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Pain<br />
Regular; Resisted by HT<br />
The subject feels a stab of agonizing pain. He must make an IQ roll to<br />
avoid crying out (if it matters). If he is in a precarious position (climbing, for<br />
instance) he must make a DX roll to avoid catastrophe! His DX and all<br />
DX-related skills are at -3 for the next turn onlv. If the subject is in the middle<br />
of a spell requiring gestures, he must roll vs. IQ or start over. The subject’s<br />
Toughness and Strong Will both add to any of the above rolls. High Pain<br />
Threshold gives +3.<br />
Duration: 1 second.<br />
Cost: 2.<br />
Time to cast: 2 seconds.<br />
Prerequisite: Spasm.<br />
Item: (a) Staff or wand; usable by mages only. Must touch victim. Energy<br />
cost to create: 400. (b) Any item: always on. Wearer feels stabbing pain, as<br />
above, but continuing until he makes a HT roll. Wearer can do nothing until<br />
the roll is made! Energy cost to create: 300.<br />
Stun<br />
Regular; Resisted by HT<br />
The subject is physically stunned (p. B127) and must roll vs. HT each turn<br />
to recover.<br />
Cost: 2.<br />
Prerequisite: Pain.<br />
Clumsiness<br />
Regular; Resisted by IQ<br />
Reduces the subject’s DX temporarily. Ability with all DX-based<br />
skills is also reduced.<br />
Duration: 1 minute.<br />
Cost: 1 for every point of DX reduction to a maximum of 5; half that<br />
amount per minute (round up) to maintain.<br />
Prerequisite: Spasm.<br />
Item: (a) Any item. Always on; reduces wearer’s DX. Energy cost to<br />
create: 100 for each point of DX reduction. (b) Staff or wand. Usable by<br />
mage only; must touch subject. Energy cost to create: 800.<br />
Dexterity<br />
Regular<br />
Raises the subject’s DX temporarily. Speed and ability with all<br />
DX-based skills are also raised. A caster can raise his own dexterity to<br />
increase his chances of hitting with missile spells, etc.<br />
Duration: 1 minute.<br />
Cost: 2 for every point of DX increase (maximum of 5); the same cost<br />
to maintain.<br />
Prerequisite: Clumsiness.<br />
Item: (a) Any item. Always on: wearer’s DX is raised while item is<br />
worn! A very rare item. Energy cost to create: 2,000 per point of increase<br />
(maximum 5). (b) Staff or wand. Usable by mage only: must touch<br />
subject. Energy cost to create: 2,000.<br />
Might<br />
Regular<br />
Raises the subject’s ST temporarily. This will affect damage,<br />
encumbrance, fatigue. and possibly readying times for weapons. .A caster<br />
can raise his own strength, but note that if the subject’s fatigue is higher<br />
than his ST when the spell wears off he will immediately lose<br />
consciousness. High skill does not reduce cost to cast this spell.<br />
Duration: 1 minute.<br />
Cost: 2 for every point of ST increase (maximum of 5); the same cost<br />
to maintain.<br />
Prerequisite: Lend Strength.<br />
Item: (a) Any item. Always on; wearer’s ST is raised while item is<br />
worn. Energy cost to create: 1,500 per point of increase (maximum 5). (b)<br />
Staff or wand. Usable by mage only; must touch subject. Energy cost to<br />
create: 1,000.<br />
Vigor<br />
Regular<br />
Raises the subject’s HT temporarily. This will affect basic speed and<br />
damage sustainable, but will not heal wounds or restore the use of<br />
already-crippled limbs. If the subject’s wounds when the spell wears off<br />
put him below -HT, he will have to make a HT roll to live if he has not<br />
already done so. High skill does not reduce cost of this spell.<br />
Duration: 1 minute.<br />
Cost: 2 for every point of HT increase (maximum of 5); the same cost<br />
to maintain.<br />
Prerequisite: Lend Health.<br />
Item: (a) Any item. Always on: wearer’s HT is raised while item is<br />
worn. Energy cost to create: 1,500 per point of increase (maximum 5). (b)<br />
Staff or wand. Usable by mage only; must touch subject. Energy cost to<br />
create: 1,000.<br />
Climbing<br />
Regular<br />
Gives the subject a strong, sure grip to increase his Climbing ability.<br />
Duration: 1 minute.<br />
Cost: 1 to 3 to cast; the same amount to maintain. The increase in the<br />
subject’s Climbing ability is equal to twice the energy put into the spell.<br />
Item: Shoes, gloves, clothing, or jewelry. Affects wearer only. Energy<br />
cost to create: 250 times the maximum Climbing bonus (no more than 5)<br />
the item can give.<br />
Strike Blind<br />
Regular; Resisted by HT<br />
The subject is temporarily blinded. See p. 12 for a description of the<br />
effects: the most important is that he is at -10 to attack anyone physically,<br />
and cannot see targets to cast spells at.<br />
Duration: 10 seconds.<br />
Cost: 4 to cast; 2 to maintain.<br />
Prerequisite: At least 2 Light spells and Spasm.<br />
Items: (a) Any item. Always on; wearer is blinded. Energy cost to<br />
create: 500. (b) Staff or wand. Usable by mage only; must touch subject.<br />
Energy cost to create: 2,000.<br />
Strike Deaf<br />
Regular; Resisted by HT<br />
The subject is temporarily deafened.<br />
Duration: 10 seconds.<br />
Cost: 3 to cast; 1 to maintain.<br />
Prerequisite: At least 2 Sound spells and Spasm.<br />
Items: (a) Any item. Always on; wearer is deafened. Energy cost to<br />
create: 400. (b) Staff or wand. Usable by mage only: must touch subject.<br />
Energy cost to create: 1,000.<br />
Strike Dumb<br />
Regular; Resisted by HT<br />
The subject cannot speak. This may make it difficult to cast spells. if<br />
they are not well known (see p. 7).<br />
Duration: 10 seconds.<br />
Cost: 3 to cast; 1 to maintain.<br />
Prerequisite: Spasm.<br />
SPELL LIST<br />
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