On target
+6 On target
+9 On glass disc -2
-3 -3 to damage resistance total -2
-2
-2
-2
-1 -1 to damage resistance tota+10 On target -1
+9 On target -3
+7 On machine -1
+7 On metal -1
+5 On magnet -3
-1
-2
-2
+9 On target -1
-2
+6 On target
+6 On target
+8 On target
-2
+14 On targets -1
+10 On target
+3 On target -1
+10 On target -1
-3 -3 to damage resistance tota+3 On target -1
-2
+5 On ring -2
+6 On target -1
+5 On target
+7 On target -2
-2
+7 On target -3
-2
-2
+3 On target -1
-3 -3 to damage resistance tota+7 On target -1
+4 On weapon -2
-6
-1
-2
-1
-2
+4 On target -1
+6 On caster
-4 -4 to damage resistance tota+8 On caster -3
-2
-1
+6 On target -1
-3 -3 to damage resistance tota+6 On target
-2
+12 On target
+12 On caster
+9 On caster -1
+8 On caster
-1
-2
-4 -4 to damage resistance tota+6 On targets -3
+5 On target -1
-1
+10 On stick -1
+3 On caster -1
+4 On target -1
-2
+3 On caster -2
-3
-2 -2 to damage resistance tota+7 On target -2
-2 -2 to damage resistance total -2
+2 On target -1
+10 On target -1
+5 On caster -2
+8 On caster
+6 On target -2
-3 -3 to damage resistance total -3
-1
-3
+8 On target
+7 On target -1
+8 On target -1
+7 On target -1
-1 -1 to damage resistance tota+5 On weapon -2
+1 On projectile -1
+3 On target -2
-1
+6 On target -2
-2
-2
-3 -3 to damage resistance total
-1
+6 On target (nightmare only)
-2
-1
+4 On target -2
+3 On targets -2
Gestures Description
Shaking the vile at the target (simple)
Program instructions into robot (challenging, devices/tech/robot interface/repair difficulty of 23)
Program instructions into robot (challenging, devices/tech/robot interface/repair difficulty of 23)
Point up and then down (fairly simple)
Point at target, then make running motion with fingers (fairly simple)
Shape clay into rough version of desired form (fairly simple)
Make spiral motion with hand (simple)
Gently stroke the target animal (fairly simple)
Draw a line on the ground (fairly simple)
Crouch as if coiled like a snake, shape hand into a fist with two fingers extended like asp fangs, then spring an
Wave hand, welcoming something (simple)
Wave feather before his eyes while looking at intended target (fairly simple)
Put on gloves (fairly simple); punch each fist into the other open hand (simple)
Point from target to those to be guarded, bear teeth and snarl (fairly simple)
Welcoming gestures (simple)
Swing or move trinket back and forth (simple)
Make an encompassing gesture (fairly simple)
Draw weapon across hand (fairly simple)
Toss the diamond dust in the air and views the area with the astrolabe (complex; investigation difficulty of 11)
Snap fingers while tossing the component on the ground before the target (fairly simple)
Fling sand at the target area while the incantation is uttered (simple)
Double over in direction of the target as if suffering severe abdominal pain (fairly simiple)
Shake one leg, then the next (fairly simple)
Mime an activity using a skill that falls under the attribute to be heightened (complex, action difficulty of 11; e
With head titled back and eyes closed as if basking in the sun's warmth, extend arms out to the sides (fairly si
Move whetstone as though sharpening a weapon (fairly simple)
Write incantation and then repeat the writing in reverse, repeating until the parchment is covered (complex; la
The caster pushes a pin through the sheep doll's head and pushes an additional pin into the doll after every 24
Hold crystal cube and disk in outstretched hands to catch the light, then place it at feet (fairly simple)
Tuff of wool is released into the air and the horn violently shaken at the target (fairly simple)
Point finger at target and release fireflies (fairly simple)
Rub the wool on the steel rod, and then mimic flinging a bolt (fairly simple)
Pour pellets into hand and toss into the air (fairly simple)
Point (simple)
Swirl hand in air as if gathering energy, then throw it at target (fairly simple)
Using colored sand, scribe an oval shape in the air (fairly simple)
Mark necromantic sigil in air before target (simple)
Wave one hand across the object to be pushed and then touch it (fairly simple)
Mark sigil on forehead with blood (comoplex; artist roll with difficulty of 11)
Point to target then point in direction of new location (fairly simple)
Tearing motion with hands while holding magnets (fairly simple)
Wave hand as though to push aside something (simple)
Make a gesture of friendship (simple)
Make a circling motion above head with one hand, then quickly casts the ankh away after pushing it against he
Outline the area of effect with charcoal (fairly simple)
Point (simple)
Touch machine and target (simple)
Touch machine and target (simple)
Run fingers across weapon (simple)
Grasp projectile in hand (simple)
Cover eyes with a hand, then a throwing mostion at a target (fairly simple)
Point at an intensely dark area (simple)
Rub throat as if sore and then point at target (fairly simple)
Pull on cord (fairly simple)
draw circle in the air (simple)
Throw crystals into air and blow the flames of a candle toward them (fairly simple)
-1
-1
-3
-1
-1
-2
-1
-2
-1
-1
-1
-2
-1
-1
-3
-2
-2
-3
-2
-2
-3
-3
-1
-1
-2
-2
-4
-2
-3
-3
-3
-3
-4
-2
-2
-2
-1
-1
-1
-2
-1
-2
-1
-2
-2
-1
-2
-1
-2
-2
-4
-4
-2
-2
-2
-2
-2
-2
-1
-1
-2
-3
-1
-2
-1
-3
-2
-2
-3
-3
-3
-2
-1
-2
-1
-1
-1
-1
-1
-2
-1
-1
-3
-1
-1
he draught of endless slumber.” (sentence)
-1
-1
-2
-2
-1
-2
-2
-2
-2
-1
-2
-2
-1
-2
-1
-1
-2
-7
-1
-2
-1
-2
-2
-2
-2
-2
-3
-1
-2
-2
-2
-2
-1
-2
-1
-2
-1
-4
-1
-1
-2
-1
-1
-1
-3
-2
