Gurps - Caverns & Creatures - Unofficial Standard Fantasy Dungeon Rpg

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Caverns and CreaturesA Fantasy Supplement for the Generic Universal Role-Playing SystemWritten by Timothy GrovesAdditional material by Geoffrey Fagan, James Joseph Edwards, James Beattie, Jeffrey Bergeron, Robert Scott Demerchant, Walter Rousseau, Deanna Colwill, William Penney, Maxim Busse, Brad Glenn, Bryan Sagriff, Nicholas BussePlaytested by Jeffrey Bergeron, Walter Rousseau, Kaleb Earl, Maxim Busse,Nicholas Busse, William Penney, James Joseph Edwards, Deanna Colwill,Robert Scott DemerchantGURPS (The Generic Universal Role-Playing System) created and owned by Steve Jackson Games.Artwork by Timothy Groves using POVRay 3.5, TGIF and Image MagickTMTMThe material within this document is the creation of the above-mentioned persons, and is meant for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jacson Games.DisclaimerIntroductionSteve Jackson Games makes the assertionthat with a copy of GURPS Lite1 and access tothe Internet, one could concievably play GURPSforever without spending a single penny.Unfortunately, this has not proven to be entirelytrue, especially in the field of Fantasy Role-Playing. GURPS Lite offers only one non-humanrace - Elves - and only a few spells. And the webresources for Fantasy are scant. A few monsters,a host of new spells that all require Magic orGrimoire to be useful, a nice equipment list ortwo...but not enough to truly carry a full Fantasygame. And while GURPS does interface nicelywith any other companys supplements, theresulting boggle is often confusing, and certain todissuade a newcomer.Having noted this, and realizing that itmakes it difficult for newcomers to the game toget started, I created this document. With a copyof Caverns and Creatures, plus a copy of GURPSLite make it truly possible to play Fantasy forever,for free.This having been said, however, it is worthpointing out that the resources in this documentare still rather slight. Less than fifty monsters,only about four hundred spells, and a tinyequipment list. If you wish to play GURPSFantasy, I strongly suggest acquiring GURPSBasic and GURPS Magic at the very least. Othergood books to acquire, as you warm to thesystem, include GURPS Bestiary, GURPSGrimoire, GURPS Magical Items, and GURPSUndead.Even with those books, however, thisdocument can still form an important part of thegame. You may decide that the magic systemdescribed in this book better suits your needs thanthe "official" GURPS Magic system. You mayfind that the monsters and equipment lists areexactly what you need. Or that the templatedcharacter system is precisely what is required forthe ex-AD&D junkie. Whatever use you find forthis document, even if its only to start a fire, Iwelcome you to it.1 GURPS Lite can be found on the World WideWeb at http://www.sjgames.com/gurps/lite/gurp-slit.pdfAbout GURPSSteve Jackson Games is committed to fullsupport of the GURPS system. Their address isSJ Games, Box 18957, Austin, TX 78760. Pleaseinclude a self-addressed stamped envelope(SASE) any time you write them! Resources nowavailable include:Pyramid (www.sjgames.com/pyramid).Their online magazine includes new rules andarticles for GURPS. It also covers all the hobbystop games - AD&D, Traveller, World ofDarkness, Call of Cthulhu, Shadowrun andmany more - and other SJ Games releases such asIn Nomine, INWO, Car Wars, Toon, OgreMiniatures and more. And Pyramid subscribersalso have access to playtest files online, to see(and comment on) new books before theyrereleased.New supplements and adventures. GURPScontinues to grow, and SJ Games will be happy tolet you know whats new. A current catalog isavailable for an SASE. Or check out their Website (below).Errata. Everyone makes mistakes,including SJ Games, but they do their best to fixtheir errors. Up-to-date errata sheets for allGURPS releases are always available from SJGames; be sure to include an SASE with yourrequest. Or download them from the Web - seebelow.Q&A. SJ Games does their best to answerany game question accompanied by an SASE.However, they will be unable to answer anyrequest concerning this document. Direct suchrequests to groves_ca@yahoo.co.uk.Gamer input. SJ Games values yourcomments. They will consider them, not only fornew products, but also when they update existingbooks for later printings!Internet. Visit SJ Games on the WorldWide Web at www.sjgames.com for an onlinecatalog, errata and updates, and hundreds of pagesof information. They also have conferences onCompuserve and America Online. GURPS hasits own Usenet group, too: rec.games.frp.gurps.GURPSnet. Much of the online discussionof GURPS happens on this e-mail list. To join,send mail to majordomo@io.com with"subscribe GURPSnet-L" in the body, or pointyour World Wide Web browser to:www.io.com/GURPSnet/www.4 IntroductionTemplated Character CreationMost players coming to GURPS from otherFantasy systems will be used to a fairlyregimented character creation system. A step fordetermining Attributes, a step for choosing yourcharacters race and profession, and so forth.GURPS lacks such a structure, allowing for totalfreedom to customize your character.Such a total freedom, however, combinedwith the immense number of choices that GURPSoffers, can quickly and totally swamp newcomers.For the newer players, and those used to adifferent system, I offer a regimented system forcharacter creation.Each GURPS Caverns and Creaturescharacter is built on a total of one hundred andtwenty-five points. These make them verging onhero material, but not yet full-blown heroes. Forthe more usual 100-point GURPS game, a lowerpoint level is also available.125 points 100 pointsAttributes 60 points 50 pointsRace Package 0 points 0 pointsProfessional Package 25 points 25 pointsSkills 30 points 30 pointsQuirks -5 points -5 pointsFreebies 15 points 0 pointsDetermining AttributesAttributes are determined in Caverns andCreatures in a semi-random format. TheAttributes Table lists combinations of Attributenumbers totalling sixty character points - fiftycharacter points for 100-point games. No resultsare possible less than an eight, as such resultswould eat into your characters availableDisadvantage pool. Roll 2 dice, and consult thefollowing table:Roll 125 points 100 points2 17, 9, 8, 8 16, 9, 9, 93 16, 11, 8, 8 16, 10, 8, 84 15, 12, 9, 9 15, 11, 9, 95 12, 12, 11, 11 12, 12, 11, 106 13, 12, 11, 10 13, 12, 10, 107 13, 12, 12, 9 13, 12, 11, 98 13, 11, 11, 11 13, 11, 11, 109 14, 12, 11, 8 14, 11, 11, 810 14, 13, 10, 8 14, 12, 10, 811 15, 10, 10, 10 15, 10, 10, 912 16, 10, 9, 9 16, 9, 9, 9Distribute the four Attribute numbersamong your characters Attributes as you see fit.Using the Attributes table found on page three ofGURPS Lite, record the point values for the fourattributes. These four point values should totalsixty.Of course, if you so desire, and your GameMaster is agreeable, you may simply spend sixtypoints to adjust your Attributes as you like. ,LPThe Freebie PoolThe Freebie Pool, totalling fifteen points, iscompletely unallocated and can be used foranything. To gain more Freebie points, yourCharacter can take on some Disadvantages. Up totwenty points in Disadvantages may be selected.Add the point cost of the Disadvantage into yourFreebie pool. You can select more than twentypoints in Disadvantages if you like, but youreceive only twenty points regardless of howmany Disadvantages you select.Up to five points in Quirks may also betaken. This is above and beyond the total numberof Disadvantages taken, and is factored into theTemplate above. Game masters should insist thatall five Quirks be taken.Most Races have a selection of Skills thatthey are expected to know, else they must take theDisadvantage of Uneducated. This Disadvantageis worth -5 points, and may be required more thanonce.New AdvantagesBardic Magical Aptitude - 10 pointsThis version of Magical Aptitude is fullydescribed in the section on Magic. It may only beselected by a Bard.Extra Mana - 2 points per levelYour mana pool is higher than normal. Foreach level of Extra Mana you have, your manapool is increased by one. No more than fivelevels of this Advantage may be taken.Po wer Reserve - 1 point per levelThis Advantage grants ten extra points ofmana, that may be used to power spells. Unlikethe Advantage of Extra Mana, this mana does notrecharge. Ever. Once it is used up, it is goneforever. The GM may allow you to purchase thisAdvantage after character creation.Introduction 5RacesAfter either selecting or randomly creatingyour characters Attributes, you must select aplayer character Race. Race in this sense doesnot mean cacausian, negro or asian; it refers to thefantasy species that your character belongs to.Unlike in almost every other GURPSsupplement, all the Races in Caverns andCreatures total zero points. This is not to say thatthese Races are the only ones possible in aFantasy campaign; you could certainly feel free touse Races from other supplements. Just makesure that your GM has approved the Races inquestion.Each Race (except Humans and part-Humans) has an associated list of Racial Quirks.The cost of five of these Quirks has been factoredinto each Race. Therefore, the player must selectfive of these Racial Quirks for his character. Thisis above and beyond the five points in regularQuirks allowed for the character. Some of theRacial Quirks are listed as (-5); these areDisadvantages. One of these (-5) Disadvantagesmay be selected in place of all five Racial Quirks.DwarvesDwarves are people of the hills andmountains, and live both on and under the earth.They tend to be short and stocky, but do not feelat all self-conscious about it; to a Dwarf, a Dwarfis at exactly the right height, and most of the otherRaces are stretched too tall and thin. Their hairranges from red to brown, though never black,and their skin usually resembles well-workedleather. Dwarves gain a +1 bonus to their ST andHT Attributes, but due to their small size, suffer a-3 to their Hit Points.Dwarves tend to be dour and gruff,standoffish, and rather surly. They hav e a strongdislike of the various Goblin-kin, and will avoiddealing with them if possible. They are fond offood and drink, and love music, especially thedrums. Dwarves are long-lived; a Dwarf isconsidered mature at 50, and makes ageingchecks at 150, 210 and 270.Dwarves are very dense; they sink ratherthan float, and as such cannot learn the SwimmingSkill. They can carry larger amounts ofequipment than normal, as though their ST wasthree levels higher, and gain a +2 on all SkillLevels involving mining or metalsmithing,including the Armoury Skill. However, theysuffer a -2 to their Move score due to their shortlegs, and a -3 on all ranged attacks due to theirnearsightedness. Enemies attempting to hit aDwarf suffer a -1 to their attack rolls, due to theDwarf s smaller size.Dwarves are strongly matriarchal. EachDwarven Tribe is ruled by a High Mother,typically (though not always) the eldest female ofthe Tribe. Of the various Dwarven Gods, onlyone (the God of Battle) allows male priests.Inheritence is traced strictly through the motherslines; Dwarves do pair-bond, but have no strictformality of marriage. Often, ones mother is theonly parent one can be certain of. But whilewomen rule the civil government, the men are incharge of the military. Each Tribe will elect aDuke to lead them in battle; if a threat to aDwarven nation is great enough, the Council ofMothers may decide to elect a King. The King isselected from among the Dukes.The Dwarves have dev eloped a short swordknown as an ahril, specifically for fighting in veryclose quarters. This weapon has elaboratequillons and a heavy pommel, forcing the centerof gravity further back on the sword. Thisweapon has a reach of C,1 rather than 1, butsuffers a -1 to Parry. For a Dwarf, the skill to usean ahril is a Physical/Average skill, defaulting toDX-5; for any other race, it is a Physical/Hardskill, defaulting to DX-6. Ahril and Short Sworddefault to each other at -3. The ahril has a basecost of 5 gp.Dwarves have a complex language based ondrumbeats, that they use for long-rangecommunications through the tunnels. This is aMental/Hard Language, but for anyone withDwarven as a Native Language, it becomesMental/Average. Musical Ability adds to skillwith this language.Dwarves are expected to have learned anumber of skills; either the Armoury, Blacksmithor Mining Skill, and either the Axe/Mace, ShortSword, Ahril, Crossbow or Brawling Skill. If aDwarf has not learned any of the Skills fromeither of these two packages, they are consideredto be Uneducated (-5 points, -1 to ReactionRolls). If a Dwarf has not learned any of theSkills listed above at all, they must take theUneducated Disadvantage twice.Height for a male Dwarf is 43 inches, plus2d, and weight is 120#, plus 6d. Subtract twoinches and fifteen pounds for a female Dwarf.6 RacesAdd ten pounds for every point of ST above 12;subtract ten pounds for every point of ST below10.Racial Quirks: Dislikes Goblins;Intolerance: Goblins (-5), Likes ale, beer andmead; Distrusts Elves; Mild Agoraphobia (fearof open spaces); Agoraphobia (-5); SomewhatGreedy; Argumentative; Dislikes rangedweapons; Dislikes travelling by water; CantSleep above ground; Refuses to eat pig.StereotypesElves - "Scrawny little buggers, but dontknock em. They can be skilled warriors. Butwhile I can respect em, I dont trust em, and Idont like em."Gnomes - "Skilled folk. Theres a lot tolike in em, but they sure dont take life seriously.Instead, they waste their time on all thingsnonsensical."Half-Elves - "These poor buggers are reallycaught in the middle. Elven snottiness keeps emout of that side, and Human prejudice keeps emout of there. Not that I like em any better."Half-Ogres - "Real big and real dumb.Best use for these boys is holding up walls, excepttheyd forget why they were doin it and wanderaw ay."Half-Orks - "Not tough enough to surviveamong the Orks, not nice enough to surviveamong Humans. But theyre more than toughenough to handle Humans, and a lot nicer thanOrks."Hobbits - "Now these folk really know howto lay a table, and they can pack it away betterthan even a Dwarf. But count your silverwareafter youve hosted one for dinner."Human - "Theres those as figure thatHumans are the scum of the world. Id say thatwhile their nasties can be as bad as anything else,their true heroes are almost as good as us."ElvesElves are tall, thin, pale people, usuallyblonde to brown-haired, with blue or green eyes.A very few are black-haired, with deeper-tonedskin. They hav e long, sweeping, pointed ears,upswept eyebrows and almond-shaped eyes.Though their hair is frequently very long, no Elfis capable of growing any facial hair whatsoever.Elves reside in small villages, deep inforests or on top of mountains. Their villages areusually one with nature, sometimes being builthigh up in the treetops. They are organized intotribes, and are led by Elders. An Elf will live forso long compared to humans that they might aswell be immortal; but after two or three hundredyears of adventuring, most Elves are ready tosettle down.The greatest love of the Elven people arefinely-built weaponry, skilled combat, and Magic.They are a patient lot, and are willing to puttremendous amounts of energy into anything thatcatches their attention.Elves suffer a -1 to their starting HT, and afurther -1 to their starting Hit Points, but gain a+1 to their DX. All Elves gain a +1 on all Spellsthat they learn, in addition to any bonuses due toMagical Aptitude. They liv e long enough to beconsidered unageing; no Elf ever has to make anAge check, and no points are gained for Age-related Disadvantages.Elves live by a fairly simple code ofhonour. They seek to protect the natural areasfrom depradation, and other than that wish merelyto live an elegant life. Other races react at a -1 toElves, feeling them to be standoffish and arrogant.The long lifespan of an Elf allows them tolearn a great deal. An Elf is expected to knowskills from four different pools: Either Survivalor Naturalist; one of Stealth, Camoflague,Tracking or Fishing; one of Running, Jumping,Swimming or Animal Handling; and one ofBroad Sword, Bow, Spear, Spear-Thrower, Sling,or Elven Sabre. Alternately, two spells from anyCollege may substitute for any of the four abovepools. For every Skill pool that is notrepresented, the Elf must take the Disadvantage ofUneducated. It matters little whether or not theElf has a full roster of Skills; if he doesnt hav ethe above Skills, people will tend to regard him assomewhat unusual and possibly useless.Height for a male Elf is 56 inches, plus 2d,and weight is 65#, plus 5d. Subtract five inchesRaces 7and twenty pounds for a female Elf. Add fivepounds for every point of ST above 11; subtractfive pounds for every point of ST below 9.Despite their close-to-human size, Elves will beunable to wear human armour, and will lookdistinctly silly in human clothing. (Thus, theywill refuse to wear it, as no Elf will ever willinglylook silly.) Elves suffer knockback at a rate ofone yard per six points of damage taken, ratherthan the usual eight, due to their light weight.The Elven sabre is a marvellous weapon,finely balanced and made of light alloys. Nonebut an Elven weaponsmith may fashion such aweapon at qualities better than Average. Knownto Elves as engaselavia, the sabre resembles theJapanese wakizashi, but has a thirty-inch hilt. Inthe hands of an Elf trained in its use, the Elvensabre can punch through armour, and a well-trained Elven swordsman will deliberately aim forthe weaker spots in his targets defenses. TheElven sabre skill is Physical/Hard, defaulting toDX-6, and may only be learned by an Elf. Parryfor the weapon is 2/3 skill. For every eight fulllevels that the Elf has in Elven sabre, he mayignore one point of PD and DR on his target.Engaselaviaen of Average quality cost 10 gp; NoElf of any worth would consider it an impositionto pay the 50 gp for a Fine-quality weapon.Racial Quirks: Fascinated by magic;Bored by Dwarves; Worships trees; Arrogant;Has a disdain for Lesser Races; Ve getarian;Dislikes Orks; Intolerance: Orks (-5); DislikesHalf-Elves; Fascinated by swordplay; Wont usemetal weapons; Loves wine.StereotypesDwarves - "Wondrous stoneworkers andsmiths! They hav e made some of the finest worksin the World. But never expect them tounderstand true beauty."Gnomes - "Another breed of greatcraftsmen, and one with a knack for seeing thebeauty of the world. However, they nev er seem totake the long view."Half-Elves - "I shall not speak of the racialshame we must endure because of thesemongrels. No; not to an outsider! But I do feelpity for them at times, for the way we must treatthem."Half-Ogres - "Stupid brutes. No, I shallnot say more."Half-Orks - "Intolerable, stinkingabominations. Another example of the way thatHumans have ruined the world."Hobbits - "These small people make forvery easy company. Some are quite learned, andalmost all of them have proper respect for life."Humans - "They hav e had some greatworks, but in all, I feel the World is a lesser placefor their being in it."GnomesGnomes are cheerful, clever, inv entivepeople with an incredible knack for complexthings - bureaucracy, mechanics, Magic, youname it. They enjoy humour - especially practicaljokes, good food and good stories. Fiction,music, dance and poetry are great loves of theirs,and they make all of them as intricate as possible.Gnomes are very short and rather stocky.Their hair and eyes tend to be dark, and their skintends to be ruddy or florid. Their noses are verypointed - a common Gnomish game is jousting,the object being to poke your opponents eye withyour nose.Like most demihumans, Gnomes reside insmall villages. They hav e adopted the democraticmodel - mayors are elected, as are representativesto national assemblies. Surprisingly, the Gnomishmethod of democracy is remarkably corruption-free. Their villages are often quite at harmonywith nature. Unlike their cousins, the Dwarves,Gnomes feel no need to live underground.Gnomes can often be found at night on theirbacks on top of their houses, watching the stars.Gnomes suffer a -3 to their ST, but gain a+2 in DX and HT. Gnomes are excellentcraftsmen, even superior to Dwarves, gaining a +3to all Craft Skills and a +2 to all ProfessionalSkills. They hav e a long lifespan, reachingmaturity at 45, with ageing plateaus at 125, 175and 225.All Gnomes are Curious and suffer from alesser form of Inconvenient Size. Bar stools arealways the wrong height, doorknobs at a funnyheight, and just try finding a suit of clothes that fitin a Human town! They suffer a -1 to their DX ifthey need to move quickly through a Human-sized building. Their Hit Points are equal to theirHT-4, instead of just HT.Height for a male Gnome is 38 inches, plus1d, and weight is 60#, plus 4d. Subtract twoinches and five pounds for a female Gnome. Add8 Racesfive pounds for every point of ST above 8;subtract ten pounds for every point of ST below 6.Due to their increased density, a Gnome cannotswim. A Gnomes Move is also reduced by two,but Dodge is unaffected, and human-sized foessuffer a -1 to successfully hit a Gnome.Like most Races, Gnomes have a pool ofSkills that they are expected to know: five pointsin any Craft or Professional Skills. If they do nothave this, they must select the Disadvantage ofUneducated.Gnomish tools are wondrously accurate andvery small and light. A full toolkit weighs only apound, but will grant the user a +2 on any skillsthat require fine motor control. Only a Gnome ora Hobbit are small enough to use the toolsproperly; larger folk are more likely to break thetools with their large, clumsy fingers. Theexception is Thieves, who will gain a +5 toLockpicking and Traps skills when usingGnomish-made tools.Racial Quirks: Enjoys dancing; Practicaljoker; Enjoys teasing foes; Dislikes Kobolds;Intolerance: Kobolds (-5); Always carries aspare set of clothing; Fascinated by magic;Fascinated by jewellry; Believes in Astrology;Wants to build a "calculating machine"; Wearshigh heels; Always votes for a certain Party.StereotypesDwarves - "They definitely need to lightenup! But hey, just look at their metalwork, theirstonework, their jewellry. The World would be amuch duller place without Dwarves in it."Elves - "Elegant and tricksy! They lovemost of the same things that we do. But they areso solemn about it! Why must enjoyingsomething be a chore to them?"Half-Elves - "These folk combine the bestof both their parents. Its a pity that nobody likesthem. Well, we do, and I hope that its enough forthem."Half-Ogres - "Wo w, are they ever big!Maybe it was magic that let it happen? Magicwill do anything. And maybe they hav e badtempers, but they dont really seem all that bad."Half-Orks - "Nasty folks, nearly as nastyas their parents. The Ork parent, I mean. Buttheyre tough, and good to have on your side ifthings get ugly."Hobbits - "Just about as much fun at aparty as a Gnome! They do tend to put away a lotof food, but they always show up with presents,songs, and general good times!"Humans - "Most big folk have to be treatedwith respect, but its mostly only the Humans thatwant it. But theyre quick to give it in response.They do love our jewellry!"Half-ElvesElves and humans are cross-fertile, and theresult of such a mixed mating is a Half-Elf. Half-Elves are equally at home in both human andElven society - which is to say, not at all. Sadly,both parent races view the Half-Elven as abastard, unworthy of their company.Half-Elves are nearly as tall as humans,though somewhat more slender, and have thedistinctive Elven pointed ears and upswepteyebrows. Unlike Elves, however, they may growa beard, though they rarely do so, and their hairand eye colours cover the human range.Half-Elves suffer a -1 to Hit Points, and livefor a longer time than Humans - mature at 54,ageing plateaus starting at 150, 210 and 270.Elves and Humans react at a -1 to Half Elves.Height for a male Half-Elf is 60 inches,plus 2d, and weight is 120#, plus 6d. Subtracttwo inches and thirty pounds for a female Half-Elf. Add ten pounds for every point of ST above11; subtract ten pounds for every point of STbelow 9. Half-Elves are expected to know at leastone Skill chosen from the following list:Survival, Naturalist, Stealth, Camoflague,Tracking, Fishing, Running, Jumping, Swimmingor Animal Handling. In addition, they areexpected to know any one Combat/Weapon skill.A Half-Elf that lacks either or both of these Skillsmust take the Disadvantage of Uneducated.StereotypesDwarves - "They distrust us for being half-Elven, but not as thoroughly as they distrust thefully Elven. Its better than being ignored."Elves - "I dont hate them. Youd think Iwould. But Ive been told that somehow wevedone a grave insult to them. I cant think how.And Elves never forget anything."Gnomes - "Very entertaining and funpeople. Ah, the things that they can do! Andthey accept us more than any other race. But itwould be very difficult to live among them."Races 9Half-Ogres - "Large, dumb and ugly. Butits hardly their fault. Treat them kindly, andtheyll likely do the same for you, just like anyother person."Half-Orks - "I do shiver just to be aroundthese beasts. The worse part of it is, they seem soHuman, and sometimes even pass for half-Elven,though thats a rare one."Hobbits - "Rather cheerful folk, and theydont seem able to tell us from fully Elven - or ifthey do, they dont care. I imagine that upsets thetruebloods, but it doesnt bother me at all."Humans - "I dont understand theintolerance that Humans show for us. Perhaps itsthe same intolerance they show for anyone not thesame as themselves?"Half-OgresOgres are large, rather stupid humanoids,generally standing eight to nine feet tall. Nobodyis entirely certain how a Human might survivemating with one, but nonetheless, Half-Ogres area reality. Generally smaller and less stupid thantheir parents, most Half-Ogres remain with theirTribe, but a few hav e decided to risk the scorn ofHumans, and have come to live with them.Half-Ogres are remarkably physicallypowerful, gaining a +5 to ST and Hit Points.However, they also suffer from a -2 to IQ, and donot gain the five additional Fatigue due to highST. They are mostly Ugly, and on top of thatsuffer from a -3 Social Stigma (Barbarian orOutlander), as well as a bad Reputation (-2,Dangerous Brute, Everyone). Their total reactionroll modifier is -7. They hav e the Disadvantage ofBad Temper, but gain a +3 on all Intimidationrolls. Their huge size makes them an easy targetin combat. Anyone attacking a Half-Ogre gains a+1 to their attack rolls.Half-Ogres are expected to know at leastone Combat/Weapon Skill - after all, if it cantfight, what good is it? If a Half-Ogre is untrainedin weapons, then he must select the Disadvantageof Uneducated. Height for a male Half-Ogre is 85inches, plus 3d+1, and weight is 300#, plus4dx10. Subtract six inches and fifty pounds for afemale Half-Ogre. Add twenty pounds for everypoint of ST above 16; subtract twenty pounds forev ery point of ST below 14.StereotypesDwarves - "Small, and hard targets. Goodfighters. Best not to make them mad."Elves - "Small and fast. Good fighters, andlike to throw a spell at you while theyre at it."Gnomes - "Real small and real fast. Theyfly pretty far if you do hit them, but hitting themis pretty hard."Half-Elves - "Like us. Sort of stuck inbetween. But not as able to fight back."Half-Orks - "Ugly and nasty. Good in afight. We get along pretty good."Hobbits - "They are shy around us, but theydont seem to mind us. At least, not as much assome others."Humans - "All we are to them is cannonfodder."Half-OrksOrks are fecund, and will breed with nearlyanything, including humans. Perhaps ten percentof these human/orkish halfbreeds appearsufficiently human to pass as such.Half-Orks are rude, crass, barbaric, uncouthand ugly. Howev er, they are also fiercecombatants, having inherited a fair portion oftheir Orkish parents physical power. Like Half-Ogres, Half-Orks are expected to know at leastone Combat/Weapon skill.Half-Orks gain a +1 ST and +2 HT, butsuffer a -1 IQ. They generally have at least onebad personal habit (worth a -1 Reaction penalty toanyone in the vicinity), and suffer a -1 toCharisma. They liv e for only a short time,becoming mature at 13, and ageing at 37, 52 and67 years.Height for a male Half-Ork is 60 inches,plus 3d, and weight is 140#, plus 2dx5. Subtracttwo inches and thirty pounds for a female Half-Ork. Add ten pounds for every point of ST above12; subtract ten pounds for every point of STbelow 10.StereotypesDwarves - "I hav e to say, I dont mindbeing disliked by these guys. Theyre rough andnasty. If you must have enemies, they should beas good as Dwarves."Elves - "They think theyre so much betterthan everyone else. Id love to pull them down a10 Racesnotch or six."Gnomes - "Tricky little buggers. You cankeep an eye on them all day, and theyll still find away to pull a fast one on you. Dont trust them."Half-Elves - "Theyd be better off to forgettheir Elven side and stick with the Human. Notthat either really want them. Nor do we."Half-Ogres - "Like us, they understandbeing feared. They deal with it better than we do,overall. Must come from being so dumb."Hobbits - "Thieves. Never trust them.Still, if theres sneaking to be done, theyre prettygood at it. And they arent bad to know,personally."Humans - "They dont much care for us, orfor any other mixed breeds. Not that we reallycare; Human money spends as well as any other,and better in more places."HobbitsHobbits are the smallest of the demi-humans described in this chapter, frequentlystanding no more than one yard in height andweighing around fifty pounds. They are most fondof their creature comforts, and rarely leave hometo adventure. They are friendly and outgoing, wellliked by almost everyone.Hobbits rarely have their own nations, andinstead live on the outskirts of other racescountries. Frequently, a shire of Hobbits will existwithin the boundaries of another community.They liv e underground as often as they do aboveground. Hobbits are well-liked by most otherraces. Among Humans, they are known asHalflings, due to the fact that they are half the sizeof a Human. Among Elves, they are known asPerrianth, which translates roughly as smallround people.Hobbits do tend to be quite round, andfrequently have dark, earth-tone hair and eyes.They disdain boots, preferring to be in touch withthe earth. Music, good food, good company andtobacco are all quite important to a Hobbit,though not nearly as much so as security.There are three primary Clans of Hobbits.The Fallohides typically live only abovegroundand who are somewhat taller and slenderer thanother Hobbits. They are on good terms withElves, and distrust Dwarves. Many Fallohideshave also taken to living on rivers or coastal areasof lakes, in houseboats. They hav e also beenknown to wear boots when the need arises. Stoutsare smaller and rounder than most Hobbits, andgenerally consume more meat and ale than theirbrethren; they are also notable for the fact thatmost of their men can grow beards. They oftentrade with Dwarves, but have little use for Elves.Harfoots are the most adventuresome of theHobbits; They get along well with most otherraces, and occasionally can be found livingoutside the Hobbit shires. They number rathermore Burglars, Troubleshooters and RemovalSpecialists (all euphemisms for Thief) than theother two Clans put together, but this has notimpacted on the general liking that most otherraces have for them.Each Clan is further divided into fifty to ahundred Kith; Hobbit women are forbidden tomarry within their Kith, and their children will beborn into their fathers Kith. A member of onesKith is referred to as Kithain; The Kith of oneswife are referred to as Kin.Hobbits suffer a -3 ST, but gain a +3 to DXand a +2 to HT. They gain a +3 bonus to allDomestic Skills, and a +2 Reaction Bonus. TheirHit Points are equal to their HT-6, instead ofsimply their HT. Hobbits live for a somewhatlonger time than humans; they reach maturity at36, and their ageing plateaus are at 100, 140 and180. Hobbits are Hedonistic; they must make aWill check at a -4 whenever they must avoidtaking the easy, comfortable path. A Hobbitstruck for damage will be knocked back one yardfor every four points of damage sustained, ratherthan the usual eight points, due to their small size.A Hobbits Move is reduced by 2 (thoughtheir Dodge is not affected), but normal human-sized foes suffer a -2 penalty to hit a Hobbit. AHobbit is expected to know Cooking, plus oneother Domestic skill. A Hobbit that knows onlyone Domestic Skill is considered to beUneducated; a Hobbit with no Domestic Skills atall must select the Uneducated Disadvantagetwice.Hobbits have dev eloped an incrediblycomplex set of cookware that may be folded intoa small travelling kit. Using detachable handles,stackable pots, a wire grill, multi-use utensils, andev en a small reflection oven, a Hobbit mayprepare any meal he can imagine with just thecontents of the cookset. No penalty due tocircumstances, environment or equipment areapplied to a Hobbit using this cookset. As long asthe Hobbit can start a fire, he can prepare aRaces 11gourmet feast. However, it is worth noting thatthe cookset was not designed with adventures inmind, but rather with visiting "less civilized"folk...Height for a male Hobbit is 33 inches, plus2d, and weight is 40#, plus 4d. Subtract twoinches and five pounds for a female Hobbit. Addfour inches in height for a Tallfellow; subtracttwo inches and add ten pounds for a Stout. Addfive pounds for every point of ST above 8;subtract five pounds for every point of ST below6.Racial Quirks: Smokes a particular blendof tobacco; Dislikes adventures; Prefers tea toany alcoholic beverage; Takes pride in his facialhair; Prefers Burglar or Removal Specialist toThief ; Outgoing; Likes to sing; Doesnt feelcomfortable sleeping aboveground; Dislikestravel; Distrusts Wizards; Distrusts Elves orDwarves (depending on Clan).StereotypesDwarves - "Ah, what marvellous folk, andwhat great feasts they hold! A Dwarven Warrenis not the warmest or most comfortable place tosleep, but you would have difficulty finding bettercompany!"Elves - "The most lovely people in theWorld. Would that they were a little less arrogant,but an Elven friend is a friend for life. Ah, andthey serve great meals!"Gnomes - "Good folk, ones you can trust ina pinch. Dashed clever with their hands. ThoughI must admit, they seem to take an unhealthyinterest in rather dangerous things."Half-Elves - "All the best of their parentcultures, usually without the worst! And morerespect for other people than you find in almostany other, even ourselves."Half-Ogres - "They hav e a tendency to flyoff the handle, but they certainly appreciate thegood things in life! Very gentle, once you get ontheir good side."Half-Orks - "Its hard to like these folk as awhole, but Ive met several excellent individuals.They do tend to be a bit...intense."Humans - "Mostly, these folk are good.They hav e some bad members, to be sure, but sodo all folk. Still, it is best to be careful whenaround them."HumansHumans are the standard by which allothers are compared. Humans have no modifiers,advantages or disadvantages. They still, however,have required Skills, though their selection base isquite broad.Humans must have Skills covering at leasttwo of the following categories: Animal,Combat/Weapon, Craft, Medical, Outdoor,Professional, Scientific, Social. If only one of theabove categories is represented, the Human mustselect the Disadvantage of Uneducated. If noneof the above categories are represented, theHuman must select Undeducated twice.Height for a male Human is 60 inches, plus3d, and weight is 130#, plus 2dx5. Subtract twoinches and thirty pounds for a female Human.Add ten pounds for every point of ST above 11;subtract ten pounds for every point of ST below 9.StereotypesDwarves - "Good miners and craftsmen.Though I find they are too quick to take offense atalmost anything one might say."Elves - "Flighty and arrogant, but there isno denying their skill at arms and with magic. Ifyouve got an Elf as a friend, youre somethingspecial."Gnomes - "Cunning and ingenious. Also atad scatterbrained. Likeable, but you might find aGnomish friend somewhat hard to keep up with."Half-Elves - "Just about as arrogant as theirparents. And they need that arrogance ground outof them."Half-Ogres - "Large, ugly brutes. I dontev en want to guess how they came to be. If youneed to hire a goon, you cant do much worsethan a Half-Ogre."Half-Orks - "Scary part about these guys isthat you often cant tell them from Human. Andyou just know that theyre up to no good."Hobbits - "Like charming little children.Just remember that even Human children havesticky fingers. Usually, like children, you can justtell them no."Professional PackagesProfessional Packages take the place ofcharacter classes from other games. Eachpackage includes some of the most commonadvantages, disadvantages and skills required foreach profession. Use of Professional Packages iscompletely optional. You do not need to selectany of these packages at all.Most Professional Packages total twenty-five points, and this amount was allocated abovein the templated character creation system. If youare using templated characters, but choose not toselect a Professional Package, then you may feelfree to use the points saved elsewhere.Some packages total more than twenty-fivepoints; these extra points should be taken out ofthe Freebie pool.Bard35 pointsThe Bard is the wandering minstrel,storyteller and singer. They are entertainers, butalso vessels of folk knowledge. Often, a bard willbe hired as much for his knowledge of heraldry,local history and literacy. Examples of Bardsfrom history and folklore include Allan a Daleand Mark Twain.Bards gain the Advantages of Voice, Semi-Literacy, and Charisma. They gain one point inone chosen performance skill, be it poetry, art,musical instrument, or whatever. They gain onepoint in each of Heraldry, History, Bard andSavoir-Faire. Any time a Bard enters acommunity, no matter how small, he may roll 3d.On a 12 or less, he will be offered commonlodgings and meals, in exchange for a few songsor stories. On a 13 or higher, he can be assured offinding at least minimal lodgings and a meal, inexchange for a song.Bards often select Advantages such asReputation, Ally, Patron, Appearance, Literacyand Empathy. They often select Disadvantagessuch as Low Status, Poverty, Code of Honour (aninformal Code between Bards, -5), Social Stigma(many bards come from a visible minority), orSkinny. A few rare Bards will have the gift ofMagic, and will have a few spells available tothem.Cleric25 pointsClerics are the Knights-Templar, sworn todefend a faith against all of its enemies. They area blend of Warrior and Priest, employing bothMagic and force of arms to their ends.Clerics gain the following Advantages:Clerical Investment and Literacy. They also gainten points in skills, covering: Theology (2, IQ-1),First Aid (2, IQ+1), Heraldry (Religious) (2, IQ),Any one Combat/Weapon Skill (4, varies).Most Clerics will select the Advantages ofCombat Reflexes, Patron and Strong Will. Theynormally select Disadvantages such as Duty (tothe church), Code of Honour or Vow. The GMshould allow Clerics who increase their ClericalInvestment to gain access to Colleges of Magic.These Colleges should be selected with theirDeities spheres of influence in mind.Druid25 pointsDruids are priests who hold as holy theforces of Nature. They are not as strong in battleas the Clerics, but nonetheless formidable in theirown right. They often work closely with Rangers.Typically, only Elves, Half-Elves and Humans areDruids, though it is not impossible for otherRaces to be drawn to this path.Druids gain the following Advantages:Clerical Investment, Absolute Direction, threelevels of Alertness, Animal Empathy, DiseaseResistant, Poison Resistant, and one level ofRapid Healing. They hav e the Disadvantages ofVo w (Protect Nature) and Vow (never use metalweapons or armour).Druids often select Advantages such asStrong Will, Ally, Patron, Reputation, Empathy orHigh Pain Threshold. They often have suchDisadvantages as Enemy, Pacifism, Honesty,Truthfulness or Stubbornness. The GM shouldallow Druids who increase their ClericalInvestment to gain access to Colleges of Magic,typically of the Animal, Plant and Air Colleges.Professional Packages 13Mage35 pointsMages wield mystical energies, employingspells to overcome problems. Most people fearMages; you never know when a Mage will decidethat you need to be turned into a toad. Examplesof Mages from folklore include Merlin, Circe andMedea.A Mage gains the following advantages:Magical Aptitude and Literacy. In addition, thepackage includes a 10-point Unusual Backgroundrequired to have Magical Aptitude. Note that thispackage only grants the first level of MagicalAptitude. In order to gain further levels - up tothe maximum of three permitted - the Mage willhave to spend Freebie points.Mages do not get uniform access to theColleges of Magic. No Mage may learn theHealing College, and a Mage must also select fiveother Colleges to disavow. The Mage may stilllearn the spells from these banned Colleges, butmay never memorize or cast them.Mages often select Advantages such asAlly, Language Talent, Reputation or Strong Will.They often select Disadvantages such asCompulsive Behaviour, Cow ardice, Greed,Impulsiveness, Bad Reputation or Pacifism.Paladin25 pointsPaladins are the most holy of the warriors.They are ordained to protect all good beings, andgain many blessings from their patron Deity.However, their life is incredibly demanding, andfew hav e what it takes to walk the narrow path.Many of King Arthurs Knights were Paladins.Sir Launcelot du Lac was not.A Paladin gains the following advantages:Clerical Investment, Combat Reflexes, High PainThreshold, Immune to Disease, Poison Resistantand Toughness. They gain the Disadvantages ofHonesty, Truthfulness and Code of Honour (the-15 point version). A Paladin who consistentlyviolates his Code of Honour, Honesty orTruthfulness runs the risk of falling from his stateof grace. If the GM decides that this hashappened, the Paladin will lose his ClericalInvestment, Immunity to Disease and PoisonResistance until such time as he has atoned.Paladins will often take Advantages such asReputation, Status, Rapid Healing, Single-Mindedand Ally. They often take Disadvantages such asEnemy, Poverty, Duty and Vow. They may notselect Disadvantages such as Cowardice,Jealousy, Miserliness, Greed, Bad Temper, or anyphysical Disadvantage that would keep them fromperforming their duties. The GM should allowPaladins who increase their Clerical Investment togain access to Colleges of Magic, usually of theHealing, Body and Wards Colleges.Ranger25 pointsRangers are foresters and woodsmen,warriors who specialize in working out of doors.They seldom work in groups; usually, no morethan a single Ranger will join a party. Examplesof Rangers from history and fiction include LittleJohn, Aragorn and Davy Crockett.Rangers gain the advantages of one level ofAlertness, Animal Empathy, Combat Reflexes andone level of Toughness. However, they hav e aSense of Duty to protect the wildlands, and aCode of Honour (help those in distress, neverharm the forest without good cause, neverinterfere with another Ranger).Rangers also gain points in Naturalist (4,IQ), Tracking (2, IQ), Camoflague (2, IQ), Bow(1, DX-2), and Running (1, HT-2).Rangers usually will select furtherAdvantages such as Immunity to Disease orDisease Resistant, Language Talent, Night Vision,Resistant to Poision or Danger Sense. They oftenwill select Disadvantages such as Primitive,Enemy (especially evil humanoids), Vow,Pacifism or Poor.In certain campaign settings, Rangers willbe the equivelant of Paladins - specialty priests ofthe Gods of Nature. As such, they should bepermitted to purchase Clerical Investment, withlevels beyond the first allowing access to Collegesof Magic. The Colleges of Air, Animal and Plantare particularly appropriate to a Ranger.14 Professional PackagesSorceror25 pointsSorcerors take a more spiritual view ofmagic than Mages; they are more concerned withley lines and nodes than Mages. Though theirmagic is more limited, it is no less powerful.A Sorceror gains the following advantages:Magical Aptitude and one level of IncreasedMana. In addition, the package includes a10-point Unusual Background required to haveMagical Aptitude. Note that this package onlygrants the first level of Magical Aptitude. Inorder to gain further levels - up to the maximumof three permitted - the Sorceror will have tospend Freebie points. However, Magical Aptitudecosts only six points per additional level forSorcerors.Sorcerors may select four Colleges to learn.Only spells from these four Colleges may bememorized and cast. The other seventeenColleges are banned. The Mage may still learnthe spells from these banned Colleges, but maynever memorize or cast them.Sorcerors often select Advantages such asAlly, Language Talent, Reputation or Strong Will.They often select Disadvantages such asCompulsive Behaviour, Cow ardice, Greed,Impulsiveness, Bad Reputation or Pacifism.Thief25 pointsThieves expect that the world owes them aliving. A Thief may be a highwayman, a brigand,a burglar, a second-story man, a box man, or evena fence. But no matter how you look at it, theThief makes a living through breaking the law.Examples of thieves from fiction and historyinclude the Grey Mouser, John Dillinger andRobin Hood.Thieves gain one level of Alertness. Theymay also select any two of the followingAdvantages: Ambidexterity, +2 Charisma,Comfortable Wealth, Common Sense,Nightvision.In addition to the above advantages,Thieves often select advantages such as AbsoluteDirection, Acute Senses, Alertness, DangerSense, Ally Group or Patron (the Thieves Guild),Daredevil or Night Vision. They often haveDisadvantages such as Cowardice, Greedy, Codeof Honour (The Thieves Code), Laziness, Youthor Overconfidence.Thieves Cant is piggybacked overtop ofthe Thiefs native tongue; as such, Cant differsfrom region to region. It is a Mental/Averagelanguage for anyone who speaks the base tongueas a native, Mental/Hard for those who do not.Warrior25 pointsWarriors are the muscle men, the toughs inthe armour carrying the heavy weapons. They aretrained as killing machines first and foremost.History and folklore are replete with warriors:Heracles, Perseus, Ajax, Richard the Lionheart,Bat Masterson and William Wallace, to name buta few.Warriors gain the Advantages of CombatReflexes and any one of the following:Comfortable Wealth, High Pain Threshold, +2 HitPoints, Toughness.Warriors often select Advantages such asPatron, Ally, Reputation and Ambidexterity. Theyoften have such Disadvantages as Bad Temper,Bully, One Eye (Lost the other in battle), Code ofHonour, Overconfidence or Stubbornness.SkillsGURPS offers a massive selection of skills;so many skills, in fact, that it becomes entirely tooeasy for a beginner to get confused.GURPS Caverns and Creatures simplifiesthe process somewhat, by offering Skill Packages.These Packages offer a number of skills, withpoints pre-spent. The cost of these Packagescomes out of the templated character creationsystems Skills pool, and of course may also comefrom the systems Freebie pool.Some of the Skill packages below are goodfor adventuring, be it dungeon-crawling oroverland; others are meant for background skills.Note that the sections below labelled Mage,Priest, Rogue and Warrior are not restricted tothese professions; the skill groups are arranged inthis manner for quick reference. Bear in mind,however, that either Magical Aptitude, BardicMagical Aptitude or at least two lev els of ClericalInvestment are required before spells may belearned.General Skill PackagesAnimal Training - Animal Handling (2,IQ-1), Packing (2, IQ-1), Riding (4, DX+1),Teamster (2, IQ). 10 points.Archery Training - Bow (4, DX) orCrossbow (4, DX+2), Fast Draw (Arrow) (2,DX+1), Speed Load (Bow or Crossbow) (4,DX+2). 10 points.Armoury Training - Armoury (6, IQ+2),Blacksmith (2, IQ), Leatherworking (2, IQ+1),Woodworking (2, DX). 10 points.Athletics Training - Running (4, HT),Jumping (2, DX+1), Swimming (2, DX+1),Throwing (2, DX-1). 10 points.Horsemanship Training - AnimalHandling (1, IQ-2), Packing (1, IQ-2), Riding(Horse) (8, DX+2). 