You are on page 1of 29

DnasoNWARRrons

suffer'fatigue'. Mystics have to get used to a life of uncertainty. To balance out this uncertainty a little, each Mystic-may select one Mystic spefl #hich she is capable of casting at will, wiihout riskirrg fatigue. ln effect, this one spell has become an innaie uUiiry so carefully honed and practised that the Mystic can

TheSpecial Abiliries
of a

fiorcerer
magical

leave it'always

on'if

desired

Sorcerer will go adventu?ing with a small arsenal of such magical ldlrrrr.rr. Sorcerers are trained in four unique skills:

items.

Sorcerers do nor rely- only on their innate abiliry to castspells. A study of sorcery imparts the techniques needed.to prepare scrolls, potio.rs and minor

A high-ranking^

'$ * * *

Calligmphlt Ahhemy

Arttfce
Use

of Wands

SoRQQnqRg
Sorcerers are the civilised, scholarly magicians, found in most lands other than in Thuland and the Mercanian Coast where Elementalists predominate. They use their knowledge and wits to rn.r,", magic. A11 Sorcerers are left-handed.

Minimum Requirements
A
must ro11 scores of at least 9 for both Intelligence and Psychic Talent. If these scores are below aver_ age, the character is not qualified to study sorcery.
player who wishes his character to be a Sorcerer

Spellcasting
Sorcerers have a certain number
available each day, which they use to casr ipells. See Lhapter 9: The Use of Magic for full detaiis of Sor_ cerer spells and spellcasting.

of Maqic points

his usual35.

scrolls at his belt rvould thus har.e 25 Mps instead

Calligraphy This is the abiliry ro prepare magical scrolls, a skill known to any Sorceri. +tfr ri,.k o, higher. The "f total cost of the basic materials for . ,.roll will be 3-18 crowns: parchment of high qualiry is called for, along with gold leaf and so,ie rare and expensive pigments. The scroll may be for any spell t'hat the Sorcerer is able to cast (that is, *h"* level does not exceed his rank), and the ma-ximum number of Magic Points placed in the spell is limited by the Sorcerer's rank. An 8th-rank character could not write out a scroll for a 9 NIp Wa// o1f Magic, even though tre could personallr, cast rhe'spell at three ,iT.:.. that strength. The process oi inscribing and illuminating a scroll takes a full lunar month (twenry-eight davs). Each scroll that a Sorcerer prepares temporar_ ily suppresses 2 points ot his normal Maeic points score until it is used. -{ 10rh_rank Sorcerer"with five

of

Alchemy
A-lchemy is the science n-hich governs the prepa_ ration of potions and rhaumaruigic compor;rrdr. A Sorcerer first begins ro master this skill when he reaches 6th rank. _ A fully equipped laboraron. rvhich can be estab_ lished at a cost of some li.o l-Lundred crowns, is the first prerequisite. This comlrises a lot of equipment, so the Sorcerer must hlr-e .c.,meu-here to ,.t ii ,rp. If he later needs to reit,;aie his laboratory (-"yb. "tt the locals think he's dtri:tf :rrmert,;rrg ,rrrnoty)iZ_ 20 crowns of the ser-up .o., ..n be sjvaged in the form of small portable ,:e:= ;nd ingredi#ts.

$orcerers andArmour
There is.nothing to stop a Sorcerer wearing heavy armout but it is not usually a good idea. Sorcer_ ers are not trained to fight in armour, for one thing, and suffer. combat penJties if they do so (see p.70\. -tvlore serlously, armour hampers the freedom of

movement necessary if the Sorcerer is to make accu_ rate occult gestures (see p. 77).Few Sorcerers wear anything heavier than a suit of padded armour.

TneWzamq

The Sorcerer does not become a Master Alchemist overnight. At 6th rank he knows how to distil only the less complex potions. Others must wait until he gains more experience:
Sorcereri

It

takes twenty-eight days to distil a potion. In a normal-sized laboratory there could be up to ten potions 'on the boil' at one time. The Sorcerer can-

rank 6th 7th

Potions tobich can beprepared

Cost

of

ingredients

Dexteriry Occult Acuiry


Strength all the above plus Healing Replenishment
Poison

35C

40c

3sc
40c
100c
I2OC

Bth 9th

Theriac all the abo.tte plus Night Vision


Smoke

100c
35C

50c
150C 720C

Amianthus Dust
all the abave plus Control

Truth
Love
Sleep

100c 100c

10th

all the abave plus Transformation


Dreams

the Elemental Essences Evaporating Potion ElLxir Vitae Virus Lunare

200c 200c 200c 200c 200c


250C 180c

not leave these bubbling away while he goes off on an adventure; the alchemical process calls for continual supervision as various ingredients are mixed and added, vaporized, condensed and filtered. There is always a chance that the Sorcerer will do something wrong or miss out some vital ingredient. This gets less likely as his experience grows. The chance that a potion will turn out misbrewed and useless is 40o/o when the Sorcerer is 6th rank, decreasing by 10%o per rank above the 6th. This ro11 is made by the GamesMaster; the Sorcerer only finds out whether he got the formula right when he (or someone else) drinks it. Full details of the various potions are given in Chapter 13, on pp738-741.

Artifice This is the skill involved in constructing magic amulets, talismans and rings. It is a very precise science, and there is only a very slight chance (570) that the item will turn out flawed or useless. The work

DnncoxWnRR[oRg
of constructing magic items is intensely demanding and ties up most of the Sorcerer's o.c.rlt energy over a long period. No adventuring is possible white making one of these items. If thi Sorcerer has to cast any spells, he must make sure he keeps back at least 20 Magic Points each day to fuel his laboratory enchantments. Even breaking off the work for one day is enough to undo these vital enchantments, and the entire procedure must then start again from scratch. A Soicerer who is engaged in iraking a magic item will not appreciate any interruptions.
Talismans may be constructed when the Sorcerer reaches 8th rank. The work will take seven months and cost the Sorcerer in the region of 300 crowns.

Artifice is the skill governing construction of wands-a task that any Sorcerer can undertake when he reaches Bth rank. It is importa nt to realize
nothing like the toy used by modern conjurers; it is a wooden staff at least a metre long, often intricately carved and studded with gems or precious metals. Apart from the requiremenithat that
a Sorcerer's wand is

Amulets must wait until the Sorcerer reaches


10th rank. Manufacture of one of these items will take ayear and a day, at a basic materials cost of 400 to 500 crowns. Only a Master Sorcerer of l2thrank or above is able to construct a magic ring. Apparatus and mis_ cellaneous cosrs are likely to be in the region of600 crowns. The work will take three years;ihose rings which have charges will also requiie one month plr
charge.

and pristine might choose a gnarled branch of ouk, whereas the elegant mages of the towns and courts are more likely to carve their wands of ebony, pine or mahogany into extraordinary forms ,.pr.r.rrtirrg
serpents, demonic faces, dragons and abstract sym_ lacquer, gold lea{ rubies, moonstone or emeralds. The cost of constructing a wand can be anything

its length must be befween or,. urrd two metres, a wand may have virtually any shape and appearance. A rustic wizard with a taste for things ,i-pt.

bols-and then decorate them further with

It is said that at 15th rank a Sorcerer has such consummate understanding of Artifice that he is able to build magic items of his own devising, rather than copying the powers and procedures handed down in the ancient lore. If any player-character should ever atain this lofty pinnacle, ;i it .rp to you as GamesMaster to set the final ruling on this. As a general rule, Artifice (like all other Solcerous skills) is in a very muddy state compared to the organized bodies of knowledge that began to develop"by the 16th century. Dozens of arbitrary and half-true the_ ories circulate. The medieval culture of our Dragan Warriors world has not evolved the modern ,scien_ tific method', so Sorcerers tend to make new discoveries in an entirely haphazard fashion. Developing an innovation in the field is quite extraordinary,-as i would never occur to most medieval Sorcerers to go beyond the tested arcana ofcenturies past. A Sor_ cerer who undertakes something new may be starting on a lifetime's work. Players should understand
this.

from a few silver pieces right up to hundreds or even thousands of Crowns. This is up to the Sor_ cerer himself-it depends how splendid he wants his wand to be. Howiver, the GamesMaster is urged to_ deal harshly with any walward player*character who has 4y1yr displayed ,n ."tru.,rgant lifesryle, lives in a richly appointed rownhouse,Lingles with nobles and wealthy merchants-and yet makes his wand out of a bit of driftwood to save money! NpCs are likely to treat such a character with some scorn. ("Look at that buffoon Mysterio-calls himself a Master Sorcerer and carries that worm-eaten chair leg around for a wand!") He will be seen as something of a charlatan, and NpC patrons will find
other, grander Sorcerers to employ. to make, the Sorcerer spends three month, .rr.h".rt: ing it. Throughout this period he can undertake no adventures-indeed, he must become a veritable hermit, focusing all his attention on the wand. Having enchanted the wand, the Sorcerer must imbue it with magical energy. Until he does this, the wand is like an uncharged battery. To'charge'it, he sacrifices some of his own innate capaciry for spell_casting.

After deciding which rype of wand he is going

In.game-term1 he permanintly reduces his Magic Points score. For each Magic point sacrifi..d, t"h. wand gains 71/z MP of its own, rounding fractions
down. So a Sorcerer prepared to reduce his Mp score by 6 would haye a wand charged to 9 Mp, etc. The _ used Magic Points contained in a wand can only be to cast the spells specific ro the wand (e.g. Command and Enslar,,e in the case of a Wand of Mastery). The Sorcerer is still able to use his own

Wands

wand is a device which enables a Sorcerer to concentrate his power efficiently in a small group of spells, at the expense of weaklning him in othe.
spells and reducing his versatility.

I".lIq4S"?
l.l:qic Points to cast any spell he knows-including :---: spells governed by the wand. While he holds
:.-.: u'and, he casts ATTACK spells governed by it at . --lnus: +1 to uecrcAl ATTAcK or sIEED, which-

Spellcasting
See Chapter 9, pp73-74, for full informarion on Mystical magic and how their spells are casr.

:',:: is applicable. Conversely, the wand hampers -,. control ofother spells, giving a 5% chance of
:--::casting these. Magic Points expended from the '..nd's stock regenerate, like the Sorcerer's own

9pell Mastery
A Mystic may select one spell to master. A mastered spell is effectively 'always-on', with an indefinite duration: the Mystic derives the full benefits from it without needing to make a Psychic Fatigue ro1l. It
continues to function even after the Mystic becomes psychically fatigued. At 1st rank only one spell may be selected for mastery: See Enchantment. As the Mystic gains ranks she may change the spell she has mastered by taking a week ro intensively meditate on a different spell. The old spell may still be cast as normal, but has the usual duration rather than continuing indefinitely. The new spells that become available for mastery at each level are listed below. Note that the Mystic may only have one spell Mastered at any one time.

l.lPs, at midnight. The spells specific to each wand are as follows:


\\'and of Mastery \\'and of Flame \\hnd of Healing
Contmand and Enslau Dragonbreath, NozLa and Firestorm Miracle Cure, Lesser and Greater Healing, Antidote and Cure Disease \\'and of Energy S hadowbolt and D eath ligh t \\'and of Necromancy Hold Of Tbe Dead, Reanirnate The Dead andAnimate Bones

\\'and of Summoning \\'and of War

Wo/fca//, Phantasm and Battlemaster Vorpal Bladd, Destrier and Armour

confer no bonus on the wielder's Combat Fac::'is, but are magical and hence able to wound crea:-res such as Spectres and Wights. A wand can only :e used for spellcasting by the Sorcerer who created .:. although any character may wield it as a weapon. A Sorcerer cannot have more than one wand, :-cause he is not able to construct a second until :ne first is destroyed. A wand can only be destroyed r\ the Sorcerer who created it, or by an enormously

]ey

-:: combat, wands count as normal

quarterstaves.

