GURPS 4

Содержание:

Правила Боя

Бой в GURPS состоит из раундов длительностью 1 секунда. Каждый раунд персонажи выполняют одно действие по очереди. Порядок определяется атрибутом Basic Speed(ADD_REF: attributes speed). Персонажи с высоким Basic Speed действуют первыми. При равенстве этих атрибутов первым ходит персонаж с большей DX(ADD_REF: attributes dexterity). Если же и этот атрибут одинаков, то очередность определяется броском кубика перед боем.

Атака

Действия в бою

Каждый ход в бою персонаж может выполнить одно из следующих действий:

Действие Описание Передвижение
Aim Прицелится из оружия дальнего боя. 1 шаг
All-Out Attack Сильная атака, без возможности защищаться:  
Determined Атаковать с бонусом к попаданию. 1/2 Move() вперед
Double Атаковать 2 раза за ход. 1/2 Move() вперед
Feint Сделать ложный выпад и атаковать. 1/2 Move() вперед
Strong Атаковать с увеличенным уроном. 1/2 Move() вперед
All-Out Defense Бонус к защите, но нельзя атаковать:  
Increased Block Увеличить вероятность блокирования. 1 шаг
Increased Parry Увеличить вероятность парирования. 1 шаг
Increased Dodge Увеличить вероятность уклонения. 1/2 Move
Double Defense Использовать две разных защиты против каждой атаки. 1 шаг
Attack Обычная атака. 1 шаг
Change Posture Изменить положение тела (от положения лежа, до положения стоя). нет
Concentrate Использовать ментальный навык (в том числе заклинания). 1 шаг
Do Nothing Пропустить ход. нет
Evaluate Наблюдать за противником, накапливая бонус к попаданию. 1 шаг
Feint Ложный выпад снижающий защиту противника на 1 ход. 1 шаг
Move Перемещение. Move()
Move and Attack Перемещение и неточная атака. Move()
Ready Приготовить оружие к атаке или использовать физический навык. 1 шаг
Wait Определить реакцию на определенное событие. 1 шаг

Aim

При использовании оружия дальнего боя, можно потратить ход для того, чтобы прицелиться. При этом цель должна быть видна.

Если следующим ходом ты используешь действие Attack или All-Out Attack против той же цели, то ты получаешь бонус к броску на попадание(ADD_REF: hit roll). Добавь парамерт accuracy(ADD_REF: weapon accuracy) оружия к своему навыку владения им.

Можно прицеливаться более одного хода подряд. Ты получаешь дополнительный бонус +1 за 2 последовательных хода прицеливания или +2 за три и более последовательных ходов.

Пока ты целишься ты можешь сделать 1 шаг.

Любое защитное действие(ADD_REF: defence actions) сбрасывает все накопленные бонусы от прицеливания.

Если ты получаешь урон(ADD_REF: damage) в процессе прицеливания, ты должен пройти проверку will(ADD_REF: attributes will) или также потеряешь все накопленные бонусы.

All-Out Attack

Ты атакуешь противника с увеличенной силой, пренебрегая защитой.

До своего следующего хода ты не можешь использовать никакие защитные действия(ADD_REF: defence actions).

Ты можешь двигаться на половину своего (перемещения), но только вперед.

С оружием ближнего боя это действие имеет 4 вариации:

  • Determined - дает бонус +4 к попаданию(ADD_REF: hit roll)
  • Double - позволяет провести две атаки одна за другой. Для этого нужно иметь два “готовых”(ADD_REF: weapon ready) оружия, либо одно оружие, которое не требует подготовки после атаки. (Атака оружием в неосновной руке проводится со штрафом -4 на попадание)
  • Feint - проводится ложный выпад, а затем атака того же противника.
  • Strong - дает бонус +2 к наносимому урону(ADD_REF: damage) (либо +1 за каждый кубик броска на урон, если это больше). Применимо только к оружиям, которые наносят урон основанный на силе (thrust или swing)(ADD_REF: thrust/swing).

С оружием дальнего боя это действие имеет 2 вариации:

  • Determined - дает бонус +1 к попаданию(ADD_REF: hit roll)
  • Suppression Fire - см. (Подавляющий огонь). Твое оружие должно иметь (RoF)(ADD_REF: weapon rate of fire) 5+

All-Out Defense

В этот ход ты не атакуешь.

Это действие имеет 2 вариации:

  • Increased Defense - дает +2 к одному из типов защиты до следущего хода (Уклонение(ADD_REF: defence dodge), Парирование(ADD_REF: defence parry), Блокирование(ADD_REF: defence block) ) на твой выбор.
  • Double Defense - позволяет использовать два различных защитных действия(ADD_REF: defence actions) против одной и той же атаки (парирование другой рукой(ADD_REF: defence parry) считается как другая защита).

Если ты используешь это действие для увеличения параметра уклонение, ты можешь двигаться на половину своего перемещения. Во всех остальных случаях - только на один шаг.

Attack

Проведи 1 атаку без дополнительных модификаторов. Если ты используешь оружие, оно должно быть готово(ADD_REF: weapon ready).

При использовании оружия ближнего боя цель должна быть в зоне досягаемости(ADD_REF: weapon reach). При использовании оружия дальнего боя - не дальше чем максимальная дальность стрельбы(ADD_REF: weapon max range).

Ты можешь сделать 1 шаг.

Change Posture

Это действие позволяет изменить положение своего тела. Возможные позы включают в себя:

  • положение стоя
  • положение сидя
  • на одном колене
  • на четвереньках
  • лежа лицом вниз
  • лежа лицом вверх

Любая поза кроме “положение стоя” замедляет движение и дает штрафы на броски атаки(ADD_REF: hit roll) и защиты(ADD_REF: defence roll), но уменьшает размер цели для стрелковых атак(ADD_REF: weapon size modificator).

Чтобы встать на ноги из положения лежа нужно два действия. Первое - чтобы принять положение сидя, на четвереньках или на одном колене, и второе - чтобы встать.

Можно опуститься на колено или подняться с него используя возможность сделать шаг других действий.

Concentrate

Сконцентрироваться на какой-либо ментальной задаче (Использование заклинания, пси-способностей, броски восприятия и большинство других IQ-скиллов).

В этот ход ты не атакуешь.

Если ты используешь защитное действие, получаешь ранение, теряешь равновесие или происходит что-либо еще отвлекающее, нужно пройти проверку(ADD_REF: check roll) Will-3(ADD_REF: attributes will). При неудаче концентрация потеряна и нужно начинать заново.

Do Nothing

Ты просто стоишь на месте и ничего не делаешь.

При этом ты можешь обороняться.

Персонаж, находящийся под действием (ошеломления) или (застанный врасплох) автоматически совершает это действие. При этом ошеломленные персонажи защищаются со штрафом -4.