10 points.Medical Training - First Aid (8, IQ+4),Diagnosis (2, IQ-1). 10 points.Musical Training - Dancing (1, DX-1),Musical Instrument (4, IQ), Poetry (1, IQ-1),Singing (4, HT+2). 10 points.Single-Weapon Training - One WeaponSkill (8, varies), Fast Draw (Weapon) (2, DX+1).10 points.Survival Training - Area Knowledge (2,IQ+1), Climbing (2, DX), Fishing (IQ+2) orTracking (IQ+1) (4), Survival (Terrain Type) (4,IQ+1). 10 points.Unarmed Combat Training - Brawling (8,DX+3), First Aid (2, IQ+1). 10 points.Weapon-and-Shield Training - OneWeapon Skill (4, varies), Shield (4, DX+2), FastDraw (Weapon) (2, DX+1). 10 points.Background Skill PackagesAgricultural Background - Agriculture (4,IQ+1), Animal Handling (4, IQ), Carpentry (1,IQ), Masonry (1, IQ). 10 points.Artistic Background - Artist (6, IQ+1),Sculpting (4, DX+1). 10 points.Barbarian/Savage Background -Naturalist (2, IQ-1), Spear Throwing (2, DX+1),Stealth (2, DX), Survival (2, IQ), Tracking (2,IQ). 10 points.Blacksmith Background - Blacksmith (4,IQ+1), Leatherworking (1, IQ-1). 5 points.Court Background - Diplomacy, (2, IQ-1),Language (Players Choice, 2, IQ), Law (2, IQ-1),Savoir-Faire (4, IQ+2). 10 points.Domestic Background - Cooking (4,IQ+2), Seamstress/Tailor (1, IQ). 5 points.Magical Background - Occultism (4,IQ+1), Philosophy (2, IQ-1), Research (2, IQ),Theology (2, IQ-1). 10 points.Military Background - Armoury (2, IQ),Gambling (2, IQ), Leadership (2, IQ), Savoir-Faire (Military, 2, IQ), Tactics (2, IQ-1). 10points.Sailor Background - Boating (4, DX+1),Navigation (2, IQ-1), Seamanship (4, IQ+2). 10points.Street Background - Acrobatics (2, DX-1),Climbing (2, DX), Pickpocket (2, DX-1), Stealth(2, DX), Streetwise (2, IQ). 10 points..16 SkillsMage Skill PackagesColleges of Magic - The Mage gains thefirst four spells in one College List, plus one otherspell of his choice from the College, at (1, (IQ +Magical Aptitude)-2). These values assume thatthe Mage is using a Grimoire. 5 points.Magical Research - Occultism (6, IQ+2),Research (4, IQ+1). 10 points.Sage Lore - Alchemy (2, IQ-2),Archaeology (1, IQ-2), Architecture (1, IQ-1),Astronomy (1, IQ-2), Botany (1, IQ-2), Naturalist(2, IQ-1), Geology (1, IQ-2), History (4, IQ),Linguistics (2, IQ-2), Mathematics (1, IQ-2),Occultism (2, IQ), Research (2, IQ). 20 points.Single-Weapon Training - One WeaponSkill (4, varies), Fast Draw (Weapon) (1, DX). 5points.Spell Combat Training - Brawling (1,DX), Spell Throwing (4, DX+1). 5 points.Priest Skill PackagesColleges of Magic - The Priest gains thefirst four spells in one College List, plus one otherspell of his choice from the College, at (1, IQ-3).The Priest must have at least two lev els ofClerical Investment before this Skill Package isselected. 5 points.Religious Education - Theology (4, IQ),History (2, IQ-1), Teaching (4, IQ+1). 10 points.Sage Lore - Alchemy (2, IQ-2),Archaeology (1, IQ-2), Architecture (1, IQ-1),Astrology (1, IQ-2), Botany (1, IQ-2), Naturalist(2, IQ-1), Geology (1, IQ-2), History (4, IQ),Linguistics (2, IQ-2), Mathematics (1, IQ-2),Theology (2, IQ), Research (2, IQ). 20 points.Weapon-and-Shield Training - OneWeapon Skill (4, varies), Shield (4, DX+2), FirstAid (2, IQ+1). 10 points.Thief Skill PackagesBox-Man Package - Lockpicking (4,IQ+1), Traps (2, IQ), Stealth (4, DX+1). 10points.Confidence-Man Package - Acting (2,IQ), Disguise (2, IQ), Fast-Talk (2, IQ), Forgery(2, IQ-1), Savoir-Faire (2, IQ+1). 10 points.General Package - Gambling (2, IQ),Holdout (2, IQ), Language (Thieves Cant) (2,IQ), Pickpocket (2, DX-1), Stealth (2, DX). 10points.Second-Story Package - Acrobatics (2,DX-1), Area Knowledge (2, IQ+1), Climbing (2,DX), Jumping (2, DX+1), Stealth (2, DX). 10points.Spy Package - Disguise (2, IQ), Fast-Talk(2, IQ), Shadowing (2, IQ), Stealth (2, DX),Tracking (2, IQ). 10 points.Warrior Skill PackagesArchery Training - Bow (4, DX) orCrossbow (4, DX+2), Fast Draw (Arrow) (2,DX+1), Speed Load (Bow or Crossbow) (4,DX+2). 10 points.Armoury Training - Armoury (6, IQ+2),Blacksmith (2, IQ), Leatherworking (2, IQ+1),Woodworking (2, DX). 10 points.Athletics Training - Running (4, HT),Jumping (2, DX+1), Swimming (2, DX+1),Throwing (2, DX-1). 10 points.Horsemanship Training - AnimalHandling (1, IQ-2), Packing (1, IQ-2), Riding(Horse) (8, DX+2). 10 points.Single-Weapon Training - One WeaponSkill (8, varies), Fast Draw (Weapon) (2, DX+1).10 points.Unarmed Combat Training - Karate (8,DX+1), First Aid (2, IQ+1). 10 points.Weapon-and-Shield Training - OneWeapon Skill (4, varies), Shield (4, DX+2), FastDraw (Weapon) (2, DX+1). 10 points.Money and EquipmentIn GURPS, the basic monetary unit is thedollar ($). Of course, in most fantasy settings, onewould expect to see a variety of coins - goldcoins, silver coins, and so forth. While the namesand absolute values for these coins will vary frompoint to point in a fantasy world, a standard isrequired just to keep the players sane. So heres astandard.tp = Tin Piecescp = Copper Piecessp = Silver Piecesgp = Gold Piecespp = Platinum Pieces10 tp = 1 cp10 cp = 1 sp10 sp = 1 gp10 gp = 1 ppOne copper coin is equal to $1 in GURPSstandard money. Other sorts of coinage arepossible. Brass or bronze coins would be worthone-half copper each; electrum coins would beworth five silver each; mithril or adamant coinswould be worth ten platinum each.Fifty coins of any sort except gold,platinum or adamant weighs one pound; for theexceptions, twenty coins weighs one pound.Starting WealthRecommended starting wealth for a playercharacter in Caverns and Creatures is $1000 (10gp), adjusted for wealth level. However, to makethings more entertaining, you can have the PCsinstead roll for starting wealth and equipment.Wealth Level Initial Wealth------------ --------------Dead Broke 3d tin piecesPoor Two rolls on Table AStruggling Five rolls on Table AAv erage Two rolls on Table BComfortable Four rolls on Table BWealthy Four rolls on Table C,Tw o rolls on Table BVery Wealthy Two rolls on Table D,Tw o rolls on Table BFilthy Rich Five rolls on Table E,Tw o rolls on Table BA character may trade a single roll on TableC for two rolls on Table B, or a single roll onTable B for five rolls on Table A. Only one rollmay be converted down.Table A 10sp--------------1 100cp2 10sp3 5sp, 50cp4 Equipment5 One weapon6 Up to two pieces of armourTable B 5gp--------------1 40sp, 100cp2 4gp, 10sp3 50 sp4 Equipment5 Up to two weapons6 Any amount of armourTable C 10gp---------------1 Equipment2 Up to two weapons3 Any amount of armour4 Mount5 A ring with one fancy stone6 10gpTable D 50gp---------------1 Any number of weapons2 Any amount of armour3 Mount4 Land, 10 acres5 Manor, 6 rooms6 Kennel, 6 dogsTable E 200gp-----------------1 Any number of weapons2 Any amount of armour3 Stable, 5 horses4 Castle, up to 20 rooms5 Land, 40 acres6 Estate JewellryAll items have a maximum value equal tothe value of the table. For example, a result of"weapon" on Table B will allow any weapon of18 Money and Equipment5gp or less. Item quality is factored into the price,so selecting a Fine weapon from Table C willallow the purchase of a 10sp weapon, but at Finequality. Fine items may be selected if the PC haswealth of at least Comfortable; Very Fine itemsmay be selected if the PC has wealth of Wealthyor better. Weapon cost may also include anyammunition, scabbard, quiver or otheraccessories.Land is assumed to be of good quality, andto have something salable on it (or capable ofbeing produced from it). Farmland, wooded lots, astream and mill...whatever. Income from Land is20sp per acre per month, 25sp if the PC himselfworks the land.Mounts will be one animal, PCs choice,plus tack and harness (if the cash allotted allowsfor it). The PC may certainly spend extra for ahigher quality mount, as long as the total spentdoes not exceed the value of the table.Approximately half the value of a kennel orstable covers the building itself; the rest is dividedup into the number of animals present. Animalswill be suitably trained, but will not beexceptional. Kennels will have a bondeddogkeeper; Stables will have a stablemaster andthree bonded stableboys.A manor is a single building; a castle willinclude as many as five buildings, plus the curtainand barbican. Either way, staff are included, buttheir upkeep must be paid for (either bondsmen orslaves). Monthly upkeep of staff and building isequal to 20% the value of the table they wererolled on.EquipmentBelow are listed a wide variety ofequipment, including weapons, armour and moreconventional gear. Cost of weapons includesscabbards, belt findings, and similar accessories,but does not include the price of ammunition.Weapon QualityNot all weapons are made equally. Theprices and statistics for weapons below reflect theprices and statistics for average, good-qualityweapons. However, a character is free topurchase weapons of better or worse quality.Poor weapons may be acquired anywhere,and may reflect either a botched job or lower-quality materials. A Poor weapon has a 1 in 6chance of breaking if it parries a heavier weapon.If the weapon already suffers a breakage chance,then the breakage chance is increased by one.Furthermore, Poor weapons do one less point ofdamage. Poor weapons are available for half theprice of Good weapons.Fine weapons may only be purchased inlarge cities, and cost five times the price of Goodweapons. Fine weapons resist breakage, reducingbreakage chances by one. Fine-quality Cuttingand Impaling weapons do +1 damage; Crushingweapons have their Minimum ST reduced by two.Very Fine weapons are extremely hard tocome by. A very large city may be famous as theonly source for a Very Fine weapon, as Damascuswas for its swords. Very Fine weapons will notbreak in combat, even if a Critical Failure isrolled. Cutting and Impaling weapons do +2damage; Crushing weapons have their MinimumST reduced by two. Very Fine weapons costtwenty times the cost of a Good weapon.Weapon material will also affect cost andperformance, though this normally affects onlyedged weapons. An edged weapon made of silverwill cost five times normal cost, and do -1damage. An edged weapon made of mithril willcost ten times normal cost, and will weigh half asmuch as a steel weapon of the same sort. Anymelee weapon made of adamant will weigh twiceas much as normal, require a Minumum ST ofone higher than normal, and inflict a -1 onattempts to parry. They will also do +1 damage,and will cost twenty times normal price.Money and Equipment 19Melee WeaponsAhril - Ahril (DX-5), Cut sw/Imp thr, ReachC,1, Cost 5gp, Weight 3#, Min ST 8.Axe - Axe/Mace (DX-5), Cut sw+2, Reach1, Cost 6sp, Weight 4#, Min ST 12, One turn toready, Becomes unready if used to parry.Bastard Sword - Broadsword (DX-5) orTw o-Handed Sword (DX-5), Cut sw+1/Impthr+2, Reach 1,2, Cost 75sp, Weight 5#, Min ST11, 1 turn to ready if used one handed, +1 damageif used two-handed.Baton - Shortsword (DX-5), Cr sw, Reach1, Cost 2sp, Weight 1#, Min ST 7.Blackjack - Blackjack (DX-4), Cr thr,Reach C, Cost 2sp, Weight 1#, Min ST 7, Maynot parry.Broadsword - Broadsword (DX-5), Cutsw+1/Imp thr+2, Reach 1, Cost 60sp, Weight 3#,Min ST 10.Club - Broadsword (DX-5), Cr sw+1,Reach 1, Cost 1sp, Weight 3#, Min ST 10.Dagger - Knife (DX-4), Imp thr-1, ReachC, Cost 2sp, Weight 1/4#, Maximum Damage 1d.Elven Sabre - Elven Sabre (DX-6), Cutsw/Imp thr, Reach C,1, Cost 10gp, Weight 3#,Min ST 10.Flail - Flail (DX-6), Cr sw+4, Reach 1,2,Cost 10sp, Weight 8#, Min ST 13, Two Handed,One turn to ready.Glaive - Polearm (DX-5), Cut sw+3/Impthr+3, Reach 2,3, Cost 10sp, Weight 8#, Min ST11, Two-Handed, One turn to ready, Two turns toready if swung, May Reach 1 on a thrust.Great Axe - Two Handed Axe/Mace(DX-5), cut sw+3, Reach 1,2, Cost 10sp, Weight8#, Min ST 13, Two Handed, One turn to ready.Great Mace - Two Handed Axe/Mace(DX-5), cr sw+3, Reach 1,2, Cost 10sp, Weight7#, Min ST 12, Two Handed, One turn to ready.Great Sword - Two Handed Sword (DX-5),Cut sw+3/Cr thr+2, Reach 1,2, Cost 80sp, Weight7#, Min ST 12, Two Handed. These weaponstypically do not have sharp points.Halberd - Polearm (DX-5), Cut sw+5/Impsw+4/Imp thr+3, Reach 2,3, Cost 15sp, Weight12#, Min ST 13, Two Handed, Two turns to ready,One turn to ready after thrust, May get stuck ifswung for impaling damage.Hatchet - Axe/Mace (DX-5), Cut sw, Reach1, Cost 4sp, Weight 2#, Min ST 7, One turn toready, Becomes unready if used to parry. Baskethilt costs 1sp.Javelin - Spear (DX-5), Imp thr+1, Reach 1,Cost 3sp, Weight 2#.Knife - Knife (DX-4), Cut sw-2/Imp thr,Reach C,1, Cost 4sp, Weight 1#, Maximumdamage 1d+2. Basket hilt costs 1sp.Mace - Axe/Mace (DX-5), Cr sw+3, Reach1, Cost 5sp, Weight 5#, Min ST 12, One turn toready, Becomes unready if used to parry. Baskethilt costs 15cp.Morning Star - Flail (DX-6), Cr sw+3,Reach 1, Cost 8sp, Weight 6#, Min ST 12, Oneturn to ready. Basket hilt costs 2cp.Pick - Axe/Mace (DX-5), Imp sw+2, Reach1, Cost 10sp, Weight 7#, Min ST 13, One turn toready. Gets stuck if max damage is rolled, andrequires a ST check to free.Poleaxe - Two Handed Axe/Mace (DX-5),Cut sw+4/Cr sw+4, Reach 2,3, Cost 12sp, Weight10#, Min ST 12, Two handed, Two turns to readyif swung.Quarterstaff - Staff (DX-5), Cr sw+2/Crthr+2, Reach 1,2, Cost 1sp, Weight 4#, Min ST 6,Tw o Handed, Parry is 2/3 Staff Skill.Scythe - Two Handed Axe/Mace (DX-5),Cut sw+2/Imp sw, Reach 1, Cost 15cp, Weight5#, Min ST 12/6, Two Handed, One turn to ready,-2 to hit when impaling.Shortsword - Shortsword (DX-5), Cutsw/Imp thr, Reach 1, Cost 40sp, Weight 2#, MinST 7. Basket hilt costs 10sp.Sledgehammer - Two Handed Axe/Mace(DX-5), Cr sw+4, Reach 1,2, Cost 8sp, Weight12#, Min ST 14, Two Handed, One turn to ready,Becomes unready if used to parry.Spear - Spear (DX-5), Imp thr+2, Reach 1,Cost 4sp, Weight 4#, Min ST 9, +1 damage andReach if used two-handed.Trident - Spear (DX-5), Imp thr+3, Reach1, Cost 5sp, Weight 5#, Min ST 10, +1 damageand Reach if used two-handed.Warhammer - Axe/Mace (DX-5), Crsw+2/Imp sw+1, Reach 1, Cost 6sp, Weight 3#,Min ST 10, May get stuck if swung for impalingdamage, One turn to ready, Becomes unready ifused to parry.20 Money and EquipmentMissile WeaponsUnlike in conventional GURPS, mostmissile-launching weapons do a fixed amount ofdamage. However, the penalty for failing to meetminimum ST values on bows, spear-throwers andslings applies to damage as well as to accuracy.This does not apply to crossbows; rather, the timeto ready for crossbows is increased by thedifference between the bows ST and the users, inseconds.Range for missile weapons is listed as twonumbers. weapons 1/2-Damage range; thesecond is the weapons maximum range.Arbalest - Crossbow (DX-4), Imp 2d+3, SS12, Acc 4, Range 300/360, Cost 40sp, Weight 7#,Min ST 12, Two Handed, Four turns to ready.Atlatl - Spear Thrower (DX-4), Cost 2sp,Weight 2#.Dart - Imp 1d-1, SS 11, Acc 1, Range3xST/4xST, Cost 2sp, Weight 1#.Javelin - Imp 1d+1, SS 11, Acc 3, Range2xST/3xST.Spear - Imp 2d, SS 12, Acc 2, Range1.5xST/2xST.Axe - Axe Throwing (DX-4), Cut sw+2, SS10, Acc 2, Range ST/1.5xST, Cost 6sp, Weight4#, Min ST 11.Composite Bow - Bow (DX-6), Imp 1d+1,SS 14, Acc 3, Range 200/250, Cost 90sp, Weight4#, Min ST 10, Two Handed, Two turns to ready.Dagger - Knife Throwing (DX-4), Impthr-1, SS12, Acc 0, Range ST-5/ST, Cost 2sp,Weight 1/4#, Max Damage 1d.Hatchet - Axe Throwing (DX-4), Cut sw,SS 11, Acc 1, Range 1.5xST/2.5xST, Cost 4sp,Weight 2#, Min ST 7.Javelin - Spear Throwing (DX-4), Imp1d-1, SS 10, Acc 3, Range 1.5xST/2.5xST, Cost3sp, Weight 2#, Min ST 7.Light Crossbow - Crossbow (DX-4), Imp1d+2, SS 12, Acc 4, Range 180/225, Cost 15sp,Weight 6#, Min ST 9, Two Handed, Four turns toready (plus one per point of ST below Min ST).Long Bow - Bow (DX-6), imp 1d+3, SS 15,Acc 3, Range 165/220, Cost 20sp, Weight 3#,Min ST 11, Two Handed, Two turns to ready.Prodd - Crossbow (DX-4), Cr 1d+2, SS 12,Acc 4, Range 180/225, Cost 15sp, Weight 6#,Min ST 9, Two Handed, Four turns to ready (plusone per point of ST below Min ST).Short Bow - Bow (DX-6), imp 1d, SS 12,Acc 1, Range 70/105, Cost 5sp, Weight 2#, MinST 7, Two Handed, Two turns to ready.Sling - Sling (DX-6), Cr 1d, SS 12, Acc 0,Range 60/100, Cost 1sp, Weight 1/2#, Two turnsto ready, requires two hands to ready.Spear - Spear Throwing (DX-4), Imp thr+3,SS 11, Acc 2, Range ST/1.5xST, Cost 4sp, Weight4#, Min ST 9.Staff sling - Sling (DX-6), Cr 1d+1, SS 14,Acc 1, Range 100/150, Cost 2sp, Weight 2#, Twoturns to ready, requires two hands to ready.Throwing Axe - Axe Throwing (DX-4), Cutsw+1, SS 12, Acc 2, Range 2xST/3xST, Cost 5sp,Weight 1.5#, Min ST 7.Throwing Knife - Knife Throwing (DX-4),Imp thr-1, SS 11, Acc 0, Range ST-5/ST, Cost3sp, Weight 1/2#, Max Damage 1d+1.Trident - Spear Throwing (DX-4), Impthr+3, SS 12, Acc 2, Range ST/1.5xST, Cost 5sp,Weight 5#, Min ST 10.AmmunitionBodkin Arrow - Cost 3cp each, Weight 2 ozeach, -2 to damage (after Impaling bonus),Targets DR is reduced by 2.Crossbow Bolt - Cost 2cp each, Weight 1oz each.Flight Arrow - Cost 2cp each, Weight 1 ozeach, +50 to maximum range, -1 damage.Grapple Bolt - Cost 3sp each, Weight 6 ozeach, -3 to skill, Damage is Cr 1d-3.Sheaf Arrow - Cost 2cp each, Weight 2 ozeach.Sling or Prodd Bullet - Cost is 3 for 1cp,Weight 2 oz each, +1 damage.Sling or Prodd Stone - Cost 1tp each (or 5minutes each if the PC wishes to forage), Weight1 oz each.Money and Equipment 21ArmourThe following armours are full suits,covering all parts of the body except the head.Some will include a Gambeson as a standard partof the armour; these will be so indicated. Do notadd the extra DR 1 for the Gambeson to thesesuits.Suits of metal armour may be made ofmithril or adamant. Mithril armour costs fivetimes normal price, and weighs one-half as much,rounded down. Subtract the weight of theGambeson, if any, before calculating weightreduction. Adamant armour costs ten timesnormal price, and has +1 DR.Gambeson. May be either light leather orquilted padding. PD 1, DR 1, Cost 10sp, Weight10#.Boiled Leather Armour. PD 2, DR 2, Cost2gp, Weight 15#.Ring Maille. PD 2, DR 3, Cost 4gp,Weight 20#. Ring Maille is PD 1, DR 2 againstImpaling damage.Studded Leather Armour. PD 2, DR 3,Cost 4gp, Weight 25#.Maille. PD 3, DR 4, Cost 5gp, Weight 40#.Includes a Gambeson. Maille is PD 1, DR 2against Impaling damage.Scale Armour. PD 3, DR 4, Cost 8gp,Weight 50#. Includes a Gambeson.Maille-And-Plate. PD 4, DR 5, Cost 20gp,Weight 140#. Includes a Gambeson.Plate Armour. PD 4, DR 7, Cost 50gp,Weight 110#. Includes a Gambeson. This stuff isextremely rare; few armourers are up to thechallenge of making an entire suit of articulatedplate. The GM may require a Streetwise orMerchant roll to locate an armourer.Leather cap. PD 2, DR 2, Cost 2sp, Weight1#.Maille cap. PD 2, DR 4, Cost 5sp, Weight4#. Maille is PD 1, DR 2 against Impalingdamage.Helm. PD 3, DR 4, Cost 1gp, Weight 5#.Great helm. Covers the entire head, givinga -3 to all Sense checks. PD 4, DR 7, Cost 4gp,Weight 10#.ShieldsBuckler. PD 1, Cost 2sp, Weight 2#.Small Round Shield. PD 2, Cost 5sp,Weight 8#.Centerboss. PD 3, Cost 5sp, Weight 8#.This type of shield is very tiring to use - Thewielder will lose 1 Fatigue at the end of thecombat.Heater or Kite Shield. PD 3, Cost 1gp,Weight 15#. This is the traditional four- or five-sided shield.To wer Shield. PD 4, Cost 2gp, Weight 25#.Other EquipmentBackpack. Cost 2sp, Weight 2#. Will hold20#.Barrel. Cost 2sp, Weight 30# when filled.Will hold 60 pints of liquid.Basket. Cost 3cp, Weight 1#. Will hold 5#.Bell. Cost 5cp, Weight 1 oz. Can be heardwith a Hearing check at +1.Belt Pouch, Large. Cost 1sp, Weight 1#.Will hold fifty coins or 2# in coins or small items.Belt Pouch, Small. Cost 5cp, Weight 4 oz.Will hold twenty coins or 1# in coins or smallitems.Blanket. Cost 5cp, Weight 3#.Block and Tackle. Cost 1sp, Weight 2#.Doubles ST of user for lifting.Cask. Cost 1sp, Weight 10# when filled.Will hold 20 pints of liquid.Chain. Cost 3sp per foot, Weight 1# perfoot. Will hold 500# before snapping.Chest, large. Cost 2sp, Weight 25#. Willhold 200# or two cubic feet.Chest, small. Cost 1sp, Weight 10#. Willhold 150# or one cubic feet.Candle. Cost 1tp, Weight 2 oz. Will burnfor 30 minutes, shedding light in a three-yardradius.Candlestick. Cost 1cp, Weight 4 oz.Chalk. Cost 1tp, Weight 1 oz.Cup, tin. Cost 4tp, Weight 2 oz.Fishhook. Cost 1cp, Weight 1/4 oz.Fishnet, 10 square feet. Cost 4sp, Weight5#.22 Money and EquipmentFlint and Steel. Cost 5cp, Weight 4 oz.Glass bottle. Cost 1gp, Weight 4 oz. Willhold 2 pints of fluid.Gnomish Toolkit. Cost 8gp, Weight 1#.Grants a +5 on Lockpicking and Traps skills.Grappling hook. Cost 8cp, Weight 4#.Gives a +4 to Climbing skill.Hobbit Cookset. Cost 2gp, Weight 15#.User may prepare any meal with no penalty dueto equipment.Holy Item. Cost 5sp, Weight 8 oz.Required for Priests and Druids to cast spells.Holy Water, Flask. Cost 1sp, Weight 8 oz.May be used by Priests and Druids to cast spells.Hourglass. Cost 25sp, Weight 1#.Ink. Cost 8sp, Weight 1#. Usually in stickform, and prepared on the spot.Lantern, Bullseye. Cost 12sp, Weight 3#.Illuminates one arc (60 degrees) to a distance of20 yards.Lantern, Hooded. Cost 7sp, Weight 2#.Illuminates a ten-yard radius.Lock, Average. Cost 2gp, Weight 1#. Nopenalty to Lockpicking.Lock, Good. Cost 10gp, Weight 1#.Inflicts a -5 on Lockpicking.Magnifying Glass. Cost 10gp, Weight 3 oz.Grants a +2 on Lockpicking and Traps.Map or Scroll Case. Cost 8cp, Weight 1#.Holds 20 sheets of paper.Mirror, Metal. Cost 1gp, Weight 2 oz.Musical Instrument. Cost 5-100sp, Weight8 oz to 3#.Oil. Cost 6tp per flask, Weight 1# per flask.Will fuel a lantern for six hours.Paper. Cost 2sp per sheet, Weight may beignored.Papyrus. Cost 8cp per sheet, Weight maybe ignored. Has a -2 to resist anything that mightdamage paper.Parchment. Cost 1sp per sheet, Weight maybe ignored. Has a -1 to resist anything that mightdamage paper.Perfume. Cost 5sp per vial, Weight 4 oz.per vial. If used with a successful Savoir-Faireroll, grants a +1 to Reaction checks for the nexthour.Piton. Cost 3tp, Weight 8 oz. Grants a +1to Climbing skill for each piton past the first, to amaximum of +3.Pot, iron. Cost 5cp, Weight 2#.Pot, copper. Cost 5sp, Weight 1#.Quiver or Bolt Case, ground. Cost 2sp,Weight 2#. Holds 12 arrows or bolts. Grants a +2on Quick-Draw skill. One turn to ready.Quiver or Bolt Case, large. Cost 15cp,Weight 1#. Holds 24 arrows or bolts.Quiver or Bolt Case, small. Cost 8cp,Weight 1#. Holds 12 arrows or bolts.Rations, Elven. Cost 1gp, Weight 1#. Oneweeks food. Will last six months beforedecaying.Rations, Iron. Cost 5sp, Weight 2#. Oneweeks food. Will last three months beforedecaying.Rations, Standard. Cost 3sp, Weight 3#.One weeks food. Will last two weeks beforedecaying.Rope, Cable. Cost 5sp per fifty feet,Weight 50# per fifty feet. Can hold up to 500#before snapping.Rope, Hemp. Cost 1sp per fifty feet,Weight 20# per fifty feet. Can hold up to 250#before snapping.Rope, Silk. Cost 1gp per fifty feet, Weight8# per fifty feet. Can hold up to 200# beforesnapping.Sack, Large. Cost 2cp, Weight 1#. Willhold up to 50#.Sack, Small. Cost 1cp, Weight 8 oz. Willhold up to 20#.Saddle. Cost 1gp, Weight 35#.Saddle bag. Cost 5cp, Weight 3#. Willhold up to 100#.Sealing wax. Cost 1sp per pound.Signal Whistle. Cost 8cp, Weight 2 oz.Can be heard with no check up to ten yards away,and with a +5 beyond that, modified by range.Signet Ring or Seal. Cost 5sp, Weight 1 oz.Soap. Cost 5cp per pound.Spyglass. Cost 10pp, Weight 1#. Removesup to -10 worth of Range penalties for Visionchecks only.Tent, two-man. Cost 5sp, Weight 10# (15#when wet).Money and Equipment 23Thieves picks and tools, high quality. Cost3gp, Weight 1#. Grants a +2 on Lockpicking andTraps skills.Thieves picks and tools, low quality. Cost5sp, Weight 1#. No bonus on Lockpicking andTraps skills.Torch. Cost 1tp, Weight 1#. Willilluminate a five-yard radius for one hour.Vellum. Cost 5sp per sheet, Weight may beignored. Has a +1 to resist anything that mightdamage paper.Whetstone. Cost 2tp, Weight 1#.Wineskin. Cost 8cp, Weight 1#. Will holdfour pints of fluid.ClothingBelt. Cost 3cp.Boots. Cost 2sp. Provides PD 1, DR 2 onthe feet.Breeches. Cost 2sp.Cloak, Cloth. Cost 8sp.Clock, Fine Fur. Cost 2gp. Provides PD 1,DR 1 on the back.Gloves. Cost 1sp. Provides PD 1, DR 1 onthe hands.Gown. Cost 12cp.Hose, Silk. Cost 2sp per pair.Robe, Common. Cost 9cp. Provides PD 1,DR 1.Robe, Silk and Embroidered. Cost 2gp.Provides PD 1, DR 1.Silk Jacket. Cost 8gp.Tabard or Surcoat. Cost 6cp.Toga. Cost 8cp.Tunic. Cost 7cp.Vest. Cost 6cp.Lodgings and ServicesAle, 1 pint. Cost 2tp.Banquet. Cost 1gp per person, minimum of10gp.Beer, 1 pint. Cost 1tp.City Room. Cost 2gp per month forcommon, 6cp per month for poor (Status -1 orworse).Healer. 3sp per day. Heals one additionalhit point of damage per day.Inn Lodgings. Cost 5cp per day forcommon, 5tp per day for poor (Status -1 orworse).Meals, one day. Cost 5cp for good (Status2 or higher), 3cp for common, 1cp for poor(Status -1 or lower).Stabling and grain for horse. Cost 5cp perday.Wine, 1 pint. Cost 2cp.AnimalsMost animal statistics may be found onp.22 of GURPS Lite. Anything not found there,can probably be found in GURPS Bestiary. If itsnot in there, you probably dont need statistics.Donkey. Cost 10gp.Goat. Cost 1sp.Goose. Cost 2tp.Mule. Cost 20gp.Horse, Draft. Cost 20gp.Horse, Saddle. Cost 12gp.Horse, War. Cost 50gp.Ox. Cost 15gp.Pony. Cost 15gp.MagicCaverns and Creatures includes acomprehensive magic system, with more thanfour hundred spells. The system is looselycompatible with GURPS Magic, and also bears afunctional resemblance to the AdvancedDungeons and Dragons magic system, producedby TSR Hobbies.2The following paragraphs apply for themost part to Mages. Most of the information willalso hold for other spellcasters, but variations doexist. These differences are discussed at the endof this section.Learning SpellsEvery time a spell is recorded, the formulachanges. This has to do with several differentvariables, only some of which are under thecontrol of the Mage. The result of this is that aMage can only ever really know one way ofachieving one particular effect. Since the Magemust memorize this complex formula, it must bewritten down. Thus, the Grimoire.Every Mage owns a Grimoire. This is amassive, heavy tome that typically sits at homeand is chained to a pedestal. The Mage mustrecord all of his spells into this Grimoire.This has one nice side-effect. Spells are allS/VH skills. This means that they are treatedexactly the same as M/VH skills, save that theynormally gain no benefits from Eidetic Memory.However, because a Mage is forced to rely on hisGrimoire, the spells are considered to be M/Hspells. Note that other spellcasters do not gainthis advantage!On the down side, if ever the Grimoire islost or stolen, the Mage loses access to all of hisspells until it is recovered. If the Mage wishes, orif recovery of the Grimoire is simply impossible,he may abandon the old book and start a newGrimoire, re-collecting all of his spells in order torecover access to them.There are three ways that a Mage mightcome across a new spell. The first is throughreading another Mages Grimoire. The second isby finding a copy of the spell Scribed into a2 Yes, I know that Wizards of the Coast currentlyown all the trademarks and copyrights and such ofDungeons and Dragons, but Im referring to the 2ndEdition AD&D, produced by TSR Hobbies, not thebastardized monstrosity that is D&D3e.scroll. The third way is through spell research.The first two are by far and away the most likely.When attempting to learn a new spell, theMage must roll an IQ check. On a success, heunderstands the spell, can re-word it so that hemay more easily memorize it, and may transcribeit into his own Grimoire. This procedure willdestroy a scroll, but will not harm a Grimoire. Ona critical success, the procedure will not evenharm a scroll.On a failure, the Mage cannot learn thatspell from this source. The spell is recorded in afashion that the Mage simply cannot fathom.Scrolls are still destroyed on a failure,unfortunately. On a critical failure, the Magegains a one point Disadvantage, Incompetence(spell). Until this Disadvantage is bought off, thecaster may not learn the spell at all. Even if it isbought off, the caster must still seek a new sourcefor the spell.Regardless of the outcome of this IQ roll,the caster may not actually cast the spell until hehas practised its use - that is, he has at least onecharacter point invested in the spell.A Mage may prepare a backup or travellingGrimoire, but suffers a -2 when scribing a spellinto these tomes. Casting or memorizing from abackup Grimoire is impossible; the spells mustbe transcribed into a proper Grimoire before theymay be used. Trav elling Grimoires may hold, atmaximum, fifteen spells.Memorizing SpellsBefore a spell may be cast, the Mage mustmemorize the spell. This is not a difficult feat; itmerely requires time and aptitude. The timerequired is ten minutes per spell. The caster mayonly attempt to memorize spells after a full sleep.Under normal procedures, no roll is required tomemorize spells.The caster may only memorize a limitednumber of spells. If the casters IQ is fourteen orlower, he may memorize up to three spells. If hisIQ is fifteen, he may memorize up to four spells.If his IQ is sixteen to nineteen, he may memorizeup to five spells. If his IQ is twenty, he maymemorize up to six spells. For every five fullpoints of IQ above twenty, he may memorize onemore spell. On top of these numbers, the Magemay also memorize one additional spell for everylevel of Magical Aptitude that he possesses.Elves may safely memorize one additional spellMagic 25beyond these limits.The caster may attempt to memorize morespells than he is normally allowed to. For everyspell beyond his limit, the caster must make an IQcheck when attempting to memorize the spell.There is a cumulative -2 to this check per spellbeyond the casters limit, i.e., -2 for the first, -4for the second, -6 for the third, and so on. Failureon this IQ check means that the spell is notmemorized, and the caster may not attempt tofurther over-memorize spells that day. Criticalfailure means that the caster forgets all spells hecurrently has memorized, and may not memorizeany more spells that day.Removing a spell from the casters memoryrequires merely that the caster choose to forgetthe spell. Once forgotten, the spell is gone frommemory and may not be cast; to replace itrequires re-memorizing the spell.Casting SpellsCasting a memorized spell is fairly simple.The caster spends as many seconds as required bythe spell taking the Concentrate maneuver. At theend of the last round of concentration, he spendsthe mana required by the spell. At the beginningof the next round, the spell is cast.The amount of mana a caster has to spendis equal to his IQ plus his Magical Aptitude, plusany lev els of Increased Mana he has. Elves gainone additional point of mana.Casting a spell from the casters Grimoire issomewhat more difficult, as the Mages attentionis divided between the book and the spell. TheGM will roll 1d secretly to determine how manyseconds it will take the caster to find the spell inthe Grimoire. He will tell the mage when thespell is found, and on the next turn, the mage maybegin to cast. A skill roll of sixteen is always afailure when casting from a Grimoire, regardlessof the mages actual skill; likewise, a seventeenor eighteen is always a critical failure. Castingfrom a Grimoire has the single advantage of notrequiring memorization; The Mage may attemptto cast any spell he has points invested into fromhis Grimoire.A critical success when casting a spellmeans that the caster need not spend any mana topower the spell. The exception to this are spellsfrom the Enchantment College; These spellsnever gain any benefit from critical successes. Acritical failure means that the spell, if memorized,is forgotten, and the caster must roll on theappropriate Critical Spell Failure chart.OverchargingMost spells allow the caster to boost theireffectiveness by means of pouring extra mana intothe effect. There are two ways to overcharge aspell. The first way involves drawing extra manafrom the Mages pool. For each additional manaput into the spell, one additional second of castingtime is required.The second way of Overcharging involvesdrawing from environmental mana. If the spell isat Skill Level 15 or better, the Mage may drawone additional mana for Overcharging purposesonly. This reflects the fact that the Mage can feelout ley lines and nexi in the area. For every fivefull Skill Levels above 15, the caster may drawone more mana for Overcharging, i.e., two atLevel 20, three at Level 25, and so on. Drawingenvironmental mana requires no extra time; itsbecome second nature to the Mage to seek outthese sources.There is a higher risk when overcharging aspell, just as there is risk for overcharging abattery. If the caster rolls a Critical Failure whileattempting to overcharge a spell, he immediatelygains the Disadvantage of Incompetence (Spell)in addition to the usual bad effects. This is a one-point Disadvantage, and the caster may notattempt to re-memorize the spell until it is boughtoff.Only spells cast from memory may beovercharged. The caster attempting to work froma Grimoire is already over-stressed, and may notattempt to overcharge his spell.Recovering ManaThere are three ways for a Mage to recovermana. The first way is quite simple; after a fullnights sleep (eight hours for most characters),any and all mana expended by the caster isrecovered.The second way is somewhat slower. Manawill replenish itself at a rate of one per hour. Thismay be increased in speed to one mana everythirty minutes if the caster is in a known high-mana area, as he can seek out the ley lines andnexi and draw from the higher overall mana.The third way of recovering mana is to usea talisman of mana. The Mage may draw up to26 Magicone mana per level of Magical Aptitude (plus onemore if the Mage is an Elf) per second from atalisman. Note that talismans are only storagedevices; if drained completely, they must berecharged before they may be used again.Spell TypesSpells fall into one of the followingcategories: Regular, Divination, Area, Missile,Blocking.Regular Spells may or may not require atarget, and may or may not allow a resistancecheck. As a general rule of thumb, they will lastfor one minute.Divination Spells will grant the castersome knowledge. No resistance is typicallyallowed. Their duration is generallyinstantaneous.Area Spells are similar to Regular Spells,but allow for an area to be affected. They rarelyallow resistance checks.Missile Spells may not be resisted, thoughthey may be dodged. On the turn that they arecast, they must be thrown using the SpellThrowing skill. Missile spells may not be held oraimed, but they nev er suffer snap-shot penalties.Their duration is usually instant.Blocking Spells are unusual in that theymay be cast out of turn and have absolutely noconcentration time required. However, the effectsthat they hav e are generally not as powerful asother spells of the same level. Since a Mage mayonly ever cast one spell per second, casting aBlocking Spell removes his ability to cast on hisregular turn.Priestly MagicClerics have two ways of gaining access toMagic. The first way is to purchase MagicalAptitude, the same as anyone else. The secondway is through Clerical Investment. The firstlevel of Clerical Investment is nothing more thana social merit; for every level beyond that, thePriest gains access to one College of Magic, to amaximum of four Colleges. The Cleric shouldconsider his Gods attitudes and spheres ofinfluence when selecting Colleges.Note that Clerical Investment does notboost a Priests Skill Levels, nor does it conferextra levels of mana or extra memorized spells.Priests using Clerical Investment do not requireGrimoires, and therefore do not gain the benefitsor penalties associated with them. Priests alsoneed not be concerned about local mana levels;ley lines and nodes are of no use for them.Environmental Overcharge, for a Priest, comesthrough faithfully serving your Deity.A Cleric must have his Holy Symbolreadied in order to cast a spell, though it does notbecome unready when casting. Holy water maybe substituted, but it is consumed in the process ofcasting.The above also holds true for Rangers,Druids and Paladins, though their selection ofColleges is usually pre-determined by Profession.Also, the above Priests may only ever gain threeColleges of Magic.Bardic MagicIt is a rare Bard that learns to cast spells atall, and the rules are slightly different for them.First of all, Bardic Magical Aptitude costs onlyten points, and has only one level. It does nothave an attached Unusual Background, though itmay only be selected by a Bard. It does not addto spell levels, as standard Magical Aptitude does,nor does it increase the number of spells a Bardmay have memorized. In all other ways, it actsexactly the same as standard Magical Aptitude.This is not to say that Bards are limited toselecting only Bardic Magical Aptitude. If a Bardwishes to spend the points to gain full MagicalAptitude - ten points for the Unusual Background,plus fifteen points for Magical Aptitude - then theBard may cast spells exactly the same as a Mage.The Bard who is using the more limitedBardic form of Magical Aptitude may only"know" a number of spells equal to his IQ score.This limited selection are the only spells the Bardmay memorize and cast. Other spells may belearned, in order to be used as prerequisites forlater spells. The Bard must designate each spellas it is learned as either "known" or "studied".The Bard may choose to remove a spell from hislist of "known" spells, but doing so causes him toforfeit any points invested in that spell, and in allspells depending on that spell as a prerequisite!However, the spells need not be re-discovered;they are still considered learned.Bards do not use Grimoires, but gain thebenefit of the Grimoire on any of their "known"spells. Spells that are merely "studied" do notgain this benefit.Magic 27AirThe College of Air comprises gases, staticelectricity, lightning and weather. It is a versatileand useful College, and powerful in combat. As itis an Elemental College, any effects that relate toElemental Magic also relate to this College.Air GolemRegularRange: 10 yardsDuration: 1 hourCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell calls into existence an invisibleservant of air. The air golem has a ST of 9, andwill carry out any orders given to it by itssummoner. The air golem will not enter intocombat, nor does it have any effective skill. Ifattacked, it is immediately destroyed.Dust DevilRegularRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell summons a weak air elemental -ST 10, DX 12, IQ 6, HT 10, Dmg Cr 1d-1. TheDust Devil manifests as a weak whirlwind, andwill attack any targets designated by thesummoner. If the Dust Devil takes ten points ofdamage, it is dispelled.Overcharge: +1 hit point per mana.Lasting BreathRegularRange: TouchDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneWhen this spell is cast, the mage or anycreature touched by the mage need not breathe forthe duration.Overcharge: Duration is increased 10seconds per mana.Shocking GraspRegularRange: TouchDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell, once cast, electrifies the casterspalm. The effect remains until the castersuccessfully touches a target, at which point theelectricity discharges into the target, causing 1d+1damage. Only the first point of DR from anymetal armour protects against this damage.Overcharge: +1 damage per mana.Fog CloudAreaRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Change State (Water)This spell fills the target hex with a thickfog cloud, obscuring vision through the hex andcausing a -2 penalty to target anything within thecloud.Overcharge: +1 hex per mana.ObscurementRegularRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Air GolemThis spell covers the caster, and the hex heis in, with a thin cloud of mist or dust. Anyoneattempting to strike the caster suffers a -2 penaltyto do so.Overcharge: A further -1 penalty to hit pertwo mana.28 MagicStinking CloudArea; Resisted by HTRange: 10 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Dust DevilThis spell fills the target hex with a vile gas.In addition to providing some level of cover,causing a -2 penalty to attack through the gas,anyone who enters the cloud must resist orbecome stunned. Victims may make a HT checkat no penalty to recover, but must immediatelyleave the cloud or risk becoming stunned again.Overcharge: +1 hex per mana.Call LightningAreaRange: 60 yardsDuration: InstantCasting Time: 3 secondsCost: 3Prerequisites: Shocking Grasp, Dust DevilThis spell must be cast outside, and willcall down a stroke of lightning from the sky. Thelightning will do 2d impaling damage to allcreatures within the target hex. Only the firstpoint of DR from any metal armour protectsagainst this damage.Overcharge: +1 damage per mana.Gust of WindMissile; Resisted by IQRange: 30 yardsDuration: InstantCasting Time: 3 secondsCost: 3Prerequisites: Air Golem, Dust DevilThis spell creates a strong blast of wind.The caster can direct this wind against anycreature he chooses; the creature may attempt tododge to avoid being struck. If struck, the windwill cause knockback, as though the target hadtaken 5d damage.Overcharge: +1d per two mana.Lightning BoltMissileRange: 30 yardsDuration: InstantCasting Time: 3 secondsCost: 3Prerequisites: Shocking Grasp, Dust DevilThis spell causes a lightning bolt to leapfrom the casters hand to the target. The targetmay attempt to dodge. The bolt does 2d+2impaling damage. Only the first point of DRfrom any metal armour protects against thisdamage.Overcharge: +2 damage per mana.Control TemperatureAreaRange: 40 yardsDuration: 1 hourCasting Time: 4 secondsCost: 4Prerequisites: Fog Cloud, Air GolemThis spell will affect an area of ten hexesradius. The air temperature within this area maybe adjusted by up to ten degrees Farenheight,either up or down.Overcharge: +1 hex radius per mana.Wall of WindAreaRange: 40 yardsDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: Gust of WindThis spell fills any three hexes in a straightline with a strong wind, forcing any whoapproach it away. Anyone attempting to breachthe wall must resist or suffer knockback as thoughhe had taken 3d+2 damage.Overcharge: +1 hex in a straight line permana.Magic 29Summon Air ElementalRegularRange: 1 yardDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Gust of WindThis spell summons an Air Elemental tofight at the behest of the caster. The AirElemental will be friendly towards the caster, butis not compelled to follow the casters orders.Overcharge: +10 seconds duration permana.Walk on AirRegularRange: TouchDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Wall of WindThe caster, or any person he touches whencasting the spell, may walk across thin air asthough it were level pav ement. The walker maynot gain altitude, though he may choose to losealtitude at any rate he wishes.Overcharge: +1 person per three mana.Control WindsRegularRange: SpecialDuration: 1 hourCasting Time: 6 secondsCost: 6Prerequisites: Wall of WindThe caster may alter the direction and forceof the dominant winds within a five mile radius.Though winds may not be accelerated todamaging levels, damaging winds may be reducedin power.Overcharge: +1 hour duration per mana.Weather SummoningRegularRange: SpecialDuration: SpecialCasting Time: 6 secondsCost: 6Prerequisites: Control TemperatureThe caster may cause subtle shifts in theweather patterns, effecting a change in weather.The weather change will arrive in 2dx10 minutes,and will last until it would normally havechanged.Overcharge: -10 minutes summoning timeper mana, to a minimum of 10 minutes.Invisible StalkerRegularRange: TouchDuration: SpecialCasting Time: 7 secondsCost: 7Prerequisites: Air ElementalSummons an Invisible Stalker, which maythen be dispatched to slay some individual. Thespell lasts until the Stalker kills its target, or isdestroyed. Invisible Stalkers are ST 10, DX 14,IQ 14, HT 10, hp 15, Cut 3d-2(2) or Imp 2d-2(2).Control WeatherRegularRange: SpecialDuration: SpecialCasting Time: 8 secondsCost: 8Prerequisites: Control Winds, WeatherSummoningThe caster directly meddles with theweather patterns, producing any effect he desireswithin one minute. The new pattern remains untilit would normally have changed.30 MagicNovaAreaRange: SelfDuration: SpecialCasting Time: 9 secondsCost: 9Prerequisites: Lightning Bolt, ControlTemperaturesThis spell is an area-of-effect lightningspell. When this spell is cast, the Mage creates aring of electrical energy that inflicts 6d crushingdamage to everything in the hexes immediatelyaround him. Unlike earlier electrical attackspells, the target gains his full DR protectionagainst this attack.The electrical charge then ripples outwards,hitting all targets one hex out for one die lessdamage. Two hexes out, targets take two dice lessdamage, and so on until damage drops to zerodice.Overcharge: +1d damage per mana. Notethat this will also increase the area of effect.Storm of VengeanceRegularRange: SpecialDuration: 10 minutesCasting Time: 10 secondsCost: 10Prerequisites: Chain LightningWhen this spell is cast, a massivethunderstorm begins to form. Rain, hail andlightning all will manifest, causing significantproperty damage in the area. All crops within thetarget area will certainly be destroyed. The stormwill continue for several hours after the spell hasended.During the duration of the spell, the castermay call down up to six lightning bolts, as thoughhe had just cast the spell Call Lightning. Nocasting time is required; the Mage may simplystate the target hex.Overcharge: One extra Call Lightning pertwo mana.AnimalAn animal, for the purposes of this College,is any creature with a racial IQ of less than 7.Any character with the Presentient Disadvantage(C1:103) is also considered an animal.Befriend AnimalRegularRange: 10 yardsDuration: SpecialCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell forces an immediate reactioncheck between the caster and the target animal.The reaction check has a +2 bonus.Overcharge: +1 reaction check bonus permana.Invisibility to AnimalsRegularRange: SelfDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell renders the caster invisible toanimals. Any creature attempting to locate orattack the caster has a -6 penalty to do so.Overcharge: +30 seconds duration permana.Locate AnimalDivinationRange: 10 milesDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneGives the caster the location of the nearestanimal within the search radius. The caster maysearch as vaguely or as specifically as he likes.He may search for any animal, for a general typeof animal, for a specific species, or even for aspecific animal that he is familiar with.Overcharge: +2 miles range per mana.Magic 31MountRegularRange: SpecialDuration: 1 dayCasting Time: 1 secondCost: SpecialPrerequisites: NoneThis spell will summon a creature to serveas a mount for the caster. The specific animal thatarrives depends on the amount of mana spent bythe caster.Mana Animal1 Donkey3 Horse5 Elephant7 GryphonOvercharge: Tack and harness may begained for two mana.Charm AnimalRegularRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Befriend AnimalGrants an immediate reaction check, with a+5 to the result, from the target towards the caster.If the reaction check is worse than a previousreaction check, discard it.Overcharge: +1 reaction bonus per mana.MessageRegularRange: 20 milesDuration: SpecialCasting Time: 2 secondsCost: 2Prerequisites: MountSummons a small creature, with a move of2 (4 miles/hour). The caster may tie a small bit ofpaper, with enough room for a 20-word message,to the creature, and direct the creature to take themessage to any recipient within the spells range.Overcharge: +10 words or +1 mile/hour onthe creatures speed per mana.Speak with AnimalsDivinationRange: TouchDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Invisibility to AnimalsAllows the caster to converse with anyanimal he touches. Note that since animals havean IQ of 6 or less, the conversation is likely to beboring...Overcharge: +30 seconds duration permana.Paralyse AnimalRegular; Resisted by HTRange: 30 yardsDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Charm AnimalCauses the target creature to becomeparalyzed for the duration of the spell.Overcharge: +1 target per two mana.Summon InsectsRegularRange: 30 yardsDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: MessengerSummons three hexes worth of swarming,crawling insects. Each hex of the swarmautomatically inflicts 1d-1 damage to anythingwithin it, bypassing all DR. The swarm maymove two hexes per turn, and take four hits perhex to disperse. If the swarm moves beyond therange of the spell, it is automatically dispersed.Select one hex as the center hex of theswarm; all other hexes of the swarm must beadjacent to that center hex. Cutting damage ishalved against a swarm, rather than multiplied by1.5. Any impaling attacks do exactly one point ofdamage. Any fire attack automatically dispersesthat hex.Overcharge: +1 hex per two mana, to amaximum of seven hexes.32 MagicWebArea; Resisted by STRange: 30 yardsDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Charm AnimalCreates a thick sticky web that fills threehexes of area. Anyone caught in the web isimmobilized until freed or until the spell ends.One hex of web may be destroyed by inflictingten points of cutting damage. If the web isattacked by fire, all hexes immediately burn,causing 1d damage per hex to anything within.Overcharge: +1 hex per mana.Summon AnimalRegular; Resisted by IQRange: SpecialDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: Summon InsectsSummons one animal of any sort native tothe area. The animal will be favourably disposedtowards the caster, and will fight for him. Theanimal will arrive in 3d+3 seconds.A typical carnivore will have: ST 11, DX10, IQ 5, HT 11/8, PD 1, DR 2, Move 5, Dodge 5,Bites for 1d-2 cutting.Overcharge: -2 seconds arrival time permana.Spirit of the BeastRegular; Resisted by IQRange: TouchDuration: 1 minuteCasting Time: 4 secondsCost: SpecialPrerequisites: WebAllows the target to gain the attributes ofone animal. The exact advantages and costs arelisted below.Eagle - Target gains +5 to all Vision checks.4 mana.Snake - Target gains +2 on all ReactionChecks. 