Zosia's Spellbooks

END CostMagic RollSpell NameActive Cost
1 -1 Alarm (audible) 11
1 -1 Alarm (mental) 6
10 -12 Arcane Lock 120
1 -1 Arcane Mark 12
10 -10 Blindness/Deafness 100
10 -10 Bull's Strength 99
10 -10 Cat's Grace 99
10 -10 Cause Fear 100
4 -4 Chill Touch 40
10 -10 Clairaudience/Clairvoyance 96
3 -3 Dancing Lights 27
4 -5 Daze 45
1 -1 Detect Magic 8
2 -2 Detect Poisons 18
4 -4 Dispel Magic 40
1 -1 Disrupt Undead 12
2 -2 Feather Fall 20
2 -1 Feign Death 9
5 -5 Fireball 52
7 -7 Flaming Sphere 67
1 -2 Flare 15
2 -2 Gaze Screen 20
1 -1 Ghost Sound 12
20 -20 Haste 200
9 -10 Hold Portal 101
7 -7 Knock 72
6 -9 Leomund's Tiny Hut 85
2 -2 Light 22
1 -1 Mage Armour 12
1 -0 Mage Hand 4
22 -22 Magic Circle Against Evil 220
5 -8 Magic Missile 77
1 -0 Mending 3
3 -3 Message 30
1 -1 Open/Close 13
6 -6 Pyrotechnics I - Blinding Fireworks 60
14 -15 Pyrotechnics II - Smoke Cloud 145
1 -1 Ray of Frost 5
2 -2 Read Magic 20
3 -3 Repair Moderate Damage 30
2 -2 Resist Elements 18
8 -8 Rope Trick 80
5 -6 Shield 58
1 -1 See Invisible 10
5 -5 Shrink Item 50
15 -16 Sleet Storm 164
4 -4 Summon Monster I 37
4 -4 Summon Monster II 37
4 -4 Summon Monster III 37
6 -7 Tasha's Hideous Laughter 65
6 -6 True Strike 62
1 -1 Unseen Servant 6
Total Active Points: 2933 points
ENDMagic RollSpell DescriptionDefinitionActive Cost
1 -1 Alarm (audible)
This version of the Alarm spell sounds an audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature who speaks the password (determined by you at the time of casting) does not set off the alarm. An audible alarm produces the sound of a hand bell, and anyone within 10" of the warded area can hear it clearly. Reduce the distance by 1" for each interposing closed door and by 2" feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly up to 30" feet away. The ringing lasts for 1 Phase. Creatures within a silence spell cannot hear the ringing. Ethereal or astral creatures do not trigger the alarm unless the intruder becomes material while in the warded area. The focus for the spell is a tiny bell and a piece of fine silver wire.
Hearing Group Images Increased Size (10" radius; +¾), Trigger (Trigger can expire (it has a time limit of 12 hours); Any creature larger than a cat entering the warded area without speaking the password; +¼), Costs END Only To Activate (+¼) (11 Active Points); OAF (Tiny bell and a piece of fine silver wire; -1), No Range (-½), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼) 11
1 -1 Alarm (mental) (Range: LOS)
This version of the Alarm spell sounds a mental alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature who speaks the password (determined by you at the time of casting) does not set off the alarm. A mental alarm alerts you (and only you) so long as you remain within a mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. Ethereal or astral creatures do not trigger the alarm unless the intruder becomes material while in the warded area. The focus for this spell is a tiny bell and a length of fine silver wire.
Mental Illusions - a single mental "ping" 1d6, Trigger (Trigger can expire (it has a time limit of 12 hours); Any creature larget than a cat entering the warded area without uttering the password; +¼) (6 Active Points); Limited Power Only to create a single mental "ping" (-2), OAF (Tiny bell and a piece of fine silver wire; -1), Self Only (-1), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼), Limited Power Must be within one mile of the warded area (-¼), Does Not Provide Mental Awareness (-¼) 6
10 -12 Arcane Lock
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own lock without affecting it; otherwise, a door or object secured with arcane lock can be opened only by breaking it or by a successful dispel magic or knock spell. Note that a knock spell does not remove an arcane lock. It only suppresses it for 10 minutes. The effect is permanent until dispelled. The material component is 12 ounces of gold dust.