Чтобы оправиться от физического или ментального ошеломления, нужно пройти проверку(ADD_REF: check roll) HT(ADD_REF: attributes health) или IQ(ADD_REF: attributes intellect) соответственно. При успешной проверке ошеломление прекращается в конце хода.

Evaluate

Ты изучаешь своего противника, и получаешь бонус +1 к попаданию(ADD_REF: hit roll) своей следующей атаки. Противник должен быть виден и находится в пределах досягаемости для атаки.(ADD_REF: weapon reach)

Можно использовать это действие до 3 ходов подряд и получить суммарный бонус +3.

Feint

Ты проводишь ложный выпад или какой-либо подобный финт. Это не атака. Она не переводит оружие в состояние “не готово”(ADD_REF: weapon ready).

Проведится быстрое состязание(ADD_REF: quick contest) с противником. Твой навык владения оружием против навыка оппонента, либо навыка Cloak(ADD_REF: skill cloak), либо навыка Щита(ADD_REF: skill shield), либо DX(ADD_REF: attribute dexterity).

Если ты побеждаешь, то у противника снижаются все защиты на разницу в степени успеха(ADD_REF: success margin) ваших бросков (если противник провалил свой бросок - его степень успеха = 0).

Эффект финта длится 1 секунду. Т.е. если после этого ты проводишь Олл-Аут Атак(), то бонус применяется к каждой атаке.

Можешь переместиться на 1 шаг.

Союзники не получают бонус от твоих финтов.

Move

Ты можешь переместиться на любую дистанцию в пределах твоего Перемещения(ADD_REF: attribute move).

Ты не можешь атаковать в этот ход.

Ты можешь защищаться.

Move and Attack

Ты можешь переместиться на любую дистанцию в пределах твоего Перемещения(ADD_REF: attribute move), после чего (или в процессе) проведи атаку со штрафом к попаданию(ADD_REF: hit roll).

Если это рукопашная атака, штраф составляет -4 и твой эффективный навык(ADD_REF: effective skill) не может быть больше 9.

Если это дистанционная атака, штраф равен либо -2, либо параметр Bulk(ADD_REF: weapon bulk) оружия - нужно выбрать худшее.

Ты не можешь уворачиваться(ADD_REF: defense dodge) до своего следующего хода. Остальные защиты позволяются.

Ready

Это действие можно использовать для того чтобы:

  • Поднять что-нибудь, достать оружие, приготовить вещь к использованию, вернуть баланс оружию после атаки, перехватить оружие и т.п.
  • Предпринять физические действия отличные от боя: открыть или закрыть дверь, вскрыть замок и т.д.
  • Включить или выключить преимущество(ADD_REF: advantages), если оно позволяет это делать и не требует дополнительных действий

Ты можешь переместиться на 1 шаг.

Ты можешь защищаться.

Wait

Ждать определенного события до выполнения другого действия ( Attack, Feint, All-Out Attack, Ready), например, противник подходит на расстояние удара. Если событие происходит, то действие текущего персонажа приостанавливается и ты выполняешь указанное ранее действие. После твоего действия порядок ходов восстанавливается.

Параметры оружия

Магия

Mind Control spells

Spell Requires Classes
Keen Sense   Regular

Keen Sense

Prerequisite: None
Classes: Regular
Duration: 30 minutes
Cost: 1 for each point of increase (maximum 5). Half that amount (round up) to maintain.

This spell is actually several different spells. The most common variants are Keen Vision, Keen Hearing, and Keen Taste and Smell, but variants are possible for unusual methods of perception as Detect, Scanning Sense, or Vibration Sense. Keen (Sense) gives a +1 bonus per point of energy spent to Sense rolls of the appropriate type. Kenn Hearing is also a Sound spell.

Sound spells

Заклинания, которые производят звук “субьект” - это точка, из которой звук исходит.

Spell Requires Classes
Sound   Regular
Silence Sound Area
Thunderclap Sound Regular
Voices Sound Regular
Garble Voices Regular, Resisted by Will
Wall of Silence Silence Area
Hush Silence Regular, Resisted by Will
Great Voice Thunderclap and Voices Regular
Delayed Message Magery 1, Sense Life and Voices Area
Converse Magery 1, Garble and Silence Regular
Far-Hearing Magery 1, 4 other sound spells Information
Message Seeker and Great Voice Regular, Resisted by spells that block sound

Sound

Prerequisite: None
Classes: Regular
Duration and cost: 1 to create 5 seconds of sound; 2 to create a sound that lasts for a full minute; 1 per minute to maintain

Produces any sort of meaningless sound the caster wishes – the drone of an insect, the distant babble of voices, the clatter of something falling, or anything similar. The spell cannot produce loud noise. It requires no concentration once the spell is cast.

Silence

Prerequisite: Sound
Classes: Area
Duration: 1 minute
Base Cost: 2 to cast, 1 to maintain

Creates an area of quiet. No one within this area can hear anything, and nothing that happens in this area makes any sound. It is the area that is affected and not the people in it; anyone moving out will be able to speak. Note that an area of silence will prevent spoken spells from working!

Thunderclap

Prerequisite: Sound
Classes: Regular
Duration: instant
Base Cost: 2

Produces a single loud sound like an explosion or crash of thunder. The “subject” is the spot the caster chooses as the spell’s center. Outdoors, anyone within 3 yards of this place must make a HT roll or be deafened; anyone deafened may roll vs. HT every hour to recover. In an enclosed area – less than 10 yards in any dimension – increase this distance to 6 yards! The caster makes his roll at HT+2.

Voices

Prerequisite: Sound
Classes: Regular
Duration: 1 minute
Base Cost: 3 to cast, 2 to maintain

Produces a meaningful sound – voices, music, etc. – of normal speaking volume. Requires constant concentration on the part of the caster.

Garble

Prerequisite: Voices
Classes: Regular; Resisted by Will
Duration: 1 minute
Base Cost: 4 to cast, 2 to maintain

The subject (a living being) can no longer make meaningful sounds; it comes out completely garbled. This spell could make an opposing wizard powerless!

Wall of Silence

Prerequisite: Silence
Classes: Area
Duration: 1 minute
Base Cost: 2 to cast, 1 to maintain

Surrounds the affected area with a wall that sounds will not pass. Those within it cannot hear outside sounds, or be heard by those outside. Casting of spoken spells is unaffected.

Hush

Prerequisite: Silence
Classes: Regular, Resisted by Will
Duration: 10 seconds if subject attempted to resist, 1 minute otherwise.
Time to cast: 2 seconds
Base Cost: 2 to cast, 1 to maintain

The subject (an object or living being) can make no sounds, either accidentally or on purpose. Add 3 to the subject’s Stealth skill whenever a roll is necessary, or subtract 5 from the Hearing roll of anyone listening for the subject. This spell can silence an opposing wizard in battle!