4 mana.Bat - Target gains +5 on all Hearing checks.4 mana.Owl - Target gains the advantage of NightVision. 4 mana.Cat - Target gains the advantage ofAbsolute Direction. 4 mana.Boar - Target may ignore all woundpenalties. 5 mana.Fox - Target gains a +3 to Alertness. 5mana.Toad - Target gains the advantage ofPeripheral Vision. 5 mana.Bear - Target gains +2 to ST. 6 mana.Cheetah - Targets Move in combat istripled. 6 mana.Monkey - Target gains +2 to DX. 6 mana.Weasel - Target gains a +5 to all Stealthrolls. 7 mana.Tiger - Target gains claws, that doCut/thrust damage. 7 mana.Overcharge: +1 minute to duration permana.Giant InsectRegularRange: 50 yardsDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Spirit of the BeastThis spell causes one small, ordinary insectto become a giant insect. The caster may directthe insect to carry out a task or to engage incombat. Issuing orders takes one second ofconcentration, and instructions may not exceedfive words in length.A typical giant insect will have: ST 14, DX10, IQ 3, HT 10/15, PD 2, DR 5, Move 10, Dodge5, Bites for 1d-1 cutting.Overcharge: +5 hit points per two mana.Magic 33Summon WerecreatureRegular; Resisted by IQRange: SpecialDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Summon AnimalThis spell calls a werecreature of a typenormally found in the surrounding areas to aid thecaster. The were will arrive in 3d+3 seconds.The werecreature will cheerfully enter intocombat for the caster, or will perform some task.It will not blindly obey the caster, though it isfavourably disposed to aid him.Overcharge: -2 seconds arrival time permana.ShapechangeRegular; Resisted by HTRange: SelfDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: Summon WerecreatureAllows the caster to change into awerecreatures alternate form. The caster musthave some small portion of the appropriate were -a tuft of hair, tooth, whatever. The casters statsare altered as though he were a werecreature ofthe appropriate type.Overcharge: +30 seconds duration permana.Giant GrowthRegular; Resisted by HTRange: TouchDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: Giant InsectThis spell will increase the dimensions ofthe target creature by 50%. Strength and hitpoints are doubled; mass is multiplied by five.Overcharge: +30 seconds duration permana.Insect PlagueRegularRange: 70 yardsDuration: 1 minuteCasting Time: 7 secondsCost: 7Prerequisites: Summon Insects, Giant InsectSummons seven hexes worth of flying,stinging insects. Each hex of the swarmautomatically inflicts 1d-1 damage to anythingwithin it, bypassing all DR. The swarm maymove five hexes per turn, and take five hits perhex to disperse. If the swarm moves beyond therange of the spell, it is automatically dispersed.Select one hex as the center hex of theswarm; all other hexes of the swarm must beadjacent to that center hex. Cutting damage ishalved against a swarm, rather than multiplied by1.5. Any impaling attacks do exactly one point ofdamage. Any fire attack automatically dispersesthat hex.Overcharge: +1 damage per two mana, to amaximum of 1d+2.Shapechange OtherRegular; Resisted by HTRange: TouchDuration: 1 minuteCasting Time: 8 secondsCost: 8Prerequisites: ShapechangeAs per Shapechange, except that the castermay affect another person instead of himself.Overcharge: +30 seconds duration permana.Creeping DoomRegularRange: 90 yardsDuration: 10 minutesCasting Time: 9 secondsCost: 9Prerequisites: Insect PlagueSummons seven hexes worth of swarming,crawling insects. Each hex of the swarmautomatically inflicts 1d+1 damage to anythingwithin it, bypassing all DR. They alsoautomatically destroy any crops or plant life that34 Magicthey cross, regardless of whether or not they endtheir move in the crossed hexes. The swarm maymove five hexes per turn, and take ten hits per hexto disperse. If the swarm moves beyond the rangeof the spell, it is automatically dispersed.Select one hex as the center hex of theswarm; all other hexes of the swarm must beadjacent to that center hex. Cutting damage ishalved against a swarm, rather than multiplied by1.5. Any impaling attacks do exactly one point ofdamage. Any fire attack automatically dispersesthat hex.Overcharge: +1 damage per mana, to amaximum of 1d+7.Animal HordeRegularRange: SpecialDuration: 1 dayCasting Time: 10 secondsCost: 20Prerequisites: Creeping DoomSummons a large collection of animals toserve the casters bidding. The number ofanimals summoned depends on the type and size,as follows:Small Herbivore (Rabbit, Mouse): 1 lot.Small Carnivore (Rat, Weasel): 2 lots.Medium Herbivore (Pig, Deer): 2 lots.Medium Carnivore (Wolf, Bobcat): 4 lots.Large Herbivore (Horse, Elk): 4 lots.Large Carnivore (Tiger, Grizzly Bear): 6lots.The caster can summon up to 60 lots ofcreatures to assist him. They will instantly obeyany order, including obviously suidical orders.Overcharge: +12 lots per mana.BodyThe Body College is all about affecting thehuman and demi-human body. Most of the effectsinvolve augmenting or limiting the targetsphysical abilities. Though healing effects are notcovered, many other beneficial effects areavailable.Alter AppearanceRegular; Resisted by IQ.Range: SelfDuration: 1 hourCasting Time: 1 secondCost: 1Prerequisites: NoneThe caster may alter his physical features toimpersonate another. If he cannot see the personbeing impersonated, he suffers a -4 penalty to hisroll. The spell will alter facial features, hairlength and colour, and up to a 10% alteration inbody size and form. Viewers must resist the spellor be taken in by the deception.This spell is not an illusion; it physicallyalters the caster!Overcharge: +10 minutes duration permana.EnlargeRegular; Resisted by HTRange: TouchDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell allows the caster to increase thetargets dimensions by 50%. Strength and hitpoints are doubled; mass is multiplied by five.The targets clothing will also increase in size,though other equipment--including anyarmour--will not be affected.Overcharge: +30 seconds duration permana.Magic 35IrritationRegular; Resisted by HTRange: TouchDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThe target creature suffers an itch. He is ata -1 to any Skill checks until this itch is scratched.The area to be irritated must be relativelyexposed, and easy to scratch. Further castings ofthis spell may drive the penalty up cumulatively,to a maximum of -5.NapRegular; Resisted by IQRange: TouchDuration: 1 hourCasting Time: 1 secondCost: 1Prerequisites: NoneThe target of this spell falls into a lightsleep for the duration of the spell. Uponaw akening, the target is as refreshed as thoughhed slept a full night. If awakened before thespell ends, the target gains no benefit from thesleep, but wakes instantly and suffers no penaltiesdue to awakening.Boost DexterityRegularRange: TouchDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Alter SelfThe target of this spell receives a +1 toDexterity for the duration of the spell.Overcharge: +1 additional Dexterity pertwo mana.Boost StrengthRegularRange: TouchDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: EnlargeThe target of this spell receives a +1 toStrength for the duration of the spell.Overcharge: +1 additional Strength pertwo mana.Drain StrengthRegular; Resisted by HTRange: TouchDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: IrritationThe target of this spell loses one point ofStrength for the duration of the spell, unless hesuccessfully resists.Overcharge: -1 additional Strength per twomana.Halo of EyesRegular; Resisted by IQRange: TouchDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Boost DexterityThe target of this spell gains six additionaleyes, placed around his head. This gives thetarget the ability to see in all possible directions atonce. The target may always take an activedefense, even if the attack comes from the rear,though parries and blocks outside of the targetsfront arc are still at a -2. The target also gains +2on all Vision checks.Overcharge: +1 minute duration per mana.36 MagicStrike BlindRegular; Resisted by IQRange: TouchDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Drain StrengthThe target of this spell immediately fallsblind, unless he successfully resists the spell.This blindness will fade when the spell ends, or ifthe target has Cure Blindness or Remove Cursecast on him.Overcharge: +1 minute duration per mana.Strike DeafRegular; Resisted by IQRange: TouchDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Drain StrengthThe target of this spell immediately goesstone deaf, unless he successfully resists the spell.This deafness will fade when the spell ends, or ifthe target has Remove Curse cast on him.Overcharge: +1 minute duration per mana.ClumsinessRegular; Resisted by HTRange: TouchDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: Strike DeafThe target of this spell suffers a -2 to hisDexterity, unless he successfully resists the spell.Overcharge: -1 additional Dexterity pertwo mana.Strength of OneRegular; Resisted by STRange: SpecialDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: Boost Strength, Alter SelfThis spell allows one individual to"borrow" one point of Strength from any numberof participants. The target must stand in thecenter of a circle of participants, whose hands arelinked. Unwilling participants may resist usingST to break the circle; if successful, this willbreak the spell. The number of unwillingparticipants must not outnumber the number ofwilling, or else the spell automatically fails. Thetarget of the spell will gain one ST per participant,willing or unwilling.Overcharge: +1 minute duration per mana.Body ClockRegular; Resisted by IQRange: 50 yardsDuration: SpecialCasting Time: 5 secondsCost: 5Prerequisites: ClumsinessThis spell may be used to throw a subjectsinternal clock out of whack. The immediateeffect is that the target may be caused to feelhungry, tired or wakeful, regardless of anyexternal stimuli. Up to five different subjects maybe affected.Those made to feel tired must make aresistance roll, or fall asleep. Those feelingwakeful will be unable to sleep, and will sufferextra fatigue penalties for lack of sleep. Thosemade to feel hungry must make a resistance roll,or eat anything placed in front of them.Overcharge: +1 additional subject per twomana.Magic 37Pheromone ControlRegular; Resisted by HTRange: TouchDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Any four other Body ControlThis spell allows the caster to alter thetargets pheromones, giving the target either a +3or a -3 to all reaction checks for the duration ofthe spell.Overcharge: +1 or -1 additional reactionper two mana.Bellicose TransformationRegularRange: SelfDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: Boost Strength, Boost DexterityThis spell requires the consumption of anElixer of Heroism when cast. The caster gains a+5 to Strength and Dexterity, as well as ten extrahit points. Damage is applied first to the bonushit points, and these damaged hit points arediscarded after the spell ends. The spell alsoallows the caster to ignore wound penalties andgrants him one DR. Once the spell ends, thecaster is stunned for 1d seconds, and must make aHT roll to recover after that time.Overcharge: +2 additional hit points permana.Forced ShapechangeRegular; Resisted by IQRange: 60 yardsDuration: InstantCasting Time: 1 secondCost: 6Prerequisites: Pheromone ControlThis spell causes all shape-changers of anytype within the casting range to change formsinstantly. Those with only two forms will shift tothe alternate; those with more than two formswill realize that their shape-changing ability isactivating, and may select their alternate form.Rend MuscleRegular; Resisted by IQRange: 70 yardsDuration: 6 secondsCasting Time: 7 secondsCost: 7Prerequisites: Forced ShapechangeThis incredibly painful spell causes thetargets muscles to flex randomly and rapidly forsix seconds. The resultant tissue damage causesthe target to lose 1d hit points per second.Overcharge: +1d damage per mana.Puppet MasterRegular; Resisted by WillRange: 80 yardsDuration: 1 minuteCasting Time: 8 secondsCost: 8Prerequisites: Rend MuscleThis spell allows the caster to take controlof anothers body. Control is over the body only;the targets mind is not affected.Every turn, instead of taking an actionhimself, the caster may force the target to takeany leg al action. The target may make a Willcheck to resist, at a penalty equal to the margin ofsuccess the caster had on the spell. Failure meansthat the target takes the stated action. There is nolimit on what actions the caster may force thetarget to take, as long as the target is capable oftaking said action in the first place!Overcharge: -1 penalty to resist per mana.Shapechange TrueRegular; Resisted by IQRange: TouchDuration: 1 hourCasting Time: 9 secondsCost: 9Prerequisites: Puppet MasterThe target of this spell is changed into anyother life-form the caster desires! All physicalabilities and attributes are affected for theduration of the spell.Overcharge: +30 minutes duration permana.38 MagicHealth BlessingRegularRange: TouchDuration: 1 dayCasting Time: 10 secondsCost: 10Prerequisites: Shapechange TrueThe target of this spell is instantly cured ofall diseases that he or she may have. Note thatthis spell will not remove disadvantages selectedat character creation. In addition, the spellconfers a +5 to all HT checks for the duration ofthe spell.Overcharge: +1 additional to all HT checksper mana.CommunicationWhile several of the Communication spellsgrant an emotional impact, they cannot flatlydictate anothers actions. For this, we have theCollege of Mind, later in this section.Comprehend LanguageDivinationRange: TouchDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThe caster gains the ability to speak andunderstand the native language of the targetcreature for the duration of the spell.Overcharge: One additional languageknown by the target per two mana.FriendsRegularRange: SelfDuration: 1 hourCasting Time: 1 secondCost: 1Prerequisites: NoneThe caster gains a +1 on all reaction checksfor the duration of the spell.Overcharge: +1 additional reaction per twomana.MessageRegularRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThe caster may send a whispered messageto any persons within the spells range. Themessage may be up to twenty-five words long,and is heard only be the intended recipients.Overcharge: +10 yards per mana.Mistaken MissiveRegularRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThe caster may alter up to four words onany written document within the range of thespell.Overcharge: Tw o additional words may bealtered per mana.Emotion PerceptionDivinationRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: FriendsBy concentrating for one second on anycreature within the range of the spell, the castergains a one-word description of that creaturesemotional state.Overcharge: +10 yards range per mana.Magic 39ESPRegular; Resisted by WillRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Comprehend LanguagesThe caster may read surface thoughts ofany creature within the range of this spell. Thecaster must concentrate for one second to read thetargets thoughts. If the target is aware that histhoughts are being read, he may make a Will rollto resist being read. Walls and such are no barrierto this spell, but one seconds concentration mustbe spent to locate the creature on the other sidebefore it can be scanned.Overcharge: +10 yards range per mana.Zone of TruthArea; Resisted by WillRange: SelfDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Comprehend LanguageThis spell affects a two-hex radius, a totalof seven hexes. Any creature within that zone iscompelled to tell the truth. Any attempt to lie, ifthe spell is not successfully resisted, will result inthe truth being told instead; the only defense issilence.Overcharge: +30 seconds duration permana.Emotion ControlRegular; Resisted by IQRange: 30 yardsDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Emotion PerceptionThe caster can cause the target to feel anyemotion that he or she desires. If a particularlyintense emotion is selected, the caster may causethe target to suffer a -2 to all Skill checks for theduration of the spell.Overcharge: +30 seconds per mana.Know CustomsDivinationRange: 30 yardsDuration: 1 hourCasting Time: 3 secondsCost: 3Prerequisites: ESPThe caster gains a thorough knowledge ofthe customs and practices of the culture of thetarget. This will allow the caster to avoid gaffes,impersonate a member of that culture, orotherwise blend in. The caster loses any reactionpenalties that would normally occur for lack offamiliarity with the culture.Overcharge: +1 hour duration per mana.Steal SkillRegular; Resisted by IQRange: TouchDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: ESPThe caster gains any one skill known by thetarget, with no need for prerequisites. The skillmay not be a spell or psionic skill. The castertemporarily gains half the points in the skill thatthe target has; the target loses those points for theduration of the spell.Overcharge: +1 minute per mana.TelepathyRegular; Resisted by IQRange: 40 yardsDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: ESP, MessageThe caster may enter into two-way mentalcommunication with any creature within thespells radius. This communication occurs at tentimes normal speed.Overcharge: +10 yards range per mana.40 MagicTonguesAreaRange: SelfDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: Know CustomsThis spell affects an area of three hexesradius. Anyone within this radius may understandany other person within the radius as though bothspoke the same native language.Overcharge: +1 minute per mana.LeadershipRegular; Resisted by IQRange: 500 yardsDuration: 1 hourCasting Time: 5 secondsCost: 5Prerequisites: TonguesWhile this spell is in effect, the caster gainsa +2 to all reaction checks and the Leadershipskill at IQ+4.Overcharge: +1 additional reaction permana.NightmaresRegular; Resisted by IQRange: 50 yardsDuration: SpecialCasting Time: 5 secondsCost: 5Prerequisites: TelepathyThis spell must be cast on a sleeping target.The victim suffers horrible nightmares; on thenext day, he will suffer a -2 to all Skill orAttribute checks.Overcharge: -1 additional penalty per twomana.InsanityRegular; Resisted by IQRange: TouchDuration: 1 dayCasting Time: 6 secondsCost: 6Prerequisites: NightmaresThe target of this spell is driven insane!For the next day, he will suffer from a randomly-selected 10-point mental disadvantage.Overcharge: +1 day per mana.RapportRegular; Resisted by IQRange: TouchDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: Friends, TelepathyThe caster and the target creature enter intoa full mental communication. Thiscommunication is ten times faster than regularspeech. Furthermore, the caster and the targetmay use each others mental skills, as though theywere possessed at equal levels. Spells and psionicskills may not be loaned in this manner!Overcharge: +1 minute per mana.Emotional StabRegular; Resisted by IQRange: 70 yardsDuration: 1 minuteCasting Time: 1 secondCost: 7Prerequisites: InsanityThe target of this spell feels anoverpowering jab of emotion. The exact effectsdepend on the emotion selected:Fear: The target must make a Fright check at -5.Hatred: The target immediately attacks thenearest creature to him.Lust: The target will immediately becomeamorous towards the nearest creature.Awe: The target will be mentally stunned.Magic 41ThoughtwaveRegular; Resisted by IQRange: 80 yardsDuration: 1 minuteCasting Time: 8 secondsCost: 8Prerequisites: Emotional StabThis spell sends out a mental blast, in acone sixty degrees wide and extending eightyyards from the caster. Any creature in the area ofeffect must resist or be knocked unconscious for1d hours.Overcharge: -1 to resist per two mana.Jack Of All TradesDivinationRange: SelfDuration: 1 hourCasting Time: 9 secondsCost: 9Prerequisites: Steal Skill, TonguesThe caster gains all known mental skills atIQ-1! This spell does not grant any spells orpsionic skills. Unfortunately, any mental skillsalready possessed by the caster are also adjustedto IQ-1.Overcharge: +1 to all granted skills permana spent.Fear ContagionRegular; Resisted by IQRange: 10 milesDuration: 1 dayCasting Time: 1 hourCost: 20Prerequisites: Emotional StabAnyone within the area of effect of thisspell suffers a -3 to any Fright Checks they mighthave to make. Any penalties assessed from othersources are doubled; any bonuses are halved.The effect of the spell is not instantaneous;the Fear Contagion will spread at a rate of onemile every thirty minutes until it reaches itsmaximum radius.Overcharge: +1 mile per mana.DimensionThis odd College includes spells dealingwith alternate realities, planar travel, probabilitiesand gates. It lacks in direct-damage spells, butdoes include several spells useful in combat.The cosmology of Caverns and Creatures isfairly simple. The World is our home plane. TheAstral Realm and the Shadow Realm are separateRealms, coexisting with our own, and separatedby a thin dimension known as the Gauntlet. It isimpossible to exist in the Gauntlet itself, but smallrealms, known as Pocket Realms, are oftencreated within the Gauntlet for various purposes.Deeper planes, known as the Spheres, do exist,but they are beyond the scope of this document.Adjust PatternRegularRange: 10 yardsDuration: SpecialCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell allows the caster to adjust aprobability pattern. The effect of this is that hemay grant a +1 or -1 on any one roll taken by thetarget of the spell. The specific roll to be affectedis named at the casting time; the spell will waituntil the roll is required to trigger.Overcharge: +1 or -1 additional per twomana.PocketsRegularRange: SelfDuration: 1 hourCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell allows the caster to create atemporary Pocket Realm and bind it to his ownpockets. The caster may carry up to one hundredpounds in his pockets. This extra hundredpounds is not considered for encumbrance. Whenthe spell ends, anything left in the mages pocketswill revert to the World, possibly damaging hisgarments.Overcharge: +1 hour per mana.42 MagicProbability ControlRegularRange: 10 yardsDuration: 10 minutesCasting Time: 1 secondCost: 1Prerequisites: NoneFor the duration of the spell, the caster maydictate the outcome of any purely random event -the drawing of a card, the flip of the coin, whichside the slice of toast falls on...whatever. This hasno effect on any game mechanic whatsoever, butcan be used to cheat at card or dice games.Overcharge: +5 minutes per mana.Speak Across The GauntletDivinationRange: 20 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell allows the caster to converse withany person across the Gauntlet - the barrierbetween the World and the spirit Realms. Thecaster cannot percieve the other side of theGauntlet using this spell.Overcharge: +10 yards per mana.Alternate RealityRegular; Resisted by IQRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Create PatternThere are an infinite number of dimensions;therefore, there must be one identical with yourown, but for one small change. This spell allowsthe mage to create a ripple in reality, shifting it toa new potential. The game effect is to allow thetarget of the spell to roll three times on any rolldictated by the caster; the caster selects the resultthat he or she prefers. The targeted roll must benamed before the spells duration lapses, or thespell fails.Overcharge: +30 seconds duration permana.Detect Pocket RealmDivinationRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Speak Across The GauntletThis spell allows the caster to locate anyPocket Realms within the spells range. A PocketRealm is a small amount of dimensional spacelocated within the Gauntlet - neither in this Realmnor in any other. If the pocket realm contains aGate, this spell will reveal the location of theGate, though not the means of opening it.Overcharge: +10 yards per mana.Instant SummonsRegularRange: SpecialDuration: SpecialCasting Time: SpecialCost: 2Prerequisites: PocketsThis is a two-stage spell. The first stage ofthe spell requires one minute preparation. Anyobject weighing up to two pounds is placed withina magical circle, and the spell casting roll is madeat this time.The second step involves the casterspeaking a single word. The prepared object willinstantly be teleported to his hand. Casting timefor the second step is one second, and the targetobject will arrive within that second. The energyneeded to cast the spell is expended at this time.Overcharge: +1 pound of target per mana.BlinkBlockingRange: 1 yardDuration: InstantCasting Time: 1 secondCost: 3Prerequisites: Instant SummonsThis spell allows the caster to teleportexactly one hex away. This spell may be used inplace of a dodge.Magic 43Choose FutureBlockingRange: 30 yardsDuration: InstantCasting Time: 3 secondsCost: 3Prerequisites: Alternate RealityA more powerful, but functionally identical,version of Alternate Reality. The caster mayretroactively grant two additional re-rolls on anyroll just made. The caster chooses which one ofthe three rolls will be used.Overcharge: +1 extra re-roll per two mana.Window Across the GauntletDivinationRange: 30 yardsDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Detect Pocket RealmThe caster may view the Realm on the otherside of the Gauntlet, either in the Shadow Realmor in the Astral Realm. This spell will not allowthe caster to view the inside of a Pocket Realm,though it will reveal the existence of such a realm.Overcharge: +10 yards per mana.TeleportRegular; Resisted by IQRange: 40 yardsDuration: InstantCasting Time: 1 secondCost: 4Prerequisites: BlinkThe caster may instantaneously transporthimself to anywhere within the casting range.After teleporting, the caster is mentally stunned,and may roll an IQ check each turn to recover.If the selected destination is occupied byanything solid, the caster returns to his originallocation and suffers 1d damage.Overcharge: +10 yards per mana.Contact Other PlaneDivinationRange: SpecialDuration: Three questionsCasting Time: 4 secondsCost: 4Prerequisites: Window Across The GauntletThe caster may make an attempt to contactan intelligence from one of the Spheres. He mayask any three questions. The GM secretly makes areaction check, and uses the results to judge howthe questions will be answered. In any case,answers will be short; yes, no, maybe. Notethat other-worldly intelligences are notneccessarily omniscient; mightdontknowOvercharge: One additional question pertwo mana, or +1 to the reaction check per mana.Breach The GauntletRegular; Resisted by IQRange: TouchDuration: InstantCasting Time: 5 secondsCost: 5Prerequisites: Contact Other PlaneThis spell allows the caster, and any twoother people he touches, to cross the Gauntlet tothe Shadow Realm or to a Pocket Realm. Thespell must be re-cast to return to the World.Overcharge: For three additional mana, thecaster may breach the Gauntlet to the AstralRealm.Distance DistortionRegularRange: 50 yardsDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: TeleportThis spell shrinks a fifty-yard distancebetween two points to five yards. This reductionapplies to any use of distance - ranged combat,travel, spell ranges, whatever!Overcharge: +10 yards per mana.44 MagicCreate Pocket RealmAreaRange: SelfDuration: PermanentCasting Time: 6 secondsCost: 120Prerequisites: Breach the GauntletThis spell allows the creation of a tinyPocket Realm, three hexes in diameter. Thecaster specifies the point in the Tapestry to whichthe Pocket Realms Gate is anchored, and thecondition under which it will open.Overcharge: +2 hexes diameter per tenmana.Teleport TrueRegular; Resisted by IQRange: 10 milesDuration: InstantCasting Time: 6 secondsCost: 6Prerequisites: Distance DistortionThis spell will instantly move the caster toany point within the spells radius. Botches onthis spell should be handled maliciously...Overcharge: +2 miles per mana.Hermes PortalRegular; Resisted by IQRange: SpecialDuration: 10 secondsCasting Time: 7 secondsCost: 7Prerequisites: Teleport TrueThis spell requires an archway, decoratedwith an elaborate pattern. It will open a gatewaybetween any two such archways; the one thecaster stands within, and any other which thecaster has visited. Creation time for a portal isone week.While the Portal is open, any person canmove through it, at a rate of one person persecond. One second is required at either end ofthe duration for creation and collapse; therefore,with any amount of preparation, the largestnumber of people that can move through the gateis eight.There is no possibility of error indestination with this spell. If the spellcaster failshis roll, the gate merely fails to open. On acritical failure, both archways are damaged andmust be repaired before either may be used again.Repair time for a damaged archway is 1d days.Overcharge: +2 seconds duration permana.Shadow GateRegular; Resisted by IQRange: SpecialDuration: 10 secondsCasting Time: 8 secondsCost: 8Prerequisites: Hermes PortalThis spell opens a gate from any HermesPortal to the Shadow Realm. While the Portal isopen, any person can move through it, at a rate ofone person per second. Note that any creatures ofthe Shadow Realm can also use this gate...Overcharge: +2 seconds duration permana.Magic 45Astral GateRegular; Resisted by IQRange: SpecialDuration: 10 secondsCasting Time: 9 secondsCost: 9Prerequisites: Gate Across The GauntletThis spell opens a gate from any HermesPortal to the Astral Realm. While the Portal isopen, any person can move through it, at a rate ofone person per second. Astral Travellers (such asDemons) may use an open gate to cross back overto the World.Overcharge: +2 seconds duration permana.Time StopRegular; Resisted by IQRange: SelfDuration: 10 secondsCasting Time: 1 secondCost: 20Prerequisites: Any sev en other Dimension SpellsFor ten seconds, time is frozen for everyoneexcept the caster. The caster may do anything helikes with those ten seconds. Any spells cast bythe mage will do nothing until the Time Stoplapses; similarly, any wounds inflicted by themages weapons will not take effect until the spellends.Overcharge: +1 second duration per mana.EarthAs the College of Earth is an ElementalCollege, spells that target Elemental effects willtarget Earth spells.Earthy GraspRegular; Resisted by STRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell causes a hand to form out of theearth under the targets feet. It must be cast in anarea that has earth - no stone or wood underfoot.The hand has a ST and DX of 10, and willattempt to grasp and immobilize the target.Overcharge: +1 ST per two mana.Fist of StoneRegularRange: TouchDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneOne of the targets hands (casters choice)becomes solid stone. The hand may no longermanipulate anything, but does thrust/crushingdamage when used in combat and can parryarmed attacks without risking damage.Overcharge: +1 damage per two mana.Sand JetMissileRange: 10 yardsDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell causes a short blast of sand to befired at the target. The sand does 1d-1 crushingdamage to the target.Overcharge: +1 damage per mana, but ifthe damage die comes up 1, no damage is done.46 MagicStone BoltMissileRange: 10 yardsDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell creates a sharp spike of stone andlaunches it at the target. The target takes 1d-2impaling damage if the bolt hits.Overcharge: +5 yards per mana.Acid BoltMissileRange: 20 yardsDuration: InstantCasting Time: 2 secondsCost: 2Prerequisites: Stone BoltThis spell creates a caustic substance andlaunches it as a bolt. If hit, the targets armour isdamaged, losing 1d-1 DR. If the result is equal toor greater than the DR of the armour, then thearmour is destroyed. In addition, the target takes1d-1 impaling damage.Overcharge: +10 yards per mana.GlitterdustAreaRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Earthy GraspThis spell fills the target hex, and the sixsurrounding hexes, with a fine, glittering dust.Any invisible creature moving through theaffected area will have the dust adhere to him,rendering him partially visible and reducingvision penalties to attack to a -3.Overcharge: Reduce penalties by one pertwo mana.Wall of SandAreaRange: 20 yardsDuration: PermanentCasting Time: 2 secondsCost: 4Prerequisites: Sand JetThe targeted hex, and up to two adjacenthexes, are instantly filled with a wall of sand. Thesand will shift and collapse, becoming a five-foot-tall barricade of sand. Five hit points of damageinflicted on any one hex of the wall will dispersethat hex. Cutting damage against the wall ishalved; impaling damage is reduced to exactlyone point.Overcharge: +1 hex per two mana.Meteor SwarmMissileRange: 30 yardsDuration: 20 secondsCasting Time: 3 secondsCost: 3Prerequisites: Acid BoltCreates four small meteors, each about aninch across, that hover behind the caster untilused. Once per second, a meteor can be launchedat a target. If it strikes, it will do 1d crushingdamage. If any meteors remain when the spellends, they will disappear.Overcharge: +1 meteor per mana.Stone ShapeRegularRange: TouchDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: GlitterdustThe caster may use his hands to mold stoneas though it were putty. The stone itself does notchange; merely the way it interacts with thecasters hands. The new form of the stoneremains when the spell ends.Overcharge: +10 seconds per mana.Magic 47Wall of EarthAreaRange: 30 yardsDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Wall of SandThe target hex, and any two adjacent hexes,become filled with earth. The wall of earth willstand nine feet tall at maximum, though the castermay designate a lower wall if he desires. Thewall must be vertical and firmly rooted whencreated, and cannot be created in any hex that isalready occupied. The Wall of Earth takes 20 hitsper hex to disperse. Cutting damage against thewall is halved; impaling damage is reduced to onepoint.Overcharge: +1 hex per two mana.DigAreaRange: 40 yardsDuration: InstantCasting Time: 4 secondsCost: 4Prerequisites: Stone ShapeThis spell will remove two cubic yardsworth of earth, or one cubic yard worth of stone,per casting. If cast on very soft soil or sand, thesurrounding areas will collapse inward, resultingin the target hex being lowered three feet and thesurrounding hexes being lowered one foot. Theremoved material is distributed over an area ofone hundred square miles.Overcharge: +1 foot depth per mana.Move EarthAreaRange: 40 yardsDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: Wall of EarthSimilar to the Dig spell, Move Earthrelocates one cubic yard of earth (though notstone) per five seconds into any adjacent hexchosen by the caster. The caster may select theform that the moved earth takes, within reason,but the earth may not be piled more than twoyards high.Overcharge: +10 seconds per mana.PasswallAreaRange: TouchDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: DigThis spell will create a six-foot-diameterhole in any vertical stone surface. The spell willpenetrate as far as two feet through the wall.Overcharge: +6 inches depth per mana.Summon Earth ElementalRegularRange: 50 yardsDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Move EarthThis spell summons an Earth Elemental tofight at the behest of the caster. The EarthElemental will be friendly towards the caster, butis not compelled to follow the casters orders.Overcharge: +10 seconds duration permana.Rock to MudAreaRange: 60 yardsDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: PasswallThis spell will convert all of the stone in athree-hex diameter of the target into mud. Whenthe spell ends, the mud will revert to stone.Overcharge: +30 seconds per mana.48 MagicWall of StoneAreaRange: 60 yardsDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: Wall of Earth, Stone ShapeThis spell creates a wall of stone in thetarget hex, and any two adjacent hexes that liealong the same line. The stone wall may be ashigh as nine feet, though the caster may choose tocreate a lower wall. The wall must be vertical andfirmly rooted when created, and cannot be createdin any hex that is already occupied. The wall willbe six inches thick, and will have a DR of 8 and90 hit points per hex.Overcharge: +1 hex per two mana.Animate StatueRegularRange: TouchDuration: 1 minuteCasting Time: 7 secondsCost: 7Prerequisites: Summon Earth ElementalThis spell causes a statue to come to lifeand act as the caster dictates. The statue will havea ST of 20, DX of 11, Move and Dodge of 6, PDof 2, DR of 4 and 20 hit points. It can strike onceper turn with its fist, inflicting 2d-1 crushingdamage.Turning a statue into a stone golem requiresthat the caster know the Slow and Permanencespells, and the expenditure of 210 mana.Overcharge: +1 damage per mana.Wall of IronAreaRange: 80 yardsDuration: PermanentCasting Time: 8 secondsCost: 16Prerequisites: Wall of Stone, GlitterdustThis spell creates a wall of iron in the targethex, and any two adjacent hexes that lie along thesame line. The iron wall may be as high as ninefeet, though the caster may choose to create alower wall. The wall must be vertical and firmlyrooted when created, and cannot be created in anyhex that is already occupied. The wall will be sixinches thick, and will have a DR of 8 and 150 hitpoints per hex.Overcharge: +1 hex per two mana.Meteor StormMissileRange: 90 yardsDuration: 1 minuteCasting Time: 9 secondsCost: 9Prerequisites: Move Earth, Meteor Swarm,Sand JetCreates nine small meteors, each aboutthree inches across, that hover behind the casteruntil used. Once per second, a meteor can belaunched at a target. If it strikes, it will do 2d+2crushing damage. If any meteors remain whenthe spell ends, they will disappear.Overcharge: +1 meteor per mana.EarthquakeAreaRange: 5 milesDuration: 10 minutesCasting Time: 20 secondsCost: 20Prerequisites: Meteor StormThis spell causes a massive earth tremoracross an area with a one-mile radius. Everyliving creature in the target area will take 1d-2crushing damage. All wooden structures in thearea will be flattened; any stone structures willcollapse on a roll of 3-7 on three dice.Magic 49EnchantmentThese are spells to create magical items.Most of these spells are very expensive in termsof mana, and often have odd restrictions on them,but they are still among the most powerful spellsavailable to a Mage. Enchantment spells maynever be the target of Meta-Magic orEnchantment spells.BindRegular; Resisted by DX or STRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell is cast on a length of ordinaryrope. The rope will move by itself, and willattempt to entangle any creature designated by thecaster. The target may attempt to resist using DXto avoid becoming entangled, or using ST tobreak free once entangled.Overcharge: -1 to targets resistance permana.ScribeRegularRange: TouchDuration: SpecialCasting Time: SpecialCost: SpecialPrerequisites: NoneThis spell allows the caster to inscribe aspell into a scroll, and to charge the scroll withthe required mana to cast the spell. The creationtime for the scroll is sixty times the casting timeof the target spell, or four hours, whichever isless. The casting cost is five times that of thetarget spell. The scroll will last until read; whenread, the scroll bursts into flame. The amount oftime required to read the spell from the scroll isequal to the normal casting time of the spell.Only one spell may be Scribed onto a singlescroll.Store ManaRegularRange: TouchDuration: SpecialCasting Time: 1 secondCost: 3Prerequisites: NoneTo cast this spell, the caster must haveprepared an amulet, talisman, medicine bag orsimilar item. Preparation of the talisman requiresa full day of work and 100gp in materials. Whenthis spell is cast, the amulet becomes chargedwith one point of mana. This mana may be laterused to cast spells, and is drawn from the talismanwith no roll required, just as though it were partof the casters own mana pool. The spell may becast multiple times per talisman.Suppress EnchantmentRegularRange: TouchDuration: 1 minuteCasting Time: 1 secondCost: 5Prerequisites: NoneThe caster may shut down any oneenchantment for the duration of the spell. Elixersand scrolls are destroyed and mana storagetalismans are robbed of all mana if this spell iscast on them.Overcharge: +20 seconds per mana.Empower ArrowRegularRange: TouchDuration: SpecialCasting Time: 2 minutesCost: 20Prerequisites: Store ManaThis spell causes a single arrow to grant a+1 to hit and damage. This spell may be boostedfor additional bonuses on a single arrow, but thecasting cost increases culmulatively with eachadditional bonus. Creating a +2 arrow costs 60mana; to create a +3 arrow costs 120 mana; a +4arrow costs 200 mana, and a +5 arrow (themaximum) costs 300 mana. The enchantment isdestroyed once the arrow hits a target, or breaks.50 MagicEmpower StaffRegularRange: TouchDuration: PermanentCasting Time: 2 minutesCost: 20Prerequisites: Store ManaThis spell will grant a staff a bonus of +1 toeither attack rolls, damage or parry rolls. Thisspell can be cast multiple times, for eitherdifferent effects or to enhance existing effects.Multiply the casting cost by the target bonus forfurther castings. For example, if a caster has astaff with +2 to damage, and wishes to improveits damage to +3, he would have to pay 60 (3x20)mana. No staff may be improved beyond a +3 toany one effect, or a +6 in total. Furthermore, anEmpowered staff may not also be Embedded.Enchant ItemRegular; Resisted by IQRange: TouchDuration: SpecialCasting Time: 2 minutesCost: 4Prerequisites: Suppress EnchantmentThis spell allows the caster to turn any onesmall, regular item into a small patch of cloth.The item may be reduced to a minimum of half itssize. It may then be sewn into any garment. Theenchantment will last until the patch is rippedfrom the garment. At that time, the item revertsto its normal size and nature.Embed SelfRegularRange: SelfDuration: SpecialCasting Time: SpecialCost: SpecialPrerequisites: ScribeThis spell allows the caster to place anotherspell in abeyance. The casting time is sixty timesthat of the target spell, or four hours, whichever isless. The casting cost is twice that of the targetspell, or targets cost plus ten, whichever isgreater. Once cast, the spell appears as a tattoosomewhere on the casters body, covering onesquare inch per mana required to cast the spell.When the caster wishes to cast the spell, hemerely speaks a single word, and the spell takeseffect within the second. The tattoo fades at thatpoint.Every spell that the caster has Embeddedinflicts a -1 penalty on any further spells hewishes to cast. In addition, the caster may not useany spell that he has Embedded until theEmbedded spell has been cast.Charge StaffRegularRange: TouchDuration: SpecialCasting Time: 3 minutesCost: SpecialPrerequisites: Empower StaffThis spell allows the caster to recharge anEmbedded staff. Casting cost is three times theamount of mana the caster wishes to place intothe staff.If the caster fails in the casting of this spell,he may elect to recharge the staff as though hehad succeeded, but if he does so, the staff willlose five from its maximum mana capacity. On acritical failure, the staff will not be recharged, andwill lose five from its maximum mana capacity.Empower ArmourRegularRange: TouchDuration: PermanentCasting Time: 3 minutesCost: 150Prerequisites: Empower StaffThis spell allows the caster to increase theDR of a piece of armour. A full suit of armourmay also be empowered, but only if the suit wascreated as such.This spell may be cast multiple times, togrant up to a maximum of a +5 to DR. Eachcasting costs the target DR bonus times 150.The caster may also choose to increase thearmours PD using this spell. However, thecasting cost to improve PD is double that toincrease DR.Magic 51Empower BladeRegularRange: TouchDuration: PermanentCasting Time: 4 minutesCost: 200Prerequisites: Empower ArmourThis spell causes a weapon to grant a +1 tohit and damage. This spell may be boosted foradditional bonuses, but the casting cost increasesculmulatively with each additional bonus.Creating a +2 weapon costs 600 mana; to create a+3 weapon costs 1,200 mana; a +4 weapon costs2,000 mana, and a +5 weapon (the maximum)costs 3,000 mana. Double the above costs if theweapon being Empowered is a missile weaponsuch as a bow or crossbow.Empower MirrorRegularRange: TouchDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: Any three Knowledge SpellsThis spell allows the caster to turn anyordinary mirror into a scrying device. The casterselects a subject, and then rolls the spell skill toview him. The caster suffers the followingbonuses or penalties to his skill:Distance 1/10 normal penaltySubject unknown -5Subject known somewhat -2Something associatedwith subject at hand +2Subject is inanimate +2Overcharge: +1 to casters roll per mana.Embed ObjectRegularRange: TouchDuration: SpecialCasting Time: SpecialCost: SpecialPrerequisites: Embed Self, Store ManaThis spell allows the caster to Embed anyspell into an object. The spell can then be cast inone second by speaking a command word.Casting time is sixty times that of the target spell,or four hours, whichever is less. Mana cost istwenty-five times that of the target spell.Multiple spells may be Embedded into anobject. However, there is a cumulative -1 penaltyper spell already Embedded, for each additionalspell, i.e., -1 for the second spell, -3 for the third,-6 for the fourth, -10 for the fifth, and so on.Furthermore, an Embedded object cannot betriggered selectively. When triggered, allEmbedded spells take effect.When an Embedded object is triggered, theobject itself is destroyed.Embed StaffRegularRange: TouchDuration: PermanentCasting Time: SpecialCost: SpecialPrerequisites: Charge Wand, ScribeThis spell allows the caster to Embed anyspell into a staff. The spell can then be cast inone second by speaking a command word.Casting time is sixty times that of the target spell,or four hours, whichever is less. Mana cost isfifty times that of the target spell. The staff mustbe made of organic material, either wood or bone.Once a staff has been Embedded, itcontains no mana. To add mana to a staff, theCharge Staff spell must be cast. The maximumamount of mana that a staff may hold is equal totwenty per foot of staff for a wooden staff, orthirty per foot for a bone staff.Multiple spells may be