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The Lands Of Xina
Spell Descriptions
Red (Physical) Yellow (Healing) Green (Shaping) Cyan (Kinetic) Blue (Mental)
Magenta (Sensing) Orange (Shifting) Teal (Creating) Purple (Spirit) White (Arcane)

Physical Spells (Red - Low Path)

Physical spells work only on animate, corporeal targets. On a critical spell casting failure, that spell cannot be attempted on the target for 10 minutes.
Spell Name Spell Effect Mana Rng I? Res
Acclimatize Adjust the target's temperature tolerance by 50% of his HT (round up) +50%/s. 2L  HT
Alter Visage Significantly change the target's appearance within normal bounds for his species. The changes may cause up to a 2 +1/2s social reaction modifier. The alterations can make him older or younger (within limits his size), more or less handsome, fatter or thinner, scarred or smooth, callused or soft, pale or tan, and so forth. It can also change his apparent gender and ethnicity. 7T  HT
Awareness Adjust the target's Perception (PER) for one sense by 1 + 1/2s. 5T  HT
Catfeet * Adjust the target's effective Climbing skill by 1 +1/s.
* Adjust the target's jumping distance by 50% +50%/s.
* Increase the target's DX with regards to balance by 1 +1/s.
3L  DX
Celerity (Lethargy) Adjust the number of actions and attacks the target can make each round by 0 +1/4s. Increasing a target's rate of attack causes accelerated aging for the duration by +100%/2s. When the spell ends, the target must make a HT roll and takes 1 HP of damage for each point the roll is failed by. 10T  HT
Endure Adjust the target's Damage Resistance (DR) by 1 +1/3s.  If the target has natural DR, or is wearing armor, this is in addition to it. 6T  HT
Evasion Adjust the target's ability to Dodge by 1 +1/3s. 6T  DX
Fortify * Adjust the target's Passive Defense (PD) by 1 +1/4s.  If the target has natural PD, this is in addition to it.  If he is wearing armor, add 1 to the higher of the two PD values. [Mana cost: 8]
* Adjust the target's PD by a tiny amount, sufficient to prevent most insects from biting, small thorns from scratching, leeches from taking hold, and so forth. The target's skin will not sun burn, wind burn, or wrinkle from being wet for a prolonged period. [Mana cost: 2]
*T  HT
Iron Stomach * Allow the target to eat and pass normally indigestible substances, such as raw meat and grass, without becoming ill. No nutrition is gained from eating such materials. [Mana cost: 1]
* Allow the target to drink alcohol without becoming drunk. [Mana cost: 1]
* Allow the target to eat and digest raw meat, blood, soft bone and organs like a carnivore. [Mana cost: 2]
This does not protect against poisoning, or materials which are inherently dangerous such as blades or large rocks.
*L  HT
Mark of Agility (Aura of Agility) * Adjust the target's Dexterity (DX) by 0 +1/3s. [Range: T]
* Adjust the DX of targets by 0 +1/4s. [Range: H]
9*  DX
Mark of Health (Aura of HT) * Adjust the target's Health (HT) by 0 +1/2s. [Range: T]
* Adjust the HT of targets by 0 +1/3s. [Range: H]
9*  HT
Mark of Strength (Aura of ST) * Adjust the target's Strength (ST) by 0 +1/2s. [Range: T]
* Adjust the ST of targets by 0 +1/3s. [Range: H]
9*  ST
Safeguard Penalize the casting rolls of Red (Physical) spells attempting to affect the target by 0 +1/s. 1L   
Stamina Adjust the target's rate of Fatigue Point recovery by 50% +25%/s. 4L  ST
Swiftness Adjust one of the target's modes of movement (ground, air, or water) by 50% +50%/s. The Fatigue Point cost is not adjusted. 5L  DX
Transfigure * Make temporary minor changes to 1 +1/s aspects of the target's appearance. [Mana cost: 2]
* Make permanent minor changes to 0 +1/2s aspects of the target's appearance. [Mana cost: 10, Instant]
The changes are cosmetic, and must be within normal bounds for the target's species and ethnicity. For example: skin tone, eye color, fingernail length and hardness, cheekbone angle, freckle density, tooth alignment, eyebrow shape, jaw prominence, chin shape, and hair color, length and straightness. The changes are unlikely to cause social reaction modifiers.
*L *HT
Water Breath Grant or remove the target's ability to breathe normally in any type of oxygenated water (salt, fresh, brackish, etc), and his ability to tolerate 1 +/1s ATM of pressure. 5L  HT

Healing Spells (Yellow - Low Path)

Healing spells work only on animate, corporeal targets. On a critical spell casting failure, that spell cannot be attempted on the target for 10 minutes.
Spell Name Spell Effect Mana Rng I? Res
Abundance * Cause an area of small or light-weight plants, such as grass and grain, to grow or wither by 50% +50%/s.
* Cause an area of medium plants, such as shrubs and ivy, to grow or wither by 25% +25%/s. The caster can cause these plants to grow neat or wild, creating the look of a manicured garden or a tangled obstacle.
* Cause an area of large plants, such as trees or massive vines, to grow or wither by 10% +10%/s.
2 CYHT
Cure Poison (Venom Touch) * Cure 2 +1/s ranks of poison affecting the target. [Mana cost: 4, Instant]
* Protect the target from 4 +2/s ranks of poison. [Mana cost: 2]
* Introduce poison which reduces PER by 1 + 1/s. [Mana cost: 6]
* Introduce poison which reduces ST by 1 +1/2s. [Mana cost: 7]
* Introduce poison which reduces DX or IQ by 1 +1/3s. [Mana cost: 7]
The rank of a natural poison is equal to its HT roll adjustment, from 1 (HT+4) to 10 (HT-5).
A poisoned target must roll HT each minute to avoid the effects. He is cured at the end of the spell's duration or if a critical success HT check is made, whichever comes first.
*T *HT
Euphoria (Torment) * Increase the target's Will for resisting stun, interrogation, and other pain-related traumas by 3 +1/s.
* Reduce the target's DX by 1 +1/3s due to pain on any round he doesn't make a successful Will check.
4L  Will
Exterminate * Kill 100 +100/s creatures with less than 1 Health, such as insects, within the area of effect.
* Kill 1 +1/s creatures with less than 3 Health, such as very small rodents or birds, within the area of effect.
2R Y 
Fertility * Cause a plant to produce 10% + 10%/s of its normal harvest immediately. [Range: L]
* Cause an area of plants to produce 20% + 20%/s more than their normal harvest during the next regular growing season. [Range: C]
* Adjust a person or animal's fertility by 50% + 25%/s for the remainder of their cycle. [Range: L]
5* YHT
Heal (Wound) * Increase the target's Hit Points (HP) by 1 +1/s.
* Decrease the target's Hit Points by 1 +1/2s.
This will not increase the target's hit points above his maximum, or reduce them below 0. The healed wounds will not leave scars or calluses.
6T YHT
Panacea (Plague) * Cure any one disease affecting the target. [Mana cost: 5, Instant]
* Introduce an illness which reduces Fatigue Point recovery by 25% + 25%/s. [Mana cost: 5]
* Introduce a disease which reduces the target's HT by 1 + 1/3s. [Mana cost: 7]
* Introduce a disease which reduces ST and DX by 1 and is contagious by touch. [Mana cost: 8]
A diseased target must roll HT each day. On a successful roll, he suffers only minor symptoms such as sneezing, coughing, spots, sores, or rashes. He recovers from the disease at the end of the spell's duration or if a critical success HT check is made, whichever comes first.
If someone has physical contact with a victim of the contagious disease, he must roll HT to avoid contracting it for the remaining duration.
*T *HT
Recuperate For each 1 Hit Point (HP) the caster spends, he can heal creatures in the target area by a total of 5 +5/s points. The total points healed are distributed as the caster wishes among the targets. This will not increase a target's HP above his maximum. 3H YHT
Regenerate Regenerate the target's lost or permanently crippled body part. Healing brain damage does not necessarily restore lost skills and memories.
The approximate size of the part which can be regenerated depends on the number of successes. 0 - scars and adhesions. 1 - digit, ear, eye. 2 - hand, food, internal organ. 3 - arm. 4 - leg.
10T YHT
Rejuvenate * Prevent the target from aging.
* Accelerate the target's aging at a rate of 20%/s.
10T  HT
Stun Touch * Decrease the target's DX by 2 +1/s and his IQ by 0 +1/s. The stun effects wear off at the rate of 1 DX and 1 IQ per round.
* Reduce the target's stun penalties to all attributes by 3 +1/s.
4T YHT
Torpor * Slow a target's metabolism. His food, air, and water requirements are reduced by 50% +10%/s, up to a maximum of 90%. His ST, DX, and IQ are reduced by 1 +1/3s. The progress of many poisons and viruses is slowed by 50% +10%/s. However, most diseases, bacterial and fungal infections accelerate. [Mana cost: 5]
* Place a willing target into suspended animation. His food, air, and water requirements are reduced to 1%. He is effectively in a coma. The progress of poisons, viruses, diseases, and infections is halted. [Mana cost: 10]
*T  HT
Vigor * Increase the target's current Fatigue Points by 5 +5/s. (Range: L)
* Decrease the target's Fatigue Points by 4 +2/s. (Range: L)
* For each Fatigue Point (FP) the caster spends, the FP of everyone in the target area is adjusted by 2 +1/s. (Range: H)
This can increase a target's current FP above his maximum. A target reduced to 0 FP is incapacitated and nearly unconscious from exhaustion. His ST and DX are effectively halved (round down). 1 FP is recovered for every minute of physical rest.
2* YST

Shaping Spells (Green - Low Path)