Great Voice

Prerequisite: Thunderclap and Voices
Classes: Regular
Duration: 1 minute
Time to cast: 2 seconds
Base Cost: 3 to cast, 1 to maintain

The subject can be heard clearly and distinctly by everyone he can see, even at a great distance. The subject can choose to be heard by only a few chosen targets if he specifies before speaking (those within ordinary earshot will hear him whether he wants it or not, of course). Note that, for instance, one could not cut off the subject’s voice by ducking behind a rock. This spell is widely used by ship captains, military commanders, and public speakers. The sound may become irritatingly loud if the original voice is loud, but will not deafen or cause harm.

Delayed Message

Prerequisite: Magery 1, Sense Life and Voices
Classes: Area
Duration: Until the specified person arrives.
Time to cast: 4 seconds
Cost: 3 per simple sentence – one idea per sentence, cannot be maintained

Creates an oral message, which can be delayed to go off until a certain per- son, specified at casting, arrives in the area. The recipient hears it clearly, regardless of other noise, but nobody else hears it. A Detect Magic spell cast in the area reveals that it contains a delayed message, but only a critical success reveals more. A critical success reveals one of the following (roll ran- domly): the sender, the intended recip- ient, or the words (not any hidden meanings) of the message. This does not count as a “continu- ing spell” – the mage casts it and forgets about it.

Converse

Prerequisite: Magery 1, Garble and Silence
Classes: Regular
Duration: As long as eye contact is maintained.
Time to cast: 4 seconds
Cost: 2

Allows the caster and his subject to converse quietly without fear of eaves- dropping, even in a noisy environment (such as a raucous party). Each one will hear the words of the other clear- ly regardless of the surrounding din. Other beings within earshot will hear a meaningless buzz of conversation. Converse resists spells that block sound such as Silence or Noise.

Far-Hearing

Prerequisite: Magery 1, 4 other sound spells
Classes: Information
Duration: 1 minute
Time to cast: 3 seconds
Cost: 4 to cast. 2 to maintain

The caster can hear any conversa- tion that he can see, even at a great distance, or hear through solid objects totaling no more than six feet of thick- ness. He automatically makes all Hearing rolls. This is also a Knowledge spell.

Message

Prerequisite: Seeker and Great Voice
Classes: Regular; Resisted by spells that block sound
Duration: The message travels to the subject at 50 mph. This speed doubles when the casting cost is doubled
Time to cast: 3 seconds
Cost: 1 per 15 seconds of message duration

Send a spoken message to a sub- ject. Use the long-distance modifiers (p. 14). If the caster doesn’t know the subject, he is at -2. If he doesn’t know the subject’s whereabouts, he is also at -5 (a successful Seeker spell will elim- inate this). These penalties may be cumulative. A successful Trace gives a +5 bonus. The subject hears the message clearly and distinctly whatever his sonic surroundings, but nobody else hears it. Silence, Wall of Silence, and Noise will resist the incoming message. This is also a Communication and Empathy spell.

Персонаж

Очки персонажа
Это универсальная “валюта” для создания и развития вашего персонажа. Чтобы улучшить свои характеристики персонаж должен “заплатить” определенное количество этих очков. Каждый персонаж имеет определенное количество стартовых очков и может заработать дополнительные в процессе игры.

Атрибуты

Начальное значение всех базовых характеристик - 10. Вы можете как увеличить это число, заплатив указанное количество очков, так и уменьшить. Во втором случае вы получите некоторое количество очков и сможете их использовать для других целей.

Характеристика Базовое значение Сокращение Стоимость
Сила 10 ST 10 очков/единица
Ловкость 10 DX 20 очков/единица
Интеллект 10 IQ 20 очков/единица
Здоровье 10 HT 10 очков/единица

Вторичные характеристики

Характеристика Базовое значение Стоимость
Базовый урон (Dmg) см. табл. урона  
Базовый рывок (BL) (ST*ST)/10 кг  
Очки жизни (HP) ST 2 очка/единица
Воля (Will) IQ 5 очков/единица
Восприятие (Per) IQ 5 очков/единица
Очки усталости (FP) HT 3 очка/единица
Базовая скорость (BSpeed) (HT+DX)/4 5 очков/0.25 единиц
Базовое перемещение (BMove) int(BS) м/c 5 очков/1 м/c

Внешность

Привлекательность Реакция Стоимость
Ужасающий -6 -24 очка
Уродливый -5 -20 очков
Отвратительный -4 -16 очков
Отталкивающий -2 -8 очков
Невзрачный -1 -4 очка
Обычный 0 0
Привлекательный +1 4 очка
Красивый +2 (+4 для противоположного пола) 12 очков
Очень красивый +2 (+6 для противоположного пола) 16 очков
Божественный +2 (+8 для противоположного пола) 20 очков

Технологический уровень

Уровень (TL) Описание
0 Каменный Век
1 Бронзовый Век
2 Железный Век
3 Средневековье
4 Эпоха Географический Открытый
5 Индустриальная Революция
6 Эпоха Механизации
7 Открытие Ядерной Энергии
8 Цифровой Век
9 Век Микроэлектроники
10 Век Робототехники
11 Век Экзотической Материи
12+ Чудо-Юдо…
Особенность Стоимость
Отсталый (Личный TL - TL Мира) * 5 очков
Продвинутый (Личный TL - TL Мира) * 5 очков

Культура

Особенность Стоимость
Знание культуры (расы схожей со своей) 1 очко/раса
Знание культуры (чужеродной расы) 2 очка/раса

Языки

Уровень владения Стоимость (разговор) Стоимость (письмо)
нет 0 0
ломаный 1 очко/язык 1 очко/язык
с акцентом 2 очка/язык 2 очка/язык
родной 0 очков (один язык) 0 очков (один язык)
как родной 3 очка/язык 3 очка/язык
Особенность Стоимость
Неграмотность (родной язык) -3 очка

Состояние

Степень богатства Начальные деньги Стоимость
Разорившийся 0 -25 очков
Нищий 20% нормы -15 очков
Перебивающийся 50% нормы -10 очков
Средний норма 0
Комфортный 200% нормы 10 очков
Богатый 500% нормы 20 очков
Очень богатый 2000% нормы 30 очков
Баснословно богатый 10000% нормы 50 очков
Мультимиллионер 10000% * 10 * уровень 50 + 25/уровень

Социальный статус

Пример статуса Уровень Стоимость
Раб, Смерд -2 -10 очков
Бедняк -1 -5 очков
Обычный горожанин 0 0
Купец, доктор, жрец 1 5 очков
Офицер, Начальник 2 10 очков
Глава гильдии, Мэр 3 15 очков
Дворянин, Член конгресса 4 20 очков
Влиятельный Дворянин 5 25 очков
Член королевской семьи 6 30 очков
Король, Президент 7 35 очков
Император 8 40 очков

