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Experience and Spells
Experience
Level
Experience
1
0 - 7
2
8 - 15
3
16 - 22
4
23 - 32
5
33 - 43
6
44 - 57
7
58 - 73
8
74 - 90
9
91 - 108
10
109 - 127
11
128 - 148
12
149 - 174
13
175 - 205
14
206 - 241
15
242 - 282

Experience should be awarded on the following scale:

5 points: if the characters accomplished a major goal in the campaign.

1 point: if a character showed excellent role-playing in the course of the campaign.

1 point: if the player role played an aspect of his character extremely well; e.g. a soldier wishes to consistently battle but refrains from slaying women and children because of personal codes.

1 point: if the player played well i.e. got along with other players, not his character and others, but the player and other players, he didn't pout, he didn't gloat, etc.

1 - 10 points: This reflects the difficulty of the campaign for the players and the characters. Remember, the same group of players may breeze through an adventure with one set of characters and die in ten minutes with another.

Gauge appropriately.

1 - 3 points: For each EXTRAORDINARY action a character is involved in, he/she should be rewarded for his/her bravery (or luck).

1 - 5 points: For group unity and cohesion; did they work together or was it a night of arguing rules and rude insults.

The Game Master should feel free to make up his/her own criteria and allow characters to advance at a speed comfortable both to them and to the GM.

Experience can be spent in the following methods.
Area
Cost (Exp)
Notes
Spells
3 points per level of desired spell
NOTE: Initial spells must be taken in order to take spells further along in the sequence. i.e. you must take the Natural Forces Gust before you take Wind.
NOTE: You may not take spells which are of a level higher than the character's level.
New Skill
4
Training for new skills may range from 3 - 9 months at GM's discretion.
Advance existing skill
skill level desired in exp.+ any skill levels in between
Example: You presently have a skill level of 1 and wish to raise it to 3. You must spend 2 for level 2 +3 for level 3 = 5 total exp points.
Spirit Points
2 points per dice
Purchase an increase of a d10 to base spirit points.
Stats
20 pts/stat point
20 exp points to raise a stat 1 point with a max of 20
Weapon Prof
Plus to Hit
3 pts per plus; + 1 to hit = 3 experience points; + 2 = 6 experience points; all levels between current and target must be paid for; i.e. to go from + 0 to + 2 you must pay for +1 and +2 for a total of 9 points.
Weapon Prof
Plus to Damage
1 pt per plus; + 1 to damage = 1 experience points; + 2 = 2 experience points; all levels between current and target must be paid for; i.e. to go from + 0 to + 2 you must pay for +1 and +2 for a total of 3 points.
Weapon Prof
Additional Attack
6 pts per Attack; + 1 to attacks = 6 experience points; + 2 = 12 experience points; all levels between current and target must be paid for; i.e. to go from + 0 to + 2 you must pay for +1 and +2 for a total of 18 points. The max number of additional attacks that a character may have is x2 the original number of attacks for that weapon.
Weapon Prof
Additional Die of Damage
6 per additional die; + 1 die = 6 experience points; + 2 = 12 experience points; all levels between current and target must be paid for; i.e. to go from + 0 to + 2 you must pay for +1 and +2 for a total of 18 points. The max number of additional dice that a character may have is x2 the original number of dice for that weapon.



Magic in the 1938

Imagine that all of creation is shaped like a book that stretches out for infinity in all directions. Our universe, from the biggest galaxy to the smallest atom, would be a page in the book. The Shades of Earth setting would be another page. The four Realms of Power would each have a page in that book. Each page would have its own set of rules on how the universe functions, and each page would lie next to each other, touching but not interacting. Spell casters have the ability to act like a lightning rod and pull energy from one page to another. We call that energy 'magic' and the effects are known as 'spells'.

It turns out that only some humans are born with the ability to tap into other Realms, and even then they can touch only one Realm. This is a tricky process, since channeling energy can overload the nervous system of the spell caster. Spirit points are the measure of the amount of energy one person can channel at any one time. The average human has ten spirit points, spell casters have between ten and thirty and supernatural creatures can have hundreds.

Magical energies have a certain unique resonance that allows for a number of interesting things. First, a spell caster can detect energies from his own Realm, so a Wolvesbane can detect when other Wolvesbane powers are in use. Second, each Realm has an affinity for different materials on Earth (see Chart in next section). These materials can store spirit points, like a battery, for future use. Third, each Realm has a counter in different materials on Earth (see Chart in next section). These materials block power use from the appropriate realm, and will even inflict damage on spell casters of eighth level or higher if it touches their skin. Finally, it is possible to craft devices to store pre-loaded spells; this takes considerable research and knowledge about both science and magic. The Germans have been studying this art since Hitler came to power and are getting good at it. Other, more ancient, civilizations also knew some secrets to crafting artifacts. The Aztecs of South America built amazing pyramids and conquered a vast empire, all without the basic scientific concept of the wheel. Instead, they tapped into the awesome power of the Underworld magic realm, and modeled their entire culture around this death magic. Other magic oriented cultures include the Celts in Britain, the Zulu and Egyptians of Africa, the American Indians, Asian Zen monks, and Australian aborigines.


There is one other area of magic that needs to be explained. Just as the Greater Realms contain energy that can be manipulated for spell use, the realm of Shades of Earth also has energies for those who can tap into them. This type of magic is called shamanism and is generally practiced by people who are in touch with nature. American Indians, African bushmen, and Australian aborigines are prime examples of cultures which encourage Shamanism. Since the energy of the realm surrounds the caster, the Shaman effects are more potent than Greater Realm effects. Unfortunately, the risks are proportionally higher, too. Spell backlashes are more common for Shamans and can cause disfigurements and even death for the untrained.


None of the preceding information is needed to run the game, but it may be useful in aiding players and GM's in designing their own artifacts and realms. Feel free to contact HinterWelt with questions and ideas on the topic of magic use.

The Greater Powers

Only a certain percentage of the population are able to cast the Greater Realms of Power. The various organizations are always in search of people who can cast spells. This does not always mean the person has learned to cast but instead, has the genetic capacity to cast.

Natural Forces: This realm of power deals with nature, animals, and the four elements: fire, earth, air and water. Although they start out slowly, characters in this realm quickly gain immense power.

Wolvesbane: Wolvesbanes are masters of physical change and manipulation. Their powers involve shape shifting, healing and metal changing.

Vampiric: The Vampiric realm involves mental manipulations. Illusions, fire powers, stealth and shadows are all under a Vampiric's control.

Underworlder: These people are concerned with undead, demons and other horrors that go bump in the night. Hiding and deception are also included in their repetoire.

Realm
Storage Gem
Detrimental Material
Source of Power
Vampiric
Ruby/Blood Stone
Rose wood
Blood
Underworlder
Jet/Onyx
Lead
Soul
Natural
Emerald/Jade
Unworked Iron
Essence of Life
Wolvesbane
Diamond/Aquamarine
Silver
Spinal and Brain Tissue

A lead lined shield is proof against underworlder spells if applicable (i.e. an area effect spell would go around the shield), and an unworked iron shield would be immune from Metal Burn. The detrimental material will stop a pure magical effect, but an ice bolt or fire bolt, for example, are made of naturally occurring substances and therefore would not be stopped. In addition, the higher the level of the caster the greater the effect of the detrimental material on the caster. This is expressed in game terms as 1d10 damage for every level of the caster. To affect the caster, the detrimental material must contact bare flesh. For example, a fifth level caster of Wolvesbane touches a silver coin and receives 5d10 to his hand.

Spell Elements

Spell elements as they appear in the spell descriptions are the actions or pieces that make up spells. They define the individual actions or ingredients needed for the completion of that spell. If any single element is unavailable, then the spell will not function. A list of the elements is as follows.
Element
Abbr.
Description
Thought
T
The caster must focus his mental concentration to cause the effect to occur. This is common to all the spells.
Substance
S
Some Substance is required. This is usually in the form of containment or medium. The substance will not be consumed unless stated by the spell description.
Oral
O
This means the caster must speak. Often this will be to communicate in some way. Command spells must have an Oral element, i.e. the command.
Gesture
G
This element requires the caster to perform some gesture. This usually is employed with directed spells such as Tornado to direct it to the target. Throwing a sphere of flame is also a Gesture.

Spell Cost

The cost of a spell is the amount of spirit points that must be expanded for the spell to activate. It will also define any rate that might be employed if appropriate; i.e. 3 pts/rd. would mean to keep the spell active the character must pay three spirit points per round.

Spell Range

Range expresses the distance from the caster the spell may effectively be cast or the area of effect that the spell has. An example of range would be the Wind spell, which may be cast anywhere and controlled within 500 feet of the caster. An example of area of effect would be Plant Control II at 4 pts/500 sq ft. Some ranges are left to the determination of the GM such as `Minimal,' meaning within a reasonable distance.

Spell Prerequisite

Prereqs are the spells that the caster must master before being able to cast the current spell outlined in the description. If the caster has not learned the prerequisites to a spell, they cannot cast that spell.

Spell Description

The spell description is meant to clarify the effect of the spell. If there is any ambiguity it is to be resolved by the GM. Descriptions may touch on area of effect, range modifiers, the effect or damage of the spell or any restrictions.

Natural Forces 119
First Level 119
Airy Water 119
Camouflage 119
Glide 119
Gust 119
Locate I 119
Plant Control I 119
Produce Normal Fire 119
Reed Passage 119
Second Level 119
Airy Shield 119
Earth to Mud 120
Liquid to Steam 120
Plant Control II 120
Protection from Fire I 120
Speak with Animals 120
Wind 120
Wind Walking 120
Third Level 120
Cloud Burst 120
Day Spell 120
Locate II 121
Metal Burn I 121
Mist Beckon 121
Plant Control III 121
Protection from Fire II 121
Stone to Mud 121
Summon & Control Animal 121
Sunburst 121
Suspension 121
Whirlwind 122
Fourth Level 122
Ice Shield 122
Ice Storm 122
Plant Control IV 122
Stone Tell 122
Summon & Control Storms 123
Tornado 123
Tremor 123
Week Spell 123
Fifth Level 123
Bone Tell 123
Earthquake 123
Fire Shield 123
Fire Storm 123
Metal Burn II 124
Month Spell 124
Summon & Control Air Elemental 124
Sixth Level 124
Ever Spell 124
Hurricane 124
Mist Weave 124
Summon & Control Water Elemental 125
Summon Lightning 125
Walk on Water 125
Wind Ride 125
Seventh Level 125
Dark Weave 125
Guards & Wards 125
Sphere of Elements 126
Summon & Control Fire Elemental 126
Eighth Level 126
Krakatoa 126
Summon & Control Earth Elemental 126
Solar Flare 127
Wind Warrior 127
UnderWorlder 128
First Level 128
Burrow 128
Cast Darkness 128
Gust 128
Illusion I 128
Invisibility I 128
Oath I 128
Phantom Noise 128
See In Darkness 128
See Spirits 128
Sense Life 128
Silence I 129
Stun 129
Suspension 129
Second Level 129
Communicate With Undead 129
Dancing Light 129
Dark Stealth 129
Detect Poison 129
Invisibility II 129
Invulnerability I 130
Misdirection 130
Obscurement 130
Protection from Zombies 130
Sleep 130
Slow 130
Third Level 130
Create Zombie 130
Detect Illusion 130
Dream Drowse 131
Paralysis 131
Plague 131
Poison Blood 131
Protection from Skeletons 131
Shadow Form 131
Wall of Fog 131
Wind 131
Fourth Level 132
Confusion 132
Create Skeletons 132
Ice Bolt 132
Ice Wall 132
Illusion II 132
Insect Doom 132
Invulnerability II 132
Power Drain 133
Sleep Sand 133
Summon and Control Shadow 133
Fifth Level 133
Flame Bolt 133
Invisibility III 133
Invulnerability III 133
Oath II 133
Panic 133
Protection from Ghosts 134
Sphere of Death 134
Sixth Level 134
Death Shroud 134
Diabolic Imprisonment 134
Fire Wall 134
Illusion III 134
Invulnerability IV 135
Protection from Spirits 135
Summon & Control Ghost 135
Summon Demon 135
Seventh Level 136
Control Demon 136
Death's Nectar 136
Protection from Demons 136
Silver Bolt 136
Wall Of Death 136
Eighth level 136
Gate 136
Illusion IV 137
Vampiric 138
First Level 138
Glow/Darkness 138
Haste I 138
Hypnosis 138
Invisibility I 138
Iron Will 138
Jump 138
Listening 138
Strength I 138
Telekinesis 138
Telepathy 139
Second Level 139
Affect Normal Fires 139
Catclimb 139
Domination 139
Empathy 139
Heal I 139
Invisibility II 139
Night Vision 140
See Invisible 140
Slow 140
Wolf Form 140
Third Level 140
Flaming Hand 140
Fly 140
Glow/Darkness II 140
Haste II 141
Heal II 141
Invisibility III 141
Iron Intellect 141
See in Darkness 141
Strength II 141
Stun 141
Submit 141
Summon & Control Rats 141
Tongues 142
Fourth Level 142
Cerebral Shield 142
Flame Bolt 142
Forget 142
Halt 142
Incinerate 142
Insect Plague 142
Intellectual Bolt 143
Mist Form 143
Panic 143
Slave Maker 143
Strength III 143
Telempathy 143
Fifth Level 144
Charm 144
Command 144
Flame Breath 144
Haste III 144
Illusion I 144
Invisibility IV 144
Mass Hypnosis 144
Sphere of Flame 144
Summon & Control Bats 144
Sixth Level 145
Apparitional Servant 145
Bat Form 145
Ego Bane 145
Eye of Flame 145
Paralyze 145
Restoration 145
Spiritual Derva 146
Thought Shield 146
Seventh Level 146
Apparitional Slayer 146
Haste IV 146
Illusion II 146
Iron Repulsion 146
Mental Destruction 146
Potion Burn 146
Ray of Weakness 147
Regeneration 147
Eighth Level 147
Apparitional Slayer II 147
Iron Scythe 148
Possession 148
Spirit Form 148
Wolvesbane 150
First Level 150
Chameleon 150
Claw Hand 150
Hadrian's Sight 150
Heal I 151
Mend I 151
Minor Curse 151
Size Control I 151
Summon & Control Animal 151
Tongues 151
Wolf Form 151
Second Level 152
Bat Form 152
Cat Form 152
Cure Disease 152
Earth to Mud 152
Heal II 153
Mend II 153
Strength I 153
Teleport Item 153
Night Sight 153
Third Level 154
Bear Form 154
Cure Blindness 154
Hawk Form 154
Heal III 154
Metal Change 155
Shrink Item 155
Stone to Mud 155
Strength II 155
Suspension 155
Tensile Brittle 155
Fourth Level 155
Change Other 155
Cure Insanity 155
Mist Form 155
Neutralize Poison 156
Rat Form 156
Restoration 156
Shark Form 156
Size Control II 157
Skip Teleport 157
Strength III 157
Fifth Level 157
Bark Skin 157
Cure Lycanthropy 157
Elephant Form 157
Heal IV 158
Inorganic-Inorganic 158
Intangible Passage 158
Major Curse 158
Restore Health 158
Stone to Flesh 159
Sixth Level 159
Bark Skin Other 159
Change Self 159
Create Golem 159
Raise Dead 159
Ranged Inorganic-Inorganic 160
Regeneration 160
Sphere of Entropy 160
Stone Skin 160
Seventh Level 160
Disintegrate 160
Iron Skin 160
Minor Creation 160
Reincarnation 160
Stone Skin Other 160
Teleport 161
Eighth Level 161
Full Heal 161
Major Creation 161
Matter to Energy 161
Resurrection 162

Natural Forces
First Level
Airy Water

1 point/turn 10' Radius

Elements: T

This is a spell which is meant to be used underwater so as to make the water oxygenated within the 10 foot radius as defined above. This will accommodate 8 man-sized individuals allowing them to breath normally. If they wander out of the area of effect, they will be unable to breath. This spell may be used on other liquids at the discretion of the GM.

Camouflage

1 point/turn Personal

Elements: T,G

This spell is a lesser version of invisibility, since it leaves a shaky outline of the caster. It will not mask smell or sound. However, any form of heat sensing will be blocked. If someone is actively searching for the caster and the caster is not moving, there is only a 35% -3%/level of the caster of being detected. If the caster moves this chance is doubled. This spell will also give a +3 to defense stat with a +1 every 2 levels.

Glide

1 point/100` Personal

Elements: T

This spell will allow the caster to glide to the floor in the manner of a parachute. The caster may carry up to twice his encumbrance but any more than that and he will fall as normal. The caster may do no other action while gliding and must focus their entire mind on the glide spell. Guidance of this spell is limited, and one cannot fly with this spell as much as control their descent, much like a parachute.

Gust

2 pts 100'

Elements: T,G

This spell allows the caster to create a gentle wind, which will push most gas or dust clouds 100 feet away. This is useful against gas attack spells. It will also work against normal fogs.

Locate I

2 / object 100'

Elements: T,S

For this spell to be effective the caster must have seen the object or have a part or likeness of it.

The following is the chance of locating an object:

Base chance: 30% +(2% / level)

+5%/pt INT above 10

+10% if it has been seen

+20% if it is well known

-10% if it is only described

-10% if it is 80' or more away.

+10% if holding a part of the object

This spell will not work if an anti-scrying spell is in place.

Plant Control I

4 pts/100 sq ft. Sight

Elements: T,O

The purpose of this spell is to allow the caster to control small plants and weeds. The caster may command the plants to grow at an accelerated speed. The caster may also give simple commands such as "trip" or "grab," but the plants will be unable to remove themselves from the ground.

Produce Normal Fire

1 point/object Minimal

Elements: T,O

This spell creates a spurt of green flame, which will ignite any flammable object it strikes. The flame will reach only a few feet from the caster's hand. If the caster wishes to use this spell as a torch, the flame will burn around his hand for 10 minutes per level of the caster or until dispelled.

Reed Passage

1 point / turn Personal

Elements: T

This spell will allow the caster to move through even the thickest undergrowth or the dustiest tunnel and leave no trace of his/her passage. The caster will be untrackable unless by magical means. These will have only a 25% chance +(5%/ level) the tracker is above the caster and -(4%/ level) the caster is above the tracker of following the caster.

Second Level
Airy Shield

1 point/round 100 sq ft + 3/lvl

Elements: T,G

This spell will protect the caster from 400 points of damage from missile attacks such as bullets. It does this by creating an area of fiercely swirling winds between the caster and the opponent. The square feet is the area of protection provided and the caster can have as many people as will fit within. It will not stop someone from walking through it.

Earth to Mud

2 point/10 cu ft. Touch

Elements: T,S

This spell will allow the caster to convert earth to easily flowing mud using a handful of water. This will not affect stone but will effect the dirt surrounding the stone. Also, this power can be used to create mud pits or can be reversed so as to turn mud to earth. Note that the caster must touch the earth to be converted and the conversion starts from that point moving in whatever direction the caster indicates. The conversion will be uniform from this point, meaning that the caster may be on the edge but the shape will be regular: a cube, sphere, etc.