Shaping spells work only on inanimate, unenchanted targets. On a critical spell casting failure, the material suffers minor or cosmetic damage.
Spell Name Spell Effect Mana Rng I? Res
Aegis Adjust the Passive Defense (PD) of an item by 1 + 1/3s. 8T   
Alchemy Brew a quantity of medicinal herb into a tea, ointment or liniment. The resulting substance has enhanced effects and works quickly. The type of herb that can be prepared depends on the number of successes. 0 - very common, 1 - common, 2 - uncommon, 3 - exotic, 4 - rare, 5 - very rare. 5V Y 
Amalgamate * Mix two substances together into a homogenous blend. The substances must be light and small enough to mix with a Strength of 10 +2/s. The affected materials will separate again, according to normal physics. [Mana cost: 1]
* Separate one substance out of a mixture in any direction the caster wishes. The substance must be soft, porous, or flexible enough to separate with a Strength of 10 +2/s. [Mana cost: 2]
* Reduce the imperfections and impurities of a homogenous item or component of an item, improving its material quality by 0 +1/s. The quality scale is poor, good, fine, and very fine. This does not improve the item's quality due to design, only the quality of the materials used in its construction. If the material had a DR penalty due to poor quality, it is removed. Material improved to very fine quality receives a +1 DR bonus. [Mana cost: 4]
*V Y 
Ambrosia * Change the taste of organic material, adjusting the effective Cooking skill by 3 +1/s. [Mana cost: 1]
* Adjust the nutritional value of organic material by 100% +25%/s. [Mana cost: 2]
*V Y 
Bane Adjust the base damage of an item by 1 + 1/2s. 7T   
Fabricate * Given the appropriate type and quantity of materials, form them into a complete item. The caster must roll IQ-5, or an appropriate craft skill, to determine how well the item is constructed. With 0 successes, the item is poor (cheap) quality. With 3 successes, the item is fine quality. On a critical success, the item is very fine quality. [Mana cost: 7]
* Given the appropriate type and quantity of materials, and an existing item, form an exact duplicate of that item. [Mana cost: 12]
The number of casting successes determines the maximum hardness of material that can be included (see chart). No tools are required.
This spell can only be cast successfully once per day.
*V Y 
Flux * Cause metal to become magnetic with a Strength equal to 1 +1/s. [Instant]
* Cause any metal to become magnetic with a Strength equal to 10 +1/s.
* Cause any material to become magnetic with a Strength equal to 1 +1/s.
* Cause two items to attract each other as if through magnetism with a Strength equal to 10 +1/s.
3V * 
Incendiary * Reduce the flammability of an item, increasing the amount of heat necessary for combustion by 250 + 250/s °F.
* Adjust the volatile nature of an explosive substance, changing the amount of force necessary to detonate it by 25% +25%/s.
* Adjust the explosive nature of a substance, changing the damage it does on detonation by 20% +10%/s. [Instant]
* Adjust the explosive nature of a substance, changing the damage it does on detonation by 50% +50%/s.
5V *DR
Inscribe (Crack) * Drill straight, round holes through an item. [Mana cost: 2]
* Engrave words or shapes into the surface of an item. The caster must roll IQ, or an appropriate skill with a +2 bonus, to determine how well the engraving matches what he envisioned during casting. [Mana cost: 3]
* Carve away excess material to change the shape of an item. The caster must roll his Sculptor skill or IQ-4 to determine how well the carving matches what he envisioned. [Mana cost: 4]
* Cause an item to break at its weakest point. [Mana cost: 5]
The number of successes determines the hardness of material that can be affected, and the depth of the inscription (see chart).
*V Y 
Light Cause an item, or one homogenous part of an item, to glow in any color. The brightness of the glow depends on the number of successes. 0 - candle, 1 - torch, 2 - small campfire, 3 - bonfire, 4 - flare, 5 - small spotlight.
This spell has an adjusted base duration of 1 hour.
2V   
Preserve * Prevent a substance from drying, rotting, molding, rusting, spoiling, curdling, or otherwise changing due to time, humidity, or bacteria. This spell has an adjusted base duration of 24 hours (1 day).
* Prevent a substance from changing temperature, as long as external conditions are within 25 + 25/s °F of its temperature.
* Accelerate the fermentation of a liquid by up to 1 +1/s months. [Instant]
* Turn raw hide into leather. The type of tanning depends on the number of successes. For example: 0 - rough leather, 1 - stiff leather good for saddles, 2 - flexible leather good for jackets, 3 - soft and supple leather or suede. [Instant]
2V * 
Pungence Change the amount of scent produced by the target, adjusting scent-based Tracking rolls against him by 1 +1/s. This also changes the effects of scents that cause nausea, fear, cravings, allergies, and so forth. 1V Y 
Repair * Mend a single break in an item.
* Remove all rust, rot, discoloration and other similar surface damage to an item.
* Remove all cracks, dents and deformations in an item.
* Change the tone, hue, and brightness of an item's color by 25% +25/s.
The number of successes determines the hardness of material that can be affected (see chart).
3V Y 
Reshape Cause a single material to become flexible for 1 +1/s rounds, allowing the caster to physically bend, twist, or otherwise reshape it. He must roll his Sculptor skill or DX-3 to make intricate or precise changes, and tools may be required. The type of material that can be reshaped depends on the number of successes (see chart). 5V * 
Stability Penalize the casting rolls of Green (Shaping) spells attempting to affect the target by 0 +1/s. 1L   
Temper * Adjust the Damage Resistance (DR) of an item by 1 + 1/2s. This spell has an adjusted base duration of 8 hours.
* Adjust the Damage Resistance (DR) of an item by 1 + 1/3s. The effects of this spell are not cumulative, however it can be combined with Amalgamate. An item changed by this version of the spell cannot be used with artificing spells. [Instant]
6T * 
Vapors * Create a low-lying mist that slowly delivers 1 +1/s gallons of water to all plants in the target area.
* Create a low-lying, rolling fog that clings to terrain. The fog is 1' +1'/s high and hinders visual perception by 4 +1/s.
* Create an obscuring fog that hinders visual perception by 3 +1/s.
* Create a roiling fog that forms ominous shapes, causing a 1 +1/2s Fear check penalty to anyone who sees it and doesn't know its origins.
This spell has an adjusted base radius of 100' (20 hexes).
2C   
Vorpal Edge * Cause an item to ignore 1 +1/2s DR when inflicting Impaling damage.
* Cause an item to ignore 1 +1/3s DR when inflicting Cutting damage.
* Cause an item to encounter 1 +1/2s extra DR when inflicting Cutting or Impaling damage.
* Cause an item to ignore 0 +1/3 PD when inflicting Impaling damage.
* Cause an item to ignore 0 +1/4 PD when inflicting Cutting damage.
* Cause an item to encounter 0 +1/3s extra PD when inflicting Cutting or Impaling damage.
6T   

Kinetic Spells (Cyan - Low Path)