Advantages

Название Стоимость
Acute Hearing 2/уровень
Acute Taste and Smell 2/уровень
Acute Touch 2/уровень
Acute Vision 2/уровень
Ambidexterity 5
Animal Empathy 5
Catfall 10
Charisma 5/уровень
Combat Reflexes 15
Danger Sense 15
Daredevil 15
Empathy 15
Enhanced Block 5
Enhanced Dodge 15
Enhanced Parry 5 or 10
Fearlessness 2/уровень
Flexibility 5
Double-Jointed 15
Hard to Kill 2/уровень
High Pain Threshold 10
Language Talent 10
Magery 5 за уровень 0, +10/уровень
Night Vision 1/уровень
Perfect Balance 15
Resistant to Disease 3
Resistant to Disease II 5
Resistant to Poison 5
Talent (Artificer) 10/уровень
Talent (Outdoorsman) 10/уровень
Talent (Smooth Operator) 15/уровень
Voice 10

Acute Senses

  • Acute Hearing
  • Acute Taste and Smell
  • Acute Touch
  • Acute Vision

You have superior senses. Each Acute Sense is a separate advantage that gives +1 per level to all Sense rolls (see …) you make or the GM makes for you – using that one sense.

Ambidexterity

You can fight or otherwise act equally well with either hand, and never suffer the -4 DX penalty for using the “off” hand (see …). Should some accident befall one of your arms or hands, assume it is the left one.

Animal Empathy

You are unusually talented at reading the motivations of animals. When you meet an animal, the GM rolls against your IQ and tells you what you “feel.” This reveals the beast’s emotional state – friendly, frightened, hostile, hungry, etc. – and whether it is under supernatural control. You may also use your Influence skills (see …) on animals just as you would on sapient beings, which usually ensures a positive reaction.

Catfall

You subtract five yards from a fall automatically (treat this as an automatic Acrobatics success – don’t check again for it). In addition, a successful DX roll halves damage from any fall (see …). To enjoy these benefits, your limbs must be unbound and your body free to twist as you fall.

Charisma

You have a natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence – but real charisma is independent of these things. Each level gives +1 on all reaction rolls made by sapient beings with whom you actively interact (converse, lecture, etc.); +1 to Influence rolls (see Influence Rolls, …); and +1 to Leadership and Public Speaking skills. The GM may rule that your Charisma does not affect members of extremely alien races.

Combat Reflexes

You have extraordinary reactions, and are rarely surprised for more than a moment. You get +1 to all active defense rolls (see …) and +2 to Fright Checks (see …). You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental “stun.”

Danger Sense

You can’t depend on it, but sometimes you get this prickly feeling right at the back of your neck, and you know something’s wrong… The GM rolls once against your Perception, secretly, in any situation involving an ambush, impending disaster, or similar hazard. On a success, you get enough of a warning that you can take action. A roll of 3 or 4 means you get a little detail as to the nature of the danger.

Daredevil

Fortune seems to smile on you when you take risks! Any time you take an unnecessary risk (in the GM’s opinion), you get a +1 to all skill rolls. Furthermore, you may reroll any critical failure that occurs during such high-risk behavior.

Empathy

You have a “feeling” for people. When you first meet someone – or are reunited after an absence – you may ask the GM to roll against your IQ. He will tell you what you “feel” about that person. On a failed IQ roll, he will lie! This talent is excellent for spotting imposters, possession, etc., and for determining the true loyalties of NPCs.

Enhanced Defenses

You are unusually adept at evading attacks! This may be due to careful observation of your foe, focusing chi, or anything else that fits your background. There are three versions: Enhanced Block: You have +1 to your Block score with Shield skill. Enhanced Dodge: You have +1 to your Dodge score. Enhanced Parry: You have +1 to your Parry score. You may take this advantage for bare hands (5 points), for any one Melee Weapon skill (5 points), or for all parries (10 points).

Fearlessness

You are difficult to frighten or intimidate! Add your level of Fearlessness to your Will whenever you make a Fright Check or must resist the Intimidation skill (see …) or a supernatural power that induces fear. You also subtract your Fearlessness level from all Intimidation rolls made against you.

Flexibility

Your body is unusually flexible. This advantage comes in two levels: Flexibility: You get +3 on Climbing rolls; on Escape rolls to get free of ropes, handcuffs, and similar restraints. You may ignore up to -3 in penalties for working in close quarters (including many Explosives and Mechanic rolls). Double-Jointed: As above, but more so. You cannot stretch or squeeze yourself abnormally, but any part of your body may bend any way. You get +5 on Climbing, Escape rolls, and on attempts to break free. You may ignore up to -5 in penalties for close quarters.

Hard to Kill

You are incredibly difficult to kill. Each level of Hard to Kill gives +1 to HT rolls made for survival at -HP or below, and on any HT roll where failure means instant death (due to heart failure, poison, etc.). If this bonus makes the difference between success and failure, you collapse, apparently dead (or disabled), but come to in the usual amount of time (see …)

High Pain Threshold

You are as susceptible to injury as anyone else, but you don’t feel it as much. You never suffer a shock penalty when you are injured. In addition, you get +3 on all HT rolls to avoid knockdown and stunning – and if you are tortured physically, you get +3 to resist. The GM may let you roll at Will+3 to ignore pain in other situations.

Language Talent

You have a knack for languages. When you learn a language at a comprehension level above None, you automatically function at the next higher level.

Magery

You are magically adept. This advantage comes in levels. You must purchase Magery 0 before buying higher levels of Magery.

Magery 0: This is basic “magical awareness,” a prerequisite for learning magic in most worlds. The GM makes a Sense roll (…) when you first see a magic item, and again when you first touch it. On a success, you intuitively know that the item is macical. A roll of 3 or 4 also tells you whether the magic is helpful or dangerous, and about how strong it is. Those without Magery do not get this roll!

Magery 1+: Higher levels of Magery make it much easier to learn and use magic. Add your Magery to IQ when you learn spells. For instance, if you have IQ 14, Magery 3 lets you learn spells as if you had IQ 17. Add your Magery level to Perception when you roll to sense magic items, and to IQ when you learn Thaumatology skill.

Reduce the time required to learn new spells in play (but not the point cost) by 10% per Magery level, to a minimum of 60% of the usual time at Magery 4. For instance, with Magery 3, you would learn spells in 70% the usual time.

Powerful spells require a minimum level of Magery as a prerequisite, so be sure to skim the Spell List when deciding how much Magery you need. Note that high Magery lets you produce powerful results with even the most basic spells; see Magery and Effect (…). The GM sets the maximum Magery allowed to PCs. Magery 3 is about right for “classic fantasy.”