Liquid to Steam

2 pts/quart 2'/lvl

Elements: T,S

With this spell the caster is able to turn liquid to steam. A typical application for this spell is to hold a bottle of water pointed at a target, then cast the spell and shoot a jet of steam at the target with a +4 TH. This will do 1d10 FP per pint of water, and the steam will jet out for 2'/level of the caster. Note that armor will not protect the target from the superheated steam, so the damage goes directly to the victim's body. Another variation on this spell requires the caster to touch the victim in order to turn his body's water into steam. This attack causes 1d12 FP per level of the caster.

Plant Control II

4 pts/500 sq ft. Sight

Elements: T,O Prereq: Plant Control I

The caster will be able to control small plants and brush, making them grow at an accelerated rate to their maximum size if needed. The plants will also be granted limited mobility and increased strength but will not be able to leave the area where they are rooted. Simple commands may be issued as with plant control I. Anyone held by the plants must make a save vs. (1/# of rounds held by plants) x Strength.

Protection from Fire I

3 points/rnd

Elements: T Personal

This spell will protect the caster from non-magical fires. This will also protect against lava, molten metals and other molten substances. Essentially, if the GM rules the source is non-magical, then you will be protected from the effect of the fire. Note: This does not make you float above the fire or molten substance, making traversing certain obstacles difficult regardless.

Speak with Animals

2 pts Voice

Elements: T,O

This spell will allow the caster to speak with animals. It does not bestow any intelligence on the animal, which may cause some difficulty in getting your point across. This spell will work with any creature of low intelligence not having an established language.

Wind

2 pts/turn 500 + 100ft/lvl

Elements: T,G Prereq: Gust

This spell moves winds at the caster's Will in miles per hour and will disperse gases in 2-8 rounds. This is the next step up from the Gust spell. It is a strong breeze but not so potent as to move people or objects.

Wind Walking

1 point/turn Touch

Elements: T,G

This power will simply allow the caster or anyone he/she touches to walk upon the air with any encumbrance which he/she may carry. The air may or may not be moving.

Third Level
Cloud Burst

3 pts 30' rad + 1'/lvl

Elements: T,O

This spell creates a sudden downpour of such incredible intensity as to cause fires to be extinguished, and anyone caught in the downpour will have a -4 to hit and a -20% to any skill checks. These modifiers apply to friend, foe or caster if they are caught in the downpour. The cloud burst is very difficult to see through and is so intense that no spells will be able to be cast within.

Day Spell

3 pts/lvl of Spell Touch

Elements: T

This spell will allow the caster to embed another spell in an object for one day. During this period of time the possessor of the object may cast the embedded spell using his/her own spell points. However, the caster of the Day spell must rest for at least one hour before attempting any other spells or even physical exertion.

Locate II

4 pts/object 1 mile/ lvl

Elements: T,S Prereq: Locate I

This spell is merely an improvement of the Locate I spell. It has longer range and better chance of success. All that applies to Locate I applies to Locate II. The following is the chance for success:

Base chance: 40% +2% / lvl

+5%/pt INT

+10% if it has been seen

+20% if it is well known

-20% at 3/4 of a mile or greater.

+10% if holding a part of the object

This spell will not work if an anti-scrying spell is in place.

Metal Burn I

2 pts 10' rad + 3'/lvl

Elements: T,O,G

Metal burn heats up any metal within the spell range at the discretion of the caster. The effects of this spell are as follows:

First round: uncomfortable

Second round: d10 of damage

Third round: d12 of damage

The d12 of damage will continue until the metal is removed. If the person is in combat then he/she will have a -4 to hit -1/round after third until the metal is removed. Dosing with water will have no effect. After 12 rounds the affected item will become molten and loose any magical effects if it had any.

Mist Beckon

2 pts/ 1000 cu ft. N/A

Elements: T,S

Mist Beckon will summon a mist or fog to obscure the caster. The caster is able to see but any other creature will be blinded by this thick mist. In addition, the caster will be able to create ghostly images in the fog. The material component is a small crystal.

Plant Control III

5 pts/1000 sq ft. Sight

Elements: T,O Prereq: Plant Control II

This has all the restrictions of its prereqs, but with this power the plants are given mobility and limited intelligence. They are still slaves to the caster's will, but now they may move about to help him/her. These plants will fight as soldiers of the caster's level using clubs. If the plants capture someone, their chance of escaping is the same as with Plant Control II.

Protection from Fire II

3 pts Touch

Elements: T Prereq: Protection from Fire I

This will protect against magical fires, unlike its prereq. As well as protecting against everything its prereq did, it will give a +5 to save vs. fire and magical fire. This includes fire from breath weapons and potion effects.

Stone to Mud

3 point/10 cu ft. Touch

Elements: T,S Prereq: Earth to Mud

This spell will allow the caster to convert stone to easily flowing mud using a handful of water. Also, this power can be used to create mud pits or can be reversed so as to turn mud to stone. Note that the caster much touch the stone and the conversion starts from that point moving in whatever direction the caster indicates. The conversion will be uniform from this point meaning that the caster may be on the edge but the shape will be regular; i.e. a cube, sphere, etc.

Summon & Control Animal

2 pts/10fp

Elements: T,O Area: 10 sq mi

Any creature or creatures within the area of effect will answer according to the terrain and Fortitude Points designated. The control of the animal will fade after 1 hour and it will wander away. However, it will be extremely likely that the caster will encounter the creatures shortly since they must be in the area. During the time of the spell, the animals will do the caster's bidding even if it is against its best interest, such as horses running into a burning building or squirrels attacking much larger animals.

Sunburst

4 pts/turn 40' rad + 5'/lvl

Elements: T,G

A sudden burst of light is the effect of this spell. This spell was designed to do harm to light fearing creatures, especially vampires. This strobe of light resembles a single instant of sunlight so closely that creatures affected by sunlight will suffer as though exposed. This spell will inflict 1d12 per level of the caster if it does not destroy a sun sensitive creature.

Suspension

4 point Touch

Elements: T

To all external indicators, this spell will make the caster or anyone he touches appear dead until the caster releases the spell. This can be used on others against their wills, but they receive a save vs. WIL - level of the caster. If they save, no effect, but if they don't, they will be put into a death like sleep until the caster awakens them. They will not age, need food or drink, or breathe while under this power. No means of detecting life will reveal whether the target of this spell still lives.

Whirlwind

3 pts/round 100 feet

Elements: T,G Prereq: Wind

Whirlwind resembles its prereq closely except that it will move objects. It will cause a whirlwind which will lift objects up to 1 lb/lvl of the caster and move them at 30 m.p.h. These object will do 1d10/lb to anyone in the area of effect.

Fourth Level
Ice Shield

8 pts 100 sq ft + 20'/lvl

Elements: T,G Prereq: Airy Shield

This is a defensive spell that creates a wall of ice approximately 1 foot thick. This shield will protect the caster for 600 fortitude points +50 / level. However, this shield takes double damage from heat and fire based spells. The ice shield cannot be moved from where it is cast but may be formed into any shape.

Ice Storm

6 pts 200 sq ft./lvl

Elements: T,O,G

This spell will create an area of whipping winds and ice. Anyone caught in the storm will receive 2d10 + d6/lvl of caster from flying ice (armor applies) and must make a save vs. CON every round in the storm or take 3d10 from the cold (armor does not apply). Fire based creatures will take x4 damage from the intense cold. Ice storm will cover 200 square feet per level of the caster.

Plant Control IV

3 pts/tree Touch

Elements: T,O Prereq: Plant Control III

Plant Control IV is the crowning achievement of the Natural Forces practitioner. This spell has all the qualities of its prereqs, only it will affect full grown trees. This will give them intelligence equal to 1/2 of the caster's. For a person to escape from a tree's grasp, he/she must save vs. 1/10 their Strength. These trees are undyingly loyal to the caster. They have a 25 Strength and Constitution and a 15 Agility. Their defense is 23 and they get three attacks or they can attempt to grapple their opponent. If they attack, then they deal 1d8 per level of the caster.

Stone Tell

10 pts Voice

Elements: T,O

Stone Tell will allow the caster to ask 12 questions of a stone. The answers will be simple yes/no with no extra explanation. They may ask questions only of those things which are a direct experience of the stone. The stone will not be able to answer abstract questions. This spell can enable the stone to show pictures of things it has experienced.

Summon & Control Storms

5 pts 100 mi rad

Elements: T,G Prereq: Cloud Burst

Summon & Control Storms will call up a storm from within 100 miles and direct its rain and lightning as the caster commands. As with Cloud Burst this storm will put out fires and the downpour will be such that the caster will be obscured. Also, no spell casting will be able to take place due to the pummelling by rain and hail. This spell will not work indoors.

Tornado

5 pts/round Sight

Elements: T,G,O Prereq: Wind

Tornado is exactly that, a tornado which the caster can control. This cyclonic wind will lift objects up to 400 lb + 10 lbs/lvl and move them at 110 m.p.h. Anyone caught in the tornado will take the caster's level in die 20's for every round he/she remains in the tornado. To escape, the victim must have acrobatics or some means of flight then they must save vs. (1/2) x Agility, else save vs. (1/caster's level) x Agility. If the victim is within the tornado for 2 rounds, the caster may move the tornado and the opponent to wherever he/she wishes.

Tremor

5 pts 20' + 3'/lvl

Elements: T,G

Tremor is a spell which is meant to summon a rumbling of the earth. This rumbling is powerful enough to knock opponents from their feet and to disrupt the casting of powers. This spell may be used on any type of earthen surface but may cause a sympathetic reaction with the surrounding landscape. It is not strong enough to destroy most buildings but may affect run down or dilapidated structures.

Week Spell

4 pts/lvl of spell Sight

Elements: T Prereq: Day Spell

Week Spell has all the restrictions and abilities of its prereq, except that the caster must rest a day after casting and the embedded spell will last a week in the item before it fades.

Fifth Level
Bone Tell

10 pts Voice

Elements: T Prereq: Stone Tell

Bone Tell will allow the caster to ask 12 questions of a bone. The answers will be simple and carry no extra explanation. They may ask questions only of those things which are a direct experience of the bone. The bone will not be able to answer abstract questions. This spell can enable the bone to show pictures of things it has experienced.

Earthquake

10 pts 200' + 5'/lvl

Elements: T,O,G Prereq: Tremor

Earthquake will actually open a crevice under the feet of an opponent. However, the caster must roll a to hit roll to see if the opponent is cast in to the crevice. If the opponent is, then he takes 6d6 in damage. If the opponent has a climbing skill, he/she may roll vs. the skill and if successful, save vs. Agility to escape the chasm. Otherwise, the opponent may save vs. 1/4 his/her luck. If the opponent is not successful, he/she will be crushed to death as the chasm closes once again. If the opponent is not hit by the chasm, then they must save vs. 1/2 Agility or be thrown from their feet.

Fire Shield

3 pts/round 10' rad. + 1'/lvl

Elements: T,G Prereq: Ice Shield

Fire Shield will create a movable wall of flame which will incinerate arrows and all other wooden non-magical weapons. The shield will remain 10' in front of the caster. Metal weapons have a 50% chance of survival. Anyone attempting to move through the shield will receive 2d20 + d8/level of the caster +d6 burning per round. Any ice or cold based creatures will receive x4 damage. If the Fire Shield is dealt 100 points of water or cold damage in one round, it will collapse.

Fire Storm

8 pts 20' + 2'/lvl

Elements: T,G Prereq: Ice Storm

Fire Storm is much like its prereq, Ice Storm, only instead of pieces of ice, spheres of flame whip about in the winds. Anyone who is caught within this fiery maelstrom will receive 2d20 + d8/level + d6 burning and all flammable objects will burn. Ice or cold creatures will take x4 damage. The storm will not affect the caster but will affect anyone else in the storm (friends included). The caster may be affected by secondary explosions, fires or smoke. Fire Storm will cover 200 square feet per level of the caster.

Metal Burn II

5 pts 10' + 1'/lvl

Elements: T,G,O Prereq: Metal Burn I

Metal Burn II is an advancement in power from its prereq Metal Burn I. The following list shows the effects for the spell

First round: 1d10 of damage

Second round: 1d12 of damage

Third round: metal ignites and does 3d6 from magical fire.

The 3d6 of damage will continue until the metal is removed. If the person is in combat then he/she will have a -4 to hit -2/round after third until the metal is removed. The metal will be destroyed by the sixth round resulting in the destruction of any magical powers of armor, weapon or item. If the item is removed from the person at any time the damage ceases but if the sixth round passes then the person is set on fire and will continue to burn for 1d6 rounds.

Month Spell

5 pts/lvl of spell Touch

Elements: T Prereq: Week Spell

Month spell follows the restrictions of its prereq except that the caster must recover for a week. The spell effect will last for 1 month. If the caster pays five times the cost then the effect may be powered by spirit points pre-loaded into the device. If the caster pays 10 times the cost, the spell may be activated at will by the possessor of the item.

Summon & Control Air Elemental

11 pts Range: Contained

Elements: T,G,O,S

Prereq: Summon/Control Magical Creatures

The summoning of an elemental is perhaps the most ancient of spells and is considered one of the most dangerous. The summoning of an Air Elemental is very dangerous because of the chaotic nature of the air elemental. The type of the air elemental is determined by the level of the caster as shown in the following table.

Caster
Type
Elemental
1-2
1
Air Derva
3-4
2
Aerial Servant
5-6
3
Aerial Messenger
7
4
Aerial Lord
8
5
Aerial Efreet
9
6
Efreet Lord of Air

An Air Elemental will not go over water of a depth of more than 10 x its type in feet.

When Summoning an elemental, certain rituals must be observed so as to assure the safety of the caster. A summoning circle must be used made of dried, crushed, lilies. This represents the fruit of the earth and is done since Air Elementals and Earth Elementals are sworn enemies. This will contain the elemental and focus it on the caster's will. However, a save vs. WILL - the type of elemental summoned must be made in order to control the summoned creature. A failure of this roll means that the elemental is free to do as it will. The elemental will not fight for the caster but will perform other tasks. The elemental is bound to the caster for 1 hour per level of the caster.

Sixth Level
Ever Spell

8 pts/lvl of spell Touch

Elements: T Prereq: Month Spell

Ever spell follows the restrictions of its prereq except that the caster must recover for a month. The spell effect will last for one year. However, if the caster expends three time the points and makes a save vs. Con, he will then have to rest for three months and be unconscious for the first three weeks but the result will be an embedded spell that will be activated at will with no cost to the user. If the save vs. CON is not made then the spell fails and the caster must still rest the full period. This spell is so taxing because the caster is forcing part of his essence into the item. Only one spell may be embedded at a time.

Hurricane

6 pts/ round Sight

Elements: T,G,O Prereq: Tornado

Hurricane will create winds in excess of 150 mi/hr + 5 mi/hr/lvl of caster. There will also be a number of tornadoes ranging from 1 to the level of the caster. This spell is so powerful that the caster may lose control of the storm, thus he must save vs. his WIL at a -2 cumulative for every turn the caster allows the spell to continue. The Hurricane will cover 400 square feet per level of the caster. Also, normal rains may proceed the Hurricane.

Mist Weave

6 pts/structure Touch

Elements: T,G Prereq: Mist Beckon

Mist weave will allow the caster to "weave" some item or structure out of mists. The mists must be present for the caster to effect a Mist Weave, but this can be accomplished by mist beckon or another realm spell such as Wall of Fog. The objects created may be anything ranging in size from a pin to a small house, assuming enough mist is present. The mist objects will have the strength of standard steel, as well as the other qualities of steel.

Summon & Control Water Elemental

11 pts Range: Contained

Elements: T,G,O,S

Prereq: Summon/Control Air Elementals

Water Elementals are perhaps the most intelligent of the Elementals. They are also possibly the most evil and selfish. They will only work for a price, and love nothing more than to demand something the caster holds dear, even if they themselves have no use for it. The type of the water elemental is determined by the level of the caster as shown in the following table.

Caster
Type
Elemental
1-2
1
Water Weird
3-4
2
Water Servant
5-6
3
Aqueous Sending
7
4
Aqueous Lord
8
5
Aqueous Efreet
9
6
Efreet Lord of Water
A Water Elemental cannot fly and will refuse to deal with magical fires or extreme heat.

When Summoning an elemental certain rituals must be observed so as to assure the safety of the caster. A summoning circle must be used made of crushed rubies, symbolizing the ever burning fire. This is because the water elementals and the fire elementals are natural enemies. This will contain the elemental and focus it on the caster's will. However, a save vs. WILL - the type of elemental summoned must be made in order to control the summoned creature. A failure of this roll means that the elemental is free to do as it will. The elemental will not fight for the caster but will perform other tasks. The elemental is bound to the caster for 1 hour per level of the caster.

Summon Lightning

8 pts 40'+2'/lvl

Elements: T,G,O Prereq: Summon/Control Storms

Summon Lightning builds on its prereq so as to yield a most devastating blast of lightning directed as the caster wills. The lightning will cause 1d20 + d12/lvl with the following adjustments:

+10 to hit against plate x10 damage

+8 against scale/banded x8 damage

+5 against chain x5 damage

- 2 against leather x1/2 damage

In addition there is a 20% + 4%/lvl chance of the bolt arcing to the next nearest opponent with a -8% each time it has arced. This spell will work indoors since it actually creates the electrical storm which the lightning is summoned from.

Walk on Water

4 pts/hour Personal

Elements: T

Walk on water is a spell which will make water become a hard surface for the caster. This will not calm the waters at all, and if there are storm like conditions, the caster must then make a save versus AGL at -4 or fall and break the spell.

Wind Ride

2 pts/hour Touch

Elements: T Prereq: Wind Walk

As with the prereq, this spell only supports a person's encumbrance in addition to him/herself. However, this spell will allow the caster to fly with the winds like a balloon instead of walking as with the prereq. The recipient of this spell will move at the speed of winds.

Seventh Level
Dark Weave

8 pts/structure Touch

Elements: T,G Prereq: Mist Weave

Dark Weave is much like its prereq Mist Weave and has similar restrictions. However, it is 5 times the strength of steel and its objects are made from darkness. An example of the 5 times strength is if the caster makes a large shield, its armor factor would be x5, 300 points. Objects made from dark weave weigh nothing, after all they are made from darkness. They will also allow people to hide in the darkness such object have innately. For instance, hiding behind such a shield in a dark alley might mean the difference between detection by thugs and having them pass by.