-2
-3
-2
-3
-1
-2
-2
-2
-3
-3
-1
-1
-2
-1
-3
-2
Incantations Description
“Burn!.” (phrase)
“Activate!” loudly (phrase)
“Activate!” loudly (phrase)
“Alter.” (phrase)
First say, “I command your speed,” followed by whether the target should slow or quicken (sentence)
“Animate!” (phrase)
“Come to life and fight for me, my undead minion!” (sentence, loud)
“Make armor!.” (phrase)
Make a snake-like sound (phrase)
“Guard.” (phrase)
“Arrive.” (phrase)
Soothing sounds (phrase)
“Blur.” (phrase)
“Dig.” (phrase)
“Mists of time, clouds of fate, shield me now, for the hour is late!” (sentence, loud)
“The future beckons, come and embrace the pain. You now shall suffer, tis victory I gain!” (sentence)
“Time rolls back to reveal the shame of your lowly ancestors!” (sentence)
Utter the following after meditation: “Oh mighty spirits who have seen all, heed my plea and answer my call. T
Complex litany of elemental names and formulas (litany; languages/speaking roll with difficulty of 15)
“(Name of element), protect me and harm my foe!” (sentence)
“(Name of element), destroy my enemies with your power!” (sentence)
“Elements of the universe, show me this person's future.”(sentence)
“Pulse!” (phrase, loud)
“Time the healer, time the stealer, once thought by all to forever last, now it is most assuredly past.” (sentenc
“Hero.” (phrase)
Frightening words (a few words)
“Flawless.” (phrase)
“Rip 'em apart, boys” (sentence, loud)
“The sun abhors darkness, and evil cowers from the light that is goodness.” (sentence, loud)
“I whet your blunt purpose!” (sentence, loud)
“I will not remember how to read.” (sentence)
“Heavy.” (phrase)
“Reveal the future so that I may slip truly into it.” (sentence)
“See.” (phrase)
“Sleep no more.” (phrase)
“Learn.” (phrase)
State simply the desired emotion (phrase)
“Bound.” (phrase)
“Carry.” (phrase)
“Pull!.” (phrase, loud)
“Statue!.” (phrase, loud)
“Stop!” loudly (phrase)
“Alter.” (phrase)
“When.” (phrase)
“Let dire winds blow.” (sentence)
“Belladonna's breath.” (phrase)
“Shift.” (phrase)
“Dark force rising, protect thee from the light.” (sentence)
“See.” (phrase)
“Slip.” (phrase)
“The sins of the past shall surely last. Sorrow forever surrounds us all. Ne'er let one forget how the die was cas
“Stretch.” (phrase)
“Stun.” (phrase)
“Stop!” (word)
“Diminish, plants! Shrivel and die!” (sentence, loud)
“Is that the best you got?”, followed by piteous laughter (sentence, offensive)
“A past full of suffering, echoes of futures bleak, though you vainly strain 'gainst my power, your will grows we
“Time unyielding, destinies past. Forever onward, the die has been cast. Through fate's dire portal, great powe
“Apart from time!” (phrase)
“See ya, wouldn't want to be ya!” (sentence)
15 Up to 5 targets
15 Up to 5 targets
15 Up to 5 targets
24 Up to 8 targets
24 8 targets
Other Alterants
+1
+3
+12
+10
+1
+9
tional extremity)
+1
+25
+2
+3
+30
+6
+3
+2
+1
+3
+4
+8
+3
+29
+1
+2
+9
Other Alterants Description
At time of casting, mage may choose to speed up or slow down target (small)
Item can be of any complexity or value, but the greater the complexity or value, the greater the secondary ski
May select time period viewed
While the caster is immune to the contagion she has created, she is a vector. All who come in contact must rol
Metal objects move toward magnet at rate of 1 meter per round; mechanical devices within spell's influence st
Target turns into a statue if she dies
Moves caster out of space and time
-1
-2
-1
-1
-1
-2
-5
-3
-1
-3
-1
-2
-11
-2
-6
-3
-1
-4
-4
-2
-2
-2
-1
-1
-1
-4
-1
-2
-1
-2
-8
-1
-3
-1
-2
-2
-1
-1
-1
-1
-1
-1
-2
-1
-1
-1
-1
-5
-1
-1
-1
-1
-1
-1
-1
-1
-1
-1
-11
-1
-2
-1
-3
-1
-2
-1
-1
-2
-6
-3
-2
-2
-1
-2
-1
-2
-1
-2
-2
-1
-2
-3
-2
-5
-3
-1
Other Conditions Description
The target must be a ranged weapon that is manufactured of metal or has a metal component as part of its fir
Limited to animals that are friendly to the caster; target and caster must remain within 10 meters of each othe
Limited to animals
Hindrance only applies to attacks made by metal weapons or spells using metal
None required
Bonus may not be used to harm anything (-1); limited to humanoids (-2)
None required
None required
Must be a metal, edged, nonmagical weapon
Effect may be used once per hour; spell is broken if caster is awakened during the duration
After the spell is cast, the magic user must find a way to get a victim to swallow the foul creation. Often the wo
Large quantities and cumbersome materials, tools and devices are needed, as well as funding; additionally, a l
One spell, which the caster must specify when casting this spell
Limited to sentient beings and those who are neutral or trusting of the mage
Limited to humanoids
Requires a dead body that at least has the skull intact - flesh is not required.
Must be knowledgeable of the plane in which the morphed characters are to travel, requiring a scholar roll of 1
Must specify at casting a single spell to target
None required
A roll of a 1 on the Wild Die in the caster being erased, even if the difficulty number was equaled or exceeded;
Affects nonliving matter only
Limited to Humans
None required
Must possess some experience in the affected skill
Targets must be allies of the caster and either outnumber the oppoents or have them at a decisive disadvantag
None required
Only affects evil or undead beings who can see the caster
Only works on a nonmagical, metal, edged weapon
None required
This spell requires that the target consume a worm transformed by the spell Conqueror Worm.