Night Vision

Your eyes adapt rapidly to darkness. Each level of this ability (maximum nine levels) allows you to ignore -1 in combat or vision penalties due to darkness, provided there is at least some light.

Perfect Balance

You can always keep your footing, no matter how narrow the walking surface (tightrope, ledge, tree limb, etc.), under normal conditions without having to make a die roll. If the surface is wet, slippery, or unstable, you get +6 on all rolls to keep your feet. In combat, you get +4 to DX and DX-based skill rolls to keep your feet or avoid being knocked down. Finally, you get +1 to Acrobatics and Climbing skill.

Resistant

You are naturally resistant (or even immune) to diseases or poisons. This gives you a bonus on all HT rolls to resist incapacitation or injury from such things. Resistant to Disease: You may take a +3 bonus for 3 points or a +8 bonus for 5. Resistant to Poison: You have a +3 bonus

Talent

You have a natural aptitude for a set of closely related skills. “Talents” come in levels, and give a bonus of +1 per level with all affected skills, even for default use. This effectively raises your attribute scores for the purpose of those skills only; thus, this is an inexpensive way to be adept at small class of skills. You may never have more than four levels of a particular Talent. However, overlapping Talents can give skill bonuses (only) in excess of +4. The cost of a Talent depends on the size of the group of skills affected. Some examples: Artificer covers Armoury, Electronics, Repair, Engineer, Mechanic, and others. Outdoorsman covers Camoflage, Naturalist, Navigation, Survival, and Tracking. Smooth Operator covers all Influence skills, as well as Acting, Carousing, Leadership, and Public Speaking. There are many other possibilities! GMs are encouraged to create their own Talents as needed.

Voice

You have a naturally clear, resonant, and attractive voice. This gives you +2 with any skill that depends on speaking or singing (with the GM’s approval, of course). You also get +2 on any reaction roll made by someone who can hear your voice.

Disadvantages

Название Самоконтроль Стоимость
Bad Sight   -10 или -25
Bad Temper да -10
Bloodlust да -10
Code of Honor   от -5 до -15
Curious да -5
Delusions   от -5 до -15
Gluttony да -5
Greed да -15
Hard of Hearing   -10
Honesty да -10
Impulsiveness да -10
Intolerance   различается
Jealousy   -10
Lecherousness да -15
Obsession да -5 или -10
Odious Personal Habits   -5, -10 или -15
Overconfidence да -5
Reluctant Killer   -5
Cannot Harm Innocents   -10
Phobias да различается
Sense of Duty   от -2 до -20
Truthfulness да -5
Unluckiness   -10
Vow   от -5 до -15

Bad Sight

You have poor vision, giving -6 to Visionrolls and -2 to hit in combat. This disadvantage costs -10 points at TLs where it is correctable (with glasses or contact lenses), -25 points when it is not.

Bad Temper

You are not in full control of your emotions. Make a self-control roll in any stressful situation. If you fail, you lose your temper and must insult, attack, or otherwise act against the cause of the stress.

Bloodlust

You want to see your foes dead. In battle, you must go for killing blows, and put in an extra shot to make sure of a downed foe. You must make a self-control roll whenever you need to accept a surrender, evade a sentry, take a prisoner, etc. If you fail, you attempt to kill your foe instead – even if that means breaking the law, compromising stealth, wasting ammo, or violating orders. Out of combat, you never forget that a foe is a foe.

Code of Honor

ou take pride in a set of principles that you follow at all times. The specifics can vary, but they always involve “honorable” behavior. You will do nearly anything – perhaps even risk death – to avoid the label “dishonorable” (whatever that means to you). The point value of a particular Code of Honor depends on how much trouble it is liable to get you into and how arbitrary and irrational its requirements are. An informal Code that applies only among your peers is worth -5 points. A formal Code that applies only among peers, or an informal one that applies all the time, is worth -10 points. A formal Code that applies all the time, or that requires suicide if broken, is worth -15 points. The GM has the final say! A couple of examples Code of Honor (Pirate’s): Always avenge an insult, regardless of the danger; your buddy’s foe is your own; never attack a fellow crewman or buddy except in a fair, open duel. Anything else goes. This is also suitable for brigands, bikers, etc. - 5 points. Code of Honor (Gentleman’s): Never break your word. Never ignore an insult to yourself, a lady, or your flag; insults may only be wiped out by an apology or a duel (not necessarily to the death!). Never take advantage of an opponent in any way; weapons and circumstances must be equal (except in open war). This only applies between gentlemen. A discourtesy from anyone of Status 0 or less calls for a whipping, not a duel! -10 points.

Curious

You are naturally very inquisitive. This is not the curiosity that affects all PCs (“What’s in that cave? Where did the flying saucer come from?”), but the real thing (“What happens if I push this button?”). Make a self-control roll when presented with an interesting item or situation. If you fail, you examine it even if you know it could be dangerous. Good roleplayers won’t try to make this roll very often…

Delusions

You believe something that simply is not true. This may cause others to consider you insane. And they may be right! If you suffer from a Delusion, you must roleplay your belief at all times. The point value of the Delusion depends on its nature. A Minor Delusion affects your behavior, and anyone around you will soon notice it (and react at -1), but it does not keep you from functioning more-or-less normally. -5 points. A Major Delusion strongly affects your behavior, but does not keep you from living a fairly normal life. Others will react to you at -2. -10 points. A Severe Delusion affects your behavior so much that it may keep you from functioning in the everyday world. Others react to you at -3, but they are more likely to fear or pity you than to attack. -15 points.

Gluttony

You are overly fond of good food and drink. Given the chance, you must always burden yourself with extra provisions. You should never willingly miss a meal. Make a self-control roll when presented with a tempting morsel or good wine that, for some reason, you should resist. If you fail, you partake – regardless of the consequences.

Greed

You lust for wealth. Make a self-control roll any time riches are offered – as payment for fair work, gains from adventure, spoils of crime, or just bait. If you fail, you do whatever it takes to get the payoff. Small sums do not tempt you much if you are rich, but if you are poor, you get -5 or more on your self-control roll if a rich prize is in the offing.

Hard of Hearing

You are not deaf, but you have some hearing loss. You are at -4 on any Hearing roll and on any skill roll where it is important that you understand someone (if you are the one talking, this disadvantage doesn’t affect you).

Honesty

You must obey the law, and do your best to get others to do so as well. In an area with little or no law, you do not “go wild” – you act as though the laws of your own home were in force. You also assume that others are honest unless you know otherwise. This is a disadvantage, because it often limits your options! Make a self-control roll when faced with the “need” to break unreasonable laws; if you fail, you must obey the law, whatever the consequences. If you manage to resist your urges and break the law, make a second self-control roll afterward. If you fail, you must turn yourself in to the authorities!