Guards & Wards

12 pts 100' sq ft + 20'/lvl (10' high)

Elements: T,O,G,S

Guards & Wards will basically set a wall through which no specific realm of power (Vampiric, Natural, Wolvesbane, or Underworld) can penetrate. This will only work against one realm at a time and must be declared when the spell is enacted i.e. a vampiric Guards & Wards will protect against spells of that realm being cast through the Guards & Wards. As well, it will make an impassable wall which will protect all within the wards from physical danger. However, the boundary of the spell must be defined by a set of 4 ivory cubes. Anyone outside of this area will be unaffected by the spell. Also, the caster can set it to neutralize any spells cast within the Wards. Finally, a caster may neutralize an additional realm of power for each 5 levels they have attained. This power is not proof against specific monsters (i.e. it will not guard against a Drake, but it can guard against goblin magic). However, no one may attack out of the Guards & Wards either. Guards & Wards will last 1 day and night per level of the caster or until dispelled.

Sphere of Elements

12 pts 40'+6'/lvl

Elements: T,G,O

The Sphere of the Elements is perhaps the most powerful offensive spell for Natural Forces. It combines all the elements of air, water, fire and earth into one attack. The following is the damage that each kind of attack will do.

Caster must choose one of the four elements:

Air - Will destroy gaseous forms. Does 1d10 + d6/lvl.

Water - Does 2d10 + d8/lvl.

Fire - Sets magical fire to anything it hits. Does 1d20 + d10/lvl + d8 burning.

Earth - Does 2d20 + 3d6/lvl + d10 suffocating.

Times four damage is inflicted against creatures of a nature opposite that of the sphere. For example, an Ice Demon would receive x4 from a sphere of flame.

Summon & Control Fire Elemental

12 pts Range: Contained

Elements: T,G,O,S

Prereq: Summon/Control Water Elementals

The Fire Elementals are as chaotic as the flames you see in a fire. They have a strong belief in personal freedom and therefore detest controls and commands placed on them by the caster. They will resist a summoner's commands and attempt to twist their meaning at every turn. They are not to be trusted.

The type of the fire elemental is determined by the level of the caster as shown in the following table.
Caster
Type
Elemental
1-2
1
Fire Accolade
3-4
2
Tempest
5-6
3
Ruby Lord
7
4
Tempest Lord
8
5
Tempest Efreet
9
6
Efreet Lord of Fire

A Fire Elemental will refuse to go over any body of water deeper than 10 times its type.

When Summoning an elemental certain rituals must be observed so as to assure the safety of the caster. A summoning circle must be used made of water and crushed pearls, symbolizing the depths of the oceans. This is because the fire elementals and the water elementals are natural enemies. This will contain the elemental and focus it on the caster's will. However, a save vs. WILL - the type of elemental summoned must be made in order to control the summoned creature. A failure of this roll means that the elemental is free to do as it will. The elemental will not fight for the caster but will perform other tasks. The elemental is bound to the caster for 1 hour per level of the caster.

Eighth Level
Krakatoa

12 pts Sight

Elements: T,O,G Prereq: Earth Quake

Krakatoa is a spell which is meant to be used in the open and with discretion since it summons forth a volcano. There are two forms of this spell as follows.

Lesser - 5d20 + d12/lvl + d20/rnd for a minor eruption.

Greater - 5d20 pts + 500 pts/day.

The Lesser will create a volcano 3' high and 9' in diameter at the base. The greater will create a volcano 12' high and 46' at the base.

Summon & Control Earth Elemental

12 pts Range: Contained

Elements: T,G,O,S

Prereq: Summon/Control Fire Elementals

The Earth Elemental is the most lawful of the Elementals, practically being lords over the other elementals. These elementals are kings of their own plane and do not take kindly to being ordered about by mere mortals. However, they are open to negotiations and are willing to work if it suits their interests.

The type of the earth elemental is determined by the level of the caster as shown in the following table.
Caster
Type
Elemental
1-2
1
Earth Servant
3-4
2
Amber Lord
5-6
3
Crystal Lord
7
4
Emerald Lord
8
5
Diamond Efreet
9
6
Efreet Lord of Gems

An Earth Elemental will refuse to go over any body of water deeper than 10 times its type and it cannot fly.

When Summoning an elemental, certain rituals must be observed so as to assure the safety of the caster. A summoning circle must be used made of crushed diamond, symbolizing the purity of air. This is because the earth elementals and the air elementals are natural enemies. This will contain the elemental and focus it on the caster's will. However, a save vs. WILL - the type of elemental summoned must be made in order to control the summoned creature. A failure of this roll means that the elemental is free to do as it will. The elemental will not fight for the caster but will perform other tasks. The elemental is bound to the caster for 1 hour per level of the caster.

Solar Flare

12 pts 60' + 2'/level

Elements: T,O,G Prereq: Summon Lightning

Solar Flare is basically a burst of pure solar energy emanating from the caster's hands. It does 5d20 +d12/level + d6 burning / round. In addition, creatures effected by sunlight will suffer as though exposed.

Wind Warrior

3 pts/d20 FP 60' + 2'/lvl

Elements: T,G

Wind Warrior will create an artificial being which will function as a sword specialist of equal level of the caster. The spell ends when the caster commands it or the creature is destroyed. The Wind Warrior will be armed with any sword specified by the caster and will be invisible. Except for its Fortitude Points, it will otherwise possess the same stats as the caster.


UnderWorlder
First Level
Burrow

3 pts/turn Personal

Elements: T,G

Burrow is an exceptionally useful power since it allows the caster to move through earth at 1/2 movement and stone at 1/8 movement. This spell will only leave a hole behind the caster if he/she takes twice as long to shore up the tunnel or has someone helping him/her with dirt removal.

Cast Darkness

1 point/turn 10' radius

Elements: T

The magical darkness created from this spell allows only the caster and those he/she is touching to see in the infernal blackness.

Gust

2 pts 100'

Elements: T,G

This spell allows the caster to create a gentle wind which will push most gas or dust clouds 100 feet away. This is useful against gas attack spells. It will also work against most fogs.

Illusion I

3+1/rd. pts Sight

Elements: T,G,S

Illusion I is the beginning of a powerful weapon of the UnderWorlder. Although not overly powerful at this stage, the spell can still be handy. The Illusion will not move or make noise and if touched it will be dispelled. However non - moving items such as a bridge where there is no bridge or a pile of gold where there is a pit of spikes is quite feasible. The substance for this spell is a pinch of dust.

Invisibility I

1 pt/4 rds Touch

Elements: T

Although the caster can only move at 1/4 normal movement, this spell is powerful in that it is more effective against the more intelligent observer. This spell will render the caster unnoticed, as though they belong in this area but are beneath notice. People will avoid walking into the caster. However, creatures of animal intelligence, those possessing exceptional smell, or of a 6 or lower INT will notice the caster; i.e. guard dogs will bark at her. The caster will also make noise unless she can move silently. If this power is employed in combat, it will give the caster a +4 to their Defense Stat until the caster is hit, hits an opponent or is jarred.

Oath I

3 pts Written

Elements: T,G,S

This spell will bind the signers to an agreement laid out on parchment and signed in the blood of all parties involved. The caster is able to name a spell like consequence should the signees break their oath, like turn into toads for a month, have warts for a year. However, there are limits to this power and they manifest themselves as the caster must always allow an out, as in a time limit (a reasonable one), or a clause to allow redemption.

Phantom Noise

2 pts/sound/rd. 30'/lvl

Elements: T

Phantom Noise will generate a sound: a stick breaking, stones shifting, etc. This sound may not be a word or voice but it may be a grunt or growl, as long as it is unintelligible.

See In Darkness

1 pt/turn Touch

Elements: T

Quite simply this spell allows the caster to see in darkness. The caster may bestow this spell on another. The spell will not allow the user to see in unnatural darkness, such as darkness from another spell.

See Spirits

1 pt/rd. Sight

Elements: T,G

With a gesture, this spell will allow the caster to see spirits of all types except lords. Some examples include wood spirits, river spirits, fire spirits, stone spirits, ghosts, and many more. This power is bestowable on other people.

Sense Life

1 point 100'

Elements: T,G

Sense life can be used to determine if the beings you are facing are alive, dead, or undead. Also, only lead or pure iron can stop this sense, so it is able to detect living forms on the other side of walls and doors. As well, some magical metals may block this sense at the GM's discretion.

Silence I

1 pt/3 rounds 10' rad

Elements: T,G

Silence I will create a sphere of silence around the caster allowing only him to speak. This will stop any sound based attack from entering the sphere and will only allow the caster's sound based attacks or commands (if he/she has any) to leave. This spell will stop any spell with an Oral element.

Stun

3 pts Sight

Elements: T,O

Stun is one of the most popular powers of the beginning Underworlder. The opponent(s) must save vs. their CON/2 or be at a -4 to DEFENSE STAT, -4 for it to hit. However it affects only 7 levels for 1d6 rounds. Also, this power will affect anyone in the caster's vision, starting with enemies and going to friends until the 7 levels are used up. However, if the caster casts it while his/her friends are along side or behind, then they will be unaffected. If the targets are stunned for more rounds then they have CON, they lose consciousness for a number of rounds equal to the caster.

Suspension

4 points Touch

Elements: T

To all external indicators this spell will make the caster or anyone he touches appear dead for as long as the caster wills it. This can be used on others against their wills, but they receive a save vs. WIL - level of the caster. If they save, no effect, but if they don't, they will be put into a death like sleep until the caster awakens them. They will not age, need food or drink or breathe while under this power. No means of detecting life will reveal whether the target of this spells still lives.

Second Level
Communicate With Undead

1 point /100 years dead Voice

Elements: T,O

The undead know many secrets of the past and present. With this spell, the caster is able to communicate with forms of undead which normally could not communicate. This will not force the undead to communicate, but it will make speech and understanding possible.

Dancing Light

1 pt/light/rd. Sight

Elements: T,G

This spell creates a will-o-the-wisp of light that will enthrall one creature per light created. The opponent receives a save vs. WILL. While opponent is enthralled, the caster may move quietly around the enthralled individual and even touch him/her lightly, but any loud noises or jarring of the enthralled will cause him/her to awaken.

Dark Stealth

1 point/rd. Personal

Elements: T,S

This spell will make the caster undetectable to normal senses 75% of the time if he/she is in darkness. If the caster already has Move in Shadows they receive a + 10% per level of the caster. If a creature has super senses of some sort then it may receive a bonus to detect the caster; the actual bonus is left to the discretion of the GM. The advantage of this power over invisibility is that it will cover smell and sound. This spell is the precursor to Shadow Form. The substance used in this spell is a small piece of dark cloth.

Detect Poison

3 pts Minimal

Elements: T

This spell will allow the caster to automatically detect any normal, non-magical poison. For any magical poison the caster will have a base 55% chance of detection with bonuses if it has obvious identifiable traits, like oily, smells like lemons, a certain color, etc., and a -10% for each type level. For example, a level 3 poison would incur a -30% to detect.

Invisibility II

1/3 rds pts Touch

Elements: T Prereq: Invisibility I

Although the caster can only move at 1/2 normal movement, this spell is powerful in that it is more effective against undead and magical creatures. This spell will actually create an illusion about the caster which will make him appear as something that belongs according to the viewers own minds and thus beneath notice. Creatures with exceptional vision or exceptional smell will have a chance equal to the rating of the ability at a - 40%. The target will also make noise unless they can move silently. If this power is employed in combat, it will give the caster a +4 to their Defense Stat until the caster is hit, hits an opponent or is jarred.

Invulnerability I

4 pts/ turn Personal

Elements: T

This spell hardens the casters skin to a supernatural hardness. It will in fact absorb 300 fortitude points worth of blunt or explosive damage. The reason this works only against blunt damage is because of the dispersion of the incoming force. Invulnerability I does not have the force to protect the caster from focused attacks (i.e. piercing, bullets or edged). This spell offers no other protections, like from heat, cold or drowning.

Misdirection

4 pts Sight

Elements: T,G

The caster is able to redirect a person's attention to something or somewhere other than what the victim originally was focused on. For example, Lance the spy is caught stealing documents by a security guard, Lance casts misdirection on the guard towards the file cabinet and suddenly the guard is fascinated with the file cabinet and pays Lance no further attention. The guard does receive a save vs. WIS - 4. The guard will study the cabinet for a number of rounds equal to the caster's level with decreasing interest and increasing discomfort until he remembers what it was he was originally doing. If the guard was attacked, he would defend himself, meaning that he is not enthralled, but merely has had his attention diverted.

Obscurement

1 point/object Touch

Elements: T,G

This spell will cover one object or person from detection by magical means. This is bestowable on other creatures and lasts for one day or until dispelled. This is not invisibility but will protect the caster from scrying devices, telepathic scans and detection spells.

Protection from Zombies

2 pts/turn 5' rad. + 1 ft. / lvl

Elements: T

This spell will cause zombies to have an aversion to the area of the caster. This does not mean that Zombies cannot come within 5 feet + 1 foot per level of caster; i.e. the zombies may be pushed into the area but they cannot enter of their own volition. They will not attempt to fight the caster but to escape from the area of the spell. The caster and all those non-zombies in the area receive a +1 per level of the caster to hit and damage.

Sleep

4 pts Touch

Elements: T,G

When this spell is cast, the victim must save vs. his/her CON -4. The sleep induced is light and lasts for 10-40 minutes. Any reasonably loud sound will wake the sleeper. This spell will affect 7 levels + 1/ level of the caster in enemies. This means a 2nd level caster will affect nine levels of creatures.

Slow

1 point/2 rounds 40'+1'/lvl

Elements: T,G

The victim receives a save vs. STR-2. If this save is not made then the victim moves as though in slow motion. The effects are 1/2 movement, 1/2 attacks, and -20% to all movement skills. A person who is slowed only moves slower, i.e. if that person fell off a cliff, he/she would fall at normal speed.

Third Level
Create Zombie

6 pts Touch

Elements: T,G,S

The caster of this most dark spell must have a whole and intact body. This spell will create an animated corpse, but for every 3 levels the caster has he/she will be able to make 1 type higher Zombie. This means at 4th level the caster can create a type 1 Zombie, until then the zombies will be only type 0, animated corpses. Type 0 zombies have as many fortitude points as their creator to all areas. However they can only be stopped by disintegration, total dismemberment or incineration. This spell will have no affect on a living creature but may be cast on any type of dead (at one time living) organic matter. If the caster spends three times the normal amount of points, the zombie will be animated until destroyed even if the caster dies. In a normal creation, the zombie will deactivate if the caster is killed.

Detect Illusion

5 pts Sight

Elements: T

Detect Illusion will allow the caster to determine if an object or scene is illusory. The caster must roll under 75% +5%/lvl of caster -5% for each level of the creator of the illusion.

Dream Drowse

3 pts/rnd 200 yds

Elements: T,S,G Prereq: Sleep

The caster of Dream Drowse must have some fine sand which he/she will slowly let loose through his/her fingers. A purple-blue mist will slowly flow from his/her hands at a rate of 10 yards/round, a speed which most creatures can outrun. This spell will cause up to 20 levels + 1 level/ caster's level of creatures. The creatures affected must save vs WIL - the level of the caster or fall asleep. This spell is not selective and will affect friend and foe alike (although the caster is immune to his own spell). The mist will progress in a 60 degree arc from the caster's hands up to 200 yards. Anyone caught in the Drowse who fails their save will be unable to awaken until the caster commands it. Gust or Wind spells will disperse this spell.

Paralysis

5 pts Touch

Elements: T,G Prereq: Slow

This spell will cause anyone the caster touches to be unable to move but be aware of their surroundings for 5 minutes. The victim receives a save vs WILL/2, if the save is made, then there are no effects. The caster must touch the victim's skin.

Plague

4 pts 100 yds

Elements: T,G

This spell makes a black fog issue from the caster's hands which spreads in the direction that they are pointed. Anyone caught in this fog must save vs CON/2 or contract 1-10 diseases. The severity of the disease may vary from a mild cold to yellow fever. The disease's potency is determined by the GM and the conditions the victim is in. For example, if the character is in a sanitary, dry place the diseases will be mild; however, if the victim is in the middle of a swamp after days of no food and poor sleep, the diseases may be severe. The diseases will none the less be considered at full incubation and in full detrimental force. This spell may be dispersed by a Gust or Wind spell.

Poison Blood

2 pts/dose Touch

Elements: T,S

This spell will create a poison that is specific to the person whose blood was taken as an element. It will not affect any other nor will it be noticed by any other people, not even members of the same race. The victim will receive a save vs CON/2. This is an ingestive poison and tastes faintly of salt. It may be sleep or death poison, but must be declared upon creation. This may not be cast on the blood in a persons body. A small quantity must be withdrawn from a persons body, then the spell cast upon it. Then this poisoned blood must be reintroduced back into the persons body, either by eating it or by weapon.

Protection from Skeletons

3 pts/turn 5 ft. rad + 1 ft. / lvl

Elements: T Prereq: Protect from Zombies

This spell will cause Skeletons of types I -III to have an aversion to the area of the caster. This means that Skeletons cannot voluntarily come within 5 feet plus 1 foot per level of caster, but may be pushed into the area. They will not attempt to fight the caster but to escape from the area of the spell. The caster and all those non-skeletons in the area receive a +1 per level of the caster to hit and damage.

Shadow Form

7 pts Personal

Elements: T Prereq: Dark Stealth

This spell allows the caster to take the form of Shadow. In doing so the caster assumes a great many powers. The first is the ability to merge with shadows to be undetectable. The second is the ability to move into the shadow realm which allows the caster to cover great distances (up to 100 miles/hour of travel in the shadow realm). However, there is a price. The caster has a 10% chance (cumulative) of encountering a shadow denizen every hour in the Shadow Realm. Also, for every source of light that the caster is exposed to in a round, he/she will take 1-6 points of damage. The caster cannot be permanently killed in this form, but can be forced to his/her original form and forced to regenerate. The caster will regenerate at a rate of his/her CON per 24 hours. This spell will last until the caster wills himself to revert to his original form.

Wall of Fog

2 pts/1000 cu ft. Personal

Elements: T

This spell will create an illusionary wall of fog. It will appear real in all ways; i.e. dampness, visual, temperature. However, it will not cause condensation or be blown away by winds. It may be disbelieved with a save vs WIS -4. The caster may control movement and how it forms to create a more believable fog. The fog will last 10 times the caster's level in minutes.

Wind

2 pts/Turn 500 ft + 100 ft./lvl

Elements: T,G Prereq: Gust

This spell will create a wind that moves at two times the caster's level in miles per hour and will disperse most gases within 2-8 rounds. The caster must gesture in the direction the wind is to go, and it originates at the caster.

Fourth Level
Confusion

3 pts Sight

Elements: T Prereq: Stun

This spell is the next step in stunning beings. With this power, the caster is able to create a feeling of utter confusion. The victim is unable to think coherently and is dumbfounded as to how to proceed. The victim may flail wildly or sit and stare into space, depending on the surroundings and the last action. The victim is allowed a save vs WIS/4. The caster will affect up to his/her level in creatures that he/she can see. The target will be confused for a number of rounds equal to the caster's level.