Telekinesis (40 STR), Personal Immunity (+¼), Costs END Only To Activate (+¼), Uncontrolled (+½) (120 Active Points); Limited Power Only to hold a door, gate, portal or chest closed (-2), OAF Expendable (Difficult to obtain new Focus; 12 ounces of gold dust; -1 ¼), No Range (-½), Only Works On Limited Types Of Objects Doors, gates, chests etc. (-½), Spell (-½), Requires A Magic Roll (-½), Affects Whole Object (-¼), Gestures (-¼), Incantations (-¼), Restrainable (Only by means other than Grabs and Entangles; Knock spell suppresses effect for 10 minutes; -¼) 120
1 -1 Arcane Mark
This spell allows you to inscribe your personal rune or mark, which can be no taller than 6 inches in height and consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance (even stone or metal) without harm to the material upon which the mark is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible (though not necessarily understandable). See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows their users to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If cast on a living being, normal wear gradually causes the mark to fade in about a month.
Cosmetic Transform 0 ½d6 (Object to Object w/ Arcane Mark, Normal wear and tear (one month for animate targets)), Continuous (+1), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) (12 Active Points); Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), No Range (-½), Requires A Magic Roll (-½), Spell (-½) 12
10 -10 Blindness/Deafness (Range: var.)
The victim of this spell is made deaf or blind, at the casters choice, and gains the appropriate Physical Limitation. The effect can be removed by means of Dispel Magic; it is otherwise permanent.
Minor Transform 10d6 (Sighted and/or hearing creature into blind or deaf creature, Dispel Magic) (100 Active Points); Spell (-½), Requires A Magic Roll (-½), Incantations (-¼), Limited Range (30"; -¼) 100
10 -10 Bull's Strength
This spell allows the caster to increase his or her own STR, or that of another creature, for up to 6 hours with all the benefits that entails. The material component consists of a few hairs or a small ball of dung from a bull.
Aid STR 3d6+1, Usable By Other (+¼), Lingering up to 6 Hours (+1 ¾) (99 Active Points); OAF Expendable (Easy to obtain new Focus; A few hairs or a pinch of dung from a bull; -1), Costs Endurance (-½), Spell (-½), Requires A Magic Roll (-½), Gestures (-¼), Incantations (-¼) 99
10 -10 Cat's Grace
This spell allows the caster to increase his or her own DEX, or that of another creature, for up to 6 hours with all the benefits that entails. The material components consist of a few hairs or a small ball of dung from a cat.
Aid DEX 3d6+1, Usable By Other (+¼), Lingering up to 6 Hours (+1 ¾) (99 Active Points); OAF Expendable (Easy to obtain new Focus; A few hairs or a pinch of dung from a cat; -1), Costs Endurance (-½), Spell (-½), Requires A Magic Roll (-½), Gestures (-¼), Incantations (-¼) 99
10 -10 Cause Fear
The affected creature becomes frightened. It suffers a �2 morale penalty on attack rolls. It flees from you as well as it can. If unable to flee, the creature may fight.
(Total: 100 Active Cost, 37 Real Cost) Drain PRE 6d6, Ranged (+½) (90 Active Points); Others Only (-½), Spell (-½), Requires A Magic Roll (-½), Gestures (-¼), Incantations (-¼) (Real Cost: 30) plus Negative Combat Skill Levels (-2 to opponent's OCV) (10 Active Points); Linked (Frightening Presence; -½) (Real Cost: 7) 100
4 -4 Chill Touch
A touch of the caster's hand, which glows with an eery blue light, channels negative energy that freezes the victim's blood, causing damage by frostbite and draining the strength from their limbs.
(Total: 40 Active Cost, 19 Real Cost) Drain STR 1d6, Cumulative (24 points; +1), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (30 Active Points); Spell (-½), Requires A Magic Roll (-½), Gestures (-¼), Incantations (-¼) (Real Cost: 12) plus Energy Blast (cold) 1d6 (vs. ED), No Normal Defense (defense is immunity to cold; +1) (10 Active Points); No Range (-½) (Real Cost: 7) 40
10 -10 Clairaudience/Clairvoyance (Range: 410")
Clairaudience/clairvoyance enables you to concentrate upon some locale and hear and see almost as if you were there. Distance is not a factor, but the locale must be known�a place familiar to you or an obvious one (such as behind a door, around a corner, or in a grove of trees). The spell does not allow magically enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 2" radius around the center of the spell�s effect. Lead sheeting or magical protection (such as antimagic field, mind blank, or nondetection) blocks the spell, and you sense that the spell is so blocked. The spell creates an invisible sensor, similar to that created by a scrying spell, that can be dispelled. The spell functions only on the plane of existence you are currently occupying.
Clairsentience (Sight And Hearing Groups), Darkvision within 2" of perception point, No Range Modifier (+½), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1" (+¼) (96 Active Points); OAF (A small horn (for hearing) and a glass eye (for seeing); -1), Restrainable (Lead sheeting or magical protection blocks perception; -½), Spell (-½), Requires A Magic Roll (-½), Incantations (-¼), Gestures (-¼), Perception point must be known to caster, or obvious (-¼), Physical Manifestation (-¼) 96
3 -3 Dancing Lights
Create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o�-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 8" radius area in relation to each other but otherwise move as you desire (by concentrating for 1 Phase): forward or back, up or down, straight or turning corners, etc at a rate of 10" per Phase.