Nnw Mvsrrc Spprr,s Avarresrp Mnsrnnv, sy RANx


1st Rank: 2nd Rank: 3rd Rank:
See

F,on

Enchantment

Darksight
A//-Seeing Eye Mind Cloak

:orverful creature such as a Dragon or Demon.


Destroying a wand does not return the Magic Points :rlested in it to its owner; these are permanently
- J5L.

4th 5th 6th 7th

Rank: Rank: Rank:

Clairtoyance Hidden Target, Te/epathl


Trut hs e n s e, A s s e s
s

Rank or above:

m en

Mystics andArmour
Like Elementalists and Sorcerers, Mystics are not really at home in aheaty suit of armour. Their style of combat is unsuited to such encumbrance, resulting in combat penalties (see p. 70). They can wear up to a mail hauberk before starting to suffer penalties, and many do.

,MYgTxqS
-\ Mystic can be a formidable foe using only the
power of his mind, setting little store by the wands ;.nd other occult fripperies of Elementalists or Soraerers.

The SpecialAbilities
llinimum Requirements
To be a Mystic, a character must have a Psychic Talent score of at least 9. There is no minimum Intelligence requirement-Mysticism, unlike Elementalism or Sorcery, is not academically demanding.

of a Mystic
Constant training in the use of the mind's power provides the Mystic with other abilities besides his spells. The supernormal senses that are latent in all of us are awakened in him. Although not fully reliable, they are indispensable aids on any adventure

The uand itself is transformed into a uedpan eguitalent to


the duration af the spe//.

a I/ar?a/

Bldefor

DnnsoxWARRroRg
for, in contrast to his spells, the Mystic can use them over and over without suffering psychic fatigue. At higher ranks Mystics acquire the gift of man-

ufacturing enchanted arms and armour. Any item reflects the man or woman who created it, and the spiritual perfection and enlightenment of the adept Mystic shows in the wondrous weaponry he makes. Mystics themselves are rarely known to use magic armour (it impedes their spellcasting, as we shall see later), but they have no problem with wielding

for his own use, the Mystic may choose to make them 'to order' for characters of other Professions. Strictly speaking,
there is nothing to stop him from setting up shop as an artisan and churning out one magic weapon after another. He could obviously turn a tidy profit this way, but it would not really be in keeping with the true mystical Way. Each item that a Mystic makes should be unique,

magical weapons. As well as crafting items

outside the required range, or if there is no danger, the Mystic simply gets no impression. (Note that the Mystic will not be able to distinguish between sensing'no danger' and not sensing'danger'.) Would it not be possible to double-check a Premonition reading by waiting another two Combat Rounds and trying again? In fact, no. Having got a negative reading (for whatever reason) the Mystic will continue to get that same reading on every attempt until the circumstances actually change in some way (e.g. the brook he's previously checked out as safe is suddenly poisoned by some Goblins
upstream).

fashioned with a specific owner in mind (even if that person is not the one who eventually gets to use it). This restriction is not inherent in the Dragan Warriors rules; it is left to the player to role-play his

ESP (or Seventh Sense) This is the ability to detect thoughts within a range of 10 metres. No indication is given of direction, nor of the number of beings-although the Mystic is able to selectively 'tune out' the thoughts of his companions. He can tell the difference between intelligent thoughts and animal thoughts, but he
cannot actually read minds. The success chance of ESP is: * 5o/o + 3o/o per rank So looking at Caedmon again, we see his ESP ability is at 1,Io/o.

Mystic character accurately. The special abilities of a Mystic

are:

* * .*. .t

The Mystic must prepare for three Combat


Premonition (or Sixth
Sense)

ESP (or Seventb Sense)

Enchantment of Arms and Armour


Adepthood

Rounds before attempting to use ESP. Unlike Premonition, this does not take all his concentration. He could be in the middle of a fight and still use his trSP ability. The percentile roll is made, as before, by

Premonition (or Sixth Sense) This is the ability to sense danger. It must be applied to a specific object or location within 5 metres of the Mystic. It does not give any exact knowledge as to the form of the danger. (A door which registered as dangerous could be booby-trapped-or it might have a Vampire lurking on the other side of it!) The chance of perceiving danger (if there is any danger to be perceived) is: 35o/o + 2o/oper rank So Caedmon Skysoul, who is 2nd rank, has a Premonition success rate of 390/o. To use Premonition, the Mystic must first concentrate on the place or thing under suspicion. This takes two full Combat Rounds (CR)while he clears his mind of all distractions. In the third CR the GamesMaster rolls d100.If the roll comes up within the Mystic's success range, the GM informs him of any danger that is present. If the percentile roll is

the GM. A Mystic using the spell Mind Cloakwtllnot register on ESP. Nor will the following: Elves (except if detected by an Elven Mystic), Ghosts, Gnomes, Goblins, Hobgoblins and the Undead. Tenebrous and obscure, the thoughts of these magic folk slip through the Human Mystic's coarse ESP net.

A Mystic of 9th rank or higher will

always be

able to sense the proximiry of another Mystic of 9th rank or higher (unless the latter has got a Mind Cloakspell up). The Mystic Force is so strong with such individuals that they activate one another's
Seventh Sense automatically.

Enchantment ofArms and Armour 4th-rank Mystic is able to produce +1 magic weapons. At 6th rank the ability extends to +2 items, and at 9th rank to +3 items. (See p. 137 of Chapter 13: Items Weird and Wondrous, for more explanation of these terms.)

I*l!et*q
Producing an enchantedweapon or suit ofarmour ::-:.--ls more than just stoking up a forge and hamweek he checks to see if he has achieved Adepthood.

--:ing out the metal. A long period of solitude and -:^::ing, of physical and mental preparation, must - :::e first. The task may take months or years:
l::,t
- 1 arrow or quarrel

(In game-terms, this is indicated by a roll ol 9O-OO on d100. However, in the case of a player-character
the GamesMaster should be satisfied that the player's interpretation of his character role is appropriate

Time taken to create

25 days
1"25 days

-l
- -i

arrow or quarrel

arrow or quarrel

375 days
100 days

- 1 *-eapon

-i
-,i

s'eapon
q-eapon

500 days
1500 days 100 days

-. rrmour (any sort) -l armour (any sort) --l armour (any sort)

400 days
900 days

-: :re Mystic fails to remain in the proper tran--::dent state throughout this time, he may pro--:c a flawed item. Obviously, the chance of this : :rinishes as the Mystic becomes more dedicated -:.. more accomplished-as he advances in rank, in
-::er rvords. The chance of producing a flawed item , -i00-/o at 4th rank, 30o/o at 5th, etc. In the case of a l.i'.'sric player-character the player himself, not the l\1, makes this ro11. -\ Mystic always knows when he has made a :.',red item. F lawed items will function normally if -':J. but there is a general aura of imperfection and : .sibly evil about them. This will detect as dan:::ous under Premonition. Eventually, the flawed ":=l rvill bring ill-luck to its owner by embroiling .--r in a squabble he did not want, slaying someone ,:::er than he intended, or failing to parry a killing ; -,-u-; for example, flawed armour might cause him :, srumble into the path of a Firestorm spell. Generally a Mystic will destroy the item he has :.;.de if he sees it is flawed. Unfortunately not all :.embers of the profession share these scruples.

for the character to become an Adept.) This Adept Mystic is spiritually at the pinnacle of perfection-and physically not far from ihat. His Reflexes and Psychic Talent scores both increase to 18. His natural rate of healing from wounds is doubled, and he becomes immune to poison and disease. His serenity cannot be perturbed by external influences, rendering him inviolate against fright attacks, mind-controlling spells, or possession by demons or spirits. Lastly, no enchanted weapon he forges will ever be flawed. With his every action guided by perfect wisdom, how could it be otherwise?

qr.qMqNTAr.rSTS
In the north, in the savage regions known as the Mercanian Coast and Thuland, the main magical practice is that of Elementalism. The Elementalists are shamans, rune-magicians and tricksters. They use their own willpower and cleverness to harness the rawl elemental powers of nafure, wielding fire, earth, air, water and even darkness as though they were tools and weapons. The Darkness Elementalist is an outcast from society and his practices are reviled by all good men. Servants of Darkness incur certain penalties for their perverted ways: these are known as geases and are inflicted on those who use Darkness magic. Explanation of these geases will be found after each description of the Darkness spells.

Minimum reguirements
To be an Elementalist, a character must have scores of at least 9 for both Intelligence and Psychic Talent. Usually only humans become Elementalists, though the occasional Elf may be drawn to the profession. Dwarves are excluded because of their inabilitv to perform magic.

-\depthood

to match the inner mysteries of human mind. Extraordinary abilities may be .:quired by a Mystic who reaches total spiritual ::.rstery and becomes an Adept. The Mystic may first attempt to attain Adept-- rod when he reaches 8th rank. He must find some .ecluded spot where he can dwell in solitary contem:-ation-a high mountain cave or bleak island will :c. Each day he meditates, and at the end of each
--::e

--:ere is no power

:';en in the magical world of Dragon

Warriors

Slemental Specialism
There are five elements: Fire; Air; Water; Earth; and Darkness. The Elementalist chooses one of these as

L HAPTER 9

rhEuSE orMAGIq
:-,.:.
THERE ARE four different spell- .:.. Professions in this book-or eight if you -.,: the different types of Elementalists-magic -. .: common in the Lands of Legend, and most :': :-e still live in fear of those who can wield its - -,-. po*.r. For Sorcerers, Warlocks and Elemen-

- :ilOUGH

rank (of coursel),

Sorcerer's Magic Point score increases with as shown in the following table.

Soncrnnn Mncrc PorNrs


Sorcerer's

rank

Magic Points usable per day


4
8

1st

casting a spell involves speaking an incanta- :. ,loud (and sometimes the louder the better), ' --. 3estures and movements, wands pointed at the -*::-:. or even symbols marked on walls, floor, or : :res. This kind of thing can make nervous guards -:: :lritchy or even panic a crowd of yokels. There *-; ao set rules for this: it's the GM's call. Spells have some features in common, whether -,.: bv an Elementalist, a Mystic, a Sorcerer or a

2nd
3rd

12
15

4th 5th 6th


7th 8th

t9
23 25 28
3L

9th
10th

35

(and +4 MPs per rank thereafter)

',-::lock. Unless otherwise noted, the following : , :1ts are the same for all the spell-casting classes.

Jasdnga$pell
:::11s are divided into levels of increasing power ...j complexiry and a Sorcerer, Elementalist or -,i,-:rlock cannot cast a spell of higher level than her :,rk. Spells cost Magic Points to cast: 1 MP for a ..:.t-level spell, 2 MPs for a second-level, and so on -: to 10 MPs for a tenth-level spell. \Vhen a Sorcerer, Elementalist or Warlock casts . ;lell, she deducts the appropriate number ofMagic ? rints from her Magic Point score. When this score :.rches 0 the character can cast no more spells that :"r- (Elementalists are a little different, with three ..parate Magic Point scores; see below).