On a critical spell casting failure, the caster is stunned for 1 round.
Spell Name Spell Effect Mana Rng I? Res
Blast Trap * Trap a portal with a blast of kinetic energy which ignores PD, and causes 1 +1/s points of damage to anything within 1'.
* Trap a portal with a blast of fire that causes 2 +1/s points of damage to anything within 1'. The blast ignites flammable items such as cloth. The PD of non-flammable armor is increased by 1.
The trap is triggered when an attempt is made to open the portal with an effective ST of 3 or more.
5T   
Cleanse * Thoroughly clean, dry and sterilize an item or connected set of items. [Instant]
* Prevent an item, or connected set of items, from becoming wet or soiled.
1V * 
Convergence Adjust the range and speed (MV) penalties for a ranged weapon by 1 +1/s. 3L   
Cyclone * Create a wind vortex that kicks up an obscuring haze of, hindering visual perception by 3 +1/s. Light, loose material, such as sand or dirt, must be available in the area. [Mana cost: 3, Range: C]
* Create a high level air stream which blows in one direction, affecting the movement of ships, flying creatures, and other aerial targets by 10 +5/s mph (9 + 4/s knots). [Mana cost: 5, Range: C]
* Create a whirlwind with an effective ST of 6 +1/s. This wind affects animals, items, vegetation, and everything else within the area. Items may be blown about or knocked over. Arrows fired into the area may go astray. Creatures may need to make a successful DX check to remain standing. [Mana cost: 5, Range: C]
* Create an air jet that knocks over anyone with a ST of 10 +1/s unless they make a successful DX check. The caster can choose the direction that the jet strikes from. [Mana cost: 4, Range: L, Instant]
** **
Elusive Trail * Cause 1 +1/s targets within range to leave no tracks.
* Cause 1 +1/2s targets to leave different tracks. The caster must roll Tracking or IQ-3 to determine how well the tracks match what he envisioned during casting.
The target can be anything - a person, horse, wagon, boulder, siege weapon, etc.
4H   
Faithful Item * Cause an item to return to the caster's hand at will, in the "ready" position, if it is within 10 +10/s feet and weighs no more than 20 lbs. [Mana cost: 2]
* Cause an item to equip itself on the caster, if it is within 10 +10/s feet and weighs no more than 10 lbs. For example - a cloak will fly to the caster's back, drape across his shoulders, and clasp in the front. [Mana cost: 3]
* Cause a related set of items to equip themselves on the caster, if they are within 10' and weigh no more than 20 + 10/s lbs. For example - a set of leather armor will position itself on the caster's torso and limbs, buckling itself for the proper fit. [Mana cost: 4]
The caster's hand, or other appropriate locations, must be open and free for items to arrive in the proper position. The item cannot return or equip unless ST 5 is sufficient for it to escape its container, restraint, or other binding. An item returns in 1 second. A group of items equip in 1 round.
*T   
Fireball * Shoot a small fireball out of the caster's hand, striking a target for 3 +1/s points of damage. The PD of non-flammable armor is increased by 2. The DR of metal armor does not apply. Non-metal armor is subject to being ablated. The fireball does not cause ignition. A Spellthrowing roll is required if the target dodges or is behind cover, or the caster makes a called shot, otherwise the fireball hits. This spell has a modified casting time of 1 round. [Mana cost: 6]
* Shoot a massive fireball from between the caster's extended hands, striking a target for 6 +2/s points of damage. The DR of metal armor does not apply. Flammable items, including wood and leather, ignite when struck. A Spellthrowing roll is required if the target dodges or is behind cover, otherwise the fireball hits. This spell has a modified casting time of 1 round. [Mana cost: 8]
*L YHT
Force Disk * Create an intangible energy disk, ¼" thick and 5' +5'/s in diameter. It reflects all light, including infrared and ultraviolet. It is visible as a perfectly mirrored surface. [Mana cost: 3]
* Create an intangible energy disk, ¼" thick and 5' +5'/s in diameter. It reflects all sound, including infrasound and ultrasound. It is visible as a shimmer in the air. [Mana cost: 4]
* Create a tangible energy disk, ½" thick and up to 5' in diameter. It can support 200 +100/s pounds of weight. It has a DR of 1 and 3 hit points. It is visible as a distortion in the air, similar to a heat mirage. [Mana cost: 4]
* Create a tangible energy disk, ¼" thick and up to 5' in diameter. It has a PD of 1 +1/s and is visible as a heavy distortion in the air. [Mana cost: 5]
* Create an intangible energy disk, ¼" thick and 1' +1'/s in diameter. It does not allow harmful radiation (IE: Beta, Gamma, X-rays) to pass through it. [Mana cost: 6]
* Create an intangible energy disk, ½" thick and up to 5' in diameter. It blocks 1000° +500°/s of heat from passing through it. [Mana cost: 7]
The force disk must be attached to an inanimate object, at any point and angle. The caster must touch the spot where the disk will be affixed during casting. The disk can be perfectly flat, or concave with a height up to 30% of its diameter.
*T   
Guardian * Cause a shield to adjust the wielder's effective Block by 1 +1/s.
* Cause a melee weapon to adjust the wielder's effective Parry by 1 +1/s.
4T   
Ignite * Extinguish fire. (Ambient heat may cause it to re-ignite.) [Mana cost: 2, Range: C]
* Ignite 1 +1/s types of highly flammable items, such as candles or torches, within the area of effect. [Mana cost: 1, Range: H]
* Set fire to an item. The type of item which can be ignited depends on the number of successes. 0 - very flammable items, wax, hay, oil, decayed wood. 1 - flammable items, paper, cotton, wood shavings, peat, kerosene, turpentine, paraffin, paint thinner, hair, dry leather. 2 - combustible items, wood, grain alcohol, black powder, tobacco, wool, treated leather. 3 - burnable items, coal, wood alcohol, treated wood, magnesium. [Mana cost: 2, Range: L]
** YHT
Levitate * Reduce the falling speed of the caster and targets within range, such that landing will not cause injury due to rate of descent. [Range: H]
* Cause the target to move in any direction the caster wishes, so long as it remains within line of sight. The target is moved by an effective ST of 6 +2/s and a DX equal to the caster's IQ. The rate of movement is 4 hexes (20') per round up to ST lbs, 2 hexes/round up to STx5 lbs, 1 hex/round up to STx10 lbs, ½ hex/round up to STx15 lbs, and ¼ hex/round up to STx20 lbs. [Range: L]
5*  ST
Lighten Burden * Adjust the weight of an item by 20% +20%/s.
* Adjust the weight of a container and the items within by 10% + 10%/s.
The item (or set of items) cannot be reduced below 10% of its actual weight.
7V   
Mage Bolt * Increase the damage of a thrown or fired weapon (IE: dagger or arrow) by 1 +1/2s. [Range: T]
* Cause a small missile to shoot out of the caster's hand with a ST of 10 +1/s, and a weapon skill of Spellthrowing or Sling+1. The missile must be no smaller than ¼" and no bigger than 1" in diameter. It must have a clear line of fire. It causes crushing damage based upon the type of material shot (see chart).
3* * 
Modulate * Change the pitch of sound produced by an animate target, adjusting its quality (effective skill) by 1 +1/s. For example, make an amateur singer sound like a professional or vice versa. [Range: L, HT resist]
* Change the pitch of sound produced by a brass or wind instrument by 1 +1/s octaves. For example, make a concert flute sound like a piccolo, bass flute, oboe, sax, clarinet, or bassoon. [Range: L]
* Change the pitch of sound produced by a 12 +12/s stringed instrument by 1 octave. The average number of strings is 48 for a harpsichord, 41 for a concert harp, 24 for a clavichord, 22 for a lap harp, 15 for a lute, 12 for a lyre, 8 for a mandolin, and 4 for a violin or cello. [Range: L]
* Change the pitch of sound produced by a percussion instrument by 1 +1/s octaves. This can also be used on inanimate items that are struck, such as door knockers, horseshoes, swords, boots, and hammers. [Range: L]
* Distort sound by 25% + 25%/s. This can make it difficult to tell what the original sound was. 3 successes are required to make speech completely unintelligible. [Range: C]
* Throw the caster's voice, making it seem to come from some other point in space. [Range: L]
4*  *
Obfuscate * Make the target more difficult to see and hear. Any attempts to perceive him are at a 1 +1/s vision and a 2 +1/s hearing penalty. [Mana cost: 4, Range: L]
* Make a group of targets more difficult to see and hear. Any attempts to perceive them are at a 1 +1/2s vision and 1 +1/s hearing penalty. [Mana cost: 8, Range: H]
* Make the target nearly invisible. Any attempts to perceive him visually are at a 3 +1/s penalty, or half that if moving faster than 1 hex per round. [Mana cost: 6, Range: T]
* Make the target almost completely silent. Any attempts to perceive him audibly are at a 6 +2/s penalty. [Mana cost: 6, Range: T]
**  Will
Phlogiston * Change the color of light which an existing fire emits, and its brightness by up to 100% +25%/s. [Mana cost: 1]
* Change the rate at which an existing fire consumes its fuel by 25% +25%/s. [Mana cost: 4]
* Change the temperature at which an existing fire burns by 500° +250°/s. [Mana cost: 7]
For reference, a wood fire burns at 1200°, a forest fire burns at 2000°, and lava flows at 700° to 1,250° F.
*V  HT
Sanctuary * Create a weather shield which prevents wind above 5 mph, rain, snow, hail, blown sand or dirt from entering the target area. People and items within the area are not subject to bleaching or burning by the sun. The temperature within the area is pushed toward 65°F by 2°/s. [Mana cost: 2]
* Create a dome which has a PD of 1 +1/s against missiles weighing up to 5 lbs. [Mana cost: 8]
The sanctuary is visible as a slight distortion in the air, similar to a heat mirage.
*C   
Seal Portal * Cause a portal to seal with an effective ST of 9 +3/s and gain 1 +1/3s DR. The portal must be closed when the spell is cast. Portals include doors, windows, chests, gates, coffins, pots with lids, wells with covers, and so forth.
* Cause a sealed portal to release if 8 +2/s ST is sufficient.
4T   
Stormstrike * Shock the target, decreasing his DX by 3 and his IQ by 1 for 1 + 1/s rounds. This spell has a modified casting time of 1 round. [Range: T]
* Shoot a small bolt of lightning out of the caster's hand, striking a target for 1 +1/s points of damage. The PD of metal armor is reduced by 50%. The target must roll Will to avoid being stunned for a round. A Spellthrowing roll is required if the target dodges or is behind cover, or the caster makes a called shot, otherwise the bolt hits. This spell has a modified casting time of 1 round. [Range: L]
* Cause lightning from storm clouds to strike a target for 6 +2/s points of damage. He remains stunned for an equal number of rounds. A Spellthrowing roll is required to hit. The clouds must be directly overhead and capable of generating lightning naturally. [No HT resist]
The PD and DR of metal armor or shields does not apply.
8* YHT
Telekinesis Manipulate an object within line of sight. For example - push a button, open a latch, close a hinge, tie a knot, turn a key, unfasten a buckle, turn a wheel, compress a spring, open a bottle, and so forth. The target is affected as if by a ST of 10 +2/s and a DX equal to the caster's IQ+3. 3T   
Thermal Control * Adjust the temperature of an inanimate item by 50° +25°/s. [Mana cost: 2]
* Adjust the temperature inside an empty enclosed space, such as an oven or kiln, by 100° +50°/s. [Mana cost: 4]
* Adjust the temperature of a relatively flat metal surface, such as a shield or skillet, by 200° +100°/s. [Mana cost: 4]
* Heat a furnace or forge which contains no living creatures. The material which can be melted depends on the number of successes. 0 - lead, tin. 1 - aluminum. 2 - brass, bronze, copper, glass, gold, silver. 3 - iron, quartz. 4 - platinum. A human body can be cremated at 2 successes. [Mana cost: 6]
After the spell is cast, it takes a number of rounds equal to the mana cost for the target to fully heat or cool to the new temperature.
For reference, a snowstorm blows at -13°, water freezes at 32°, water is too hot to touch without injury at 135°, water simmers at 185°, water boils at 212°, paper catches fire at 451° F.
*V   
Traverse * Cause 1 +1/s targets within range to walk across unstable surfaces as if they were hard-packed earth, without slipping or breaking through; for example, ice, snow, mud, wet marble, or oily stone. Attempts to track targets of this spell are at a -3 penalty. [Range: H]
* Cause the target and 25 +25/s lbs of carried gear to walk across water as if it was earth. The target will have difficulty walking if the water is disturbed by waves, high wind, etc. [Range: L]
* Cause an area of ground around the caster to become unstable. Ice becomes more slippery and likely to crack, mud and snow become more of a hindrance, and so forth. Everyone within the area of effect is at a DX penalty of 1 +1/3s with regards to balance and footing.
4*  DX
Windwalk * Cause the target to move in any direction the caster wishes, so long as it remains within line of sight, by a localized wind force. The target is moved by an effective ST of 10 +5/s and a DX of 8. Because of the air envelope, it cannot be maneuvered into another object with enough force to do damage. The rate of movement is 80 mph (352' or 70 hexes/round) up to STx10 lbs, 40 mph (176' or 35 hex/rnd) up to STx20 lbs, 20 mph (88' or 17½ hex/rnd) up to STx30 lbs, 10 mph (44' or 9 hex/rnd) up to STx40 lbs, and 5 mph (22' or 4½ hex/rnd) up to STx50 lbs. When the spell ends, the wind dissipates gradually, causing the target to decelerate over the next round. Targets in the air descend slowly enough to avoid damage. 6T  ST

Mental Spells (Blue - Low Path)