None required
None required
Effect may be used once per hour; spell is broken if caster is awakened during the duration
Affects ferrous metal only
Target must want to fall asleep; spell is broken if target is awakened during duration
Must have known the target for at least 1 week; must speak target's language
Must make a search roll to see the target; all normal modifiers apply.
Physical contact with object
May only be used with a single direct-fire, self-powered projectile weapon, such as a crossbow or a gun
None required
Willpower/mettle roll of 14 is required each time the spell is moved; target must be alive
The spell can only be cast in an area where dead exist beneath the earth, such as a graveyard, battlefield, or s
he target's Charisma or mettle (including any specialization related to religion). If the target has not taken an action yet th
-8 Disbelief difficulty of 13
-5 Disbelief difficulty of 13
-7 Disbelief difficulty of 13
-9 Difficulty to disbelieve is 13
must be performed by the intended victim to detect the presence of the worm.
-5 Disbelief difficulty of 13
+8
-6 Disbelief difficulty of 13
-8 Difficulty to disbelieve is 13
+8
-3 Disbelief difficulty of 13
-1 Disbelief difficulty of 13
-4 Disbelief difficulty of 13
+8
+8
+4
-8 Disbelief difficulty of 13
-6 Disbelief difficulty of 13
-6 Disbelief difficulty of 13
-7 Disbelief difficulty of 13
Variable Duration Description Variable Effect
+5
ted to religion). If the target has not taken an action yet this round, she may actively defend by generating a mettle total
e of the worm.
+27
On/off switch
On/off switch
Off only
Variable Effect Description Variable Movemen
Caster may increase effect's value by up to 5 points on the “Spell Measures” chart
yet this round, she may actively defend by generating a mettle total (including her faith specialization), but this is conside
+5
+1
+7
+3
+1
+4
+5
+4
+3
+1
+5
+5
+5
+1
Variable Movement Description
zation), but this is considered her action for the round. For undead without a mettle or Charisma score, use the die code o
Bending/unseen target
Bending/unseen target
Bending/unseen target
Bending with +4D (+12) to targeting skill total
5
10 6 2 17
1
62 36 38 107
-18 -9 -4 -9
-3 -2
-6 -2 -2 -2
-2 -1 -2
5 8 7 4 11
51 51 43 42 83
-5 -5 -4 -9 -18
-3 -4 -4 -5
-5
-1 -2 -2 -2
-1 -1 -3
-1 -2 -1
-10 -10 -11 -14 -33
41 41 32 28 50
20.5 20.5 16 14 25
21 21 16 14 25
0.5 0.5 0 0 0
0.5 -0.5 0 0 0
Armor Asp Arrow Attract Metal Aura of VisibilityAwaken Machine Banish Bashing Fists
N N N N N N N
Conjuration Conjuration Alteration Alteration Conjuration Strife Conjuration
Metal Animal Magic Light Inanimate ForcesTBD Folk
12 16 18 10 18 15 10
6 18 18 12 18 12 12
0 5 7 5 8 7 0
0 5 7 5 8 7 0
18 9 9 7 25 9 7
4 5 5 3
3 12
28 42 46 32 62 35 31
-2 -4 -5 -2 -18 -4 -3
-2 -4 -1 -6 -5 -3
-2 -2
-1
-2 -1 -2 -3
-1 -1 -2 -1 -2
-1 -1
-5 -11 -11 -12 -26 -5 -11
23 31 35 20 36 30 20
11.5 15.5 17.5 10 18 15 10
12 16 18 10 18 15 10
0.5 0.5 0.5 0 0 0 0
0.5 0.5 0.5 0 0 0 0
Beacon Beast WardenBeckon Creature Befriend AnimalBind Reality Blades of FleshBless Armor
N N N N N Cantrip N
Alteration Alteration Apportation Divination Alteration Conjuration Favor
Enchanted Animal Animal, entity, fol Enchanted Dimension Folk TBD
13 20 36 18 35 3 13
18 18 24 18 27 6 9
0 5 20 0 0 0 5
0 5 20 0 0 0 5
25 14 9 18 25 7 8
15 50
8 7 2
5
10 1
51 67 78 43 103 15 27
-18 -4 -4 -4 -20 -4 -1
-2 -8 -1 -1 -3
-6 -6
-2
-2 -1 -1 -2 -2
-1 -1 -1
-8
-2 -5
-26 -27 -7 -7 -33 -9 -1
25 40 71 36 70 6 26
12.5 20 35.5 18 35 3 13
13 20 36 18 35 3 13