Expended Magic Points regenerate at precisely midnight. This happens automatically; there is no need for the Sorcerer to perform any rituals, unlike with Elementalists.
Example
Lltona is a 2nd-rank Sorceress, and has a normal (undepleted) Magic Paint score of 8. During one adr,rcnture, she casts a Tangleroots, a Weaken and tuso Dragonbreath spelk, leaving her ntith 3 Magic Points. She ar,,oids ony mare trouble that day, and at midnight her Magic Point total is restored to its normal score of 8.

Mystics: Qasting $pells


Like the other spell-casting classes, a Mystic cannot use spells of a higher level than his rank. However,

DnnsoNWARRnoRs
Mystics suffer additional difficulties when using magic. Whenever a Mystic casts a spell he must make a check to see whether the effort'psychically fatigues' him. To avoid psychic fatigue, the Mystic
must
ro11

equal to or less than:


rank, minus the spell's level, on 1d20.

13, plus his

This roll is called the Psychic Fatigue Check. If it fails, the Mystic cannot cast any more spells that day. Mystics automatically recover from psychic
fatigue at dawn.

cause any or all of his durational spells to lapse ju.: by not bothering to sustain them. If a Mystic :. killed or knocked unconscious, any durational spel_. he has going at the time will expire immediatelr: Sorcerers rarely leave Spell Expiry duration.' spells going after a combat, as they prefer to recou: some of their expended Magic Poinis (see p. 78). -\ Mystic gains nothing by prematurely terminating . spell, and will usually choose to leave it going unt_ it expires naturally.

Note that when making the Psychic tr'atigue Check a roll of 20 always results in fatigue, whatever the Mystic's rank or the level of the spell being
cast.

Example
Caedmon inteases his strengtb witb a Might g;.. uhile battling a Mumnay. Tlte spelt bas nat wzrn a;
the combat oot oi,., the Mummy defeated, Caedmoni fellows begin to di:cuss zlhich area af the underworld ta explore next. Caedman daes not uish to cancel his Might spel,. but tbe GM does not ,u)ant to disrupt thefovt of
serLera/

Rounds /ater when,

uiti

Example
Caedmon Skysoul, a 2nd-rank Mystic, casts Invigorate, which is a level 1 spell. He therefore needs to roll 14 or less on d20 to avoid psychicfatigue. Infact be rolls an L8. Caedman nou cannzt cast spells until tbefollouing dazan (although this does not prevent thelnvigorate he

tl:

game by baving birn make a Spell Expiry Rollfor ever.., six seconds tbe characters stand around tatking. Insteati.
be bas Caedmon\ player roll on dl00 every minute. Th: player manages to ro// under 76 tbree times in a rot.

just castfrom taking tffitt).


Casting Spells Above Their Level For the purpose ofpenetrating the sorcerous defences Wall of Magic and Spell Screen,Mysttc spells are considered to have a 'Magic Point strength' equal to

so Caedmoni strength is

still magically enhanced thre; minutes later uben another Mummy chances upon th;
characters.

still-arguing
round basis.

resumes making bis Spell

A battle ensues, and Caedmor Expiry Ro/l on a round-b1,-

their level. Thus (even though Mystics do not use Magic Points), an Entltrall spell, being of level4, is equivalent in strength to a 4 MP Sorcerer spell such
as Curse.

Qlementalists: Qasdng Spells Elementalists have a separate Magic Point

score

The other three wizardly

extra Magic Points into a spell

Professons can put to help it 'punch

through'magical defences. Mystics cannot do that, but they can choose to cast a spell above its normal level. This increases the chance of psychic fatigue but gives a more powerful spell. As an example, consider Shugendo Sai, a Mystic who is about to attack an enemy Sorcerer. Suspecting that his foe has put up a 4 MP Wall af Magic, Shugendo Sai casts his Enthrall as an eighth-level spell. He makes his Psychic Fatigue Checkjust as though he had cast a level eight spell. His Enthrall-after losing the equivalent of 4 Magic Points to the Wall:ts reduced to fourth level and attacks the Sorcerer normally. Terminating a Spell A Mystic can cancel out his own durational spells at any time. Unlike a Sorcerer, the Mystic does not need to take a Combat Round to do this. He can

in each of their elemental categories. Magic Points within one category cannot be used to cast spells of another category-so Fire MPs cannot be used for Earth spells, for instance. The number of Magic Points that an Elementalist will have in each category is shown below.

Rank 1st 2nd 3rd 4th 5th 6th 7th Nth

MPs in

category categories 3 lineach 6 2ineach 9 3ineach 72 4 in each 15 5 in each 18 6 in each 21 7 in each 3xN Nineach

main

MPs in second and third

When an Elementalist has used up all the Magic Points set aside for an element, that category is depleted. The Elementalist cannot use spells of

T_o*lsu ogvl^n\
i,

:::--:ed category until he performs a Ritual of .il:, '::r. The Ritual must be performed at a spe::: - ::::re of day in which the element is ascendant. :: .:tropriate times are as follows:

tage to be gained doing this

with an indirect-attack

spell-it is a tactic to be used with direct-attack


spells, to give them more chance of getting through an enemy's magical barriers. If a character suspects his opponent has a Wall of Magic operat\ng, putting an extra few Magic Points into the Dishearten spell he's casting may seem a worthwhile investment.

:,rcntal category Ritual


sunrlse

must

be

performed at...

noon moonrise*
moonset* sunset

ttow Does the $pell Affect its Victim?


each

' l-..e cannot be performed on the one night - ::--- s'hen there is no moon.

*: : l-:.ril

of Recovery restores the Elementalist to

1.1:.:ic Points in that category only. His other :;-:: ::.s, if depleted, require a separate Ritual. -- i!rual of Recovery takes only 1 minute, but ':;-::: rhe Elementalist to be in a quiet, reasonably -* .:: :lace, without interruptions or distractions.

;-locks : Qasting $pells

- ' .:-,rck's magic operates like a Sorcerer's (though


,-:-.ls are different). The Warlock can cast spells ': .- ler-el does not exceed his rank, and in doing , -. -:ipends Magic Points equal to the spell's level. - -'"---ock has lower reserves of magical energy :::,* . . Sorcerer of the same rank, however:
'"*

'

Every attack spell falls into one of two categories. 'Direct-attack' spells are those which have a direct supernatural effect on the victim-turn him to stone, hypnotise him, etc.'Indirect-attack' spells are those which create some secondary effect such as a jet of flame or a bolt of lightning. Looking at the Dragonbreath spell (p. 80), you may not think there is anything particularly indirect about it. It is indirect-attack, though, because the way in which it harms its victim is physical, not supernatural. The spell creates a jet of fire. If the intended victim is not quick on his feet andlor wellarmoured, he will get burned. His intrinsic resistance to magic (i.e. uacrcal orreNcn) is irrelevant. In practice, direct-attack spells are those which
require the caster to match his own MAGTcAL ATTAcK against his intended target's MAGICAL DEFENCE. Indirect-attack spells require the caster to match the spell's intrinsic speeo against the victim's EVASIoN.

Magic Points
2 4
6 8

score

Resisting Direct-Atack $pells The rules procedure for uaclcal DEFENcE is very
similar to that for EvesIoN (see p. 62). Any spell which may have a direct supernatural effect on a character (e.g. Fossilize, which turns its victim to stone) must overcome his MAGTcAL nsF BN cE,. The spell works with the MAGI CAL ATTAc K of its caster, from which the target character's MAGIcAL DEFENcB is subtracted. The result is the number that the caster must ro11 equal to or under on 2d10 in order for the spell to work.

10
1,2

1,4

76 18 2O etc.

---'

",- \
]:-r

=:tpended Magic Points are replenished at sun-

\Varlock's Magic Points are exactly equiva-

sorcery Magic Points except where stated ---.::-.\-ise-i.e. they are regenerated by a Potion of ; .: -:rishment, attenuated by a S?e/l Screen, etc.

ir

g -*r:n g

xtra Magic Points

-- :lementalist, Sorcerer or Warlock may choose " ::: additional Magic Points into a spell, above ":: = --:.sic MP cost of the spell. There is no advan-

As before, a 2 means that the spell takes effect of the relative MAGICAL RtrRcr and MAGTcAL DEFENCE of caster and victim. Similady, a 20 always indicates that the spell has failed to affect its victim. This procedure also applies to a number of magical attacks that are not, strictly speaking, spells. Examples include the weakening touch of a Wight, the awful gaze of a Basilisk, etc.
regardless

DneeoxWARRnoRg

SCORCHED BUT STITI STANDINO, KAOS CAN SEE THAT HIS FOE IS ARMOUR WHICH 6JVES SOME PROTECT'ON AGAINST '\IEAR'N6 DPAGONBREATH.

GOTHIQUE SUCCUMBS TO THE WEAKEN SPELJ-, AND A NEW COMBAT POUND BEOINS

KAOS' MAGICAL ATTACK IS 17 (HE'S


HIOHLY PSYCHIC). ASAINST OOTHIQUE'S MACICAL DEFENSE OF 5, HE HAS TO P,ALL OR LESS ON 2D1O FOR THE

SPELL TO TAKE EFFECT.

Tl'tlgsrlrg{
-

r.i far Qan the $pell Reach?


'-:::

relevant, a maximum range is given for - ,:e11. When magic-using characters are in an ,,:-. ,.* :-,:-:ing party it becomes particularly important " -": :ome way of keeping track of where each :*---::i is standing (such as marked counters ' :-irrure figurines). Otherwise there will be --:r. -rS exhausting arguments along the lines of r' : -ri that Orc is in range for a Sbadorubolt" or - : -:.- t have hit me with Fossilize-I'm too far ' Fiqurines make the whole combat situation ir .::*- :-r:ninating any need for dispute.

For Elementalists, Mystics and Sorcerers, the will still be operating after one (which is statistically equivalent to minute rs 75o/o
chance that the spell

ten successive Spell Expiry Rolls). Thus, the spellcaster rolls d100 for every minute that elapses after combat is over; on a ro11 of 07-75, his spell remains on for another minute before he need roll again. For Warlocks, the chance of a spell still operating after a minute is 60%. That is, the player (or the GM, in the case of a non-player character) rolls d100 at the end of every minute that goes by: on a roll of 01,-60 the spell is still going, on a roll of 61100 it wears off. Qan $pells be Overlapped?

r.,. Long Does the Spell fast? ' ' : -:ells last only a few seconds. If you blinked, - --::rt miss a Sbadoubolt or a Dragonbreath alto' :"r--- :- Er-tectively, such spells are instantaneous.
::rbat Round are called 'durational', and a i:rrough the spell lists of Chapter 10 will *-*'-: " --i: ;rl1 durational spells are indicated as such. ..' .-.- rrses a specific duration is given (e.g.'Moon---,sis for ten minutes'). Where it is not, there ::e mvsterious statement: "Spell trxpiry Roll ,,r-: -:: . \\'hat does this entail? : : ::rost spells, a Spell Expiry Roll is made by " -. :,\'o slx-sided dice (2d6). On a roll of 2-1-L, ::: -:: continues to operate. On a roll of 72,\t ,,, *-- .:. This Spell Expiry Roll is made at the start ' :--:- Cornbat Round following that in which
-

All

spell-casters can cast a spell before the effects

of

,-

: -,."'. u'hich continue to operate for more than

In fact, it is theoretically possible to have any number of different durational spells going at one time. A Sorcerer who's feeling really nasty (or cautious) might put on Spell Screen, Vorpal Blade, Warding, Invisibility and Armour (and maybe a few others as well) before wading into a fight. The same spell cannot, however, be'doubled up' to get twice the benefit. A Sorcerer who casts Vorpal Blade nvrce has simply wasted 7 Magic Points-he doesn't get two swords to fight with!
an earlier spell have finished or worn off.