Create Skeletons

7 pts/type Touch

Elements: T,S,O Prereq: Create Zombie

The caster must have a clean skeleton and be uninterrupted during the spell. The caster may create a type skeleton up to 1/3 his/her level; i.e. a 6th level Underworlder could create a type 2 skeleton (see Skeleton (Skeletal Warrior) on page 208). The casting time for this spell is 25 minutes per type of skeleton. If the caster spends 3 times the casting cost the skeleton will be permanently active. This means if the caster dies, the skeleton will continue to function and carry out its duties. Normally, if the caster dies, then the skeleton would be deactivated.

Ice Bolt

5 pts 40 ft + 3 ft/lvl

Elements: T,G

Ice bolt is first in a series of offensive projectile spells allowed to Underworlders. The caster needs to point in the desired direction and set the spell in motion. Two bolts will emerge from the caster's fingers, each one causing 1d10 points of damage plus 1d6 per level of the caster. Wisdom and spell direction bonuses, if any, may be used to increase the caster's chance to hit her target but not dexterity.

Ice Wall

4 pts 10 ft radius

Elements: T Prereq: Wall of Fog

Unlike Wall of Fog, Ice Wall provides a solid, tangible barrier. The wall will protect against 200 points of damage, and may occupy up to 200 cubic feet of space (20' long, 10` high and 1' thick). The caster need not form a wall; an igloo, dome or any shape may be created. Also, the structure does not have to originate on the ground. A slab of ice created over the head of an enemy will cause 10 fp of damage for every 10 cubic feet of ice created. However, the caster must roll to hit the target (wisdom and spell directed bonuses apply). Finally, the wall can be cast horizontally at foot level, trapping all creatures within its effect if the caster makes his to hit roll (wisdom and spell directed bonuses apply).

Illusion II

4+2/rd. pts Sight

Elements: T,G,S Prereq: Illusion I

Illusion II is the second spell in this powerful series. This installment allows for the addition of sound to the illusion. The substance used in this spell is a pinch of dust and the gesture is a snap of the fingers.

Insect Doom

4 pts 20 ft + 3 ft./lvl

Elements: T,G

This rather disgusting spell is one reason why Underworlders are both feared and despised. The caster waves his arms in a sweeping motion and points towards his target. As the spell takes effect, a carpet of biting, stinging, creeping insects and arachnids appears and swarms over the victim. The bugs will continue to appear for a full turn, inflicting 10 points of damage for each level of the caster every round. Armor offers no protection, as these vile creatures will slither in at the joints and openings. They will retreat if faced with fire but only be held in bay for the duration of the spell. This spell will last 1 round for every level of the caster. The effects can be continuously maintained if the caster recasts on the last round of the spell.

Invulnerability II

6 pts/ turn Personal

Elements: T Prereq: Invulnerability I

As with its predecessor, this spell hardens the caster's skin to a supernatural hardness. It will still absorb 300 fortitude points worth of blunt or explosive damage, but this version will also absorb 200 points of edged damage. Invulnerability II does not have the force to protect the caster from piercing, projectile attacks. This spell will not protect against any other damage not listed in the description, such as fire, ice or drowning.

Power Drain

3 pts/lvl drain Touch

Elements: T,G

Power Drain is a devastating attack spell. If the caster gets a successful hit on the victim, he can strip that person of any one spell, and transfer the ability to cast that spell to himself. The effects last for one round per level of the caster. This will work for all realms of powers. The cost of draining this spell is 3 points per level of the spell drained. The caster must have foreknowledge of the target spell (i.e. seen the target cast the spell). For the duration of the drain, the target will be unable to cast that spell.

Sleep Sand

8 pts 20 ft + 3 ft/lvl

Elements: T,S,G Prereq: Dream Drowse

As with Dream Drowse, Sleep Sand requires some fine dust. The caster blows the dust from the palm of his open hand, which causes it to billow into a cloud. This cloud will affect 30 + 2 levels/ caster's level of creatures, although they get a save vs 1/2 CON. If they fail the save, they are plunged into a deep sleep for which only the most persistent of shaking will wake them. This spell may be dispersed with Wind or Gust spells.

Summon and Control Shadow

8 pts Minimal

Elements: T,G,S

The caster inscribes a summoning circle with iron shavings on a rock surface. He/she then lights a candle to facilitate shadows forming and enacts the spell. A shadow will appear, and it receives a save vs WILL - the level of the caster. A shadow's will is 2d8. If unsuccessful, then the shadow will serve the caster for one day. A shadow will have a mental link with the caster and thus be able to communicate with the caster by telepathy. A shadow is a beast from the Shadow Realm and is unable to affect creatures or people. They may, however, spy on them and use the Shadow Realm to traverse vast distances on our plane.

Fifth Level
Flame Bolt

7 pts 40 ft + 2 ft/lvl

Elements: T,G Prereq: Ice Bolt

Flame bolt is an almost legendary spell of the Underworlders. The caster needs to point in the desired direction and set the spell in motion. A bolt of fire will spew forth from the caster's fingers and cause 2d10 + d8 per level of the caster +d6 of burning damage if the spell hits. Wisdom and spell direction bonuses, if any, may be used to increase the caster's chance to hit her target. Her DEX bonus does not apply though.

Invisibility III

1/2 rds pts Touch

Elements: T Prereq: Invisibility II

This is the first true invisibility spell. This spell actually bends light around the caster so that he/she no longer is visible. Unlike previous spells the caster is able to have his/her full movement. Creatures with exceptional vision or smell will have a chance of detection equal to the rating of the exceptional vision and/or smell at a - 60%. The caster will also make noise unless the caster can move silently. If this power is employed in combat, it will give the caster a +4 to their Defense Stat until the caster is hit, hits an opponent or is jarred.

Invulnerability III

9 pts/Turn Personal

Elements: T Prereq: Invulnerability II

As with its predecessor, this spell hardens the caster's skin to a supernatural hardness. It will still absorb 300 points worth of blunt or explosive damage, but this version will also absorb 300 points of edged damage and 200 points of piercing or bullet damage. This spell will not protect against any other damage not listed in the description, such as fire, ice or drowning.

Oath II

6 pts written or oral

Elements: T,O,G Prereq: Oath I

This spell is very similar to its predecessor, Oath I, in that it will bind the signees to an agreement laid out on parchment and signed in the blood of all parties involved. In addition this will work with a verbal agreement with the use of Oath II. The caster is able to name a spell like consequence should the signees break their oath, like turn into toads for a month, or have warts for a year. Unlike the Oath I spell, the oath breaker can be given no means of redemption; i.e. the affects may be permanent like death. The spirit of the Oath is that one cannot make the consequences positive; for example you could not make the oath grant strength to the oath breaker.

Panic

3 pts 15' +2' per lvl

Elements: T,G Prereq: Confusion

This spell was devised to be a way to defeat an enemy without having to resort to violence. The caster makes a threatening gesture and his aura becomes so terrifying to ALL that look upon him that they must make a save vs. WIS -the spell caster's level; i.e. a 5th level caster would cause a save vs. WIS -5. If the victims fail their saves then the resultant action is determined by the following table.
d6
Effect
1-2
Victim faints and will recover in one turn
3-4
Victim runs in fear from the caster ignoring any danger to himself. The victim will even run off a cliff if it will get him away from the caster. The victim will run until exhausted.
5-6
Victim freezes in fear and will not move for the caster's level in turns.

The duration of the action is equal to the caster's level times 2 in minutes.

Protection from Ghosts

4 pts/turn 5 ft. rad + 1 ft. / lvl

Elements: T Prereq: Protect from Skeletons

This spell will cause ghosts to have an aversion to the area of the caster. This means that ghosts cannot come within 5 feet plus 1 foot per level of caster voluntarily, but they may be pushed into the area. They will not attempt to fight the caster but to escape from the area of the spell. The caster and all those non-ghosts in the area receive a +1 per level of the caster to hit and damage.

Sphere of Death

14 pts 5 yards/pt of STR

Elements: T,G Prereq: Plague

Sphere of Death is the diamond in the Underworlder crown of spells. This spell creates a sphere of life draining energy in the caster's hand which he can then throw at an opponent. If he successfully hits, the victim must save at 1/2 CON or die. If the victim saves, then he takes 3d10 + d10 per level to all areas and armor will not prevent this damage. This spell will pass through any worn armor but the damage may be absorbed by natural armored skin or scales.

Sixth Level
Death Shroud

12 pts 10 ft + 3 ft/lvl

Elements: T,S,G Prereq: Sleep Sand

As with Sleep Sand, Death Shroud requires some fine dust. The caster blows the dust from the palm of his open hand, which causes it to billow into a cloud. This cloud will affect 10 creatures, although they get a save vs. 1/2 CON. If they fail this save, they will die. If they save then they receive 2d20 + 1d12/level to all areas. Death Shroud will move with the wind and can be broken up by strong wind.

Diabolic Imprisonment

10 pts 10 ft + 1 ft/lvl

Elements: T,S,G

Diabolic Imprisonment is just that, diabolical. It was used by Almadus the Inquisitor to bind unfaithful souls to this plane so that Satan would not get them. Simply, it takes the soul of the victim from its body and places it in a bottle. The victim receives a save at 1/2 PIETY or is imprisoned in this bottle. The bottle must be clear glass of the highest workmanship and the victim is aware of all that goes on around the bottle as though he/she had eyes.

Fire Wall

5 pts 10'+2'/lvl radius

Elements: T Prereq: Ice Wall

This spell will cause a wall of fire 100 cu ft. + 10 cu ft./lvl. 3d20 + d4/lvl + d4/lvl burning. The wall may occupy up to 100 cubic feet +10 cubic feet per level of space. The spell will last for 3 rounds per level of the caster. For a seventh level caster it would last 21 minutes. The caster need not form a wall; an igloo, dome, or any shape may be created, but it must be noted that the heat would be intense in an enclosed shape. Also, the structure does not have to originate on the ground. A sheet of flame created through the head of an enemy will cause 3d20 + d4/lvl + d4/lvl burning. However, the caster must roll to hit the target (wisdom and spell directed bonuses apply but DEX bonuses do not). Finally, it must be noted that this is an incredibly flammable spell and that if it is cast where anything can catch on fire, it will.

Illusion III

5+3/rd. pts Sight

Elements: T,G,S Prereq: Illusion II

Illusion III is the third spell in this powerful series. This installment allows illusion with sight, sound, taste and texture. The viewers of the illusion, if they have reason to disbelieve, may make a save vs. 1/2 WIS. The substance used in this spell is a pinch of crushed mirror and the gesture used in this spell is a snap of the fingers. The target of the spell will be able to move the illusion if it would be possible normally (like lift a sandwich to eat it).

Invulnerability IV

10 pts/5 rds Personal

Elements: T Prereq: Invulnerability III

As with its predecessor, this spell hardens the caster's skin to a supernatural hardness. It will however, make the caster immune to blunt or explosive damage, but this version will also absorb 300 points of edged damage and 300 points of piercing or bullet damage. In addition it will bestow a +2 to saves vs. any spell. The immunity to blunt damage does not mean that the caster cannot be knocked down or into walls by blunt damage. Blunt damage does count towards natural attacks such as fists. This spell will not protect against any other damage not listed in the description, such as fire, ice or drowning.

Protection from Spirits

5 pts/turn 5 ft. rad + 1 ft. / lvl

Elements: T Prereq: Protect from Ghosts

This spell will cause spirits of types I -III to have an aversion to the area of the caster. This means that spirits cannot come within 5 feet + 1 foot per level of caster voluntarily, but they may be pushed into the area. They will not attempt to fight the caster but to escape from the area of the spell. The caster and all those non-spirits in the area receive a +1 per level of the caster to hit and damage.

Summon & Control Ghost

8 pts Minimal

Elements: T,G,S Prereq: Summon/control ghoul

The caster inscribes a summoning circle with wax and fine sand on a rock surface. He/she then puts a personal item of the deceased into the circle to summon the ghost to it. A ghost will appear and it receives a save vs. WILL - the level of the caster. If successful, then the ghost will serve the caster for the caster's level in months.

Summon Demon

10 pts Minimal

Elements: T,G,S Prereq: Summon/control ghost

The caster inscribes a summoning circle with lead and cold iron on a slate rock surface. He/she then lights 4 candles to represent the four Greater Realms and places them in a square on the circle. A demon will appear inside the circle and be contained until the circle is broken or the caster releases the demon. This spell unlike its predecessors does not control the summoned but only contains him. If the demon is disagreeable to what the caster has to offer, then he does not have to help the caster. The caster must have total concentration on the spell to maintain the containment but may return the demon to whence he came at will.

Seventh Level
Control Demon

10 pts Minimal

Elements: T,G Prereq: Summon Demon

This spell allows the caster to pit his will against a demon. When the caster enacts the spell, he locks wills with a demon and the victor takes all. The caster must roll vs. Will and the demon rolls vs. WILL - 1/2 WILL of the caster. Whichever makes his check by the largest amount controls the other. Example: The demon has a will of 22, while the caster has a will of 16. The demon needs to roll under 22 - 1/2(16) = 14. He rolls a 6, which makes his will by 8. The caster then rolls a 5, which means he made his roll by 11. The caster wins and controls the demon. However the demon will be able to struggle in a similar manner every month the caster has him around; whenever the caster forces him to do things that go against his nature.

Death's Nectar

10 pts/dose Touch

Elements: T,S,G

This spell creates a specialized poison to the creature whose blood was sampled. The blood of the creature is mixed with menthe, a common herb, to produce a most deadly brew. The caster may spend 10 additional points per dose to make the Nectar a contact poison. Otherwise the poison must be consumed to have effect. The victim must save vs. 1/2 CON or die. If the victim saves then he takes 6d10 of damage to a random area. If this area is not vital (an arm or leg) it will rot and fall off. Death's Nectar will have no effect on any creature but the one whose blood was used in the creation of the poison.

Protection from Demons

10 pts/turn 5 ft. rad + 1 ft. / lvl

Elements: T Prereq: Protect from Spirits

This spell will cause demons to have an aversion to the area of the caster. This means that demons cannot come within 5 feet + 1 foot per level of the caster, but they may be pushed into the area. They will not attempt to fight the caster but to escape from the area of the spell. However, for the spell to function the caster must enter into a test of wills with the demon. The caster must roll vs. Will and the demon rolls vs. WILL. Whichever makes his check by the largest amount wins the contest. Example: The demon has a will of 22, while the caster has a will of 16. It rolls a 12, which makes its will by 10. The caster then rolls a 5, which means he made his roll by 11. The demon is repulsed by the caster's spell. This check needs to be made only once per activation of the spell per demon to be repulsed. For instance, 3 demons attempt to enter the protected area and each must be contested, but then the results remain for the remainder of the spell.

Silver Bolt

8 pts 40 ft. + 1 ft./lvl

Elements: T,G Prereq: Flame Bolt

Silver Bolt is the weapon of Underworlder choice against their arch enemies the Wolvesbane. The caster needs to point in the desired direction and set the spell in motion. A bolt of silver will spew forth from the caster's fingers and cause 4d6 + d4 per level of the caster if the spell hits. Wisdom and spell direction bonuses, if any, may be used to increase the caster's chance to hit her target.

Wall Of Death

12 pts 40 ft.

Elements: T Prereq: Fire Wall

This spell will create an opaque black wall 100 cubic feet in size (10' h by 10' w by 1' deep). The caster need not form a wall; an igloo, dome, or any shape may be created, but it must be noted that the wall will affect anything that passes through it, friend or foe. Also, the structure must originate on the ground. Anyone passing through the wall must save vs. CON or die. If the save is made, then the victim receives 10 points of damage per level of caster directly to the person. Armor will not protect against this damage. Finally, it must be noted that this spell will heal and energize all forms of undead. The wall will last for 1 turn per level of the caster before it must be cast again.

Eighth level
Gate

15 pts Touch

Elements: T,S,G

This spell opens a doorway between one place and another by means of a second plane, usually Hell. These demonic gates are much more common since Hell is much more forgiving about trespasses, and the demons that dwell there sometimes hitch rides back to Earth. To activate a gate, the caster must have access to a doorway in the dimensions of 7 feet tall by 3 feet wide. He then activates the spell and the door will appear to be covered in a glowing red and blue smoke and light. The caster imagines where he desires to go and steps through. Whenever a demonic gate is used, there is a 5% chance a demon will emerge with you on the other side. The caster must be at least familiar (familiar is left to the discretion of the GM) with where the gate is opening to. The gate will last for ten minutes or until the caster dispels it. One cannot see the other side of an activated gate until one steps through.

Illusion IV

20 pts Sight

Elements: T,G,S Prereq: Illusion III

Illusion IV is the most powerful form of this spell in that the caster may create an illusion which can function on itself, meaning the caster need not concentrate on the illusion. If the caster creates the illusion of a person, it becomes an entity that will obey the caster but also be able to function on its own. Also, if the caster creates the illusion of a sword, it will do damage if he hits someone with it. However, if the victim disbelieves the illusion (as in Illusion III), then he will not be harmed by it. The caster may also change his own appearance if he wishes. Food created from this spell will not nourish but will satisfy hunger. If the caster wishes, he may spend three times the casting cost of this spell and make the illusion permanent until anyone disbelieves the illusion.

Vampiric
First Level
Glow/Darkness

4 pts Touch

Elements: T,G

Glow/Darkness is one of the great utility spells of Vampirics. This spell is usually cast on inanimate objects and will last until the caster dispells it or dies. However, if it is cast on a living creature then the caster must concentrate on it to maintain it. If the caster is jostled or hit or moves more than 1/2 movement the spell will cease. Normally, the spell will affect a 10' sphere +1' per level of the caster around the source. Note that the caster can see through his own darkness, although no one else can.

Haste I

1 pt/2 rds Personal

Elements: T

The spell doubles the movement rate of the caster. In addition, the spell gives the target a +1 to initiative.

Hypnosis

1 pt/ 2 pts victim INT 20'

Elements: T

Hypnosis will force a victim into a trance if they fail a save vs. INT. It is possible to implant post hypnotic suggestion as long as it does not countermand the victim's codes. For example, the caster could not make a priest betray his beliefs but he could make the victim forget to lock the front doors to the church.

Invisibility I

1 pt/5 rds Personal

Elements: T

Although the caster can only move at 1/4 normal movement, this spell is powerful in that it is more effective against the more intelligent observer. This spell will render the caster unnoticed, as though they belong in this area but are beneath notice. People will avoid walking into the caster. However, creatures of animal intelligence, those possessing exceptional smell, or of a 6 or lower INT will notice the caster; i.e. guard dogs will bark at you. The caster will also make noise unless he can move silently. If this power is employed in combat it will give the caster a +4 to their Defense Stat until the caster is hit, hits an opponent, or is jarred.

Iron Will

4 pts 1 person / lvl

Elements: T

Iron Will strengthens the resolve of the target allowing them to resist attacks which would target the WIL. To this end, the affected person receives a +4 to any saves related to WIL. This spell does not raise a person's WIL statistic but only garners them a bonus for saves; i.e. Fortitude is not affected. The spell will last 1 hour for every 2 levels of the caster.