Mental spells work only on animate, corporeal targets. On a critical spell casting failure, the caster is stunned for 1 round.
Spell Name Spell Effect Mana Rng I? Res
Aptitude * Lend or borrow 1 +1/s XP worth of a mental (IQ) skill from the target.
* Lend or borrow 2 +1/s XP of a physical (DX only) skill from the target.
The lender temporarily loses the same amount of XP from the selected skill. If the borrower already knows the skill at a lower rank, he temporarily learns it at the higher rank. If he learned it at an equal rank, he gains a +1 bonus. If he knows it at a higher rank, there is no improvement to his skill.
7T  IQ
Battletide Create a subconscious mental link between all allies in the area of effect, allowing them to coordinate their actions without visual or audible queues. All targets receive a 1 + 1/2s initiative bonus. If one target knows about a threat or attack, none of them will be surprised. Targets will not accidentally hit each other with spells, melee or ranged weapons. Targets fighting in hexes adjacent to another target receive a +1 bonus to Dodge, Parry, and Block attempts. If three or more targets attack the same foe, they receive a +1 attack bonus. All targets know when any target is overwhelmed, critically injured, unconscious, killed, overcome by fear, spellcasting, charging or retreating. The link to a specific target is broken if he teleports, dies, or crosses a dimensional boundary. 4C  IQ
Beast Charm * Adjust the reaction level of one species of animal toward the target by 3 +1/s. (IE: Red Foxes)
* Adjust the reaction level of all animals of one type by 2 +1/s. (IE: Foxes)
* Adjust the reaction level of all domesticated animals by 1 +1/s.
* Adjust the reaction level of all animals by 0 +1/s.
Any reaction bonus is lost for the target if he attacks the animal. If one member of a pack or herd species is attacked, any reaction bonus is lost for all members of that species who are aware of it.
2R  IQ
Beast Ken * Grant the target the ability to communicate with 1 +1/s species of animals within range. The quality of communication is based upon the IQ of the animals. 3R  IQ
Bewitch * Adjust the reaction level of one person (sentient creature) toward the caster by 1 +1/s.
Any positive reaction bonus is lost for the caster if he harms the target.
4L  IQ
Courage (Cowardice) * Adjust the target's effective Will by 0 +1/s with regards to Fear checks.
* Adjust the target's effective Will by 2 +1/s with regards to Fear checks involving a specific person, creature, item, or boundaried place (such as a courtyard or building).
4T  Will
Discipline * Adjust the target's effective Will by 2 +1/s with regards to vices, habits and addictions such as sex, drinking, gambling, drugs, smoking, and shopping. [Range: L]
* Adjust the target's Willpower (Will) by 1 +1/2s. [Range: T]
8*  Will
Feral Aspect Adjust the effective Will of everyone within the area of effect by 2 +1/s with regards to aggression, hostility and combativeness. 4C  Will
Gambit Adjust the target's initiative by 1 +1/s. 3L  Will
Lexicon * 1 +1/s targets within the area of effect are able to understand the spoken, written, and gestured components of a language. This language must be known by someone within the area of effect when the spell is cast. All targets know it at the best skill rank available within that area. [Range: H]
* The caster is able to understand the spoken, written, and gestured components of 1 +1/s languages. Each language must be known by someone within range. The caster knows them at the best skill ranks available within range. [Range: R]
* Allow 1 +1/s targets to speak a unique, magically created language. The targets must be within range when the spell is cast, but can travel any distance later while still being able to speak the language. [Range: H]
5*  IQ
Mark of Intellect (Aura of Intellect) * Adjust the target's Intellect (IQ) by 0 +1/3s. [Range: T]
* Adjust the IQ of targets by 0 +1/4s. [Range: H]
9*  IQ
Mind Touch * Establish a weak mental link between 6 +2/s targets. Any target can send a generic mental "alert" to any or all other targets. The alert wakes sleeping targets without stun. This spell variant has an adjusted base duration of 4 hours.
* Establish mental communication between 1 +1/s targets. All targets can choose which thoughts are sent as verbal messages, and which targets receive them.
The targets must be within range when the link is established, but can travel any distance later without breaking it. The link to a specific target is broken if he dies or crosses a dimensional boundary.
5H  IQ
Mindlock Penalize the casting rolls of Blue (Mental) spells attempting to affect the target by 0 +1/s. 1L  IQ
Mnemonics * Adjust the target's effective IQ for remembering everything that happens during the spell's duration by 1 +1/s. Events which cause strong emotions have a bonus of +1 to recall, events which cause extreme emotions or significant physical pain have a bonus of +2 to recall, and events which cause a loss of hit points have a bonus of +3 to recall.
* Increase the target's effective IQ for remembering still visual images (such as pictures and text) by 5 +1/s.
3T  IQ
Oathbind Bind a living, sentient creature to uphold a single oath. The target must be able to fully remember and understand the oath. He can roll Will to violate the oath in a given situation. If someone tries to trick, blackmail, intimidate, torture or otherwise force the target to break the oath, he gains a bonus to resist such efforts equal to 5+1/s. 7T YWill
Reckoning * Force the target to make a Will check every time he attempts to knowingly lie or deceive. On a failure, he cannot speak the falsehood. On a critical failure, he speaks the truth.
* Force the target to speak only truth (or at least what he thinks is true) the next 1 +1/s times he answers a question.
* Force the target to make a Will check every time he talks. On a failure, he speaks in a misleading or deceptive fashion. On a critical failure, he outright lies.
* Increase the target's effective PER by 1 +1/s with regards to detecting lies.
4L  Will
Reverie * Cause the target to experience 1 +1/s nightmares, or one terrible nightmare with a Fear check penalty of 1 + 1/s.
* Cause the target to experience whatever dream or nightmare the caster wishes. The caster must roll IQ to determine how well the dream matches his design.
* Cause the target to experience pleasant dreams, increasing the amount of time he effectively slept with regards to fatigue and wakefulness by 20% +10%/s.
The target must be sleeping, or fall asleep before the spell ends.
4L  IQ
Subterfuge Reduce the effective IQ of anyone evaluating the target as an outsider, stranger, trespasser or threat by 2 +1/s. Anyone who fails their IQ check believes the target is unimportant. Those who critically fail can't remember the target at all. 3L  IQ

Sensing Spells (Magenta - Low Path)

On a critical spell casting failure, the caster is stunned for 1 round.
Spell Name Spell Effect Mana Rng I? Res
Assay * Know the distance between 2 +1/s targets within 1 inch.
* Know the direction that 1 +1/s targets are facing within 1 arc degree.
* Know the current time for the next 5 +5/s minutes within 1 second.
* Know the volume of a container, structure, or other bounded space within 1 cubic inch.
* Know the count of 1 +1/s types of items, or all items, within a target container or pile.
* Know the weight of 1 +1/s targets within 1 pound.
* Know the speed of 1 +1/s targets within 1 mile per hour.
Everything being assayed must be within line of sight of the target. The target becomes aware of the precise measurements. Subjects can include people, creatures, items, containers, buildings, landmarks, and so forth.
1L Y 
Auspex Reveals the types and parameters of 1 +1/s spells at work on a target to the caster. (For example: A Light spell with bonfire brightness and a 1 week duration.) This can reveal the presence of Evocation and Proscription Runes, but not their specific triggers or limiters. It will also reveal if Dweomer was used to alter the target's magical aura. 1L Y 
Compass Vision * Adjust the target's field of visual perception by 45 +45/s degrees, to a maximum of 360° or a minimum of 45°.
The normal field of vision is approximately 170° for humans, 200-270° for dogs, 280° for cats, and 320-350° for horses. 2/3 of the perception field is peripheral vision.
3L  HT
Delirium * Adjust the effective Will of living creatures by 0 +1/s with regards to Fear checks in a specific area. Subtle changes to how the area is perceived make it seem more or less mysterious and creepy. [Range: C]
* Adjust the effective Will of all living creatures and sentient beings by 2 +1/s with regards to Fear checks involving the target. He is perceived as more or less menacing in a number of subtle ways. [Range: T]
4*  PER
Detect Portals Grant the ability to sense all types of portals such as secret doors, trap doors, sliding bookshelves, and concealed hatches within the area of effect. The target is also able to sense the type, size, and method of opening on a successful PER roll, with a bonus equal to the number of casting successes. 3C   
Eavesdrop Move the caster's sense of hearing to another location. He hears as if he were standing (or sitting) at that spot. 4L  HT
Equilibrium Penalize the casting rolls of Magenta (Sensing) spells attempting to affect the target by 0 +1/s. 1L   
Far Vision Adjust the target's distance penalties to PER by 2 +1/s. 3L  HT
Forecast Know what the weather and tides will be like for the next 1 +1/s days in the area of effect, as well as the current temperature, humidity, wind speed and direction, cloud cover, and rate of rainfall. Unnatural weather changes will not be predicted. 1R Y 
Glamour * Cause everyone around the target to perceive him slightly differently, adjusting his reaction bonus with members of his race (or races with similar social standards) by 1 +1/2s.
* Cause everyone around the target to perceive him differently in a number of specific ways. Minor alterations can be made to his apparent age, physical features, and equipment. 2 +1/s aspects of his appearance can be changed. Features cannot be added or completely disappear. Only vision, hearing, and smell are affected. Touching the target may break the disguise, depending on the nature of the alterations.
These effects are cumulative with adjustments for Acting, Disguise, and other social skills.
4R  PER
Heat Sight * Grant "infravision", the ability to perceive the infrared (IR) spectrum up to a distance of 25 +25/s feet. There is a PER penalty of -1 for every 5°F the temperature rises above 80° or below 20°.
* Remove the target's ability to perceive the IR spectrum.
Items radiating no heat appear black, however most things radiate some amount of heat. From coldest to hottest, the color spectrum appears as purple, pink, red, orange, yellow and white. Living creatures usually appear brighter around the chest, eyes, mouth and nose. They appear dimmer at the extremities. Hair, hooves, and long feathers are not as visible. Cold-blooded creatures are harder to spot, while creatures which are eating become easier to spot. Creatures become brighter and more visible when exerting themselves.
A human walking through the woods at night would see a landscape of grey tinged with pale blues and greens.
3L  HT
Insight Grant the ability to sense the emotions and basic motivations of all living targets in range. For example, the target could detect that a seemingly honest merchant was feeling apprehensive and was motivated by greed. He could also tell if someone was looking for an opportunity to attack, bluffing at a card game, or lying. The spell will not reveal the reasons behind the emotions and motivations. 3H  Will
Mage Sight * Grant the ability to perceive magic and magical auras within 10' +10'/s.
* Block the target's ability to perceive magic, causing a PER penalty of 3 +1/s.
6L  HT
Mesmerize * Stun the senses of a target, reducing PER by 3 +1/s. [Range: L]
* Stun the senses of targets within the area of effect, reducing PER by 1 +1/s. [Range: H]
All senses are stunned for 1 round. A HT check must be made for each stunned sense on subsequent rounds. A successful check indicates that the sense no longer suffers the PER penalty.
4* YHT
Nightsight * Adjust the target's darkness penalties by 3 +1/s. This will not allow a target to see in absolute darkness.
For reference, complete darkness confers a -10 penalty. In caves, dungeons, and similar areas, a bright torch or flashlight reduces the darkness penalty to -3.
3L  HT
Perception Adjust the target's Perception (PER) for all senses by 1 + 1/2s. 5T  HT
Resonance * Grant the ability to perceive ultrasound and infrasound, sounds too high or low to be heard by the human ear. For example: whale song, dog whistles, bat calls, dolphin echolocation, insect chirps, approaching tidal waves and earthquakes, forming hurricanes and tornados, seismic activity, and the long distance calls of elephants, hippos, giraffes, and alligators.
* Remove the target's ability to perceive ultrasound and infrasound.
Hearing bonuses to PER also apply.
3L  HT
Second Sight * Grant the ability to perceive spirits, elementals, and planar creatures within 10' +10'/s.
* Block the target's ability to perceive spirits, elementals, and planar creatures.
4L  Will
Seek Life * Cause the caster to know the exact direction and distance to the nearest 1 +1/s plants or animals of one distinct species, within the area of effect.
* Cause the caster to know the exact direction and distance to the nearest 1 +1/s humanoids of one distinct race, within the area of effect.
This spell will not locate specific living things. It has an adjusted base range of 100' (20 hex radius).
5R  IQ
Seek Element * Cause everything containing a specific element to glow in the caster's vision, within the area of effect. The brightness of the glow depends on the purity of the source. The glow is visible through 0 +1/s inches of solid matter.
* Cause the caster to know the exact direction and distance to the nearest 1 +1/s sources of a specific element, within the area of effect.
1R  IQ
Sense Life * Cause all plants, animals, or humanoids of one distinct species to glow in the caster's vision, within the area of effect. The brightness of the glow depends on the health and size of the target. The glow is visible through 0 +1/s inches of solid matter. [Mana cost: 3]
* Cause all living creatures to glow softly in the caster's vision, within the area of effect. The brightness of the glow depends on the health and size of the creature. At night outdoors, in a cave lined with fungi, or in other natural settings, this reduces darkness penalties by up to 2 +1/s. It also increases the potential for spotting hidden creatures. [Mana cost: 5]
*R   
Sense Toxins Grant the ability to sense all sources of poison, toxins, disease, and illness within the area of effect. The target is also able to sense the type, potency, and quantity of the substances on a successful PER roll, with a bonus equal to the number of casting successes. 2C   
Sound Vision * Grant the ability to perceive through passive sonar at PER-3, in a 10 +10/s foot radius.
* Grant "echolocation", the ability to perceive through active sonar at PER-1, in a 25 +10/s foot radius.
* Remove the target's ability to perceive through sonar.
Hearing bonuses to PER also apply.
5L  HT
Star Sight * Grant "ultravision", the ability to perceive the ultraviolet (UV) spectrum up to a distance of 25 +25/s feet. There is a PER penalty of -1 to -5, depending on how little UV energy is in the area. For example, -1 on a heavily overcast day or -5 in a deep underground cavern.
* Remove the target's ability to perceive the UV spectrum.
Many things fluoresce to UV sight. Fruits, seeds, scorpions, jellyfish, tonic water, plant chlorophyll, natural resin, linseed oil, laundry detergent, coral and bodily fluids glow. Many minerals glow, such as calcite, gypsum, amber, opal, agate, quartz, and corundum. Birds have glowing patterns in their plumage, while flowers have patterns in their petals. Many spores, molds, algae, fungi and bacteria glow.
The apparent transparency is 0-50% for glass, 50-100% for quarts, 90% for water, and 10% for ice.
A human walking through the woods at night would see black trees, leaves and foliage in shades of purple and gray, and the ground detailed in shades of rich blue.
3L  HT
Trace * Know the exact direction and distance to the target, when it is less than 100 +100/s yards (300 +300/s feet, 60 +60/s hexes) away. [Range: T]
* Know the direction and distance to the target, accurate within 45° and 100 yards, when it is less than 1 +1/s miles away. For example, 3 miles northwest. [Range: T]
* Know the rough direction and distance to the target, accurate within 45° and 1 mile, when it is less than 1 +1/s miles away. The caster must have seen the target at some point. [Range: L]
2*  Will
Tracking Scent * Grant the target discriminatory scent, making scents as distinctive as colors. This confers a smell PER bonus of 0 + 1/2s and a scent-based Tracking bonus of 2 +1/2s.
* Remove the target's ability to distinguish scents.
3L  HT