0.5 0 0.5 0 0 0 0
0.5 0 0.5 0 0 0 0
Bless PersonBless WeaponBlink-Away Blunt Blur Blur Blur Barriers
N N N N N N N
Favor Strife Apportation Alteration Alteration Conjuration Conjuration
TBD TBD TBD Metal Darkness, FolkMagic Dimension
11 13 13 12 11 13 33
6 9 30 9 18 9 36
5 5 0 5 0 5 5
5 5 0 5 0 5 5
7 8 10 9 14 13
20
3 5 4
23 27 30 32 32 37 79
-1 -1 -4 -4 -4 -4 -9
-1 -2
-3
-3
-2 -1 -2 -1
-2 -1
-5
-3 -1
-4 -1 -4 -10 -10 -12 -13
19 26 26 22 22 25 66
9.5 13 13 11 11 12.5 33
10 13 13 11 11 13 33
0.5 0 0 0 0 0.5 0
1.5 0 0 1 0 0.5 0
Burrow Cage Call Tomb FiendCapture Life forceCarrying WindChange MaterialCharm
N N N N N N N
Apportation Conjuration Apportation Alternation Apportation Alteration Alteration
Earth TBD Entity Death TBD Magic TBD
18 27 20 17 13 11 5
18 25 39 10 15 4 18
0 7 0 4 0 0 0
0 7 0 4 0 0 0
18 18 25 32 18 25 9
15 15
4
7 8 5
1 7
9
44 72 64 58 59 43 27
-2 -9 -4 -18 -18 -18 -4
-3 -3 -4 -4
-2
-8 -1
-2 -3 -2 -2
-1 -3 -2 -2
-7 -9
-3 -1 -2
-8 -19 -13 -24 -34 -22 -17
36 53 51 34 25 21 10
18 26.5 25.5 17 12.5 10.5 5
18 27 26 17 13 11 5
0 0.5 0.5 0 0.5 0.5 0
0 0.5 -5.5 0 0.5 0.5 0
Chronal Fog Chronobolt Cleansing SleepClub Feet Cobra StrikeCold Flesh
N N N N N N
Conjuration Conjuration Conjuration Conjuration Conjuration Alteration
magic, time death, time Death, folk Animal, Folk Folk, Animal Death
11 16 10 31 14 16
15 30 27 36 18 18
0 5 0 5 0 0
0 5 0 5 0 0
9 0 23 14 7 18
10
11
4 10 5 7
38 40 50 70 41 43
-4 0 -16 -4 -4 -9
-8 -4 -1 -6 -1
-2 -2 -2 -3 -3 -1
-3 -2 -2
-11
-17 -8 -30 -9 -13 -11
21 32 20 61 28 32
10.5 16 10 30.5 14 16
11 16 10 31 14 16
0.5 0 0 0.5 0 0
0.5 0 0 0.5 0 0
Communicate with AnimalConcentration Laps Cone of WindConqueror Worm
N Cantrip (Advanced) N N
Conjuration Alteration Conjuration Conjuration
TBD Magic Air Death
10 8 11 19
15 5 18 30
0 4 0 0
0 4 0 0
13 4 0 31
10
12
28 17 28 73
-4 0 -2 -27
-2 -3
-2 -1 -1
-3 -3
-2
-8 -1 -6 -35
20 16 22 38
10 8 11 19
10 8 11 19
0 0 0 0
0 0 0 0
Construct Small Automato Construct Tremendous Automat Consuming SphereContact Entity
N N N N
Divination Divination Conjuration Divination
Inanimate Forces Inanimate Forces Death entity, dimension
36 40 30 13
52 64 30 61
0 0 6 0
0 0 6 0
38 39 6 18
15
18 20
108 123 66 79
-29 -29 -2 -9
-7 -7
-3
-2
-1
-1 -1 -2
-6 -3
-37 -43 -7 -15
71 80 59 64
35.5 40 29.5 32
36 40 30 32
0.5 0 0.5 0
0.5 0 0.5 -19
Control Elemental (Template) Control Local Weather Control Machine
N N N
Conjuration Alteration Alteration
Entity, any one element: air, earth, fire, or w Air, inanimate forces, wat Inanimate forces, meta
18 19 18
18 0 18
3 0 0
3 0 0
18 18 18
55
7 7
49 73 43
-4 -18 -6
-5 -6 -1
-5
-2 -2
-2 -4
-1
-13 -35 -8
36 38 35
18 19 17.5
18 19 18
0 0 0.5
0 0 0.5
Corpse Fog *Corrosive CloudCountermagicCountermagic WardCourage
N N N N N
Conjuration Conjuration Alteration Alteration Alteration
Air Metal TBD TBD Folk
32 20 19 11 23
27 15 29 29 30
9 10 9 0 0
9 10 9 0 0
10 9 4 4 11
20 5 25
6
6
76 49 51 45 66
-5 -4 -4 -16 -4
-4 -2 -4
-1 -4 -1
-3
-2 -1 -1 -1 -3
-2 -3 -3 -3
-4 -4 -2
-15 -9 -13 -24 -20
61 40 38 21 46
30.5 20 19 10.5 23
31 20 19 11 23
0.5 0 0 0.5 0
1.5 0 0 0.5 0
Create Element (Template) Create Elemental (Template) Curse Dead Man's Gaze
N N N Cantrip
Conjuration Conjuration Strife Divination
any one element: air, earth, fire, or wa any one element: air, earth, fire, TBD Death
11 34 14 3
10 68 6 4
3 0 5 4
3 0 5 4
14 18 14 4
17 4
30 103 34 16
-4 -14 -4 -5
-10 -2
-5
-2 -2 -1
-3 -4 -2
-2
-9 -35 -6 -10
21 68 28 6
10.5 34 14 3
11 34 14 3
0.5 0 0 0
0.5 0 0 0
Dead Sight *Dead Things Deadeye Deadly Dart Deadspeak Deafen Death's Hand