Jump

2 pt/30 feet Personal

Elements: T,G

This spell enhances the character's ability to jump and land safely. The maximum distance a character will be able to jump is equal to his DEX times ten in feet. However, this is limited by only being able to jump 1/2 the distance straight up or backwards. The character is able to jump with up to 1/2 of what he can lift according to his strength.

Listening

1 pt/rnd Personal

Elements: T

Listening spell will allow the caster to hear noises up to 200' + 30'/lvl away. The caster has a 40% + 5%/lvl chance of hearing anything.

Strength I

1 pt/1 pt STR Personal

Elements: T

Strength I will increase a person's strength. The spell is limited though in that it can only raise the strength of the caster to 16. Also it only lasts for 10 minutes per level of the caster.

Telekinesis

4 pts 100'/lvl

Elements: T,G

Telekinesis is perhaps one of the best known spells. It allows the caster to move up to 10 pounds of matter per level. At first level one would be able to open a door or move small objects about. To knock someone down it would depend on the target's size but would roughly require 60 pounds of force. This is left to the discretion of the GM. The caster must make a successful to hit on a moving target; i.e. if the Thuggee is swinging a sword to cut off the head of his companion, the caster has to roll a to hit on the Thuggee to knock the sword aside. If the caster misses, he still expends the points for the push. Only directed spell bonuses apply. The telekinesis effect will only last 10 minutes per level of the caster.

Telepathy

1 pt/10 minutes 4 mile/lvl

Elements: T

Telepathy is a useful spell which allows communication to occur between two or more sentient creatures. The caster merely concentrates on the person (or people) with whom he wishes to communicate; if they are within the range of the spell, the conversation may begin. In addition, telepathy may be used to scan for sentient minds. This techniques is not fool proof and the caster must make a check vs INT -2/1000 sq feet scanned. It will take 1 minute to scan 1000 sq feet. For example, to scan a 2000 sq foot house it would take 2 minutes and the caster would check vs INT-4 to find a sentient mind. This could be reduced to a -2 if the caster takes the full duration to rest and focus. For instance, scan 1000 sq feet then rest for 9 minutes, then cast again. Unfortunately there are a few drawbacks to the spell. First, the caster must share a common language with the recipient to be understood. Second, the recipient must be a sentient creature; this spell cannot be used to communicate with animals. Third, telepathy resembles a mental attack spell, meaning it will be blocked by all mental protection spells. Finally, the caster is wide open to any return mental attack spells which the recipient cares to send. This means that during a telepathic communication the caster receive no saves if attacked mentally.

Second Level
Affect Normal Fires

3 pts

Touch Elements: T,S

This spell allows the caster to manipulate any non magical fire. For example, torches can be extinguished or a camp fire can be made to flare brightly. Note that this spell does NOT create fire, but only affects flames that already exist. If a flame is caused to flare on to a target, a to hit roll must be made. If successful, the fire does 1d8 per level of the caster. This spell will create one effect such as parting a fire to allow one to walk through or causing a gout of flame. Control does not extend to making the fire burn in a way that is not natural for it, meaning that you could not make a ring of fire but you could make it burn strange colors.

Catclimb

1 pt/4 rnds Personal

Elements: T

Catclimb allows the caster to cling to nigh any vertical surface. Although magical means may be employed to make a surface frictionless the caster will still have a 40% + 5 + /lvl of clinging to the surface. This does not mean that the caster may cling to horizontal surfaces, only vertical. How much of an incline is left to the GM.

Domination

3 pts Personal

Elements: T,G

This mental attack fires a wave of mental energy into the area of the mind which controls the self. The caster gestures towards his target concentrating on forcing his will to dominate that of the target's. The spell will destroy the victim's self will. The victim receives a save vs. WILL or is put under the control of the caster for 1 - 6 turns. This control is absolute and the victim can be directed to do things that he would not normally do but they will retain all their knowledge, skills and abilities. In order to enact the caster's commands, the victim must understand them so if they do not speak a common language the victim will stand in place as if dazed.

Empathy

2 pts 2 mile/lvl

Elements: T Prereq: Telepathy

Empathy resembles its predecessor telepathy in many ways. The caster merely thinks of his target and is able to read the emotions of that person. If the subject is unwilling then they receive a save vs. WIS - level of the caster. However, the spell caster and the victim do not have to share a common language.

Heal I

1 pt/2 FP Touch

Elements: T,G

Heal I is the beginning of the most sought after forms of magic, healing. Everybody needs healing but this spell may be used to inflict damage as well. If this spell is reversed it does 2 fortitude points of damage for every spirit point spent. This spell, however, will not mend bones properly or remove arrows. Thus, it still takes the skills of bone setting and surgery to use this spell for anything but the most basic of injuries. For example, if the bone is broken at a 90 degree angle, you must set it before healing it or it will mend improperly. The reverse of heal causes the flesh to rot. If this spell is reversed it does 2 fortitude points of damage for every spirit point spent.

Invisibility II

1 point/3 rds Touch

Elements: T Prereq: Invisibility I

Although the caster can only move at 1/2 normal movement, this spell is powerful in that it is more effective against undead and magical creatures. This spell will actually create an illusion about the caster which will make him appear as something that belongs according to the viewers' own minds and thus is beneath notice. Creatures with exceptional vision or exceptional smell will have a chance equal to their rating of the exceptional vision and/or smell at a - 40%. The caster will also make noise unless the caster can move silently. If this power is employed in combat it will give the caster a +4 to their Defense Stat until the caster is hit, hits an opponent, or is jarred.

Night Vision

1 pt/turn Touch

Elements: T

Night vision will allow the caster or recipient to see at night as though it were normal daylight. This spell will not aid in seeing in magical darkness but will give the caster 75% Dark Sight in absolute or underground natural darkness.

See Invisible

1 pt/round Personal

Elements: T

See Invisible is just that. This spell allows the caster to see invisible creatures and objects. It will even allow the caster to see natural invisibility. Of course it will not allow the caster to see if it is dark or he is blindfolded.

Slow

1 pt/round Touch

Elements: T,G

The victim receives a save vs STR-2. If this save is not made then the victim moves as though in slow motion. The effects are 1/2 movement, 1/2 attacks, and -20% to all movement skills. A person who is slowed only moves slower, i.e. if that person fell off a cliff, then he/she would fall at normal speeds.

Wolf Form

8 pts Personal

Elements: T,G

This spell will transform the caster into either a wolfman form or a full blown wolf. In the wolf form the caster cannot be killed permanently; i.e. if the caster is crushed under a landslide he will regenerate but be killed again by the landslide. The caster will regenerate at a rate of his level in fortitude points per round. This is per area. The exception to this rule involves damage caused by silver weapons. Silver causes x4 damage to a creature in wolf form, and can cause permanent death. The wolf will have the same statistics as the caster except it will receive a +3 to AGL. The wolf will receive 3 attacks, bite/claw/claw at 3-30/3-18/3-18. It will also have a sense of smell at 75% + 3% per level. The wolf form has the same fortitude points as the caster.

The wolf man form has double the base fortitude points as the caster but does not regenerate. The wolfman form receives a +1 to AGL and the same attacks as the wolf form, although weapons and armor may be used instead.

Unfortunately there are some restrictions to the spell. When the transformation occurs, the character's possessions also transform with him. Unfortunately, most metals are resistant to this type of magical manipulation. The spell can manage small amounts of metal (about weapon sized) but can't convert large amounts of metal (armor sized). If a character wants to change to full wolf form, they must be wearing clothing made from plants or animals (wool, leather, etc.), or metal armor especially enchanted to transform.

Third Level
Flaming Hand

3 pts 20'/lvl

Elements: T,G

This spell is renown for its lethal applications. It creates a spout of flame from the caster's hands in the direction he gestures. This flame will gout for one round. The caster receives a +1 to hit for every 2 levels that he attains. This spell does a d10 + d4/level + d6 burning per round.

Fly

4 pts/turn Touch

Elements: T,G

Fly allows the caster to swoop through the air, but he must make a control roll to do so with skill. The control roll is 40% + 5%/lvl of the caster. This check is needed at the beginning of a flight, when the user lands, and if they are attempting a difficult maneuver. The user of the spell is able to fly in any direction as well as hover. The user may carry up to their normal encumbrance while flying. The caster has control of when he negates it but the user controls the flight direction. For example, if the caster casts Fly on a person that person could fly out over a canyon and the caster could negate it in mid air causing the user to plunge to his death.

Glow/Darkness II

8 pts 10'+1'/lvl

Elements: T,G Prereq: Glow/Darkness

This is the second spell of the Glow/Darkness series. This spell is usually cast on inanimate objects and will last until the caster dispells it or dies. However, if it is cast on a living creature then the caster must concentrate on it to maintain it. If the caster is jostled or hit or moves more than 1/2 movement the spell will cease. Normally, the spell will affect a 30' sphere +3' per level of the caster around the source. Note that the caster can see through his own darkness, although no one else can. If attempting to counter a magical darkness the caster must roll under 50% +5% per caster level - 5% per level of the caster of the darkness. Note, not all darkness can be dispelled.

Haste II

1 pt/2 rds Touch

Elements: T Prereq: Haste I

This spell gives the caster triple movement, double attacks, and +2 to initiative. The caster is able to cast Haste I on others but is unable to bestow Haste II. After this spell has run its course the affected must rest 10 minutes for every round used.

Heal II

1 pt/4 FP Touch

Elements: T,G Prereq: Heal I

Heal II is the second in the healing series. This spell, however, will not mend bones properly or remove arrows. Thus, it still takes the skills of bone setting and surgery to use this spell for anything but the most basic of injuries. For example, if the bone is broken at a 90 degree angle, you must set it before healing it or it will mend improperly. The reverse of heal causes the flesh to rot. If this spell is reversed it does 4 fortitude points of damage for every spirit point spent.

Invisibility III

1/2 rds pts Touch

Elements: T Prereq: Invisibility II

This spell actually bends light around the caster so that he/she no longer is visible. Unlike previous spells the caster is able to have his/her full movement. Creatures with exceptional vision or smell will have a chance of detection equal to the rating of the exceptional vision and/or smell at a - 60%. The caster will also make noise unless the caster can move silently. If this power is employed in combat it will give the caster a +4 to their Defense Stat until the caster is hit, hits an opponent, or is jarred.

Iron Intellect

8 pts 1 person / level of caster

Elements: T,G Prereq: Iron Will

Iron Intellect builds the mental strength of the caster and up to his level in additional people of his choice. This renders a +4 to saves vs INT for 1 hour/2 levels of the caster. This mental strength does not add to INT but counts against saves vs INT; i.e. it will not increase the affected's Use Magic.

See in Darkness

1 pt/turn Personal

Elements: T,G Prereq: Night Vision

This spell has all the abilities of its prereq but with one addition. This spell will allow the caster to see in magical darkness. No spell is fool proof but this spell will work against most magical darkness.

Strength II

2 pt/1 pt STR Personal

Elements: T Prereq: Strength I

This spell is limited in that it can only raise the strength of the caster to 20. Also it only lasts for 10 minutes per level of the caster.

Stun

3 pts Sight

Elements: T Prereq: Slow

This spell will cause a victim to reel as if struck by a mighty blow. The victim receives a save vs. WIS - level of the caster. If the victim fails, he has a -1 to hit, -2 to his DEFENSE STAT, and will lose initiative. The effect lasts for 1d4 rounds and affects 1d8 creatures. If a victim is stunned for a number of rounds greater than his CON he is rendered unconscious. The effects to the victim's to hit and DEFENSE STAT are not accumulative but the rounds that he is stunned are.

Submit

5 pts 10'+3'/lvl

Elements: T,G Prereq: Domination

Submit strikes out at a person's self confidence and optimism. The victim receives a save vs. INT - level of the caster. If the victim does not save then he is plunged into a severe depression where he will not even defend himself for 1d4 hours, obeying commands as though they were suggestions. This state is that of extreme despair and may not result in the best efforts. The affected will have no will to excel or even accomplish their goals. Often the mere threat of this spell could gain the compliance of unwilling slaves. If he does save he loses 2d4 spirit points.

Summon & Control Rats

1 pts/100 rats

Elements: T,O Prereq: Empathy

Area: 1 square mi

This spell calls rats to the caster and forces them to his will. If the caster attempts to summon rats and there are none in the area then he will have wasted the points of the spell. Every 10 rats called will inflict 1 point of damage to the caster's target. So if the caster summoned 300 rats they would inflict 30 fortitude points of damage to a target per round. If the target is wearing plate mail or chain mail then the damage is negated but they will have a -4 to hit and a -20% to any skill checks. There also is a 5% chance of summoning giant rats dependent upon terrain and frequency of the giant rats in the area.

Tongues

2 pts Personal

Elements: T,O

Tongues allows the caster to communicate with other races and intelligent humanoids. This spell magically alters the caster's speech to that of the target, doing the same for the target to the caster. This spell will last for one conversation. A dialogue must occur if the spell is to function correctly. Overhearing a conversation and activating this spell will have limited if any effect.

Fourth Level
Cerebral Shield

3 pts/rnd Personal

Elements: T,G Prereq: Iron Intellect

Cerebral shield will protect from mental attacks and psyche damaging effects. This spell creates a faintly glowing shield of light, 10' in diameter, which must be placed between the caster and the source of the attack. Generally speaking, about 5 people will be able to be protected by the shield. Mental attacks are not limited to the Vampiric Realm nor is the protection limited to spells. If it is a magical attack on the mind then the shield will protect but if its source is other than a magical attack (i.e. poison, spores) or does not need to pass through the shield, then no protection will be rendered.

Flame Bolt

7 pts 40'+2'/lvl

Elements: T,G Prereq: Flaming Hand

Flame bolt is one of Vampirics mainstays for combat spells. A stream of flame erupts from the caster's finger tips shooting outward. The caster must roll to hit with all directed spell and WIS modifiers. If the caster hits then the bolt does 2d10 +d8/level of caster + d6 burning damage per round until extinguished.

Forget

1 pt/2 pts INT above 10 Sight

Elements: T

Forget makes the victim forget a single memory if the victim does not save vs. INT - level of the caster. This spell will not make the victim forget his/her name but is able to make them forget that you were there. In other words, this spell will not make the victim forget permanent memories but only passing ones. This is of course at the discretion of the GM. The cost of this spell is 1 spirit point for every 2 points of INT of victim above 10.

Halt

1 pt/3 pts victim STR Sight

Elements: T Prereq: Stun

Halt is the third of the slow series and actually holds the victim in place. The victim receives no save but the spell can only be brought to bear on one individual at a time. The effect lasts for a number of rounds equal to the caster's level. The caster must have eye contact with the victim for the duration of the spell. If eye contact is broken then the victim is released from the effects.

Incinerate

8 pts 20' radius

Comp: T,S Prereq: Affect Normal Fires

This spell is heavily based upon its prerequisite, Affect Normal Fires. The caster need only have a piece of charcoal as a focus then she concentrates on the target and cast the spell. The first round the victim receives a d4 of damage to fortitude points in all areas as the air heats around them. The second round it ignites and the victim receives 1d10 of damage to their fortitude points in all areas. This damage continues each round until the victim dies or receives magical healing. This spell can effect up to a 20' radius.

Insect Plague

2 pts/1000 bugs 20 ft + 3 ft./lvl

Elements: T,G

This spell is very similar to the Underworlder spell, Insect Doom. The caster waves his arms in a sweeping motion and points towards his target. As the spell takes effect, a carpet of biting, stinging, creeping, flying insects and arachnids appears and swarms over the victim. The bugs will continue to appear for a full turn, inflicting 2 points for every 1000 bugs every round. Armor offers no protection, as these vile creatures will slither in at the joints and openings. Only natural armor can offer any scant protection from this plague of devouring insects. They will retreat if faced with fire but only be held in bay for the duration of the spell. This spell will last 1 round for every level of the caster. The effects can be continuously maintained if the caster recasts on the last round of the spell.

Intellectual Bolt

8 pts 10'+2'/lvl

Elements: T,G Prereq: Submit

The caster reaches out with his mind and crushes the individual's subconscious. This results in a devastating spiral of images and horrors unleashed upon the conscience mind. The target must save INT - level of the caster or roll for a result on Table 1, located at the end of this spell list. If the target saves then no effect is felt and the target will be unaware of the caster's attack. The caster must have eye contact and the target must be sentient.

Mist Form

9 pts Personal

Elements: T,G Prereq: Wolf Form

This spell will transform the caster into a mist. In the mist form the caster cannot be killed permanently; i.e. if the caster is dispersed by a wind he will regenerate. The caster will regenerate at a rate of his level in fortitude points per round. This is per area. The mist will be able to move at a rate of 6 miles per hour if no wind interferes. The caster is immune to normal attacks but may be harmed by wind attacks.

Unfortunately there are some restrictions to the spell. When the transformation occurs, the character's possessions also transform with him. Unfortunately, most metals are resistant to this type of magical manipulation. The spell can manage small amounts of metal (about weapon sized) but can't convert large amounts of metal (armor sized). If a character wants to change to mist form, they must be wearing armor made from plants or animals (wool, leather, etc.), or metal armor especially enchanted to transform. The caster may choose to "transform" out of their armor; i.e. leaving the armor behind and floating out of it.

Panic
3 pts 10'+1'/lvl
Elements: T Prereq: Empathy

The caster gets a stern look upon her face, then projects her aura outwards so as to intimidate those around her. Those affected may make a save vs. WILL - the level of caster. If they fail then roll a d6 and consult the following table:

d6
Effect
1-2
Victim faints and will recover in one turn
3-4
Victim runs in fear from the caster ignoring any danger to himself. The victim will even run off a cliff if it will get him away from the caster. The victim will run until exhausted.
5-6
Victim freezes in fear and will not move for the caster's level in turns.

Slave Maker

3 pts/WIL of Victim Touch

Elements: T,G,S Prereq: Empathy

The caster must possess some very personal item of the victim. With this item the caster is able to focus his power upon the victim. After 5 minutes of preparation the caster touches the victim and attempts to subdue the victim's will. If the caster's WILL is greater than or equal to the victim's WILL, there is no save. However, if the caster's WILL is less than the victim's WILL then the victim must roll less than or equal to the difference on a d20. If the victim falls under the caster's power then the victim retains all its abilities and feelings but must obey the caster and work in the best interests of the caster. The victim will be enslaved for the caster's level in months.

Strength III

3 pt/1 pt STR Personal

Elements: T Prereq: Strength II

This is an improved version of the Strength II spell. This spell is limited in that it can only raise the strength of the caster to 25. Also it only lasts for 10 minutes per level of the caster.

Telempathy

1 pt/2 pt vic WIS Sight

Elements: T Prereq: Empathy

Telempathy is the attack version of its predecessor, Empathy. It is incredibly subtle in its ability to change a person's emotional state. The caster need only concentrate on the target and project the feeling that the caster wishes to impose. The victim then receives a save vs. WIS - level of the caster. If successful no effect is generated, otherwise the victim will feel the way the caster desires. The effect lasts for the caster's level in turns. The caster may not instill thoughts or command actions of the target but may only alter the emotional state of the target. He can be made happy, or sympathetic but he would not necessarily be sympathetic toward the caster's cause.