Shifting Spells (Orange - High Path)

Shifting spells work only on animate, corporeal targets. On a critical spell casting failure, the target must check for shapeshifting shock, and that spell cannot be attempted on the target for 1 hour.
Spell Name Spell Effect Mana Rng I? Res
Ape Kin Transform the target into any type of primate, including apes, monkeys, gibbons, baboons, orangutans, tamarins, marmosets, and lemurs. 8T  HT
Bat Kin Transform the target into any type of bat, including white, fox, brown, fruit, red, leaf-nosed, gray, vampire, spotted, and mouse-eared bats. 8T  HT
Bear Kin Transform the target into any type of ursine, including sun, black, polar, brown, panda, kodiak and grizzly bears. 8T  HT
Bird Kin Transform the target into any type of large avian, including gulls, skimmers, ducks, swans, geese, parrots, and cranes. 8T  HT
Bovine Kin Transform the target into any kind of bovid, including rams, oxen, ibexes, gazelles, impalas, antelopes, bison, elk, moose, caribou, deer, giraffes, and camels. 8T  HT
Canine Kin Transform the target into any type of canine, including coyotes, wolves, dingos, jackals, dholes, foxes, and domestic dogs. 8T  HT
Critter Kin Transform the target into any type of small carnivore, including hyenas, civets, otters, skunks, badgers, martens, weasels, ermines, ferrets, mongooses, raccoons, coatimundis, and wolverines. 8T  HT
Equine Kin Transform the target into any type of equine, including horses, zebras, asses, donkeys, and mules. 8T  HT
Feline Kin Transform the target into any type of feline, including lions, tigers, leopards, jaguars, pumas, cheetahs, lynxes, caracals, bobcats, ocelots, servals, and domestic cats. 8T  HT
Mammoth Kin Transform the target into any type of giant mammal, including elephants, rhinos, and hippos. 9T  HT
Ocean Kin Transform the target into any type of sea mammal, including whales, dolphins, orcas, porpoises, seals, and sea lions. 8T  HT
Rabbit Kin Transform the target into any type of lagomorph, including rabbits, hares, and pikas. 8T  HT
Raptor Kin Transform the target into any type of hunting avian, including owls, falcons, hawks, eagles, kites, and vultures. 8T  HT
Rodent Kin Transform the target into any type of rodent, including capybara, agouti, shrews, rats, mice, moles, voles, nutrias, beavers, porcupines, gerbils, hamsters, hedgehogs, squirrels, guinea pigs, and chinchillas. 8T  HT
Life Force Increase the target's Strength (ST), Dexterity (DX), Health (HT), Perception (PER), Hit Points (HP) and Fatigue to match the attributes of whatever species he shapeshifts into. Each attribute can be increased up to 50% +50%/s, but not above the maximum possible for that species. 12L  HT
Metamorph Allow a shapeshifting spell to be suspended and resumed 1 +1/s times at the target's will. While suspended, the spell is not exhausting its duration, nor is the target's IQ deteriorating. 2L  HT
Tree Spirit * Allow a willing target to physically merge with a tree. His senses become distributed throughout the tree, with a maximum PER of 8 +2/s. He can communicate through the rustling of leaves when there is no more than a 10mph wind blowing, or between gusts when the wind speed drops low enough. He can unmerge with the tree before the spell's duration, ending the spell.
* Allow a willing target to physically merge with a tree. He falls into stasis, unaware of his surroundings. He ages 1 day for every 7 +1/s. The progression of diseases, viruses, poisons and so forth is virtually halted.
The target must be willing, and touch the tree for an entire round to merge with it. The trunk and main branches must have more volume than the target and his gear. He takes damage when the tree does, in an equal ratio, but he is not subject to critical hits - he does not take damage to eyes or internal organs, and limbs are not severed. He is not visible within the tree but its sap takes on a reddish tinge. He doesn't need to eat, drink, or breathe.
8T  HT
True Form * Force the target to instantly return to his true form, and remove 1 +1/s activations from any Metamorph spells previously cast on him. [Range: T]
* Force the target to instantly return to his true form. The successes for this spell must be greater than the successes for the shapeshifting spell being cancelled. [Range: L]
4* YHT
Mutation Partially shapeshift the target, granting him 0 +1/2s aspects of a known Kin spell. For example: the claws of a tiger, the nose of a dog, the eyes of a cat, the chameleon hide of a lizard, the thick hide of a bear, the prehensile tail of a monkey, or the wings of an eagle. The caster must have spent 24 combined hours in the full animal form in the past, in order to be sufficiently familiar with it, before he can grant aspects of it. 5T  HT
Chimera Cause mutation in an animal. The caster must roll the appropriate skill to select a particular mutation (Veterinary, Creature Lore, Herder or Naturalist), otherwise the mutation is random. The scope of the mutation depends on the number of casting successes. A mutated animal will not produce offspring that maintain the mutations.
For example: 0 - cosmetic change; skin pigmentation, eye or feather color, fur color, length or curl. 1 - change feature; shorter tail, bigger ears, blunt teeth, thicker hide, sharper claws, softer fur. 2 - remove feature; no claws, fangs, tusks, venom, fur, quills, feathers, scales, whiskers, chameleon color change. 3 - add feature from 1 other species; hibernation, climbing claws, hooves, glider membrane, lowlight eyes, tracking nose, wings, sonar. 4 - add features from multiple species, adjust physical attributes and non-instinctive behavior. 5 - new exotic feature, adjust mental attributes; extra limbs or eyes, glowing fur or scales, extreme temperature tolerance, different posture. 6 - bizarre feature; stunning touch, ability to speak, eye stalks, tentacle limbs, humanoid traits.
10T  HT
Hybrid Cause mutation in a plant. The caster must roll the appropriate skill to select a particular mutation (Herbalism, Farmer or Naturalist), otherwise the mutation is random. The scope of the mutation depends on the number of casting successes. A mutated plant will not produce another plant that maintains the mutations.
For example: 0 - cosmetic change; more fragrance, different leaf, stem, wood, bark or flower color. 1 - change feature; huge thorns, giant or plume-shaped flowers, heart-shaped leaves, sweet nectar, abundant fruit, extra branches. 2 - remove feature; no thorns, fragrance, pollen, flowers, fruit, leaves, thistles, cones, bark, toxin, buds or seeds. 3 - add feature from 1 other species; vine shoots, herb flavor, prefers direct sun, gel sap, stores water, eats insects, produces fruit or grain. 4 - add features from multiple species. 5 - new exotic feature; glowing flowers, narcotic pollen, produces silk, spiral stems, strange fruit, leaves whistle in wind. 6 - bizarre feature; meat as a nutrient source, branches that move, emits a sound, metal bark, slightly magnetic, reflective leaves.
10T   

Creating Spells (Teal - High Path)

