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SPELLBOOK:
Realm: List: Spell: Level: Area of Effect: Duration: Range: Type: Description:
Base Lists Channeling Dark Channels Dark Stunning* 2 1 Target 1 rnd/5 fail 100' F [RR Mod: -10] Caster points his arm (elbow locked and fist clenched) at the target and channels raw power source (usually a deity). The target is stunned.
    Channels I * 3 1 Spell   Varies U When this spell is cast, the first spell that the caster begins to cast the next round will be "channeled" to another spell user of the Channeling realm. The "channeled" spell is transmitted to the other spell user when it would normally take effect, and must be used by the receiving spell user immediately (i.e., the receiving spell user is now the caster of the spell). All normal restrictions apply to the transmitted spell. The caster of the Channels spell must be able to see the receiver of the spell or know exactly where he is (direction and distance, or specific location). The receiver must know exactly when the spell is coming (though he need not know exactly what spell is coming). For example, if a Cleric was at a certain altar at midnight of a full moon ready to receive a spell; then another spell user who knew this could use Channels to send him a spell.
    Dark Sleep * 5 1 Target 1 rnd/5 fail 100' F [RR Mod: -10] Caster points his arm (elbow locked and fist clenched) at the target and channels raw power source (usually a deity). The target falls into a deep magical sleep.
Exorcisms Repel Undead I 1 Varies 1 min/lvl 100' F Causes Undead to flee or disintegrate. All Undead have a class assigned to them. This spell will affect 1 point of Undead (Class I Undead count as 1 point, Class II Undead count as 2 points, etc.). Animated Dead are treated as Class I Undead and are not entitled to an RR.
    Detect Undead 2 10'R 1 min/lvl (C) 10'/lvl P Detects the presence of Undead in the area of effect. Caster can move the area of effect 5' per round.
    Repel Undead III 3 Varies 1 min/lvl 100' F As Repel Undead I, except effects 3 points of Undead .
  Repel Demon I 4 5'R/lvl C 10' F For as long as the caster concentrates, Type I Demons that are in the area of effect may not leave, and Type I Demons that are outside the area of effect may not enter.
  Repel Undead V 5 Varies 1 min/lvl 100' F As Repel Undead I, except effects 5 points of Undead.
Holy Arms Holy Attack I* 1 Self Self U Adds +15 to the caster's melee or missle attack for the current round.
    Righteous Blow I 2 Self   Self U After casting this spell, there is a chance that the caster's next attack (melee or missile) will be treated as "Magic" for the purposes of resolving criticals. The chance is equal to 10% plus 5% for each round that the caster concentrates (i.e., prays) immediately prior to prearing and casting this spell. The attack affected by this spell must occur within 1 minute per level after this spell was cast.
    Holy Strength I 3 Self 1 rnd/lvl Self U Caster gains a special bonus of +5 to his strength stat bonus for the purposes of one maneuver. In combat, this results in a special bonus of +10 to melee attacks and +5 to missile attacks.
  Holy Attack II* 4 Self   Self U As Holy Attack I, except bonus is +20.
  Righteous Blow II 5 Self   Self U As Righteous Blow I, except attack is treated as "Mithril".
Holy Healing Healing I 1 1 Target P Touch U Target is healed of d10 concussion hits.
    Flowstop I 2 1 Target P Touch U Allows caster to stop bleeding on a wound that is bleeding 1 hit per round. Target may not be moved, or bleeding will resume at prior rate.
    Frost/Burn Relief I 3 1 Target P Touch U Target is healed of one area of mild frostbite or first degree burn.
  Minor Fracture Repair 4 1 Target P Touch U Allows caster to mend one simple fracture (not compound fractures, shatters, joint damage, etc.). Recovery time is one day.
  Healing III 5 1 Target P Touch U As Healing I, except heals 3d10 concussion hits.