: -:,: \\-irs cast. If a spell-caster has several spells J r- - :. ,Jne time, she must make a separate Spell I r; : 3.o11 for each. So a duel between two high':
-r;-,,-

Spell Failure Chances for Elementalists or Sorcerers in Armour Certain rypes of armour give a chance of miscasting any spell, as follows.
Armour

'' ," - -: --:::

-.: .haracters can involve a whole series of 2d6 .::he beginning of each new Round, as the
--heck fbr each of their protective enchant-

* :"- -: -:- [lfn.


-

uorn Ringmail Chainmail Plate

Chance of miscast spell


10o/o 200/o 300/o

- ! :: - other casters'spells. Most durational spells r' " ----= to Warlocks are subject to a Spell trxpiry *r, - lj,.u-ever, this differs from the usual kind of
-:
,.

n,-.:- ,cks' spells

do not have quite the staying

This applies to each spell the character

casts. For

:---

- ' - : rar-e to make a Spell Expiry Roll for every i-, ':- :ds of game-time when there is no longer - r:: in progress. You may prefer to make a *-r" -::-r\'-minute roll to see when the spell wears

Roll in that a d20 is used, and the spell :: on a roll of 20. Warlock spells tend to be ' ,::-- but short-lived. -- -. not always convenient for players or the

:.'rin-

instance, Limorien, a Sorcerer who insists on wearing plate armour, has a 30% chance of miscasting any spell. Every time he attempts a spell, he must roll d100. On a roll of 01-30, he has miscast it.

character miscasting a spell must pay lwice the normal Magic Point cost of the spell. Instead of getting the spell he wanted, he rolls randomly among all the spells of the same level. If Limorien attempts a Warding and miscasts it, he has to roll 1d6. Say he rolls a 5-this means he actually casts, not Warding but the fifth spell of level nvo: Tangle-

Dnasox WApiRrons
roots. Poor Limorien not only pays the exorbitant cost of 4 Magic Points, but he has to dodge his own Tangleraots spell!

Roll applies, he gers back half the Magic points (rounded down) that he expended to castlt.
Example
is on a dungeon adoenture usith some frientls. Tbeirfrst encounter is zuith some Skeletons. Tbese are

Note that Mystics and Warlocks do not have any of spell failure, whatever armour they wear. _.!_"1.. Warlocks are specially trained to cast their spells in armoul and Mystics need only focus their minds to work their magic, not wave their arms about in

2-o:o
cast

aefeale! after a sbort skirmisb, during zabich Lyona ha:

arcane gestures.

Moonglow, Hold Off The Dead and'Tangle-

durational spells at any time. He does nor need to wait for the ipelt to wear off For Elementalists, Sorcerers or Wailocks, this is a definite action-they have to ,will'the speli to terminate-and takes one Combat Round. Mvstics are different (see p. 74). When an Elementalist, Sorcerer or Warlock terminates a durational spell to which a Spell Expiry

Terminaang a $pell A character can cancel his own

roots. She bas 3 Magic Points teft. Since the Skeleton she_caugbt zaith Tangleroots ltas nou.t been slain by one of her comrades, Lyona terminates tbe spe//. Her Magic
Points score is back up to 4. She is about to terminate theHold Off The Dead spell and get a single MP back that as vte//, but

Expiry Ro// comes up ttears aff naturally. Canceliing the Moon_ glow y.tluld not give her back any Mps. Moonglow ,.' one af tlte handful of durational spells zubicb do not taA;
'1.2'

before she gets tbe cbance its Spetl

for

and

it

a Spell Expiry RolI. (Even it did, sbe uould get f pointsfor cancelling it. Can you see zuby?)

nc

CHAPTER Io

ThEBOOK

orSpeLLS
SORQQnqRgpql_.'L5
l-=
.ist on this page shows all the spells usable by
Spells of Level Seven

: . :::rers. The two important points to remember -:- :rstly, that a spell's level is also the number of I l.:rc Points needed to cast it and, secondly, a Sor-::-: can cast only those spells whose level does not :-:=ed his rank. Fcr ease of reference, you will find an index of all :-.- .pells in this book on page 255.
5p'ells of Level One

DEATHLIGHT
ENSLAVE NOVA
SPELL SCREEN
STASIS

VORPAL BLADE

Spells of Level Four

]R\GONBREATH
..\L\GE

Spells of Level Eight


ASTRAL GATE BASTION BURDEN DESTRIER

ANTIDOTE
CURSE

itooNGLow
',\TAKEN
5prells

-ESStrRHEALING
?ORTAL

DISEASE ORACLE

SHADOWBOLI WALL OFMAGIC Spells of Level Five


BANISH

EVIL EYE
RUNE

ofLevelTwo

)ETECTAT]RA
HOLD OFFTHE DEAD

Spells of Level Nine ANIMATE BONES


BATTLEMASTER FIRESTORM

DIVINATION
FOSSILIZE

]\FLICTWOUND
PEER

MANTLET
REANIMATETHE DEAD
TRANSFIX

INVISIBILITY
M]RACLE CURE
RAISE FOG

T.\NGLtrROOTS

\\ARD]NG
5pe11s

of LevelThree

ts-{NquET
BEACON

Spells of Level Six ARMOUR


CURE DISEASE

Spells

ofLevelTen

DOPPtrLGANGER

HECATOMB
PENTACLE OF ENTRAPMENT
RESURRECT
SCRY

COMMAND GREATER HEALING ILLUSION

DISHEARTEN DISPEL MAGIC PHANTASM


SWORD OFDAMOCLES

\\'OLFCALL

TRANSFORM

DnneoxWnnruong

$orcer er fipells
DnecoNsnrerH
Range;20m This spell creates
a narrow

oflwel

One

durational, and will stay in effect until Dispelled , : broken by physical force.
WEexpru

jet of flame which can be directed at a single target. Ifthe target fails to dodge the flame (match the spell's spEED if 12 against tte target's nvasroN) he takes Id6 +6 Health points damage. This damage roll is reduced by the target's Armour F'actor, however, so a charaiter in plate armour would lose only 1d6 +1 Hp. Inrncn Range:20m Duration: see below The caster can create a visual image of no greater than man-size; this is nearly p.rf.It, and ha"s only a 100/o chance of being ,ecognLed to be an illusion. The Image is a kind of hologram, and cannot be made to move around. It will last until touched or Dispelled.
LEssEn HEerrNc Range: touch This spell restores
character.

Range:20m
D_uration: Spell Expiry Roll applies

Match the caster's MAGTcAL ATTACK vs targe:: MAGTcAL DEFENCE. The character on whom th:, spell takes effects will be weakened. He temporari--, loses 2 ATTACK points and inflicts 1 less point :damage than usual when striking in co-bai.

fiorcerer fipells
DerEcrAuna

oflwel Two

surrounds enchanted beings and objects.

Duration: Spell Expiry Roll applies This spell enables the caster (o, urroth., on who:, he casts the spell) to see the supernatural aura whic:

Hor,o Orp

rur

DEao

2 Health points to a wounded It will not increase his Health point score

Healing cannot bring a character back from the dead-such a feat is possible in the Dragon Warriors world, but more potent sorcery than thii is neededl

above its normal (unwounded) level, of course. Lesser

MooNcrow
Duration: lasts for ten minutes A. circle of light 5m in radius surrounds the caster, who can dim the intensity to zero or brighten ii to about the level of the full moon's light, at will. U"lif. torchlight, the illumination provi"ded by this spell is sufficiently diffuse that it may not alert mon_ sters lurking nearby. A party of characters using no other light source but Moonglou have a chancelthe usual 1 in 6) of surprising any monster they meet.

magical attack (match the caster's MAGTcAL ATTACT. against the Undead's uacrcal oEr.ENce). If suc_ cessful, the spell prevents them from approachin: the caster as long as the enchantment larti.

enter the zone they are immediately subject to .

D_uration: Spell Expiry Roll applies This spell creates a zone uro,,.rd the caster, 2m j:. radius, which affects Undead whose rank_equivalen: does not exceed the caster's rank. If such Undeac

INprrcr WouNo
Range:3m

provides no protection against this damage. Pnpn

wound of 5 Health Points on the victim. Armou:

Match the caster's MAGTcAL ATTACK against the tar_ get's uAcrcAL DEFENCE. If successfulJhi, irrflict, .

Ponrer
Range: touch

Range:20m
Spell Expiry Roll applies, and see belou. When this spell is cast, the Strcerer specifies anl point within the spell's range (e.g. ,,14m due r,ortL of me", "5m straight down;, etc). He is then able to see- anyrhing that is happening within 3m of the specified point as though he were standing there. The spell is not hampeied by intervening walls or floors unless these aie made of metal; ,ior. th"n _Duration:

Duration: see below This spell may be used in either of tvvo ways. Open Portal will thrust open any door which could nor_ mally be forced by a character of Strength 16. The second mode of the spell, Close porta/, shuts and locks a door magically. Thls form of the spell is

Tne Boor or gBeLLg


:--lckness of metal
1,. : _

'',-I
:

expire immediately u hile it is operating.

will block a Peer spell. The if the caster moves

Any character attempting a Hit Roll against him, whether in m616e or with a missile weapon, must add2to the d20 score.

..,

i*:.-: 15m - --,:. -,n: Spell Expiry Roll applies -'"-

"-',

:-

EROOTS

-:rll

affects one target, causing

tangle of mag-

$orcer er f;pe\ls

oflw

elThrer-

:::pers to sprout out ofthe ground and ensnare ... If the target fails to leap clear (match spell's -.i 1'1 vs target's EvasroN) then he is caught
:nobilized. With an edged weapon it is poscut oneself free within 2-B Combat Rounds -:-{); beings of great strength (Strength 16 or ',r'i11 be able to pull free of the roots in only '.nds, and animals such as Wolves will take 2-:ids to claw and chew through the roots. This -. commonly used either to hold any enemy :r'ing to escape from him, or to prevent him :-: a more devastating follow-up spell.
JI\G

BnNquEr Enough food and drink is created to provide one meal for five people. The food is nourishing butdespite the spell's appetising name-rather bland. Few would care to eat it if they had a choice; but when adventurers are starving they will fall upon
Banguet fare enthusiastically enough!

BrRcoN
Range: 15m

::rn: Spell Expiry Roll applies :':_i enhances the Sorcerer's luck

in

combat.

Duration: Spell Expiry Roll applies If any invisible object or being is within range when Beacon is cast, the spell causes a glowing ball of green light to appear just above it. This light will move as the invisible object/being moves, thus marking out its location.

DnasoxWARRloRs
CovrlraNr
Range:5m
arrive 2-1,2 Combat Rounds after the spell is casr and will then remain until the spell wears off. The Sorcerer does not start making Spell Expiry Rolt. until the Wolf turns up. (A note for the literal-minded: there does nc: actually have to be a Wolf nearby for Wolfcall :. work. The Wolf may in fact be brought across mile of countryside in barely a minute, by the working : the Sorcerer's magic.)

Durational: Spell Expiry Roll applies successful casting of this spell (match caster's MAGTcAL ATTAcK vs target's MAGTcAL orreNcn) brings the victim (who must be of 1st-3rd rank) under the Sorcerer's control. He will then do whatever the caster tells him to do. Commanded beings do not become mindless slaves; they retain their normal intelligence and ability to reason, and are thus capable of following quite complex orders. Language barriers may be a problem-if the victim cannot understand what his'master'is saying to him then he will simply act in what he believes to be his

$orcerer f;pells ofl.wel Four


ANrroo'rn
Range:5m

master's best interests.