N N N N N N N
Divination Conjuration Alteration Alteration Conjuration Conjuration Conjuration
Magic Death Magic TBD Death Magic Death
14 25 14 11 28 36 17
6 23 27 18 48 27 30
10 10 0 10 0 8 4
10 10 0 10 0 8 4
12 9 5 7 18 9 4
20
3 6 5 13 7 6
3
41 61 32 54 79 79 48
-5 -4 -4 -17 -9 -4 -4
-5 -4 -11 -8 -3 -4
-2
-2 -3
-1 -2 -1 -1
-2 -2 -1 -1 -1 -2
-2
-14 -12 -5 -33 -22 -8 -11
27 49 27 21 57 71 37
13.5 24.5 13.5 10.5 28.5 35.5 18.5
14 25 14 11 29 36 19
0.5 0.5 0.5 0.5 0.5 0.5 0.5
0.5 0.5 0.5 0.5 -0.5 0.5 -1.5
Decrease GravityDesiccate Detect PresenceDetect ResonanceDetect SlumberDetect the Living
N N N N N N
Alteration Alteration Divination Divination Divination Divination
inanimate forces Water Magic time Magic TBD
34 16 26 11 12 14
30 18 18 9 5 24
6 5 4 5 0 0
6 5 4 5 0 0
9 9 18 9 4 5
25 21 15 20
5 7
5 4
1
76 42 57 49 24 53
-5 -2 -5 -9 0 -9
-4 -12 -12
-2 -3
-1 -1 -4 -1
-1 -2 -1 -2
-1 -1
-9 -10 -6 -27 -1 -25
67 32 51 22 23 28
33.5 16 25.5 11 11.5 14
34 16 26 11 12 14
0.5 0 0.5 0 0.5 0
0.5 0 0.5 0 0.5 0
Detect the LivingDevolution Dimensional GapDimensional SurvivaDiminish
N N N N N
Divination Alteration Conjuration Alteration Alteration
TBD animal, folk, time, watedimension dimension, folk magic, time
20 23 41 26 10
24 12 21 18 14
0 5 8 0 6
0 5 8 0 6
5 7 4 25 0
20 50 10
3 8
27
49 59 91 61 26
-9 -4 -4 -4 -2
-6 -1 -1
-3 -2
-2 -2 -2
-2 -1
-1 -4 -1
-10 -14 -10 -10 -7
39 45 81 51 19
19.5 22.5 40.5 25.5 9.5
20 23 41 26 10
0.5 0.5 0.5 0.5 0.5
0.5 0.5 0.5 0.5 0.5
Discern AlloyDisrupt Spell Distract Drain EssenceDream TravelDream VisionsDreams in Hand
N N N N N N N
Divination Strife Alteration Alteration Apportation Divination Conjuration
Metal TBD Magic Enchanted Dreams Dreams Dreams
12 25 22 12 19 22 10
24 29 18 9 11 12 0
0 9 4 4 15 17 0
0 9 4 4 15 17 0
4 4 25 6 8 14 17
12
8 3 3
25
28 51 59 26 49 72 45
-4 -1 -4 -1 -7 -22 -18
-1 -4 -1
-3 -6 -6
-1 -1 -1
-2 -1
-5
-2
-5 -1 -13 -3 -12 -32 -25
23 50 46 23 37 40 20
11.5 25 23 11.5 18.5 20 10
12 25 23 12 19 20 10
0.5 0 0 0.5 0.5 0 0
0.5 0 -1 0.5 0.5 2 0
Dreamtime Drown Duncan's Malicious ContagioEagle-Eye Earth Muse Earthquake
N N N N N N
Divination Conjuration Conjuration Divination Divination Alteration
Dreams Water Death Folk, Avian earth, time Earth
43 21 32 20 19 32
50 36 45 18 34 15
19 2 0 5 0 15
19 2 0 5 0 5
16 5 38 9 13 9
12 15 21 30
5 16 5
2 3 30
118 50 102 65 68 104
-22 -3 -32 -7 -17 -18
-4 -2 -3 -8 -5 -10
-6 -3 -2 -5
-2 -1 -1 -2 -3
-2 -2 -4 -4
-6 -1
-32 -9 -38 -25 -30 -41
86 41 64 40 38 63
43 20.5 32 20 19 31.5
43 21 32 20 19 32
0 0.5 0 0 0 0.5
0 0.5 0 0 0 0.5
Elemental Body (Template) Elemental Burst (Template)
N N
Conjuration Conjuration
any one element: air, earth, fire, or wa any one element: air, earth, fire, or wa
15 17
15 12
0 8
0 8
9 0
15
6
34 43
-1 -4
-1
-1 -2
-2 -2
-4 -9
30 34
15 17
15 17
0 0
0 0
Elemental Edge (Template) Elemental Scrying EMP Energy Barrier
N N N N
Conjuration Divination Conjuration Conjuration
any one element: air, earth, fire, or wa Time, earth, air, fire, wat Inanimate Forcesinanimate forces
12 13 35 30
14 32 30 13
0 0 10 4
0 0 10 4
9 13 4 9
25 40
27 45 79 70
-3 -9 -4 -4
-7 -1
-2
-3
-2 -1
-2 -2
-2
-3 -20 -9 -10
24 25 70 60
12 12.5 35 30
12 13 35 30
0 0.5 0 0
0 0.5 0 0
Enhance FoodEnthrall UndeadEnvy Erase PersonErosion Ethereal Evil Eye Curse
N N N N N N N
Favor Alteration Conjuration Alteration Alteration Alteration Conjuration
TBD Enchanted Folk dimension death, time dimensions TBD
8 18 18 61 12 18 11
1 26 9 88 18 15 6
0 0 5 0 8 5 5
0 0 5 0 8 5 5
21 18 21 43 0 14 14
5
8 6 26 5 4
22 52 46 157 39 44 34