On a critical spell casting failure, that spell cannot be attempted on the target for 1 hour.
Spell Name Spell Effect Mana Rng I? Res
Aria * Produce a single note or sound with a volume of 60 +15/s db. (See examples) [Mana cost: 1]
* Produce a single note or sound, in the infrasound or ultrasound range, with a volume of 40 +20/s db. [Mana cost: 2]
* Create 0 +1/s distinct sounds of anything the caster has heard or can imagine, with a volume of up to 70db. The caster must roll IQ, or an appropriate skill with a +2 bonus, to determine how realistic or believable the sound is. [Mana cost: 3]
* Produce sound as if from 1 +1/s musical instruments at moderate volume. The caster must roll IQ, or the appropriate instrument skill with a +2 bonus, to create quality music. [Mana cost: 2]
* Produce the sound of 1 +1/s humanoid voices, at any volume between a whisper and loud talking. The caster must roll IQ-2 or Mimicry+1 to reproduce a specific voice, other than this own or one he is very familiar with. He must also roll Singing+2 to create quality music. [Mana cost: 3]
The caster must either determine what sound will be produced for the entire duration when the spell is cast, or maintain concentration to dynamically control the sound creation.
Anyone hearing the sounds can roll PER (or an appropriate skill) to detect that they are not natural. This roll is at a penalty if the listener isn't familiar with that type of sound.
*L   
Cohere * Bind two items together with a ST of 10 +2/s. They must be affixed so that two very similar materials are touching. For example: wood to wood, or crystal to crystal. [Mana cost: 4]
* Bind two items together with a ST of 12 +1/s. They must be affixed so that two identical materials are touching. For example: red oak to red oak, or ruby to ruby. [Mana cost: 6, Instant]
* Cause two inanimate items to stick together with a ST of 8 +2/s. [Mana cost: 6]
* Cause two inanimate items to stick together with a ST of 10 +1/s. [Mana cost: 8, Instant]
The target items are bound together as if by a strong, invisible glue.
*V *HT
Coruscate * Emit a blast of light which stuns living creatures that perceive normal light within the area of effect. Sight PER is reduced by 8 +2/s for 1 round. The penalty is reduced by 2, or 4 with a successful HT check, each subsequent round. Targets also suffer a DX penalty equal to half the PER penalty, unless a successful Blindfighting check is made each round. [Mana cost: 4, Range: H, Instant]
* Create light in an area. The amount of light depends on the number of successes. 0 - candle lit, 1 - torchlight, 2 - bright oil lamps, 3 - twilight, 4 - full daylight, 5 - bright glare, 6 - almost painful to look. [Mana cost: 1, Range: C]
* Create a mid-air aurora of dancing, shimmering lights, equivalent in brightness to torches. The complexity of shapes and movement depends on the number of successes. [Mana cost: 2, Range: H]
* Shoot 1 +1/s balls of bright light up to 100' straight up or 300' in a horizontal arc. [Mana cost: 2, Range: L, Instant]
* Shoot 0 +1/2s fireworks in any pattern and combination of colors, up to 100' into the air. [Mana cost: 2, Range: L, Instant]
All illumination effects can produce sunlight or colored light of any hue.
** *HT
Deteriorate * Reduce the Hit Points (HP) of an inanimate target by 0 +1/2s. [Mana cost: 3, Instant]
* Reduce the HP of an inanimate target by 1 +1/s per round that the caster touches it without letting go. [Mana cost: 5]
*V YDR
Emblazon * Cause ink in several colors or one metallic color to appear on 1 +1/s pages (both sides) of writing material. The caster must roll IQ, or an appropriate skill with a +2 bonus, to determine how well the drawing matches what he envisioned during casting. [Range: L, Instant]
* Cause paint in multiple colors to appear on 1 +1/s square feet of canvas or other artistic surface. The caster must roll his Artist skill or IQ-4 to determine how well the drawing matches what he envisioned during casting. [Range: L, Instant]
* Cause one of the target's fingers to exude a small amount of non-toxic ink, chalk, or paint in any one of 1 +1/s colors when pressed to a surface. [Range: L]
1* * 
Ether Light Emit ultraviolet (UV) or infrared (IR) frequency light. The effective amount of light provided for creatures who see in the UV or IR spectrums depends on the number of successes. 0 - candle lit, 1 - torchlight, 2 - bright oil lamps, 3 - twilight, 4 - full daylight, 5 - bright glare, 6 - almost painful to look. 2C   
Invariance Penalize the casting rolls of Teal (Creating) spells attempting to affect the target by 0 +1/s. 1L   
Illusory Guise Create a visual illusion over an existing person, item or location to make it look different. The caster rolls IQ or an appropriate skill to determine how believable the guise is. Depending on the illusion, Acting may also be used to increase its realism. Anyone looking at the target has a PER penalty equal to 3 +1/s, plus the number of IQ or skill successes (or minus the failures), to see through the illusion. There is an additional penalty if the viewer isn't familiar with the subject he is looking at. A lack of corresponding sound may give the viewer a PER bonus. Touching the target reduces the PER penalty to the number of IQ or skill successes. 3V  Will
Pigment * Change the color of the target's hair, either on his head or his entire body. His hair grows out in its normal color. [Mana cost: 1, Range: L]
* Change the color of the target's fingernails, toenails, or both. The nails grow out in their normal color. [Mana cost: 1, Range: L]
* Create a tattoo in the target's skin. It may fade or blur slightly over the years. [Mana cost: 5, Range: T]
* Remove 1 +1/s tattoos or chemical coloration changes from the target. [Mana cost: 2, Range: L]
* Stain wood, dye cloth, color writing material, or dye leather. [Mana cost: 2, Range: V]
* Apply edible food coloring. [Mana cost: 1, Range: V]
1 +1/s different colors can be applied. If he wants to create a pattern, the caster must roll IQ, Calligraphy, Artist, to see how well the design matches what he envisioned during casting.
** YHT
Phantasm * Create a three-dimensional, visual illusion of a stationary subject, up to 1 +1/s hexes in size. The caster rolls IQ+2 (or an appropriate skill with a +3 bonus) to determine how realistic or believable the image is.
* Create a full motion visual illusion, up to 1 +1/s hexes in size. The caster must either determine what images will be produced for the entire duration when the spell is cast, or maintain concentration to dynamically control the illusion. He must roll IQ, or an appropriate skill with a +1 bonus, to determine how realistic or believable the illusion is.
Anyone viewing the phantasm has a PER penalty equal to the caster's IQ or skill roll successes when trying to recognize the image as an illusion (and vice versa). There is an additional penalty if the viewer isn't familiar with the subject he is looking at. A lack of corresponding sound may give the viewer a PER bonus. Touching a phantasm will instantly reveal it as an illusion.
4L   
Sentinel * Cause a tone, chime or alarm to be heard if something enters the area of effect. The caster can choose whether the alarm is triggered by living creatures, sentient beings, inanimate items weighing more than 4oz, or anything.
* Cause a word of phrase in the caster's voice to be heard if a living creature enters the area of effect. The voice can be any volume between a whisper and a shout.
The alarm can trigger up to 1 +1/s times during the duration.
1C   
Smoke Cloud * Create an obscuring smoke cloud that hinders visual perception by 3 +1/s.
* Create a cloud of noxious smoke that causes everyone inside of it to cough, makes their eyes sting, hinders visual perception by 1 +1/s, and reduces their initiative by 0 +1/2s.
* Create a roiling bank of smoke that forms ominous shapes, causing a 0 +1/s Fear check penalty to anyone who sees it and doesn't know its origins.
3C   
Solidity Adjust the weight of a relatively homogenous inanimate material by 20% +10%/s.
The material cannot be reduced below 20% of its actual weight. An item changed by this spell cannot be used with artificing spells.
5V Y 
Thundercrack * Emit a sharp sound which stuns living creatures within the area of effect. Targets suffer a -1 DX penalty for one round. Hearing PER is reduced by 8 +2/s for 1 round. The penalty is reduced by 1, or 2 with a successful HT check, each subsequent round. Animals other creatures with IQ 5 or less must make a Fear check. The caster is shielded from the stun.
* Emit a sound which causes glass items to shatter. The type of glass depends on the number of successes. For example: 0 - thin glass, 1 - cheap glass, 2 - normal glass, 3 - stained glass, 4 - leaded glass (crystal), 5 - colored crystal (rhinestones), 6 - glass inside a container that dampens sound.
4R YHT
Web Spray * Create a spider-like web with ¼" thick strands that can support 200 +50/s lbs, with DR 2 and 5 HP. The web must have at least 3 points to affix to, on opposite sides of the target area. [Range: C]
* Create a spiderweb rope ½" thick that can support 500 +100/s lbs, with DR 3 and 10 HP. [Range: L, Instant]
* Create a dense mesh of webbing which blocks vision, with DR 1 and 1 +1/s HP. The web must have at least 3 points to affix to, on opposite sides of the target area. [Range: C]
* Create a sticky web with DR 1, 5 HP, and an effective ST of 7 +1/s. The web must have at least 3 points to affix to, on opposite sides of the target area. [Range: C]
* Create webbing in the shape of a sack, which can hold 35 +15/s gallons of liquid or 5 +2/s cubic feet of material, weighing up to 100 +25/s lbs. [Range: L, Instant]
* Shoot a spray of sticky webbing out of the caster's hands at a target. The spray must have a clear line of fire. Spellthrowing is required to hit. The webbing has DR 1, 4 HP, and takes a ST of 16 to break without a cutting edge. The target suffers penalties of -2 ST and -3 DX, plus a -3 PER for a head shot. It requires 1 +1/s rounds to break or cut enough strands to negate the penalties, or half that with assistance (round up). [Range: L]
4* *ST
Spell Name Conjuration Spell Effect Mana Rng I? Res
Conjure, Ephemeral Create a quantity of matter out of thin air and form it into a complete item. No tools are required. The caster must roll IQ-5, or an appropriate craft skill, to determine how well the item is constructed. With 0 successes, the item is poor (cheap) quality. With 3 successes, the item is fine quality. On a critical success, the item is very fine quality. The item is homogenous. The material that can be created depends on the number of successes (See chart). The material is created in contact with the caster or a glyphed item. The item cannot hold mana or be enchanted. At the end of the spell's duration, the item disintegrates and disappears.
This spell can only be cast successfully once per hour.
6V   
Conjure, Lesser Create a quantity of an element out of thin air. The type and quantity of material that can be created depends on the number of successes (See chart). The caster must be familiar with the element or make a successful Science:Chemistry skill check. Casting successes are divided between type and volume. The material is created in contact with the caster or a glyphed item. Items containing conjured elements cannot hold mana or be enchanted.
This spell can only be cast successfully once per day.
8V Y 
Conjure, Greater Create a quantity of matter out of thin air. The type and quantity of material that can be created depends on the number of successes (See chart). The caster must be familiar with the type of matter or succeed at an appropriate skill roll. Casting successes are divided between type and volume. Animal-based substances, such as leather or hair, cannot be conjured. The material is created in contact with the caster or a glyphed item. Items containing conjured matter cannot hold mana or be enchanted.
This spell can only be cast successfully once per week.
10V Y 
Replica, Lesser Copy an inanimate item that has no moving parts. The caster must be touching the item. The materials that the item can be made of is based on the number of successes, from both the Lesser and Greater Conjure charts. Casting successes are divided between material type and volume. If the original item contains a substance that requires additional successes, the caster can choose to copy all of the item that is not excluded. Replicas cannot hold mana or be enchanted.
This spell can only be cast successfully once per day.
12V Y 
Replica, Greater Copy an inanimate item which the caster is touching, that has moving parts. The materials that the item can be made of is based on the number of successes, from both the Lesser and Greater Conjure charts. Casting successes are divided between material type and volume. If the original item contains a substance that requires additional successes, the caster can choose to copy all of the item that is not excluded. Replicas cannot hold mana or be enchanted.
This spell can only be cast successfully once per week.
15V Y 