Embedded into astaff. However, there is a cumulative -1 penaltyper spell already Embedded, for each additionalspell, i.e., -1 for the second spell, -3 for the third,-6 for the fourth, -10 for the fifth, and so on.52 MagicEmbed SpellRegularRange: TouchDuration: SpecialCasting Time: SpecialCost: SpecialPrerequisites: Embed ObjectThis spell is a permanent version of EmbedObject. It allows the caster to Embed any spellinto an object. The spell can then be cast in onesecond by speaking a command word. Castingtime is sixty times that of the target spell, or fourhours, whichever is less. Mana cost is twohundred times that of the target spell.Multiple spells may be Embedded into anobject. However, there is a cumulative -2 penaltyper spell already Embedded, for each additionalspell, i.e., -2 for the second spell, -6 for the third,-12 for the fourth, -20 for the fifth, and so on.Unlike Embed Object, however, spells Embeddedusing this Enchantment may be cast selectively.In fact, only one spell can be cast per activation!Invoking an Embedded spell does notdestroy the object. The user of the object shouldbe prepared to pay the mana cost of theEmbedded spell.Limited WishRegularRange: 60 yardsDuration: SpecialCasting Time: 6 secondsCost: 12Prerequisites: Embed OtherThis spell will immediately grant onerelatively low-power wish to the target. The wishcan immediately duplicate the effects of any onespell requiring 6 or less mana to cast, regardlessof whether or not either the caster or the targetknows the spell.This spell may never be learned at higherthan 20 skill.Steal EnchantmentRegular; Resisted by Power LevelRange: TouchDuration: InstantCasting Time: 7 minutesCost: SpecialPrerequisites: Embed SpellThis spell allows the caster to permanentlyremove any one pre-existing enchantment fromone object and transfer it to another. Casting costis twenty times the casting cost of the spell beingtransferred.RewardRegularRange: TouchDuration: SpecialCasting Time: 8 secondsCost: 16Prerequisites: Limited WishThis spell is a conditional version of theearlier spell, Limited Wish. The caster may setany conditions that must occur before the spelltakes place. Once the conditions are met, thetarget is granted the Limited Wish as per normal.The spell is so named because of the fact thatmost Wizards use it to reward faithful henchmen.PermanenceRegularRange: TouchDuration: PermanentCasting Time: 10 minutesCost: SpecialPrerequisites: Embed Self, Embed StaffThis spell gives any non-instant spell aduration of Permanent. Casting cost is twenty-five times that of the target spell. For all intentsand purposes, the target spell becomes anEnchantment.The target spell cannot be removed by aDispel Magic spell, though a SuppressEnchantment spell will work against it. If thearea of effect of the target spell moves within ano-mana zone, the spell will be destroyed. Anyspell that can affect an Enchantment can affect thetarget spell.Magic 53WishRegular; Resisted by IQRange: TouchDuration: SpecialCasting Time: 6 secondsCost: 400Prerequisites: PermanenceThis spell is the most powerful magicavailable to wizards. The next sentence utteredby the target that begins with "I wish..." comestrue.The spell is resolved through one of thefollowing means:1) The spell causes any other spell to occur,with a zero casting cost and time;2) The spell can remove up to ten pointsworth of Disadvantages for free;3) The spell can add up to ten points worth ofAdvantages for free; or4) The spell does anything else that the casterdesires, providing the GM doesnt feel itstoo unbalancing or game-breaking.The Wish spell may not be Scribed, normay it be the target of any Embedding spell savefor Embed Object. The caster may never learnthis spell at higher than Level 15.Once this spell has been cast, the castermust make a HT check with a +2 for each of hisAttributes. Failure means that the caster loses onepoint permanently from that Attribute. Criticalfailure means that the caster loses one pointpermanently, and must roll again for thatAttribute! This does not apply to casting the spellusing Embed Object, either while creating theobject or while activating the spell. However,note that this use of the spell requires 10,000mana!FireThe College of Fire contains many verypowerful direct-damage spells. As an ElementalCollege, it may be target by any spells that affectElemental spells.Affect Normal FireRegular; Resisted by IQRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThe caster may affect the size andbrightness of any normal fire. The fires size canbe increased or decreased by 50%, as can itsbrightness. This does not affect the fires heat ordamage. This spell cannot affect any form ofmagical fire.Burning HandsAreaRange: 1 yardDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell causes the mage to send out anarc of fire, covering three hexes in area. Anythingcaught in the blast area automatically takes 1d-2damage (minimum 1).Overcharge: +1 damage per mana.InfernoMissileRange: SpecialDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell causes a blast of flame, starting atthe caster, to flow in a line away from the caster inany direction he chooses. The flame does 1ddamage to the target creature. For every yarddistance between caster and target, damage isreduced by one point.Overcharge: +1 damage per mana.54 MagicProduce FlameRegularRange: TouchDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThe caster produces a small amount offlame. If the object touched is flammable, itinstantly ignites. If not, the spell fails.Fire BoltMissileRange: 20 yardsDuration: InstantCasting Time: 2 secondsCost: 2Prerequisites: InfernoA dart of flame leaps from the caster to thetarget, inflicting 2d damage on impact. The castermust make a Spell Throwing roll once the spell iscast in order to strike his target, and his targetmay attempt to dodge or block. The Fire Boltmay not be parried.Overcharge: +1d damage per two mana.Fire TrapAreaRange: TouchDuration: SpecialCasting Time: 2 secondsCost: 2Prerequisites: Burning HandsThis spell is cast on any openable object.When the object is opened, everything in its hexand the seven surrounding hexes takes threepoints of fire damage. The spell will last untiltriggered.Overcharge: +1 damage per two mana.Heat MetalRegular; Resisted by HTRange:Duration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Produce FlameThis spell causes metal to heat to searingtemperatures. If cast on a weapon, the wieldermust make a Will roll to avoid dropping theweapon. If cast on armour, the wearer takes onedamage per second, bypassing all DR, until thearmour is removed. A helmet may be removed intwo seconds, a full suit of armour in ten, providedthe wearer does not need to parry, block or dodge.Overcharge: +10 seconds duration permana.FireballMissileRange: 30 yardsDuration: InstantCasting Time: 3 secondsCost: 3Prerequisites: Fire BoltBrings into being a ball of flame which, onimpact, does 3d damage to the target creature.Everything in the same hex as the target takes 2ddamage; everything one hex away from thetargets hex takes 1d damage. The fireball may beblocked or dodged. A blocked fireball explodesin the same hex as the target. A dodged fireballwill continue in a straight line past the target for1d-1 hexes before exploding.Overcharge: +1d damage per two mana.Note that this will also increase blast radius byone yard per two mana.Flame BladeRegularRange: TouchDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Heat MetalThis spell causes the target weapon tobecome enveloped in flame. The target weapondoes an additional +1d fire damage. The flameMagic 55will not harm the wielder, but if the weaponcontains any non-metal material, it is destroyedwhen the spell ends.Overcharge: +1 damage per manaProtection from FireRegular; Resisted by IQRange: TouchDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Produce Flame, Affect FiresThis spell protects the target from normaland magical fires, reducing damage due to fire byone point per die.Overcharge: +1 additional target per twomana.Flaming MissileRegularRange: TouchDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: Flame BladeAny normal arrows or bolts touched by thecaster will burst into magical flame. The flamewill not harm the wielder, or the launchingweapon, but the arrows will inflict +1d damageeach on impact. The arrow is consumed by theflame after impact.Overcharge: +1 damage per mana.Wall of FireAreaRange: 40 yardsDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: FireballThis spell causes a sheet of flame five yardslong to come into being. Anyone attempting tocross the flame will take 3d damage.Overcharge: +1 hex per two mana.EngulfRegular; Resisted by HTRange: 50 yardsDuration: 10 secondsCasting Time: 5 secondsCost: 5Prerequisites: Wall of FireThis spell ignites the target, enveloping himin flame. The target takes 1d-1 damage per turn,until a natural one is rolled (causing zero damage)or the spell ends. The flame cannot be put out byany other means. Even if the target immerseshimself in water, the fire will continue to burn!Overcharge: +2 seconds per mana.Summon Fire ElementalRegularRange: 50 yardsDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Fire Bolt, Affect Fires, Produce FlameThis spell summons a Fire Elemental tofight at the behest of the caster. The FireElemental will be friendly towards the caster, butis not compelled to follow the casters orders.Overcharge: +10 seconds duration permana.Flame StrikeAreaRange: 60 yardsDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: EngulfA column of flame sixty feet tall and ninefeet in diameter (seven hexes) slams into thetarget area. Everything in the target area takes 5ddamage.Overcharge: +1d damage per mana.56 MagicHand of GloryRegularRange: SelfDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: Flame Blade, Burning Hands,InfernoOne of the casters hands (choice of left orright) bursts into flame. Attacks with this handcause 3d damage. If the caster desires, after asuccessfull attack, he may attempt to transfer theflame to the target. This is a free action, taking noextra time or mana. The caster re-rolls the spell;if successfull, the target is affected as thoughEngulf had been cast on him. This ends the Handof Glory spell.Delayed FireballRegularRange: TouchDuration: 2 minutesCasting Time: 15 secondsCost: 7Prerequisites: Flame StrikeThis spell is similar to Fireball. The spellhas no effect until the duration ends, at whichpoint it explodes. Everything in the target hextakes 8d damage. Creatures further away take onedie less damage per hex between them and thetarget hex. The caster may choose to detonate thespell before the duration elapses, but must bewithin line of sight of the target area to do so.Overcharge: +1 minute duration per mana.Incendiary CloudAreaRange: 80 yardsDuration: 3 secondsCasting Time: 5 secondsCost: 8Prerequisites: Delayed FireballThis spell takes three seconds to reachmaximum effectiveness.On the first second, a thick mist billowsoutward from the mage, filling any ten adjacenthexes. The caster may choose the hexes inquestion. Attacks into or through the affectedhexes suffer a -2.On the second round, the mist begins toheat, causing 1d+2 scalding damage to anyone inthe cloud.On the third and final round, the mistexplodes into flame, causing 6d damage to anyonecaught in the cloud.Overcharge: +1 hex area per mana.Flame Wav eAreaRange: 90 yardsDuration: 9 secondsCasting Time: 9 secondsCost: 9Prerequisites: Incendiary CloudThis spell creates a wall of fire, five hexeswide, starting at the caster and moving in astraight line. The caster selects the direction thewave moves, and it will travel at 10 yards persecond. Anyone caught in the wav es path mustdodge or take 7d fire damage. The wall travelsuntil it hits a non-flammable barrier or the spelllapses.Overcharge: +1d damage per mana.Fire StormAreaRange: 100 yardsDuration: 1 minuteCasting Time: 20 secondsCost: 20Prerequisites: Flame Wav eFire Storm causes a rain of fire to fall on theaffected area. The area is a circle with a radius often yards. Any creature in the affected areasuffers 1d-1 damage.Overcharge: +1 damage per mana.Magic 57HealingHealing spells are the central focus of manyPriests spell lists. Mages may also learn thispowerful College, but frequently do not. ManyMages feel that the College is too close toNecromancy for comfort.Detect DiseaseDivinationRange: TouchDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell enables the magic user todetermine if an object is diseased or capapble oftransmitting disease. Successful casting of thisspell will also tell you the type of disease,although not how to cure the disease itself.DiagnosisDivinationRange: TouchDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThe successful casting of this dweomer willenable the caster to determine what is wrong witha creature and will also tell you how to combatthe problem. This will grant a +3 on any FirstAid or other Medical Skill checks.Minor HealingRegularRange: TouchDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell will heal a creature of 1d hitpoints of damage. If the amount of healing rolledis higher than the number of hit points that thetarget creature is missing, then the excess healingis lost.Overcharge: +1 hit point recovered permana.Recover FatigueRegularRange: TouchDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell enables the caster to help invigoranother creature. This is a gain of 1d fatigue, evenabove the targets normal fatigue maximum. Thisspell will not work on the caster, and fatiguegained through the use of this spell may not beused to power magic or psionics!Overcharge: +1 fatigue per mana.Moderate HealingRegularRange: TouchDuration: InstantCasting Time: 2 secondsCost: 2Prerequisites: Minor HealingThis spell restores 2d+1 hit points of healthto target creature.Overcharge: +2 damage per mana.Slow DiseaseRegularRange: TouchDuration: 2 hoursCasting Time: 2 secondsCost: 2Prerequisites: Detect DiseaseWhen this spell is placed on a diseasedcreature, it greatly slows the effects of the diseaseif cast before the disease has reached critical massin the creatures body. The disease will notprogress until the spell lapses.Overcharge: +1 hour duration per mana.58 MagicSlow VenomRegularRange: TouchDuration: 2 hoursCasting Time: 2 secondsCost: 2Prerequisites: DiagnosisWhen this spell is placed upon a poisonedcreature, it greatly slows the effects of the poisonas long as the spell has been cast before thevenom has taken its full effects. It will not purgethe venom from the creature, but will keep thecreature from feeling the venoms full effect forthe duration of the spell.Overcharge: +1 hour per mana.Accelerate HealingRegularRange: TouchDuration: 12 hoursCasting Time: 3 secondsCost: 3Prerequisites: Minor Healing, Recover FatigueThis enables the target creature to recoverhit points at the rate of 1 every hour for 12 hours.Overcharge: +6 hours duration per mana.Cure BlindnessRegularRange: TouchDuration: InstantCasting Time: 3 secondsCost: 3Prerequisites: Diagnosis, Minor HealingBy touching the afflicted creature, themagic user can cure most forms of blindness. Ifthe blindness was taken at character creation, thetarget must have the character points available toremove the Disadvantage, or else the spell willfail.Resist DiseaseRegularRange: TouchDuration: 1 dayCasting Time: 3 secondsCost: 3Prerequisites: Detect Disease, Slow DiseaseThis spell will enable the target creature tobe resistant (not immune) to all forms of disease.The spell must be placed before the creature isexposed to the affliction. If exposed to a diseaseduring the spells duration, the target will have a+5 to his HT check to resist.Overcharge: +1 day per two mana.Cure DiseaseRegularRange: TouchDuration: InstantCasting Time: 4 secondsCost: 4Prerequisites: Resist DiseaseThis spell enables the caster to cure mostforms of disease. the affliction rapidly disappearsthereafter, making the target creature whole andwell in 2d+2 days. If the disease was taken atcharacter creation, the target must have thecharacter points available to remove theDisadvantage, or else the spell will fail.Major HealingRegularRange: TouchDuration: Instant;Casting Time: 4 secondsCost: 4Prerequisites: Diagnosis, Moderate HealingThis spell will heal the target creature 4d+2hit points when successfully cast. A roll of 18 isnot a success, Volker!Overcharge: +1d healed per mana.Magic 59Neutralize VenomRegularRange: TouchDuration: InstantCasting Time: 5 secondsCost: 5Prerequisites: Diagnosis, Minor Healing, SlowVenomBy means of this spell, the magic userdetoxifies any sort of venom in a creature orsubstance that is touched. Any damage that hadbeen previously done is not reversed, but furtherdamage is prevented.Spirit of the TrollRegularRange: TouchDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Recover Fatigue, AccelerateHealingThis spell enables target creature toregenerate 1 hit point every second for one fullminute.Overcharge: +10 seconds duration permana.Greater HealingRegularRange: TouchDuration: InstantCasting Time: 6 secondsCost: 6Prerequisites: Major Healing, Minor HealingThis spell restores 6d+3 hit points to thetargeted creature. Excess hit points of healing arelost. If the points healed raises the target above 0hit points, the target may make a HT check toattempt to wake up. This spell may only be castonce per day per person.Overcharge: +1d healed per mana.Raise DeadRegularRange: TouchDuration: InstantCasting Time: 6 secondsCost: 12Prerequisites: Diagnosis, Major HealingThis spell will raise the target creature fromthe dead. There is a -1 penalty to the casters rollfor every day the target has been dead. Also thetarget creature upon successful raising gains the25 point Disadvantage "Lost a Life". Thecharacter may not spend any points on anythingelse until this Disadvantage is removed.If the Disadvantage "Lost a Life" wouldreduce the target character to a point total of lessthan zero, then the spell fails, and the targetcannot be raised from the dead.Overcharge: +1 bonus to negate timepenalty per mana.RegenerationRegular; Resisted by IQRange: TouchDuration: 24 HoursCasting Time: 7 secondsCost: 7Prerequisites: Spirit of the Troll, AccelerateHealingThis will enable the target creature toregrow a lost limb in 24 hours. If the cripplinginjury was taken at character creation, the targetmust have the character points available toremove the Disadvantage, or else the spell willfail.Overcharge: -1 hour regeneration time permana.Healing TrueRegular; Resisted by IQRange: TouchDuration: InstantCasting Time: 8 secondsCost: 8Prerequisites: Recover Fatigue, Greater HealingThis spell causes target creature to instantlyrecover all lost hit points and fatigue. This spellmay only be cast once per day.60 MagicResurrectionRegular; Resisted by IQRange: TouchDuration: InstantCasting Time: 9 secondsCost: 20Prerequisites: Minor Healing, Recover Fatigue,Raise DeadThe effects of this spell are the same as theearlier spell Raise Dead, except that the targetdoes not get the 25 point Disadvantage of "Lost aLife".Overcharge: +1 bonus to defray timepenalties per mana.Cloak Of HealingRegular; Resisted by IQRange: TouchDuration: 1 HourCasting Time: 10 secondsCost: 20Prerequisites: Recover Fatigue, AccelerateHealing, Spirit of the TrollFor the duration of this spell, any creauretouching the caster will gain lost hit points at therate of 1 every second. There is no limit to thenumber of creatures that can be affected (otherthan limit of space around the caster).Overcharge: +10 minutes per mana.KnowledgeRange penalties apply to Knowledge Spells,but the range is divided by ten before the table isconsulted.Detect PoisonDivinationRange: 10 yardsDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell will allow the caster to knowwhether or not any one object or creature ispoisonous. It will also reveal the approximatetype of poison, allowing the caster a +2 on anychecks to neutralize or treat the poison.Detect TrapsDivinationRange: 10 yardsDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell will allow the caster to detect anytraps within the spells radius. Once located, thetraps may be disarmed or bypassed. The casterwill gain a +5 on any check to bypass or disarmthe trap, or can instruct another, giving the othermembers of his party a +3 to disarm or bypass thetrap.Overcharge: +5 yards radius per mana.Identify MagicDivinationRange: TouchDuration: InstantCasting Time: 1 minuteCost: 1Prerequisites: NoneEach successful casting of this spell willgive the caster knowledge of one enchantment onthe target item, the amount of mana in a wand, orone command word needed to activate the item.There is no penalty for successive castings togather more information. On a critical success,the caster will learn three enchantments orcommand words.Know AgeDivinationRange: TouchDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell will give the caster the age of thetarget item, accurate to two figures, with time unitgiven as minutes, days or years. For example, ifthe object being checked has an age of 1,687years, the caster will learn it as "1,700 years".Overcharge: +1 figure of accuracy per twomana.Magic 61AuguryDivinationRange: SelfDuration: InstantCasting Time: 1 minuteCost: 2Prerequisites: Identify MagicWhen this spell is cast, the caster may askthe GM one simple question about the future.The GM should answer truthfully, but should notfeel bad about answering, "Unknowable."Detect FoesDivinationRange: 20 yardsDuration: InstantCasting Time: 2 secondsCost: 2Prerequisites: Detect TrapsThe caster will be instantly aware of anyonewithin the 20-yard radius who intends to causehim harm. Note that the detected creatures mustspecifically want to harm the caster, and not begenerally intending to harm any who come near.Overcharge: +10 yards radius per mana.Detect InvisibilityDivinationRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Detect TrapsThe caster will become aware of theposition of any invisible objects around him.Attempts to attack any invisible objects whileunder this spell suffer a -4, rather than the usual-10. If the caster attempts to direct an ally toattack an invisible foe, the penalty is -7.Overcharge: +10 yards radius per mana.ClairaudienceDivinationRange: 30 yardsDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Detect FoesThis spell will allow the caster to hearsounds occurring up to thirty yards away asthough he or she were present. Walls and otherobstacles have no effect on this ability.Overcharge: +10 yards range per mana.ClairvoyanceDivinationRange: 30 yardsDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Detect InvisibilityThis spell will allow the caster to see thingsoccurring up to thirty yards away. Walls and suchhave no effect on this ability; neither does light orthe lack thereof, and neither does blindness.Overcharge: +10 yards range per mana.Locate ObjectDivinationRange: 3 milesDuration: InstantCasting Time: 3 secondsCost: 3Prerequisites: Detect InvisibilityThe caster will know the whereabouts ofany one object that he is familiar with. If theobject is in the possession of an intelligentcreature, the caster will not learn its location, butwill instead learn who holds it. If the caster hasonly a passing familiarity with the object inquestion, he suffers a -2 to cast this spell.Overcharge: +1 mile per mana.62 MagicDetect LiesDivinationRange: 40 yardsDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: ClairaudienceFor the duration of this spell, the caster willknow whether or not any statement made beforehim is truthful. Note that this spell does notdetect the literal truth or not; it detects whether ornot the speaker had intention to deceive.Overcharge: +30 seconds per mana.Wizard EyeDivinationRange: 150 yardsDuration: 30 secondsCasting Time: 4 secondsCost: 4Prerequisites: ClairvoyanceThis spell creates an eyeball, one inch indiameter. The eye will travel in any directiondictated by the caster, at a Move of 5. The castercan see from this eye as if it were his own. Theeye can be spotted with a -8 to Vision; ifattacked, it has no DR and two hit points. Theattacker will suffer a -10 to hit the Wizard Eye,but the Eye has no defense available.Overcharge: +10 seconds duration (and 50yards range) per mana.Know ValueDivinationRange: TouchDuration: InstantCasting Time: 5 secondsCost: 5Prerequisites: Detect LiesThe caster will gain the knowledge of theapproximate selling value of the target object.The value will be given to two figures ofaccuracy. For example, if the value of the objectis $2,743, the caster will receive the value as$2,700.Overcharge: +1 figure of accuracy per twomana.True SeeingDivinationRange: 50 yardsDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Wizard EyeThe caster will be able to see through allphantasms, illusions, seemings, invisibility andother deceptions. On a critical success, he willev en be able to see through such things as ShapeChange spells.Overcharge: +30 seconds duration permana.Magic FontDivinationRange: SpecialDuration: 10 minutesCasting Time: 6 secondsCost: 6Prerequisites: True SeeingThis spell allows the caster to scry an areaknown to him. The device to be used for scryingis a basin of water; the basin must be preparedbeforehand, costing $2,000 or more, but can beused for multiple castings.Overcharge: +1 minute duration per mana.Know HistoryDivinationRange: TouchDuration: InstantCasting Time: 6 secondsCost: 6Prerequisites: Know ValueThe caster learns the history of the object.Time limit for going into the past of the object isequal to the casters skill in Know History,squared, expressed in years. If the object is olderthan that, the caster will be aware that he couldnot reach back far enough in time to learn theobjects complete history.Overcharge: +1 to effective skill forpurposes of determining history known per mana.Magic 63Legend LoreDivinationRange: TouchDuration: InstantCasting Time: 7 secondsCost: 7Prerequisites: Know HistoryAn advanced form of the Know Historyspell, this spell has no time limit, but will onlyfunction on objects considered to be legendary.ConsequenceDivinationRange: SelfDuration: InstantCasting Time: 8 secondsCost: 8Prerequisites: Legend LoreThe caster may ask one question of theGM. The question must concern some action thatthe caster has taken in the recent past, and thepossible consequences of that action. The GMmay answer the question as truthfully as possible.A marvellous way of getting out-of-characterinformation in-character!ForesightDivinationRange: TouchDuration: 2 hoursCasting Time: 9 secondsCost: 9Prerequisites: ConsequenceThe subject of this spell gains a sort of sixthsense. The target may not be surprised, andalways knows the direction of any incomingattack. This also grants the subject a +2 to allActive Defenses.Overcharge: +1 hour duration per mana.RevalationDivinationRange: SelfDuration: SpecialCasting Time: 1 minuteCost: 20Prerequisites: ForesightThe ultimate in Divination spells. Theprimary benefits of the spell last one day, andgrant the caster the effects of True Seeing, DetectLies, Tongues and Telepathy.The secondary effects last for the remainderof the gaming session. Once per hour, thecharacter may ask the GM a simple yes-or-noquestion, which the GM must answer truthfully.LightThis College concerns itself with themanipulation of light and darkness. It is aformidable College for combat with the undead,and includes a few spells that are damaging evento normal creatures. The College of Light is notconsidered to be an Elemental College.Colour SprayArea; Resisted by IQRange: 10 yardsDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell causes a fan shaped wedge ofintense multi-coloured light to spring forth fromcasters hands. The affected dimensions are 2 by 6by 6 yards. Creatures in area of effect must makea resistance roll or be stunned.Overcharge: -1 to resist per mana.Dancing LightsRegular; Resisted by IQRange: 20 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneWhen a dancing light spell is cast, the magecreates from one to four lights that resemble64 Magictorches. The spell moves as caster wishes withoutconcentration, although if pushed past rangelimits the spell immediately ceases.Overcharge: +10 yards per manaFaerie FyreRegularRange: 80 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell causes the target to beilluminated in pale glowing light. Outlinedobjects are visible at 80 yards, 40 yards if near astrong light source. Outlined creatures are easierto strike; darkness penalties are reduced to 3/4(rounded down) of their normal values.Overcharge: A further 1-point reduction todarkness penalties per two mana.GlowRegularRange: 10 yardsDuration: 1 hourCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell causes a luminous glow in a 3yard radius of the target. The target must bewithin line of sight to the caster and remainsimmobile unless cast on a mobile object orcreature.Overcharge: +30 minutes per mana.Chromatic OrbMissileRange: 20 yardsDuration: InstantCasting Time: 2 secondsCost: 2Prerequisites: Colour SprayThis spell causes a ball of light to beformed and hurled at desired target(s), inflicting1d+2 damage. This damage is doubled againstundead.Overcharge: +10 yards or +2 damage permanaContinual LightRegularRange: 20 yardsDuration: 1d daysCasting Time: 2 secondsCost: 2Prerequisites: GlowThis is similar to the Glow spell save thatthe radius is 10 yards. Creatures that are affectedby bright sunlight are affected while in the spellradius.Overcharge: +1 day per mana. For a totalof 20 mana, the effect can be made permanent.DarknessAreaRange: 20 yardsDuration: 10 minutesCasting Time: 2 secondsCost: 2Prerequisites: GlowThis spell causes total, impenetrabledarkness in a five-yard radius. Infravision isuseless, as is ultravision. Absolutely no normallight will work. Darkness can only be dispelledby a light or continual light spell.Overcharge: +10 yards range or +1 minuteof duration per mana.StarshineRegularRange: Line of SightDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Continual LightThis spell causes all area in line of sight tobe illuminated as if by a clear, star filled sky.Darkness penalties are reduced to a maximum of-8. This spell only works outside. The spell willinflict 1d+2 damage to all undead in line of sight.Overcharge: A further 1-point reduction todarkness penalties per two mana.Magic 65InfravisionRegularRange: TouchDuration: 2 hoursCasting Time: 3 secondsCost: 3Prerequisites: Faerie Fyre, GlowBy means of this dweomer, the casterenables the target to see in normal darkness up to20 yards without light. Strong light sourcescancel this ability while the subject is within theilluminated area.Overcharge: +1 hour per mana.Cats EyesRegularRange: TouchDuration: 2 hoursCasting Time: 3 secondsCost: 3Prerequisites: Glow, Faerie FyreThis spell does not affect the subjects eyes,but rather the nature of the light reaching his eyes.For the duration of this spell, the subject suffersno Darkness penalties unless within total darkness(-10 penalty).Overcharge: +1 hour per mana.Shadow PlayRegular; Resisted by IQRange: 40 yardsDuration: 10 minutesCasting Time: 4 secondsCost: 4Prerequisites: Dancing Lights, DarknessThis spell gives caster control over shadowsin range. This will not allow the caster to attackwith the shadows, merely to alter their shape, sizeand/or location. The caster may conceal himselfor another with the shadows, increasing Visionpenalties to locate him to -8.Overcharge: +1 minute per manaAdjust TemperatureAreaRange: SelfDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: Glow, Continual LightThis spell allows the caster to affect theinfrared light in the area, causing a three yardradius around the caster to adjust in temperatureto the desired comfort zone of the caster.Overcharge: +1 minute per mana.MoonbeamArea; Resisted by WillRange: 50 yardsDuration: 5 roundsCasting Time: 5 secondsCost: 5Prerequisites: Continual Light, DarknessThis spell enables the caster to a beam ofsoft, pale light to strike down from overhead,illuminating whatever the caster desires. The lightis exactly the same as moonlight. All undead inthe 2 yard radius take 2d+3 damage with noresistance check. Lycanthropes struck by thebeam must resist or immediately shift forms.Overcharge: +1d damage to undead or -1to resist for Lycanthropes per mana.SunburstAreaRange: SelfDuration: InstantCasting Time: 5 secondsCost: 5Prerequisites: Continual Light, Faerie Fyre, ColourSprayThis spell causes 2d+3 points of damage toall undead in a 5 yard radius of the caster. Itresembles, literally, a burst of intense sunlight.Non-undead caught in the flash will take onepoint of damage, and will have a bad sunburn.Overcharge: +1d per mana.66 MagicBlade of SolRegularRange: SelfDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: MoonbeamThis is your garden variety light-sabre!The caster causes a solid beam of light to formfrom his grasp resembling a sword. This blade ofcoherent light does 3d damage per successfullattack. This damage is doubled versus undead.Overcharge: +2 damage per mana.Orb of SolMissileRange: 60 yardsDuration: InstantCasting Time: 6 secondsCost: 6Prerequisites: SunburstThis is the upgrade to Chromatic Orb. Anorb of light, cast as a missile, doing 6d damage.All creatures within the same hex as the targettake 4d damage; All creatures within one hex ofthe target creature take 2d damage. A successfulHT check will halve these damages, but thetargets suffer a -1 to HT to resist per die ofdamage taken. These damages are doubled versusthe undead.Overcharge: +1 damage per die per mana.Kaleidoscopic StrikeAreaRange: 70 yardsDuration: InstantCasting Time: 7 secondsCost: 7Prerequisites: Colour Spray, Moonbeam1 part Kaleidoscope, 1 part Flashlight, allparts Whoop-Ass! This spell directs a sixty-degree arc of dazzling light out to seventy yardsdistance. It does damage of 6d to everythingcaught in its arc.Overcharge: +10 yards range per mana.SunrayAreaRange: 80 yardsDuration: 1 minuteCasting Time: 8 secondsCost: 8Prerequisites: Continual Light, SunburstAll creatures within this spells area ofeffect - a 2 yard radius - are struck blind for 1dminutes. The hapless undead caught in the blastradius suffer 9d+9 damage!Overcharge: +1d+1 damage to all targetsper mana.Kaleidoscopic SphereArea; Resisted by HTRange: SelfDuration: 1 minuteCasting Time: 9 secondsCost: 9Prerequisites: Sunburst, StarshineCreates a sphere with a 2 yard radiuscentered on the caster. The sphere does not movewith the caster, but remains where it was created.Any creature passing through the barrier wall,including the caster, is struck with 10d points ofdamage. A successful resistance roll means thatthe target still takes 4d damage. A great spell forthe anti-social mage!Overcharge: +1 yard radius per threemana.Magic 67MatterThis College is concered with the creation,destruction or weakening of objects. Very few ofthe spells are suitable to combat, but the Collegecontains many useful utility-type spells.CopyRegular; Resisted by IQRange: 10 yardsDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell will duplicate any non-magicalwritings that the caster can see. The caster mustsupply the paper to receive the copy, but need notsupply a pen or ink. A resistance check is onlyrequired if the writings to be copied are in thepossession of another intelligent creature.Overcharge: For four additional mana, thespell will also create paper to receive the copy.EraseAreaRange: 10 yardsDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell will remove all non-magicalwritings that the caster desires within a one-yardcube. Magical writings may also be erased, butgain a Resistance check equal to the Level atwhich they were cast.Overcharge: +1 cubic yard area per mana.MendRegularRange: TouchDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell will allow the caster to repair onedamaged item. The spell will repair one break,hole or tear per casting.Overcharge: One additional instance ofdamage repaired per mana.WriteDivinationRange: SelfDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell makes it easier for a Mage totranscribe a scroll into his Grimoire. The Magemay substitute his Write level for his IQ whentranscribing. However, if a critical failure isrolled, the caster will take 1d+1 damage,bypassing all PD and DR, in addition to the usualeffects of a critical failure on transcription.Overcharge: +1 bonus to this spells SkillLevel per two mana.Lighten LoadRegular; Resisted by IQRange: TouchDuration: 1 hourCasting Time: 2 secondsCost: 2Prerequisites: MendThis spell will halve the effective weight ofthe subjects equipment for purposes of Move andEncumbrance.Overcharge: +30 minutes duration permana.ScribeRegularRange: 20 yardsDuration: 1 hourCasting Time: 2 secondsCost: 2Prerequisites: CopyWhen this spell is cast, a magical pencomes into being. The pen will write on anysurface designated by the caster, and is able toturn pages or roll scrolls. The pen will writeanything the caster wishes; all the caster need todo is take the Concentrate maneuver, and the penwill scribe far faster than the hand can move.Great for automatic mapping and a poor mansform of Eidetic Memory.Overcharge: +30 minutes duration permana.68 MagicShatterRegularRange: 20 yardsDuration: InstantCasting Time: 2 secondsCost: 2Prerequisites: MendThis spell will cause any one inanimateobject to take 1d damage, with DR protecting asnormal. If the damage caused is insufficient todestroy the object, the object takes no damage.Overcharge: +1 damage per mana.CaltropsRegularRange: TouchDuration: 20 secondsCasting Time: 1 secondCost: 3Prerequisites: ShatterThis spell will create ten small caltrops,which may then be dropped to hinder pursuers.Anyone attempting to move through a hex withcaltrops must make a DX check, with a -4 penaltyif he is unaware of the caltrops. Failure results in1d-2 impaling damage to the victims foot, andthe victim may not move faster than a Move of 1until he takes an action to remove the caltrop.Overcharge: +1 damage per mana.EncampmentRegularRange: 30 yardsDuration: 6 secondsCasting Time: 6 secondsCost: 3Prerequisites: Lighten LoadThis spell will clear small items such asstones or twigs from an area five yards indiameter. If there are tents, bedrolls or pots andpans within the affected area, they will beinstantly unpacked, set up and organized as thecaster desires. If the caster also knows any twospells from the Fire and Plant Colleges, he mayalso cause a campfire to gather and ignite.Overcharge: For two additional mana,camp may instead be broken, cleaning and re-packing all items.MalfunctionRegularRange: 30 yardsDuration: InstantCasting Time: 3 secondsCost: 3Prerequisites: ShatterThis spell will cause a mechanical device tosuffer a malfunction. It only works on relativelycomplex machinery. Most medieval weapons arefar too simple for this spell to affect; crossbows,ballistae and catapults are suitably complex, asare most traps more sophisticated than a pit.Overcharge: For two extra mana, this spellcan cause a bowstring to snap.DuplicateRegularRange: 40 yardsDuration: 10 minutesCasting Time: 4 secondsCost: 4Prerequisites: CaltropsThis spell creates a duplicate of any singleinanimate object the mage can see. The objectmust be under a cubic yard in volume. Magicalproperties are not included, nor may life forms beduplicated.Overcharge: +2 minutes duration permana.ShatterstormAreaRange: Centered on SelfDuration: InstantCasting Time: 4 secondsCost: 4Prerequisites: Malfunction or Sound BoltThis spell causes all inanimate objectswithin three yards of the caster to suffer 1ddamage. DR protects as usual. If the damage isinsufficient to destroy any object, that object takesno damage.This is also a Sound Spell.Overcharge: +1 damage per mana.Magic 69Age ObjectRegular; Resisted by IQRange: TouchDuration: InstantCasting Time: 5 secondsCost: 10Prerequisites: ShatterstormThis spell causes the touched object (whichmust be inanimate) to age one year.Overcharge: +1 year aged per three mana.FabricateRegular; Resisted by IQRange: TouchDuration: 10 minutesCasting Time: 5 secondsCost: 5Prerequisites: DuplicateThis spell allows the Mage to create anyinanimate object, up to one cubic yard in volume.Overcharge: +2 minutes duration permana.DisintegrateMissile; Resisted by HTRange: 60 yardsDuration: InstantCasting Time: 6 secondsCost: 12Prerequisites: Age ObjectThis spell attempts to destroy its target,which may be animate or inanimate. The targetwill take 6d+3 damage. If the damage caused issufficient to remove all hit points from aninanimate target, the target is reduced to fine dust;otherwise, the target takes no damage whatsoever.If used against a living target, the damage must besufficient to reduce the target to -HTx2 hit points;at that point, the target must make a HT check toremain in existence. If the target takes sufficientdamage to reduce him to -5xHT, there is noresistance check. In either case, if the target is notdestroyed, then he takes no damage.Overcharge: +1d per mana.RustRegularRange: TouchDuration: 20 secondsCasting Time: 6 secondsCost: 6Prerequisites: Age ObjectThis spell allows the caster to cause anymetal to become corroded. The touch of thecaster while the spell is in effect will reduce theDR of any piece of metal armour by 1d. Half ofthe amount rolled, rounded down, will also besubtracted from PD. If the caster successfullygrabs a metal weapon (an unarmed combatmaneuver with a -2), the weapon will becomecorroded beyond usefulness. Note that despite thename, the spell will corrode any metal save forcertain rare magical types (mithril andadamantium, for example).Overcharge: +5 seconds per mana.EntrenchmentAreaRange: 70 yardsDuration: PermanentCasting Time: 7 secondsCost: 35Prerequisites: DisintegrateThis spell will instantly create a simplefortification. The mage specifies any fifteen hexeswithin his range; all of these hexes are excavatedto three feet, and the removed material placed inan adjacent hex to form a barrier. If adjacenthexes are chosen to be excavated, they will form atrench, and the materials will form a wall. Thespell will function anywhere that there is at leastthree feet worth of flooring material.Overcharge: +2 hexes per mana.BastilleAreaRange: 80 yardsDuration: PermanentCasting Time: 8 secondsCost: 40Prerequisites: EntrenchmentThis spell is a more powerful version of theearlier spell, Entrenchment. When cast, the spell70 Magiccreates a tower, five hexes in diameter, four feetdown, and ten feet up. There will be two lev elswithin the tower plus a roof, a door and staircaseleading up to the upper level, a staircase leadingfrom the upper level to the lower level, and aladder to reach the roof. The tower will be builtof stone, if it is cast in an area primarily made ofstone; otherwise, it will be made of mud brick.CrystalbrittleRegular; Resisted by IQRange: 90 yardsDuration: 1 minuteCasting Time: 9 secondsCost: 9Prerequisites: Disintegrate, ShatterThis spell causes any inanimate objectwithin the casters line of sight to become asbrittle as crystal. Affected objects may be up toseven hexes in size, or up to three hexes of alarger object may be affected. While the spell isin effect, the target object has PD 1, DR 1, and 5hit points.Overcharge: For three additional mana, asingle living creature of size +1 or smaller may beaffected.Fabricate TrueRegularRange: TouchDuration: PermanentCasting Time: 10 secondsCost: 20Prerequisites: Fabricate plus one spell from eachof Air, Fire,Water, EarthThis spell allows the Mage to create anynumber of inanimate objects, up to one cubic footin volume. Unlike the earlier Fabricate spell,these objects are permanent. Inherently valuableobjects may be created, but the maximum valuethat may be created is $2,000.Overcharge: One additional cubic yard ofvolume per 10 mana.Meta-SpellsThese are spells to affect spells. They arethe most complex magics available. All Meta-Spells have a further pre-requisite of MagicalAptitude.CantripRegularRange: 10 yardsDuration: 1 secondCasting Time: 1 secondCost: 0Prerequisites: NoneCantrips are very minor magics. The castermay do just about anything that causes nodamage, creates nothing of value, and generallydoes nothing important. Examples includegathering spilled objects, flavouring food, lightinghis pipe, or creating a tiny puff of smoke. Criticalfailures on this spell rarely do more than theopposite of what was intended.Detect MagicDivinationRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: Magical AptitudeThis spell will allow the caster to determineif anything within his line of sight is magical.Magical objects will appear to glow; no roll isneeded to detect them while this spell is in effect.The glow of magical items is apparent only to thecaster.Overcharge: +10 seconds duration permana.EnhancementRegularRange: SelfDuration: SpecialCasting Time: 2 secondsCost: 1Prerequisites: Magical Aptitude 2This spell allows the caster to enhance thenext spell that he casts. The caster may increasethe damage done by the target spell by one pointMagic 71per die. Only damage-causing spells may beaffected by this spell.Overcharge: +1 point per die furtherenhancement per two mana.Fake AuraRegular; Resisted by IQRange: TouchDuration: 1 dayCasting Time: 1 secondCost: 1Prerequisites: Magical AptitudeThis spell causes the target object to radiatemagic. Mages who beat their Sense Magic roll bya greater margin than the caster will see throughthe deception, but any other means of detectingmagic will always be taken in.Overcharge: +1 bonus to margin of successper mana.DilationRegularRange: SelfDuration: SpecialCasting Time: 2 secondsCost: 2Prerequisites: EnhancementThis spell will increase the duration of thenext spell cast by one-sixth.Overcharge: One-sixth further increase induration per two mana.PatternweaveDivinationRange: 20 yardsDuration: InstantCasting Time: 2 secondsCost: 2Prerequisites: Any one Knowledge spellThis spell allows the caster to make senseof chaos. The caster may look upon some potteryfragments, and see the original vase, or see shredsof paper as if they were reformed into a singlepage. This has the effect of adding +3 to anyattempt to repair, read, or re-create the original.Overcharge: +1 further bonus per mana.Protection from CantripsAreaRange: SelfDuration: 1 hourCasting Time: 2 secondsCost: 2Prerequisites: CantripNo doubt some twerp of an apprentice usedCantrip to over-spice his masters food; or maybethe master merely wished the apprentice tomanually pick up the spilled keg of corn. Thisspell will render any and all cantrips within itsthree-yard diameter (centered on the caster)completely ineffective.Overcharge: +10 minutes duration permana. For two additional mana, a target otherthan the caster may be selected.AlacrityRegularRange: SelfDuration: SpecialCasting Time: 1 secondCost: 3Prerequisites: DilationThis spell will reduce the casting time ofthe next spell cast by two seconds. Casting timemay not be reduced below zero.Overcharge: An additional one-secondreduction in casting cost per two mana.Remove CurseRegularRange: TouchDuration: Instant, or 10 secondsCasting Time: 3 secondsCost: 3Prerequisites: Protection from CantripsThis spell will remove any one curse, ortemporarily shut down any hexed item. If thecurse was acquired at character creation, thecharacter must have the points to buy it off, elsethe spell fails.72 MagicUndetectable MagicRegularRange: SelfDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Protection from CantripsWhile this spell is in effect, no magicalradiation will extend past the caster. Anyoneattempting to locate any magical items on thecaster, or detect any spells cast by the caster, mustbe touching the caster.Overcharge: +20 seconds duration permana.Dispel MagicRegular; Resisted by Spell LevelRange: 40 yardsDuration: InstantCasting Time: 4 secondsCost: 4Prerequisites: Remove CurseThis spell will remove any one other spell.The caster must have a greater margin of successwhen casting this spell than the target spell hadwhen cast. Even permanent effects may beremoved with this spell, unless the target spellsdescription says otherwise. If cast on anenchanted object, the object will merely becomedormant for one minute.Overcharge: +1 to margin of success permana.ExtensionRegularRange: SelfDuration: SpecialCasting Time: 2 secondsCost: 4Prerequisites: AlacrityAnother spell-enhancing spell, Extensioncauses the range of the next spell to be increased20%. If the next