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Resist Pain<br />
Regular<br />
The subject becomes temporarily impervious to pain. He may ignore<br />
Spasm and other pain-causing spells. He cannot be stunned in combat, and<br />
does not lose DX when wounded, or slow down when his HT is reduced to<br />
3. However, he does not gain any actual resistance to injury - only to the<br />
pain it causes.<br />
Duration: 1 minute.<br />
Cost: 4 to cast; 2 to maintain.<br />
Prerequisite: Pain, Magery 2.<br />
Item: Any item. Affects wearer only. Energy cost to create: 800.<br />
Alter Visage<br />
Regular; Resisted by HT<br />
Changes the subject’s face as the caster wills. Any new organs added<br />
(e.g., extra eyes) will not really function. Other than that, any change is<br />
possible. If the caster is trying to duplicate an existing face, he is at -1 if he<br />
does not have the model (or a good picture) available; if he is not too<br />
familiar with the model, -2 or worse.<br />
This spell cannot be used to injure the subject. Mages do not get an<br />
automatic IQ + Magery roll to realize someone is under this spell.<br />
If this spell or Alter Body (below) is used to permanently improve a<br />
PC’s looks, the GM should require them to pay the appropriate character<br />
points for the improvement!<br />
Duration: 1 hour unless made permanent. May be removed by Alter<br />
Visage, Alter Body or Remove Curse.<br />
Cost: 4 to cast, 3 to maintain. May be made permanent, as an<br />
enchantment, for an energy cost of 40.<br />
Time to cast: 1 minute.<br />
Prerequisite: 8 Body Control spells, and either Shapeshifting or<br />
Perfect Illusion.<br />
Item: Any, but usually clothing or jewelry. Gives wearer a new face,<br />
pre-set by the caster. Energy cost to create: 1,000.<br />
Alter Body<br />
Regular; Resisted by HT<br />
As for Alter Visage, except that the subject’s entire body (e.g., skin,<br />
hair, limbs) may be altered. The subject’s general form cannot change:<br />
humanoids stay humanoid. No extra limbs, wings, etc., may be added.<br />
Simpler additions are possible (non-prehensile tails, horns, hooves), but<br />
the subject will be unfamiliar with them, and may suffer penalties to DX<br />
until a suitable adjustment period (GM’s decision) has passed. The<br />
subject’s mass must remain the same; basic stats do not change.<br />
Duration: 1 hour unless made permanent. May be removed by Alter<br />
Body or Remove Curse.<br />
Cost: 8 to cast, 6 to maintain. May be made permanent, as an<br />
enchantment, for an energy cost of 200.<br />
Time to cast: 2 minutes.<br />
Prerequisite: Alter Visage.<br />
Item: Any, but usually clothing or jewelry. Gives wearer a new<br />
appearance. pre-set by the caster. Energy cost to create: 4,000.<br />
COMMUNICATION AND EMPATHY SPELLS<br />
Sense Life<br />
Information; Area<br />
Tells the caster if there is any life in the subject area, and gives a<br />
general impression (on a good roll) of what kind. Caster can also specify<br />
he is looking for a specific sort of life; plants, elves, redheaded girls, or a<br />
named person who the caster knows.<br />
Base Cost: ½ (minimum 1).<br />
Item: Staff, wand or jewelry. Energy cost to create: 80.<br />
Sense Foes<br />
Information; Area<br />
Tells the caster if the subject has hostile intent, and what the degree of<br />
hostility is. Can be cast on one person, or a whole area. If cast over an<br />
area, it will only detect that someone is hostile, without telling who.<br />
Base Cost: 1 (minimum 2).<br />
Item: Staff, wand or jewelry. Energy cost to create: 200.<br />
Sense Emotion<br />
Regular<br />
Lets the caster know what emotions the subject is feeling at the<br />
moment. Works on any living being, but not much use except on intelligent<br />
creatures! Will also tell how loyal the subject is to the caster (see<br />
Loyalty, p. B195).<br />
Cost: 2.<br />
Prerequisite: Sense Foes.<br />
Item: Staff, wand or jewelry. Energy cost 300.<br />
Truthsayer<br />
Information; Resisted by IQ<br />
Tells whether the subject is lying or not. May be cast in two ways: (a)<br />
to tell whether the subject has told any lies in the last five minutes; (b) to<br />
tell whether the last thing the subject said was a lie. May also give an<br />
indication of how great the lie is. If caster is not touching subject,<br />
calculate range as for a regular spell.<br />
Cost: 2.<br />
Prerequisite: Sense Emotion.<br />
Item: Crown, helmet or other headgear. Energy cost 500.<br />
Compel Truth<br />
Information; Resisted by IQ<br />
The subject becomes unable to lie, though he may keep silent, or tell<br />
partial truths (this must be roleplayed). The spell does not force him to<br />
volunteer information; he merely cannot make any statement he believes<br />
to be untrue.<br />
Duration: 5 minutes.<br />
Cost: 4 to cast, 2 to maintain.<br />
Prerequisite: Magery 2, Truthsayer.<br />
Item: Torc or heavy necklace; wearer cannot lie. Energy cost 600.<br />
Mind-Reading<br />
Regular; Resisted by IQ<br />
Lets the caster read the subject’s mind. Works on any living thing, but<br />
is most useful on intelligent creatures. Detects only surface thoughts (what<br />
the subject is thinking at that moment). The subject is not aware his mind<br />
is being read, except in case of a critical failure. Modifiers: -2 to skill if<br />
caster does not know the subject’s native language; -2 if subject is of a<br />
different race; -4 or more if subject is totally alien!<br />
Duration: 1 minute.<br />
Cost: 4 to cast; 2 to maintain.<br />
Time to cast: 10 seconds.<br />
Prerequisite: Truthsayer.<br />
Item: Crown, helmet or other headgear. Usable only by a mage.<br />
Energy cost 1,000.<br />
SPELL LIST<br />
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