GnERrEn

HrnrrNc

Range:5m A more powerful ver sion of Lesser Healing.It restores 7 Health Points to the recipient, with the same provisos as for the level-one spell (p. B0).
Irr,usroNr

Range:20m

This reduces the potency of poisons or drugs i:character's bloodstream. A poison which norm;* requires a 3d6 roll compared to the characrr: Strength (see p. 722 in Chapter 11) is reducei : one which requires a 2d6 roII, etc. The spell n:-, be applied within one Combat Round (six secor::; ofthe character being poisoned. It does not re\-e::: any damage or other effects akeady caused br' :--,=
poison. CunsE

Duration: Spell Expiry Roll applies

This spell creates an illusion no greater than two cubic metres in volume. This differs from an Image in two ways; the lllusion will move as the caster wishes, and it fools not just sight but the other natural senses as well. There is thus very little chance of
distinguishing an Illusion from the real thing; even a rigorous examination gives only a 50lo chance of this. If he wishes, the Sorcerer can cast lllusion over a character (himself included) in order to provide a near-perfect disguise. When overlapped in this way, the lllusion must be equal in at least one linear dimension to the thing it is covering. A man could thus be covered by the Illusion of a 2m-long snake, but not by the lllusion of a gnat. It is important to remember that Illusiom exist only in the minds of those who behold them. An Illusion could not cast a spell, inflict a wound, carry treasure, open doors, or in any other way affect the
real world.

Range:15m This spell affects up to four beings (roll 1d4), cur.--,. them with bad luck if it is successful (match cxsl:r: MAGTCAL ATTACK vs target's MAGTCAL DEFE\c: Cursed beings must adjust all their die rolls bi'l .: as to make them less favourable-i.e., +2 to the -: score when making a Hit Roll, -2 when makir:.I .:: Armour Blpass Roll, etc. Drsnasn Range:15m

Duration: lasts until Dispelled single living being may be afflicted with a :.:ting disease (match caster's MAGTcAL ATTACK \-s :--get's MAGIcAT ooreNce). The victim loses 2 He''--: Points every Combat Round until cured or deaj

Oneclo WorpcRrr
Duration: Spell Expiry Roll applies This spell is usable only out-of-doors-in moorland, woods and dense forest, the wild places where Wolves hunt. It summons one Wolf (see p. 253) to the caster's side to fight for him. The Wolf will Duration: lasts for one minute The Sorcerer atfunes himself to the spirit u'::-: and is able to ask up to three questions. The ;-=,tions must be phrased in such away that the,,' :-: be answered by a yes or a no. The spirits have a -i ,,' chance of knowing the answer to any question :-:

Tne Boox or SBer.Lg

;r

'r:" ,.-r.,r\1'the answer; on rolls of 76-00 they don't.) - :-:-" io not know the answer to a question, or if

-:-.:-J. (The GamesMaster rolls d100. On 01-75

':: :-::rion is worded vaguely, the spirits will give -- : - :n answer (roll d6:1-3 = yes, +-e = no), and 'r r" ',-" then stick to that answer if asked the same

Curse.Eldrrn's Wall ofMagic collapses after absorbing MP from the Curse. Nebulos matches his naecrcAL ATTAcK against Eldrins MAGTcAL DEFENcE to resolve his Curse, but must add 1 to the 2d10 roll because the Curse is of reduced strength.
1

ll-.::':ll :: again. l, = spirits can speak only of events concerning ':: : :;: and present.They cannot see into the future, : - i-:,,r-er questions which concern a character's ':: -;:-:s and motives. Thus a Sorcerer could ask, .'r,,: :-tl companions ever discussed murdering ::r-- ::! not "Have my companions ever thought : - -:jering me?" Or rather, he could ask it but the ir :-.:, :eplr.would be meaningless.

lorcerer fipells oflwel five


BaNrsn
Range: touch Duration: lasts

until Dispelled

i;-,-: ou'sorr
lOm - "-,=. an ebon bolt of energy to shoot from the ;,-.:' rand to strike a single being. If the bolt :-:: ::.tch spell's srero of 14 vs target's evesroN), : : .: 2d6+10 HP damage. The damage ro11 is ":.:--:i bv a number equal to the target's Armour I : :. :f any (see the Dragonbreath spell on p. 89).
,riir,

r---.

For this spell to take effect, the caster must actually touch his intended victim in the Combat Round following that in which he cast the spell. This means that the caster must make a successful Hit Roll on his opponent-though no Armour Bypass Roll is needed, as it is sufficient that he merely touch the opponent's clothing or armour. If the spell takes effect (match caster's MAGTcAL

vs target's MAGTcAL onreNcn) the victim is banished to limbo, and can only be freed at the caster's whim or if a Dispel Magic (see p. 84) is cast
ATTACK

at the spot where the victim disappeared.


*__-

Sorcerer

oF

l**.--: Touch - -:.:::,n: Spell trxpiry Roll applies, and see below : : :-r:ter-or another on whom he casts the n,r--is surrounded by a protective zone that will : , -..- .remy spells. The caster may expend as many : .-:: rs he likes when castingthe Wall of Magic - :r ro a minimum of 4 MP), and this is the . - :,:: of Magic Points the Wall will absorb from ir,r : .r.st into it. Once it has absorbed its Magic
::.: -',': A MAGICAL ATTACK VS MAGICAL DEFENCE ' -. -:Jrrect-attack spells such as Shadozt:bolt arc
':---

Mncrc

can communicate in his dreams with those he has banished, and will usually find them quite eager to barter information and secrets in return for a promise of freedom from limbo.

I --: ':rnit, the Wall collapses. Wall of Magir blocks i-- j:rect-attack spells, however-i.e. those that
=::ed.

DrvrNetroN Duration: lasts one minute A modification of the Oracle spell which enables the caster to ask a question even if the answer is not a simple yes/no. Only one question may be asked, and there is still the same limit (75Vo) on accuracy. The spirits will often answer in the form of a rhyme, riddle or obscure clue-the GM is urged to be inventive and evasive! A Sorcerer may not cast more than one Dir,tinationin a single day.
FossrrrzE Range:20m Duration: lasts until Dispelled If the spell is successful (match caster's MAGTcAL ATTACK vs target's MAGICAL ooreNcn), one being is turned to stone, along with anything he is wearing or carrying. Fossilize has no effect on Gargoyles (their bodies are made of rock in the first place) nor, for obvious reasons, on non-corporeal creatures such
as Spectres.

--'::e Wall collapses without having absorbed all := -'-i:qic Points from an incoming spell, the spell r- .--:: a chance of taking effect but the attacking '' -:::.i or Mystic must adjust his attack die roll by '::: --i'erence between the number of MPs left in i:: :::Ll and the spell's level. i -:rose Eldrin the Crafty has put up a 5 MP ']i'.., :.: Magic. His arch-foe Nebulos attacks him " -.-.',:ich ' Disease spell, which is completely absorbed :-knocks the Wall down to 1 MP in the r- .::::. In the next Combat Round, Nebulos casts a

DnasouWARRloRg

MaNrrnr
Duration: Spell trxpiry Roll applies This highly useful spell surrounds the caster wirh an enchanted zone 3m in radius. Any arrow, quarrel, slingshot or other missile entering this zone will fall harmlessly to the ground. Magical or extremely large (more than 20kg) projectiles are not impeded by the spell, however.

Damage abeady suffered not healed, however.


DrsnBent.E,N

as a result

of the disease :,

Range:30m

RreNruerp
Range:5m

rre

A far more terrible spell than its euphemistic nar:--: suggests-if cast successfully (match caster's MAG:cAL ATTACK vs target's MAGTcAL oereNcn) th:, causes the victim's heart to explode, killing hi:.

DBeo

Duration: Spell Expiry Roll applies Using this necromantic spell, the Sorcerer can raise up to six (ro11 1d6) dead Humans, Elves or Dwarves as Zombies (see p.253) under his control. Zombies, having only limited intelligence, will not be able to comprehend complex instructions-the Sorcerer must limit his commands to four words or less.
TneNsprx Range:20m

it has no effect on undead ,.: on creatures such as Gargoyles, Death's-Heads, etc which have no heart. A useful side-effect of the spe_ is that even if it fails to take effect, the target slr_ loses 1d4 HP as though from a painful kick to rh. unprotected chest.
instantly. Naturally,

Duration: Spell Expiry Roll applies (and see below) If the caster is successful (match caster's MAGTcAL ATTACK vs target's MAGTcAL oEr.ENce) then 2-8 beings (roll 2d4 for the number affected) suffer a 'brainstorm'which causes them to stop what they are doing and stand passively until the spell wears off, Afterwards, they will be unable to remember anything that happened while the spell was in effect or in the two Combat Rounds just before it was cast. If a Transfxed character is attacked, the spel1 is immediately broken.

Drsppr Mecrc Range:5m When Dispel Magic is cast, any durational spe". operating within its range (except for those whic, cost more Magic Points than are used in the D; pel Magic) immediately expire. Dispet Magic ts n.: directional, and may therefore terminate the caste:, own durational spells as well as those of his enemles.

$orcerer fipells oflw elf;ix


Anuoun
Duration: Spell trxpiry Roll applies The spellcaster becomes engirded in jet-black plate armour. This provides an Armour Factor of 6 and, unlike normal armoul does not hamper the Sorcerer's casting ability. Any clothing or armour the caster is already wearing is transformed for the duration of the spell-one cannot cast it on top of a suit of normal plate and then claim an AF of 11!
CunB DrsEesB Range: 1m

PueNrRsu Duration: Spell Expiry Roll applies The Sorcerer draws ectoplasm from another dime:.sion and is able to fashion it into a creature to do h:, bidding. The creature may be whatever the Sorcere: wishes, as long as it is no larger than about nvi;man-size. Regardless of its outward appearance, tl. Phantasm's abilities and characteristics are alt-ar. the same: MAGTcAL DEFENCE of 8, evesroN oi ,: Armour Factor 4, 4-24 Health Points (ro11 ,{dt, and srlpar-rH and pBRcE.prrox identical to the cas:er's own. ATTACK and oprpNcE must sum to 28, b':: may be chosen by the caster within this limitation. When Phantasms strike in combat they ahvar'use 1d10 for Armour Bypass Rolls and inflict 5 Hi on a successful hit. The Phantasm's movement rar. corresponds to that of the creature it resembles1Om/Combat Round if Human, and so on.
Swonn op Delroclas
Range: 10m

The beneficrary of this valued spell is cleansed of all illnesses, whether natural or uncanny in origin.

Duration: lasts until activated (see below) A glowing sword of unearthly nature appears abor-. the head of the target. This sword is erhereal an;
cannot be damaged or removed by physical means

Tne Boox or 5Ber.r.g


continue to hang in the air above the target, moving as he moves, until activated by a command from the casrer. It will then become solid and descend to strike the victim, emitting a metallic screech as it does so. Unless the sword is dodged match its spcBo of 17 vs the target's nvesroN), it will deal the hapless targer a mighry blow. Use 7d70 +2 for its Armour Bypass Roll; a successful hit inflicts 4d6 HP damage. After its single strike, successful or not, the sword vanishes. If he chooses, the caster can make the sword's descent dependent on some condition-for examrle, "Strike if I am slain." It is thus an excellent spell :br coercing an enemy. ("Kill me, and my Suord of Damocles will turn you into a kebab!")