spell cast has no range - is selfonly or touch - then the Extension spell fails.Overcharge: A further +10% increase inrange per mana.AugmentationRegularRange: SelfDuration: SpecialCasting Time: 2 secondsCost: 5Prerequisites: ExtensionA more powerful form of the Enhancementspell, Augmentation adds one point of damage perdie to the next five damage-causing spells thecaster throws. Casting non-damaging spells willnot disrupt this spell.Overcharge: +1 damage per die per twomana.Far ReachingRegularRange: 50 yardsDuration: SpecialCasting Time: 5 secondsCost: 5Prerequisites: ExtensionThe next spell cast by the caster, if it has arange of Touch, will be given a range of 50 yards.If the next spell cast has a range greater thanTouch, then the 50-yard range is added to thetarget spells range. If the next spell cast has arange of Self, the Far Reaching spell will fail.Overcharge: +10 yards per mana.ContingencyRegular; Resisted by IQRange: SelfDuration: 7 daysCasting Time: 6 secondsCost: 6Prerequisites: Far ReachingThis spell allows the caster to place anotherspell in abeyance. The caster sets a conditionupon which the target spell will be activated. Thiscondition may be as simple or as complex as thecaster wishes.The target spell may not be a missile spell.However, any other spell may be selected.Casting cost for the target spell is paid at the timethe Contingency spell is cast, but may not beregained until the Contingency spell ends. Whenactivated, the target spell is cast within the sameMagic 73second that the condition became true.If the Contingency does not occur beforethe spell lapses, the target spell fails.Overcharge: +1 day duration per mana.Spell BlastRegular; Resisted by WillRange: 60 YardsDuration: InstantCasting Time: 1 secondCost: 6Prerequisites: AugmentationA particularly nasty countermagic, thisspell forces the target, who must be in the processof casting a spell, to immediately botch his spellas though he had rolled an 18! The target mayresist the spell by rolling Will; on a successfulresist, he may continue casting his spell.Overcharge: -1 to Will to resist per twomana.Spell TurningBlockingRange: SelfDuration: InstantCasting Time: InstantCost: 5Prerequisites: Spell BlastThis spell causes any one spell targeting thecaster to instead affect its caster! The affectedspell must have specifically target the Mage; Areaspells that happen to include the Mages hex, orMissile spells with a blast radius targetingsomeone other than the Mage may not be turned.The Mage suffers a -1 to his roll on this spell perlevel of Magical Aptitude his opponent has, and afurther -1 if his target is an Elf.Spell ImmunityRegular; Resisted by IQRange: TouchDuration: 1 minuteCasting Time: 8 secondsCost: 8Prerequisites: Spell TurningThis spell renders its target virtuallyimmune to all Magics. Anyone attempting to casta spell on the subject, either hostile or friendly,suffers a -15 to their attempt! However, thesubject of the spell also suffers a -15 to any spellshe or she attempts to cast.Overcharge: +10 seconds per mana.DisjunctionAreaRange: SelfDuration: InstantCasting Time: 9 secondsCost: 9Prerequisites: Spell ImmunityThis spell causes a momentary disruptionof all mana within a three yard radius of thecaster. All spell-casters within the area, includingthe caster himself, lose all their mana; All spellswithin the area immediately fail; all magical itemsin the area shut down for one full minute. Wands,staves and rods lose all their charges; elixers andscrolls are ruined; one-shot magical items areruined.Overcharge: +1 yard radius per mana.Concentrate ManaAreaRange: SelfDuration: 1 dayCasting Time: 10 secondsCost: 20Prerequisites: DisjunctionThis spell causes mana within several milesof the caster to become focused on the hex thecaster occupies, and the six hexes around it. Thisarea is considered a high-mana zone; spell-casterswithin this area regain mana twice as fast asnormal, and may automatically double the amountof environmental overcharge mana they maydraw.Due to the fact that this spell draws allenvironmental mana into one point, this spell willfail if there is another high-mana zone withinthree miles of the caster.Overcharge: +1 day per mana.74 MagicMindThe ability to control anothers mind is apowerful weapon, but one that is easily mis-used.Many Mages refuse to learn this College, as manyof the spells have evil uses.CharmRegular; Resisted by WillRange: 10 yardsDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell causes the target to make areaction check with a +1 towards the caster. Ifthe result is lower than an earlier reaction check,discard it.Overcharge: +1 to the reaction check permana, to a maximum of +5.CommandRegularRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell allows the caster to deliver a one-word command to the target, which must beinstantly obeyed. The command must be clearly averb. The target will carry out the command forexactly one second, to the best of his ability; acommand to "die" would make his heart skip, andmake him fall down.Remove FearRegular; Resisted by WillRange: TouchDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneWith a touch, the caster may remove theeffects of a Fright Check. Permanent effects willnot be undone, but temporary effects, such asstunning or flight, may be immediately removed.The target may resist if he wishes, or mayacquiesce.SleepRegular; Resisted by IQRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell will put one target into a naturalsleep unless he rolls his resistance. The targetwill slump to the ground without wakening, butmay be awakened normally.Overcharge: +1 target per mana.EnthrallRegular; Resisted by IQRange: 20 yardsDuration: SpecialCasting Time: 2 secondsCost: 2Prerequisites: CharmThe caster may hold up to two targetsenthralled, unable to take any action. The castermust concentrate to keep the enthrallment up; ifthe casters concentration slips, the targets will befreed. Every sixty full seconds of continuousconcentration, the caster must make a Will checkor lose his concentration.Overcharge: +1 target per mana.ForgetRegular; Resisted by IQRange: 20 yardsDuration: PermanentCasting Time: 2 secondsCost: 2Prerequisites: Remove FearThe caster may repress up to the last tenseconds of the targets memories unless the targetsuccessfully resists the spell. Dispel Magic willrestore the lost memories.Overcharge: +10 seconds per mana.Magic 75LaughterRegular; Resisted by HTRange: 20 yardsDuration: SpecialCasting Time: 2 secondsCost: 2Prerequisites: CommandThe caster causes his victim to break outinto uncontrollable laughter. The target will laughfor 1d seconds, with no ability to keep silent.Every second thereafter, he may make a HT checkto attempt to stop laughing. A target who is underthe effect of this spell is treated as thoughstunned.Cause FearRegularRange: 30 yardsDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: LaughterThe caster causes the target to make aFright Check at a -1.Overcharge: -1 on the Fright Check permana.DeludeRegularRange: SelfDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: ForgetThis spell is designed specifically to defeatdivinations. The caster may, while the spell is ineffect, cause any spell used to gather informationabout himself to give misleading information.The caster selects a persona that he wishes toconceal himself as, usually a brief descriptionsuch as "black-hearted troll" or "noble paladin".SuggestionRegular; Resisted by IQRange: 30 yardsDuration: 10 minutesCasting Time: 3 secondsCost: 3Prerequisites: EnthrallThe victim of this spell becomes verytrusting; the next suggestion given to the subjectby the caster will seem quite reasonable. The GMshould make a second Reaction check with a +4to the result to determine how an NPC will reactto a given suggestion.Overcharge: A further +2 to the reactioncheck per mana.ConfusionRegular; Resisted by IQRange: 40 yardsDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: Cause FearThe target of this spell will becomecompletely befuddled. If the target wishes to takeany action at all during a round, he must make aWill check.Overcharge: -1 to the targets Will checkper mana.Mnemonic EnhancementRegularRange: SelfDuration: InstantCasting Time: 4 secondsCost: 4Prerequisites: Any three Knowledge SpellsThe caster uses this spell to boost his ownmemory. When the spell is cast, the casterimmediately forgets it - it becomes unmemorized.In its place, any other spell from the castersGrimoire is instantly memorized. The castersGrimoire need not be in his possession when thespell is cast.76 MagicRead MemoriesRegular; Resisted by IQRange: TouchDuration: 1 hourCasting Time: 5 secondsCost: 5Prerequisites: Mnemonic EnhancerThis spell allows the mage to browsethrough his targets memories. Note that thecaster must relive the memories, from the targetspoint of view, and that this will take as long as itwould to actually re-live the memories.However, the caster may rapidly seek through thememories to find the ones he is looking for; thiswill take 1dx5 minutes of scanning, 1dx2 minutesif the caster was actually present during theev ents in question.Overcharge: +10 minutes duration permana.StupidityRegular; Resisted by IQRange: TouchDuration: 1 hourCasting Time: 5 secondsCost: 5Prerequisites: ConfusionThe target of this spell loses two points ofIQ for the duration of the spell.Overcharge: -1 further point of IQ per 2mana.DominationRegular; Resisted by IQRange: 60 yardsDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: Laughter, SuggestionThis is a powerful direct mind-control spell.The targets body is usurped by the caster, whomay make use of it as he pleases. The castersbody falls into a trance-like state while this spellis in effect, completely unable to defend itself.Overcharge: -1 to resist per two mana.GeasRegular; Resisted by IQRange: TouchDuration: PermanentCasting Time: 6 secondsCost: 6Prerequisites: StupidityThis spell implants a very powerfulcompulsion into the mind of the target. Thecompulsion may be as simple or as complex asthe caster wishes. Any time that the target wishesto violate the conditions of the Geas, he mustmake a Will roll, modified by the casters marginof success. A Remove Curse spell will negate theGeas.Overcharge: -1 to Will roll to resist permana.QuestRegular; Resisted by WillRange: TouchDuration: SpecialCasting Time: 7 secondsCost: 7Prerequisites: GeasSimilar to the earlier spell, Geas, sav e thatthe target is imbued with a more complexcompulsion. The Quest spell will force the targetto go to extreme measures to complete theconditions of the spell. Attempts to act againstthe conditions of the spell require a Will roll toattempt; failure means that not only must thetarget follow the conditions of the spell, he willalso take a point of damage! Once all conditionsof the spell are met, or if Remove Curse is cast onthe victim, the spell will end.Overcharge: -1 to Will roll to resist permana.Magic 77Mind BlankRegularRange: SelfDuration: 1 minuteCasting Time: 8 secondsCost: 8Prerequisites: Suggestion, ConfusionWhile under the effects of this spell, thecaster may not be the target of anyCommunication or Mind spells, nor mayTelepathy be used on the caster! However, thecaster suffers a similar inability in his own uses ofthese spells or powers.Overcharge: +20 seconds duration permana.Modify MemoriesRegular; Resisted by IQRange: 90 yardsDuration: 1 hourCasting Time: 9 secondsCost: 9Prerequisites: Read Memories, Forget, CommandSimilar to the spell Read Memories, sav ethat memories may be rewritten. Rewritingmemories requires twice as much time as simplyreading them, as they must be read, altered andthen played back in real time.Overcharge: +10 minutes duration permana.Mind KillerRegular; Resisted by WillRange: TouchDuration: InstantCasting Time: 10 secondsCost: 20Prerequisites: Modify MemoriesThis is a very powerful and evil spell. Thecaster ejects all traces of consciousness, memoryand thought from the target creature, unless thetarget resists. The targets Resistance check is notmodified by the casters margin of success. Theremaining husk of a body may not be re-educated,as it has no mind, but will continue to live andbreathe.MovementThe ability to increase or augment onesability to move is quite popular. Howev er, someof the spells in this College are almost moredangerous than they are worth.JumpRegularRange: SelfDuration: 1 secondCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell grants the caster the ability tojump ten yards in a straight line from standingstill, with a height of three yards. With a runningstart, the caster may double his broad jump.Overcharge: +1 yard forward or +1 footstraight up per mana.Seal PortalRegularRange: TouchDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneA door or window touched by the casterbecomes locked, even if the caster has no cluehow the locking mechanism works. If the doordoes not normally lock, it becomes stuck,requiring a ST check against the casters marginof success to open.Slow FallBlockingRange: SelfDuration: One fallCasting Time: InstantCost: 1Prerequisites: NoneThe casters falling speed drops to less thanone yard per second, so that the caster takes nodamage from the fall. The spell lasts until thecaster reaches the bottom.78 MagicSpider ClimbRegular; Resisted by IQRange: TouchDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThe casters fingertips and toes becomesticky, allowing him to adhere to walls. Thecaster gains a +5 on Climbing rolls until the spellwears off. However, the caster suffers a -5 to anyDX checks and DX-based skills requiring finemotor control, due to the stickiness of his fingers.Overcharge: +10 seconds duration permana.LevitationRegular; Resisted by IQRange: 30 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Slow FallThe target of this spell may be lifted intothe air or lowered again. Vertical movement rateis one yard per second, and unless the target hassome physical barrier to push against, he will beunable to move horizontally.Overcharge: +10 seconds duration permana.TelekinesisRegularRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Spider ClimbThis spell allows the caster to manipulatethings up to twenty yards away as though he werephysically present.Wizard LockRegularRange: TouchDuration: PermanentCasting Time: 2 secondsCost: 4Prerequisites: Seal DoorSimilar to the earlier spell Seal Door, thisspell will seal any openable object. Only aKnock, Dispel Magic or Remove Curse spell willopen an object upon which Wizard Lock has beencast, and the caster of these spells must defeat theWizard Lock spell in margin of success.The mage who cast the Wizard Lock spellmay freely open and close the target object.FlightRegular; Resisted by IQRange: TouchDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: LevitationThis spell allows the caster, or any otherperson touched by him, to fly at a rate equal totwice his Move.Overcharge: +1 Move per mana.HasteRegular; Resisted by HTRange: TouchDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Slow Falling, JumpThis spell causes the target to gain a +2 toBasic Speed and Dodge. When the spell lapses,the target will lose twice as many points ofFatigue as he had gained in Basic Speed.Overcharge: +1 additional Basic speed andDodge per two mana, to a maximum of +5.Magic 79KnockRegularRange: TouchDuration: InstantCasting Time: 3 secondsCost: 3Prerequisites: TelekinesisThis spell will unlock any openable item orportal. It will defeat a Hold Portal spell instantly.A Wizard Lock spell will also be defeated by thisspell, provided the Knock spell has a highermargin of success than the Wizard Lock spell.Forced MarchRegular; Resisted by HTRange: 40 yardsDuration: 12 hoursCasting Time: 4 secondsCost: 4Prerequisites: HasteThis spell will double the overland travelrate of the caster and three others chosen byhimself. All affected party members must remainwithin forty yards of the caster during the march,or the spell ceases to affect them. At the end ofthe Forced March, the affected individuals willlose four hit points and all their Fatigue.Overcharge: +1 person per mana.SlowRegular; Resisted by DXRange: 40 yardsDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: HasteThis spell will reduce any one personchosen by the caster to a Move of 1.Furthermore, the target of the spell may onlychoose a Maneuver once every other round.Overcharge: +1 person affected per twomana.Free ActionRegular; Resisted by IQRange: TouchDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: SlowWhen this spell is cast, the caster or anyone person touched by him becomes immune toany movement-affecting spells, including Weband Bind. Furthermore, the target of the spell nolonger has to worry about terrain factors. Aslippery floor will not cause him to fall; roughterrain doesnt slow him down. Note, however,that this spell will not defeat a Wizard Lock.Overcharge: +10 seconds per mana.Telekinesis TrueRegularRange: 50 yardsDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Telekinesis, LevitationThis spell allows the caster to manipulateobjects by the power of his mind. The castersTelekinesis is considered to have a ST of 20 forall purposes.Overcharge: +5 ST per mana.Easy MarchRegular; Resisted by HTRange: 60 yardsDuration: 12 hoursCasting Time: 6 secondsCost: 6Prerequisites: Free ActionThis spell allows the caster, and any fourpeople chosen by him at the time the spell is cast,to move overland at their full movement rate. Noterrain features will deduct from their speed.Overcharge: +1 person per two mana.80 MagicGreat HasteRegular; Resisted by HTRange: TouchDuration: 20 secondsCasting Time: 6 secondsCost: 6Prerequisites: Haste, LevitationThe caster, or one person touched by him asthe spell is cast, may take two turns every secondinstead of one. At the end of this spell, the targetmust make an Ageing check!Overcharge: +1 to HT to resist Ageing permana.HighwayRegularRange: SpecialDuration: SpecialCasting Time: 7 secondsCost: 7Prerequisites: Easy MarchThis spell creates a magical path, extendingover any terrain. The caster chooses hisdestination point, and the Highway will link hiscurrent position with his destination. The pathremains until the caster reaches his destination.Trav el along the path occurs at twicenormal speeds. The caster and his party maycamp on the Highway, but may not leave it untilthey reach their destination. If the party doesleave the Highway prematurely, the spell ends.Suppress InertiaAreaRange: 8 yardsDuration: 1 minuteCasting Time: 8 secondsCost: 8Prerequisites: Telekinesis, Free ActionThis unusual spell has the effect ofremoving all inertia from the area around theMage! The practical results of this are: Noweapons will function; hand-to-hand combat isineffectual, except for holds and locks; the ST ofany person within the affected zone is multipliedby ten for the purposes of moving objects only.Overcharge: +10 seconds duration permana.Chariot of the GodsRegularRange: SpecialDuration: 1 hourCasting Time: 9 secondsCost: 9Prerequisites: THighway, any one Light orDimension spellThis spell summons a giant, flaming chariotto convey the caster and up to five other people.The flames given off by the chariot do not harmthe caster or his party, but will cause 1d-1 firedamage to anyone within five hexes of it. Thechariot can fly at a rate of 240 miles per hour. Atthe end of the spell, the chariot will land, ratherthan simply dumping its passengers off at highaltitude.Overcharge: +30 minutes duration permana.Haste TrueRegular; Resisted by HTRange: 30 secondsDuration: 1 minuteCasting Time: 10 secondsCost: 10Prerequisites: Great Haste, FlightThe ultimate boost in movement, this spellwill triple the Move of the caster or one personselected by him, and also grant a second turn, asper Great Haste. When the spell ends, the targetmust make an Ageing check.Overcharge: +1 to HT to resist Ageing permana.Magic 81NecromancyAlmost every mage agrees that the Collegeof Necromancy is purely evil, and should never belearned by anyone, for any reason. A smallnumber of mages disagree, holding that some ofthe spells in the College may be used for good.And of course, there are a few evil mages whosimply see this College as a path to power.Chill TouchRegular; Resisted by HTRange: TouchDuration: SpecialCasting Time: 1 secondCost: 1Prerequisites: NoneThe caster may drain the life-force of hisvictim with a mere touch. One of the castershands glows a bright blue. When the Magesuccessfully touches his target, the target takes1d-1 damage, bypassing all PD and DR. Half thedamage inflicted on the target can be used toreplace any hit points the Mage has lost. If theMage is uninjured, or the amount availableexceeds the damage the Mage has taken, theexcess is lost.Overcharge: +1 damage inflicted per mana.Detect UndeadDivinationRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneWhen this spell is cast, the Mage willbecome aware of the location of any and allundead within range of the spell. This spell is notlimited by physical barriers or invisibility, and ona critical success, will even function across theGauntlet.Overcharge: +5 yards radius per mana.Invisibility to UndeadRegularRange: SelfDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell will render the caster totallyinvisible to any undead. Mindless undead such asSkeletons and Zombies will ignore the caster; themore intelligent sort may still be aware of thecasters presence, but will have a -10 to locate orsuccessfully attack the caster. If the caster attacksan undead while under this spell, the spell isbroken for that one undead creature only.Overcharge: +10 seconds duration permana.Turn UndeadRegularRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneAll undead within the range of the spellwill take 1d damage. If this damage is sufficientto destroy the undead, then it is destroyed;otherwise, the undead takes no damage, butinstead must roll vs. IQ or flee.Overcharge: +2 damage per mana.Death RecallDivinationRange: TouchDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Detect UndeadThe caster may, by looking into the eyes ofa corpse, relive the last sixty seconds of thatcorpses life. The ev ents are played back in realtime.Overcharge: +30 seconds duration permana.82 MagicFeign DeathRegular; Resisted by IQRange: SelfDuration: 10 minutesCasting Time: 2 secondsCost: 2Prerequisites: Invisibility to UndeadThis spell places the caster in a state ofsuspended animation nearly indistinguishablefrom death. Anyone attempting to determinewhether or not the caster truly is dead must makea Medicine or First Aid roll at a -6. The castermay select any duration within the maximum, butmay not abort the spell prematurely. The caster isalso totally unaware of his surroundings while thespell is in effect.Overcharge: +2 minutes duration permana.Spectral HandMissileRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Chill TouchThis spell is similar to the earlier ChillTouch spell. The caster brings into existence aglowing blue hand, which will fly forward tostrike the selected target. The hand will cause1d+2 damage to the target, bypassing all PD andDR. Half the damage inflicted (rounded down)may be applied to heal any damage previouslytaken by the Mage.Overcharge: +2 damage inflicted per mana.Animate ZombieRegularRange: TouchDuration: PermanentCasting Time: 3 minutesCost: 15Prerequisites: Death RecallThis spell must be begun within fiveminutes of the death of the target creature. Thetarget creature is animated as a Zombie.The Zombie will have a ST of 12, DX of 10and HT of 15. Its IQ falls to zero, and all of itsSkills are removed. The Zombie will have no PDor DR, unless dressed in armour, but is naturallyimmune to Crushing damage.The caster may give the Zombie a set ofsimple instructions, as many as ten words, whenthe Zombie is animated. The Zombie will followthese instructions, and do nothing else. Theinstructions may not be changed without the useof a command Undead spell.Overcharge: +1 hit point on the Zombieper mana. If the caster knows the Teleport spell,and a total of twenty mana are spent, the creaturemay instead be animated as a Crypt Guardianwith a fifty-word instruction set.Command UndeadRegular; Resisted by Spell LevelRange: 30 yardsDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Detect Undead, Invisibility to UndeadThis spell allows the Mage to issue neworders to the various types of mindless Undead.If the Undead was previously controlled by thecaster, no resistance is possible; otherwise, thelevel of the creating or most recently controllingspell is used to resist with.Overcharge: +1 to margin of success permana, to a maximum total of 20.Paralyze UndeadRegular; Resisted by HTRange: 30 yardsDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Spectral HandThis spell will cause any four undeadcreatures selected by the caster to become totallyimmobile. Mindless undead may not resist; free-willed undead may resist as normal.Overcharge: +1 creature per mana.Magic 83Animate SkeletonRegularRange: TouchDuration: PermanentCasting Time: 4 minutesCost: 20Prerequisites: Animate ZombieThis spell will reanimate any one corpse asa Skeleton. Any flesh remaining on the boneswill rot away rapidly, within three days ofcreation.The Skeleton will have a ST of 10, DX of12 and HT of 10. Its IQ falls to zero, and all of itsSkills are removed. The Skeleton will have noPD or DR, unless dressed in armour. TheSkeletons Basic Speed, Move and Dodge are allat 6, and it may be granted one combat/weaponskill at its DX+1. Skeletons take only halfdamage from Cutting attacks, and at most onlyone point from Impaling attacks.The caster may give the Skeleton a set ofsimple instructions, as many as twenty words,when the Skeleton is animated. The Skeleton willfollow these instructions, and do nothing else.The instructions may not be changed without theuse of a Command Undead spell.Overcharge: +1 hit point to the Skeletonper mana.ContagionRegular; Resisted by HTRange: TouchDuration: SpecialCasting Time: 4 secondsCost: 4Prerequisites: Spectral Hand, Feign DeathBy means of this spell, the caster causes histarget to fall prey to disease. The target of thisspell will lose one hit point per day until thedisease is removed. No methods of healing,including daily natural healing, will repair thisdamage until the disease is cured. The diseasemay be removed by means of a Cure Disease orRemove Curse spell. A Medicine roll at -8 willalso cure the disease, as will killing the caster ofthis spell.Soul JarRegularRange: 50 yardsDuration: SpecialCasting Time: 5 secondsCost: 5Prerequisites: ContagionBefore casting this spell, the caster musthave prepared a talisman worth a minimum of$10,000 (100 gp). When the spell is cast, thecasters body falls unconscious, and his soul istransferred to the talisman. The caster maychoose to project his soul from the talisman toany other living body within fifty yards of thetalisman, including his own. If the caster choosesto return to his own body, the spell ends.If the caster attempts to enter another livingbody, he must make a contested Will roll vs. thetargets Will. If the caster succeeds, the mind ofthe target is suppressed temporarily, and the castertakes over the body. All the casters Skillsremain, though they may be modified by thetargets DX score.The target of this spell may attempt to wrestcontrol of his body away from the controllingmage under the following circumstances: Thebody is injured in any way; the mages body isinjured; the caster goes to sleep. If the castersbody is destroyed while this spell is in effect, thespell becomes permanent. If the talisman isdestroyed while the spell is in effect, the castersspirit is destroyed, and his body becomes amindless husk!84 MagicSummon UndeadRegularRange: TouchDuration: SpecialCasting Time: 5 secondsCost: 5Prerequisites: Animate SkeletonThis spell will call a group of undead,usually Dybbuks, Barrow Wights or Wraiths, tofight for the caster. The exact type and numbermay be determined on the chart below.Roll Type---- ----1-3 1d Dybbuks4-5 1d/2 Barrow Wights6 1 WraithOf course, if there are undead nearby, theGM may choose to simply select the undead typesthat respond. The undead will immediately enterinto battle on behalf of the caster, and departpeacefully when the combat ends.Overcharge: +1 undead summoned perthree mana.Death TouchRegular; Resisted by HTRange: TouchDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: Soul JarWhen this spell is cast, the casters hand(casters choice, left or right) begins to glow asickly green. A single touch with this hand willinflict 5d damage, bypassing all PD and DR. Ifthe damage done is equal to twice the targets HT,the target must resist or be instantly slain;otherwise, the target takes no damage.Overcharge: +1d damage per mana.ReincarnationRegularRange: TouchDuration: 1 minuteCasting Time: 6 hoursCost: 30Prerequisites: Soul JarThis spell allows the caster to bring onerecently slain person back to life. However, itdoes so by forcing a reincarnation of the target;the targets race will not neccessarily be the sameas it was originally.To determine the target characters newrace, roll 2d and consult the following table:Roll Race---- ----2 Half-Ogre3-4 Halfling5-6 Dwarf7 Human8-9 Gnome10-11 Half-Ork12 Half-ElfThe target character will find his way to theparty within 3d days. The target will have theDisadvantage of Lost a Life, worth -25 points,and may not spend any Character Points onanything else until this Disadvantage is boughtoff.There is a -1 penalty to this spell for everyday that the target has been dead. This spell willnot function at all on Elves, and Half-Elves mustmake a Will check before it will function onthem. The spell may only be attempted once!Overcharge: +1 bonus to defray timepenalties per mana.Control UndeadRegular; Resisted by IQRange: 70 yardsDuration: 1 minuteCasting Time: 7 secondsCost: 7Prerequisites: Comand Undead, Animate ZombieThis spell allows the caster to take controlof one undead creature. The caster may direct theundead to take any action of which it is capable.Forcing the undead to act requires that the MageMagic 85take the Concentrate maneuver. If the Mage doesnot concentrate, mindless undead will continuewith their last orders; free-willed undead willsimply do nothing.Overcharge: +20 seconds per mana.Death RayMissileRange: 80 yardsDuration: InstantCasting Time: 6 secondsCost: 10Prerequisites: Death TouchWhen this spell is cast, a ghostly green rayleaps from the casters hand to strike his target.The target may attempt to dodge. The ray causes6d damage. If the amount of damage caused isequal to or greater than twice the HT of the target,the target is instantly slain. If not, the target takesno damage.Overcharge: +1d damage inflicted permana.EnbalmingRegularRange: TouchDuration: PermanentCasting Time: 6 hoursCost: 36Prerequisites: Animate Skeleton, ChooseFuture (Dimension),Cause Fear (Mind)This spell will reanimate any one corpse asa Mummy. The Mummy must be properlyenbalmed and wrapped in linen as part of thecasting of the spell.The Mummy will have a ST of 15, DX of14, HT of 10, and 15 hit points. Its IQ falls toseven, if not already lower, and all of its Skills areremoved. The Mummy may not be dressed inarmour, but will have a natural DR of 4. TheMummy may be granted the Brawling skill at itsDX+4.The caster may give the Mummy a set ofsimple instructions, as many as twenty words,when the Mummy is animated. The Mummy willfollow these instructions, and do nothing else.The instructions may not be changed without theuse of a Command Undead spell.Overcharge: +1 hit point to the Mummyper mana.Army of DarknessAreaRange: 100 yardsDuration: 1 dayCasting Time: 10 minutesCost: 20Prerequisites: Animate Skeleton, Command UndeadThis spell must be cast on a battlefield orgraveyard. One hundred Skeletons will beanimated, as per the Animate Skeleton spell, andwill follow the casters instructions explicitly.Overcharge: +5 Skeletons per mana.PhantasmIllusions and semi-real mental effects arethe calling cards of this College. Resistance rollsrepresent the act of disbelief, but as the effects aresometimes real, a Resistance check is not alwayspossible.Audible GlamerRegularRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell allows the caster to create anillusion of noise. The noise may be of anythingthe caster has ever heard, but may not containmeaningful language. The noise will be muffled,but quite audible. The center of the noise may beanywhere within the range of the spell.This is also a Sound spell.Overcharge: +10 seconds duration permana.86 MagicBlurRegularRange: SelfDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell makes the casters outline blurryand indistinct, causing his opponents a -1 to hithim.This is also a Protection spell.Overcharge: A further -1 to be hit permana, to a maximum of -4.Personal GlamerRegular; Resisted by VisionRange: SelfDuration: 5 minutesCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell creates an illusory disguise. Thecaster may take on the form of any person he hasev er seen, provided that person is within 20% ofthe casters height and weight. The illusion is notperfect; a person familiar with the subject of thedisguise may attempt to resist, to see through thedisguise.Overcharge: +1 minute duration per mana.Visual GlamerRegular; Resisted by VisionRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThe caster may create a single, simpleillusion of anything he wishes. The illusion isstatic, unmoving and has no scent, sound or taste,but it does have a limited tactile component.Anyone who sees the image may attempt to resist;anyone who touches it will receive anotherresistance check.Overcharge: +10 seconds duration permana.InvisibilityRegular; Resisted by IQRange: SelfDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: BlurThe caster of this spell becomes totallyinvisible. However, he still casts a shadow!Attempts to locate or attack the caster are at a -8.Overcharge: A further -1 to attempts tolocate or attack the caster per two mana, to amaximum of -10. At -10, the caster no longer hasa shadow.Minor CreationRegular; Resisted by IQRange: TouchDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Personal GlamerThe caster may create any small item, up totwo pounds in mass. The item is mostly illusory,and will fade in one minute.Overcharge: +10 seconds duration permana.Simple PhantasmRegular; Resisted by WillRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Any one GlamerThe caster may create an illusion with bothvisual and limited tactile components. Theillusion may be mobile. Anyone seeing the imagemay attempt to resist.If the illusion is of something harmful, andthe target fails to resist, the target takes damageappropriate to the illusion. However, this damageis totally illusory. If the result of the damagewould be death or unconsciousness, the targetfalls unconscious; otherwise, the target realizesthat it is an illusion, and takes no damage.Overcharge: +20 seconds per mana.Magic 87Complex PhantasmRegular; Resisted by WillRange: 30 yardsDuration: 5 minutesCasting Time: 3 secondsCost: 3Prerequisites: Audible Glamer, Visual GlamerThe caster may create a more complexillusion, combining sound, vision and tactileinput. The spell is otherwise identical to SimplePhantasm.Overcharge: +1 minute duration per mana.Create FoodRegularRange: TouchDuration: 1 hourCasting Time: 3 secondsCost: 3Prerequisites: Minor CreationThe caster may create enough food for sixpeople. Any food created must be immediatelyconsumed; excess food vanishes in one hour.However, the food is only semi-real, andev entually will no longer prove nourishing. Forev ery day that the party has subsisted on nothingbut this Created Food, there is a -1 on the castersskill with the spell.Overcharge: +1 to offset penalties due totime per mana.Phantasmal KillerRegularRange: 30 yardsDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Cause Fear (Mind)This spell creates an illusionary attackerdrawn from every nightmare the victim has everhad. The target of the spell must make a Frightcheck as soon as the spell is cast. However, thespell is not quite so simple; the illusionaryattacker will press home the attack, even if thetarget is running in fear!The Phantasmal Killer will attempt to closeand attack its victim, moving at twice the victimsMove and having an apparent skill equal to fivebetter than the targets best Combat/Weapon skill.If it successfully scores a hit, the target mustmake a Fright Check at a -15. The spell will endonce the Phantasmal Killer scores a hit.Overcharge: -1 to the Fright Check permana.Phantasmal TerrainArea; Resisted by IQRange: 40 yardsDuration: 10 minutesCasting Time: 4 secondsCost: 4Prerequisites: Complex PhantasmThis spell will create an illusion ofwhatever type of terrain the caster desires. Unlesssuccessfully resisted, anyone attempting to movethrough the 40-yard radius of the spell suffersappropriate terrain penalties.Overcharge: +5 minutes duration permana.VacancyArea; Resisted by IQRange: One roomDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: Complex PhantasmThis spell causes one room to appear to betotally disused. Cobwebs in the corners, dust onthe floor...whatever. Due to the simplicity of theillusion, the subjects are at a -4 to resist this spell.Overcharge: A further -1 to resist permana.Major CreationRegularRange: TouchDuration: 1 hourCasting Time: 5 secondsCost: 5Prerequisites: Minor Creation, AudibleGlamer, Visual GlamerThis spell is a more powerful version of theearlier spell, Minor Creation. Major Creationwill create any object up to ten pounds, whichwill be absolutely real for one hour, and persist as88 Magica Visual Glamer for one hour after that. Whilethe object created will have all appropriatemundane properties, it will not have any magicalproperties at all, though it will radiate a strongmagical aura.Overcharge: +10 minutes on bothdurations per mana.Perfect PhantasmRegular; Resisted by WillRange: 50 yardsDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Complex Phantasm, MinorCreationThis spell is similar to the earlier SimplePhantasm and Complex Phantasm spells, savethat the spell is effectively real to anyone whofails to resist. It affects touch, thermal, audial,visual, smell, taste, and any other senses the mageknows about. Anyone attempting to disbelievethis spell has a -5 to the attempt.Damaging effects caused by the spell arestill illusory; a person "killed" by the spellmerely falls unconscious for ten minutes per pointof damage taken. However, the spell is powerfulenough to allow a person to walk across anillusory bridge safely; his belief is powerfulenough to make the bridge real.Overcharge: +10 seconds duration permana.Project ImageRegularRange: SelfDuration: SpecialCasting Time: 6 secondsCost: 6Prerequisites: Major CreationThis spell creates a duplicate of the caster,which may range as far as sixty yards away fromthe original. The duplicate is controlled by thecaster, and may cast any spell that the caster hasmemorized. The caster must take the Concentratemaneuver every turn the duplicate is in existence,or else the spell ends. The spell will also end ifthe duplicate takes damage equal to the HT of thecaster.The duplicate will have no PD or DR toprotect it, and any spells cast by the duplicatemust have their mana cost paid for by thecontrolling Mage. The Mage has a -2 to cast anyspells while controlling a Projected Image.Overcharge: +2 hit points on the ProjectedImage per mana.SolipsismRegular; Resisted by WillRange: Self onlyDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: Perfect PhantasmAn unusual version of the Perfect Phantasmspell, Solipsism creates illusions as completelyreal to those who fail to resist as the earlier spell.However, the caster of the spell is given theability to choose to fail to resist! Thus, the castercould make use of the illusory bridge mentionedin the earlier spell description, as he believes itexists.Overcharge: +10 seconds duration permana.Programmed PhantasmRegular; Resisted by WillRange: 70 yardsDuration: SpecialCasting Time: 7 secondsCost: 7Prerequisites: SolipsismThis spell allows the caster to place anyother Phantasm spellinto abeyance until acondition defined at casting-time comes true. Theprogramming may be as simple or as complex asthe caster desires. No additional casting cost ortime is required for the target Phantasm.Overcharge: The target Phantasm may beovercharged as normal.Magic 89SimulacrumRegular; Resisted by IQRange: TouchDuration: 1 hourCasting Time: 8 secondsCost: 8Prerequisites: Project Image, Audible GlamerSimilar to the Project Image spell,Simulacrum creates a duplicate of the caster orany one target touched by him when the spell iscast. The Simulacrum is a complete duplicate inev ery way, requiring no concentration to maintain,but lasts for only one hour.While the Simulacrum is in existence, thetarget of the spell is at -3 on any and all rolls. TheSimulacrum will have all the memories of thetarget creature, but is beyond the targets controlonce created. However, as the Simulacrum willusually be aware of its separate existence and thereason for it, it will most likely act in theoriginals best interests.Overcharge: +5 minutes per mana.ScreenAreaRange: 90 yardsDuration: 1 weekCasting Time: 9 secondsCost: 9Prerequisites: Programmed PhantasmScreen is a powerful defense againstscrying. The spell creates an illusion, onlyperceptible to those using Clairvoyance, MagicFont or similar means of magical or psionicspying. The effects of the spell are any PerfectIllusion selected by the caster, filling the ninety-yard radius of the spell.Overcharge: +1 day duration per mana.Alter RealityRegularRange: SpecialDuration: PermanentCasting Time: 1 minuteCost: 20Prerequisites: Solipsism, Any threeEnchantment SpellsThis spell allows the caster to bring intobeing any altered state of reality he can imagine.In practical terms, this spell can immediatelyduplicate the effects of any one spell requiring tenor less mana to cast, regardless of whether or noteither the caster or the target knows the spell.PlantThe stock in trade for druids and rangers,these spells allow the caster to alter, improve andcontrol plants.EntangleArea; Resisted by STRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell causes the plants in the target hex(which must contain a fair amount of plant life) tobecome animated and entangle any creaturewithin the hex. The entangled creatures may makea ST check against the casters success in the spellto break free.Overcharge: -1 to the targets ST check pertwo mana.Locate PlantDivinationRange: 2 milesDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell grants the caster knowledge ofthe location of one form of plant life.Overcharge: +1 mile detection range permana.90 MagicLog of EverburningRegularRange: TouchDuration: 12 hoursCasting Time: 1 secondCost: 1Prerequisites: One Fire spellA log touched by the caster begins to burn.The log will produce as much heat and light as astandard campfire, but will not be consumed bythe flame until the spell ends. Note that the entirelog catches fire, which makes it difficult to pickup and move.Overcharge: +2 hours duration per mana.Pass Without TraceRegularRange: TouchDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThe caster (or any other person touched byhim as the spell is cast) gains the ability to passthrough even the most densely overgrown areawithout leaving a trail. This does not increase therate at which the affected creature may travel, butdoes impose a -8 on all attempts to track him.Overcharge: One additional target per twomana.Good BerryRegularRange: TouchDuration: 1 weekCasting Time: 2 secondsCost: 2Prerequisites: Log of EverburningThe target of this spell must be three berriesof a normally edible and nutritious type. Afterthe spell is cast, the berries are enchanted. Oneberry will heal two points of damage when eaten,or three berries may be eaten to replace a singlemeal.Overcharge: One additional berry may beenchanted per mana.TripRegular; Resisted by DXRange: 20 yardsDuration: InstantCasting Time: 1 secondCost: 2Prerequisites: EntangleWhen this spell is cast, the targets feet willbecome entangled by roots and plants aroundhim. The target must make a DX check at a -1 orfall down.Overcharge: One additional target may betripped per two mana.Warp WoodAreaRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Pass Without TraceThis spell causes all dead wood within thetarget hex to warp. Wooden weapons are ruined;wooden armour and shields lose one PD and oneDR. A wooden door will be loosened if stuck, orhave its lock destroyed if locked.Overcharge: +1 hex area per mana.Age PlantRegularRange: 30 yardsDuration: InstantCasting Time: 3 secondsCost: 3Prerequisites: TripThe caster may age any one plant by anyamount up to one year.Overcharge: One additional plant per twomana.Magic 91Tr ee Gro wthRegularRange: TouchDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Warp WoodThis spell will increase any one tree in size.The plants linear dimensions will double; massis increased by a factor of five.Overcharge: +15 seconds duration permana.Slow RotRegularRange: TouchDuration: PermanentCasting Time: 3 secondsCost: 6Prerequisites: GoodberryThis spell will cause the target plant matter,either alive or dead, to resist rot and spoilage. Upto ten cubic yards of plant matter may be affected.The amount of time required before rot sets in isincreased by a factor of ten. This spell is oftencast on beams and timbers before a building isbuilt, or to convert ordinary rations into ironrations.Overcharge: +10 cubic yards per threemana.Paralyse PlantRegular; Resisted by WillRange: 40 yardsDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: Age PlantThis spell will cause the target plant tobecome immobile unless its resistance roll ismade. Note that unless the plant is normallymobile, the effects may not be imemdiatelyvisible.Overcharge: +20 seconds duration permana.Spiky Gro wthAreaRange: 40 yardsDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: Trip, Pass Without TraceThis spell causes the target hex, as well asthe six hexes surrounding it, to becomeovergrown with briars and brambles. Anycreature attempting to pass through the affectedhexes takes 1d-1 damage, with DR protecting asnormal, per hex crossed.Overcharge: +20 seconds duration permana.Speak With PlantsDivinationRange: SelfDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Paralyze PlantThis spell allows the caster to converse withany plant within ten yards of himself. Unless theplant is intelligent, the conversation is apt to bevery boring.Overcharge: +20 seconds per mana.Stick to SnakeRegularRange: TouchDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Spiky GrowthThis spell allows the caster to turn any stickof length 3-6 into a poisonous serpent. Thesnake will have a DX of 12, HT of 11/4, Move 6,PD 0, DR 1, and will bite for 1d-2 damage. If atleast one point of damage makes it past thetargets armour, the target must make a HT checkor lose a further 1d+1 hit points.Overcharge: One additional snake may becreated per four mana.92 MagicEnchant TreeRegularRange: TouchDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: Stick to SnakeThis spell allows the caster to animate atree as though it were an Ent. The tree will have aST of 20, DX of 14, HT of 12/20, Move 6, PD 0,DR 3, and will strike twice per turn for 3ddamage.Overcharge: +5 hit points per mana.TanglefootAreaRange: 60 yardsDuration: 10 minutesCasting Time: 6 secondsCost: 6Prerequisites: Spiky Growth, Locate PlantThis spell causes an area with a radius often hexes to become very overgrown with briarsand nettles. Any creature attempting to movethrough the area has its Move divided by five(rounded down), and takes 1d-1 damage per hexcrossed.Overcharge: +1 damage caused per mana.Wall of ThornsAreaRange: 70 yardsDuration: PermanentCasting Time: 7 secondsCost: 14Prerequisites: TanglefootThis spell creates a ten-foot high wall ofspiky plants. The wall will be five yards long.Any creature attempting to push through the wallwill suffer 4d damage; any creature attempting toclimb the wall will take 2d damage.Overcharge: +1 hex length per mana.DefoliateArea; Resisted by HTRange: 80 yardsDuration: 1 minuteCasting Time: 8 secondsCost: 8Prerequisites: Wall of ThornsThis spell will destroy any plants within afive-hex radius of the target hex. Intelligentplants may make a HT check to resist; failureindicates