-4 -4 -5 -18 -9 -6 -5
-2 -4 -2
-2 -9 -2 -2
-3 -3
-2 -1
-2
-6
-8 -1 -3
-6 -16 -10 -35 -15 -8 -13
16 36 36 122 24 36 21
8 18 18 61 12 18 10.5
8 18 18 61 12 18 11
0 0 0 0 0 0 0.5
0 0 0 0 0 0 0.5
Fancy RidingFar Walk Fate Fear Feast Fighting TreeFind Trap Find Way
N N N N N N N N
Divination Conjuration Alteration Alteration Conjuration Strife Divination Divination
Magic dimension Magic TBD TBD TBD Magic Magic
16 17 16 19 10 23 23 18
9 26 9 30 4 24 18 14
0 0 15 10 0 4 0 0
0 0 15 10 0 4 0 0
25 18 4 11 21 18 18 25
9
6 8 4 7 7
3
40 52 43 61 32 50 52 46
-4 -4 -4 -9 -4 -1 -5 -4
-2 -2 -5 -6 -3 -3
-2 -1
-1
-1 -2
-2 -1 -1 -2 -3
-8
4 7 8 11 6 5
18
8
39 46 52 43 66 66 33
-2 -9 -9 -5 -18 -4 -4
-2 -4 -2 -7
-2 -3 -6
-1 -1 -3 -1
-1 -2 -1 -3
-3
-1 -2
-6 -17 -14 -5 -34 -12 -8
33 29 38 38 32 54 25
16.5 14.5 19 19 16 27 12.5
17 15 19 19 16 27 13
0.5 0.5 0 0 0 0 0.5
0.5 0.5 -1 0 0 0 0.5
Ghoulish Paralysi Glow Stone Glowing Eyes Gnawing HungerGraceful StepGreater Telekinesi
N N N N N N
Alteration Conjuration Conjuration Conjuration Alteration Apportation
Death TBD Light Animal, Folk Animal, Folk inanimate forces
12 12 16 35 12 27
12 12 6 36 18 36
0 0 5 5 0 0
0 0 5 5 0 0
18 14 21 25 7 18
5
6 5 5 12 5 10
36 36 42 83 30 64
-4 -5 -5 -4 -4 -9
-7 -4 -2
-2 -2
-2
-3
-1 -3 -2
-2 -2 -3
6 7
15
43 38 18 13 79 46 72
-1 -4 -4 -4 -3 -6 -18
-5 -3 -7
-1
-1 -2 -3 -2 -2 -3
-3 -3 -2
-1
-2 -1
-2 -11 -4 -7 -10 -16 -31
41 27 14 6 69 30 41
20.5 13.5 7 3 34.5 15 20.5
21 14 7 3 35 15 21
0.5 0.5 0 0 0.5 0 0.5
1.5 0.5 0 0 0.5 0 0.5
ImprovementIncrease GravityInsight into the Futur Insight to Weaknes Insomnia Investigate
N N N N N N
Alteration Alteration Divination Divination Conjuration Divination
TBD inanimate forcesMagic Magic Magic Magic
10 34 18 22 11 30
24 30 18 36 9 24
0 6 0 0 4 4
0 6 0 0 4 4
9 18 5 29 29
25
5
7 8 7 10
24 76 43 49 58 71
-4 -5 -5 -4 -25 -9
-8 -2
-2
-1 -2
-1 -2 -1 -1 -1
-4 -9 -7 -5 -36 -12
20 67 36 44 22 59
10 33.5 18 22 11 29.5
10 34 18 22 11 30
0 0.5 0 0 0 0.5
0 0.5 0 0 0 0.5
Invoke EmotionKiss of the Sandma Leap Lesser Telekinesi Light Chest
N N N N N
Alteration Conjuration Alteration Apportation Conjuration
Magic Magic Magic inanimate forces Light, Dimension
19 21 16 14 20
15 15 15 18 18
8 2 0 0 0
8 2 0 0 0
14 13 18 16 29
10 5
5 5 6 6 9
2
50 47 39 40 71
-5 -3 -4 -4 -12
-1 -2 -2 -12
-2 -2
-1
-1 -1 -2
-1 -1 -2
-4
-1
-12 -6 -8 -6 -31
38 41 31 34 40
19 20.5 15.5 17 20
19 21 16 17 20
0 0.5 0.5 0 0
0 0.5 0.5 -3 0
Light Ram Light Show Lightning Bolt Locate Metal Locate Person Loophole
N N N N N N
Conjuration Alteration Conjuration Divination Divination Apportation
Light, Inanimate Force Light Inanimate ForcesMetal dimension, folkmagic, time
17 14 15 18 14 29
33 16 18 12 6 45
6 9 10 8 20 3
6 9 10 8 20 3
4 9 0 9 4 9
9
10
5 5
1 3
50 43 41 51 55 70
-1 -4 -2 -9 -18 -4
-7 -8 -4 -1 -5 -4
-4 -2
-1
-3 -1
-2 -2 -2 -2 -1
-1 -1 -3 -1 -1
-1 -1
-15 -15 -12 -15 -27 -12
35 28 29 36 28 58
17.5 14 14.5 18 14 29
18 14 15 18 14 29
0.5 0 0.5 0 0 0
-0.5 0 0.5 0 0 0
Lotus Dreams Machine TerrorMagic Platter Magnetism Make Statue Malfunction
N N N N N N
Alteration Conjuration Apportation Conjuration Alteration Conjuration
dreams, time Enchanted Inanimate ForcesInanimate ForcesMetal Inanimate Forces
18 28 15 28 27 14
21 25 10 20 54 18
0 10 0 0 4 9
0 10 0 0 4 9
25 14 29 7 0 0
2 25
9 7 7 5
3
4 8 3
59 66 51 65 65 36
-9 -9 -18 -4 -4 -2
-8 -1 -1 -1 -4 -2
-1
-3 -1 -1 -3 -1 -2
-2 -1 -1 -2 -2
-1
-23 -11 -21 -9 -11 -9
36 55 30 56 54 27
18 27.5 15 28 27 13.5
18 28 15 28 27 14
0 0.5 0 0 0 0.5
0 0.5 0 0 0 0.5