Impulsiveness

You hate talk and debate. You prefer action! When you are alone, you act first and think later. In a group, when your friends want to stop and discuss something, you should put in your two cents’ worth quickly – if at all – and then do something. Roleplay it! Make a self-control roll whenever it would be wise to wait and ponder. If you fail, you must act.

Intolerance

You dislike and distrust some (or all) people who are different from you. You may be prejudiced on the basis of class, ethnicity, nationality, religion, sex, or species. Victims of your Intolerance will react to you at -1 to -5 (GM’s decision). Point value depends on the scope of your Intolerance. If you are thoroughly intolerant, you react at -3 toward anyone not of your own class, ethnicity, nationality, religion, or species (pick one). Total Intolerance of this kind is worth -10 points. Intolerance directed at only one specific class, ethnicity, nationality, religion, sex, or species is worth from -5 points for a commonly encountered victim to -1 point (a nasty quirk) for a rare victim.

Jealousy

You react poorly toward those who seem smarter, more attractive, or better off than you! You resist any plan proposed by a “rival,” and hate it if someone else is in the limelight. If an NPC is jealous, the GM will apply a -2 to -4 reaction penalty toward the victim(s) of his jealousy.

Lecherousness

You have an unusually strong desire for romance. Make a self-control roll whenever in more than the briefest contact with an appealing member of the sex you find attractive – at -5 if this person is Handsome/Beautiful, or at -10 if Very Handsome/Very Beautiful. If you fail, you must make a “pass,” using whatever wiles and skills you can bring to bear.

Obsession

Your entire life revolves around a single goal, an overpowering fixation that motivates all of your actions. Make a self-control roll whenever it would be wise to deviate from your goal. If you fail, you continue to pursue your Obsession, regardless of the consequences. Point cost depends on the time needed to realize your goal. A short-term goal (e.g., assassinating someone) is worth -5 points, while a long-term goal (e.g., becoming President) is worth -10 points.

Odious Personal Habits

You usually or always behave in a fashion repugnant to others. An Odious Personal Habit (OPH) is worth -5 points for every -1 to reaction rolls made by people who notice your problem. Specify the behavior when you create your character, and work out the point value with the GM. Examples: Body odor, constant scratching, or tuneless humming would give -1 to reactions, and are worth -5 points apiece. Constant bad puns or spitting on the floor would give -2 to reactions, worth -10 points apiece. We leave -15-point habits (-3 to reactions) to the imagination of those depraved enough to want them.

Overconfidence

You believe that you are far more powerful, intelligent, or competent than you really are. You may be proud and boastful or just quietly determined, but you must roleplay this trait. You must make a self-control roll any time the GM feels you show an unreasonable degree of caution. If you fail, you must go ahead as though you were able to handle the situation! Caution is not an option. You receive +2 on all reaction rolls from young or naive individuals (who believe you are as good as you say you are), but -2 on reactions from experienced NPCs

Pacifism

You are opposed to violence. This can take two forms. Reluctant Killer: You get -4 to hit a person (not a monster, machine, etc.) with a deadly attack, or -2 if you can’t see his face. If you kill someone, roll 3d – you’re morose and useless for that many days. -5 points. Cannot Harm Innocents: You may fight – you may even start fights – but you may only use deadly force on a foe that is attempting to do you serious harm. -10 points.

Phobias

A “phobia” is a fear of a specific item, creature, or circumstance. The more common an object or situation, the greater the point value of a fear of it. If you have a phobia, you may temporarily master it by making a successful self-control roll … but the fear persists. Even if you master a phobia, you will be at -2 to all IQ, DX, and skill rolls while the cause of your fear is present, and you must roll again every 10 minutes to see if the fear overcomes you. If you fail the self-control roll, you will cringe, flee, panic, or otherwise react in a manner that precludes sensible action. Even the mere threat of the feared object requires a self-control roll at +4. If your enemies actually inflict the feared object on you, you must make an unmodified self-control roll. Some common phobias: Blood (Hemophobia): -10 points. Darkness (Scotophobia): -15 points. Heights (Acrophobia): -10 points. Number 13 (Triskaidekaphobia): Roll at -5 if Friday the 13th is involved! -5 points. Spiders (Arachnophobia): -5 points.

Sense of Duty

You feel a strong sense of commitment toward a particular class of people. You will never betray them, abandon them when they’re in trouble, or let them suffer or go hungry if you can help. The GM will assign a point value to your Sense of Duty based on the size of the group you feel compelled to aid: Individual (the President, your wingman, etc.): -2 points. Small Group (e.g., your close friends, adventuring companions, or squad): -5 points. Large Group (e.g., a nation or religion, or everyone you know personally): -10 points. Entire Race (all humanity, all Elves, etc.): -15 points. Every Living Being: -20 points.

Truthfulness

You hate to tell a lie – or you are just very bad at it. Make a self-control roll whenever you must keep silent about an uncomfortable truth (lying by omission). Roll at -5 if you actually have to tell a falsehood! If you fail, you blurt out the truth, or stumble so much that your lie is obvious. You have a permanent -5 to Fast-Talk skill, and your Acting skill is at -5 when your purpose is to deceive.

Unluckiness

You have rotten luck. Things go wrong for you – and usually at the worst possible time. Once per play session, the GM will arbitrarily and maliciously make something go wrong for you. You miss a vital die roll, or the enemy (against all odds) shows up at the worst possible time. If the plot of the adventure calls for something bad to happen to someone, it’s you. The GM may not kill you outright with “bad luck,” but anything less than that is fine.

Vow

You have sworn an oath to do (or not to do) something. Whatever the oath, you take it seriously; if you didn’t, it would not be a disadvantage. This trait is especially appropriate for knights, holy men, and fanatics. The point value of a Vow should be directly related to the inconvenience it causes you. The GM is the final judge. Some examples: Minor Vow: Silence during daylight hours; vegetarianism; chastity (yes, for game purposes, this is minor). -5 points. Major Vow: Use no edged weapons; keep silence at all times; never sleep indoors; own no more than your horse can carry. -10 points. Great Vow: Never refuse any request for aid; always fight with the wrong hand; hunt a given foe until you destroy him; challenge every knight you meet to combat. -15 points.