Holy Shields Protection Prayer I 1 10'R 1 min/lvl Self U Everyone in the area of effect who is aligned with the caster subtracts 5 from all elemental attacks against them. They may also add 5 to all RRs versus spells. These bonuses are not conferred to the caster.
    Aura 2 Caster 10 min/lvl Self U Creates a bright aura about the caster, making him appear more powerful and subtracting 10 from all attacks against him.
    Shield I* 3 Caster 1 min/lvl Self U Creates an invisible force shield in front of the caster. This functions as a normal shield (subtracting 25 from appropriate attacks, etc.), except it does not occupy a hand. This spell cannot be combined with a "real" shield.
  Blur* 4 Caster 1 min/lvl Self U Causes caster to appear blurred to attackers. This subtracts 10 from all attacks.
  Unpain I* 5 Caster 1 min/lvl Self Us Caster is able to sustain an additional 25% of his total concussion hits before passing out. Hits are still taken and remain when the spell lapses.
Inspiring Ways Courage 1 10'R 1 rnd/lvl Self U For the duration of this spell, all within the area of effect (including the caster) may make a second RR versus any fear or panic effect. This second RR is made with an additional +10 modifier.
    Inspirations I* 2 20'R 1 rnd/lvl 100' U Caster inspires all allies who are within the area of effect (they must be aware of the caster). All allies gain +5 to melee attacks and moving manuevers for the duration of the spell. This spell will only work during combat or highly religious moments (e.g., an oratory presentation prior to a large battle). These bonuses do not apply to the caster.
    Voice of Friendship* 3 1 Target Varies 50' Fm For as long as they speak together, the target of this spell will believe that the caster is a good friend and is acting in the target's best interest.
  Inspirations II* 4 20'R 1 rnd/lvl 100' U As Inspirations I, except bonuses are +10.
  Voice of Reason* 5 1 Target Varies 50' Fm For as long as the caster speaks, the target will believe that the reasoning and ideas that the caster expresses are correct and valid.
Wounding Wounding I* 1 1 Target P 2' F Causes d10 concussion hits of damage.
    Cramp* 2 1 Target P 2' F Causes one muscle to cramp in the target. Target will be at -10% to activity per 10 failure.
    Bleeding I* 3 1 Target P 2' F Target will bleed at the rate of 1 hit per round.
    Wounding III* 4 1 Target P 2' F As Wounding I, except does 3d10 concussion hits of damage.
    Sensory Damage I* 5 1 Target P 2' F One external sensory organ (eye, nose, ear, etc.) is damaged. Foe will operate without that organ until healed. In addition, he will have a -10 modification per 10 failure to all actions that partially use that organ (-100 for all actions involving that organ directly).
Open Channeling Concussion's Ways Healing I 1 1 Target P Touch U Target is healed of d10 concussion hits.
    Frost/Burn Relief I 2 1 Target P Touch U Target is healed of one area of up to mild frostbite or 1st degree burn.
    Minor Irritation Relief 3 1 Target P Touch U Target it healed of one minor irritation (e.g., headache, toothache, bee-sting, hangover, etc.).
  Healing III 4 1 Target P Touch U As Healing I, except that target is healed of 3d10 concussion hits.
    Stun Relief I* 5 1 Target P Touch Us Target is relieved of 1 round's worth of accumulated stun effects.
Spell Defense Protection I 1 1 Target 1 min/lvl 10' U Subtracts 5 from elemental attack rolls against the target, and adds 5 to all of the target's RRs versus spells.
    Cancel Channeling 2 Caster C Self F When the caster of this spell is a target of a spell from the realm of Channeling, the "incoming" spell must first make a RR before the caster makes a RR. For RR purpose, each spell uses a level equal to its casters level. If the "incoming" spell passes the RR, it may target the caster of this spell normally; otherwise the incoming spell has no effect on this target.
    Protection Sphere I 3 Varies C 10' U As Protection I, except tfor duration and all beings within 10' of target get the benefits.