Sight Group Images Increases Size (8" radius) (+¾), Invisible Power Effects, Source Only (Fully Invisible; +½), Mobile (+½) (27 Active Points); Only To Create Light (-1), Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, -½), Concentration (0 DCV; -½), Spell (-½), Requires A Magic Roll (-½), Incantations (-¼) 27
4 -5 Daze (Range: var.)
This enchantment clouds the mind of a sentient humanoid of Medium-size or smaller so that he takes no actions. The dazed subject is not stunned (so attackers get no special advantage against him), but he can�t move, cast spells, use mental abilities, etc. The material component is a pinch of wool.
Entangle 1d6, 1 DEF (Stops A Given Sense Group Mental Group), Takes No Damage From Attacks Limited Group (+¼), Based On EGO Combat Value (Mental Defense applies; +1) (45 Active Points); OAF Expendable (Easy to obtain new Focus; A pinch of wool; -1), Spell (-½), Requires A Magic Roll (-½), Cannot Form Barriers (-¼), Incantations (-¼), Gestures (-¼), Normal Range (-¼), Limited Range (8"; -¼) 45
1 -1 Detect Magic
This spell allows the caster to detect magical auras, and possibly to determine the exact qualities of the magical item or area. It is not neccessary to actually handle the object (or enter a suspected magical area), but it must be close enough to touch. The qualities of the item or area will gradually become apparent to the caster over a period of a minute or so -- the better the PER roll, the more exact information can be garnered, but a very strong magic aura can create static which, though making the presence of magic easier to detect, can drown out the precise nature of the magic. The PER roll to detect the presence of magic is at +1 per 20 Active Points in the power, but at -1 per 20pts to determine its nature.
Detect magic auras 14- (Unusual Group) (8 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), Costs Endurance (-½), Gradual Effect (1 Minute; -½), Spell (-½), Requires A Magic Roll (-½), Incantations (-¼) 8
2 -2 Detect Poisons
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a successful KS:Poisons skill roll. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect A Class Of Things 14- (Unusual Group), Discriminatory, Range, Requires a KS:Poisons roll (Variable RSR, No Active Point penalty to Skill Roll; +0) (18 Active Points); Extra Time (Full Phase, Delayed Phase, -¾), Spell (-½), Requires a Magic Roll (-½), Incantations (-¼), Gestures (-¼), Costs Endurance (Only Costs END to Activate; -¼) 18
4 -4 Dispel Magic (Range: 200")
This spell allows the caster to dispel magical effects. It can be cast multiple times to dispel more powerful effects, up to a maximum of 144 Active Points.
Dispel Magic 6d6, any magic power one at a time (+¼), Cumulative (144 points; +1) (40 Active Points); Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼) 40
1 -1 Disrupt Undead (Range: var.)
You direct a shock wave of positive energy. If the ray hits an undead creature, it deals 1d6 points of damage to it.
Energy Blast 1d6 (vs. ED), No Normal Defense (Not Undead) ([Extraordinarily Common Defense]; +½), Does BODY (+1) (12 Active Points); Spell (-½), Requires A Magic Roll (-½), Beam (-¼), No Knockback (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼), Limited Range (8"; -¼) 12
2 -2 Feather Fall
This spell allows the caster to fall slowly and land safely, and may be activated with a short, simple incantation, allowing its use in emergency situations. It may be used to save oneself, or be directed at another creature of not more than 150kg.
Gliding 10", Usable As Attack (+1) (20 Active Points); Limited Power Vertical movement only (-1 ½), Costs Endurance (-½), Conditional Power Spell beneficiary must not exceed 150kg in weight (-½), Requires A Magic Roll (-½), Spell (-½), Incantations (-¼) 20
2 -1 Feign Death
This spell allows the caster or another to enter a death-like trance, in which respiration slows almost to nothing. Only very close examination will reveal that the subject is in fact still alive.