Навыки

Стоимость изучения навыков

Уровень навыка Простой навык Обычный навык Сложный навык
Атрибут -3      
Атрибут -2     1
Атрибут -1   1 2
Атрибут 1 2 4
Атрибут +1 2 4 8
Атрибут +2 4 8 12
Атрибут +3 8 12 16
еще +1 +4 +4 +4
Навык Атрибут Сложность Зависит от TL По-умолчанию
Acrobatics DX Сложный   DX-6
Acting IQ Обычный   IQ-5
Animal Handling IQ Обычный   IQ-5
Area Knowledge IQ Легкий   IQ-4
Armoury IQ Обычный да IQ-5
Brawling DX Легкий    
Camouflage IQ Легкий   IQ-4
Carousing HT Легкий   HT-4
Climbing DX Обычный   DX-5
Crewman IQ Легкий да IQ-4
Diagnosis IQ Сложный да IQ-6
Disguise IQ Обычный да IQ-5
Engineer IQ Сложный да  
Escape DX Сложный   DX-6
First Aid IQ Легкий да IQ-4
Forgery IQ Сложный да IQ-6
Gambling IQ Обычный   IQ-5
Hiking HT Обычный   HT-5
Holdout IQ Обычный   IQ-5
Humanities IQ Сложный   IQ-6
Diplomacy IQ Сложный   IQ-6
Fast-Talk IQ Обычный   IQ-5
Intimidation IQ Обычный   IQ-5
Savoir-Faire IQ Легкий   IQ-4
Sex Appeal HT Обычный   HT-3
Streetwise IQ Обычный   IQ-5
Interrogation IQ Обычный   IQ-5
Jumping DX Легкий    
Karate DX Сложный    
Law IQ Сложный   IQ-6
Leadership IQ Обычный   IQ-5
Lockpicking IQ Обычный да IQ-5
Mathematics IQ Сложный да IQ-6
Mechanic IQ Обычный да IQ-5
Melee Weapon DX различается   различается
Merchant IQ Обычный   IQ-5
Missile Weapon DX различается   различается
Natural Sciences IQ Сложный да IQ-6
Naturalist IQ Сложный   IQ-6
Navigation IQ Обычный да IQ-5
Observation IQ Обычный   IQ-5
Occultism IQ Обычный   IQ-5
Physician IQ Сложный да IQ-7
Pickpocket DX Сложный   DX-6
Public Speaking IQ Обычный   IQ-5
Research IQ Обычный да IQ-5
Riding DX Обычный   DX-5
Scrounging IQ Легкий   IQ-4
Search IQ Обычный   IQ-5
Shadowing IQ Обычный   IQ-5
Shield DX Легкий   DX-4
Social Sciences IQ Сложный   IQ-6
Smuggling IQ Обычный   IQ-5
Stealth DX Обычный   DX-5
Survival IQ Обычный   IQ-5
Swimming HT Легкий   HT-4
Tactics IQ Сложный   IQ-6
Throwing DX Обычный   DX-3
Thrown Weapon DX Легкий   DX-4
Tracking IQ Обычный   IQ-5
Traps IQ Обычный да IQ-5
Vehicle Skills DX различается   различается
Writing IQ Обычный   IQ-5

Acrobatics

This is the ability to perform gymnastic stunts, roll, take falls, etc.

Acting

This is the ability to counterfeit moods, emotions, and voices, and to lie convincingly over a period of time.

Animal Handling

This is the ability to train and work with animals. When working with a trained animal, roll against skill for each task you give the animal.

Area Knowledge

This skill represents familiarity with the people, places, and politics of a given region. You usually have Area Knowledge only for the area you consider your “home base.”

Armoury/TL

This is the ability to build, modify, and repair a specific class of weapons or armor. A successful roll lets you find a problem, if it isn’t obvious; a second roll lets you repair it. Time required is up to the GM.

Brawling

This is the skill of “unscientific” unarmed combat. Roll against Brawling to hit with a punch, or Brawling-2 to hit with a kick.

Camouflage

This is the ability to use natural materials, special fabrics and paints, etc. to hide yourself, your position, or your equipment.

Carousing

This is the skill of socializing, partying, etc. A successful Carousing roll, under the right circumstances, gives you a +2 bonus on a request for aid or information, or just on a general reaction. A failed roll means you made a fool of yourself in some way; you get a -2 penalty on any reaction roll made by those you caroused with.

Climbing

This is the ability to climb mountains, rock walls, trees, the sides of buildings, etc. See Climbing (…) for details.

Crewman/TL

This is the ability to serve as crew aboard a large vehicle. It includes familiarity with “shipboard life,” knowledge of safety measures, and training in damage control.

Diagnosis/TL

This is the ability to tell what is wrong with a sick or injured person, or what killed a dead person. It might not determine the exact problem, but it always gives hints, rule out impossibilities, etc.

Disguise/TL

This is the art of altering your appearance using clothing, makeup, and prosthetics. A good disguise requires a Disguise roll and 30 minutes to an hour of preparation.

Engineer/TL

This is the ability to design and build technological devices and systems. A successful roll lets you design a new system, diagnose a glitch, identify the purpose of a strange device, or improvise a gadget to solve a problem.

Escape

This is the ability to slip out of ropes, handcuffs, and similar restraints. The first attempt to escape takes one minute; each subsequent attempt takes 10 minutes.

First Aid/TL

This is the ability to patch up an injury in the field (see Recovery, …). Make a skill roll to halt bleeding, suck out poison, give artificial respiration to a drowning victim, etc

Forgery/TL

This is the ability to create falsified documents (identity cards, passports, etc.). When you use a forged document, make your Forgery roll each time it is inspected – unless you roll a critical success on your first attempt. Failure means someone spots the forgery

Gambling

This is skill at playing games of chance. A successful Gambling roll can (among other things) tell you if a game is rigged, identify a fellow gambler in a group of strangers, or “estimate the odds” in any tricky situation.

Hiking

This skill represents training for endurance walking, hiking, and marching. Make a Hiking roll before each day’s march; on a success, increase the distance traveled by 20%

Holdout

This is the skill of concealing items on your person or on other people (usually with their cooperation). An item’s size and shape govern its concealability, from +4 for a BB-sized jewel or a postage stamp, to -6 for a crossbow or a heavy sniper rifle.

Humanities

Each academic “humanity” or “arts” subject (such as History, Literature, Philosophy, or Theology) is a separate skill.

Influence Skills

There are several ways to influence others; each is a separate influence skill. A successful roll will result in a good reaction from an NPC. Failure results in a bad reaction (except for Diplomacy, which is relatively safe). To actually coerce or manipulate an NPC, you must win a Quick Contest (see …) of your skill versus his Will. Methods of influencing others include: Diplomacy: Negotiation and compromise. Fast-Talk: Lying and deceit. Intimidation: Threats and violence. Savoir-Faire: Manners and etiquette. Mainly useful in “high society” situations. Sex Appeal: Vamping and seduction, usually of the opposite sex. Streetwise: Contacts and (usually) subtle intimidation. Only useful in “street” and criminal situations.