    Cancel Essence 4 Caster C Self F As Cancel Channeling, except the caster is protected from spells in the realm of Essence
    Protection II 5 1 Target 1 min/lvl 10' U As Protection I, except bonuses are 10.
Closed Channeling Blood Law Flowstop I 1 1 Target Touch U Allows caster to stop bleeding on a wound that is bleeding 1 hit per round; target may not be moved, or bleeding will resume at prior rate.
Flowstop III 2 1 Target Touch U As Flowstop I, except that caster can stop up to 3 hits per round (total) bleeding on a wound.
    Clotting I 3 1 Target   Touch U Allows caster to stop bleeding on a wound that is bleeding 1 hit per round; for 1 hour, target can move at no more than a walking pace, or bleeding will resume at prior rate.
    Flowstop V 4 1 Target   Touch U As Flowstop I, except that caster can stop up to 5 hits per round (total) bleeding on a wound.
  Limb Preservation* 5 1 Limb 1 day/lvl Touch U Allows caster to prevent the deterioration of 1 limb (even while severed); also requires use of same spell from Muscle Law, Bone Law and Nerve Law.
Bone Law Bone Lore 1 1 Target Touch I Caster acquires complete understanding of any bone damage, including the tools and methods required for healing. Caster does not receive the skill or power to perform the cure.
    Minor Fracture Repair 3 1 Target P Touch U Allows caster to mend one simple fracture (not compound fractures, shatters, joint damage, etc.). Recovery time is one day.
    Cartilage Repair 4 1 Target P Touch U Allows caster to repair all cartilage damage around one joint. Recovery time is one day.
    Limb Preservation* 5 1 Limb 1 day/lvl Touch U Allows caster to prevent the deterioration of 1 limb (even while severed); also requires use of same spell from Nerve Law, Muscle Law and Blood Law.
Base Lists Mentalism Assassination Mastery Concealed Object I 1 1 Object 10 min/lvl Touch E Target Object (no larger than a dagger) is camouflaged to appear as part of the caster's clothing or skin. This is an illusion to all senses (including feel), and can be detected as an illusion. The object will remain concealed until taken from the location, or the duration expires.
  Study Patsy 2 Caster   Self P [RR Mod: -50] When this spell is cast on a person, it remains active for 24 hours. After 24 hours has passed (but before another 24 hours has passed), the caster must cast this spell again on the same person. During the time the spell is active, it is recording information concerning the activities of the person. When the spell is cast the second time, the information about those activities is revealed to the caster. This information is used for spells later on this list and spells on other lists (see the Misdirections and Disguise Mastery spell lists). The caster can only have one "patsy" studied at a time.
  Well-Aimed Attack I 3 Caster Varies Self U The next attack made by the caster (within one minute of casting this spell), receives a bonus of +25.
  Open Ambush I 4 Caster Varies Self U If the next attack made by the caster (within one minute of casting this spell) gets a "flank" or "rear" bonus, he may use his ambush skill with a bonus of +1 (even if the target is aware of the caster).
  Targeting I 5 Caster Varies Self U After this spell is cast (within one minute of casting this spell), the caster may fire a missile weapon at a non-moving target (or at a target that is moving predictably). The roll to resolve any resulting critical may be modified up or down by 1 (as if using ambush skill).
Disguise Mastery Study Disguise 1 Caster 500' I Caster studies a person for use with disguise spells later on this list. The caster can only have as many disguises studied as he has levels.
  Light Glamour 2 1 Object 1 day/lvl Touch E Changes the visual appearance of one object. The target of the spell must be no larger than 10 pounds per level of the caster.
  Facade I 3 Caster 1 hour/lvl Self E Caster has a limited illusion on himself that allows him to look like any humanoid race within 20% of his own size. The illusion moves as the caster moves.