Malleable Man of BronzeMass Light ShowMetal Claws (one claw Metal Claws (two claws Metal Flesh
N N N N N N
Alteration Conjuration Conjuration Conjuration Conjuration Conjuration
Metal Folk, metal Light Metal Metal Metal
17 19 24 12 18 16
25 27 15 12 24 24
9 0 10 0 0 0
9 0 10 0 0 0
4 18 9 18 18 16
20
9 6 8 8
47 54 64 36 50 48
-5 -9 -4 -4 -4 -9
-2 -4 -8 -2 -2 -2
-2
-2
-2 -1 -2
-1 -2 -2 -2 -2
-1 -2 -1 -1 -1
-13 -16 -16 -9 -9 -16
34 38 48 27 41 32
17 19 24 13.5 20.5 16
17 19 24 14 21 16
0 0 0 0.5 0.5 0
0 0 0 -1.5 -2.5 0
Metal Storm Miasma Mistaken IdentityMolten Metal Monstrous Creatio
N N N N N
Alteration Conjuration Alteration Alteration Alteration
Inanimate forcesAir, darknessMagic, folk Metal, inanimate force Entity
29 54 28 11 33
20 66 24 9 36
9 8 5 5 10
9 8 5 5 10
4 6 29 7 15
25 15
14 10 3 10
67 117 73 29 81
-4 -5 -16 -4 -4
-3 -3 -3 -4
-2 -1 -1 -1
-1 -2
-1 -5
-9 -9 -18 -8 -16
58 108 55 21 65
29 54 27.5 10.5 32.5
29 54 28 11 33
0 0 0.5 0.5 0.5
0 0 0.5 0.5 0.5
Mortal Blast * Multiply FoodMystic Bolt Mystical Shield Necromantic SigilNecrosis Night Terrors
N N N N N N N
Alteration Favor Conjuration Conjuration Alteration Alteration Conjuration
Entity TBD TBD TBD Magic Death Dreams, folk
13 8 10 10 13 14 30
18 1 12 18 23 9 41
5 0 5 1 0 0 9
5 0 5 1 0 0 9
0 21 3 7 10 18 9
2
3 5 6 5
15
31 22 25 34 39 32 83
2 -4 -1 -1 -4 -4 -4
-4 -2 -10 -10
-7
-3
-1 -2 -2 -1
-2 -1 -2 -1
7 4
46 55 64 53 37 22 123
-4 -9 0 -19 -5 -4 -6
-8 -4 -3 -14
-2 -3
-3
-2 -2 -3
-1 -2 -7
-1 -1 -1 -1 -1 -1 -1
-16 -10 -1 -24 -11 -12 -34
30 45 63 29 26 10 89
15 22.5 31.5 14.5 13 5 44.5
15 23 32 15 13 5 45
0 0.5 0.5 0.5 0 0 0.5
0 0.5 0.5 0.5 6 0 -2.5
Perceptive FluxPerfect TouchPlague Wind Pollen CloudPortcullis Possess the Living Min
N N N N N N
Alteration Divination Conjuration* Conjuration Conjuration Divination
time Magic Air Plant Enchanted Magic
14 22 38 14 28 24
15 36 9 6 45 21
5 0 10 3 3 10
5 0 10 3 2 10
4 5 7 7 14 25
50 15 2
8 2 9
15
44 49 87 36 66 75
-9 -4 -6 -1 -5 -18
-4 -4 -2 -3 -5
-1
-3
-2 -2 -1 -1 -3
-1 -2 -1 -2
-1 -1
-16 -5 -14 -9 -10 -28
28 44 73 27 56 47
14 22 36.5 13.5 28 23.5
14 22 37 14 28 24
0 0 0.5 0.5 0 0.5
0 0 1.5 0.5 0 0.5
Possess the Unlivin PreternaturalityProjectile Protective SheathPush
N N N N N
Conjuration Alteration Conjuration Conjuration Apportation
Death, enchanted Enchanted TBD TBD time
30 20 14 14 10
30 36 18 18 14
10 0 5 0 0
10 0 5 0 0
25 9 0 9 14
11 9
86 54 28 27 28
-18 -5 0 0 -4
-6 -4
-3 -3 -2
-2 -2 -2
-1
-30 -14 0 0 -8
56 40 28 27 20
28 20 14 13.5 10
28 20 14 14 10
0 0 0 0.5 0
2 0 0 0.5 0
Put the “Rest” in “Restoratio Putrescence Quick ReleaseRadiation Shield Rain of Rust
N N N N N
Conjuration Conjuration Conjuration Conjuration Conjuration
Time, folk Death Folk Inanimate forcesMetal
15 13 10 41 29
27 12 12 36 15
0 0 0 5 10
0 0 0 5 10
23 18 13 9 9
25 25
6 5 9
50 36 30 89 69
-9 -4 -3 -4 -4
-4 -6 -2 -2
-1
-1 -1 -1
-2 -3
-11 -1
-20 -11 -10 -7 -11
30 25 20 82 58
15 12.5 10 41 29
15 13 10 41 29
0 0.5 0 0 0
0 0.5 0 0 0
Really Comfy Pillo RegenerationRelocate PersonRend Reality Repel Metal Reveal Dispositio
N N N N N N
Conjuration Conjuration Apportation Conjuration Alteration Divination
magic Death TBD dimension Inanimate ForcesFolk
16 17 14 29 13 16
12 18 11 30 10 24
0 0 10 7 7 0
0 0 10 7 7 0
23 18 1 9 9 14
15
15 2
7 3 7
50 43 34 68 36 45
-14 -5 -4 -4 -5 -5
-3 -4 -2 -1
-2 -2 -2
-1
-3
-3 -2 -2 -1 -1
-1
-2 -1 -3
-19 -12 -7 -10 -11 -14
31 31 27 58 25 31
15.5 15.5 13.5 29 12.5 15.5
16 16 14 29 13 16
0.5 0.5 0.5 0 0.5 0.5
0.5 1.5 0.5 0 0.5 0.5
Ritual of Purificatio Sanguineous Attac Scrying Search Secret PassageSeize the Day!