Fifth Level
Charm

1 pt/turn Touch

Elements: T,G Prereq: Hypnosis

This spell will bestow social graces upon the caster as if they had the courtly manners or etiquette skill at a percentage of 15% per level of the caster. This spell will even work if the caster does not speak the language of the individuals which the caster desires to charm. This spell will not allow the caster to communicate with the individuals but will create a feeling of familiarity and friendship.

Command

1 pt/3 pts victim INT Voice

Elements: T,O Prereq: Hypnosis

Quite simply this allows the caster to issue a one word command that must be obeyed if the victim does not make a save vs. INT - level of caster. If the victim cannot obey she will do her best to do so; i.e. the command "fly" will result in the victim jumping into the air attempting to fly. The victim must also understand the caster's language.

Flame Breath

8 pts 20'+2'/lvl

Elements: T,G Prereq: Flame Bolt

Flame Breath allows the caster to spew forth a gout of flame from her mouth. The flame will do 4d20 + d8/level + d8 burning per round. At the end of the spell the caster will need to take one round to recover coughing the entire time. The gout may last up to 3 rounds.

Haste III

3 pt/2 rds Touch

Elements: T Prereq: Haste II

This spell gives the caster the ability to cast two powers/rnd, move at quadruple movement, +2 initiative. The caster is able to cast Haste II on others but is unable to bestow Haste III.

Illusion I

4+1/rd. pts Sight

Elements: T,G,S

Illusion I is the beginning of a powerful series of the Vampiric caster. Although not overly powerful at this stage, the spell can still be handy. The Illusion will not move or make noise and if touched it will be dispelled. However non - moving items such as a bridge where there is no bridge or a pile of gold where there is a pit of spikes is quite feasible. The substance used in this spell is a pinch of dust.

Invisibility IV

1 point/2 rds Personal

Elements: T Prereq: Invisibility III

This spell is actually an improvement on the original version. This spell actually bends light around the caster so that he/she no longer is visible. Unlike previous spells the caster is able to have his/her full movement and the caster is able to make up to 4 others invisible with him. Creatures with exceptional vision or exceptional smell will have a chance to detect equal to the rating of the exceptional vision and/or smell at a - 60%. However, unlike Invisibility III, this spell will give the user move silently at 10% per level of caster. Also it will give the user the ability to pass without trace as per the Natural Realm spell Reed Passage on page 119. If this power is employed in combat it will give the caster a +4 to their Defense Stat until the caster is hit, hits an opponent, or is jarred.

Mass Hypnosis

2 pt/5 victims Sight

Elements: T Prereq: Hypnosis

Hypnosis will force a victim or victims into a trance if they fail a save vs. 1/2 INT. It is possible to implant post hypnotic suggestion as long as it does not countermand the victims' codes. For example, the caster could not make a cleric betray his god but he could make the victim forget to lock the front doors to the temple. The caster must have eye contact and the victim must speak the same language as the caster in order to understand the commands. The caster will be able to keep the victim in a hypnotic state for a number of rounds equal to the caster's level.

Sphere of Flame

12 pts 5 yds/pt of STR

Elements: T,G Prereq: Flame Bolt

A sphere of flame appears in the caster's hand which can then be thrown towards a target. The caster must roll to hit with all directed spell and WIS modifiers including DEX to hit modifiers. If the caster hits then the sphere does 2d20 +d12/level of caster + d8 burning damage per round until extinguished.

Summon & Control Bats

1 pts/50 rats

Elements: T,O Prereq: Empathy

Area: 2 square miles

This spell calls bats to the caster and forces them to his will. If the caster attempts to summon bats and there are none in the area then he will have wasted the points of the spell. For every 5 bats they will inflict 1 point of damage to the caster's target. So if the caster summoned 300 bats they would inflict 60 fortitude points of damage to a target per round to all areas. If the target is wearing plate mail or chain mail then the damage is negated. There also is a 5% chance of summoning giant bats dependent upon terrain and frequency of the giant bats in the area.

Sixth Level
Apparitional Servant

10 pts Unlimited

Elements: T,S

An Apparitional Servant is a manifestation of the caster's mind and the use of illusion. The Servant will do whatever the caster asks of it to the best of the caster's ability except fight. The Servant is invisible and may move through solid objects without leaving a trace however any solid object it is carrying will also be left behind. Its physical statistics, level, class and skills are those of the caster however it will not be able to cast spells. It has no physical appearance and therefore cannot pose as someone else. The servant lasts until the caster dispells it or it receives fatal damage to an area. Fatal damage means if the Servant is reduced to 0 in any area it will cease to exist. The caster may create and control up to Wisdom divided by 2 Servants at once.

Bat Form

6 pts Personal

Elements: T,G Prereq: Wolf Form

This spell will transform the caster into either a batman form or a full blown bat. In the bat form the caster cannot be killed permanently; i.e. if the caster is crushed under a landslide he will regenerate but be killed again by the landslide. The caster will regenerate at a rate of his level in fortitude points per round. This is per area. The exception to this rule involves damage caused by silver weapons. Silver causes x4 damage to a creature in bat form, and can cause permanent death. The bat will have the same statistics as the caster except it will receive a +3 to AGL. The bat will receive 3 attacks, bite/claw/claw at 2-20/2-12/2-12. It will also have a sonar at 75% + 3% per level. The caster will also be able to fly at a rate of 24. The bat form has the same fortitude points as the caster.

The bat man form has double the base fortitude points as the caster but does not regenerate. The batman form receives a +1 to AGL and the same attacks as the bat form, although weapons and armor may be used instead if desired.

Unfortunately there are some restrictions to the spell. When the transformation occurs, the character's possessions also transform with him. Unfortunately, most metals are resistant to this type of magical manipulation. The spell can manage small amounts of metal (about weapon sized) but can't convert large amounts of metal (armor sized). If a character wants to change to full bat form, they must be wearing armor made from plants or animals (wool, leather, etc.), or metal armor especially enchanted to transform.

Ego Bane

5 pts 5'+5'/lvl

Elements: T Prereq: Telepathy

The caster destroys the opponent's ego by inflicting serious personal trauma and destroying all self confidence. The target must save vs WIS - level of the caster or roll for a result on Table 2. Table 2 follows these spell descriptions. The caster must have eye contact and the target must be sentient.

Eye of Flame

15 pts 5'+5'/lvl

Elements: T,G

The caster peers into the opponent's eye and a needle of flame shoots from the caster's eye to the victims's eye. If the caster does not have eye contact then the spell cannot be activated. If the caster does have eye contact the spell will activate and automatically hit. The flame will do 4d10 + 2d12/level. The victim may save vs. 1/2 CON to reduce the damage by 1/2. This damage is dealt directly to the body with armor providing no defense. The target must roll a save vs their luck or be blinded until their eye can be regenerated.

Paralyze

1 pt/4 pts victim STR Touch

Elements: T Prereq: Halt

Paralyze will hold an opponent in place for a number of turns equal to the caster's level. The caster must spend an additional point for each point of Strength that the victim has above 20. The caster must touch the victim. The victim may not cast spells.

Restoration

6 pts/Day/Limb gone Sight

Elements: T,G,S Prereq: Heal II

Restoration will simply grow back severed limbs. If the wound has been cauterized or the limb incinerated, then restoration is impossible. The material component of this spell is a wax miniature replica of the limb to be regrown. The caster waves her hands over the missing limb then it will begin to grow back. Within one day the limb will be entirely regrown. The target of the spell must make a save vs CON - 4 to survive the shock of having a limb severed.

Spiritual Derva

14 pts 10'/lvl

Elements: T,G

The caster gestures towards the victim and an ethereal whirlwind emits from the caster's fingers. It automatically strikes the victim in the chest. If the victim does not make a save vs. PIETY - level of the caster, then 1/3 of all the victim's total spirit points and 1/2 of the victim's total fortitude points (base) are transferred to the caster. Example: Fritz has a PIETY of 18; Catherine is 8th level and casts Spiritual Derva on Fritz. Fritz must roll under a 10 or have 1/3 of his spirit points and 1/2 his fortitude points transferred to Catherine. If the target is reduced to -10 spirit points or 0 base FP then he dies.

Thought Shield

4 pts 3' + 1'/lvl rad.

Elements: T Prereq: Cerebral Shield

Thought Shield will hide the minds of any within the radius of the spell from detection. This will not make them invisible but will cloak their minds so as to avoid detection from scrying, telepathic contact, or creatures with the ability to read the thoughts of others. This spell will act as though there is no mind to detect or read in that area even if the attacker knows of their presence.

Seventh Level
Apparitional Slayer

15 pts Unlimited

Elements: T,G,S Prereq: Apparitional Servant

This spell requires the caster's total concentration. If she is disturbed then the spell will falter. The caster holds a piece of glass in her hand and by concentrating creates an invisible assassin. This projection cannot go through solid substance and must be summoned in front of the caster. It cannot fly but is impervious from harm except by spell or magical weapon and then has 10x summoning caster's level in fortitude points. The Slayer has a back stabbing skill of 1/2 level of caster. The slayer also has a move silently, move in shadows, and Open Locks at (level of caster x 5)%. All other statistics and skills are as the caster however the Slayer will not be able to cast spells. If the caster loses consciousness or is killed the slayer is immediately dispelled.

Haste IV

10 pt/8 rds Touch

Elements: T Prereq: Haste III

This spell gives the caster the ability to cast two powers/rnd, three times attacks, move at five times movement, a +2 to Defense and +4 initiative. The caster is able to cast Haste III on others but is unable to bestow Haste IV. However, the affected person of a Haste IV must rest for 1 round for each round that they were hasted. The will be utterly exhausted and unable to move for this period of time. They may be carried but the resting time must be doubled.

Illusion II

5+2/rd. pts Sight

Elements: T,G,S Prereq: Illusion I

Illusion II is the second spell in this powerful series. This installment allows for the addition of sound to the illusion. The substance employed in this spell is a pinch of dust and te gesture is a snap of the fingers.

Iron Repulsion

9 pts/rd. Self +3 others

Elements: T Prereq: Thought Shield

Iron Repulsion will protect the caster and up to 3 others (his choice) from all mental attacks of lower level than the caster. For example, if a 5th level caster were to cast level 4 Mind Ravage, the vampiric spell caster could use Iron Repulsion to save vs. the spell. The caster must roll under their level on a d20 to save regardless of any other save. If the spell which the caster is saving against has a save of its own then the caster also may save vs the spell save if he did not save with the Iron Repulsion save. In the example above if the vampiric spell caster is of 8th level he would have to roll under an 8 on a d20. He rolls a 14 but still has the INT -6 save from the Mind Ravage.

Mental Destruction

10 pts 5' +2'/lvl

Elements: T Prereq: Telepathy

Mental Destruction is a form of telepathic assault on a person's mind. The victim's mind is telepathically overloaded if he does not save vs WIS - level of the caster. If the victim does not save then he must roll on Table 2 located at the end of these spell descriptions. Victim may be located and targeted telepathically.

Potion Burn

8 pts/potion Minimal

Elements: T,G,S

Potion Burn takes a dose of the desired potion and "burns" it on to an object. This has a multiplying effect of the level in doses; i.e. if a fifth level caster casts Potion Burn on a full heal potion then he has an item which has 5 doses of full heal. The initial dose is consumed by the spell.

Ray of Weakness

8 pts Sight

Elements: T,G Prereq: Paralyze

The caster points at a victim and a sickly yellow beam emits from his finger. The caster must roll to hit. If the caster hits then the victim must save vs 1/2 STR or the victims STR and CON are reduced to 0. This means the victim is unable to move under his own power. The victim will recover one STR and one CON point per day of total bed rest. Any exertion whatsoever will nullify this recovery.

Regeneration

10 pts Personal

Elements: T Prereq: Restoration

This powerful spell represents the epitome of personal healing for the Vampiric caster. Regeneration will allow the caster to regenerate at the rate of the caster's level in fortitude points in one area every round. For example, if a 10th level caster takes 15 points to all ten areas of the body, the regeneration spell will start repairing the damage in the 1 until it's healed (that will take two rounds at 10 points/round). Then, area 2 will regenerate, moving on to area 3, and so on until all damage has been healed. This powerful spell will mend broken bones, regrow limbs, and even heal a character who has fallen below negative his fortitude points (provided the spell was cast before the damage was taken). The duration of the spell is 1 hour for every level of the caster, so it can be cast well before entering into combat.

Unfortunately, even this spell has limits. It will not heal damage taken from poisons, fire, or rosewood, nor will it save a person who has been decapitated.

Eighth Level
Apparitional Slayer II

25 pts Unlimited

Elements: T,G,S Prereq: Apparitional Slayer

This spell, like Apparitional Slayer I, requires the caster's total concentration. If she is disturbed then the spell will falter. The caster holds a piece of glass in her hand and by concentrating creates an invisible assassin. The fundamental differences between Apparitional Slayer I and II are as follows. Apparitional Slayer II can go through solid substances, but must still be summoned in front of the caster. It cannot fly but is impervious from harm except by spell and magical weapon and then by spell the caster must do the level of the Apparitional Slayer's caster's level x 20 in damage to it to destroy it. The Slayer has a Back Stab skill equal to the level of caster. The slayer also has a move silently, move in shadows, and Open Locks at (level of caster x 5)%. All other statistics, level, class and skills are as the caster however the Slayer will not be able to cast spells.

Iron Scythe

5 pts/3 INT of victim 10'+1'/lvl

Elements: T,G,S

Iron Scythe is a spell of incredible power that attacks the mind. It will send sheets of psychic energy whipping through the target's mind instantly destroying memory and thought patterns. This spell makes the victim save vs 1/4 INT or roll on Table 3 located at the end of these spells. If the victim saves then the victim is in a state of fear as the spell Panic. This spell will automatically hit if the caster can see her target.

Possession

10 pts/lvl of victim 25'

Elements: T,G

This spell is reversible so as to thrust another possessing spirit from a persons body. When reversing this spell, the caster has a 50% +5% for every level of the spirit below his and -5% for every level of the spirit's above his; i.e. a 9th level Vampiric Forces trying to exorcise a 5th level demon would need to roll a 70% or lower. The standard function of this spell requires the victim save vs 1/4 PIETY or the caster soul is transferred to the victim's body. The victim's soul is suppressed. This spell will then last 1 month for every level of the caster or until the caster ends the spell. While away, the caster's body will be in a state of suspension not requiring air, water, food and appear as though dead.

Spirit Form

9 pts Personal

Elements: T,G Prereq: Bat Form

This spell will transform the caster into a Spirit. There are basically four different types of spirits, Earth, Air, Water, Fire. The caster will receive different abilities in different forms. Air and fire will be able to fly while earth and water will have the ability to teleport at will. They will have a 5% per level of caster ability to control their specific element.

In the spirit form the caster cannot be killed permanently; i.e. if the caster is crushed under a landslide he will regenerate but be killed again by the landslide. The caster will regenerate at a rate of his level in fortitude points per round. This is per area. The exception to this rule involves damage caused by silver weapons. Silver causes x4 damage to a creature in spirit form, and can cause permanent death. The spirit will have the same statistics as the caster except it will receive a +5 to AGL if of Air or Fire and +5 to STR if Earth or Water. The spirit will receive the caster's level in attacks at the caster's level in d20; i.e. 10th level caster would have 10d20. The caster will also be able to fly at a rate of 45 for Air and Fire. The spirit form has the same fortitude points as the caster.

Unfortunately there are some restrictions to the spell. When the transformation occurs, the character's possessions also transform with him. Unfortunately, most metals are resistant to this type of magical manipulation. The spell can manage small amounts of metal (about weapon sized) but can't convert large amounts of metal (armor sized). If a character wants to change to spirit form, they must be wearing armor made from plants or animals (wool, leather, etc.), or metal armor especially enchanted to transform.

Percentile Roll
Description
0-50
Stunned for 1-20 rnd (-4 T.H. and -4 DEFENSE STAT)
51-70
Unconscious for 1-4 turns.
71-85
Roboton (No knowledge or will). Lasts 1-4 weeks.
86-96
Loss of Will (Retains knowledge but no will). Lasts 1-4 weeks.
97-99
Coma for 4-40 weeks.
100
Coma for 4-40, 1-4 insanities, -4 INT, -4 WIS permanent


Percentile Roll
Description
0-50
Bewildered (Foe wanders: 1-2 away, 3-4 towards, 5-6 around) for 1-20 rounds.
51-70
Roboton (Lasts 2-8 weeks).
71-80
Catatonic (Lasts until cure insanity).
81-90
Loss of will (Lasts 1-6 weeks).
91-99
Paralyzed (Lasts until cure insanity).
100
Head Explodes (dead).



Percentile Roll
Description
0-50
Convulsions (Foe convulses for 1-10 rounds doing d12/rnd)
51-70
Coma (1-6 insanities, Limbs atrophied(-15 to STR)) Lasts 3-36 months.
71-80
Autonomical body functions fail (Heart-foe dies; Lungs-foe incapacitated for 6 rounds, then dies; Liver-foe dies in EXTREME pain in 1-8 hours; Brain-instant death).
81-90
Internal organ explodes.
91-99
Brain melts and runs out nose and ears.
100
BODY EXPLODES!!!



Wolvesbane
First Level
Chameleon

3 pts/turn Personal

Elements: T

This spell is a lesser version of invisibility, since it leaves a shaky outline of the caster. It will not mask smell or sound. However, exceptional vision, like seeing heat sources, will be blocked. If someone is actively searching for the caster and the caster is not moving, there is only a 35% -3%/level of detection. If the caster moves this chance is doubled. This spell will also give a +3 to defense stat with a +1 every 2 levels.

Claw Hand

1 pt Personal

Elements: T,G

This spell quite simply allows the caster to harden and grow his nails to become claws. The caster may still use his weapons but it will not allow him to do anything delicate with his hands until it is deactivated (i.e. removing traps, needlepoint, etc.). The caster receives a +5 to damage +3 per level. The base damage for the claws is 2d12.

Hadrian's Sight

2 pts/turn Personal

Elements: T

This spell pulls its name from the ancient Roman emperor who it is believed developed the spell. Its true origin is unknown. Hadrian's Sight allows the caster to see in the infrared spectrum. The caster will be able to see heat at varying shades of red. In some cases this spell will allow the caster to see heat sources of otherwise invisible creatures. Note that the object must have a heat differential from the ambient room temperature to be visible to the caster. This spell bestows exceptional sight at a ranking of 10% per level of the caster. For example, a fifth level caster of Hadrian's Sight would have the ability to see heat sources 50% as well as his normal sight.

Heal I

1 pt/3 FP Touch

Elements: T,G

Heal I is the beginning of the most sought after forms of magic, healing. Everybody needs healing but this spell may be used to inflict damage as well. This spell, however, will not mend bones properly or remove arrows. Thusly, it still takes the skills of bone setting and surgery to use this spell for anything but the most basic of injuries. For example, if the bone is broken at a 90 degree angle, you must set it before healing it or it will mend improperly. If this spell is reversed it does 3 fortitude points of damage for every spirit point spent. The reverse heal causes the flesh to rot.