It will

(ro11

beams). Each beam inflicts 3dB the target's Armour Factor.

1d6: 1-2 = 7 beam, 3-4 = 2 beams, 5-6 = 3 HP of damage,less

Sorcerer $pells
DEetHr,rcnr
Range:40m

oflwel $wen

-\ very powerful bolt of energy leaps from the caster's hands,

forking to strike 1-4 beings (match spell's speEo of 16 vs targets'rvesroN). A being failing to

;r-ade will take 3d6+10 HP damage (reduced by r:s Armour Factor, if any).

his/

Spprr ScnrnN Duration: Spell Expiry Roll applies This establishes a defensive enchantment around the Sorcerer which will protect him from directattack spells (those which involve a MAGTcAL ATTAcK vs MAGTcAL DEFENcE ro11). The effect of the S?ell Screen rs to reduce any spell passing into it by 5 Magic Poinrs. Unlike a Wa// of Magic, the Spell Steen itself is not reduced in strength by this. (It is not possible ro ger a Spell Screen that filters out more than 5 MPs by expending more Magic Points in casting it. Also, the effects are not cumulative, so two S?e// Screens are no better than one.) Two special cases are worth considering .lf a Spell Screen rs overlapped with a Wall of Magic, attacl<ng spells knock Magic Points off the Wallfirst, befori being attenuated by the Screen. Secondly, the S?eil Screen affects only spells cast at the Sorcerer himself, not spells cast at the Screen. Take the case of a Sorcerer who is wielding a Vorpal Blade and is protected by Spell Screen. A72MP Dispet Magicwould be required to dispel the Vorpal Blade; but to deal with the Screen, only a 7 MP Dispel Magicwouldbe
needed.

Exsrevr,
R.ange:30m

Duration: Spell Expiry Roll applies This more powerful variant on the Command spell '.r-ill affect a single being of any rank. A successful ::.sting (match caster's MAGTcAL ATTACK vs target's r"r-{crcAt, orrexce) renders the victim completely .-ibservient to the Sorcerer's will. Unlike Command, ::us spell turns its victim into an unreasoning slave .";ho will do only what he is told. Language barriers .:e not a problem; the victim will always understand n:at his master is telling him to do, though with a ::idency to follow instructions literally-occasion"r' rvith unlooked-for results. It takes one Combat ' und to issue an Ens/aved character with orders, or --.:

Sresrs Range:20m

Duration: lasts until Dispelled The caster is able to'freeze'1-3 victims at an instant in time (match caster's MAGTcAL ATTACK vs target's MAGTcAL orlaNco). A character thus frozen will remain exactly where he was when he succumbed to the spell. He cannot think or act in any way (he is caught 'befween ticks of the clock', as it were), nor
can he be moved or harmed by any means while the
Stasis is

in effect.

;hange existing orders.

\crr

I ,:-ie: 5m - ::ad beams of searing light shoot from the cast::, rody in all directions. Any being within 5m n -- tails to jump clear (match spell's srnro of 18 , '.:gets' nvesroN) is struck by 1-3 of the beams

Vonper Brapp Duration: Spell Expiry Roll applies In the caster's hand there appears a magic swordas black as midnight, with a coruscating nimbus of green fire. This weapon is a +3 sword. That is, it increases the Sorcerer's errecr and opr.E,NcE by 3 while he is fighting with it, uses 1dB +3 for Armour Bypass Rolls and does 7 HP damage on a successful strike. Putting this eldritch weapon down will cause it to vanish immediately. If the Sorcerer should be

DnneoxWARRloRg

so foolish as to offer it to another, the sword will turn in his hand, strike him once, and then disappear forever!

The Astral Gate will teleport only living be::.and whatever they are wearing or carrying. It is possible to lob a Shadoztbolr through first, ro

care

passes

$orcerer f;pells
Asrn-q.r, GerE

oflwel Qight

of 6, the spell expires. A Sorcerer must take tl-_::: Combat Rounds to visualize his intended des:i:.,tion before casting Astral Gate.lJnless he takes :,_

of anyone at the far end! As each char:;::through the Gate, a d6 is rolled. On ; : _

: :-

Duration: see below A shimmering portal, a rent in the very fabric of space itself is creared in front of the caster. This portal leads to any place the caster wishes to reach (not more than 150km away), allowing characters to cross this distance in the blink of an eye. The intended destination should be a spot which the caster knows reasonably well. If he is trying to reach a place he has only seen once, the caster has a 40o/o chance of 'missing' by up to a hundred metres (roll d100 for the distance out and d8 for direction-1 = north, 2 = northeast, 3 = east, etc). If aiming for a destination he has never seen, and is guided only
by another's account, the caster has a 50%o chance missing by up to a kilometre.

precaution, there is a 600/o chance that the far er:; the Gate will emerge onto another plane of re-'_: and any character passing through will then be _ ,forever.

of

BasrroN Duration: Spell Expiry Roll applies Motes of glittering light spread from rhe ca.:.: hands and rapidly spread,'painting'a surface i:- -. : air as they do. Within a second, an impene::.: , steel-grey barrier has been created. This barrie: : a maximum surface arca of some 25 square rr:-::: and may be made to form a hemisphere roughl'. -across (within which the Sorcerer may shelter ',. -_, healing himself or casting more defensive spel. a wall (blocking a dungeon corridor, perhaps. ','. ___ :

Tne Boox or SBer.Lg

':: ::sier and his companions - .... t\-.\/, -,:


ilr-'i.iE\

speed away from

ilr;;=:

15m

l';.:--n: Spell Expiry Roll applies - -'- .: an area of ground, the Burden spell causes r:: : of gravity to become so overwhelmingly ri: -: :hat any being standing there will fall down ,il: : :nable to move until the spell expires. Very u-:: ;:eatures fare no better than smaller and
r,L:::*{-::

. ---: ir area up to 5m across, extending upwards :- :--: air no more than 3m. (It is not much use,
:,::.:-:e,
against a flying creafure.)

tnes: "the bigger they are..."The spell affects

::r':--: have a chance to jump clear when he casts :: :tr I. and this is represented by matching the

The

caster's

Death. The caster's left eye is filled with a fathomless dark. Any character m6l6eing him has a 40o/o chance of meeting the hideous stare of this eye. This check is made at the end of each Combat Round. (The chance may be less than 40o/o if the caster's opponent looks away or shuts his eyes-as for Gaze Attacks, p. 1,23). A character who looks into the eye's gaze is subject to a 7d72 Fright Attack (see Fright Attacks, p.1,22): a twelve-sided die is rolled and the victim's rank is subtracted from the score. If the caster can roll less than or equal to the result on 2d10, the victim dies. The user of this spell temporarily loses sight in the affected eye. Thus deprived of binocular vision, he subtracts l point from errecxand2 points from both oBlBNcE, and EVASToN while the spell lasts.
RuNB

r:
^

,r::*: :?EED of 16 against their EVASToN scores. No *-- ::lorruniry is available to those who blunder '
:---- zone once

the spell has taken effect, how-

1: ::-:\' are remorselessly pulled to the ground.

--:-. :-,niuration is usable only at night or in the +l -*.:> depths of an underworld, as it summons a ,,::- :-ic \Varhorse which is driven back to its fey ro, --- r)-the rays of the dawn. It will also vanish at

]ur:r.Irn I --.::rr: see below

'' .-.- .:eed clad in tarnished silver armour; its eyes


''

'i-: ::re
-:-

Sorcerer dismounts.The Destrier is a sere

- :. ;. faerie beast, and characters of1st-3rd rank l.i::-: 1 from ATTACK when fighting it.

',',':rh an emerald

light. Any seeing it will know

Duration: lasts until activated This is a notorious spell used as a magical trap by high-ranking Sorcerers ; experienced advenfurers are always wary of stumbling across a Sorcerer's Rune. The Rune is cast by inscribing an occult symbol on a wall, flagstone, tapestry or other suitable object. The Sorcerer can then cast into it any other spell that he is able to use. This spell will be held by the Rune and released if anyone except the caster comes within 3m line of sight. The Rune mtstbe exposed if it is to work, but Sorcerers can be quite artful in contriving abstract murals or odd locations (the ceilingl behind a door?) to keep others from noticin g a Rune before it goes off. A Sorcerer may have only one Rune at any given time.

:::: ,..: ,rmetres of open country

-:-= Destrier can carry its master across a hunor woodland in a ir:::.= :-ight. It is fierce and terrible in battle, hav::J -:- .{TTACX 77, DEFENCE 4, rVeStON 4, naeCr-

"-* -:FE\cE 13, srnaLrH B, tencr,eTloN 12, and ':j- ::-: see p. 123). Its silver-shod hoofs and sharp vt---- j:al damage as a normal Warhorse but with -, -tmour Bypass Rolls. It has 2d6+ 12 Health :r -,:. .rd its silver barding gives it an Armour Facis only by this spell that a Sorcerer u: :-ie a Warhorse. Normal Warhorses are avalllr; r: .:-\'to Knights, Barbarians and Warlocks.

$orcerer f;pells ofl,evel Nine


ANrunrr BoNrs
Range: touch

'-

:e that

it

By casting this over the skeletal remains of some unfortunate whom he himself slew, the Sorcerer can cause them to rise up as a Skeleton. It makes no difference what skills the being possessed in life, for this spell does not restore the original soul or intellect. The Skeleton is merely a simple-minded
creature whose main virtue lies in total obedience to its animator. A11 Skeletons thus have the same abili-

I n:- Er-r

ir*::

-,::rn: Spell Expiry Roll applies r:i -rStr of the spell becomes touched by

the
Ls

: the Fomori demi-god Balor, whose gaze

ties: errecrc 10, onnrNcn 5, evesroN 3, uacrcel DEFENCE 3 and2-7 Health Points (roll 1d6 +1).

DRAsoxWARRloRg

BettrElrestnn
Duration: Spell Expiry Roll applies A supernatural, obsidian-armoured warrior is summoned from another Plane and bound in the caster's service for the period of the spell. The Battlemaster is clad in magical mail armour and wields a magic axe. His characteristics and scores are:
ATTACK 30,

penalty of

-4 from ATTAcK and -8 from opp,eNcr (ust like fighting blind, of course-see p. 61). Missile weapons are almost useless against one who is invisible: the bowman halves his normal ATTACK and subtracts 3. Sir Balin, who has an errecr of
13, therefore shoots at an invisible enemy as though with an ATTACK of only 4.

Axe (d8 +2,

oErnNce
MAGTcAL

oereNcn 17 24 Health Points


(Strength 1B; Refexes

24

points)

Armour Factor
nvastoN
8

Mrn,q'crE CunE

srnalru

12

Range:5m

pencnprroN 18
(panoptical)

13)

When the spell runs out the Battlemaster returns to his own dimensional Plane, where any wounds
he has received are supernaturally healed before the next time he is summoned. Although any given Sorcerer can materialize the Battlemaster only once per day, he exists on many planes simultaneously and it is thus possible for fwo Sorcerers actually to summon him at the same time.

This spell restores the recipient to his normal Healtl: Point score, cures any diseases and eradicates an\' toxins he is suffering from, and regenerates anr missing limbs or organs. As with the Lesser Healing and Greater Healing spells, it has no effect on a deai
character.

Rersn Foc

With the

If the Battlemaster should be ordered to attack himself (i.e. another Battlemaster summoned by a different Sorcerer), his two selves will merge into one and he will be freed from the conrrol of either summoner. He will then proceed to wreak havoc before
returning to his own world.