that the plant will take 4d+2 damage.Overcharge: +1 hex radius per mana.Army of WoodRegularRange: 90 yardsDuration: 1 minuteCasting Time: 9 secondsCost: 9Prerequisites: DefoliateThis spell will cause ten trees to becomeanimate. Not as potent as the demi-Ents createdby Enchant Tree, these creatures will have a ST of16, DX of 13, HT of 12/14, Move 5, PD 0, DR 2,and will strike oce per turn for 2d damage.Overcharge: One additional tree may beanimated per mana.AbundanceAreaRange: 1 mileDuration: One monthCasting Time: 1 hourCost: 20Prerequisites: Army of WoodThis spell will cause an area of one squaremile to grow more abundantly. Plants will maturemore quickly, and bear more than the usualamount of fruit. Harvest may be made in amonths time, even if the area was planted the daythe spell was cast. Farmers may double theirrevenue for the harvest.Magic 93SoundThis College includes a few potent attackspells, as well as several useful non-combatspells. It is not an Elemental College.AlarmAreaRange: TouchDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThe caster may use this spell to ward anyseven hexes he chooses against entry. The caster,and any others he designates, may move into orout of these hexes without triggering the alarm.Any other creature that enters an affected hex willtrigger an audible alarm. The alarm willautomatically wake the caster, and can be heardclearly without a Hearing check.This is also a Wards spell.Overcharge: Tw o additional hexes may beaffected per mana.Audible GlamerRegularRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell allows the caster to create anillusion of noise. The noise may be of anythingthe caster has ever heard, but may not containmeaningful language. The noise will be muffled,but quite audible. The center of the noise may beanywhere within the range of the spell.This is also a Phantasm spell.Overcharge: +10 seconds duration permana.Enhance HearingRegular; Resisted by IQRange: 10 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneThe target of this spell gains a +2 on allHearing checks.Overcharge: An additional +1 to Hearingchecks per mana.MuffleAreaRange: 2 yardsDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneAll sounds within the radius of the spell arereduced in volume and clarity. Anyoneattempting to hear any noise coming from withinthe muffled region are at a -2 to their attempt.Overcharge: An additional -1 to Hearingchecks per mana.Ears of the FoxRegular; Resisted by IQRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Enhance HearingA more powerful version of the EnhanceHearing spell, Ears of the Fox grants its target a+4 on all Hearing checks for the duration of thespell.Overcharge: An additional +1 to Hearingchecks per mana.94 MagicSilenceRegular; Resisted by IQRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: MuffleThis spell causes its target to becomeunable to produce any sound whatsoever. Thetarget becomes completely unable to cast anyspells, but gains a +4 on all Stealth rolls.Overcharge: +10 seconds duration permana.VoicesRegularRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Audible GlamerVoices allows the caster to create anauditory illusion, similar to those caused byAudible Glamer. Howev er, unlike the earlierspell, meaningful speech may be created. Thecaster may choose to emulate any voice that hehas ever heard.Overcharge: +10 yards range per mana.Area SilenceAreaRange: 30 yardsDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: SilenceThis spell causes a five-yard radius area,centered on the target hex, to become silenced.No person within the target area may cast spells,but any Stealth rolls are at a +4.Overcharge: +15 minutes duration permana.SonarRegularRange: SelfDuration: 1 hourCasting Time: 3 secondsCost: 3Prerequisites: Ears of the FoxThis spell allows the caster to "see" withsound, like a bat. This will totally negate anyblindness or darkness penalties the caster may besuffering from. However, any Sound attack spells(such as Sound Bolt, Great Shout or Wail of theBane Sidhe) will cause one additional point ofdamage per die to the caster.Overcharge: +15 minutes duration permana.Sound BoltMissileRange: 30 yardsDuration: InstantCasting Time: 3 secondsCost: 3Prerequisites: VoicesThis spell creates a compressed bolt ofsonic energy. The Sound Bolt does 1d+2 damage,bypassing all but the first point of DR (PD stillprotects as normal).Overcharge: +1 point of damage per mana.ShatterstormAreaRange: Centered on SelfDuration: InstantCasting Time: 4 secondsCost: 4Prerequisites: Gremlins or Sound BoltThis spell causes all inanimate objectswithin three yards of the caster to suffer 1ddamage. DR protects as usual. If the damage isinsufficient to destroy any object, that object takesno damage. This spell is known to some Magesas "Bull in a China Shop."This is also a Matter Spell.Overcharge: +1 damage per mana.Magic 95ShoutArea; Resisted by IQRange: 8 yardsDuration: InstantCasting Time: 4 secondsCost: 4Prerequisites: Sound BoltThis spell affects a cone sixty degrees wideand extending eight yards from the caster. Anycreature within the affected area must resist ortake 2d+1 damage and be mentally stunned. Allinanimate objects within the area are affected asthough they had been the target of a Shatter spell.This spell cannot penetrate a Silence orArea Silence spell, but those under the effects of aMuffle spell take one less point of damage per die.Overcharge: +1d damage per two mana.Alter SoundRegularRange: 50 yardsDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Audible Glamer, SonarThis spell allows the caster to alter theproperties of any sound he can perceive.Conversations may be rewritten, though anyperson witnessing the conversation may make anIQ check to realize that something is wrong.Sound attack spells may be reduced in intensity,dropping their damage by one point per die. Thisspell may also be used (with an Instant duration)to dispel any ongoing Sound spell that has a basecasting cost of four or less.Overcharge: +20 seconds duration permana.Shrieking WallsArea; Resisted by WillRange: TouchDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: ShoutThis spell will affect any one room up totwenty feet cubed. When any creature larger thana normal rat steps foot in the room, the wallsbegin to shriek.The intruder may to elect to immediatelyleave the room, at which point the shrieking willend in 1d seconds. However, if the intruder takesany action other than to immediately vacate, hemust resist or take 1d+1 damage and be mentallystunned. This will persist every round until theintruder leaves.Silence or Area Silence will negate thisspell.Overcharge: +1 damage per mana.Great ShoutRegular; Resisted by IQRange: 12 yardsDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: Shrieking WallsThis spell affects a cone sixty degrees wideand extending twelve yards from the caster. Anycreature within the affected area must resist ortake 3d damage and be mentally stunned. Allinanimate objects within the area will take 2ddamage, with DR protecting as normal. If thedamage caused is insufficient to destroy theobject, the object takes no damage.This spell cannot penetrate a Silence orArea Silence spell, but those under the effects of aMuffle spell take one less point of damage per die.And you thought Shout was bad.Overcharge: +1d damage per mana.96 MagicWall of SoundArea; Resisted by DXRange: 60 yardsDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: Alter SoundThis spell creates a wall of coherent sonicenergy, consisting of five hexes in a straight line.The Wall of Sound may be positioned such thatone or more of its hexes are within solid objects;those hexes are not affected by the spell.A Wall of Sound is invisible, but produces alow hum. The wall may be located with aHearing check, with a -1 per hex between the walland the listener. Anyone attempting to cross theWall of Sound will take 2d-1 damage and mustmake a DX check (with a penalty equal to half theamount of damage they took) or be thrown backthe way they came.Overcharge: +1 damage per mana.Death of the DrumArea; Resisted by HTRange: 70 yardsDuration: 1 minuteCasting Time: 7 secondsCost: 7Prerequisites: Great ShoutThis spell hits the target creature, and allcreatures within two hexes of the target, with aconcussive wav e. All affected creatures will take4d damage and must make a HT check or bepermanently deafened.Overcharge: +1 damage per mana.Word of BlindingRegular; Resisted by IQRange: 8 milesDuration: InstantCasting Time: 1 secondCost: 8Prerequisites: Death of the DrumThe caster must know the name of thecreature that this spell is cast upon. The targetcreature takes four points of damage and isblinded, as his eyes are rather graphicallydestroyed. A Cure Blindness, Regeneration orTotal Healing spell will cure the blindness.Overcharge: +1 mile range per mana.Wail of the Bane SidheRegular; Resisted by FrightRange: 90 yardsDuration: InstantCasting Time: 9 secondsCost: 9Prerequisites: Word of BlindingThe caster lets loose a frightful wail whenthis spell is cast. Any creature hostile to thecaster who witnesses this must make a Frightcheck. Any who fail take 5d damage and mustflee; those who critically fail are slain! Eventhose who succeed in the Fright check will take1d damage.Overcharge: +10 yards range per mana.Magnify SoundRegularRange: SelfDuration: SpecialCasting Time: 10 secondsCost: 10Prerequisites: Any six Sound and anyfour Meta-Magic spellsThe next damage-causing Sound spell castby the Mage will cause +2 damage per die.WardsThis College contains a vast array of spellsused to defend a person or an area. It is a popularCollege for Clerics and Paladins.AlarmAreaRange: TouchDuration: 12 hoursCasting Time: 1 secondCost: 1Prerequisites: NoneThe caster may use this spell to ward anyseven hexes he chooses against entry. The caster,and any others he designates, may move into orout of these hexes without triggering the alarm.Any other creature that enters an affected hex willMagic 97trigger an audible alarm. The alarm willautomatically wake the caster, and can be heardclearly without a Hearing check.This is also a Sound spell.Overcharge: Tw o additional hexes may beaffected per mana.ArmourRegularRange: SelfDuration: SpecialCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell covers the caster with aninvisible coat of force. The caster gains aDamage Resistance of 1, cumulative with anyother armour he may be wearing. The spell willlast until it has absorbed a total of 20 points ofdamage.Overcharge: +1 DR per mana, to amaximum DR of 5, and an additional 20 damageabsorbed, to a maximum of 100 damage, permana.Endure TemperaturesRegularRange: TouchDuration: 1 hourCasting Time: 1 secondCost: 1Prerequisites: NoneThe caster, or any person touched by himwhen the spell is cast, gains the ability to resistdangerous levels of heat or cold. The target of thespell may ignore cold and hot climates. Evenpolar cold or boiling water may be ignored. Notethat this spell will not protect the target at all fromdamaging spells such as Fireball or Ice Bolt.Overcharge: +1 person protected per mana.SanctuaryAreaRange: SelfDuration: 1 minuteCasting Time: 1 secondCost: 1Prerequisites: NoneWhen this spell is cast, the hex the caster isin and the six around it are protected againstentry. No person may enter the hex. Missile fireand damaging spells may still be directed againstthe caster, but attackers have a -5 to their Skill tohit the caster.The caster may not do anything hostilewhile in the Sanctuary. If the caster attacksanyone, or if he leaves the Sanctuary, the spellinstantly ends.If any of the hexes to be affected areoccupied when the spell is cast, the spell fails.Obviously, the hex the caster is in is notconsidered "occupied" unless another creature issharing the hex with the caster.Overcharge: Missile and spell-throwingSkill reduction to hit the caster may be increasedby one per mana.Aura of ComfortAreaRange: 2 yardsDuration: 1 hourCasting Time: 2 secondsCost: 2Prerequisites: Endure TemperaturesThis spell is identical to the earlier spell,Endure Temperatures, sav e that all creatureswithin two yards of the caster are affected.Overcharge: +10 minutes duration permana.ShieldRegularRange: SelfDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: ArmourThis spell creates an invisible shieldbetween the caster and his attackers. The caster98 Magicgains a Passive Defense of one for the duration ofthe spell. In addition, anyone attacking the casterwith missiles or spells suffers a -1 to hit thecaster. Melee attacks against the caster are notpenalized in this fashion.PD granted by the Shield spell is used inplace of any PD the caster may have.Overcharge: PD may be increased by oneper two mana, to a maximum of six.Watch-BeastAreaRange:Duration: 12 hoursCasting Time: 2 secondsCost: 2Prerequisites: AlarmThis spell summons a Watch-Beast to guardover an area. The caster may ward any sev enhexes he chooses against entry. The caster, andany others he designates, may move into or out ofthese hexes without triggering the alarm.The Watch-Beast is a shadowy wyvern.The creature has a DX of 12, Move of 8, three hitpoints, and may strike for 1d-1 damage. Itsshadowy form makes it difficult to see, inflicting a-4 penalty to anyone trying to spot it or attack it.The creature will only attack those who enter thewarded hexes. The Watch-Beast makes enoughnoise when attacking to wake anyone within tenhexes.Overcharge: One additional hex may bewarded per mana.Glyph of WardingAreaRange: TouchDuration: Until triggeredCasting Time: 3 secondsCost: 3Prerequisites: Alarm plus one Elemental spellThis spell allows the caster to scribe amagical glyph on the floor or ground. Any personentering the warded hex will take 2d-1 damage ofan Elemental type chosen by the caster. Thecaster must possess one spell from the chosenElemental College.Overcharge: +1 damage per mana.Tiny HutAreaRange: SelfDuration: 12 damageCasting Time: 3 secondsCost: 3Prerequisites: Sanctuary, ArmourThis spell creates a totally imperviousdome around the caster. The dome will cover atwo-yard radius centered on the caster. The domeis opaque and totally impervious to damage.Those in the Tiny Hut need not worry about thequality of air, and may start a fire with no illeffects. The caster may cancel the spell beforethe end of its duration.Overcharge: +1 hour duration per mana.Turn MissilesRegularRange: SelfDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: ShieldWhile this spell is in effect, the caster maydodge any form of missile with a roll of fifteen orlower. Passive Defense does not add to this roll.However, as this effect is a dodge, a critical hitwill bypass the spell, forcing the caster to rollonly against his own PD.Overcharge: +15 seconds duration permana.Protection from LightningRegularRange: TouchDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: Aura of Comfort and OneAir SpellThe caster, and up to two other people,become resistant to electrical attacks. Suchattacks do -2 damage per die to those protected.Overcharge: One additional person may beprotected per two mana.Magic 99Thief s LamentAreaRange: TouchDuration: 12 hoursCasting Time: 4 secondsCost: 4Prerequisites: Glyph of WardingThis spell is cast on one building, or onewing of a particularly large building. In general,up to 1,200 square feet of floor space may bewarded.Any attempt to move stealthily through thewarded areas will produce loud squeaks from thefloorboards. Stealth attempts are at a -6 while thespell is in effect.Overcharge: +2 hours duration per mana.Repel InsectsRegularRange: SelfDuration: InstantCasting Time: 5 secondsCost: 5Prerequisites: Turn Missiles plus one Animal spell.This spell causes a massive overpressurewave that affects only insects. All insects withinfive yards of the caster suffer 1d+1 damage andare pushed back to the five-yard limit. Swarmsare affected as if they were a single creature.Overcharge: +1 damage per mana.Resist MagicRegular; Resisted by IQRange: TouchDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Protection from LightningThe target of this spell gains the advantageof Magic Resistance. All spells directed at thetarget suffer a -2 on their base Skill. Missile spellssuffer a -2 on their Spell-Throwing skillHowever, if the target is a spellcaster, he suffers a-2 on his own spellcasting as well.Overcharge: An additional -1 on magicalSkills per two mana.Invisible MailleRegularRange: SelfDuration: 1 hourCasting Time: 6 secondsCost: 6Prerequisites: Armour, Protection from LightningThis spell is an improved version of theArmour spell. The caster gains a PD of 3 and aDR of 5. The DR is cumulative with any otherDR the caster may have, but the PD is not.Unlike the Armour spell, Invisible Maille weighstwenty pounds, and counts towards encumbrance.Overcharge: +1 to DR per mana.Private SanctumAreaRange: SpecialDuration: 12 hoursCasting Time: 6 secondsCost: 6Prerequisites: Thief s Lament, SanctuaryThis spell will affect up to 1,600 square feetworth of floor space, rendering it completelyprivate. From the outside, all windows willappear clouded and dark; No sound can escapethe building; ESP, telepathy and similar abilitieswill not work into or out of the building. Thecaster may leave the building without affectingthe spell.Overcharge: +2 hours duration per mana.Dragon ScalesRegularRange: SelfDuration: 1 minuteCasting Time: 7 secondsCost: 7Prerequisites: Invisible MailleThis spell causes the casters skin tobecome rough and scaly, like that of a dragon.The caster gains a PD of 6, and all damage doneto the caster is reduced by two points per die.Overcharge: +30 seconds per mana.100 MagicElemental InvulnerabilityRegular; Resisted by IQRange: SelfDuration: 1 minuteCasting Time: 8 secondsCost: 8Prerequisites: Turn Missiles plus one spellfrom each Elemental CollegeThis spell renders the caster extremelyresistant to any heat, cold, electrical, wind orearth-based magical attack. Damage from theseattacks is reduced to one per every natural sixrolled.Overcharge: +30 minutes duration permana.InterdictionAreaRange: TouchDuration: 1 hourCasting Time: 9 secondsCost: 9Prerequisites: Elemental InvulnerabilityThis spell is cast on a building, affecting upto 2,000 square feet of floor space. No creaturemay enter the affected area without expresspermission from the caster. No attacks into or outof the Interdiction, either physical or magical, willsucceed.Overcharge: +30 minutes per manaTotal InvulnerabilityRegularRange: SelfDuration: 1 minuteCasting Time: 10 secondsCost: 20Prerequisites: InterdictionThis spell renders the caster totally immuneto all damage for the duration of the spell.WaterThis College contains not only spells forcontrolling water, but also ice spells. It includesseveral powerful attack spells. As an ElementalCollege, the spells within the College of Watermay be targeted by any spell that affects theElements.Ice BoltMissileRange: 10 yardsDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell launches a bolt of ice at thetarget, inflicting 1d-1 damage.Overcharge: +1 damage per mana.Metamorphose LiquidsRegularRange: TouchDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell allows the caster to transmuteany liquid he touches into any other liquid. Thespell will not create valuable or damaging liquids,though it will allow for changing water to wine.Up to one quart of liquid may be transmuted.Overcharge: One additional quart may bemetamorphosed per mana.Purify WaterRegularRange: TouchDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell allows the caster to change eventhe most polluted, scummy, poisonous water intoclean, pure drinking water. The spell will affectup to four quarts of water.Overcharge: Tw o additional quarts may bepurified per mana.Magic 101Water JetMissileRange: 10 yardsDuration: InstantCasting Time: 1 secondCost: 1Prerequisites: NoneThis spell allows the caster to direct a jet ofwater against a target. The target will take 2d-1damage as knockback only.Overcharge: +2 knockback damage permana.Change StateRegularRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Metamorphose LiquidThis spell will allow the caster to changethe state of any liquid. Up to one quart may be soaffected. Vapour may be changed into liquid, orliquid into ice, or vice versa. Only one state shiftmay be caused per casting of the spell.Overcharge: One additional quart may beaffected per mana.Create WaterRegularRange: TouchDuration: PermanentCasting Time: 2 secondsCost: 4Prerequisites: Purify WaterThis spell will create four quarts of pure,clean drinking water.Overcharge: +2 quarts per mana.Ice KnifeMissileRange: 20 yardsDuration: 1 minuteCasting Time: 2 secondsCost: 2Prerequisites: Ice BoltAn Ice Knife is an Ice Bolt that has beensharpened and streamlined. The spell inflicts 1dImpaling damage.Overcharge: +1 damage per mana.Summon UndineRegularRange: 30 yardsDuration: 1 minuteCasting Time: 3 secondsCost: 3Prerequisites: Create WaterThis spell must be cast within 30 yards of agood-sized source of water. The spell willsummon an Undine - a lesser water elemental - tofight for the caster. The Undine is not bound tofollow the casters instructions, but will befavourably disposed towards him.Overcharge: One additional Undine will besummoned per two mana.Walk on WaterRegularRange: TouchDuration: 5 minutesCasting Time: 3 secondsCost: 3Prerequisites: Purify Water, MetamorphoseLiquidsThis spell allows the caster and up to twoothers chosen by him to walk across water asthough it were plain earth. The water walkersmust be clasping hands as they walk; anyone whoreleases his grip will sink.Overcharge: One additional person may beaffected per mana.102 MagicWater BreathingRegular; Resisted by HTRange: TouchDuration: 1 hourCasting Time: 3 secondsCost: 3Prerequisites: Change StateThis spell allows the caster (or any oneperson touched by him as the spell is cast) tobreathe water and not air for the duration of thespell. Unwilling recipients may make a HT checkto resist.Overcharge: One additional person may beaffected per two mana.Airy WaterAreaRange: 3 yardsDuration: 2 hoursCasting Time: 4 secondsCost: 4Prerequisites: Water BreathingThis spell alters all water in a three-yardradius, making it safe to breathe for either water-breathers or air-breathers.Overcharge: +1 hour duration per twomana.Ice StormAreaRange: 40 yardsDuration: 1 minuteCasting Time: 4 secondsCost: 4Prerequisites: Change State, Ice KnifeThis spell causes the target hex, and allhexes within two yards of the target, to be struckby hail and sleet. The round that the spell is cast,all creatures in the target area take 1d+1 damage.For the remainder of the duration, any creatureattempting to move through the target hexes at aspeed greater than one must make a DX check perhex crossed, or fall down.Overcharge: +1 damage per mana.Lower WaterAreaRange: SpecialDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Airy WaterThis spell allows the caster to lower thewater level of an area to a minimum of one inch.The affected area may be up to twenty squareyards, and the water may be lowered a maximumof six yards.Overcharge: One additional yard depthlowered, or five additional square yards of areaaffected, per mana.Summon Water ElementalRegularRange: 50 yardsDuration: 1 minuteCasting Time: 5 secondsCost: 5Prerequisites: Water Jet, CreateWater, Metamorphose LiquidsThis spell summons a Water Elemental tofight at the behest of the caster. The WaterElemental will be friendly towards the caster, butis not compelled to follow the casters orders.Overcharge: +10 seconds duration permana.Freezing SphereMissileRange: SpecialDuration: 6 secondsCasting Time: 6 secondsCost: 6Prerequisites: Summon Water ElementalThis spell will create a small, one inchdiameter sphere of ice. The sphere may bethrown by hand or launched from a sling.If the sphere hits a target, the target willtake 5d cold damage. Any creature within oneyard of the target will take 2d+2 cold damage.If the sphere lands in water, it will freezethe water, up to a ball one yard in radius.Magic 103If the sphere is not launched within itsduration, it will melt and the spell will fail.Overcharge: +3 seconds duration permana.Wall of IceAreaRange: 60 yardsDuration: 1 minuteCasting Time: 6 secondsCost: 6Prerequisites: Ice Storm, Purify WaterThis spell creates a wall of ice in the targethex, and any two adjacent hexes that lie along thesame line. The ice wall may be as high as ninefeet, though the caster may choose to create alower wall. The wall must be vertical and firmlyrooted when created, and cannot be created in anyhex that is already occupied. The wall will be sixinches thick, and will have a DR of 6 and 120 hitpoints per hex. Fire attacks will do double normaldamage to the Wall of Ice.Overcharge: +1 hex per two mana.Part WaterAreaRange: 20 yardsDuration: 1 minuteCasting Time: 7 secondsCost: 7Prerequisites: Lower Water, Any one Earth spellThis spell will create a channel twentyyards long and three yards wide in any amount ofwater. The channel will extend down to thebottom of the water.Overcharge: +5 yards range per mana.Destroy WaterRegularRange: TouchDuration: InstantCasting Time: 8 secondsCost: 8Prerequisites: Part WaterThis spell will instantly destroy up to tencubic feet of water, changing it into dust. It willnot affect the water in a living creature. If cast ona Water Elemental or Undine, it will inflict 6ddamage.Overcharge: +1 cubic foot destroyed permana.DessicateRegular; Resisted by HTRange: TouchDuration: InstantCasting Time: 9 secondsCost: 9Prerequisites: Destroy WaterThis exceptionally powerful attack spellwill destroy all the water in a living targets body.This will even affect many undead, though notSkeletons or Mummies. The spell inflicts 8ddamage on its victim unless the targetsuccessfully resists.Overcharge: +1d damage per mana.Create SpringAreaRange: TouchDuration: 1 yearCasting Time: 20 secondsCost: 20Prerequisites: Create Water, Water Elemental,Change StateWhen this spell is cast, and the casterstrikes the ground with his staff, the ground willsplit and water will well forth. The water willflow at a rate typical of a small fresh spring.Overcharge: +1 week duration per mana.104 MagicCritical Spell FailureIt happens all too often for every mage; thedice are rolled, and come up 6, 6, 6.A critical failure on a spell occurs whenevera spell skill roll comes up 17 or 18. If the castersskill is 16 or higher, then a roll of 17 is merely afailure, not a critical failure. Whenever a criticalfailure occurs when casting a spell, roll 2d andconsult the appropriate table below. All results onthese tables are permanent unless otherwisespecified, but may be removed with a RemoveCurse spell.Animal2 Caster grows fur, feathers or scales.3 Caster becomes the target of a SummonInsects spell.4 Casters IQ drops to 4 for 3d minutes.5 Casters hair becomes feathers.6 Caster smells like a skunk for 3d minutes.7 Spell succeeds, but replace the wordanimal with human in the spelldescription8 One animal of the target type is summoned,and is hostile to caster.9 Caster feels an uncontrollable urge to perchin a tree for 1d hours.10 Caster becomes target animal for 3d hours.11 Caster gains one animal feature, chosen bythe GM.12 Caster becomes an insectivore.Body2 Caster is in constant pain (-5 Shock) for 3dhours.3 Target changes gender for 3d days.4 Targets hair grows 3d feet.5 Caster loses the use of his hands for 3dhours.6 Target reeks of intense sweat for 2dminutes.7 Caster drops anything in hands.8 Spell succeeds, but swap target and casterin the spell description.9 Caster grows small, useless horns.10 Target changes handedness.11 Caster loses 1d DX for 3d days.12 Caster becomes Hideous.Communication2 Caster gains a 10-point MentalDisadvantage chosen by the GM.3 Caster suffers from horrible hallucinationsfor 3d hours.4 Caster gains the Disadvantage ofNightmares,5 Target becomes completely content for 3dhours and will do nothing.6 Caster gains Megalomania for 3d hours.7 Spell succeeds, but swap target and casterin the spell description.8 Target causes fear (-5 on Reaction checks)in a 20-yard radius for 3d minutes.9 Caster falls into a coma for 3d hours.10 Target forgets his Native Language andgains a new one (chosen by the GM).11 Target loses all Languages, includingNative Language, for 3d days.12 Caster must make a Fright Check whenevermeeting anyone new.Magic 105Dimension2 Caster is shifted to the Shadow Realm.3 Caster gains the flaw of Unlucky.4 A rift appears between the World and theShadow Realm for 3d hours.5 Caster loses ability to see; gains the abilityto see into the Shadow Realm.6 Caster teleports exactly one hex away.7 Spell succeeds, but the target gains a +5 toresist.8 Spell fails, and caster takes 1d damage.9 Caster loses ability to see; gains the abilityto see into the Astral Realm.10 A rift appears between the World and theAstral Realm for 3d hours.11 Caster is trapped in a three-hex PocketRealm for 3d days.12 Caster is shifted to the Astral Realm.Elemental2 Caster takes 5d damage from an appropriateElemental source.3 All standing water within 20 yards of casterbecomes steam.4 Caster doused in acid, taking 1d damagewith a -1 per round elapsed.5 Casters clothing turn to appropriateelement. Fire does 1d damage to casterbefore fading; stone clothing weighs 100#.6 Caster takes 1d from an Elemental Oppositeattack.7 Spell succeeds, but the Element is reversed.8 Spell succeeds, but affects random target.9 Spell succeeds, but affects random targetand the Element is reversed.10 All metal within ten feet of caster becomesair.11 Caster encased in a globe of diamond for2d minutes.12 Water causes 1d damage to the caster forev ery minute of exposure.Enchantment2 Target item gains 4d IQ, Strong Will +5,and ten Mind or Communication spells.3 Target item kills all green plants withintwenty yards whenever used.4 Target item drains all fatigue from userwhen used.5 Target item becomes stuck to userwhenever used.6 Target item sings whenever used.7 Spell succeeds, but on random target.8 Target item becomes unusable when wet.9 Spell seems to succeed, but target item onlyfunctions two out of three times.10 User becomes addicted to item.11 User must make an Age check wheneveritem is used.12 Caster takes 2d damage whenever the targetitem is used by anyone.Healing2 Target becomes blind.3 Target becomes an albino.4 Target takes 2d damage.5 Caster becomes colour blind for 3d days.6 Target suffers an epileptic fit for 2dminutes.7 Target takes 1d damage.8 Target loses all hair, though it will growback.9 Caster falls asleep, and cannot be awakenedfor 1d hours.10 Caster loses his voice for 3d hours.11 Caster ages 1d years.12 Target becomes an epileptic.106 MagicKnowledge2 Caster suffers an anyeurism, and takes 2dx4damage.3 Caster loses all memories for 3d days.4 Target loses all memories for 3d hours.5 Caster sees a vision of his own death, andmust make a Fright check.6 Spell seems to succeed, but the caster getsthe wrong information.7 Spell succeeds, but exchange the wordscaster and target in the spell description.8 Caster forgets all memorized spells (theycan be re-memorized).9 Caster loses all points in the spell, andgains the Disadvantage of Incompetence(Spell).10 Caster goes blind, but gains a permanentWizard Eye.11 Caster becomes illiterate.12 Caster gains a 10-point MentalDisadvantage of the GMs choice.Light2 Caster takes 1d damage per minute ofexposure to sunlight.3 Caster is blinded for 3d days.4 Caster casts Continual Light on himselfwith a duration of 2d days.5 Caster is blinded for 3d hours.6 Caster casts Dancing Lights,uncontrollable.7 Caster casts Continual Light on target.8 Caster takes 1d damage.9 Caster loses his shadow.10 Caster casts Darkness on himself.11 Shadows within ten feet of caster becomeanimated.12 Target becomes permanently invisible.Matter2 All metal within twenty yards rusts touselessness.3 Casters weapon shatters, causing 1ddamage directly to his hand.4 All ropes and strings within ten yardsbecome snarled and knotted.5 Casters clothing becomes stiff, inflicting a-2 on DX until removed.6 Target item becoems bright yellow.7 Target item takes 2d damage.8 Spell succeeds, but affects random target.9 Casters shoes take 4d damage (but not hisfeet!)10 Target item becomes transparent.11 All of the casters clothes, plus 1d randomitems on caster, double in size.12 Target item explodes violently, causing 3ddamage to the target and 1d to everyoneelse within ten yards.Magic 107Meta-Spells"Target Spell" in this case refers to the spellthat the Meta-Magic was being cast to affect, orthe spell itself if there was no target spell.2 Caster loses one level of Magical Aptitude.3 Next five spells hang, then all trigger whena sixth spell is cast.4 Target spell hangs until the caster succeedsin an Active Defense.5 Caster loses all mana, though it willrecharge.6 Target spell goes off at ten times normaleffectiveness; All of casters mana drained.7 Spell works, but caster is surrounded byglowing motes for 3d seconds.8 Spell works, but any dice rolled for effectwill come up as 1.9 Caster casts Disjunction, centered onhimself.10 Caster forgets all memorized spells (thoughthey may be rememorized).11 GM determines which spell from thecasters Grimoire would be the worstpossible for the caster to cast at thatmoment; that spell is cast.12 Target spell becomes permanent, at no costto the caster.Mind2 Caster gains ten levels of Weak Will.3 Target gains a Major Delusion.4 Caster cannot lie at all for 3d days.5 Target becomes Paranoid.6 Target has a laughing fit for 1d minutes.7 Spell works, but caster gains a fear-relatedQuirk.8 Caster becomes Absent-Minded for 3ddays, due to a little voice singing This isthe song that never ends that only he canhear...9 Target gains a Minor Delusion.10 Target becomes Overconfident.11 Caster gains a severe Phobia.12 Caster gains Pacifism at -15 points. If thecaster already has Pacifism at -15 points, hebecomes a Total Pacifist.Movement2 Target is teleported 6d miles in a randomlateral direction.3 Target is teleported to 100 feet above thenearest large body of water.4 Target spins like Taz for 3d seconds, and isunable to do anything else.5 Target and caster (or one other randomperson) trade locations, clothing and items.6 Caster casts Slow on target.7 Spell succeeds, but caster casts Levitationon himself as well.8 Caster casts Haste on target.9 Targets weapon teleports forty yards away.10 Target is teleported 3d yards in a randomlateral direction.11 Target is teleported 4d yards straight up.12 Gravity reversed for caster for 1d minutes.Necromancy2 Casters body dies; Caster becomes anAstral Entity.3 Caster summons an uncontrolled and veryangry Barrow Wight.4 Target becomes an Astral Entity for 1dhours.5 Casters skin and blood turn invisible. (-4to all Reaction checks.)6 Caster must drink a pint of blood every day,and does not feed otherwise.7 Spell succeeds, but the caster must pay thecasting cost with his own hit points.8 Caster summons an uncontrollableSkeleton, which will attack him.9 Caster may not be magically healed.10 Caster summons 1d uncontrollableZombies, which will attack him.11 Caster contracts a terminal disease.12 Caster takes 3d damage, which cannot bemagically healed.108 MagicPhantasm2 Caster gains a severe phobia based on thephantasm.3 Illusion takes on its own life, uncontrollableand permanent.4 Caster suffers a psychotic episode related tothe phantasm, and gains a five-point MentalDisadvantage.5 Caster turns invisible and is silenced for 3dminutes; an illusion of the caster appears tocommit suicide.6 Spell succeeds, but the illusion appears tobe on fire.7 Spell succeeds, but is obviously phony withno need to resist.8 Spell fails, but the caster believes itsucceeded.9 Spell succeeds, but the illusion is coveredwith blood and gore.10 Caster appears to turn into an Ork.11 Caster appears to turn into a Demon.12 Caster casts Phantasmal Killer on himself.Plant2 Caster turns green, and mustphotosynthesize for four hours a day ratherthan eat.3 3d nearby plants are instantly killed.4 Caster casts Spiky Growth, centered onhimself.5 Caster grows leaves, that require one hourto prune.6 A mushroom grows on the casters nose.7 Spell succeeds, but all plants within tenyards gain one months growth in oneminute.8 A nearby wooden item is warped.9 Casters hair turns to leaves and stems for3d hours.10 Caster casts Warp Wood, centered onhimself.11 Caster becomes a shrubbery for 3d hours.12 Caster turns into a rather large seed. Ifplanted, it will grow into a plant with amassive seed-pod that contains the caster.This takes 4d weeks. Caster is considered asentient plant from then on.Sound2 Casters voice permanently amplified by afactor of ten, except to himself.3 Caster must sing instead of speak for 3ddays.4 Next spoken phrase by caster is repeated inthat hex for the next 3d days.5 Caster gains a lisp.6 Caster chirps like a bird for 3d minutes.7 Spell succeeds, but is preceded by adeafening thunderclap.8 Spell fails with a deafening thunderclap.9 Caster goes deaf for the next 3d days.10 The hex occupied by the caster has apermanent Silence spell cast on it.11 Next spoken phrase by caster is heard by allliving things within 6d miles.12 Caster goes deaf.Wards2 Next attack against caster automaticallyhits, cannot be defended against, and doesmaximum damage.3 Next successful attack against caster doesmaximum damage.4 The casters next foe gains 1d PD for 3dhours.5 Next successful attack by anyone doesdouble damage.6 Caster immediately senses danger, whetheror not there is any.7 Spell works, but caster loses 1d DR for 3dhours.8 Spell works, but casters next successfulattack does minimum damage.9 The casters next foe gains 1d+1 DR for 3dhours.10 Next attack by anyone automatically hits,cannot be defended against, and doesmaximum damage.11 Any missile attacks within 20 yards of thecaster are attracted to the caster for 3dhours.12 The casters next foe permanently gains 2dST and 1d DX.Storytellers SectionRulesThere are several cases within Caverns andCreatures where rules not covered by GURPSLite are needed. In a few cases, they cover rulesthat even GURPS itself has neglected. Thissection will address these needed rules.In an attempt to avoid replacing GURPSBasic, the rules in this section are deliberatelymade worse than their equivelants in the officialrulebook. These rules will work. Better rules,youll have to pay for.Fright ChecksIn any case that a character must make aFright check, the player rolls 3d against his IQscore. If he fails, then his character mustimmediately flee the source of the Fright check,and will continue to do so for a number ofseconds equal to the amount that the Fright checkwas failed. If the result was a critical failure, thecharacter also gains a single five-pointDisadvantage related to the cause of the FrightCheck, chosen by the GM.DarknessGURPS Lite covers light and darknesswell; this section covers fantasy-specificsituations. A character attempting to fight bytorchlight suffers a -4 on all Attack rolls.Attempting to fight by lantern-light will inflict a-2 penalty. The Light spell or Dancing Lightsspell are as bright as torchlight, while theContinual Light spell is equal to a lantern. Thoseattempting to fight while using Clairvoyance toovercome darkness still suffer a -2.ExperienceOne of the harder things to judge in aGURPS game is the amount of character points togive to a character as experience points. Certainly,GURPS Basic is of limited help here; its rules forexperience character points is rather limited, andoften contradictory. Fortunately, many adventuresinclude an experience CP reward, based on anumber of conditions. For those that do not,however, I shall include a small series of rewards,based on the Professional Package selected by thecharacter.Group AwardsCertain awards are granted to the group, forsuccessful completion of mission goals. Theseaw ards are granted to all PCs equally, unless theGM has specific reasons not to award a particularPC (for example, a PC who was noticeablyuncooperative with the party should recieve fewerCP.) At most, a group may receive up to threegroup awards. This said, however, most partieswill gain no more than one Group Award persession. Party completed or made significantheadway towards completing a major storygoal: +1 Party defeated a major monster or villainthat posed significant risk to the Party: +1 Party recovered a significant amount ofcash or a powerful magical item: +1Individual AwardsOther awards are granted to individual PCs,based on their Professional Package. At most, aPC may gain two individual awards per session.The GM may select these two bonus awards fromthe General List, or from the ProfessionalPackage List.General Awards Player had at least one clever idea: +1 Player role-played his character well: +1Warrior, Paladin, Ranger Player defeats a dangerous monster insingle combat: +1Mage, Bard Player casts spells to overcome problems:+1Priest, Paladin, Druid Player casts spells to further his deitysethos: +1Thief, Bard Player successfully acquires significanttreasure through stealth, trickery or outrightrobbery: +1 Player successfully uses at least one Rogueor Bardic skill at a critical moment: +1The Creature FeatureThis document contains all of the monstersthat you should need for a Fantasy game. Moreare available in other GURPS supplements, or on-line.Three traits for each creature needexplanation in this document. Size is the bonus orpenalty required to successfully attack thecreature in question. Treasure refers to theTreasure Table, and is explained in somewhatfurther detail in that section. Treasure values inbrackets are found only in the creatures lair.Courage is the creatures Fright Check, and isrolled under certain circumstances: If thecreatures leader is killed; If the creatures havelost over half their numbers; the first time magicis used against the creatures in combat. Failureindicates that the creatures will attempt a fightingretreat; critical failure indicates that the creatureswill panic and flee.PoisonsSeveral of the creatures within this bookuse toxic agents as an attack form. Poisons in thisbook are rated in strength from A (the weakest) toG (the deadliest).Each poison has an onset time - the amountof time it needs to seep through the bloodstreamand start to cause damage. A Neutralize Poisonspell will stop the poison at this time. A SlowPoison spell will merely add its own duration tothe onset time. Once onset has occurred, only aCure Poison or Heal spell will stop its effects.Type A poison is a painkiller andnarcoleptic, often used by creatures as a huntingpoison. Onset time is 2d second. After this time,the affected creature will begin to lose fatigue at arate of one per second, until he or she fallsunconscious. While fatigue is being lost, thecreature will effectively have the Advantage ofHigh Pain Threshold.Type B poison is typically used bycreatures such as wasps or bees. It is incrediblypainful. Onset time is one second. The affectedcreature will suffer as much pain as he wouldhave from 3d damage. That is, he will have apenalty to all Skill checks as though he had taken3d damage. Even a creature with High PainThreshold will suffer from 1d pain damage. Theamount the creature suffers will go down by onepoint per second, until it reaches zero, and thetoxin is flushed from the system.A type C poison has an onset time of 2dminutes. At the end of this time, the affectedcreature must make a HT check or suffer onepoint of damage. Every minute thereafter, thecreature must make another HT check, sufferingone point of damage for every check failed, untilit succeeds in a HT check. This toxin is typical ofmost natural creatures venom.A type D poison has an onset time of 1drounds. At the end of this time, the character willbegin losing Fatigue at the rate of one per minute.Once all Fatigue is lost, then the character fallsunconscious, and must make a HT check at a -2.If this check is failed, the character begins takingone hit point of damage per minute, until he orshe dies or the poison is neutralized.A type E poison has an onset time of 1drounds. At the end of this time, the affectedcreature must make a HT check or suffer 1ddamage. Every round thereafter, the creaturemust make another HT check, suffering one pointof damage for every check failed, until it succeedsin a HT check or dies. This toxin is typical of themore virulent natural poisons, such as cobravenom or black widow poison.A type F poison has an onset time of 1dweeks. At the end of this time, the character mustmake an ageing check, regardless of his actualage! This is not actual ageing, but rather,represents a very slow-acting toxin affecting thesystem and causing breakdowns. If any of thefour HT checks are failed, then the toxin remainsin the bloodstream, and will take effect again thenext month. If all four are passed, then the bodyhas managed to purge the toxin.A type G poison is incredibly dangerous,and represents poisons as deadly as cyanide.Onset time is 1d seconds. The affected creaturemust make a HT check at this time. Failureresults in the instant death of the affectedcreature. Success still results in 2d damage.112 The Creature FeatureBane SidheST: 10 Damage: 1dDX: 10 Reach: CIQ: 15 Size: 0HT: 10 Treasure: (D)Move/Dodge: 5/5 Number: 1PD/DR: 0/0 Courage: 13Skills: Brawling-10, Terror-15A Bane Sidhe is the spirit of an evil femaleelf. They hate the living, and seek out dismalplaces to lair. The mere sight of a Bane Sidheforces a Fright check. The spirit is capable ofattacking physically, by means of a chilling touchthat causes 1d damage, ignoring all PD and DR.The Bane Sidhe can also wail, causing anyonebeholding it to make a Fright check at a -3, plusone per success on the Bane Sidhes Terror roll.Being incorporeal, the Bane Sidhe may notbe attacked physically. Howev er, spells maytarget it, as may Ethereal persons or any personwielding weapons that cross the Ether. BaneSidhe are undead, and are therefore affected byany spells that normally may only affect undeadcreatures, but they are free-willed, and maytherefore be charmed.Barrow WightST: 10 Damage: 1dDX: 12 Reach: CIQ: 8 Size: 0HT: 10 Treasure: (F)Move/Dodge: 7/8 Number: 3d-1PD/DR: 0/20 Courage: 14Skills: Brawling-17Barrow Wights bear a strong resemblanceto zombies, but are more skeletal. They areundead; they take damage from holy water (2dper vial), and are subject to most spells that affectother undead.The touch of a Barrow Wight is incrediblydamaging to living creatures, causing 1d damageand ignoring all PD and DR. Those slain byBarrow Wights will rise as new Wights the nextsundown, unless the body is blessed by a priest.Silver and enchanted weaponsautomatically bypass a Barrow Wights DR.Spells do not, unless they cause fire damage or arespecifically designed to be used against undead.BasiliskST: 7 Damage: Cr 1d-3DX: 10 Reach: CIQ: 3 Size: -1HT: 10/13 Treasure: (G)Move/Dodge: 3/3 Number: 1d-1PD/DR: 0/2 Courage: 12Skills: Petrify-15Small, lizardlike creatures from theElemental Plane of Earth, Basilisks have the nastyhabit of turning those they bite into stone. If theBasilisk successfully bites its target, and makes itsPetrify roll, the target must resist with its HT orbe turned into stone. This doesnt actually kill thetarget, but it does make it difficult to movearound.BugbearST: 14 Damage: Cr/Cut 2d+3DX: 12 Reach: C, 1IQ: 8 Size: +1HT: 12 Treasure: J, K, L, M (F)Move/Dodge: 6/7 Number: 1d+1PD/DR: 2/4 Courage: 12Skills: Brawling-15, Axe/Mace-15, Stealth-15,Shield-12Bugbears are large, hairy cousins of theGoblins. They typically use simple weapons suchas axes, maces, clubs and the like. They lairunderground, but are not restricted to such;unlike Goblins and Orks, they suffer no penaltiesin strong daylight.Despite their large size, Bugbears find iteasy to move quietly underground. They prefer toattack from ambush if possible.The Creature Feature 113Carrion CrawlerST: 6 Damage: Cr 1d-3DX: 12 Reach: C, 1IQ: 3 Size: +1HT: 12/11 Treasure: (F)Move/Dodge: 6/6 Number: 1dPD/DR: 0/0 Courage: 9Skills: NoneA Carrion Crawler is a large, grublikecreature with eight long tentacles. The tentaclesare covered with a sticky secretion that acts as aType D toxin. Any creature hit by the tentacleson bare flesh will be affected within 1d rounds; ifthe area struck is covered with leather armour,onset time will be 3d rounds, unless the armour isremoved before half the rolled time elapses.The Carrion Crawlers head is covered witha