Mend I

2 pts Touch

Elements: T,G

Mend I will mend non-magical items when they are broken. The caster must join the broken pieces together (if they cannot be joined i.e. pounded to dust, it cannot be mended) then enact the spell. An item may be mended in this manner 10 times before the matter becomes too thin to mend again. Damage to armor may be repaired in this manner. Items may also be rended to dust. The caster may rend up to a volume equal to 1 cubic foot per level.

Minor Curse

4 pts Voice

Elements: T,O

Minor curse is a means for the caster to strike back at an enemy. The limitations of the minor curse are that there may not make any permanent effects or transformations. For example, you could not turn someone into a toad, but you could curse them to have warts for a week. There must always be a time limitation of no more than a month or an out which the victim may conceivable accomplish in a month's time without loss of life or limb. The victim receives a save vs 1/2 PIETY.

Size Control I

Special Personal

Elements: T

Size Control I will change the size of the caster but not the density. For example, if a 6' human decreased her size to 3' her density would double and make her twice as heavy, conversely, if she made herself 12 feet tall she would become 1/2 her original density. The cost for this is 6 points to double or halve a character's size. If a caster wishes to increase their size to 3 times they would still pay 12 points or double the cost of the spell. This spell will last the caster's level in days or until dispelled.

Summon & Control Animal

2 pts/10fp

Elements: T,O Area: 10 sq. mi.

Any creature or creatures within the area of effect will answer according to the terrain and Fortitude Points designated. The control of the animal will fade after 1 hour and it will wander away. However, it will be extremely likely that the caster will encounter the creatures shortly since it is in the area. During the time of the spell the animals will do the casters bidding even if it is against its best interest; i.e. horses running into a burning building or squirrels attacking much larger animals.

Tongues

2 pts Personal

Elements: T,O

Tongues allows the caster to communicate with other races and intelligent humanoids. This spell magically alters the caster's speech to that of the target, doing the same for the target to the caster. This spell will last for one conversation. A dialogue must occur if the spell is to function correctly. Overhearing a conversation and activating this spell will have limited if any effect.

Wolf Form

4 pts Personal

Elements: T,G

This spell will transform the caster into either a wolfman form or a full blown wolf. In the wolf form the caster cannot be killed permanently; i.e. if the caster is crushed under a landslide he will regenerate but be killed again by the landslide. The caster will regenerate at a rate of his level in fortitude points per round. This is per area. The exception to this rule involves damage caused by silver weapons. Silver causes x4 damage to a creature in wolf form, and can cause permanent death. The wolf will have the same statistics as the caster except it will receive a +3 to AGL. The wolf will receive 3 attacks, bite/claw/claw at 3-30/3-18/3-18. It will also have a sense of smell at 75% + 3% per level. The wolf form has the same fortitude points as the caster.

The wolf man form has double the base fortitude points as the caster but does not regenerate. The wolfman form receives a +1 to AGL and the same attacks as the wolf form, although weapons and armor may be used instead if desired.

Unfortunately there are some restrictions to the spell. When the transformation occurs, the character's possessions also transform with him. Unfortunately, most metals are resistant to this type of magical manipulation. The spell can manage small amounts of metal (about weapon sized) but can't convert large amounts of metal (armor sized). If a character wants to change to full wolf form, they must be wearing armor made from plants or animals (wool, leather, etc.), or metal armor especially enchanted to transform.

Second Level
Bat Form

5 pts Personal

Elements: T,G Prereq: Wolf Form

This spell will transform the caster into either a batman form or a full blown bat. In the bat form the caster cannot be killed permanently; i.e. if the caster is crushed under a landslide he will regenerate but be killed again by the landslide. The caster will regenerate at a rate of his level in fortitude points per round. This is per area. The exception to this rule involves damage caused by silver weapons. Silver causes x4 damage to a creature in bat form, and can cause permanent death. The bat will have the same statistics as the caster except it will receive a +3 to AGL. The bat will receive 3 attacks, bite/claw/claw at 2-20/2-12/2-12. It will also have a sonar at 75% + 3% per level. The caster will also be able to fly at a rate of 24. The bat form has the same fortitude points as the caster.

The bat man form has double the base fortitude points as the caster but does not regenerate. The batman form receives a +1 to AGL and the same attacks as the bat form, although weapons and armor may be used instead if desired.

Unfortunately there are some restrictions to the spell. When the transformation occurs, the character's possessions also transform with him. Unfortunately, most metals are resistant to this type of magical manipulation. The spell can manage small amounts of metal (about weapon sized) but can't convert large amounts of metal (armor sized). If a character wants to change to full bat form, they must be wearing armor made from plants or animals (wool, leather, etc.), or metal armor especially enchanted to transform.

Cat Form

4 pts Personal

Elements: T,G Prereq: Wolf Form

This spell will transform the caster into either a catman form or a full blown cat. In the cat form the caster cannot be killed permanently; i.e. if the caster is crushed under a landslide he will regenerate but be killed again by the landslide. The caster will regenerate at a rate of his level in fortitude points per round. This is per area. The exception to this rule involves damage caused by silver weapons. Silver causes x4 damage to a creature in cat form, and can cause permanent death. The cat will have the same statistics as the caster except it will receive a +5 to AGL. The cat will receive 3 attacks, bite/claw/claw at 5-50/3-30/3-30. It will also have a night vision at 75% + 3% per level. The caster will also be able to move at a rate of 24. The cat form has the same fortitude points as the caster.

The cat man form has double the base fortitude points as the caster but does not regenerate. The catman form receives a +3 to AGL and the same attacks as the cat form, although weapons and armor may be used instead if desired.

Unfortunately there are some restrictions to the spell. When the transformation occurs, the character's possessions also transform with him. Unfortunately, most metals are resistant to this type of magical manipulation. The spell can manage small amounts of metal (about weapon sized) but can't convert large amounts of metal (armor sized). If a character wants to change to full cat form, they must be wearing armor made from plants or animals (wool, leather, etc.), or metal armor especially enchanted to transform.

Cure Disease

3 pts Touch

Elements: T,G

This spell will cure one disease per casting so if the target of the spell has multiple diseases it will take multiple castings. Cure disease does not always work especially if the disease is advanced or severe. If the disease falls into these columns then the caster has a 20% chance plus 10% per level of the caster. If the caster has a Medicine skill and makes a successful check against it, he will receive a +20% to his attempt to cure a magical or voracious disease. The GM should feel free to apply negative modifiers for these types of diseases. In some cases it may be beyond the ability of the caster to cure the disease.

This spell may also be reversed to cause a disease to befall the victim. The victim receives a save vs 1/2 CON. The type of the disease is up to the Gamemaster and he may make it as severe or mild depending on terrain and level of caster.

Earth to Mud

3 pts/10 cu. ft. Touch

Elements: T, G

This spell will allow the caster to convert earth to easily flowing mud using a handful of water. This will not effect stone but will effect the dirt surrounding the stone. Also, this power can be used to create mud pits or can be reversed so as to turn mud to earth. Note that the caster much touch the earth to be converted and the conversion starts from that point moving in whatever direction the caster indicates. The conversion will be uniform from this point meaning that the caster may be on the edge but the shape will be regular; i.e. a cube, sphere, etc.

Heal II

1 pt/5 FP Touch

Elements: T,G Prereq: Heal I

Heal II is the second in the healing series. This spell, however, will not mend bones properly or remove arrows. Thusly, it still takes the skills of bone setting and surgery to use this spell for anything but the most basic of injuries. For example, if the bone is broken at a 90 degree angle, you must set it before healing it or it will mend improperly. If this spell is reversed it does 5 fortitude points of damage for every spirit point spent. The reverse heal causes the flesh to rot.

Mend II

4 pts/ability of item Touch

Elements: T,G

Mend II will mend broken and damaged magical armors and weapons. The caster must join the broken pieces together (if they cannot be joined i.e. pounded to dust, it cannot be mended) then enact the spell. An item may be mended in this manner 10 times before the matter becomes too thin to mend again. The cost to mend armor with multipliers to its armor factor is equal to armor factor x 4 in spell points (i.e. plate mail with a x4 multiplier (180 fortitude points protection) would be mended for 16 points per area). A +4 to hit, +40 to damage sword would cost 16 s.p. to repair as well since you consider the to hit modifier with weapons. It will always be a minimum of 4 s.p. to mend a magic item and more if the Gamesmaster thinks it should be more. Items may also be rended to dust. The caster may rend up to a volume equal to 1 cubic foot per level.

Strength I

1 pt/1 pt STR Personal

Elements: T

The Strength I spell will increase a person's strength. The spell is limited though in that it can only raise the strength of the caster to 16. Also it only lasts for 1 turn per level of the caster.

Teleport Item

6 pt/item Unlimited

Elements: T

Teleport Item is the beginning of the root of the Wolvesbane teleport powers and is one of their most useful spells. Teleport Item will allow the caster to teleport small items (1 pound per level) to him from any location. There is a chance for deviation equal to 30% -5%/level of caster. If the item deviates then roll a d4 and consult the table below:

Roll d4
Deviation
1
Inches
2
Feet
3
Yards
4
Miles

After the units have been determined then the actual distance is determined by rolling 4d6 dice for the result. In addition a direction dice is rolled, a d8 with 1 being forward and the numbers proceeding around the compass clockwise. Deviation will not allow the object to appear within another object but cause it to bounce along the surface.

Example: Hans attempts a teleport item on his medical bag back at his office for the farmer who was just wounded. He is 5th level but rolls a 3% on the percentiles. He then rolls a 1 on the d4 deviation and 12 on the 4d6 distance dice and finally a 5 on the direction dice. This means that the bag does not materialize in Hans' hand would have appeared in his chest. The spell does not allow this so the object bounces along the surface until it comes to rest behind him. The caster must know the location of the item he wishes to teleport and have a good knowledge of what it looks like.

Night Sight

3 pts/turn Personal

Elements: T Prereq: Hadrian's Sight

As Hadrian continued his study of the enhancing vision capabilities of his legionaries he saw the need for enhanced night vision. He developed a theory of a radiation which permeates the world allowing one to see in that spectrum would be a great service to his legionaries. Night Sight allows the caster to see in the spectrum that Hadrian discovered. The caster will be able to see in any natural darkness and in some magical darkness. This spell will bestow the caster with exceptional vision ranked at 10% per level of the caster. For example, if an eight level caster used this spell then they would have an 80% rank. This means he would be able to see in the dark 80% as well as they normally see. This spell will allow the caster a save vs some darkness spells at the discretion of the GM.

Third Level
Bear Form

4 pts Personal

Elements: T,G Prereq: Cat Form

This spell will transform the caster into either a bearman form or a full blown bear. In the bear form the caster cannot be killed permanently; i.e. if the caster is crushed under a landslide he will regenerate but be killed again by the landslide. The caster will regenerate at a rate of his level in fortitude points per round. This is per area. The exception to this rule involves damage caused by silver weapons. Silver causes x4 damage to a creature in bear form, and can cause permanent death. The bear will have the same statistics as the caster except it will receive a +5 to STR. The bear will receive 3 attacks, bite/claw/claw at 6-60/5-40/5-40. It will also have a sense of smell at 50% + 3% per level. The caster will also be able to move at a rate of 18. The bear form has the same fortitude points as the caster.

The bear man form has double the base fortitude points as the caster but does not regenerate. The bearman form receives a +3 to STR and the same attacks as the bear form, although weapons and armor may be used instead if desired.

Unfortunately there are some restrictions to the spell. When the transformation occurs, the character's possessions also transform with him. Unfortunately, most metals are resistant to this type of magical manipulation. The spell can manage small amounts of metal (about weapon sized) but can't convert large amounts of metal (armor sized). If a character wants to change to full bear form, they must be wearing armor made from plants or animals (wool, leather, etc.), or metal armor especially enchanted to transform.

Cure Blindness

3 pts Touch

Elements: T,G Prereq: Cure Disease

This spell will cure blindness in an individual but will not regenerate the actual eyes. Cure blindness does not always work if cast against a curse. If it is cast against a curse then the caster has a 50% + 5% for each caster level - 5% for each level of the curse's caster's levels. This spell may also be reversed to cause blindness to befall the a victim. The victim receives a save vs 1/2 CON. The blindness will last a number of turns equal to the caster's level.

Hawk Form

5 pts Personal

Elements: T,G Prereq: Bat Form

This spell will transform the caster into either a hawkman form or a full blown hawk. In the hawk form the caster cannot be killed permanently; i.e. if the caster is crushed under a landslide he will regenerate but be killed again by the landslide. The caster will regenerate at a rate of his level in fortitude points per round. This is per area. The exception to this rule involves damage caused by silver weapons. Silver causes x4 damage to a creature in hawk form, and can cause permanent death. The hawk will have the same statistics as the caster except it will receive a +5 to AGL. The hawk will receive 3 attacks, bite/claw/claw at 3-30/3-18/3-18. The Hawk will receive double damage for swoop attack if it has enough room to fly. It will also have a exceptional sight at 65% + 3% per level. The caster will also be able to fly at a rate of 33. The hawk form has the same fortitude points as the caster.

The hawk man form has double the base fortitude points as the caster but does not regenerate. The hawkman form receives a +3 to AGL and the same attacks as the hawk form, although weapons and armor may be used instead if desired.

Unfortunately there are some restrictions to the spell. When the transformation occurs, the character's possessions also transform with him. Unfortunately, most metals are resistant to this type of magical manipulation. The spell can manage small amounts of metal (about weapon sized) but can't convert large amounts of metal (armor sized). If a character wants to change to full hawk form, they must be wearing armor made from plants or animals (wool, leather, etc.), or metal armor especially enchanted to transform.

Heal III

1 pt/7 FP Touch

Elements: T,G Prereq: Heal II

Heal III is the third in the healing series. If this spell is reversed it does 7 fortitude points of damage for every spirit point spent. This spell, however, will not mend bones properly or remove arrows. Thusly, it still takes the skills of bone setting and surgery to use this spell for anything but the most basic of injuries. For example, if the bone is broken at a 90 degree angle, you must set it before healing it or it will mend improperly. The reverse heal causes the flesh to rot.

Metal Change

2 pts/1 cu. ft. Touch

Elements: T,G,S

Metal Change will transmute one metal to another. The caster must have a sample of the metal he wishes to transmute to. The only way to discern the original metal from the transmuted will be of color. Example: turning lead to gold would produce gold in every property except it would retain a greyish tinge. This color difference is apparent to the trained eye and a trained banker or metallurgist will recognize it.

Shrink Item

Special Touch

Elements: T Prereq: Size Control I

Shrink Item will change the size of an item. This will allow the caster to half the weight of an object by decreasing its size. However, an object may be returned to its original size but it cannot be enlarged. The cost for this is 1 point per cubic foot of increased size and 2 points per decrease in size. It will not work on any living creature.

Stone to Mud

4 pts/10 cu. ft. Touch

Elements: T,G Prereq: Earth to Mud

This spell will allow the caster to convert stone to easily flowing mud using a handful of water. Also, this power can be used to create mud pits or can be reversed so as to turn mud to stone. Note that the caster much touch the stone and the conversion starts from that point moving in whatever direction the caster indicates. The conversion will be uniform from this point meaning that the caster may be on the edge but the shape will be regular; i.e. a cube, sphere, etc.

Strength II

2 pt/1 pt STR Personal

Elements: T Prereq: Strength I

This spell is limited in that it can only raise the strength of the caster to 20. Also it only lasts for 1 turn per level of the caster.

Suspension

4 point Touch

Elements: T

To all external indicators this spell will make the caster or anyone he touches appear dead for as long as the caster wills it. This can be used on others against their wills, but they receive a save vs. WIL - level of the caster. If they save, no effect, but if they don't, they will be put into a death like sleep until the caster awakens them. They will not age, need food or drink or breathe while under this power. No means of detecting life will reveal whether the target of this spells still lives.

Tensile Brittle

4 pts/ITEM Touch

Elements: T,G

This spell will cause non-magical metal to instantly become as fragile as glass. Any magical metals will have a 55% chance -5% for each level of caster to not be affected. If the metal saves then it is unaffected and unharmed. This spell will affect only contiguous metal object or all the metal of an object. It will permanently alter the properties of this metal.

Fourth Level
Change Other

6 pt Touch

Elements: T,G Prereq: Bear Form

Change Other changes the form of another person to something else. Whatever this other form is it will have the mass of the original form, i.e. a 165 lb. man would become a 165 lb. rat. All the restrictions of the forms apply to this form. As well, the Gamesmaster may give special abilities to the altered form such as increased AGL or STR. Finally, the caster must study the form that he wishes to change a target into; i.e. take a skill in the form such as rat. This can be accomplished by taking a month to dissect and study the anatomy of the target creature. This spell will last until dispelled by the caster or until the caster dies.

Cure Insanity

8 pts Touch

Elements: T,G Prereq: Cure Blindness

Cure insanity will do just that, cure a person's insanity and return them to normal. It cannot cure a person who was born with a mental defect but would allow them a moment of mental clarity. The reverse is possible as well allowing the caster to inflict a chosen insanity (pyromania, kleptomania, claustrophobia, etc.) upon a victim if the victim does not save vs WIS - level of caster. This insanity will fade after a number of months equal to the level of the caster.

Mist Form

6 pts Personal

Elements: T,G Prereq: Hawk Form

This spell will transform the caster into a mist. In the mist form the caster cannot be killed permanently; i.e. if the caster is dispersed by a wind he will regenerate. The caster will regenerate at a rate of his level in fortitude points per round. This is per area. The mist will be able to move at a rate of 6 miles per hour if no wind interferes. The caster is immune to normal attacks but may be harmed by wind attacks.

Unfortunately there are some restrictions to the spell. When the transformation occurs, the character's possessions also transform with him. Unfortunately, most metals are resistant to this type of magical manipulation. The spell can manage small amounts of metal (about weapon sized) but can't convert large amounts of metal (armor sized). If a character wants to change to mist form, they must be wearing armor made from plants or animals (wool, leather, etc.), or metal armor especially enchanted to transform. The caster may choose to "transform" out of their armor; i.e. leaving the armor behind and floating out of it.

Neutralize Poison

6 pts Touch

Elements: T,G,S Prereq: Heal II

The caster may neutralize the poison in the food or drink before ingestion or after a person has been affect by it. They must touch the person afflicted or the substance which they wish to neutralize. The caster will be protected from contact poisons for the duration of the spell. This spell will not make rotten food edible or neutralize biological agents. If a person eats rotten food they will need a Cure Disease spell. The substance used in this spell is some baking soda.