Spirit Spells (Purple - High Path)

On a critical spell casting failure, that spell cannot be attempted on the target for 1 hour.
Spell Name Spell Effect Mana Rng I? Res
Auspice Bless or curse a target, adjusting all of his dice rolls by 0 +1/4s. 9T  Will
Awaken Spirit * Awaken 0 +1/2s spirits of the dead, 0 +1/2s elementals, or 1 +1/s nature spirits.
* Draw the attention of 1 +1/3s planar creatures.
2L YWill
Cryptic Script * Encode 1 +1/s pages (square feet) of written text so that only a specific type of person can read it.
* Encode 10 +2/s pages of written text so that only a specific group of people can read it.
* Encode 100 +25/s pages of written text so that only one person can read it.
2T Y 
Eschew * Ward an area so that living creatures are compelled to leave on any round they fail a Will check at a penalty of 1 +1/s.
* Ward an area so that animals, and creatures with IQ 5 or less, are compelled to leave on any round they fail a Will check at a penalty of 2 +2/s.
The caster is immune to the effects. Anyone affected feels an indistinct sense of dread at being in the target area.
7C   
Geas Compel a spirit, elemental or planar creature to obey a single command. The target can roll Will to delay obeying the compulsion for 1 round, with a bonus of +1 if the command requires him to betray oath or honor, +2 if it requires him to harm someone he cares about deeply, +3 if it requires him to suffer great physical harm, or +5 if he faces death or destruction. The complexity of the command depends on the number of successes.
For example: 0 - single word (a verb), 1 - phrase (a verb and adjectives), 2 - short sentence, 3 - complex sentence, 4 - short paragraph, 5 - complex description, 6 - written document.
10T  Will
Intervene * Adjust the DX or IQ of a spirit by 0 +1/s, an elemental by 0 +1/2s, or a planar creature by 0 +1/3s.
* Adjust the HT or ST of a spirit by 1 +1/s, an elemental by 1 +1/2s, or a planar by 1 +1/3s.
6T  Will
Mastery Compel an animal to obey a single command. The resist roll has a bonus of +1 if the command requires the animal to harm something he cares about, +2 if it requires him to suffer great physical harm, or +3 if it requires him to die. The animal must be aware of the potential danger for the bonus to apply. The animal will remember and understand the command fully, but how he follows it depends on his IQ. The complexity of the command depends on the number of successes.
For example: 0 - phrase (a verb and qualifier), 1 - short sentence, 2 - complex sentence, 3 - short paragraph, 4 - complex description.
3*  Will
Power Word * Ward an area so that spirit, elemental and planar creatures cannot enter, unless they succeed on a Will check at a penalty of 4 +2/s.
* Ward an area so that spirits and elementals cannot leave, unless they succeed on a Will check at a penalty of 4 +1/s.
* Ward an area so that spirits and elementals are compelled to leave on any round they fail a Will check at a penalty of 3 +1/s.
* Ward an area so that planar creatures are compelled to leave on any round they fail a Will check at a penalty of 1 +1/s.
4C   
Radiance * Cause all spirits of the dead, elementals, and nature spirits in the target area to become visible to everyone. The clarity depends on the number of successes. For example: 0 - barely visible as silvery shapes, 3 - clearly visible with muted colors, 6 - completely visible in all detail.
* Cause all planar creatures in the target area to become visible to everyone. The clarity depends on the number of successes. For example: 0 - barely visible as dark shadows, 3 - clearly visible with some distortions, 6 - completely visible in all detail.
* Cause all spirits of the dead, elementals, and nature spirits in the target area to become audible to everyone. The clarity depends on the number of successes. For example: 0 - indistinct whispers, 3 - ethereal voices, 6 - fully audible.
* Cause all planar creatures in the target area to become audible to everyone. The clarity depends on the number of successes. For example: 0 - creepy whispers, 3 - distorted voices, 6 - fully audible.
* Cause all living, spirit and planar creatures in the target area to be fully revealed to each other. The detail depends on the number of successes. For example: 0 - hazy outlines with whispering voices, 3 - colorless ghosts with normal voices, 6 - full detail.
4C  Will
Rapport * Know the direction and distance to a living, spirit, elemental or planar target, accurate within 45° and 100 yards, when it is less than 5 +1/s miles away. For example, 3 miles northwest. [Range: L]
* Know the exact direction and distance to a living, spirit, elemental or planar target, when it is less than 10 +2/s miles away. [Range: T]
Regardless of distance, the caster is always aware of the target's condition - overall health and consciousness, hit points, fatigue points, mana, and primary emotion.
2*  Will
Revenant * Allow a spirit of the dead to reanimate his corpse. Both the spirit and the corpse must be in range. [Range: R]
* Force a spirit of the dead to reanimate his corpse. His Will is reduced by 6 with regards to obeying the caster's commands. The caster must be touching the corpse and know the full, true name of the spirit. [Range: T]
* Force a nature spirit to animate a corpse. The spirit has IQ 5 (IE: dog), PER 10, Brawling at DX+4, Throwing at DX+2, Stealth at DX, Jumping at DX-2 and Swimming at DX-4. It obeys the caster's commands. The caster must place something relevant to the nature spirit inside the corpse before casting the spell. Both the spirit and the corpse must be in range. [Range: R]
* Allow 1 +1/s spirits to leave their corpses, if they are willing. [Range: R]
The body must have a skeletal head, neck, upper torso, and enough bones for a DX of 6. The undead does not suffer from bleeding, shock, stun, or critical hits to organs. His PER is only reduced to 6 if his physical sensing organs are crippled. At a minimum, the corpse's original ST, DX and HT are reduced by 1. They may be reduced more if his body is in poor condition. Limbs cease to function if they are severed. The revenant "dies" if beheaded, if his HT is reduced to 0, or the spell's duration ends. The undead feels no fear or pain, and virtually no emotions. A spirit of the dead has lost 20% of his memories, IQ, and skill rank for each year he was dead.
13*  Will
Sacred Flame Cause an area of fire to do full, normal damage to ghosts with 0 successes, spirits of nature with 1 success, elementals with 2 successes, and planar creatures with 3 successes. 3C   
Servitor Compel an animal to obey the caster's commands. The animal will remember and understand the commands fully, but how he follows them depends on his IQ. The nature of commands that will be obeyed depends on the number of successes.
For example: 0 - commands which don't require the animal to harm or abandon anything it cares about, 3 - commands which the animal doesn't think will cause it great physical harm, 5 - any commands.
6*  Will
Shroud * Grant the target a limited form of invisibility and silence, with regards to spirits and planar creatures. Any attempts to perceive him are at a 3 +1/s hearing and 2 +1/2s vision penalty. [Mana cost: 3, Range: L]
* Grant the caster and targets within the area of effect a limited form of invisibility and silence, with regards to spirits and planar creatures. Any attempts to perceive them are at a 2 +1/s hearing and 1 +1/2s vision penalty. [Mana cost: 7, Range: H]
**  Will
Soulshift Cause the caster to possess a non-sentient animal. He is able to fully utilize the animals skills and abilities by tapping its soul, however while doing so the caster is subject to its instincts. The size of animal which can be possessed depends on the number of successes.
0 - up to 10 lbs (bat, bird, cat, fox, rodent, snake, squirrel). 1 - 100 lbs (coyote, dog, dolphin, goat, monkey, raccoon, wolf). 2 - 500 lbs (black bear, deer, donkey, lion, ram, coastal sea lion). 3 - 1000 lbs (alligator, camel, elk, moose, grizzly bear, pony, tiger). 4 - 2000 lbs (buffalo, crocodile, horse, kodiak bear, mule, ocean sea lion). 5 - 10,000 lbs (elephant, hippopotamus, rhinoceros). 6 - Any weight.
7T  Will
Sylvan Call * Summon 6 +3/s animals in the target area to the caster. [Range: C]
* Summon 2 +1/s animals in the target area to the caster, with a +3 reaction bonus towards him. [Range: C]
* Summon 1 animal within 10 +2/s miles to the target. [Range: L]
The caster must specify a single species of animal.
3*  Will
Talisman Adjust the casting and skill rolls of anything attempting to cross over from another dimension into the target area by 1 +1/s. 1C   

Arcane Spells (White - Pure Magic)