(Total: 9 Active Cost, 4 Real Cost) Simulate Death, Usable By Other (+¼) (4 Active Points); Spell (-½), Requires A Magic Roll (-½), Gestures (-¼), Incantations (-¼), Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 1) plus Life Support (Extended Breathing: 1 END per 20 Minutes), Usable By Other (+¼) (5 Active Points); Costs Endurance (Only Costs END to Activate; -¼), Linked (Simulate Death; -¼) (Real Cost: 3) 9
5 -5 Fireball (Range: 260")
A fireball spell is a burst of flame that detonates with a low roar and deals fire damage to all creatures within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point (an early impact results in an early detonation). If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Energy Blast 6d6 (vs. ED), Area Of Effect Nonselective (3" Radius; +¾) (52 Active Points); OAF Expendable (Difficult to obtain new Focus; A small ball of bat guano and sulphur; -1 ¼), Requires A Magic Roll (-½), Spell (-½), No Knockback (-¼) 52
7 -7 Flaming Sphere (Range: var.)
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 6" per round and can leap up to 6" to strike a target. If it enters a space with a creature, it stops moving for the round and deals 6d6 points of fire damage to that creature. (The victim can negate this damage with a successful Dive For Cover.) The flaming sphere rolls over barriers less than 4 feet tall, such as furniture and low walls. The sphere ignites flammable substances it touches and illuminates the same area as a torch. The sphere moves as long as you actively direct it, otherwise it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. The sphere winks out if it exceeds the spell�s range. The material components are a bit of tallow, and pinch of brimstone, and a dusting of powdered iron.
Energy Blast (fire) 6d6 (vs. ED), Area Of Effect Nonselective (One Hex; +¼), Continuous (+1) (67 Active Points); OAF Expendable (Difficult to obtain new Focus; A bit of tallow, a pinch of brimstone and a dusting of powdered iron; -1 ¼), 1 Continuing Charge lasting 6 Phases (-1 ¼), Restrainable (Can be extinguished like normal fire; -½), Limited Power Firey sphere may only be moved 6" per Phase (-½), Requires A Magic Roll (-½), Spell (-½), No Knockback (-¼), Limited Range (30"; -¼), Costs Endurance (Only Costs END to Activate; -¼), Physical Manifestation (spongy ball of fire; -¼) 67
1 -2 Flare (Range: var.)
This cantrip creates a burst of bright light. If you cause the light to burst directly in front of a single creature, that creature is dazzled briefly.
Sight Group Flash 3d6 (15 Active Points); Requires A Magic Roll (-½), Spell (-½), Incantations (-¼), Limited Range (8"; -¼) 15
2 -2 Gaze Screen
This spell allows the caster to deflect a gaze attack with a successful Magic roll. The spell remains in force as long as the caster continues to expend END to maintain it. A new Magic roll is required to counter each separate attack.
Missile Deflection (Any Gaze Attack) (20 Active Points); Only Works Against Gaze Attacks (-1), Costs Endurance (-½), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼) 20
1 -1 Ghost Sound
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound the spell creates when casting the spell and cannot thereafter change its basic character. The duration of the spell depends on the amount of END expended by the caster -- the END use shown will activate it for one Phase, but the same amount must be alotted to it for every Phase it needs to operate thereafter. The material components are a pinch of wool and a small ball of wax.
Hearing Group Images 1" radius, Uncontrolled (+½), Mobile (+½), Invisible Power Effects, Source Only (Fully Invisible; +½) (12 Active Points); OAF Expendable (Easy to obtain new Focus; A pinch of wool and a small ball of wax; -1), Requires A Magic Roll (-½), Spell (-½), Concentration (½ DCV; -¼), Extra Time (Full Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 12
20 -20 Haste
This spell allows the caster (or some other creature) to move and act much faster than normal. The effect wears off quite quickly.
Aid SPD 10d6, Usable By Other (+¼), Lingering 2 Turns (+¾) (200 Active Points); OAF Expendable (Easy to obtain new Focus; A shaving of licorice root; -1), Costs Endurance (-½), Requires A Magic Roll (-½), Spell (-½), Incantations (-¼), Gestures (-¼) 200
9 -10 Hold Portal (Range: 505") Telekinesis (30 STR), Costs END Only To Activate (+¼), Invisible Power Effects, SFX Only (Fully Invisible; +½), Uncontrolled (Effect lasts for 6 minutes; +½) (101 Active Points); Limited Power Only to hold a door, gate, or similar portal closed. (-1), Only Works On Limited Types Of Objects Doors and portals (-1), Requires A Magic Roll (-½), Spell (-½), Affects Whole Object (-¼), Incantations (-¼) 101
7 -7 Knock (Range: var.)
The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or becomes stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. Each spell can undo up to two means of preventing egress through a portal. Thus if a door is locked, barred, and held, or quadruple locked, opening it requires two knock spells.