tough hide, giving it a head DR of 4 rather than2.ChimeraST: 30 Damage: See BelowDX: 13 Reach: 1/CIQ: 4 Size: +2HT: 13/22 Treasure: (G)Move/Dodge: 6.5/7 Number: 1d-2PD/DR: See Below Courage: 13Skills: NoneNobody is entirely certain where theChimera originated, but it has become somewhatwidespread. They prefer to live in cav es in themountains, but will also live in ruined buildingswherever they might find them.A Chimera has the hindquarters of a goat,the forequarters of a lion, and two heads - that ofboth a lion and a goat. Its tail is a snake, endingwith the snakes head. In combat, it will rakewith its front claws for 3d cutting damage, or bitefor 1d+1 impaling. Given enough room, it willbegin combat by ramming, impaling its target onits horns for 3d+1 damage.The creature has PD 2, DR 5 on its headsand forequarters, but only PD 1, DR 2 on itshindquarters. But those who would attack fromthe rear can be attacked by its tail, which does1d-2 impaling. If one point or more from this bitegets past DR, then the bite also affects thecreature with a Type C poison.CockatriceST: 8 Damage: Cr 1d-3DX: 17 Reach: CIQ: 3 Size: -1HT: 12 Treasure: (D)Move/Dodge: 7.25/7 Number: 1dPD/DR: 0/1 Courage: 11Skills: NoneA cockatrice is a bizaare combination oflizard and rooster. It would merely be a nuisanceif it were not for its deadly poison.If the bite of a cockatrice manages to do atleast one point of damage to its target, the targetwill be affected by a Type D toxin. While notvery intelligent, the cockatrice is quite canny. Itwill first try to target the torso, then the head if thetorso is too well armoured, and will not attack thesame location on the same target twice in a row.Crypt GuardianST: 12 Damage: Cr 1d+2DX: 10 Reach: CIQ: - Size: 0HT: 10 Treasure: (T)Move/Dodge: 5/5 Number: 1PD/DR: 1/3 Courage: --Skills: Brawling-17, Teleport-17Crypt Guardians are nearly mindlessundead; they are immune to Charm magics, buttheir complex programming allows them to seemquite clever. They resemble skeletons, save thatthey are usually dressed in long robes. As theyare undead, splashing them with holy water willinjure them (2d damage), and spells that normallyaffect the undead will affect Crypt Guardians.However, no caster may ever usurp control over aCrypt Guardian.A Crypt Guardian may cast Teleport,sending any one individual to any placepreviously designated by the creator of thecreature. The Crypt Guardian must touch theindividual to be teleported. Damage that reducesa Crypt Guardian to zero hit points destroys themagic that animates it, and the monster will bedestroyed permanently.114 The Creature FeatureDjinniST: 25 Damage: Cr 2dDX: 15 Reach: CIQ: 13 Size: 0HT: 12/17 Treasure: NoneMove/Dodge: 20/6 Number: 1PD/DR: 2/2 Courage: 14Skills: Mend-21, Fog Cloud-20, FabricateTrue-15, Gust of Wind-15, Brawling-19Djinn are powerful spirits who make theirhome on the Elemental Plane of Air. They areonly infrequently found on Earth, usually boundto some object such as a ring or lamp.If a bound Djinni is discovered, the newMaster may elect to have the Djinni serve him forone hundred and one days, or may choose insteadto have the Djinni grant him three LimitedWishes. In either case, once the Djinnis serviceis complete, it is free to return to the EtherealPlane of Air. If its master treated it well, it mayremain in contact, possibly acting as a new Ally.DoppelgangerST: 10 Damage: Cr 1d-2DX: 13 Reach: CIQ: 12 Size: 0HT: 11 Treasure: (C)Move/Dodge: 6/7 Number: 2dPD/DR: 0/2 Courage: 13Skills: Alter Self-16, Brawling-15Doppelgangers are grey, mostly featurelesshumanoids. Their thick hide provides them withsome moderate protection, but its true purpose isto allow the Doppelganger to take on the form ofany humanoid from four to eight feet in height.Few hav e seen the Doppelganger in its trueform. Before attacking its target, a Doppelgangerwill first take on the targets form. Once thevictim has been slain, the Doppelganger willattempt to take his place. If discovered and slain,the Doppelgangers last instinctive action is totake on the form of its killer.Dragon, CloudST: 33 Damage: See belowDX: 15 Reach: C, 1, 2IQ: 15 Size: +3HT: 10/30 Treasure: (A)Move/Dodge: 18/6 Number: 1d/2PD/DR: 1/6 Courage: 15Skills: Breath Weapon-15Cloud Dragons are long, sinuous beasts,with no wings, dog-like faces and a thick coat offur. They are very intelligent, and usuallyfriendly towards humanoids. Cloud Dragons aremanavores; they need not consume anything tosurvive. They are typically found in high manazones, such as along ley lines or at nodes.A Cloud Dragon will attempt to flee ifsomething attacks it. Despite a lack of wings,Cloud Dragons can fly at a Move of 21. If forcedto do battle, or if it chooses to enter battlewillingly, it can bite for 2d-1 cutting damage, orclaw for 3d+2 cutting damage. A Cloud Dragonstail is not long enough to make effective tail slaps.In addition to teeth and claws, the CloudDragon can breathe out a cloud of superheatedsteam. This takes one second of preparation. Thedragon can choose to lay down a cone of steam,covering a sixty degree arc out to six hexesdistance, or a cloud of steam, hitting a five-hexdiameter circle. In either form, the steam willautomatically inflict 1d damage on anythingwithin the affected area. Worn armour will notprotect the targets against this attack, but naturalDR and Toughness will.Cloud Dragons may turn invisible at will,requiring a seconds concentration to do so. If thedragon attacks while invisible, it will instantlybecome visible. Attacks against the dragon whileit is invisible are at a -10. Cloud Dragons mayalso cast any of the following spells, at a Skill of16: Alternate Reality, Choose Future, Gust ofWind, Control Winds, Weather Summoning.No person has ever seen a juvenile CloudDragon, and the species method of reproductionis a complete mystery.The Creature Feature 115Dragon, FiredrakeST: 27 Damage: See belowDX: 15 Reach: C, 1, 2IQ: 12 Size: +3HT: 9/27 Treasure: (A)Move/Dodge: 18/6 Number: 1d/2PD/DR: 2/8 Courage: 15Skills: Stealth-18, Breath Weapon-15Firedrakes are powerful dragons,possessing four limbs plus batlike wings thatallow them to fly. They are intelligent andcunning fighters. The mere sight of a Firedrakecauses a Fright check in any intelligent person.Both arms and legs may be used to claw, causing3d-1 cutting damage, and the tail may be used toslap a target, doing 5d+2 crushing damage. Tailslaps have a Reach of 2, 3, 4. A bite will do 1d+2impaling damage, but a dragon is loathe to biteliving prey. A Firedrake may make up to twophysical attacks per turn.In addition to teeth and claws, the Firedrakecan breathe fire. This takes one second ofpreparation. The dragon can choose to lay downa cone of fire, covering a sixty degree arc out tosix hexes distance, or may spit a stream of flameout to twenty hexes distance, striking only onetarget. If the dragon chooses to breathe a cone, allcreatures in the target area automatically take1d+2 fire damage. A stream of fire will do 4ddamage to its target, but the dragon must rollagainst Breath Weapon to hit his target. If thedragon is airborne, it may also lay down a fireblast hitting a five-hex diameter circle.Firedrakes can change their skin colour,like a Chameleon. When at rest, Firedrakes arered and green; an angered Firedrake will turncompletely red. Their camoflague allows them tohide in almost any surrounding.Firedrakes are egg-layers, and typicallysolitary by nature. If two dragons are indicated,they will be a mated pair, and there is a two in sixchance that there is an egg in the lair. If three areindicated, the third will be a juvenile dragon, notyet able to breathe fire and having a ST and HitPoints of 18. Juvenile Firedrakes inflict 1d+2cutting damage with claws, and bite for 1dimpaling.Dragon, SerpentST: 50 Damage: See belowDX: 12 Reach: See belowIQ: 12 Size: +4HT: 9/60 Treasure: (A, C)Move/Dodge: 25/5 Number: 1d/2PD/DR: 3/12 Courage: 18Skills: NoneThe largest and most powerful ofdragonkind. Serpents have four limbs plus smallwings, though they are far too large to fly. Theytypically lair underground, and have also beenknown to lair underwater. They are excellentswimmers, able to cover ten yards per secondunderwater.Serpents may strike with claws, causing 6dimpaling damage, or they may bite, causing 2d+2impaling. Their wings are tipped with spears,both at the tips and at the knuckle, allowing themto impale targets for 4d damage. They may alsouse their wings to buffet, causing 7d crushingdamage, or they may slap with their tails for 8dcrushing. They also have horns, which they mayuse to impale targets for 5d impaling damage.Serpents may make up to three physical attacksper round. Their Reach is 2, 3, 4 with mostphysical attacks, 1, 2, 3 with any wing attacks,and 3, 4, 5 with a tail slap.Serpents may also breathe fire. Theirbreath weapon is a cone in shape, sixty degreeswide, and extending fifteen hexes from theirmouth. All creatures within the area of effect willautomatically take two dice of fire damage. Thedragon must spend one round preparing tobreathe, and must wait four turns before breathingagain. Their breath weapons will even functionunderwater, though their range will be reduced tosix hexes.Despite their reptilian appearance, Serpentsare live bearers, and typically solitary by nature.If two dragons are indicated, they will be a matedpair. If three are indicated, the third will be ajuvenile dragon, not yet able to breathe fire andhaving a ST of 30 and Hit Points of 36. JuvenileSerpents inflict 3d impaling damage with claws,and bite for 1d+2 impaling. They may only attacktwice per round, and will not make tail or wing-spear attacks.116 The Creature FeatureDragon, WyvernST: 18 Damage: See belowDX: 15 Reach: 1, 2, 3IQ: 9 Size: +2HT: 10/20 Treasure: (B)Move/Dodge: 6/7 Number: 1dPD/DR: 2/6 Courage: 10Skills: NoneWyverns are the smallest and stupidest ofdragonkind. They lack front arms, having onlyrear legs and leathery wings. They will attempt toengage in combat while airborne, if at allpossible. Their legs are powerful, but lack propercombat claws. Their tails, however, hav e astinger, rather like a scorpions, and this is theirprimary weapon.Wyverns may strike with their tail in anydirection, even while flying, though their reach tothe front is only C, 1. A strike from the tail willinflict 1d+2 impaling, or 3d from a slap. A bitewill inflict 1d damage. If either a sting or a bitemanages to do at least one point of damage to thetarget, after considering all DR, the target will beinjected with a Type E venom. A Wyvern mayalso attempt to attack with the claws at theknuckle of their wings, though they may only dothis while grounded. A hit from this claw willinflict 2d impaling damage. Wyverns may makeup to two physical attacks per round.A Wyvern may also empty its venom sacsin order to breathe a cloud of venom. This cloudwill fill a three-hex-diameter area. Any creaturewithin the cloud will be affected by a Type Evenom, but gains a +2 to their initial HT check toresist. Breathing venom will render the Wyvernunable to inject venom on a bite for the next fourhours, so the dragon will not use this abilityunless desperate.Wyverns are social dragons, usually foundin flocks. If more than two Wyverns areencountered, the additional members of the flockwill be juveniles. Juvenile Wyverns have a STand Hit Points of 15. Their stingers inflict 1d+1impaling damage; a tail slap does 2d+1 crushing;a bite inflicts 1d-1 cutting damage.Dust DevilST: 10 Damage: Cr 1d-1DX: 12 Reach: CIQ: 6 Size: 0HT: 10 Treasure: NoneMove/Dodge: 5/5 Number: 1PD/DR: 0/0 Courage: 18Skills: NoneDust Devils are extremely weak AirElementals, usually summoned by a Mage. Theymanifest as small, weak whirlwinds, sucking upsmall amounts of sand and dust.A Dust Devil can strike once per round for1d-1 crushing damage. If a Dust Devil suffers tenpoints of damage, it is dispersed.DybbukST: 12 Damage: Cr 1dDX: 12 Reach: CIQ: 5 Size: 0HT: 10/12 Treasure: (F, R)Move/Dodge: 5/5 Number: 4dPD/DR: 1/0 Courage: --Skills: Brawling-13Dybbuk are free-willed undead, but themagical processes that keep them alive hav edriven them mad. Like lesser forms of undeadcreatures, they are immune to charm spells, buttake 2d damage from being splashed with a vialof holy water, and can be affected by Necromaticspells.Dybbuk must feed on the flesh of livingcreatures to maintain themselves. They take nodamage from crushing attacks. Damage thatreduces a Dybbuk to zero hit points destroys themagic that animates it, and the Dybbuk will bedestroyed permanently.The Creature Feature 117EfreetiST: 40 Damage: Cr 4d-1DX: 12 Reach: CIQ: 13 Size: 0HT: 12/17 Treasure: NoneMove/Dodge: 18/6 Number: 1PD/DR: 2/3 Courage: 16Skills: Invisibility-15, Wall of Fire-15, IgniteFire-15, Brawling-21Efreet are similar to Djinn, save for the factthat they come from the Elemental Plane of Fire.Also unlike the very human-seeming Djinn,Efreet are often oddly-coloured and sport horns,fangs and the like. When found in our world,they are typically bound to iron bottles.A newly freed Efreeti will grant threeWishes to its rescuer. If the reaction check to itsnew master is good, it will most likely grant thewishes fairly close to the spirit they were made in.On a bad reaction check, the Efreeti will go out ofits way to twist the wording to make the wishcome true as badly as possible. However, until ithas granted the three wishes, it may not return toits home plane, nor may it attack its master.Elemental, AirST: 10 Damage: NoneDX: 20 Reach: -IQ: 7 Size: 0HT: 15/25 Treasure: NoneMove/Dodge: 18/6 Number: 1PD/DR: 0/0 Courage: 17Skills: Air Jet-25An Air Elemental is the living spirit of air,embodied. The spirits are summoned from theElemental Plane of Air, and upon arriving on ourplane, immediately coalesce into a form muchlike a dust devil.Though an Air Elemental cannot physicallyattack, it can direct an Air Jet at a target, causingthe target to be knocked back 1d yards. If thetarget hits a solid object, he or she takes a numberof dice equal to the distance he or she flew. SinceAir Elementals are non-corporeal, only magic andmagical weapons can affect them.Elemental, EarthST: 55 Damage: Cr 6dDX: 12 Reach: C, 1IQ: 7 Size: +1HT: 15/25 Treasure: NoneMove/Dodge: 3/6 Number: 1PD/DR: 4/25 Courage: 17Skills: Brawling-25Earth Elementals are spirits from theElemental Plane of Earth, given anthropomorphicform. Their bodies are formed out of the rock,earth and stone of the area they are summoned in.Simple and straightforward, an EarthElemental will merely wade into battle, smashingall that oppose it.Elemental, FireST: 10 Damage: Fire 3dDX: 15 Reach: C, 1IQ: 7 Size: 0HT: 15/25 Treasure: NoneMove/Dodge: 8/7 Number: 1PD/DR: 0/0 Courage: 17Skills: Fireball-25, Brawling-25Fire Elementals are spirits from theElemental Plane of Fire, summoned to our reality.They commandeer the nearest fire source, andfeed it as much as possible.The Fire Elemental is immune to anyweapon not specifically designed to resist fire;indeed, attacking the Fire Elemental with normalweapons merely results in the destruction of thatweapon. The Fire Elemental can attack bystriking with a flaming paw, or by hurling afireball out to thirty yards. It is, of course,immune to any fire attacks.118 The Creature FeatureElemental, WaterST: 20 Damage: Cr 3dDX: 15 Reach: C to 3IQ: 7 Size: 0HT: 15/25 Treasure: NoneMove/Dodge: 5/5 Number: 1PD/DR: 0/0 Courage: 17Skills: Brawling-25Water Elementals are spirits from theElemental Plane of Water, giv en form by meansof animating large amounts of water. They preferto remain in water, where they are invisible (-10to be hit), but can move out onto land.Water Elementals can lash out with apseudopod of water, striking for 3d damage.They are not immaterial, but so fluid as to be thenext best thing; physical attacks merely flowright through them, even from enchantedweapons. However, fire attacks do double normaldamage!EntST: 20 Damage: Cr 2d/3d+2DX: 14 Reach: CIQ: 11 Size: +2HT: 12/20 Treasure: Px5, SMove/Dodge: 6/3 Number: 4d-3PD/DR: 0/0 Courage: 15Skills: Brawling-17Ents are large intelligent plants, dedicatedto protecting the forest and hating evil things.They are normally peaceful, but can be terriblefoes if provoked. An Ent can strike twice perround, doing 2d crushing damage per swing, oronce, doing 3d+2 crushing damage. Despite theirsize, they can move quickly if they need to.Ents often appear a little bit stupid, due tothe slow speed at which they talk, and the amountof time they spend pondering problems.However, they are often more intelligent thanmost of the smaller races, and certainly moretolerant and patient.GargoyleST: 15 Damage: Cr 1d+3DX: 10 Reach: CIQ: 7 Size: 0HT: 13/20 Treasure: Mx10 (E)Move/Dodge: 12/5 Number: 2d+1PD/DR: 0/0 Courage: -Skills: Brawling-18Gargoyles are magically animated statues,made hideously ugly. They can fly, by means of alevitation effect. They attack with claws, doing1d+3 crushing damage.Gargoyles were originally created to guardbuildings, but a limited amount of free will wasprogrammed into them. In particular, a Gargoylewill attempt to gather treasure from those it slays.GhostST: 10 Damage: 1dDX: 12 Reach: CIQ: 13 Size: 0HT: 10 Treasure: (D)Move/Dodge: 5/5 Number: 1PD/DR: 0/0 Courage: 12Skills: Brawling-21, Age-15Ghosts are the restless spirits of the evildead. They are free-willed ethereal undead; holywater causes no damage to them, and they mayonly be attacked magically or ethereally.The touch of a Ghost does 1d damage,ignoring all PD and DR, and will also (if theGhost makes its Age roll) age the person struckby one year. The target may attempt to resist thisby rolling a HT check, with a penalty equal to theamount the Ghost made its Age check.Giant, GreaterST: 50 Damage: Cut 8dDX: 12 Reach: C to 8IQ: 10 Size: +4HT: 12/45 Treasure: (C)Move/Dodge: 30/6 Number: 1d+2PD/DR: 3/10 Courage: 15Skills: Two-Handed Sword-27, Broad Sword-27,Brawling-26, Throwing-27These are the Frost and Fire Giants, battledby Thor and the Gods in Norse mythology. FrostGiants and Fire Giants are effectively the same,The Creature Feature 119save for habitat and the fact that they warcontinuously against each other. Fire Giants take-2 damage per die from any fire-based attack;Frost Giants take -2 damage per die from anycold-based attack.Greater Giants employ massive bastardswords. There is a 4 in 6 chance that any oneGreater Giant has a shield, and is using his swordsingle handed. Those using their swords double-handed will do an additional +5 damage. GreaterGiants will also toss boulders, inflicting cr 6ddamage per rock, with a range of 100/350.Owing to their continual wars with eachother, Greater Giants are well-trained in tactics,and will usually have an unpleasant surprise readyfor any attackers.Giant, LesserST: 30 Damage: Cr 6dDX: 13 Reach: C to 6IQ: 8 Size: +3HT: 9/30 Treasure: (D)Move/Dodge: 11/5 Number: 2dPD/DR: 0/2 Courage: 14Skills: Staff-23, Brawling-22, Throwing-23Giants are exactly that: huge human-likepeople, standing at average twenty feet tall.The Giants are quite skilled in battle,typically wielding medium-sized trees as staves ormerely wading into battle with fists and feet.They will also hurl boulders as missile weapons,doing 3d crushing with a range of 60/105.Typically, their boulders will weigh between fiftyand a hundred pounds.Though not overly bright, they hav emanaged to work out the basics of tactics. Often,if a large group is encountered, the Giants willleave one or two of their number back with a largesupply of boulders to provide fire support. Theyare also not above staging an ambush. Againstmore dangerous foes than themselves, they willconcentrate their attacks, attempting to knock outtheir targets one at a time.GnollST: 12 Damage: Cut 1d+5DX: 11 Reach: C, 1, 2IQ: 8 Size: 0HT: 10 Treasure: L, M (D, Px5, Q)Move/Dodge: 5/6 Number: 2dPD/DR: 1/2 Courage: 11Skills: Brawling-13, Polearm-13, Spear-13Gnolls are large, evil goblinoids,resembling dogs or hyenas. They travel ingangs, typically with the leader being the largestand strongest Gnoll present.Gnolls believe in strength in numbers.They prefer to try and overrun their opponentswith sheer numbers using horde tactics. Theywill occasionally use ambush tactics, but it is notcommon. Gnolls favour spears and polearms incombat, and generally dont use missile weapons.GoblinST: 8 Damage: Cr/Cut 1dDX: 10 Reach: C, 1IQ: 9 Size: -1HT: 10/6 Treasure: K (E)Move/Dodge: 4/6 Number: 4dPD/DR: 1/1 Courage: 10Skills: Brawling-12, Shield-12, Spear-12,Axe/Mace-12, Short Sword-11, Bow-11Goblins are pest monsters, usuallyresiding underground. They hav e infravision,allowing them to see quite well in the dark, buttheir eyes are very sensitive to bright light.Aboveground, during the day, they suffer a -1 toall Success rolls. They occasionally come out atnight to raid villages.Goblins prefer weapons that require littletraining--axes, spears and maces. They willoccasionally use shortbows as missile weapons,firing one or two volleys before closing for battle.There is a 1 in 6 chance that a party ofGoblins will be astride Worgs.120 The Creature FeatureGolem, ClayST: 15 Damage: Cr 1d+1DX: 11 Reach: C, 1IQ: 8 Size: +1HT: 13/20 Treasure: NoneMove/Dodge: 6/6 Number: 1PD/DR: 0/0 Courage: --Skills: Brawling-12, Haste-15A Clay Golem is a statue made of clay,animated by an Elemental Spirit and bound to thewill of the caster. It strikes with its fists incombat, and can use melee weapons if so directedby its creator at default levels. They arecompletely immune to any Charm spells or fireattacks.Once per day, the Clay Golem can useHaste on itself. This will boost its Move andDodge to 10 for five rounds. Generally, it will beprogrammed not to use the Haste until it hastaken at least one point of damage.A Clay Golem has, on its chest, a largededicated powerstone. This powerstone providesthe mana required to operate the Golem. Asuccessful called shot at the stone (-5 penalty)will strike the stone. The stone has DR 3 and 5hit points. Destroying the stone will kill thegolem. As the stone is dedicated, recovering itintact after destroying the golem is of little use.Golem, FleshST: 18 Damage: Cr 1d+2DX: 12 Reach: CIQ: 8 Size: 0HT: 13/20 Treasure: NoneMove/Dodge: 6/6 Number: 1PD/DR: 0/0 Courage: --Skills: Brawling-12, One Weapon Skill-12A Flesh Golem is a composite being,stitched together from several sets of humanremains and animated by an Elemental Spirit.They often reek of the grave, leading those whoencounter them to mistake them for the Undead.Unlike other constructs, Flesh Golems arefaintly self-aware. Their reasoning ability is verylow, but they are capable of personal initiative.Though they cannot talk, they understand anylanguages that their creator spoke. They cannotbe ordered into obviously suidical acts, thoughmerely life-threatening orders are obeyedinstantly.A Flesh Golem will strike with its fists, orcan use one weapon designated by its creator. Itis immune to Charm spells, and lightning attackswill actually repair one hit of damage for everydie normally inflicted by the attack. FleshGolems have DR 10 against bludgeoning attacksonly.A Flesh Golem has, at its core, a dedicatedpowerstone. This powerstone provides the manarequired to operate the Golem. A successfulcalled shot at the heart (-6 penalty) will strike thestone. The stone has DR 3 and 2 hit points.Destroying the stone will kill the golem. As thestone is dedicated, recovering it intact afterdestroying the golem is of little use.Golem, IronST: 30 Damage: Cr 3dDX: 12 Reach: C, 1IQ: 9 Size: +1HT: 15/40 Treasure: NoneMove/Dodge: 6/6 Number: 1PD/DR: 3/6 Courage: --Skills: Brawling-13, One Weapon Skill-13Iron Golems are massive suits of armour,standing nine feet tall, magically animated by anElemental Spirit and bound to the will of itsmaster. They are almost always armed withswords of some sort, but can be designed to useany all-metal weapons.Iron Golems are totally immune to allspells, save those specifically designed to affectmetals. Fire attacks actually heal the golem, at arate of one hit per die of damage inflicted by theattack.The helmet of an Iron Golem has, in itscore, a dedicated powerstone. This powerstoneprovides the mana required to operate the Golem.A successful brain through eyeslot called shot(-10 penalty) will strike the stone, bypassing theIron Golems DR entirely. The stone itself has DR3 and 3 hit points. Destroying the stone will killthe golem. As the stone is dedicated, recoveringit intact after destroying the golem is of little use.The Creature Feature 121Golem, StoneST: 20 Damage: Cr 2d-1DX: 11 Reach: CIQ: 8 Size: 0HT: 13/20 Treasure: NoneMove/Dodge: 6/6 Number: 1PD/DR: 2/4 Courage: --Skills: Brawling-11, One Weapon Skill-11,Slow-15Stone Golems are humanoid statues,animated by an Elemental Spirit and bound to thewill of their creator. Stone Golems are totallyimmune to spells. Though the least skilled inbattle, they are very strong and quite wellprotected. Stone Golems can cast Slow, whichthey will do on the first creature to successfullydamage them.A Stone Golem has, at its core, a dedicatedpowerstone. This powerstone provides the manarequired to operate the Golem. A successfulcalled shot at the heart (-6 penalty) will strike thestone. The stone has DR 3 and 2 hit points.Destroying the stone will kill the golem. As thestone is dedicated, recovering it intact afterdestroying the golem is of little use.Golem, WoodST: 15 Damage: Cr 1d+1DX: 11 Reach: C, 1IQ: 8 Size: +1HT: 13/20 Treasure: NoneMove/Dodge: 6/6 Number: 1PD/DR: 0/1 Courage: --Skills: Brawling-12A Wood Golem is a statue made of wood,animated by an Elemental Spirit and bound to thewill of the caster. It strikes with its fists incombat, and can use melee weapons if so directedby its creator at default levels. They arecompletely immune to any Charm spells, but takedouble damage from fire attacks.A Wood Golem has, buried deep in itschest, a large dedicated powerstone. Thispowerstone provides the mana required to operatethe Golem. A successful called shot at the stone(-8 penalty) will strike the stone. The stone hasDR 3 and 5 hit points. Destroying the stone willkill the Golem. As the stone is dedicated,recovering it intact after destroying the Golem isof little use.GryphonST: 22 Damage: Cut 2dDX: 15 Reach: CIQ: 5 Size: +2HT: 11/14 Treasure: (E, Q)Move/Dodge: 13/6 Number: 2dPD/DR: 1/2 Courage: 11Skills: NoneGryphons have the body of a lion, with aneagles head, wings and foreclaws. Theirfavourite food is horsemeat, and this often bringsthem into conflict with humans and demihumans.Gryphons are fiercely territorial and loyal.A Gryphon hatchling can be tamed and trained,and make excellent mounts.GwythaintST: 13 Damage: Cut 1dDX: 15 Reach: CIQ: 5 Size: 0HT: 11/8 Treasure: NoneMove/Dodge: 13/6 Number: 2dPD/DR: 1/2 Courage: 11Skills: NoneGwythaints resemble very large vultures,but are fiercer predators than eagles. They arefoul-tempered birds, and will usually attackanything that comes near their nests.HobgoblinST: 10 Damage: Cr/Cut 1d+2DX: 10 Reach: C, 1IQ: 10 Size: 0HT: 10/9 Treasure: J, M (Px5, D)Move/Dodge: 5/6 Number: 3d+2PD/DR: 1/2 Courage: 12Skills: Broadsword-13, Polearm-13, Shield-13,Flail-13Hobgoblins are larger, nastier cousins of theGoblins. They are more skilled at arms, andreasonably good at tactics. A party of thesecreatures would most likely prove to be quite achallenge for a beginning party.Like their smaller brethren, Hobgoblins cansee up to twenty yards underground, due to theirinfravision. However, they do not suffer the samepenalties as Goblins aboveground.122 The Creature FeatureHydraST: 50 Damage: Cut 2d+2DX: 12 Reach: 2, 3, 4IQ: 4 Size: +4HT: 10/50 Treasure: NoneMove/Dodge: 27/5 Number: 1PD/DR: 0/5 Courage: 9Skills: NoneHydrae are massive reptilian creatures withmultiple heads. Typically, any one Hydra willhave 1d+4 heads. The capabilities of the Hydravary depending on the number of heads. Add oneto the creatures DX (for attack purposes only)and five hit points per head.It is not true that a Hydra will regrow twoheads for every one destroyed, though itsometimes seems that way. A Hydras bodyregenerates one hit point per minute unless slain,and the heads each regenerate one hit point persecond. Fire or acid damage will preventregeneration.At most, any one normal-sized creature canbe attacked by four heads. Smaller humanoids,such as Dwarves and Gnomes, can be attacked bythree heads, and Hobbits by only two.Invisible StalkerST: 10 Damage: See belowDX: 14 Reach: CIQ: 14 Size: 0HT: 10/15 Treasure: NoneMove/Dodge: 6/6 Number: 1PD/DR: 0/0 Courage: 14Skills: Stealth-20, Brawling-22These creatures are spirits from theElemental Plane of Air. Unlike moreconventional Air Elementals, these creatures arevery intelligent. When found on our plane, theyhave typically been summoned by a wizard tocarry out a duty.Invisible Stalkers are naturally invisible, butnot intangible. Perception checks and attack rollsagainst them are at a -10. They attack by formingthe air into a micro-thin edge, and either cuttingfor 3d-3 damage or impaling for 2d-2. Theattacks of an Invisible Stalker are armourpiercing; divide the DR of its target by two, butalso divide damage that gets past DR by twobefore cutting or impaling bonuses.KoboldST: 8 Damage: Cr/Cut 1d-2DX: 11 Reach: C, 1IQ: 10 Size: -2HT: 10/5 Treasure: J, N (Px5)Move/Dodge: 3/6 Number: 3d+2PD/DR: 1/1 Courage: 8Skills: Traps-12, Knife-12, Spear-12Kobolds are small, cowardly and sadisticcreatures. They resemble humanoid dogs, savefor the fact that their skin is scaly and they hav esmall horns. Their small size lead them tofrequently be underestimated by foes.Kobolds tend to use knives and spears madeof bone and flint; if they can get it, they will usesteel weapons. Like many other Goblinoids,Kobolds have infravision, but suffer a -1 to allsuccess checks when in strong daylight.LichST: 18 Damage: 3dDX: 15 Reach: CIQ: 20 Size: 0HT: 15/20 Treasure: (B)Move/Dodge: 5/5 Number: 1PD/DR: 0/10 Courage: 18Skills: Fear-15, Brawling-23, Any Spells-20Liches are spell-casters who havediscovered a means of attaining immortality...sortof. Their bodies wither, becoming gaunt andskeletal. Liches take damage from holy water (2dper vial), and are subject to most spells that affectUndead, but are totally immune to Charm spellsand undead control spells. Liches are notuniformly evil, but the vast majority are.Anyone seeing a Lich must immediatelymake a Fright check. The touch of a Lich isincredibly damaging, causing 3d directly to thetarget, bypassing all PD and DR. Liches willrarely engage in combat, preferring to use theirspells.But as hard as it is to defeat a Lich incombat, truly destroying it is harder still. The lifeforce of a Lich is contained within some portionof its body that has been excised and hiddenaw ay. Unless this portion is discovered anddestroyed, a defeated Lich will re-form, fullyhealed, in twenty-four hours.The Creature Feature 123MinotaurST: 17 Damage: Cr 1d/Cut 3dDX: 16 Reach: C, 1IQ: 6 Size: 0HT: 14/17 Treasure: (E)Move/Dodge: 7.5/8 Number: 1d+1PD/DR: 1/3 Courage: 13Skills: Axe/Mace-19, Brawling-19, Stealth-16Large, powerful, quick, and stupid,Minotaurs are the offspring of a cursed queen anda demon in the form of a bull. The race hasspread quite widely.There is a 3 in 6 chance that a Minotaurwill have an axe. If it does not, then it will attackwith its fists for 1d damage, or with its horns,doing 1d+2 impaling. They make theirPerception checks on a 12, and their Smell checkson a 16.MummyST: 15 Damage: Cr 2dDX: 14 Reach: CIQ: 7 Size: 0HT: 10/20 Treasure: O (D)Move/Dodge: 3/5 Number: 1d+1PD/DR: 0/4 Courage: 15Skills: Brawling-19, Fear-15, Curse-15Similar to Zombies, but much morepowerful, Mummies are embalmed corpses thathave been animated by powerful magics. Anyperson who sees a Mummy must make a Frightcheck at -2.The touch of a Mummy has the potential toinflict a powerful curse on the subject. Everytime a person is struck by a Mummy, and theMummy successfully rolls its Curse skill, the GMmay choose to replace any one later roll made bythe character with any value he chooses. Thesecurses may carry over between sessions, andshould never be used for good results!Damage that reduces a Mummy to zero hitpoints destroys the magic that animates it, and theMummy will be destroyed permanently.There exists a somewhat rarer form ofMummy, called the Children of Osiris. Thesecreatures, like the Dybbuk, may feed on the fleshof the living to heal, or may simply bask in thesun. Flesh is faster; one full body will restore itsbase HP in damage, but one entire day in the sunwill only heal one point. They are moreintelligent, having an IQ of 14, and will haveeither Combat Reflexes or one level of MagicalAptitude. They can easily pass for human if nottoo badly injured.The Children of Osiris cannot be slain inbattle; no matter how much damage they take,they are never truly destroyed, and will simplyreform after a great amount of time. However,they cannot regenerate without sunlight or flesh,and if reduced to -5xHT, fall into a state of torpor.There are rumours of Children of Osiris lockedaw ay, far from the sun, awaiting the day they canescape.OgreST: 20 Damage: Cr 2d-1/3d+1DX: 11 Reach: C, 1, 2IQ: 8 Size: +2HT: 15/20 Treasure: J, M (P, F, Q)Move/Dodge: 14/7 Number: 2dPD/DR: 1/2 Courage: 12Skills: Club-15, Brawling-15Ogres are the largest of the Goblinoids, andlone Ogres often will ally with Orks. They arestupid, ugly, smelly, bad tempered and sadistic,and those are their good points. They will attackwith their bare hands, or with a club, but rarelycan figure out more advanced weaponry.OrkST: 11 Damage: Cr/Cut 1d+2DX: 10 Reach: C, 1IQ: 9 Size: 0HT: 10/8 Treasure: L (E, N, Px10, Q)Move/Dodge: 5/6 Number: 5dPD/DR: 1/2 Courage: 12Skills: Broad Sword-12, Flail-12, Brawling-12,Crossbow-10, Axe-12Orks are a more highly evolved form ofGoblin, both physically and culturally. WhereGoblins are chaotic pests, Orks are a seriousthreat to other Humanoid races. They understandtactics and strategy, and enjoy tactics such asambushes and sniping. Orkish society hasdeveloped a stern code of honour, from which fewOrks will deviate, but said code of honour is notat all chivalric.Orks typically appear in great numbers.Each tribe will have a battle standard, and is ledby the largest and toughest Ork in the tribe. Orks124 The Creature Featurewould never consider turning against theirChieftain.Orks have infravision, like their smallerGoblin cousins, but suffer a -1 penalty to allSuccess rolls under daylight. There is a 1 in 6chance that a tribe of Orks will be accompaniedby one to three Ogres, and a further 1 in 6 chancethat any one band of Orks will be led by an Orog-Hai.Orog-HaiST: 12 Damage: Cr/Cut 1d+4DX: 10 Reach: C, 1IQ: 10 Size: 0HT: 10/12 Treasure: L (E, O, Px10, Q)Move/Dodge: 5/6 Number: 2dPD/DR: 3/5 Courage: 15Skills: Broad Sword-14, Flail-14, Brawling-14,Crossbow-12, Axe-14Orog-Hai are a race of larger, strongerOrks, possibly mixed with Ogre blood. For somereason that nobody has been able to explain, Orkswill instinctively obey the Orog-Hai.As skilled as Orks are in tactics, the Orog-Hai are even better. Orog-Hai often serve aswarleaders or Chieftains. Orog-Hai have alsobeen known to hire themselves out asmercenaries. Where Orks wear light armour, andcarry low-quality weapons, Orog-Hai use platearmour and carry the best weapons that they cansteal.RocST: 40 Damage: Cut 4d+1/Cut 2d+1DX: 12 Reach: C to 6IQ: 4 Size: +6HT: 13/130 Treasure: (E)Move/Dodge: 120/5 Number: 1d/3PD/DR: 0/0 Courage: 11Skills: Flight-15, Brawling-15Rocs are giant eagles, measuring sixty feetlong. In battle, they will attempt to grab and flyoff with a target, then drop it or else bite it withtheir beaks. Biting damage is Cut 2d+1; fallingdamage varies based on altitude.Giants have been known to domesticateRocs and use them for steeds. Certainly, nosmaller race is capable of doing this.SalamanderST: 6 Damage: See belowDX: 12 Reach: CIQ: 3 Size: -2HT: 10/5 Treasure: NoneMove/Dodge: 3/5 Number: 1dPD/DR: 0/0 Courage: 9Skills: NoneThese creatures appear to be rather largelizards. Their colours range from bright red tomottled black and dark red.Salamanders are completely immune tofire. Even the heat of an atomic blast, or beingdropped into a nearby star, would not harm themin the slightest. Furthermore, their skintemperature typically hovers around threehundred degrees centigrade. A bite from aSalamander inflicts 1d-4 cutting damage, plus 2dheat damage.SkeletonST: 10 Damage: Cr 1d-2/Cut 1dDX: 12 Reach: CIQ: - Size: 0HT: 10 Treasure: NoneMove/Dodge: 6/6 Number: 5dPD/DR: 0/0 Courage: -Skills: Brawling-13, Broadsword-13Skeletons can be animated through the useof Necromantic spells. As mindless undead, theycannot think for themselves, but merely follow thedirections they were given when created. Theyare immune to all Charm spells, but may beaffected by any spell that normally affects theundead. A vial of holy water, when splashed on aSkeleton, does 2d damage.Skeletons take full damage from crushingattacks, half damage from cutting, and only onepoint of damage from a successful impalingattack. Damage that reduces a Skeleton to zerohit points destroys the magic that animates it, andthe Skeleton will be destroyed permanently.Skeletons do not heal!The Creature Feature 125StrixST: 5 Damage: Imp 1d-2DX: 10 Reach: CIQ: 5 Size: -2HT: 14/3 Treasure: NoneMove/Dodge: 6/6 Number: 2dPD/DR: 0/0 Courage: 15Skills: NoneThese creatures resemble hummingbirds,save for their size and two extra sets of legs.They feed on blood, and will attack almostanything fearlessly. If a Strix successfully hits itstarget and does at least one point of damage, itwill begin to draw blood at a rate of one hit pointper turn, until it has drawn a total of three points.At that point, the Strix will detach and fly off todigest its meal. A feeding Strix may be cut off byits victim, and may not dodge an attempt to dothis.Tr ollST: 18 Damage: Cr 1d+2DX: 16 Reach: CIQ: 8 Size: 0HT: 14/20 Treasure: P (D)Move/Dodge: 7.5/8 Number: 2dPD/DR: 1/12 Courage: 14Skills: Brawling-19Trolls are hideous creatures, forged of stoneand given the breath of light. Their hide canbounce almost any weapon with impunity. Worseyet, it is nearly impossible to slay a troll. Theyheal one point of damage per combat round, evenif reduced to -5xHT. Howev er, they cannotregenerate damage due to fire or acid, though thisdamage will heal at a normal rate of one per day.If they fail a HT check to stay conscious, theymay be destroyed at the partys leisure, bydousing the body with oil or acid.As powerful as trolls are in battle, themagics that enchant them are disrupted bysunlight, causing 1d damage per minute ofexposure. If they take 34 points of damage totalfrom sunlight, the enchantment on them fails,turning them back to statues forever. Therefore,trolls hate and fear sunlight, remaining only in thedeepest and gloomiest forests, caves and ruins.UndineST: 9 Damage: Cr 1d-1DX: 11 Reach: CIQ: 9 Size: 0HT: 10 Treasure: NoneMove/Dodge: 6/6 Number: 1dPD/DR: 0/1 Courage: 11Skills: NoneUndines are lesser spirits from the Plane ofWater. When at rest, an Undine appears as anattractive female Elf; when in battle, they appearto be a snake formed of water.Undines are not too bright, and have aneffective Will of 8. They are nearly invisible inwater, and opponents have a -8 to strike themwhen they are underwater. They are very fluid,and do not suffer additional damage from cuttingor impaling attacks. Fire attacks, however, causedouble damage to an Undine.VampireST: 15 Damage: Cr 1d+3DX: 15 Reach: CIQ: 14 Size: 0HT: 15 Treasure: (C)Move/Dodge: 7/8 Number: 1d/2PD/DR: 0/0 Courage: 16Skills: Brawling-21, Cure Light Wounds-20,Charm Person-20, Invisibility-20, Armour-20,Strength-20Vampires are the most feared of the undead,as they can pass without notice amonghumankind. There are three types of vampires:minions, masters and lords. The stats above arefor a typical master vampire.A vampire lord comes into existence whena mage questing for the secret of immortalitymakes a pact with a demon. The demons spiritenters the mages body, destroying the magessoul in the process. The vampire lord willtypically create a number of master vampires, andsend them out to spread chaos.A master vampire can create morevampires, though those vampires are considerablyweaker. A minion vampire will not have as muchmagic available to it, nor will its Attributes be ashigh. When a minion vampire has been inexistence for sufficient time, it will be able tobreak free from its master, becoming a mastervampire itself.126 The Creature FeatureVampires take damage from holy water (2dper vial), and are subject to most spells that affectUndead, but are totally immune to Charm spellsand undead control spells. Sunlight causes 1ddamage per round of exposure, as does beingimmersed in running water. A stake through theheart--typically only possible if the vampire iscaught sleeping--will slay the vampire instantly.If a person attempts to hold a Vampire atbay with a holy symbol, the Vampire willtypically laugh...unless the person doing so hasClerical Investment at two lev els or higher, or theAdvantage of True Faith. In this event, theVampire must make a Fright Check with a -1penalty for every five points in either of the aboveAdvantages.WraithST: 10 Damage: SpecialDX: 12 Reach: CIQ: 12 Size: 0HT: 10/15 Treasure: (E)Move/Dodge: 12/6 Number: 2dPD/DR: 0/0 Courage: 15Skills: Brawling-17Wraiths appear to be formless shadows,with glowing red eyes. They are non-corporealundead; they can only be attacked by magic or byethereal creatures. Spells that normally affectundead creatures will affect a Wraith.The touch of a Wraith lowers the targetsHT Attribute by 1d. If the targets HT dropsbelow zero, he or she dies, and will rise again thenext night as a Wraith. Every point of HTdrained by a Wraith will heal one point of damagetaken by the Wraith. Drained HT is recovered ata rate of one per day.WorgST: 18 Damage: Imp 1d+2DX: 12 Reach: CIQ: 6 Size: +2HT: 12/16 Treasure: NoneMove/Dodge: 8/8 Number: 2dPD/DR: 0/1 Courage: 14Skills: NoneWorgs are massive pack-runningcarnivores, resembling giant wolves or jackals.Their long front legs and shorter rear legs givethem a comical gait, but their is nothing comicalabout their bite. Worgs are semi-intelligent, andhave been occasionally domesticated by goblins.ZombieST: 12 Damage: Cr 1dDX: 10 Reach: CIQ: - Size: 0HT: 15 Treasure: NoneMove/Dodge: 3/6 Number: 4dPD/DR: 0/5 Courage: -Skills: Brawling-13Zombies are the animated remains of arecently deceased person. Creation of a Zombietakes some doing; the mage must be present asthe person expires. Therefore, these creatures arefortunately rare.A Zombie is totally immune to any form ofcrushing attack. They are undead, and thereforetake damage from holy water (2d per vial). Theyare subject to most spells that affect Undead, butare totally immune to Charm spells.The Creature Feature 127Tr easureLair TreasuresType Copper Silver Gold Gems Art Magic Items----- --------------- --------------- --------------- --------------- --------------- -------------------------A 3-8 3-9 3-11 3-10 3-10 3-71dx1000 (1d+1)x1000 (1d+1)x100 4d+2 3d+2 Any 6B -- 3-6 3-9 3-7 3-6 3-8-- 1dx1000 3dx10 3d+1 1d+1 Any 5 Except WeaponsC 3-8 3-9 3-9 3-11 3-10 3-92dx50 1dx50 6d 1d 1d/2 Any 3D 3-5 3-8 3-8 3-7 3-6 3-83dx20 5dx20 5d 1d/2 1 Any 3 + 1 ScrollE 3-6 3-7 3-10 3-8 3-6 3-73dx10 5dx10 2d 1 1 Any 2 + 1 ElixerF 3-7 3-9 -- 3-8 3-5 3-65dx10 3dx10 -- 1 1 Any 2G 3-10 3-8 3-8 3-8 3-5 3-63dx10 2dx10 1d 1d/2 1 1 Armour or WeaponIndividual and Small Lair TreasuresType Copper Silver Gold Gems Art Magic Items----- --------------- --------------- --------------- --------------- --------------- -------------------------J 1d+1 -- -- -- -- --K -- 1d -- -- -- --L -- 1d+2 -- -- -- --M -- -- 1d -- -- --N 2d+2 1d+3 -- -- -- --O -- 3d+1 3d -- -- --P -- -- -- 1d-1 -- --Q -- -- -- -- -- 1d+1 ElixersR -- -- -- -- -- 1d-1 ScrollsS -- -- -- -- -- 2 ElixersT 3-18 3-18 3-18 3-10 3-10 3-10(2d-1)x10 2dx10 2dx10 1d 2d Any 3128 TreasureTo use the treasure tables, first find theletter given under the monster listing. Moveacross the row, rolling 3d for each entry that has arange listed. If the roll falls within the indicatedrange, roll the amount specified to determine theamount of items found.Most of the entries in the Individual andSmall Lair Table have no range; treat these as arange of 3-18 - always appearing.When rolling treasure results, multiply theresulting values by the number of monstersencountered. The exception to this is magicalitems; they are rolled once per group of monsters,and only if at least 50% of the maximum numberof monsters appearing is rolled. Most monsterswith an IQ of seven or higher will use magicalitems. This is especially true of magical weaponsand armour.CoinsWhen coins are found as part of a treasurehorde, they will usually be collected into bags orchests. Fifty coins of any sort except gold,platinum or adamant weigh one pound; for theexceptions, twenty coins weigh one pound.GemsWhen gems are found, determine the valueof each gem (or each group of gems, if you dontfeel like rolling all day) by rolling on thefollowing table. Base value is given in goldpieces.Roll Base Carats ClassValue3 1 2 Ornamental4 3 45 6 66 10 87 15 108 20 12 Semi-Precious9 25 1410 30 1611 40 1812 50 20 Fancy13 75 2514 100 3015 200 40 Precious16 300 5017 500 75 Gems18 1000 100Objects of ArtThis category represents all of the variousornamented items that make life either easier ormore pleasant - usually both. Roll on thefollowing table to determine the value range ofeach item. The value is given in gold pieces.Roll Value Material3-6 2d-1 Jade or Stone7-8 3d Wrought Copper9 1dx10 Copper and Gems10 (1d+3)x10 Wrought Silver11 2dx10 Silver and Gold12 3dx10 Silver and Gems13 4dx10 Wrought Gold14 5dx10 Gold and Gems15 (1d-1)x100 Gold and Platinum16 1dx100 Wrought Platinum17 (1d+1)x100 Platinum and Gems18 2dx100 Wrought MithrilMagical ItemsFor the most part, the GM should select themagical items to be handed out to the party. But,often the GM has more pressing matters on hismind. Therefore, a random determination systemis available. If the GM wishes to limit items tothe less powerful, he can roll 1d and add 7, ratherthan rolling 3d, on any of the individual tables.Roll Table3-7 Elixers8 Rings9 Scrolls10 Rods, Staves and Wands11 Miscellaneous Magical Items12 Armour and Shields13-18 WeaponsTreasure 129Elixers 1 (1-2)Roll Elixer3 Longevity4 Disenchantment5 Acid Resistance6 Charisma7 Animal Control8 Clairaudience9 Chameleon10 Fire Resistance11 Growth12 Delusion13 Clairvoyance14 Climbing15 ESP16 Essential Water17 Dragon Control18 Improved HealthElixers 2 (3-4)Roll Elixer3 Regeneration4 Giant Strength5 Health6 Flight7 Heroism8 Fire Breath9 Madness10 Healing11 Invisibility12 Plant Control13 Improved Healing14 Speed15 Improved Fire Resistance16 Improved Heroism17 Invulnerability18 ProwessElixers 3 (5-6)Roll Elixer3 Youth4 Wisdom5 Poison6 Improved Shrinking7 Vitality8 Fitness9 Sleep10 Shapechanging11 Ventriloquism12 Alertness13 Shrinking14 Running15 Strength16 Water Breathing17 Dexterity18 ResurrectionRingsRoll Ring3 Traveller4 Missile Turning5 Dexterity6 Strength7 Beast Speech8 Protection from Ice9 Invisibility10 Slow Falling11 Dark Vision12 Earrings of Clairaudience13 Protection from Fire14 Earrings of Languages15 Health16 Wisdom17 Regeneration18 Wishes130 TreasureStaves 1 (1-3)Roll Staff3 Beast-Mastery4 Influence5 Communication6 Sol Blade7 Moses8 Truth9 Webs10 Lightning Bolts11 Meteors12 Fireballs13 Dimension Doors14 Moonbeams15 Plane Shift16 Chain Lightning17 Weather18 Earth ControlStaves 2 (4-6)Roll Staff3 Healing4 Destruction5 Resurrection6 Merchants7 Incendiary Cloud8 Ice Bolts9 Ice Knife10 Trap Detection11 Flame Bolts12 Acid Bolts13 Inferno14 Sound Bolt15 Fortifications16 Sunray17 Ice18 FlameMiscellaneous Magical Items (5d)Roll Item5 Chaos Cards6 Flying Carpet7 Amulet of Long Years8 Amulet of Luck9 Boots of Jumping10 Amulet of ESP11 Amulet of Adaptation12 Cloak of the Elves13 Boots of the Elves14 Glitter Dust15 Crystal Ball16 Gloves of Dexterity17 Pearl of Wisdom18 Pearl of Power19 Gauntlets of Might20 Rope of Climbing21 Hat of Disguise22 Amulet of Health23 Quiver of the Elves24 Belt of Strength25 Boots of Speed26 Djinni Lamp27 Helm of Telepathy28 Cloak of Protection29 Bag of Holding30 Efreeti BottleArmourRoll Armour3 Leather Cap4 Full Helm5 Full Plate Armour6 Maille Cap7 Pot Helm8 Scale Armour9 Heater Shield10 Scale Armour11 Maille12 Leather Armour13 Centerboss Shield14 Studded Leather Armour15 Small Round Shield16 Buckler17 Maille and Plate18 Tower ShieldTreasure 131Armour BonusRoll Bonus GP Value3-5 -1 10gp6-11 +1 150gp12-13 +2 450gp14-15 +3 900gp16-17 +4 1500gp18 +5 2250gpWeapon Table 1 (1-4)Roll Weapon3 Elven Sabre4 Bastard Sword5 Great Sword6 Shortsword7 Light Crossbow8 Short Bow9 Broadsword10 Axe11 Arrows (4d)12 Bolts (2d)13 Dagger14 Mace15 Flail16 Spear17 Long Bow18 SlingWeapon Table 2 (5-6)Roll Weapon3 Ahril4 Great Mace5 Great Axe6 Jav elin7 Arbalest8 Atlatl9 Atlatl Dart10 Morning Star11 Arrows (4d)12 Bolts (2d)13 Dagger14 Warhammer15 Glaive16 Halberd17 Sling18 Staff-SlingWeapon BonusRoll Bonus Cost3-5 Special -6-11 +1 25gp12-13 +2 75gp14-15 +3 150gp16-17 +4 250gp18 +5 375gpRoll 1d+12 on the Weapon SecondaryEnchantment table.Weapon Secondary EnchantmentRoll Bonus Cost3-10 None -11 Light 5gp12 Penetrating 50gp13 Graceful 75gp14 Defender 125gp15 Flaming 275gp16 Quick-Draw 150gp17 Loyal 375gp18 Dancing 625gpElixersElixers are magically brewed concoctionsthat must be ingested to take effect. Some mustbe swallowed, others must be inhaled, and stillothers soak in through the skin.Forms of ElixersMost Elixers are available in one of sixforms. For any Elixer that states Any Form, rollon the table below. Elixers with fewer forms willstate what forms are available, with the oddsbeing equal for each form.Roll Form1 Potion2 Powder3 Pastille4 Oil5 Incense6 FlechettePotions are a liquid-form elixer that is takenby drinking. They are very fast acting, takingeffect in one second. The effects will last for2d+6 seconds, except where noted otherwise. Anopened potion will lose its powers within a day, as132 Treasurewill a potion that has been mixed with anything.Powders must be mixed with food or drink,and take 2d minutes to take effect. There is onlya 50% chance per year of exposure to air that apowder will lose its potency. Powders will lastfor 2d minutes after taking effect, unless notedotherwise.Pastilles are small, thumbnail-sized tablets.They are activated by setting fire to them, causingthem to flash instantly into smoke. The smokewill fill the hex it was activated within, and the sixsurrounding hexes. Anyone caught within theradius must roll vs. HT, or HT-3 if they werecaught by surprise, or suffer the effects of thepastille within 2d seconds. An unburned pastillewill last a month if exposed to air; if exposed towater, it is destroyed instantly. The effects of apastille last for 2d+6 seconds, unless otherwisenoted. Pastilles cost twice as much and take twiceas long to manufacture as other forms of Elixer.Oils must be applied to the skin of thetarget. An oil will take effect within 1d seconds.Oils will last a week if exposed to air; waterneutralizes them instantly. Most oils are of thetype that last forever, but those that do not, last for2d minutes.Incense is a less dramatic form of a pastille.A stick of incense will fill a hex and the sixsurrounding with smoke, and takes 3d minutes toburn down. The people within the smoke willsuffer the effects of the incense unless they roll aHT check. The effects of the smoke will last aslong as the incense is burning and the targetsremain in the smoke, or for 1d seconds if theyleave the smoke. Incense will last a year ifexposed to air, and are instantly destroyed bywater; for this reason, sticks of incense arenormally covered with a thin layer of wax,making them hardier than pastilles.Flechettes are small, pressurized bottlescontaining an Elixer. Upon being shattered, theyexplode into a cloud, filling the target hex andeffecting any creatures within that hex unless theymake a HT check at -2. The Elixer will takeeffect in one second, and the effects, if notinstantaneous, will last 2d+6 seconds. The clouddissipates after one second, or immediately afteraffecting a creature. A flechette bottle has two hitpoints; a thrown flechette takes damage equal tothe throwing creatures thrust-2 on impact.List of ElixersEach Elixer description below contains thefollowing information, in this order: The name ofthe Elixer; the effects of the Elixer; the possibleforms of the Elixer; the selling value of the Elixer.If a PC wishes to purchase an Elixer, the cost willusually be double the listed cost.Acid Resistance - will render the usertotally immune to acid damage. Oil form only.60gp.Alertness - grants the imbiber four levels ofthe Alertness Advantage. Any form. 3gp.Animal control - will allow the imbiber tocontrol any creature with a racial IQ of 7 or lower.Any form. 5gp.Chameleon - will allow the imbiber tochange his skin hues to blend into thebackground. It will not affect equipment, but willaffect clothing. This gives the imbiber a +4 on allStealth rolls. Any form. 2gp.Charisma - will give the imbiber +5 on allReaction checks. 