Rat Form

3 pts Personal

Elements: T,G Prereq: Bear Form

This spell will transform the caster into either a ratman form or a full blown rat. In the rat form the caster cannot be killed permanently; i.e. if the caster is crushed under a landslide he will regenerate but be killed again by the landslide. The caster will regenerate at a rate of his level in fortitude points per round. This is per area. The exception to this rule involves damage caused by silver weapons. Silver causes x4 damage to a creature in rat form, and can cause permanent death. The rat will have the same statistics as the caster except it will receive a +3 to AGL and +2 DEX. The rat will receive 3 attacks, bite/claw/claw at 3-18/3-12/3-12. The rat will receive +10% to move silently and move in shadows per level of caster. It will also have a night sight at 65% + 3% per level. The rat form has the same fortitude points as the caster.

The rat man form has double the base fortitude points as the caster but does not regenerate. The ratman form receives a +3 to AGL and the same attacks as the rat form, although weapons and armor may be used instead if desired.

Unfortunately there are some restrictions to the spell. When the transformation occurs, the character's possessions also transform with him. Unfortunately, most metals are resistant to this type of magical manipulation. The spell can manage small amounts of metal (about weapon sized) but can't convert large amounts of metal (armor sized). If a character wants to change to full rat form, they must be wearing armor made from plants or animals (wool, leather, etc.), or metal armor especially enchanted to transform.

Restoration

4 pts/Day/Limb gone Sight

Elements: T,G,S Prereq: Heal II

Restoration will simply grow back severed limbs. If the wound has been cauterized or the limb incinerated, then restoration is impossible. The material component of this spell is a wax miniature replica of the limb to be regrown. The caster waves her hands over the missing limb then it will begin to grow back. Within one day the limb will be entirely regrown. The target of the spell must make a save vs CON - 4 to survive the shock of having a limb severed.

Shark Form

4 pts Personal

Elements: T,G Prereq: Bear Form

This spell will transform the caster into either a sharkman form or a full blown shark. In the shark form the caster cannot be killed permanently; i.e. if the caster is crushed under a landslide he will regenerate but be killed again by the landslide. The caster will regenerate at a rate of his level in fortitude points per round. This is per area. The exception to this rule involves damage caused by silver weapons. Silver causes x4 damage to a creature in shark form, and can cause permanent death. The shark will have the same statistics as the caster except it will receive a +3 to STR and +2 CON. The shark will receive 2 attacks, bite/bash at 6-60/5-60. The shark will receive +10% to tracking in water per level of caster. It will also have 40 points of natural armor. The shark form has the same fortitude points as the caster. The shark form is purely aquatic and can only function and survive in water.

The shark man form has double the base fortitude points as the caster but does not regenerate. The sharkman form receives a +3 to STR and the same attacks as the shark form, although weapons and armor may be used instead if desired. The sharkman form is amphibian and so may survive and function on land.

Unfortunately there are some restrictions to the spell. When the transformation occurs, the character's possessions also transform with him. Unfortunately, most metals are resistant to this type of magical manipulation. The spell can manage small amounts of metal (about weapon sized) but can't convert large amounts of metal (armor sized). If a character wants to change to full shark form, they must be wearing armor made from plants or animals (wool, leather, etc.), or metal armor especially enchanted to transform.

Size Control II

Special Touch

Elements: T

Prereq: Size Control I

Size Control II will alter size and density unlike Size Control I. For example, if a 6' human decreased her size to 3' her density would halve and make her half as heavy, conversely, if she made herself 12 feet tall she would become twice her original density. The cost for this is 6 points to double or halve a character's size. If a caster wishes to increase their size to 3 times they would still pay 12 points or double the cost of the spell. This spell will last the caster's level in days or until dispelled. There are magical ways of determining if a substance has been altered.

Skip Teleport

5 pts Touch

Elements: T,G

Skip Teleport allows the caster to teleport in a random direction for up to 10 times the caster's level in yards. This spell will not allow the caster to teleport into a solid substance but may cut the distance short or pick a new direction teleport in. The Skip Teleport spell will teleport along a surface so you might teleport up a cliff or over a pond but you will not go straight down into a tunnel underneath the caster. Roll 1d8 and consult the figure below to determine where the caster teleports to.




Strength III

3 pt/1 pt STR Personal

Elements: T Prereq: Strength II

This is an improved version of the Strength II spell. This spell is limited in that it can only raise the strength of the caster to 25. Also it only lasts for 1 turn per level of the caster.

Fifth Level
Bark Skin

3 pts Personal

Elements: T

Bark Skin will toughen the caster's skin to be able to absorb 25 FP to each area on his body. This effect will last one day per level of caster then will fade away. The caster's skin takes on a wrinkled brown bark color and texture. This natural armor is on the caster's skin so any armor she is wearing is damaged first.

Cure Lycanthropy

6 pts Touch

Elements: T,G Prereq: Cure Disease

Cure Lycanthropy is quite closely related to Cure Disease. Only after the caster has learned to master the complex heal series are they prepared to attempt to cure lycanthropy. This spell will cure lycanthropy in all its forms.

Elephant Form

6 pts Personal

Elements: T,G Prereq: Giant Rat Form

This spell will transform the caster into either a elephantman form or a full blown elephant. In the elephant form the caster cannot be killed permanently; i.e. if the caster is crushed under a landslide he will regenerate but be killed again by the landslide. The caster will regenerate at a rate of his level in fortitude points per round. This is per area. The exception to this rule involves damage caused by silver weapons. Silver causes x4 damage to a creature in elephant form, and can cause permanent death. The elephant will have the same statistics as the caster except it will receive a +4 to STR and +3 CON. The elephant will receive 4 attacks, stomp/stomp/gore/bash at 10-100/10-100/5-50/6-120. The elephant will receive 20 points of natural armor per level of caster. It will also have a exceptional sense of smell at 80% + 3% per level. The elephant form has the same fortitude points as the caster.

The elephant man form has double the base fortitude points as the caster but does not regenerate. The elephantman form receives a +3 to STR and the same attacks as the elephant form, although weapons and armor may be used instead if desired.

Unfortunately there are some restrictions to the spell. When the transformation occurs, the character's possessions also transform with him. Unfortunately, most metals are resistant to this type of magical manipulation. The spell can manage small amounts of metal (about weapon sized) but can't convert large amounts of metal (armor sized). If a character wants to change to full elephant form, they must be wearing armor made from plants or animals (wool, leather, etc.), or metal armor especially enchanted to transform.

Heal IV

1 pt/10 FP Touch

Elements: T,G Prereq: Heal III

Heal IV is the fourth in the healing series. This spell, however, will not mend bones properly or remove arrows. Thusly, it still takes the skills of bone setting and surgery to use this spell for anything but the most basic of injuries. For example, if the bone is broken at a 90 degree angle, you must set it before healing it or it will mend improperly. If this spell is reversed it does 10 fortitude points of damage for every spirit point spent. The reverse heal causes the flesh to rot.

Inorganic-Inorganic

4 pts Touch

Elements: T,G,S Prereq: Metal Change

Similar to Metal Change, Inorganic-Inorganic will transmute one inorganic substance to another. The caster must have a sample of the inorganic substance he wishes to transmute to. The only way to discern the original inorganic substance from the transmuted will be of color. Example: turning rock to gold would produce gold in every property except it would be tinted with the rocks original color. Most bankers would not accept such material. This spell will not alter living or once living material. For example, this spell could not alter flesh to turn it to stone. You could take a statue made of stone and change it to lead.

Intangible Passage

2 pts/10 ft. 10'/lvl

Elements: T

Intangible Passage will cause stone and/or earth to become insubstantial. This will create a passage 4' wide by 6' tall by 10' deep per 2 points spent. The caster may orient the passage in any direction desired. The passage will remain for a number of rounds equal to the caster's level or until she dispells it then trap anyone in the passage in stone. This spell will not affect anything but stone and/or earth.

Major Curse

10 pts Voice

Elements: T,O Prereq: Minor Curse

Major Curse is the reason that many Wolvesbanes practitioners may be thought to be in league with evil. As with the classic stories of a witch, this is the means of a Wolvesbane practitioners to strike back at their enemies. The limitations of the Minor Curse do not apply in that there may be transformation and permanent effect but a condition must still be set. For example, you could turn someone into a toad, but you would have to set the condition that he must, in toad form, find a wife. The victim receives a save vs PIETY - level of caster.

Restore Health

See Description Touch

Elements: T,G Prereq: Restoration

Restore Health will restore any points lost from a given statistic. The cost to do so is as follows STR/AGL/CON/ DEX 5 pts/restored point, INT, WIS 7 pts/restored point, and PIE/WIL 10 pts/restored point. Charisma and Appearance cannot be affected by this spell. The caster may reverse this spell and drain a specific statistic from a target at the same rate but the target receives a save at WIL - level of the caster. For instance, a 5th level caster uses Drain Health on a target the target would receive a save WIL - 5. The points are then added to the statistic they were taken from (STR is transferred to STR) for a number of hours equal to the caster's level (in the previous example, 5 hours).

In addition, the caster may transfer statistic points from one individual to another. This costs 2 points higher than stated above (ex. 7 pts to transfer 1 point of STR). The duration is as above, 1 hour per level of the caster.

Stone to Flesh

8 pts/10 cu. ft. Sight

Elements: T,G Prereq: Stone to Mud

The caster touches a section of stone and it turns to flesh. If it is a ceiling it will collapse perhaps leaving a tunnel of appropriate dimensions. If it is floor any one standing on the area will suddenly sink into a pool of flesh to the depth converted. The caster may shape the volume in any way he wishes. If used on a living being then that target receives a save vs CON - level of caster. If the target fails it is turned to stone and will die in a number of rounds equal to its CON. This spell is reversible. If a person has been turned to stone and this spell used on them they will be restored. This must be dine in a number of minuted equal to the CON or they will expire.

Sixth Level
Bark Skin Other

4 pts Touch

Elements: T,G Prereq: Barkskin

Bark Skin will toughen the target's skin to be able to absorb 25 FP This effect will last one day per level of caster then will fade away. The target's skin takes on a wrinkled brown bark color and texture. This natural armor is on the target's skin so any armor she is wearing is damaged first.

Change Self

6 pt Personal

Elements: T,G Prereq: Change Other

Change Self changes the form of the caster to something else. Whatever this other form is it will have the mass of the original form, i.e. a 165 lb. man would become a 165 lb. rat. All the restrictions of the forms apply to this form. As well, the Gamesmaster may give special abilities to the altered form such as increased AGL or STR. Finally, the caster must study the form that he wishes to change a target into; i.e. take a skill in the form such as rat. Studying the anatomy of a target creature will take about a month dependant on the complexity of the creature. The spell will last one day for each level of the caster.

Create Golem

Special Touch

Elements: T,G,S Prereq: Stone to Flesh

This spell allows the caster to imbue nonliving matter with the semblance of life. The casting cost is dependent upon the type of golem being created.
Type
Casting Cost
Creation Time
Clay
12
3 months
Flesh
11
7 days
Iron
14
6 months
Stone
13
10 months
Wood
10
2 months

The above description is further expanded on in the Foes section. The golems must have roughly human shape. They may use weapons and armor. They can take commands up to a length of the caster's level in words; i.e. 7th level caster would be able to give a 7 word command sentence. If the caster spends 3 times the creation cost then the golem will be permanently activated in such a manner as to make them survive even if the caster dies. Normally, if the caster dies the golem will cease to function.

Raise Dead

4 pts/Lvl Touch

Elements: T,G,S Prereq: Heal IV

Raise Dead will allow the caster to imbue the greatest of miracles upon a hapless soul, life from death. The body of the deceased must be healed of all damage and in one piece. The caster lays hands upon the deceased and casts the spell. The caster may only raise someone who has been dead fewer days than the caster has levels; i.e. a 10th level caster could raise someone who had been dead up to 10 days. In addition, for every day the body is dead the individual must recover for 2 weeks; i.e. dead for 5 days recover for 10 weeks. If a character dies of natural causes; i.e. old age or a disease, etc. then this spell will not function. Likewise, the thing that caused death must be removed from the body, meaning if poison caused the death, it must be removed, or the person will die again.

Ranged Inorganic-Inorganic

10 pts 10 ft. + 2'/lvl

Elements: T,G,S Prereq: Inorganic-Inorganic

This spell is the same as its prereq, inorganic-inorganic, except that it can be activated at a range.

Regeneration

8 pts/area of body Touch

Elements: T,G,O Prereq: Restore Health

Regeneration grants the spell caster the ability to repair damage beyond the use of the Heal spells. It will mend bones, repair arteries, even regrow internal organs. The spell requires 1 uninterrupted hour per area of body to cast and the patient will require 36 hours, once the spell is complete, of undisturbed rest to fully heal. Any disruption during the casting process will negate the spell. During the healing process, any disruption may have damaging affects on the result (at Gamemaster's discretion.)

Sphere of Entropy

14 pts 5 yards/pt of STR

Elements: T,G

Sphere of Entropy is the ultimate offense for the Wolvesbane. This spell creates a sphere of chaotic energy in the caster's hand which he can then throw at an opponent. To hit bonuses from Directed Spell and WIS apply but bonuses to hit from DEX do not. If he successfully hits then the victim must save at 1/2 CON or disintegrate. If the victim saves then he takes 3d20 + d20 per level to all areas.

Stone Skin

4 pts Personal

Elements: T Prereq: Bark Skin

Stone Skin will toughen the caster's skin to be able to absorb 75 FP to all areas of the body. This effect will last one day per level of caster then will fade away. The caster's skin takes on a smooth grey stone color and texture. This natural armor is on the caster's skin so any armor she is wearing is damaged first.

Seventh Level
Disintegrate

9 pts/6 cu. ft. 3'/lvl

Elements: T,G Prereq: Sphere of Entropy

The caster points at the target then the appropriate amount of matter is turned to dust. If the caster is aiming at an animate object then the caster must roll a to hit with Directed Spell and WIS bonuses but not DEX to hit bonuses. If a target's limb is disintegrated then the target will bleed to death in the appropriate time span. A 6 foot tall human occupies roughly 12 cubic feet.

Iron Skin

5 pts Personal

Elements: T Prereq: Stone Skin

Iron Skin will toughen the caster's skin to be able to absorb 125 FP to all areas of the body. This effect will last one day per level of caster then will fade away. The caster's skin takes on a pitted dark grey iron color and texture. This natural armor is on the caster's skin so any armor she is wearing is damaged first.

Minor Creation

7 pts Minimal

Elements: T,G,S Prereq: Change Other

Minor creation will allow the caster to create an inanimate object. This object may mass as much as the caster but may not have any moving parts. For example, the caster could make a two handed sword made of steel but not a working rifle. Also the objects must be made of common materials such as steel, iron, etc. The caster may dispell them at any time and if the caster dies the object will cease to exist.

Reincarnation

11 pts Touch

Elements: T,G,S Prereq: Raise Dead

Reincarnation will cause the character to return to life through the nearest available human. For example, if the spell is enacted in a city made up of mostly Africans then the character will return in the form of an African of appropriate age and gender. If a character dies of natural causes; i.e. old age or a disease, etc. then this spell will not function. The physical stats (STR, AGL, CON, DEX, APP) for the reincarnated are rerolled. Reincarnation will bring back someone even if the body has been consumed by flame but the caster must have the ashes or some remains.

Stone Skin Other

5 pts Touch

Elements: T,G Prereq: Stone Skin

Stone Skin will toughen the target's skin to be able to absorb 75 FP in every area of the body. This effect will last one day per level of caster then will fade away. The target's skin takes on a smooth grey stone color and texture. This natural armor is on the target's skin so any armor she is wearing is damaged first.

Teleport

6 pt/item Touch

Elements: T Prereq: Skip Teleport

Teleport is an impressive spell for the Wolvesbane. It will allow the caster to teleport people and materials to any location. The caster must be touching all items and people being teleported. There is a chance for deviation equal to 55% -5%/level of caster. If the caster deviates then roll a d4 and consult the table below:
Roll d4
Deviation
1
Inches
2
Feet
3
Yards
4
Miles

After the units have been determined then the actual distance is determined by rolling 4d6 dice for the result. In addition a direction dice is rolled, a d10 with 1 being forward and the numbers proceeding around the compass clockwise and 9 being up and 10 being down.




Example: Joe attempts to teleport his wounded party of comrades to the hospital in Bonn, Germany. He is 9th level but rolls a 3% on the percentiles. He then rolls a 1 on the d4 deviation and 12 on the 4d6 distance dice and finally a 10 on the direction dice. This means that the people do not materialize at Bonn but 12 inches in the air before falling to the ground. The caster must know the location that he wishes to teleport to and have a good knowledge of what it looks like.

Eighth Level
Full Heal

7 pts Touch

Elements: T,G Prereq: Heal IV

Full Heal will do just that fully heal the target. This spell is not reversible. This spell, however, will not mend bones properly or remove arrows. Thusly, it still takes the skills of bone setting and surgery to use this spell for anything but the most basic of injuries. For example, if the bone is broken at a 90 degree angle, you must set it before healing it or it will mend improperly. Full Heal wil heal all the wounds on a body. It will not heal disease but it will heal infection.

Major Creation

14 pts Minimal

Elements: T,G,S Prereq: Minor Creation

Major Creation will allow the caster to create pseudo living creatures out of her imagination. These creatures will initially only obey the caster's command with little or no imagination of their own, however as time passes they will get more and more self will. Eventually if the caster does not treat them well they may turn on the caster. The caster may dispell them at any time and if the caster dies the creature will cease to exist. If the caster wishes to give the creature any special abilities (such as flight, night vision, armored skin, etc.) which the Gamesmaster agrees to then she must pay 14 spirit points for each one. In addition if the caster wishes to make a creature larger than human size then the caster must pay 14 points for each human mass larger than the first; i.e. to make a horse approx. 3 human masses then the caster must pay 42 points and to put armor on it another 14 to make it 56 points (the Gamesmaster may impose a higher point total if the caster wishes excessive armor). If the caster wishes to make the creation permanent, i.e. will survive even if the caster dies, then the caster may pay three times the casting cost.

Matter to Energy

14 pts 10 ft./lvl

Elements: T,G,S Prereq: Disintegrate

Matter to Energy converts matter to energy instantaneously in the form of heat and light. Fortunately, it also does it efficiently and in a controlled and focused manner allowing the caster to focus it into a beam. The caster takes the matter he wishes to convert and holds it in his hand cupped towards his target then rolls a to hit, including any directed spell bonuses. If he hits he does 5d20 + 2d10 per level. The caster may touch a living target and convert its matter for times 10 effect. If the matter he attempts to convert is magical then the effect is devastating causing an additional 2d10 per level of the caster and spraying its energy outward in all directions causing the damage to the caster and all those around him.

Resurrection

12 pts Touch

Elements: T,G,S Prereq: Reincarnation

Resurrection is the pentultimate in resuscitation. This spell will bring someone back from the dead up to 1001 day from their death with no ill effects. It will heal all damage to the body and even regenerate the rest of the body if at least 50% of the body is left. If a character dies of natural causes; i.e. old age or a disease, etc. then this spell will not function.



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