Dispel Physical or magical locks, bars, bolts, welds etc. 12d6, Cumulative (288 points; +1) (72 Active Points); Requires A Magic Roll (-½), Spell (-½), Incantations (-¼), Limited Range (30"; -¼), Only two locks etc. per application of the spell (-¼), Acts as Suppress vs. Arcane Lock spell (-¼) 72
6 -9 Leomund's Tiny Hut
You create an unmoving, opaque sphere of force of any color you desire around yourself. Half of the sphere projects above the ground, and the lower hemisphere passes through the ground. Up to nine other Medium-size creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends. The temperature inside the hut is 20�C if the exterior temperature is between 0� and 40�C. An exterior temperature below 0� or above 40� lowers or raises, respectively, the interior temperature on a 1-degree-for-1 basis (thus, if it�s �20� outside, inside it�ll be 0�). The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Note that although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment). The material component of this spell is a small crystal bead, which shatters when the spell's duration ends.
(Total: 85 Active Cost, 27 Real Cost) Change Environment 1" radius, +2 Temperature Level Adjustment, -2 Temperature Level Adjustment, Long-Lasting 12 Hours, Multiple Combat Effects (34 Active Points); OAF Expendable (Difficult to obtain new Focus; Small crystal bead; -1 ¼), No Range (-½), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼) (Real Cost: 8) plus Force Wall (2 PD; 6" long and 3" tall) (One-way Opacity (can see out but not in), Opaque Normal Sight), Costs END Only To Activate (+¼) (36 Active Points); Only works against rain, wind, hail dust, sandstorms (-1), Restrainable (Only by means other than Grabs and Entangles; Destroyed by hurricane-force or stronger winds (120kph or faster); -¼), Restricted Shape (Hemisphere; -¼), Linked (Change Environment; -¼) (Real Cost: 13) plus Sight Group Images 1" radius, Reduced Endurance (0 END; +½) (15 Active Points); Only To Create Light (-1), No Range (-½) (Real Cost: 6) 85
2 -2 Light
This spell causes an object to glow like a torch, shedding light in an 8" radius from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. The material component is a firefly, or a piece of phosphorescent moss.
Sight Group Images Increased Size (8" radius; +¾), Cancelled by magical Darkness (+0), Mobile (Must be cast on portable object to be mobile; +½) (22 Active Points); OAF Expendable (Difficult to obtain new Focus; A firefly or a piece of phosphorescent moss; -1 ¼), Only To Create Light (-1), 1 Continuing Charge lasting 10 Minutes (-¾), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼), Costs Endurance (Only Costs END to Activate; -¼) 22
1 -1 Mage Armour
An invisible but tangible field of force surrounds the subject of mage armour, providing a +4 armour bonus. Unlike mundane armour, mage armour has no weight or encumbrance. Since mage armour is made of force, incorporeal creatures can�t bypass it the way they do normal armour. The material component for the spell is a piece of cured leather.
Force Field (4 PD/4 ED), 1 Continuing Charge lasting 6 Hours (+0), Invisible to Sight Group, SFX Only (+¼), Affects Desolidified - works vs. incorporeal creatures (+¼) (12 Active Points); OAF Expendable (Easy to obtain new Focus; A piece of cured leather; -1), Requires A Magic Roll (-½), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼) 12
1 -0 Mage Hand (Range: var.)
You point your finger at a small object and can lift it and move it at will from a distance. Only inanimate, unattended objects up to 2.5kg in weight can be affected.
Telekinesis (2 STR), Invisible Power Effects, Source Only (Fully Invisible; +½) (4 Active Points); Limited Power Only on inanimate, unaccompanied objects up to 2.5kg (5lb) in weight (-2), Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), Gestures, Requires Gestures throughout (-½), Requires A Magic Roll (-½), Spell (-½), Affects Whole Object (-¼), Incantations (-¼), Limited Range (16"; -¼) 4
22 -22 Magic Circle Against Evil
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned or conjured creatures. It creates a magical barrier around the subject at a distance of 3". The barrier moves with the subject. The barrier blocks any attempt to possess the warded creature (as by a magic jar attack) or to exercise mental control over the creature (as by a vampire�s supernatural domination ability, which works similar to dominate person). The protection does not prevent a vampire�s domination itself, but it prevents the vampire from mentally commanding the protected creature. If the protection from evil effect ends before the domination effect does, the vampire would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned or conjured creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good elementals and outsiders are immune to this effect. The protection against contact by summoned or conjured creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Force Wall (10 PD/10 ED/10 Mental Defense/10 Power Defense; 6" long and 1" tall), Usable As Attack (+1) (220 Active Points); OAF Expendable (Difficult to obtain new Focus; Powdered silver poured in a circle around the creature to be warded; -1 ¼), Arrangement (-¼), Only works against contact with evil creatures such as demons or undead (-1), No Range (-½), Requires A Magic Roll (-½), Spell (-½), Restricted Shape (Circle; -¼), 1 Continuing Charge lasting 1 Hour (-¼), Costs Endurance (Only Costs END to Activate; -¼) 220
5 -8 Magic Missile
This spell creates tiny beads of glowing force which shoot out from the caster's fingertips to strike one or more targets. The missiles have no effect on inanimate objects.