  Shadow Assassin 4 Caster Varies Self E All deeds performed (while this spell is active) are "shadowed" to divination spells. For the purposes of a divination spell , the information gained about the caster will be shrouded in shadows . For example, a Death's Memory cast on the scene of a murder might reveal a shadowy figure performing the deeds (but no details about the identity of the figure).
Escapes Locklore 1 1 Lock Touch I Gives the caster a special +20 bonus for picking the lock analyzed. If the caster describes the information gained from this spell, that person will get a special +10 bonus to picking the lock analyzed.
  Unlock I 2 1 Lock   Touch U This spell has a 30% chance of opening any non-magical lock. If the lock is not unlocked, there is a 10% chance that any traps associated with it are set off. Rolls are open-ended, and the sophistication of the lock may modify the roll.
  Ungag 3 Varies   Touch U Any minor covering off the head of the caster made of organic material is loosened. This includes any gags or blindfolds.
  Leave Item I 4 1 Object   50' U Caster "teleports" a single, inaminate object to a point up to 100' away from its current location. There can be no intervening barriers in a direct line between the target and the point (for these purposes, a barrier is anything that the object could not physically go through). The object has a maximum weight limit of 1 pound per level of the caster.
Gathering Secrets Copy I 1 Varies 1 min/lvl (C) Varies U This spell copies a document that the caster is examining. The caster merely concentrates and touches the document with one hand and a blank sheet with his other hand. The copy is not exact (i.e., not a forgery). Note that the caster does not have to be able to read the document. Alternatively, this spell can transcribe (in black and white) one scene that he is viewing onto a page. The process occurs at the rate of 1 minute per page or scene.
  Listen 2 Caster 1 rnd/lvl (C) 10'/lvl U The caster can pick a point up to 10' away and he will hear as if he were at that point (there can be intervening barriers such as walls).
  Duplicate I 3 Varies 1 min. (C) Touch E This spell makes a hardened clay copy of a small, 3-dimensional object (up to 6" x 6" x 6"). This spell requires that the caster have enough clay to make the copy (at a one to one scale). The clay must start off soft (the spell will harden it). This process requires one minute of concentration.
'   Sensory Marker 5 Caster P Touch U One location is "marked" so that the caster can find it again later with a Far Sense spell. The marker is automatically located when the caster casts a Far Sense spell (if the marker is within the range of the Far Sense spell). A marker can be placed on any inanimate object. The caster can only have as many markers as he has levels.
Misdirections False Credentials 1 1 Target 1 min/lvl 50' Fm [RR Mod: -20] Target will think that the caster has the proper credentials for the current situation (this could include passwords or documents).
  Unseen I 2 1 Object 24 hours Touch U One object (e.g. 1 garment, 1 naked body, 1 weapon) is made invisible. The object will remain invisible until 24 hours pass, or the object is struck by a violent blow (being hit by a weapon, falling, etc.), or the object makes a violent move (i.e. an attack).
  Eyewitness III 3 3 Targets 1 min/lvl 100' Fm [RR Mod -20] Up to three targets will incorrectly identify the caster as someone else (all three will describe the caster in the same fashion).
  Cloaking III 4 3 Targets 1 min/lvl (C) 10'/lvl Fm [RR Mod -50] The caster is invisible to the targets of this spell. Others see the caster normally. If the caster makes an obvious action (e.g. talking, moving an object, etc.), the target may make another RR (the GM may deem it appropriate to apply modifiers based upon the action that the caster takes). If the caster attacks the target, he may make another RR with a +50 modifier. If the caster begins to concentrate, he can extend the duration of the spell indefinitely (as long as he can concentrate).
Poison Mastery Poison Lore 1 Caster Self I The caster knows what type of poison(s) are needed to acheive a particular effect. The GM may deem it appropriate to give the caster a bonus of +25 to his Poison Lore skill.
    Poison Resistance I 2 Caster 10 min/lvl Self U For the duration of the spell, the caster gets an additional RR versus poison(s).