On a critical spell casting failure, that spell cannot be attempted on an animate target for 1 day. On a casting failure, that spell cannot be attempted on an inanimate target for 1 day. On a critical failure, that spell can never again be attempted on an inanimate target.
Spell Name Spell Effect Mana Rng I? Res
Abnegate Prevent the target and caster from using or regaining mana. This prevents them from casting spells, using powerstones, supplying mana to magic items, controlling spells in progress, using glyphed items, acting as a conduit, or participating in a conjunction.
This spell can only be cast once per day.
7T  Will
Arcane Shield * Adjust the casting rolls of all spells attempting to affect the caster by 1 +1/s.
* Penalize the casting rolls of all spells attempting to affect the target by 0 +1/s. [Range: T]
* Penalize the casting rolls of all spells attempting to affect the targeted area by 0 +1/2s. [Range: C]
4*   
Augment Adjust the time required to regain a point of mana by 20% +10%/s (round up). 1 mana is normally regained every 10 minutes of mental rest or 5 minutes of sleep. 4T  Will
Conduit Allow the caster to use spells as if he is standing at the target's location, or is the target himself, as appropriate for the spell's range type. The target must remain in the same dimension and within 1 +1/s miles, or the Conduit effect ends. 5T  Will
Conjunction Allow the caster and 1 +1/2s targets to tap into each other's mana, drawing it as needed during spellcasting, regardless of the range between them. 4T  Will
Descry Reveals the specific magical signature of the spellcaster who placed a spell on the target. The caster also knows how long ago the spell was cast and its specific parameters, including the nature of any runes placed on an artificed item. The caster can identify the spellcaster if he is already familiar with his signature, becomes familiar with it, or witnesses him casting a spell while able to perceive magical energy. The caster must start with the most recently placed spells. He can descry 1 +1/s active or pending spells, or 0 +1/2s spells that have already expired or been cast previously with an instant duration. 1T Y 
Dominion * Allow the caster to suspend and reactivate one of his own spells 1 +1/s times. [Mana cost: 1]
* Allow the caster to suspend someone else's spell, if his Dominion successes are greater than the target spell's casting successes. [Mana cost: 2]
* Allow the caster to dispel someone else's spell, if his Dominion successes are greater than the spell's casting successes. [Mana cost: 4, Instant]
* Allow the caster to suspend 0 +1/2s Evocation and Proscription Runes on an enchanted item. [Mana cost: 6]
If the Dominion originates from an item, it has a casting penalty of -1 versus inactive staves and wands, -2 versus active staves and wands, and -3 versus enchanted items. The caster (or wielder) suffers a -3 casting penalty if he does not have access to the target spell's path, or a -1 penalty if he does not know the spell, whichever is greater.
*L **
Dweomer * Create a magical aura on a mundane item that appears to include 1 +1/s paths.
* Adjust the brightness of an existing magical aura by 50% +25%/s (round up).
1T   
Glyph Link an item to the caster so that it substitutes for him whenever touch is required by a spell or magical effect. Only one item can be linked at a time. The item, at its widest point, can be no longer or thicker than 1 +1/s feet. A glyph appears on the item until the spell ends. This glyph is unique to the caster. 4T   
Imbue Adjust the mana an animate target can store inside himself by 10 +5/s. If the maximum is reduced, the extra mana bleeds off instantly, otherwise the target begins to gain mana as soon as he is mentally resting or sleeping. 6T  Will
Luminata * Cause all magical items near the caster to glow softly in colors corresponding to the paths of magic placed on them. [Range: H]
* Cause all magical items in the target area to glow with a pale white light. [Range: C]
5*   
Mage Mark Create a mark on an inanimate item, at the spot the caster touches. The mark is unique for each individual, and no one can make another person's mark. It is approximately 1 square inch in size. The visibility of the mark depends on the number of successes. 0 - magic perception within arm's reach, 1 - magic perception, 3 - anyone touching the item who wishes to see the mark. 5 - anyone who wishes to see the mark. 2T Y 
Reflex Cause all spells directed at targets within the area of effect to reflect back upon the caster or the spot he is standing on, as appropriate for the spell's range type. The spell must have equal or fewer casting successes than the Reflex spell to be reflected. 10H   
Spell Name Space Warping Spell Effect Mana Rng I? Res
Circle, Lesser Penalize the casting and skill rolls of anything attempting to cross over from another plane or teleport into the target area by 3 +1/s. 3R   
Circle, Greater Ward an area so that spirits, elementals, planar creatures, and teleporters cannot enter the target area. Extra-dimensional spaces (such as Protract and Penumbra) cannot be used in the target area. The casting rolls of all spells targeted within the area of effect are penalized by 1 +1/2s. 8R   
Phase * Make an item intangible to spirits and planar creatures. [Mana cost: 8]
* Make an item intangible to living creatures. [Mana cost: 10]
* Make an item intangible to all living creatures, except the caster. [Mana cost: 12]
* Make an item intangible to spirits, living and planar creatures. [Mana cost: 15]
This spell only works on inanimate objects and cannot be cast on enchanted or magically altered items. The item is partially phased with another dimension. It will not pass through other inanimate substances or the ground. It is still affected by gravity and other natural forces. This spell can only be cast successfully once per month.
*V   
Protract Bend space within a container, effectively making it bigger on the inside by 50% +50%/s. The total weight is equal to the container's weight and 25% of the weight of items stored in it. If the Protract is suspended or dispelled, all items inside are immediately ejected through the opening. If an item enchanted with Protract is significantly damaged, breaking the enchantment, each item inside must roll versus its HT. On a success, the item emerges unscathed. On a failure, it suffers an equal amount of damage. On a critical failure, it is lost in another dimension and can never be recovered.
This spell has an adjusted base duration of 12 hours, and can only be cast successfully once per month.
7T   
Penumbra Create an extra-dimensional space beyond a false portal with a volume of 100 +100/s cubic feet. The volume can be any polygon shape, however the corners must be at least 2' apart. The caster must touch the false portal or opening to create the space, and can align the room beyond however he likes. For example, the portal can open onto ground level, halfway up a wall, or against the ceiling. All surfaces of this space are grey, smooth, featureless, and impervious to damage. The temperature inside the space is 50°'F and is not affected by local weather, except by the exchange of air and any sunlight that shines in. Sources of internal heat and cold can alter this temperature. Gravity is normal, however no mana is regained while inside the space. Matter can only enter the space through the portal. Nothing can teleport into or out of the space. Penumbra is cancelled instantly if the portal changes location. Anything inside the space when it ceases to exist is ejected into empty, normal space nearby.
This spell has half the normal duration difficulty adjustment. It can only be cast successfully once per year, and cannot be imbued by an artificing spell.
30T   
Teleport Instantly transport the caster and targets with the area of effect to another location. Individual people or items may arrive up to 5' away from their original relative positions, in order to avoid obstacles at the destination. There must be room at the destination for everything being teleported, or the spell fails. The type of destination is determined by the number of successes. If insufficient successes are achieved, the wrong place is reached, usually somewhere similar to the intended destination.
For example: 0 - The caster's home, 1 - a place he is very familiar with and has been to recently, 2 - a place he is familiar with and has been to, 3 - somewhere he has seen, 4 - a destination based on a direction and distance from the caster's current location, 5 - a destination based on a direction and distance from a known location, 6 - a place known only from a map and a rough description.
10H Y 
Ether Gate * Mark an area so that a teleportation spell requires 1 +1/s fewer successes to reach. The area marked must be large enough to encompass everything being translocated by the teleportation. If the area is significantly changed or damaged, the ether gate ceases to exist. Moderate change reduces its effectiveness (potentially to the point of causing a penalty).
* Mark an area so that teleporters will not arrive there by mistake.
5C Y 
Spell Name Artificing Spell Effect Mana Rng I? Res
Elixir Allow an item to be imbued with spell that works on animate targets. The spellcaster casts Elixir on a small quantity of liquid, followed immediately by the spell he wishes to imbue the elixir with. The power and parameters of the magical effect are determined by how this second spell is cast, however it should be cast with the default range. The effect can be triggered only once, when someone drinks at least 75% of the potion, targeting the drinker. Mana is supplied by the item. The liquid must be at least one mouthful and no more than a pint in volume.
The elixir loses its magical properties after 1 +1/s years.
This spell can only be cast successfully once per hour.
10T Y 
Amulet Allow an item to be imbued with spell that works on inanimate, spiritual, or planar targets. The spellcaster casts Amulet, followed immediately by the spell he wishes to imbue the item with. The power and parameters of the magical effect are determined by how this second spell is cast. The bearer can target the object itself, or choose an appropriate target within line of sight and spell effect range. The effect can be triggered only once and mana is supplied by the item.
The amulet loses its magical properties after 1 +1/s years.
This spell can only be cast successfully once per hour.
8T Y 
Projectile Allow up to 12 nearly identical items to be enchanted with 1 +1/2s spells. The items must weigh less than 1 pound each and be symbolically bound together. Each spell can affect the item itself during its use (such as Convergence or Vorpal Edge), or affect the target struck by the item (such as Wound or Torment). The effects can be triggered only once, when the item is fired or launched. Mana is supplied by the item.
The projectiles lose their magical properties after 1 +1/s years.
This spell can only be cast successfully once per hour.
12T Y 
Staff Allow an item to be imbued with 1 +1/2s spells that work on any type of target. The spellcaster casts Staff, followed immediately by the spells he wishes to imbue the item with. The maximum power and basic parameters of the magical effects are determined by how subsequent spells are cast, however a wielder familiar with a spell can invoke a lesser effect. Only one effect can be active at a time. Instant spells can be activated up to once per minute. The bearer can choose an appropriate target within line of sight and spell effect range, potentially himself or the staff. The effects can be triggered repeatedly and mana is supplied by the wielder.
This spell can only be cast successfully once per day.
20T Y 
Wand Allow an item to be imbued with 1 +1/3s spells that works on any type of target. The spellcaster casts Wand, followed immediately by the spells he wishes to imbue the item with. The maximum power and basic parameters of the magical effects are determined by how the subsequent spells are cast, however a wielder familiar with the spell can invoke a lesser effect. Multiple effects can be active at the same time. Instant spells can be activated up to once per minute. The bearer can choose an appropriate target within line of sight and spell effect range, potentially himself or the wand. The effects can be triggered repeatedly and mana is supplied by the wand.
The wand has a mana capacity equal to 10 +5/s. The rate of mana recovery depends on the quality of gemstones and precious metals embedded in the item - 3/hr for average, 6/hr for fine, and 12/hr for very fine. The wielder can also recharge a wand from his own mana pool.
This spell can only be cast successfully once per week.
30T Y 
Enchant Allow an item to be imbued with 1 +1/3s spells that permanently affect it or its wearer. The spellcaster casts Enchant, followed immediately by the spells he wishes to imbue the item with. The parameters and maximum power of the magical effects are determined by how these subsequent spells are cast. A wielder familiar with a spell can invoke a lesser effect. The spells are cast with the default duration. The effects can run continuously, they can be activated and deactivated, and multiple effects can be active at the same time. Enchanted items cannot be imbued with instant spells. Mana is supplied by the item.
There is a casting roll penalty equal to 1/5 the total mana required to cast all subsequent spells, rounded down.
This spell can only be cast successfully once per month.
40T Y 
Powerstone Cause a gemstone to absorb mana from the surrounding area and store it. Anyone holding or wearing the stone can draw mana from it while spellcasting. The maximum capacity of the stone is based on its clarity, and the rate of mana recovery is based on the type of stone.
Clarity: F - 50 +10/s per carat, NF - 25 +5/s per carat, M - 20 +4/s per carat, S - 15 +3/s per carat, N - 10 +2/s per carat, O - 5 +1/s per carat.
Gemstone: Diamond - 30 mana/hr. Corundum (emerald, ruby, sapphire) - 20 mana/hr. Very hard gems (alexandrite, aquamarine, beryl, chrysoberyl, spinel, topaz, zircon, etc.) - 12 mana/hr. Hard gems (citrine, iolite, garnet, quartz, tourmaline, etc.) - 6 mana/hr. Supernatural gems regain between 60 and 120 mana per hour. Tiger's eye quartz, sagenite, and sillimanite cannot be made into powerstones.
The casting difficulty is +1 for very hard gems, +2 for corundum, and +3 for diamond.
This spell can only be cast successfully once per week.
20T Y 
Rune, Evocation Place 1 +1/s activation triggers on a magical item. For example, the item may trigger if its name is known by the wielder, if a password is spoken, or when touched by a sentient creature. The rune can also link spells; when a primary spell is activated, one additional spell per trigger can be activated automatically. 3T Y 
Rune, Proscription Place 0 +1/s activation limiters on a magical item. For example, the item will only activate for humans, during the day, for a woman, for a good person, or in the hands of a druid. 3T Y