(Total: 77 Active Cost, 38 Real Cost) Killing Attack - Ranged ½d6 (vs. ED), No Range Modifier (+½), Does BODY (+1), Autofire (3 shots; +1 ¼), Attack Versus Limited Defense (Shield spell; +1 ½) (52 Active Points); Cannot Use Targeting (-½), Limited Power No effect on inanimate objects (-½), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼), Limited Range (25"; -¼), No Knockback (-¼) (Real Cost: 13) plus +5 with Magic Missile attack (Real Cost: 25) 77
1 -0 Mending
Mending repairs small breaks or tears (not warps) in small, inanimate objects of up to half a kg (approx 1 lb). In metallic objects, it will weld a broken ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by mending.
Healing BODY 1 point (3 Active Points); Limited Power Only works on inanimate, non-magical objects of up to ½ kg (-2), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼) 3
3 -3 Message (Range: var.)
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature to be included in the spell effect. When you whisper, the whispered message is audible to all of the targeted creatures who are within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message, however, does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path�s entire length lies within the spell�s range. The creatures who receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn�t transcend language barriers. Note: To speak a message, you must mouth the words and whisper, possibly allowing trained rogues the opportunity to read your lips.
Mind Link , Any Willing Target, Number of Minds (x6) (30 Active Points); OAF Expendable (Easy to obtain new Focus; A short piece of copper wire; -1), Requires A Magic Roll (-½), Spell (-½), Visible (Communication requires some vocalization; -¼), Gestures (-¼), Incantations (-¼), Normal Range (-¼), Limited Range (30"; -¼), Restrainable (Only by means other than Grabs and Entangles; Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell; -¼), Does Not Provide Mental Awareness (-¼), Costs Endurance (Only Costs END to Activate; -¼), Stops Working If Mentalist Is Knocked Out (-¼), 1 Continuing Charge lasting 1 Hour (-¼) 30
1 -1 Open/Close (Range: var.)
You can open or close (caster�s choice) a door, chest, box, window, bag, pouch, bottle, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. The greatest weight that can be shifted with this spell is 25kg, so very large or heavy doors etc. will be unaffected. The focus for this spell is a brass key.
Telekinesis (2 STR), Fine Manipulation (13 Active Points); Only works on inanimate things that can be opened or closed (-1), OAF (A brass key; -1), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼), Limited Range (16"; -¼) 13
Pyrotechnics Multipower, 145-point reserve, (145 Active Points); all slots OIF Immobile Expendable (Easy to obtain new Focus; Fire; -1 ½), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼) 145
6 -6 Pyrotechnics I - Blinding Fireworks (Range: 300")
This version of the Pyrotechnics spell creates a blinding, flashing, fiery, momentary burst of glowing, colored aerial lights centred on a fire, which is extinguished by the spell if it fills less than a 3" cube. Larger fires are only partially extinguished.
1) Sight Group Flash 4d6, Lingering 1d6 Phases (+¾), Area Of Effect Nonselective (16" Radius; +1 ¼) (60 Active Points); OIF Bulky Expendable (Easy to obtain new Focus; Fire; -1), Gestures (-¼), Incantations (-¼)
60
14 -15 Pyrotechnics II - Smoke Cloud
This version of the Pyrotechnics spell creates a thick, choking cloud of smoke centred on a fire, which is extinguished by the spell if it fills less than a 3" cube. Larger fires are only partially extinguished.
2) (Total: 145 Active Cost, 28 Real Cost) Darkness to Sight Group 4" radius (40 Active Points); OIF Bulky Expendable (Easy to obtain new Focus; Fire; -1), 1 Continuing Charge lasting 6 Phases (-1), Gestures (-¼), Incantations (-¼), Nonselective Target (-¼), Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 8) plus Drain DEX and STR 3d6, Costs END Only To Activate (+¼), Ranged (+½), Area Of Effect Nonselective (8" Radius; +¾), Continuous (+1) (105 Active Points); Limited Power Only up to area of effect of Darkness (smoke cloud) (-1), Linked (Smoke Cloud; -¼) (Real Cost: 20)
145
1 -1 Ray of Frost (Range: 25")
A ray of freezing air and ice projects from your pointing finger.