Duration: Spell Expiry Roll applies casting of this spell (which must be usei out-of-doors), a dense mist quickly rises to cover an area 60m across by 5m high. This area is centred on the Sorcerer's position when he cast the spell. The Sorcerer himself can see quite normally within the fog, but for others the visibiliry is barely 3m.

FrnEstonl.
Range:30m

The caster flings a ball of snarling flames which


explodes into an inferno of 6m diameter. Characters

will take 4d10 +4 HP

damage if they fail to jump clear (match spell's spEED of 18 vs targets' EvAslon)-and 4 HP damage even if they do, simply from the peripheral heat ofthis terrible blast! A target wearing magic armour (of any sort) may reduce the damage he takes by 3 points; armour that is not enchanted provides no defence.

porcerer Bpells

oflw

elTen
caster

DoppprceNcrn A soulless duplicate of a person known to the

can be created. The caster must first fashion a simulacrum of clay mixed with his own blood. This blooc

INvrsrsrrrty
Duration: Spell Expiry Roll applies The caster is rendered invisible. If his opponents become aware of his general location (perhaps he sneezed or knocked over a vase, or they saw him begin to cast the incantation), he may be attacked with spells. Direct-attack spells affect an invisible target normally, but indirect-attack spells are subject to a penalry of 1d8 sIEED points to represent their likelihood of being slightly off-target. A character attempting to m616e the invisible Sorcerer incurs a

can never be replenished, and the caster's normi Health Points score is permanently reduced by 1dpoints as a consequence. After making the simulacrum, the caster mus: acquire some item often used or worn by the perso: he is trying to duplicate. A favourite cloakwould dc. or a sword. With such an item in his possession, th. Sorcerer casts the spell and his simulacrum arises i:the likeness of the original. The Doppelganger has the physical character-

istics and skills (including fighting abiliry) of tht

Tne Boox or SBgr.Lg


:r"r

r---:.: it resembles, but not his knowledge

. reing without reason or volition, and will r:': - '. rbev its creator's commands without ques: ^ :-:.r'ing no soul, it cannot walk on consecrated :" -:: :nd will not cast a reflection.
"-.-!

skills.

to charge at least two hundred gold crowns for his


service.

Scnv

Duration: lasts three minutes


The use of this spell enables the Sorcerer to look into a specially prepared obsidian mirror (his'speculum') and call up images of people, far-off places and past events. If asked to show a place, the mirror will show only a general view, not a specific location. A request to "Show me the tower of Mizar the magician" would bring a view of the building's exterior. The Sorcerer can then move his scrying viewpoint around, but not through physical barriers such as
walls and closed doors, nor onto consecrated ground.

.-r--

I -..10m ':
--.::11 is applied to all beings, whether friend or i':::tin 10m of the caster. It is instant death for

r"TO\1B

--.r \-s victims' MAGTCAL noreNca). So potent ,*' - :.;k is not without its cost. The spell causes a r,r" :r: ::.ragical backlash to its caster, represented by 'r: : :: of 1-100 experience points. It is a price few - :-::-!s rvould be prepared to p^y, except in the -1 ;: :titreme circumstances.

l=

n-

:{cLE oF ENTRApMENT

- --.::,rn: lasts three days (and see below) *"--:

:rell requires a large pentacle about 5m

across

-: tr:awn or engraved. When the spell is cast, the


:,:- =:-e becomes a trap for the caster's enemies. l--: :-:st 2-12 beings of up to 5th rank ro come
-1 2Q6 (they must be able to see the pentacle) * : : -riect to the spell.
,,;"---

The mirror transmits images only; the Sorcerer can hear nothing of what is said by those he spies upon. An observed Sorcerer or Mystic of equal or greater rank will know when another descries him, and may use Dispel Magic to cancel the spell (this also causes the Speculum to shatter). When the Sorcerer desires to look on past events, he must know the time when the event in question took place to within twelve hours. If he has some object which was on the scene at the time he wishes
to view, such knowledge is unnecessary.

..rose on whom it takes effect (match caster's .,,-c-{L ATTACK vs victim's MAGTcAL oernNce)

u;- 33 inslnntaneously transported within the pen:--:-.. boundary. Though unharmed, they will be
'"::iess to escape unless they know the 'key'word --::::arily chosen by the Sorcerer when he cast :" = .:ell) that unlocks the Pentacle of Entrapment. l-. spell is also negated rf any part of the pentacle :::-J is erased, but this cannot be accomplished by -. ::apped within it.

Constructing the mirror needed for this spell will cost the Sorcerer 30-180 (3d6 '10) gold crowns and will take a week. He may not then construct a second Speculum unless and until the first shatters. TneNsronuATroN Duration: lasts three minutes The caster may alter his form to become any creature whose rank-equivalent does not exceed his own rank. His Health Points, MAGTcAL ATTACK and uecrcal DEFENcE scores are unaffected by the change, but his fighting skills become those of the new form. Note that the Sorcerer acquires only the physical abilities of his new form, not the magical ones. If Lim orien Transforms himself into a Gorgon then his hair will turn to deadly snakes but he will not get the monster's petrifring stare. A Sorcerer cannot use magic while in altered form, unless the form is of a creature which is basically humanoid so that he can make the necessary
hand-gestures.

1; srRRnct
;-,:--3e :

life to a character who has :':::- dead for no more than one lunar month -'';nn'-eight days). The revitalized character per*.lently loses 1d3 Health Points, and for a week *-:.: rising from the dead his Strength and Reflexes *--' ralf normal. Resurrect must be cast at sunrise, --: the effort of employing it renders the caster - ,.rle to use any spells above the fifth level for the
spell restore
-=,: of the day. This means that Sorcerers are usually

l--.

touch

will

:r,' reluctant to cast Resurrect,whatever their rank. : ":n if persuaded to do so, the Sorcerer is likely

Transformation lasts three minutes (30 Combat Rounds), though the caster may of course terminate it before then if need be.

DnasoNWaRRnoRg

MYSTTqgpqLLS
These are the spells usable by Mystics. Remember that the Mystic's rank sets the upper limit on the level ofspells he can cast.

Spells of Level One INWGORATE MIRAGE SEE ENCHANTMENT


SUSPENDED ANIMATION

Spells of Level Four


CLAIRVOYANCE

ENTHRALL HIDDENTARGET
TELEPATHY

Spells ofLevel Seven DUEL


LE\,IITATION
PARALYSIS

PROTECTION

Spells of LevelTwo DARKSIGHT DAZZLE

MIGHT
PURSUIT

Spells of Level Five FORCE FIELD MYSTIC BLAST


PASS UNSEEN TRUTHSENSE

Spells of Level Eight

INTANGIBILITY
MINDPOOL
SWIFTNESS

TRANCE Spells of Level Nine


IMPREGNABLE SPHERI

Spells of LevelThree ALLStrEING EYE MIND CLOAK


NOURISH TELEKINESIS

Spells of Level Six


ASSESSMENT

PURIFICATION STEEL CLAW SURVIVAL

PHOENIX
TELEPORT

THUNDERCLAP

Mysdc Spelts
INrvrcoRArE

oflwel

One
tell whether a weapon or talisman were magical, bu: would not be able to sense impermanent !rr.h"r,t_ ments, such as the presence of a Command speIl.
SuspBNoEo ANrlranroN The Mystic is able ro sink into a deep coma, out_ wardly resembling death. This coma lasts for an,.. preset duration up to a year and a day. Even ESp will detect no thoughts, but in fact theMystic doe. remain aware of his surroundings-except that hi. mental processes are slowed by a factor oi si*ty.

The Mystic converrs psychic energy into physical energy, releasing a powerful restorative force into his body. He regains two Health poinrs. The spell will not increase his Health Point score above its normal
level, ofcourse.

Mrnecr
Range: 10m

Duration: Spell Expiry Roll applies A visual illusion is creared, of anything the caster wishes so long as it is no bigger than man-sized. The Mirage can be'progtu--.d'to perform a set of actions (e.g. a guard marching up do*r, orrt".rd side a door) or it can be controllej mentally, like a holographic pupper. There is a 10Zo chance that the Mirage will be recognized as such at first glance.
SBp ENcseNTMENT

Mystic Spells
Danxsrcsr

oflwel Two

_Duration: Spell Expiry Roll applies Whilethis spell is in effect, thi Mystic is able to see powerful concentrations of magic energy. He could

Duration: Spell Expiry Roll applies The Mystic acquires the abiliry to see in darknes= like an Elf, That is, he can see with perfect clarin by moonlight or under a star-filled ni[ht sky, and ir: the pitch dark of an underworld as though it were deep twilight.

TneBoox orSBeLLg
Dlzzw.
spell produces a flash of brilliant light that ',-ll all but blind any sighted creature within 5m :-'r one full Combat Round. This gives the Mystic :::e chance to escape from his foes or make one free .::ike while they are dazzled, making them -B from
]EFENCE.

- ris

a distance by the power of the mind. The spell affects a single object of up to 0.5kg weight. The maximum velociry at which an object can be moved by Telekineses is about 15m per Combat Round, making for a rather ineffective missile (seneo B to dodge, and doing no appreciable dam-

manipulate objects at

age on impact anyway).

\Ircnr
)uration: Spell Expiry Roll
applies

powerful spell for use in combat, this has the effect ,,: increasing the Mystic's Strength. If his normal Srrength score is 15 or less, it temporarily increases : r 16; if normally 16 or more, it increases to 19.

The Mystic may wield a dagger by Telekinesis, in order to mdl6e an opponent at a distance; he would do so with half his normal ATTACK (telekinetic control is quite clumsy) and doing 1 HP less damage for a successful blow (because there is little strength in the spell).

Punsurr Duration: lasts one day This enables the Mystic to follow the psychic spoor :,f a person or creature whom he knows or has had jescribed to him. He may thus track his quarry over :errain of any sort, and in all weathers.

Myscic Spells ofl,evel

four

llysdc $pells of I..,evelThr ee


-\lrseerNc EyB
Duration: Spell Expiry Roll applies This extends the Mystic's power of vision beyond :he visible spectrum, enabling him to perceive any invisible object or being within 10m. The Mystic sees the invisible shapes as featureless silhouettes.

CrernvoyeNcE, Duration: Spell Expiry Roll applies This spell intensifies the Mystic's inherent paranormal senses, and so confers the ability to see anything within 5m even through solid objects. A full 360" arc of 'vision'is obtained, making it very difficult to take the Mystic unawares.

ErvrHnen
Range:5m Duration: Spell Expiry Roll applies The caster must match his nracrcer ATTACK against his target's MAGTcAL DEFENcE. If successful, this spell warps its victim's judgement so that he believes the Mystic to be his friend. This delusion does not destroy the victim's loyalq, to his real friends, howeveq and neither does it make him well-disposed towards the Mystic's companions. He will believe anything the Mystic tells him and, unless the Mystic openly attacks him, will trust him completely until the spell wears off.

]IrNo Croar
Duration: lasts ten minutes This spell puts up a psionic shield around the Mystic, preventing detection by ESP, Scry or similar magical means. If the caster is being tracked by another \Iystic using the Pursuit spell, this spellwill cause rhe latter to lose his'scent'.