    Apply Poison I 3 1 Poison Varies Touch U This spell causes one dose of a poison to adhere to an inanimate, solid surface. The poison will wear off normally.
    Work Poison V 4 1 Poison Varies Touch U This spell magically prepares a poison (up to 5th level in potency). This spell normally requires d100 minutes of concentration before completion. Note that the caster must have the poison in its raw form before casting this spell (i.e. the spell does not "create" the poison; it merely prepares it).
Open Mentalism Anticipations Anticipate Missile* 1 1 Missile 100' U Caster is aware of any missiles being fired at him this round. If the caster is currently capable of moving, he gets a special bonus of +50 to his DB against the missile attack of his choice.
    Anticipate Blow* 2 1 Attack 10' U As Anticipate Missile, except that applies to melee attacks
    Guess* 3 Caster   Self I When faced with a choice about which he has little or no information (e.g. which corridor leads outside the quickest) the caster may cast this spell and the Gamemaster will determine which way he goes, biasing the favourable choice by 25% (e.g. roll 1-100: correct on 26-100, incorrect on 01-25).
    Anticipate Spell* 4 1 Spell   10' I Caster can avoid one spell cast on him. The caster gets a bonus of +50 to his DB against a directed elemental attack; his normal DB against an area elemental attack; or the casters BAR suffers a -10 penalty (on all other spell attacks).
    Intuitions I 5 Caster   Self I Caster gains a vision of what will probably happen in the next minute if he takes a specified action.
  Attack Avoidance Turn Missile* 1 1 Missile Self U Caster can deflect any one missile that passes within 100' of him (caster must be able to see the missile). This causes 20 to be subtracted from the missile's attack.
    Turn Blade* 2 1 Attack   Self U As Turn Missile, except applies to a melee attack.
    Shield* 3 Caster/Front   Self U Creates an invisible force shield in front of the caster; it subtracts 25 from melee and missile attacks and functions as a normal shield.
    Deflect I* 5 1 Missile   Self U Deflects one missile fired at the caster; that missile has 100 subtracted from its attack (caster must be able to see the attack).
    Bladeturn I* 6 1 Attack   Self U Caster can deflect any one melee attack that he can see (and is within range). This causes 50 to be subtracted from the attack.
  Cloaking Blur* 1 Caster 1 min/lvl Self U Causes caster to appear blurred to attackers, subtracting 10 from all attacks.
    Shadow 2 Caster 10 min/lvl Self U Caster and objects on his person appear to be a shadow; and thus are almost invisible in dark areas (e.g., in many situations this could be handled with a Stalking/Hiding bonus between 25 and 75).
    Unseen 3 Object 24 hours Touch U A single object is made invisible (1 garment, 1 naked body, etc.); until 24 hours pass or the object is struck by a violent blow (being hit by a weapon, falling, etc.) or the object makes a violent move (i.e. an attack).
    Cloaking I 4 1 Target 1 min/lvl (C) 10'/lvl Fm [RR Mod -50] The caster is invisible to the target of this spell. Others see the caster normally. If the caster makes an obvious action (e.g. talking, moving an object, etc.), the target may make another RR (the GM may deem it appropriate to apply modifiers based upon the action that the caster takes). If the caster attacks the target, he may make another RR with a +50 modifier. If the caster begins to concentrate, he can extend the duration of the spell indefinitely (as long as he can concentrate).
    Facades I 5 Caster 1 hr/lvl Self E A limited illusion that allows the caster to look like any humanoid figure within 20% of his own size.
  Self-Healing Clot I* 2 Caster Varies Self Us Clots wounds to reduce bleeding (i.e. hits per round damage) by one as long as caster concentrates or is immobile. This effect is permanent after one hour. If caster is unconscious, the spell will operate without concentration.
    Clot III* 4 Caster Varies Self Us As Clot I, except bleeding is reduced by up to 3 hits per round.