Energy Blast (Cold) 1d6 (vs. ED) (5 Active Points); Requires A Magic Roll (-½), Spell (-½), Beam (-¼), Gestures (-¼), Incantations (-¼) 5
2 -2 Read Magic
This spell allows the caster to interpret magical writings or magically encrypted scripts with a successful INT roll. Each Phase, the caster can read one line of text (up to about 30 words) -- a new INT roll is required for each Phase of reading. The spell lasts as long as the caster continues to expend END, though he or she need not read continuously for the whole time. The focus for this spell is a clear crystal prism.
Universal Translator 11- (20 Active Points); Limited Power Only to read magical writings, or magically encrypted scripts (-1 ½), OAF (A clear crystal prism; -1), Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), Costs Endurance (-½), Extra Time (Full Phase, -½), Requires A Magic Roll (-½), Spell (-½) 20
3 -3 Repair Moderate Damage
This spell can be used to repair damaged objects. The pieces of the object must all be present; the spell cannot recreate missing pieces or fill in large holes, but it will repair cracks or gaps up to about a centimeter wide.
Healing BODY 3d6 (30 Active Points); Limited Power Only works on inanimate objects (-1 ½), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼) 30
2 -2 Resist Elements
This spell grants a creature limited protection to damage from whichever one of five energy types you select when the spell is cast: acid, cold, fire, electricity, or sonic. Each Phase, the spell absorbs up to the first 12 points of damage (or the creature's PD/ED, whichever is less) the creature would otherwise take from the specified energy type, regardless of whether the source of damage is natural or magical. The spell protects the recipient�s equipment as well. Resist Elements absorbs only damage. The character could still suffer unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.
Damage Resistance (12 PD/12 ED), Usable By Other (+¼), 1 Continuing Charge lasting 1 Day (+¼) (18 Active Points); Only works against one of acid, cold, fire, electricity, or sonic damage (Damage type must be chosen when the spell is cast; -1), Requires A Magic Roll (-½), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Gestures (-¼), Incantations (-¼) 18
8 -8 Rope Trick
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces ("planes"). You and up to seven others can climb up the rope and disappear into this place of safety where no creature can find you. Climbing the rope counts as climbing a knotted rope, which requires a Climb check. The rope can be taken into the extradimensional space if fewer than eight persons have climbed it; otherwise, it simply stays hanging in the air. Pulling the rope free requires a STR check vs. STR 30. Spells cannot be cast across the interdimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Note: Creating an extradimensional space within or taking an extradimensional space into an existing extradimensional space is hazardous.
Extra-Dimensional Movement (Single Dimension), Requires A Climbing Roll (No Active Point penalty to Skill Roll; +0), Usable Simultaneously (up to 16 people at once; +1 ¼), Lingering up to 6 Hours (+1 ¾) (80 Active Points); OAF (Rope; -1), Spell (-½), Requires a Magic Skill Roll (-½), Gestures (-¼), Incantations (-¼) 80
5 -6 Shield
Shield creates an invisible, mobile arc of force that hovers in front of you. It negates magic missile attacks directed at you. The Shield also intercepts attacks, providing 7 DEF against attacks from one direction. The disk moves out of the way when you attack, so it does not provide cover to opponents. The disk protects you only against magic missiles and attacks from one direction. You designate half the battlefield (with yourself on the dividing line) as being blocked by the shield. The other half is not. You can change the defensive direction of the shield (that is, rotate the dividing line) once on each of your Phases.
Force Wall (7 PD/7 ED; 3" long and 1" tall), Costs END Only To Activate (+¼), Personal Immunity (+¼) (58 Active Points); No Range (-½), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼), Restricted Shape (3-hex Arc; -¼) 58
1 -1 See Invisible
You see any objects or beings that are invisible, as well as any that are astral or ethereal, as if they were normally visible. The spell does not reveal the method used to obtain invisibility, though an astral traveler is easy to identify if he has a silver cord. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see. The material components for the spell are a pinch of talc and a sprinkle of powdered silver.
Detect invisible, astral or ethereal creatures or objects 11- (Sight Group), Discriminatory (10 Active Points); OAF Expendable (Difficult to obtain new Focus; A pinch of talc and a sprinkle of powdered silver; -1 ¼), Costs Endurance (-½), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼), 1 Continuing Charge lasting 1 Hour (-¼) 10
5 -5 Shrink Item (Range: 250")
You are able to shrink one nonmagical item (if it is within the size limit) to one-twelfth of its normal size in each dimension (to about ½,000th the original volume and mass). Optionally, you can also change its now-shrunken composition to a clothlike one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Restoring the shrunken object to its normal size and composition ends the spell.
