You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
Share Strength<br />
Regular<br />
Allows the caster to make his ST available to another mage’s spell<br />
casting. The caster may only cast this spell on himself. He must specify<br />
who is able to draw ST from him in the next second - nobody else may do<br />
so. More than one mage may be specified, and a limit of 5 ST may be<br />
drawn in a single turn. The caster may specify a lower limit! HT may not<br />
be used to cast this spell.<br />
If a specified mage does not draw ST before the caster’s next turn, the<br />
Share ST spell expires, costing the caster one fatigue. The mage casting<br />
the other spell does not have to be aware of the Share spell’s existence. As<br />
he casts his spell, he will feel an outside energy attempting to aid him - he<br />
may yield to that or deny it, paying the cost himself.<br />
A spell can draw power from only one Share spell. If more than one<br />
Share spell is cast, use the closest one; roll randomly if two are equally<br />
close.<br />
Duration: The ST must be used in a spell that turn. Cannot be<br />
maintained.<br />
Cost to Cast: Twice the amount actually used by the wizard who<br />
draws the ST. The energy spent by the caster goes to power another<br />
mage’s spell. ST beyond that needed by the spell is not transferred to the<br />
other mage - use Lend ST to do that. The cost to cast this spell is never<br />
reduced by high skill. A minimum of 1 ST is always spent when casting<br />
this spell.<br />
Prerequisite: Lend ST.<br />
Minor Healing<br />
Regular<br />
Restores up to 3 HT to the subject. Does not eliminate disease, but will<br />
cure harm already done by disease.<br />
This spell is risky if used more than once per day by the same caster<br />
on the same subject. If you try, your skill will be at -3 the first repetition,<br />
-6 for the second, and so on.<br />
If you have the Physician skill at level 15 or better, a “critical failure”<br />
roll with this spell counts only as an ordinary failure - unless you are<br />
trying the spell more than once per day on the same subject.<br />
Duration: Instantaneous.<br />
Cost: 1 to 3; the same amount is restored to the subject.<br />
Prerequisite: Lend Health.<br />
Item: Wand or staff, decorated in a snake pattern. Subject must be<br />
touched by item. Usable only by mages. or by non-mages with Physician<br />
skill 15+. Energy cost to create: 600.<br />
Major Healing (VH)<br />
Regular<br />
Restores up to 8 HT to the subject. Does not eliminate disease, but will<br />
cure harm already done by disease.<br />
This spell is risky if used more than once per day by the same caster<br />
on the same subject. If you try, your skill will be at -3 the first repetition.<br />
-6 for the second, and so on.<br />
If you have the Physician skill at level 15 or better, a “critical failure”<br />
roll with this spell counts only as an ordinary failure - unless you are<br />
trying the spell more than once per day on the same subject. However, a<br />
caster can use both Major and Minor Healing on the same subject in the<br />
same day, without penalty.<br />
Duration: Instantaneous.<br />
Cost: 1 to 4. Twice the amount spent is restored to the subject.<br />
Prerequisite: Magery, Minor Healing.<br />
Item: Wand or staff decorated in a snake pattern. Subject must be<br />
touched by item. Usable only by mages, or by non-mages with Physician<br />
skill 20+. Energy cost to create: 1,500.<br />
Sterilize<br />
Area<br />
Kills all microorganisms in the subject area. Cast on a living being, it<br />
will also kill some friendly microorganisms within its body; this will cure<br />
all germ-caused diseases but does 3 dice damage to a man-sized creature!<br />
(Damage will be proportional to size for others.)<br />
Duration: Those germs stay dead, but the subject isn’t rendered<br />
permanently clean or immune.<br />
Cost: 2 for a fist-sized object or flat area up to 30 square inches; for<br />
larger areas, base cost 3.<br />
Time to cast: 2 seconds for an object; 5 minutes for a living being.<br />
Prerequisite: Decay (p. 48) or Insect Control (p. 24).<br />
Item: Wand or staff, decorated in a snake pattern. Subject must he<br />
touched by item. Energy cost to create: 400.<br />
Suspended Animation<br />
Regular; Resisted by HT<br />
Holds the subject in apparent sleep. indefinitely. The effects of severe<br />
bleeding, disease, age, etc. are all halted while the spell is in effect. The<br />
subject requires neither food nor air, but can still be harmed by fire,<br />
weapons, and other natural hazards.<br />
Duration: remains in effect until broken (the Awaken spell is one good<br />
way).<br />
Cost: 6.<br />
Time to cast: 30 seconds.<br />
Prerequisite: Sleep (p. 66) and at least 4 Healing spell.<br />
Item: (a) Jewelry. arrow or clothing. Always on; puts wearer in<br />
suspended animation instantly. Spell lifts immediately when item is<br />
removed. Energy cost to create: 2,000. (b) Crypt. coffin, etc. Always on;<br />
puts occupant in suspended animation. Energy cost to create: 2,000 per<br />
human-sized space.<br />
Cure Disease<br />
Regular<br />
Eliminates all disease, plague, or infection microorganisms of one<br />
chosen type from the body of the subject. A successful Diagnosis roll (by<br />
caster or another) should first be made; if not, spell use is at -5l Does not<br />
cure any damage the illness has done to the subject - just eliminates the<br />
organisms responsible. If no organism is responsible, the spell has no<br />
effect!<br />
Duration: The germs stay dead, but the subject isn’t immune forever...<br />
Cost: 4 (for a normal human - no less for a smaller creature. but<br />
proportionately more for a larger one).<br />
Time to cast: 10 minutes. One try.<br />
Prerequisite: Sterilize and Major Healing.<br />
Item: Wand or staff, decorated in a snake pattern. Subject must be<br />
touched by item. Usable only by mages. Energy cost to create: 800 to cure<br />
one specific disease, or 1,500 for an item that cures any disease.<br />
Neutralize Poison<br />
Regular<br />
Eliminates all traces of one chosen poison from the body of the<br />
subject. A successful Poisons roll (by the caster or another character)<br />
should first be made in order to identify the poison being treated; if not,<br />
spell use is at -5! This spell is of no use against elixirs other than those<br />
which do direct damage. Does not cure existing damage -just removes the<br />
remaining poison, avoiding any further damage.<br />
Duration: Permanent.<br />
Cost: 5 (for a one-hex creature, more in proportion to size).<br />
Time to cast: 30 seconds (beware fast-acting poisons!). One try.<br />
Prerequisite: Cure Disease, or Magery 3 and Test Food.<br />
Item: Staff or wand decorated in a snake pattern. Usable only by a<br />
mage or a physician of skill 20+. Must touch the subject. Cost to create:<br />
400 for an item that cures one specific poison. 1,500 for an item that cures<br />
any poison.<br />
SPELL LIST<br />
- 50 -