N N N N N N
Favor Conjuration Divination Divination Apportation Conjuration
TBD Death TBD TBD dimension inanimate forces
12 18 11 16 10 10
20 25 34 12 16 9
2 4 0 10 0 7
2 4 0 10 0 7
16 6 9 4 9 4
40 43 43 36 25 27
-16 -4 -5 -4 -4 0
-2 -9 -4
-2 -6 -1 -2
-2
-1
-16 -8 -21 -4 -5 -8
24 35 22 32 20 19
12 17.5 11 16 10 9.5
12 18 11 16 10 10
0 0.5 0 0 0 0.5
0 0.5 0 0 0 0.5
Send Whisper Sense AilmentSense Death Sense Past Sense Spirit Sequester Shadow Surface
N N N N N N N
Conjuration Divination Divination Divination Divination Apportation Conjuration
dimension Animal, Folk Death TBD Entity dimension, timeDarkness
12 11 15 25 24 26 27
0 17 14 38 24 11 20
15 0 5 0 0 0 2
15 0 5 0 0 0 2
5 9 9 18 9 29 38
25 20 18
4 6 8
29
35 26 37 81 59 85 80
-5 5 -4 -16 -9 -9 -18
-5 -1 -9 -10 -4
-2 -2 -5 -3
-1 -2 -1
-4
-1 -2 -1 -3 -2
-2 -2 -2
-2 -1 -1 -2
-12 -4 -7 -32 -11 -33 -27
23 22 30 49 48 52 53
11.5 11 15 24.5 24 26 26.5
12 11 15 25 24 26 27
0.5 0 0 0.5 0 0 0.5
0.5 0 0 0.5 0 0 0.5
Shape Element (Template) Shift Plane Shroud of Shade Sight of Darkness
N N N N
Apportation Apportation Conjuration Conjuration
any one element: air, earth, fire, or wa dimension Darkness, light, entit Light, darkness
11 31 10 20
10 63 12 9
2 0 0 5
2 0 0 5
8 4 20 25
25
6 6
22 92 38 50
-18 -4 -4
-8 -2
-5
-3
-1 -1
-1 -2 -1
-6 -3
0 -31 -18 -10
22 61 20 40
11 30.5 10 20
11 31 10 20
0 0.5 0 0
0 0.5 0 0
Sinister Pall Sleep Eternal Sleep of Champion Sleep Sense Sleeping PuppetSlip
N N N N N N
Alteration Alteration Alteration Divination Alteration Alteration
Darkness Dreams Magic Magic Dreams Magic
11 41 25 28 15 28
18 20 36 24 24 18
0 5 0 0 0 8
0 5 0 0 0 8
9 43 24 24 18 9
21 20
12 12 9 8
5
1
27 90 72 83 50 63
-4 -9 -23 -15 -9 -4
-10 -2
-2 -1 -1
-2 -1
-2
-6 -9 -23 -28 -11 -8
21 81 49 55 39 55
10.5 40.5 24.5 27.5 19.5 27.5
11 41 25 28 20 28
0.5 0.5 0.5 0.5 0.5 0.5
0.5 0.5 0.5 0.5 -4.5 0.5
Sniper Light BeamSoulecho Speak LanguageSphere of Protectio Spiritual Bolt Spiritual Shield
N N N N N N
Alteration Conjuration Divination Conjuration Strife Favor
Light death, time Magic Magic TBD TBD
10 11 12 19 12 13
18 9 18 24 12 16
0 0 0 0 5 1
0 0 0 0 5 1
9 16 9 9 3 7
15 2
6 5
24
27 55 32 48 25 27
-3 -14 -5 -4 -1 -1
-8 -2 -4
-4
-2 -3 -1 -1
-4 -1
-2
-7 -33 -8 -10 -1 -1
20 22 24 38 24 26
10 11 12 19 12 13
10 11 12 19 12 13
0 0 0 0 0 0
0 0 0 0 0 0
Step Into SleepStick to SnakeSticky Fingers Stretch Stun Stunned Senseless
N N Cantrip N N N
Alteration Conjuration Alteration Alteration Conjuration Conjuration
Dreams Plant, Animal Folk Magic Magic TBD
15 23 5 14 21 12
39 40 9 3 15 15
0 0 0 5 15 5
0 0 0 5 15 5
14 13 7 18 0 3
10 3 4
53 63 19 35 45 28
-9 -9 -4 -4 -3 -1
-4 -5 -4 -1
-1 -1 -1 -2
-1 -2 -1 -1 -1
-1
-15 -17 -9 -7 -4 -4
38 46 10 28 41 24
19 23 5 14 20.5 12
19 23 5 14 21 12
0 0 0 0 0.5 0
-4 0 0 0 0.5 0
Stunt Plant Sun Cage Sun Scourge Suppress Synchronicity Taken AliveTaunt Telepathy
N N N N N N N N
Alteration Conjuration Conjuration Alteration Apportation Alteration Alteration Alteration
Darkness, PlantLight Light, Fire magic, time dimension Death, Folk Folk Folk, magic
10 31 16 14 13 15 11 16
5 37 9 18 4 30 18 24
0 7 0 8 10 0 0 0
0 7 0 8 10 0 0 0
12 18 29 4 6 21 9 18
10 15
3 7 2 10 5 8
5
2
30 84 45 38 37 63 32 50
-4 -9 -4 -4 -4 -9 -4 -4
-4 -2 -12
-2 -3 -2
-1
-2 -2
-2 -3 -2 -2 -1 -1 -2
-3 -2 -2 -3
-10 -8
-2 -1 -2 -1 -2
-10 -22 -16 -11 -11 -34 -11 -6
20 62 29 27 26 29 21 44
10 31 14.5 13.5 13 14.5 10.5 22
10 31 15 14 13 15 11 22
0 0 0.5 0.5 0 0.5 0.5 0
0 0 1.5 0.5 0 0.5 0.5 -6
Temporal Shackle Time Out of MindTime Sink Timeslip True Rest
N N N N N
Conjuration Alteration ChronomancyChronomancy Alteration
magic, time magic, time time Dimension, EntityMagic, folk
12 15 25 22 13
23 37 15 13 18
6 5 5 11 0
6 5 5 11 0
9 4 9 1 23
15
9
50 51 58 36 41
-9 -4 -4 0 -14
-8 -4 -2 -8
-4
-1
-3
-2 -3 -1 -3
-2 -3 -1 -2
-6
-2
-27 -21 -8 -14 -16
23 30 50 22 25
11.5 15 25 11 12.5
12 15 25 11 13
0.5 0 0 0 0.5
0.5 0 0 11 0.5
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