25gp.Clairaudience - will allow the imbiber tohear sounds occurring up to sixty yards away asthough he were present. Walls and otherobstacles have no effect on this ability. Any form.5gp.Clairvoyance - will allow the imbiber tosee things occurring up to sixty yards away.Walls and such have no effect on this ability;neither does light or the lack thereof, and neitherdoes blindness. Any form. 5gp.Climbing - giv es a +5 to the imbibersClimbing skill. Any form. 6gp.Delusion - the target will believe that he orshe is under the effect of a totally different Elixer!Any form. 2gp.Dexterity - increases the Dexterity of theimbibing creature by four, also increasing all ofhis Physical Skills by the same amount. BasicSpeed, Move and Dodge all go up by one. Anyform. 100gp.Disenchantment - causes the target to loseall magical abilities for the duration of the Elixer.Any magical items carried by the target alsotemporarily lose their effects. Mana Talismansare totally discharged, but can be recharged as pernormal. Any Power Reserve held by the target islost. All Elixers carried by the target creature arepermanently destroyed. Any form. 200gp.Treasure 133Dragon Control - allows the imbiber togive commands to a dragon, that the dragon mustobey! The dragon gets an IQ-6 roll per commandto resist. Potion form only. 500gp.ESP - will allow the imbiber to "hear" thesurface thoughts of another creature. If the othercreature is aware that his thoughts are being read,he may make an IQ check to block said reading.Any form. 40gp.Essential Water - the purified and ultimatewater, now available in bottled form. One bottleof Essential Water will extinguish any fire up toseven hexes in area, or purify any liquid, up tofive cubic feet. Potion form only. 100gp.Fire Breath - will allow the imbiber tobreathe out a jet of fire, causing 1d+1 fire damageper dose taken! A roll against Magic Breath orDX-4 is required to hit a target. There are fourdoses per bottle. Potion form only. Average.10gp.Fire Resistance - will reduce damage byfire to the imbiber by one point per die. Anyform. 3gp.Fitness - increases the Health of theimbibing creature by two for the duration of theElixer. Any form. 45gp.Flight - will allow the imbiber to fly at aMove of 18. Any form. 50gp.Giant Strength - will triple the strength ofthe imbibing creature! Any form. 150gp.Growth - will double the height of theimbibing creature and all his equipment. ST andHit Points double. Any form. 7gp.Healing - will restore 1d+1 hits of damageto the imbibing creature. Excess hits go to thecreatures Fatigue; excess beyond that is lost.3gp.Health - will cure blindness, deafness,disease, insanity, infection, poison, whatever!Removes any one Disadvantange of the typeslisted above. This Elixer will not removeDisadvantages purchased at character creation,but if any of the above were gained after charactercreation, due to wounds, failed Fright checks, orwhatever, this Elixer will remove them free ofCharacter Point cost! Potion form only. 70gp.Heroism - will boost all combat skills byfour levels! This will usually also affect anyactive defenses. The elixer will also add two tothe imbibers Dodge. Potion form only. 4gp.Improved Fire Resistance - will render theimbiber totally immune to any heat or fire short ofa nuclear weapon, and those are difficult to comeby in a fantasy game. Oil only. 120gp.Improved Healing - will restore 3d+6 hitsof damage to the imbibing creature. Excess hitsgo to the creatures Fatigue; excess beyond that islost. Potion or Powder form only. 10gp.Improved Health - will cure blindness,deafness, disease, insanity, infection, poison,whatever! Removes all Disadvantanges of thetypes listed above. Alternately, it will remove upto ten points worth of Disadvantages selected atcharacter creation! Any form. 250gp.Improved Heroism - will boost all combatskills by ten levels! This will usually also affectany active defenses. The elixer will also add fiveto the imbibers Dodge. Any form. 40gp.Improved Shrinking - reduces the targetsheight by a factor of twelve. Feet become inches.ST and Hit Points are divided by ten. Unlike thenormal Elixer of Shrinking, all equipmentcurrently carried by the target also shrinks toscale. Any form. 40gp.Invisibility - will render the imbiberinvisible. Opponents have a -10 to attack aninvisible character, and a -4 on all active defensesagainst attacks from such a character. Any form.5gp.Invulnerability - will render the imbiberimmune to any physical damage whatsoever!Potion form only. 200gp.Longevity - will increase the age at whichthe imbiber must start making ageing checks by1d years. This is permanent! Potion form only.200gp.Madness - will permanently afflict thetarget with an insanity chosen at random by theGM! Any form. Average. 18gp.Plant Control - will allow the imbiber tocontrol plants of any sort. Mind you, this is lessthan useful unless the plant is ambulatory orintelligent. Any form. 3gp.Poison - the affected creature must make aHT check or suffer 1d points of damage. Everysecond thereafter, the creature must make anotherHT check, suffering one point of damage forev ery check failed, until it succeeds in a HTcheck. Any form. 30gp.Prowess - permanently adds one point ofST to the character! Character weight also134 Treasureincreases by ten pounds. However, the charactermust also immediately make an ageing check, dueto the stresses involved in suddenly gaining tenpounds of muscle and bone. Any form. 600gp.Regeneration - restores a lost arm, leg,hand or foot. The appendage will grow back in1d+6 hours. During that time, the user alsorecovers one point of damage per hour. Oil only.300gp.Resurrection - restores a dead creature tolife! The target creature must pass a HT check,with a -1 per day the creature has been dead, inorder to survive the resurrection. The targetcreature will be bedridden at -HT for 20 days,minus the amount he or she passed the HT check.Thereafter, normal healing may ensue. Note thatthis Elixer will have no effect on those who diedof old age, and those who died of poison ordisease may find themselves in danger of dyingagain unless treatment is procured! Oil or Incenseonly; incense will only affect one creature.250gp.Running - triples the imbibers Move,though not his Dodge. The imbiber will lose tenfatigue when the Elixers duration ends. Anyform. 7gp.Shapechanging - forces the imbiber to takeon the form of an animal. The type of animal theimbiber becomes is set when the potion wascreated; since the potion is brewed using the hairof a were-creature, the animal form will be thesame as the were-creatures animal form. Anyform. 3gp.Shrinking - reduces the targets height by afactor of twelve. Feet become inches. ST and HitPoints are divided by ten. Equipment does notshrink! Any form. 8gp.Sleep - puts the imbiber to sleep, unless hemakes a HT-6 roll. During the duration of theElixer, the target cannot be awoken at all;thereafter, it becomes normal sleep. Any form.25sp.Speed - doubles the rate at which theimbiber moves! The characters Basic Speed isdoubled, with all the attendant increases in Moveand Dodge. The imbiber also gains oneadditional attack and parry while the Elixer isaffecting him. Once the Elixer wears off, theimbiber must immediately make an ageing check!Any form. 12gp.Strength - increases the strength of theimbibing creature by three. Any form. 60gp.Ventriloquism - will allow the imbiber tothrow his voice up to fifty yards, ignoring allobstacles. Any form. 2gp.Vitality - will restore all lost Fatigue to theimbiber, sav e those points spent powering magicand psionics. Any form. 4gp.Water Breathing - will confer on theimbiber the ability to breathe water. The effectslast 2d+6 hours, regardless of form. Any form.70gp.Wisdom - temporarily increases the IQ ofthe imbibing creature by three, also increasing allof his Mental Skills by the same amount. ThisElixer also temporarily grants the Common SenseAdvantage. Any form. 100gp.Youth - will reduce the age of the imbiberby (1d/2)+1 years. Potion or Powder only.400gp.RingsAll magical rings appear to be at leastsilver, and many appear to be very fine metal, butunless specified in the description of the ring, theyare not found with patterns, engravings or setstones. Magical rings will re-size to fit any whowould wear them.With but a few exceptions, magical ringswill only function if worn on the fingers. Nomore than one magical ring may be worn on eachhand. Wearing more than one magical ring onone hand will cause both to fail.Magical rings are treated as having a Skillof 16 and a Margin of Success of 6 for purposesof countering them, but no roll is neccessary toinvoke a rings power. Magical rings do notradiate magic, so mage-sight will not detect them,but any person with Magical Aptitude whohandles a ring gets a normal roll to detect themagic. A Detect Magic spell has the normalchances to find a magical ring.List of RingsEarrings of Clairaudience - Theseearrings are almost always found as a set, andboth must be worn to gain the benefits. Whenworn, the earrings allow the wearer to hear soundsoccurring up to sixty yards away as though hewere present. Walls and other obstacles have noeffect on this ability. 150gp.Earrings of Languages - These earringsare almost always found as a set, and both mustTreasure 135be worn to gain the benefits. When worn, theearrings allow the wearer to understand anythingsaid to him. However, they do not grant theability to speak any languages. 50gp.Ring of Beast Speech - This ring will grantthe wearer the ability to communicate with anyanimal. Note that for the purposes of this ring,animal means any creature with an IQ of 6 orless, or the Pre-Sentient Disadvantage. Thisincludes magical hybrids such as Gryphons andHydrae. 50gp.Ring of Dark Sight - This ring allows thewearer to see even in total darkness. No penaltiesare assessed due to darkness to the wearer.However, the wearers sight is colour-blind; hesees everythings in shades of white, black andblue. This will render certain skills completelyuseless. While the ring is worn, the wearers eyeswill appear catlike. 150gp.Ring of Dexterity - This ring will add to(or in rare cases, subtract from) the wearers DXAttribute. This includes increasing the wearersBasic Speed and DX-based skills. Roll 3d andconsult the following table to determine theeffects of the ring.Roll Modifier Cost3-5 -1 DX 10gp6-11 +1 DX 100gp12-13 +2 DX 200gp14-15 +3 DX 300gp16-17 +4 DX 400gp18 +5 DX 500gpA ring with a -1 DX is cursed, and onceplaced on the hand, cannot be removed without aRemove Curse or Dispel Magic spell.Ring of Health - This ring will add to (orin rare cases, subtract from) the wearers HTAttribute. This includes increasing the wearersHit Point total and his Basic Speed. Roll 3d andconsult the following table to determine theeffects of the ring.Roll Modifier Cost3-5 -1 HT 10gp6-11 +1 HT 100gp12-13 +2 HT 200gp14-15 +3 HT 300gp16-17 +4 HT 400gp18 +5 HT 500gpA ring with a -1 HT is cursed, and onceplaced on the hand, cannot be removed without aRemove Curse or Dispel Magic spell.Ring of Invisibility - This ring will renderits wearer invisible to the naked eye. Attempts tolocate the wearer are at a -10; attacks against aninvisible character are also at a -10. If the wearerhas attacked any creature while invisible, thepenalties fall to a -6. If the ring is placed in fire,and Black Speech appears on the band, take it tothe nearest Hobbit for disposal. 100gp.Ring of Missile Turning - This ringsurrounds the caster with a barrier againstmissiles. The wearer of the ring may dodge anyform of missile with a roll of fifteen or lower.Passive Defense does not add to this roll.However, as this is a dodge, a critical hit will stillleave the wearer of the ring unable to defend,though he may roll any PD he might have at thispoint. 150gp.Ring of Protection from Fire - This ringwill render the wearer more resistant to fire-basedattacks. Damage from fire and heat will bereduced by one point per die. 150gp.Ring of Protection from Ice - This ringwill render the wearer more resistant to cold-based attacks. Damage from cold will be reducedby one point per die. 150gp.Ring of Regeneration - When worn, thisring will heal the wearer at the rate of one hitpoint per ten minutes. In addition, the wearer willbe able to regenerate lost limbs. Lost fingers ortoes will grow back in 1d days, lost hands or feetin 1d weeks, arms and legs in 1d months. 600gp.Ring of Slow Falling - This ring willreduce the falling speed of the wearer to one yardper second. If the fall is greater than one yard, thewearer may roll against DX or Acrobatics each136 Treasureturn to orient himself so that he lands safely onhis feet, taking no damage. 50gp.Ring of Strength - This ring will add to (orin rare cases, subtract from) the wearers STAttribute. This includes increasing combatdamage and Fatigue. Roll 3d and consult thefollowing table to determine the effects of thering.Roll Modifier Cost3-5 -1 ST 10gp6-11 +1 ST 100gp12-13 +2 ST 200gp14-15 +3 ST 300gp16-17 +4 ST 400gp18 +5 ST 500gpA ring with a -1 ST is cursed, and onceplaced on the hand, cannot be removed without aRemove Curse or Dispel Magic spell.Ring of the Traveller - When worn, thisring grants the ability to speak any language atIQ-1, regardless of difficulty. In addition, thewearer will automatically know the customs andculture of the person he is addressing, giving thewearer the skill of Savoir-Faire at IQ-1, regardlessof area penalties or knowledge. If the wearer hasa Language or Savoir-Faire skill higher than thelevel granted by the ring, he may use his own skillrather than that provided by the ring. 300gp.Ring of Wisdom - This ring will add to (orin rare cases, subtract from) the wearers IQAttribute. This includes increasing the wearersWill, Fright and IQ-based Skills. Roll 3d andconsult the following table to determine theeffects of the ring.Roll Modifier Cost3-5 -1 IQ 10gp6-11 +1 IQ 100gp12-13 +2 IQ 200gp14-15 +3 IQ 300gp16-17 +4 IQ 400gp18 +5 IQ 500gpA ring with a -1 IQ is cursed, and onceplaced on the hand, cannot be removed without aRemove Curse or Dispel Magic spell.Ring of Wishes - When this ring is found,it will have 1d/2 Limited Wishes in it. Unlikemost magical rings, a Ring of Wishes has threepearls set in the band. After each wish is made, apearl will shatter into powder. A Limited Wishcan immediately duplicate the effects of any onespell requiring 6 or less mana to cast, regardlessof whether or not the wearer knows the spell.One in six of these rings contains the morepowerful form of the Wish spell. These morepowerful wishes can each do one of thefollowing:1) Cause any spell to occur, with zero castingtime;2) Remove up to ten points worth ofDisadvantages for free;3) Add up to ten points worth of Advantagesfor free; or4) Anything else that the wisher desires,providing the GM doesnt feel its toounbalancing or game-breaking.Rings of Wishes can be sold for 150gp perWish; Rings of Greater Wishes can be sold for2500gp per Wish.ScrollsScrolls are almost always found in scrollcases, containing between one and six scrolls (roll1d for number). The GM should select the spellson the scrolls; a random roll-up chart would bevery large, and would likely end up giving playercharacters unbalancing spells.If the GM absolutely must roll randomlyfor the spell on the scroll, he may choose to rollone, two, three or four dice. The number of dicechosen should be based on the point level of thecharacters. Subtract one from the result for everydie past the first, and count that many spells intothe College of Magic. A result of 21 should betreated as a result of 1. The GM will still berequired to select the College of Magic, andshould remember that Enchantment and Meta-Magic Spells cannot be scribed.Scrolls can be sold for one gold piece permana casting cost of the spell.The casting time for a spell on a scroll isequal to that of the spell itself, save that it willtake one second for the scroll-user to ready thescroll. A person with the Advantage of MagicalAptitude need not make a roll to cast a spell froma scroll; any other person using a scroll must rollagainst a skill of fourteen to successfully cast thespell.Treasure 137Wands, Staves and RodsFor the most part, these items are meant foruse by mages only. Of course, there is variationwithin this range; on some game worlds, onlythose with the Advantage of Magical Aptitudewould qualify; on others, any person with certainAdvantages or Skills could use a wand. The GMmay also elect to merely allow anyone to use thewands.Rods, staves and wands vary in size, thoughnot in function; a Wand of Lightning Bolts willprove as powerful, magically speaking, as a Staffof Lightning Bolts. However, a long staff may beused as a weapon, under Quarterstaff or DX-6; ashorter staff might be used as a baton, under ShortSword or DX-4. The shortest of wands generallycannot be used as a weapon. Furthermore, theamount of mana that may be placed on a rod, staffor wand is limited by its size and composition.Wand Materials and LengthRoll Material and Length Mana1 Wooden, 12" 202 Ivory, 12" 303 Wooden, 3 604 Bone, 3 905 Wooden, 5 1006 Wooden,7 140A wand, when found by the playercharacters, will rarely be fully charged. Todetermine the number of charges in a wand whenit is initially found, multiply its maximum chargesby (2d/16).The effects of a wand may never beovercharged, nor may Meta-Magic spells affect aspell cast from a Wand. Values in parenthesisafter a Wand effect are the casting cost from theWands mana supply. Monetary values are givenin case the characters wish to sell the item; If thecharacters wish to purchase the item, the pricewould be half again the listed value.Activating a wand is a two-step action. Onthe first turn, the character performs the commandsequence for the wand - usually a singlecommand word and aiming the wand. On thesecond turn, the wands power takes effect. If thepower is a directed attack, the wielder must makea Spell Throwing or DX-2 roll to successfully hithis target. Wands of twelve inches in length havea +1 to this attack roll.List of WandsAcid Bolts - This wand will allow the userto launch a bolt of stone, coated with acid, at histarget. If hit, the targets armour is damaged,losing 1d-1 DR. If the result is equal to or greaterthan the DR of the armour, then the armour isdestroyed. In addition, the target takes 1d-1impaling damage.Beast Mastery - This wand is always madeof ivory or bone. Roll 1d to determinecomposition and mana capacity:Roll Material and Length Mana1-2 Ivory,12" 303 Bone, 12" 304 Bone, 2 605-6 Bone, 3 90The wand allows the wielder to cast any ofthe following spells: Befriend Animal (1), LocateAnimal (1), Charm Animal (2), Speak withAnimals (2), Summon Animal (4), Animal Growth(6). 350gp.Chain Lightning - This wand is alwaysmade of wood. The wielder may cast the ChainLightning (9) spell. 250gp.Communication - This wand allows thewielder to cast any of the following spells:Comprehend Languages (1), Know Customs (3),Tongues (4). 200gp.Destruction - This rod is always a three-foot-long wooden rod. Upon being activated, thenext inanimate object the wand touches will take4d damage, bypassing all DR. If this damagewould not be sufficient to destroy the targetobject, then the target is undamaged. If the targetis destroyed, the rod itself will also be destroyed.30gp.Dimension Door - This wand takes a totalof three seconds to activate, as the caster musttrace the outline of a door on any barrier. On thefourth second, when the wands power activates,the door will open. It will remain open for tenseconds, and then close. Using this power drainsfour mana from the wand. 100gp.Earth Control - This wand allows thewielder to cast any of the following spells:Earthy Grasp (1), Wall of Sand (2), Wall of Earth(3), Dig (4). 250 gp.Fireballs - This wand allows the caster tothrow a Fireball (3) that inflicts 3d fire damage toits target. Anything in the same hex as the target138 Treasuretakes 2d fire damage, and anything one hex awayfrom the target takes 1d fire damage. 75gp.Fire Bolts - This wand will allow the userto throw a Fire Bolt at his chosen target. Thisrequires two mana. The Fire Bolt has a range oftwenty yards, and will inflict 2d flame damage onimpact. 50gp.Flame - This staff will allow the user tocast any of the following spells: Produce Flame(1), Wall of Fire (4), Engulf (5), Flame Wave (9).When held, the staff grants the effects of aProtection from Fire spell at no mana cost.750gp.Fortification - This wand will allow theuser to cast any of the following spells:Encampment (3), Entrenchment (14), Bastille(24). 500gp.Healing - This wand will allow the wielderto heal 1d hit points of damage (1), CureBlindness (3), Cure Disease (4) or NeutralizeVenom (5). If the wand is snapped in half andplaced on a corpse, that corpse is Resurrected,with no penalty due to age of the corpse. 750gp.Ice - This wand allows the user to cast anyof the following spells: Ice Knife (2), Ice Storm(4), Wall of Ice (6), Fr eezing Sphere (7). Whileheld, the wand reduces any damage due to coldtaken by its owner by one point per die. 750gp.Ice Bolts - This wand allows the caster tolaunch a bolt of ice to a distance of ten yards.The Ice Bolt will inflict 1d-2 crushing damage toits target. 25gp.Ice Knife - This wand allows the user tolaunch a stake of ice to a distance of twenty yards.The Ice Knife will inflict 1d impaling damage toits target. 50gp.Incendiary Cloud - This wand allows thewielder to cast an Incendiary Cloud (8). 200gp.Inferno - This wand will produce a jet offlame from the end, doing 1d damage to its target.Damage is reduced by one point per hex ofdistance between the user and the target. TheInferno costs one mana to activate. 25gp.Influence - This wand allows the wielder tocast any of the following spells: Friends (1),Emotion Control (3), Leadership (6). 250gp.Lightning Bolts - This staff is always madeof wood. When the power of this staff is inv oked,a lightning bolt will arc to the chosen target. Thiscosts four mana. The lightning bolt has a range of30 yards, and will inflict 3d impaling damage.Metal armour does not protect beyond the firstpoint of DR. 100gp.Merchants - This wand will allow the userto cast any of the following spells: Mend (1),Know Age (1), Friends (1), Know Value (5).200gp.Meteors - This staff allows the caster tothrow one of three different sized meteors. Thesmallest meteor consumes one mana and inflicts1d crushing damage. The second size of meteorconsumes two mana to cast and inflicts 1d fire and1d crushing damage. The largest meteorconsumes three dice to cast and inflicts 2d fire and2d crushing damage. All meteors have a 40 yardrange. 150gp.Moonbeams - This wand has two settings.The first, activated whenever the wand is held,causes a gentle glow to emanate from the wand.This glow is equivelant to torchlight, and thiseffect costs no mana. For five mana, the glowmay be concentrated into a moonbeam anddirected at a target. Undead hit by the beam take2d damage; lycanthropes struck by the beam mustmake a Will roll or be forced to change forms.This effect lasts for five seconds, and reaches outforty yards. 150gp.Moses - This staff is always made of wood.The wielder may use the staff to cast any of thefollowing spells: Lower Water (5), Part Water(7). 300gp.Plane Shift - The command words for thisstaff are always spoken in Black Speech. Eachtarget of the effect must be touched by the staff,and his or her name spoken. This takes onesecond per target. On the final second ofactivation, the name of the plane of existence totravel to is spoken, and the butt of the staff isstruck to the ground. Five mana are consumed bythe effect, and every person designated plus thestaffs wielder are instantaneously shifted to thenamed plane of existence. 150gp.Resurrection - This wand will instantlyraise the target creature from the dead. The manacost to activate the wand is nine, plus one forev ery full day the target has been dead. 250gp.Sound Bolts - This staff creates acompressed bolt of sonic energy. The Sound Bolt(2) does 1d+2 damage, bypassing all but the firstpoint of DR (PD still protects as normal). 50gp.Sol Blade - This wand always appears as atube of burnished bone or ivory, twelve incheslong. It always has a maximum mana capacity ofTreasure 139thirty. When the command word is spoken, abeam of light springs from the end of the tube.The beam will be three feet long, and may bewielded as a Broadsword. The Sol Blade cannotparry or be parried, though it may be dodged orblocked. The Sol Blade will inflict 3d damage,doubled against undead. The Sol Blade requiressix mana to activate, and will last for one minuteor until allowed to lapse by the user. 150gp.Sunray - When the command word isspoken, a powerful beam of light springs fromone end of the wand. This consumes six manafrom the wand. The beam reaches out sixty yardsand will last for ten seconds, or until the userwills it to turn off. The beam is pencil-thin,striking at most one target, and will inflict 3ddamage. Undead take double damage from thiseffect. 150gp.Trap Detection - When this wand isactivated, the user will be aware of all traps withinten yards. Activating the wand requires onemana. 25gp.Truth - This item is always found in theform of a five-foot long wooden staff. When oneend is held to the floor and the command wordspoken, no person within a two yard radius of thestaff may tell a lie. The effect lasts until the staffis lifted from the ground. This effect costs twomana to activate. 75gp.Weather - This wand allows the wielder tocast any of following spells: Fo g Cloud (2), CallLightning (3), Control Temperature (4), WeatherSummoning (6), Control Winds (6), ControlWeather (8). 750gp.Webs - This staff allows the wielder to casta Web (2) spell when the command word isspoken. 50gp.Miscellaneous Magical Items"Miscellaneous is always the largestcategory."J. Rosenberg, The Warrior LivesUnfortunately, a very true statement. Hereare all the magical items that can be collectedunder the title, "The Wierd Stuff".Amulet of Adaptation - The wearer of thisitem automatically succeeds in any Resistancerolls against gases or suffocation, and maybreathe water as though it were air. 100gp.Amulet of ESP - The wearer of this itemmay read surface thoughts of any creature withintwenty yards. The wearer must concentrate forone second to read the targets thoughts. If thetarget is aware that his thoughts are being read, hemay make a Will roll to resist being read. Wallsand such are no barrier to this spell, but oneseconds concentration must be spent to locate thecreature on the other side before it can bescanned. 200gp.Amulet of Health - The wearer of thisAmulet gains a +2 on all HT checks. 100gp.Amulet of Long Years - The wearer of thisitem (who must have worn it for at least a year)gains the Advantage of Longevity. 300gp.Amulet of Luck - The wearer gains theAdvantage of Lucky when this item is worn. Ifthe wearer already is Lucky, the amulet increaseshis Luck to Very Lucky. If the wearer is VeryLucky, the amulet allows the wearer to use hisluck once every twenty minutes of real time.300gp.Bag of Holding - This magical Bag weighsfifteen pounds at all times, whether or not there isanything in it. The Bag can hold up to fivehundred pounds. No item larger than five feet inits longest dimension or one foot in its smallestdimension may be placed in the bag. 500gp.Belt of Strength - The wearer of this itemhas his ST doubled, though his Fatigue does notincrease. 200gp.Boots of the Elves - Elven boots are madeof the finest material, and have well padded soles.Anyone wearing Elven boots gains a +5 on allStealth rolls. 100gp.Boots of Jumping - The wearer of theseboots may spend one fatigue to make a leap oftwenty yards across or ten yards straight up.250gp.140 TreasureBoots of Speed - The wearer of these Bootshas his Move increased by four levels. Thewearers active defenses all also increase by one.250gp.Chaos Cards - These very unusual cardsare said to be the product of the Gods of Chanceor the Gods of Chaos. No-one is entirely certainof their origin, but most people agree that thecreators were neither good nor evil. Simply odd.The Chaos Cards always appear as a set ofthe Major Arcana (Keys 1 to 21, plus the un-numbered Fool) of the Tarot. If you dont hav eTarot cards, you may use the listed cards from aconventional deck of cards in place of the Tarot.Each party member must declare, once thedecision to draw cards is made, how many cardsthey wish to draw. Once all declarations havebeen made, the draws are made. Cards take effectimmediately upon being drawn, and are returnedinto the deck after drawing unless otherwisespecified. If the draws are interrupted by the lossof the deck, all further draws are lost. Once allparty members have made all their draws, thedeck disappears.An unused Deck of Chaos Cards wouldlikely sell for 1000gp.Arcane CardFool JokerMagician AHHigh Priestess KHEmpress QHEmperor JHHigh Priest 2HLovers ADChariot KDStrength QDThe Hermit JDThe Wheel 2DJustice ACThe Hanged Man KCDeath QCTemperance JCThe Devil 2CThe Tower ASThe Star KSThe Moon QSThe Sun JSJudgement 2SThe World BlankFool: Gain two more draws. You maytrade in any remaining draws at this point for fivecharacter points per draw. Discard this card afterdrawing.Magician: Gain ten character points and arandom magical item. The item must bebeneficial, and cannot be a second set of ChaosCards.High Priestess: Gain a 100-point WarriorAlly that appears on a 12 or less. The player maygenerate this character, who would be worth 20character points, but the character remains underGM control.Empress: Gain twenty random items ofjewellry.Emperor: Gain Charisma +4 and a smallkeep. If the character already has a stronghold,the keep will magically appear nearby; otherwise,the character will somehow coincidentallyacquire a keep.High Priest: Gain a treasure map and amagical weapon.Lovers: Avoid any situation youchoose...once. This card can be used to nullifyany other card, in which case both draws are lost.Chariot: The character mustsinglehandedly defeat the next monster heencounters. If he does so, he gains 20 characterpoints.Strength: Gain one level in an Attribute.The Attribute will be ST if the character is awarrior, ranger or paladin, DX if the character is athief or bard, or IQ if the character is a priest,druid or mage.The Hermit: At any time in the future, thedrawer may ask the GM a question, which theGM must answer truthfully. There is absolutelyno limit to the questions that may be asked of theGM!The Wheel: Gain two Wishes. For detailson these, see either the spell by the same name, orthe Ring of Wishes. These must be usedimmediately, or they are lost.Justice: The character gains a thirty-pointSecret Enemy.The Hanged Man: The character instantlyloses all money, property, and everything elsesave the items carried on his person.Death: The character dies. The deckinstantly disappears when this card is drawn. Onthe positive side, if the slain character is broughtback to life, he will gain five character points.Treasure 141Temperance: Two of the charactersAttributes are swapped. One will be the higher ofDX and IQ; the other will be the lower of ST orHT.The Devil: The character must immediatelydefeat a minor demon (ST 14, DX 15, IQ 11, HT15/30, Broadsword-24, damage 3d-1, immune tofire, ice, lightning and mind-control spells). If thecharacter dies in combat, he cannot be raised,resurrected, reincarnated or otherwise restored,ev en by a Wish. Anyone who attempts to assistthe character gets a demon of their own to fight.The Tower: The character vanishes,whisked away to a prison somewhere veryremote. The deck also disappears. No scryingspells will locate the character, though a Wishwill reveal his location.The Star: The character gains fifteen pointsworth of mental Disadvantages, chosen by theGM. He also must draw again.The Moon: If the character has any Allies,the highest among them is changed into anEnemy. If the character has no Allies, he gains anEnemy worth 20 points.The Sun: The character instantaneouslyloses all magical items he owns. On the positiveside, he gains one character point per item lost.Judgement: The character suffers a -5 fromall future Fright Checks.The World: Choose the highest point-valued item on the drawers character sheet andreduce it ten points. Choose the lowest point-valued item on the characters sheet and raise itfive points. The character must draw again.Discard this card when drawn.Cloak of the Elves - These cloaks have atendency to blend into the background. Theyhave shaggy fringes, and can change colour like achameleon. Anyone wearing a Cloak of the Elvesis 80% invisible. Those attempting to locate thewearer by sight suffer a -8 to their Vision checks.Attacks are penalized by -8 as well, as long as thewearer remains perfectly still. 100gp.Cloak of Protection - This Cloak willgrant a +2 to PD to the wearer. Note that this is inaddition to any PD granted by the wearersarmour. If the wearers armour is magical, countonly the higher plus between the Cloak and thearmour. 200gp.Crystal Ball - This is the standard scryingtool. The viewer selects a subject, and then rollsagainst a 20 to view him. The viewer suffers thefollowing bonuses or penalties to his targetnumber:Distance 1/10 normalSubject unknown -5Subject known somewhat -2Something associatedwith subject at hand +2Subject is inanimate +2A Crystal Ball will fetch 100gp on the openmarket.Djinni Lamp - The possessor of this lampmay use it to summon the Djinni bound to thelamp. The Djinni will serve as described in theCreature Feature. 300gp.Efreeti Bottle - The possessor of this bottlemay use it to summon the Efreeti bound to thelamp. The Efreeti will serve as described in theCreature Feature. 900gp.Flying Carpet - This carpet has enoughroom for six to sit upon it. It can fly at a Move of12 (240 miles per day). 750gp.Gauntlets of Might - These Gauntletsmagically enhance the wearers power. Meleeattacks gain a +2 to all damage rolls; punches dothrust+1d damage. 100gp.Glitter Dust - This fine powder comes insmall wooden or bone tubes. 1d+1 of these tubesis found at any one time. When the tubes areblown through, the powder explodes outward,filling seven hexes arranged in a three-hexdiameter circle. Any invisible objects within thearea of effect are immediately made visible.100gp.Gloves of Dexterity - The wearer of theseGloves gains a +1 to all Physical skills. 100gp.Hat of Disguise - The wearer of this Hatmay change his appearance to a moderate degree.The Hat grants a bonus of +4 on allImpersonation or Acting rolls. 100gp.Helm of Telepathy - The wearer of thisitem gains the ability to send and receive mentalmessages. Communication is ten times normalspeed, and has a range of forty yards. 300gp.Pearl of Power - This item is a mana-storage battery, containing twenty mana. Thismana does not recharge; when used up, the Pearlcrumbles to powder. 50gp.142 TreasurePearl of Wisdom - This item is normallyfound bound into a piece of jewellry. The ownerof the Pearl will gain a +1 on all Mental skills.100gp.Quiver of the Elves - This magical Quiverwill hold sixty arrows or bolts, thirty atlatl darts,twelve jav elins or six spears. One unstrung bowmay also be placed in the quiver, counting as twospears. A mix of items may be stored in theQuiver, provided the proportions are equal - anatlatl dart in place of two arrows, or a spear inplace of ten arrows. The Quiver grants a +2 to allFast-Draw skills, or grants a Default at DX-4.150gp.Rope of Climbing - This Rope is magicallyenchanted to move on its own. It has a Move of1, and will follow the users directions. 50gp.Shields and ArmourUnlike magical weapons, magical armouralmost never has additional enchantments beyondthe standard bonuses to PD and DR. One in sixwill be made of mithril, and will have half theweight of a conventional shield or suit of armour.The cost listed for the bonuses is forarmour. Since shields are only enchanted toprovide a PD bonus, their cost is lower. Todetermine the selling price for shields, divide thelisted price by two.WeaponsMagically empowered weapons are a stockin trade for the fantasy writer, and for the fantasyGM. The vast majority of enchanted weaponshave a bonus to hit and to damage, expressed as anumber from +1 to +5. Add this value to theusers Skill when an attack is rolled (though notfor purposes of parries or critical thresholds), aswell as to the total damage rolled.Some weapons also have alternateenchantments. These are detailed below. Tocalculate the selling price of an enchantedweapon, add the gold piece value from theWeapon Bonus table and the gold piece valuefrom the Weapon Secondary Enchantment table.Dancing - The weapon can fly at a Speedof 5 and will attack with a Skill of 15 and adamage based on a ST of 15. The dancingweapon must be activated through the use of acommand word. The owner need not be wieldingthe weapon, but must at least be touching it. Thisenchantment only applies to melee weapons;discard or re-roll this result for ammunition.Defender - The weapon adds +1 to anyattempts to parry. This only applies to meleeweapons. Discard or re-roll this result for allothers.Flaming - For melee weapons, the weaponwill burst into flame upon the command wordbeing spoken. For missile weapons, theammunition being fired will instead burst intoflame. In any case, the weapon will do +1ddamage on impact. Ammunition is consumedwhen this enchantment is used; other weaponsare unharmed. Double the gold piece cost for thisenchantment on missile weapons or on anyweapon that is not completely steel; divide it byten for ammunition.Graceful - For melee weapons, the weaponnever becomes unready if used to attack or parry.For missile weapons, instead reduce snapshotnumbers by two. For arrows and bolts, increaseQuick-Draw Skill by two.Light - The weapon will shed light in afive-yard radius, equal in strength to a torch.Loyal - The weapon is capable of movingitself, and will always attempt to return to itsowner. This includes the Quick-Drawenchantment, but goes a little further; thrownweapons will return to their owner, and anyoneattempting to use the weapon against its ownerwill suffer a -4 to their skill. A new owner mustspend four days with the weapon in hispossession before the weapon will accept him asits owner. Reroll or discard this result forammunition.Penetrating - The weapon is armour-piercing. Divide the targets DR by two, but alsodivide damage done by the weapon (after all DR,but before cutting or impaling bonuses) by two.Round down in both cases. Crushing weaponscan be reduced to zero damage, but cutting orimpaling weapons will always do at least onepoint of damage.Quick-Draw - The wielder may quick-draw the weapon without a Skill roll, even if hedoesnt hav e the skill. If this result is rolled forarrows or bolts, a quiver is instead found, out ofwhich arrows will seem to leap. The weapon willnever become unready for any reason. This effectwill not function if the weapon is more than ayard away, or is tied down, peacebound or in anyother way restricted in movement.Table of ContentsIntroduction . . . . . . . . . . 3About GURPS . . . . . . . 3Templated Character Creation . . . 4Determining Attributes . . . . . 4The Freebie Pool . . . . . . . 4New Advantages . . . . . . . 4Races . . . . . . . . . . . . 5Dwarves . . . . . . . . . 5Elves . . . . . . . . . . 6Gnomes . . . . . . . . . . 7Half-Elves . . . . . . . . . 8Half-Ogres . . . . . . . . . 9Half-Orks . . . . . . . . . 9Hobbits . . . . . . . . . . 10Humans . . . . . . . . . . 11Professional Packages . . . . . . . 12Bard . . . . . . . . . . . 12Cleric . . . . . . . . . . 12Druid . . . . . . . . . . 12Mage . . . . . . . . . . 13Paladin . . . . . . . . . . 13Ranger . . . . . . . . . . 13Sorceror . . . . . . . . . 14Thief . . . . . . . . . . 14Warrior . . . . . . . . . . 14Skills . . . . . . . . . . . . 15General Skill Packages . . . . . 15Background Skill Packages . . . 15Mage Skill Packages . . . . . . 16Priest Skill Packages . . . . . . 16Thief Skill Packages . . . . . . 16Warrior Skill Packages . . . . . 16Money and Equipment . . . . . . 17Starting Wealth . . . . . . . 17Equipment . . . . . . . . . 18Weapon Quality . . . . . . . 18Melee Weapons . . . . . . . 19Missile Weapons . . . . . . . 20Ammunition . . . . . . . . 20Armour . . . . . . . . . . 21Shields . . . . . . . . . . 21Other Equipment . . . . . . . 21Clothing . . . . . . . . . 23Lodgings and Services . . . . . 23Animals . . . . . . . . . . 23Magic . . . . . . . . . . . . 24Learning Spells . . . . . . . 24Memorizing Spells . . . . . . 24Casting Spells . . . . . . . . 25Overcharging . . . . . . . . 25Recovering Mana . . . . . . . 25Spell Types . . . . . . . . 26Priestly Magic . . . . . . . . 26Bardic Magic . . . . . . . . 26Air . . . . . . . . . . . 27Animal . . . . . . . . . . 30Body . . . . . . . . . . 34Communication . . . . . . . 38Dimension . . . . . . . . . 41Earth . . . . . . . . . . 45Enchantment . . . . . . . . 49Fire . . . . . . . . . . . 53Healing . . . . . . . . . . 57Knowledge . . . . . . . . . 60Light . . . . . . . . . . 63Matter . . . . . . . . . . 67Meta-Spells . . . . . . . . 70Mind . . . . . . . . . . 74Movement . . . . . . . . . 77Necromancy . . . . . . . . 81Phantasm . . . . . . . . . 85Plant . . . . . . . . . . . 89Sound . . . . . . . . . . 93Wards . . . . . . . . . . 96Water . . . . . . . . . . 100Critical Spell Failure . . . . . . 104Rules . . . . . . . . . . . . 110Fright Checks . . . . . . . . 110Darkness . . . . . . . . . 110Experience . . . . . . . . . 110The Creature Feature . . . . . . . 111Poisons . . . . . . . . . . 111Bane Sidhe . . . . . . . . . 112Barrow Wight . . . . . . . . 112Basilisk . . . . . . . . . . 112Bugbear . . . . . . . . . . 112Carrion Crawler . . . . . . . 112Chimera . . . . . . . . . 113Cockatrice . . . . . . . . . 113Crypt Guardian . . . . . . . 113Djinni . . . . . . . . . . 113Doppelganger . . . . . . . . 114Dragon, Cloud . . . . . . . 114Dragon, Firedrake . . . . . . 114Dragon, Serpent . . . . . . . 115Dragon, Wyvern . . . . . . . 115Dust Devil . . . . . . . . . 116Dybbuk . . . . . . . . . . 116Efreeti . . . . . . . . . . 116Elemental, Air . . . . . . . . 117Elemental, Earth . . . . . . . 117Elemental, Fire . . . . . . . 117Elemental, Water . . . . . . . 117Ent . . . . . . . . . . . 118Gargoyle . . . . . . . . . 118Ghost . . . . . . . . . . 118Giant, Greater . . . . . . . . 118Giant, Lesser . . . . . . . . 119Gnoll . . . . . . . . . . 119Goblin . . . . . . . . . . 119Golem, Clay . . . . . . . . 119Golem, Flesh . . . . . . . . 120Golem, Iron . . . . . . . . 120Golem, Stone . . . . . . . . 120Golem, Wood . . . . . . . . 121Gryphon . . . . . . . . . 121Gwythaint . . . . . . . . . 121Hobgoblin . . . . . . . . . 121Hydra . . . . . . . . . . 122Invisible Stalker . . . . . . . 122Kobold . . . . . . . . . . 122Lich . . . . . . . . . . . 122Minotaur . . . . . . . . . 122Mummy . . . . . . . . . 123Ogre . . . . . . . . . . . 123Ork . . . . . . . . . . . 123Orog-Hai . . . . . . . . . 124Roc . . . . . . . . . . . 124Salamander . . . . . . . . 124Skeleton . . . . . . . . . 124Strix . . . . . . . . . . . 124Troll . . . . . . . . . . . 125Undine . . . . . . . . . . 125Vampire . . . . . . . . . . 125Wraith . . . . . . . . . . 126Worg . . . . . . . . . . 126Zombie . . . . . . . . . . 126Tr easure . . . . . . . . . . . 127Coins . . . . . . . . . . 128Gems . . . . . . . . . . 128Objects of Art . . . . . . . . 128Magical Items . . . . . . . . 128Elixers . . . . . . . . . . 131Rings . . . . . . . . . . 134Scrolls . . . . . . . . . . 136Wands, Staves and Rods . . . . 137Miscellaneous Magical Items . . . 139Shields and Armour . . . . . . 142Weapons . . . . . . . . . 142