Nounrsn This spell ensures the Mystic need never starve n'hen he has no food or water. A single casting provides him with refreshment and nourishment for a
tullday.
TnrE,rrNE,srs

Range:25m

Duration: Spell Expiry Roll applies This is the classic parapsychic ability to move and

HrooeNThncEr Duration: Spell Expiry Roll applies This spell enables the Mystic to pick off targets with arroq sling or thrown dagger even if blindfolded. He ignores the usual penalties for poor visibility. Even in thick fog or if the target is invisible, the Mystic shoots as if he could see him perfectly. He must know there is someone to shoot at, thoughhe cannot just walk into a room and lob off a few arrows 'on spec'in case there should happen to be
an invisible Sorcerer about.

DnasoNWARRtons
Tnrnperrry
Range: 10km
damage, the Farce Fiel/collapses. It gives no protection from magical weapons, spells or other forms o:

Duration: lasts ten minutes The Mystic is able to communicate telepathically with another (who must be known to him) over considerable distances. Communication is in the form of images as well as words, so different languages need not prove an insurmountable obstacle. Note, however, that two characters from totally different cultures (a medieval wizard and an Inca priest, for instance) may be simply unable to think in rhe same
terms.

attack (such as flames or poisonous fumes).

Mysrrc Bresr
Range:30m This spell takes the form of a psychic force bolt. The caster must match the spell's spEED of 16 against the target's EVASToN. If it strikes its target, the bolt inflicts 3d6 +1 HP damage. The target may reduce this damage by his Armour Factor, tf any. (A character in mail armour would take only 3d6 -3 HP. for example.)
Pess UNsEEN

Mysdc Spells ofl-.,wel five


Foncn Frpro

Duration: Spell trxpiry Roll applies (and

see

below) This spell protects the Mystic with a thin, invisible force barrier. When a blow is struck against him, the Force Field absorbs the damage and prevents it from harming him. Once it has absorbed a total of 15 HP

Duration: Spell Expiry Roll applies The Mystic becomes invisible... up to a point. He can walk right past his enemies and they will not notice him. This is not as good as true Innisibilitt (the high-level Sorcerer varieg) because he will stiil reflect in a mirror, and becomes visible at once if he tries to attack anybody or casts another spell. Also, the spell will only fool beings of 1st to 4th ranW rank-equivalent.

Tne Boox or SBer.Lg


llnurHsBr,rsE lr;ration: Spell Expiry Roll applies ,'.-hile the spell lasts, the Mystic is able to tell with :-i:'o accuracy when someone is lying to him. That .. if a character tells him a lie, d100 is rolled. On :. :ol1 of 01-85, he knows it to be a lie. On a roll .: 56-00, he is not sure one way or the other. The --,-)0 ro11 is made secretly by the GamesMaster, for :','ious reasons.

Mysdc Spells oflwel gwen


Dunr
Duration: see below To use this spell, the Mystic must close in ml6e with an opponent. The spell shifts both the Mystic and his opponent out of phase with the rest of the universe; they remain visible only as a flickering, indistinct blur. Out-of-phase characters are on another plane,
and cannot affect (or be affected by) their surroundings. Unable to move from the spot where they 'phased out', the fwo combatants must continue their battle until one is slain. Only then does the spe1l terminate, returning them-alive or dead-to the normal world.

llysdc Spells oflwel $ix


.1:SESSMENT

.--.rge: 10m

:-, means of this spell the Mystic can instantane-.lv assess all characters within range and deter--:re the following: their Profession, rank (or rank: : -ivalent) and current Health Points. Assessment - :locked by Mind Cloak, and will not give any - rrmation about characters above 10th rank.
?t nrprcerroN
- ',-s spell cleanses the Mystic's body of all ailments --,J poisons, and heals up to B Health Points if he

-','.'or-rnded.

LnvrrRrroN Duration: Spell trxpiry Roll applies, and see below This spell allows the caster to rise up into the air and float around. Levitational movement is quite slow-only 10m per Combat Round (normal walking speed, in other words). This spell requires concentrarion to sustain. If the Mystic wants to enter m16e or cast another spell, he must first cancel the Ler,titation.
Pener,ysrs

::rrr
l,-:

Crew

-:.r.tion: Spell Expiry Roll applies


caster's hand is transformed

Range:15m

into a rigid talon : .leaming metal. When he strikes with this in - :rrat, he uses a d1.2 for Armour Bypass Rolls and i-:;ts B HP damage with each successful blow.
: - nrrver
.-

Duration: Spell Expiry Roll applies


The caster must match his ueclcel ATTACK against his target's MAGTcAL DEFENCE. This spell, if it takes effect, results in paralysis of all the voluntary muscles. It will work only on a living being. The victim
collapses at once, but remains conscious.

- -:J.tion: lasts one day

: such as might be experienced under a blazing

- \Iystic is able to endure extremes of heat

and

:::-:t s$ or in an arctic waste. He is not protected -- :r direct exposure to fire. Survival also enables -- . ] Ivstic to go without air for up to an hour after
-:.'"'.'ing a single breath.

Another Mystic who was affected by this spell could still cast spells of his own, since Mystics need only the power of their psyche to work magic and do not rely on the chants and arcane gestures ofthe
Sorcerer.

PnorncrroN Duration: lasts until Dispelled, and see below A potent spell which adds 2 points to the caster's MAGTcAL DEFENcE and increases his Armour Factor bv 2' The caster can sustain the Pratectioz spell indefinitely if he chooses to, but he must add +1 to the die roll whenever he makes a Psychic Fatigue Check (see page T4 rnChapter 9) while the Protection speil is in effect.

DnnsoNWARRnoRg
ru_?

Mysdc Spells ofl.wel Qight


IN:rRNctsrrrry Duration: Spell trxpiry Roll applies The Mystic and any items he is wearing or carrying
become intangible. He can pass through solid objects
as though they were not there. While intangible a magical weapon is required to hit him in combat. Indirect-attack spells Ilke Firestorm pass harmlessly through his insubstantial form, though direct-attack spells are still fully effective. The Mystic must take care when using this spell, for if it expires while he

Tnq.NcE

Duration: lasts ten minutes The Mystic enters a trance-like state while his psvchic self or ka,is freed from his body and is able to travel up to five kilometres away. The ka can see and hear, but is ethereal and cannot interact with or be seen by others. However, if it comes into the presence ofa character ofequal or higher rank then the latter will be able to sense it. Another Mystic could then use Pursuit to trace the ka back to its body.

is inside a solid object he

will

die.

MrNopoor
Range:3m Duration: lasts thirty seconds (5 Combat Rounds) This spell enables rwo Mystics ro combine their power for a brief time. With multiple castings of the spell, more Mystics can be included in the Mindpool-up to five individuals at one time. Mystics in a Mindpoo/ each resist hostile direct-attack spells with the total MAGTcAL DEFENcE of the whole group, and each casts his own spells with the highest MAGTcAL ATTAcK ofthe group. Example
Tzuo Mystics har,te reacbed the shapes

Mysdc Spells oflwel Nine


InrpnecNRnrp SpHEnn

Duration: Spell Expiry Roll applies


The Mystic is surrounded by an invisible force bubble that blocks all physical attacks: missiles, creatures, indirect-attack spells, etc. Attacks of this n-pcan pass neither into nor out of the Impregnab.': Sphere. Direct-attack spells (which entail a MAGrc-t ATTAcK vs MAGTcAL DEFENcE roll) are not impedec. The Sphere will not move around, so the Mr.sri; must remain in one spot while the spell lasts.

PnoeNrx
main burial chamber of

an ancient barrozo. Suddenly tbey are autJare of c/oaked loping totuards them: uigbts! The senior Myscasts

This spell allows the Mystic to return from th= dead. He (or more accurately his spirit-self) mu-:
cast it the Combat Round after he is slain. The boc-. immediately begins to smoulder and rhen bur:r, fiercely; no natural means can douse this blaze After 5 Combat Rounds (thirty seconds) the Mr-str; arises from his own ashes like ih. bitd of legend.,\his wounds are healed by the spell, but his Heal:: Point score is permanently reduced by one. T:. revivi$'ing fire will also destroy any equipment th":

Mindpool, linking himself with his 4tlt-rank companian. They add their uzcrcat DEFENCE scores togetber:7+12 in this case, so each naw has an ffictive t\L4GICAL DEFENCE of 19. The 4th-rank Mystic is still only able to cast spells up to levelfour-but that includes the direct-attack spell Enthrall, which he can nlru cast

tic

uith

his companion\ MAGT:AL

zrrzcr

of 21.

SwrprNEss

Duration: Spell Expiry Roll applies This accelerates the caster's metabolism and speeds his physical movements. He gets rwo actions of his own to every one Combat Round experienced by those around him. The first action must be taken at the very start of each CR, and the second at the point in the CR (determined by his Reflexes score) when he would normally get to act. The actions might be two 10m moves, or a move and an attack, or any other combination of actions. What the Mystic cannot do is cast two spells in one CR. This is because he continues to think at the normal rate.

was on his body-only exceptional magic items m"-, survive, and this is at the GamesMaster's discretio:-

This spell cannot be cast more than once a week.

TrrEponr
By using this spell, the Mystic can vanish and rea:pear at another point within 100m. He can onl,-te -eport to somewhere he has been before, or which -, in his line-of-sight when he casts the spell.

Trruruoencrap
Range: 1m

The Mystic can blow a wall down with one sho:: In fact, the shout is a focus for the immense destn::-

Tne Boox or 5Ber.r.g


::-ergv ofthe psyche. Ifdirected at an opponent :ils to jump clear (match the spell's sppno of ". ::re target's rvesroN), the spell inflicts 6d6 +6 :::nage. lJnenchanted armour gives no protec-

qf:

*:

tion from this, and even enchanted armour absorbs only 2 HP. The Tbunderclap can be used to smash a 2m-wide hole in stone walls up to half a metre thick.

er.qM
E-rnrH Er,nnnNrerrsr Spnr,r,s
, xel

SperIS
Frnn ErBmnNTALrsr SpErrs
Level

: , . . : : : . ..

ABUNDANCE SPIDERMAGIC
FORESTMURMURS

CREATEBOG
ROOTS

ROCKWALL
FISSURE

GIVE UPTHE DEAD TREMOR SUMMON THE MAN OF STONE

1. 2. 3. 4. 5. 6. 7. B. 9. 10.

CANDLE
PYROTECHNICS FIRE ARROW SHEET OFFLAME PROTECTION FROM FIRE

EXTINGUISH
FLASH

F]REWEAPON CONFLAGRAIION SUMMONTHtrHOLOCAUST

-\n ErnlrBNTALrsr Spnr,ls


CREATE LIGHT BREEZE STARGAZE
j

DRnrNns s Er,oneurer,rsr Spprrs


Level

FALSE RUMOURS

wINDWALL
SUMMONTHE HOST OFTHE AIR :.

INTANGIBILITY
GARROTTE

FLIGHT
SPIN
I

1. 2. 3. 4. 5. 6. 7.

CATSPAW DARKEYES

BENIGHT

CURIAIN OFNIGHT
JAVELIN OFDARKNESS

SHADOWTALL SUMMONTHE CREAIURES OFTHE

BANSHEE

8. 9, 10.

NIGHT
ECLIPSE OFTHE MOON

SHADOWSELF
SUMMON BALOR, PzuNCE OF DARKNESS

\Vnrnn Er,ptvrurRusr SpELLS


Le,t,el

i. :.

RAIN
WAVE MASTERY

l.
+.

5. 6.

ICEWALL WALK ON WATER ICE SPEAR


BREATHE UNDERWAIER

;.
S.

BLIZZAW)
FREEZE

9.

LIGHTNING
SUMMONTSUNAMI

10.

You might also like