Cosmetic Transform 10d6 (Item to smaller replica 1/12th original size (or to optional cloth patch), passage of time - 6 days) (50 Active Points); Restrainable (Spell ends if shrunken object is thrown on to any solid surface; -½), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼) 50
15 -16 Sleet Storm
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy, slowing movement to one-half normal. Additionally, any creature in sleet that attempts to move must succeed at a DEX roll or fall down instead. The sleet extinguishes torches and small fires.
(Total: 164 Active Cost, 71 Real Cost) Darkness to Sight Group 8" radius (80 Active Points); 1 Continuing Charge lasting 6 Phases (-1 ¼), OAF Expendable (Easy to obtain new Focus; Pinch of dust and a drop of water; -1), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼), Costs Endurance (Only Costs END to Activate; -¼), Nonselective Target (-¼) (Real Cost: 15) plus Change Environment 8" radius, -3" to Running, DEX roll to move in area of effect or fall, Multiple Combat Effects, Costs END Only To Activate (+¼) (39 Active Points); Linked (Darkness; -½) (Real Cost: 26) plus Dispel torches and small fires 6d6, Area Of Effect (8" Radius; +1 ½) (45 Active Points); Linked (Darkness; -½) (Real Cost: 30) 164
Summon Monster
These spells summon one or more outsiders (extraplanar creature) that attack your enemies. They appears where you designate and acts immediately. They attack your opponents to the best of their ability. If you can communicate with the outsiders, you can direct them not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last Phase of the spell and disappear at the end of their turn. The capabilities of the creatures summoned are completely random; the caster gets what they get. The only thing that can be relied on is that the summoned creatures will be able to survive in the environment of the Prime Material Plane.
Multipower, 37-point reserve, (37 Active Points); all slots OAF (Tiny bag and candle; -1), Extra Time (Full Phase, -½), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼) 37
4 -4 Summon Monster I
1) Summon 4 25-point Extraplanar Outsiders, Devoted (+¾), Lingering up to 1 Minute (+¾) (37 Active Points)
37
4 -4 Summon Monster II
2) Summon 2 50-point Extraplanar Outsiders, Devoted (+¾), Lingering up to 1 Minute (+¾) (37 Active Points)
37
4 -4 Summon Monster III
3) Summon 75-point Extraplanar Outsider, Devoted (+¾), Lingering up to 1 Minute (+¾) (37 Active Points)
37
6 -7 Tasha's Hideous Laughter (Range: LOS)
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing. After the spell ends, it can act normally. Creatures with Intelligence scores of 2 or lower are not affected. A creature whose type (such as humanoid or dragon) is different from the caster�s receives a 2d6 bonus to its EGO rolls, because humour doesn�t "translate" well.
Entangle 2d6, 2 DEF, Cannot Be Escaped With Teleportation (+¼), Invisible Power Effects, SFX Only (Fully Invisible; +½), Lingering up to 1 Turn (+½), Based On EGO Combat Value (Mental Defense applies; +1) (65 Active Points); OAF Expendable (Difficult to obtain new Focus; Tiny tarts that are thrown at the victim, and a feather that is waved in the air.; -1 ¼), Requires A Magic Roll (-½), Spell (-½), Gestures (-¼), Incantations (-¼), Cannot Form Barriers (-¼), Nonresistant DEF (-¼), No effect on unintelligent creatures (INT 2 or less) (-¼) 65
6 -6 True Strike
You gain temporary, intuitive insight into the immediate future during your next attack, gaining +10 OCV for that one attack only, after which the magic is vitiated.
+10 with one True Strike attack, Trigger (Next attack after casting the spell; +¼) (62 Active Points); OAF (Tiny replica of an archery target; -1), Requires A Magic Roll (-½), Spell (-½), Incantations (-¼), Physical Manifestation (weapons of opportunity; -¼), Costs Endurance (Only Costs END to Activate; -¼) 62
1 -1 Unseen Servant (Range: var.)
The unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so, thus allowing you to command the servant to clean the floor and then turn your attention elsewhere as long as you remain within range. It can open only normal doors, drawers, lids, etc. It has an effective Strength score of 2 (so it can lift 25 kg at most). It can trigger traps and such, but it can exert only 25 kg of force, and that is not enough to activate certain pressure plates and other devices. Its speed is 3". The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 BODY from area attacks. If you attempt to send it beyond the spell�s range (measured from your current position), the servant ceases to exist.
Telekinesis (2 STR), 1 Continuing Charge lasting 6 Hours (+0), Uncontrolled (+½), Invisible Power Effects, SFX Only (Fully Invisible; +½) (6 Active Points); Limited Power Cannot be used as an attack (-1 ½), OAF Expendable (Easy to obtain new Focus; A piece of string and a bit of wood; -1), Requires A Magic Roll (-½), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Range (10"; -¼), Physical Manifestation (-¼) 6