Interrogation

This is the ability to question a prisoner. Roll a Quick Contest of Interrogation vs. the prisoner’s Will for each question. This requires 5 minutes per question. If you win, you get a truthful answer. If you tie or lose, the victim remains silent or lies. If you lose by more than five points, he tells you a good, believable lie.

Jumping

This skill represents trained jumping ability. When you attempt a difficult jump, roll against the higher of Jumping or DX. In addition, you may use half your Jumping skill (round down) instead of Basic Move when calculating jumping distance. See Jumping (…).

Karate

This skill represents any advanced training at unarmed striking, not just the Okinawan martial art of karate. Roll against Karate to hit with a punch (at no -4 for the “off” hand), or Karate-2 to hit with a kick. Karate improves damage: if you know Karate at DX level, add +1 per die to basic thrust damage when you calculate damage with Karate attacks: punches, kicks, elbow strikes, etc. Add +2 per die if you know Karate at DX+1 or better

Law

This skill represents knowledge of law codes and jurisprudence. A successful roll lets you remember, deduce, or figure out the answer to a question about the law

Leadership

This is the ability to coordinate a group. Make a Leadership roll to lead NPCs into a dangerous or stressful situation. (PCs can decide for themselves if they want to follow you!)

Lockpicking/TL

This is the ability to open locks without the key or combination. Each attempt requires one minute. If you make the roll and open the lock, each point by which you succeeded shaves five seconds off the required time.

Mathematics/TL

This is the scientific study of quantities and magnitudes, and their relationships and attributes, through the use of numbers and symbols.

Mechanic/TL

This is the ability to diagnose and fix ordinary mechanical problems. A successful skill roll will let you find or repair one problem.

Melee Weapon

This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard.

Fencing Weapons

Fencing weapons are light, one-handed weapons, usually hilted blades, optimized for parrying. Skills: Rapier (Обычный) and Smallsword (Обычный).

Flails

A flail is any flexible, unbalanced weapon with its mass concentrated in the head. Because flails tend to wrap around the target’s shield or weapon, attempts to block them are at -2 and attempts to parry them are at -4. Skills: Flail (Сложный; includes morningstars and nunchaku).

Impact Weapons

An impact weapon is any rigid, unbalanced weapon with most of its mass concentrated in the head, such as axes and maces. Such a weapon cannot parry if you have already attacked with it on your turn. Skills: Axe/Mace (Обычный).

Pole Weapons

Pole weapons are long (usually wooden) shafts, often adorned with striking heads. All require two hands. Skills: Polearm (Обычный), Spear (Обычный), Staff (Обычный; also gives +2 to Parry).

Swords

A sword is a rigid, hilted blade with a thrusting point, cutting edge, or both. All swords are balanced, and can attack and parry without becoming unready. Skills: Broadsword (Обычный), Knife (Легкий; also gives -1 to Parry), Shortsword (Обычный), and Two-Handed Sword (Обычный).

Merchant

This is the skill of buying, selling, and trading retail and wholesale goods. It involves bargaining, salesmanship, and an understanding of trade practices.

Missile Weapon

This is not one skill, but an entire collection of skills – one per class of closely related missile weapons. Missile Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard.

Gunner

This is the ability to use a heavy weapon, usually one mounted on a tripod or a vehicle, to make a direct-fire attack – that is, to aim and fire at a target to which you have a line of sight. All Gunner skills are DX/Easy. Beams: Any kind of heavy directed-energy weapon: laser, particle beam, etc. Cannon: Any kind of heavy projectile weapon – e.g., the main gun of a tank or an ultra-tech railgun on a starship – that fires single shots. Machine Gun: Any kind of heavy projectile weapon capable of firing bursts.

Guns

This is the ability to use a hand-held chemical-propellant or mass-driver projectile weapon. All Guns skills are DX/Easy. Light Anti-Armor Weapon (LAW): All forms of rocket launchers and recoilless rifles. Pistol: All kinds of handguns, including derringers, pepperboxes, revolvers, and automatics, but not machine pistols. Rifle: Any kind of rifled long arm – assault rifle, hunting rifle, sniper rifle, etc. – that fires a solid projectile. Shotgun: Any kind of smoothbore long arm that fires multiple projectiles (flechettes, shot, etc.). Submachine Gun (SMG): All short, fully automatic weapons that fire pistol-caliber ammunition, including machine pistols

Flamethrower

This is the ability to use a weapon that projects a stream of liquid or gas. Flamethrower is DX/Easy.

Other Missile Weapons

Blowpipe (DX/Hard): You can use this weapon to shoot small, usually poisoned, darts. You can also use it to blow powders at targets within one yard. Bow (DX/Average): This is the ability to use all bows except crossbows. Crossbow (DX/Easy): This is the ability to use all types of crossbows.

Natural Sciences/TL

There are a number of skill types under this heading, including Astronomy, Biology, Chemistry, Geology, and Physics, plus any others the GM approves.

Naturalist

This skill represents practical knowledge of nature – notably, how to tell dangerous plants and animals from benign ones, how to locate a cave to shelter in; and how to “read” weather patterns to know when to take shelter.

Observation

This is the talent of observing dangerous or “interesting” situations without letting others know that you are watching. Use this skill to monitor a location, a group of people, or your immediate surroundings for concealed or tactically significant details.

Occultism

This is the study of the mysterious and the supernatural. An occultist is an expert on ancient rituals, hauntings, mysticism, primitive magical beliefs, psychic phenomena, etc.

Physician/TL

This is the ability to aid the sick and the injured, prescribe drugs and care, etc. Make a skill roll to hasten natural recovery from injury (see Recovery, …), and whenever the GM requires a roll to test general medical competence or knowledge.

Pickpocket

This is the ability to steal a purse, knife, etc., from someone’s person – or to “plant” something on him.

Public Speaking

This is general talent with the spoken word. A successful skill roll lets you (for instance) give a good political speech, entertain a group around a campfire, incite or calm a riot, or put on a successful “court jester” act.

Research/TL

This is the ability to do library and file research. Roll against skill to find a useful piece of data in an appropriate place of research… if the information is there to be found.

Riding

This is the ability to ride a particular kind of mount. Make a skill roll when you first try to mount a riding animal, and again each time something happens to frighten or challenge the creature (e.g., a jump).

Scrounging

This is the ability to find, salvage, or improvise useful items that others can’t locate. Each attempt takes an hour. You do not necessarily steal your booty; you just locate it – somehow – and then acquire it by any means necessary.

Shadowing

This is the ability to follow another person through a crowd without being noticed. Roll a Quick Contest every 10 minutes: your Shadowing vs. the subject’s Vision roll. If you lose, you lost the subject; if you lose by more than 5, you were seen.

Shield

This is the ability to use a shield, both to block and to attack. Your Block score with any shield is (skill/2) + 3, rounded down.

Social Sciences

Each “social science” (e.g., Anthropology, Archaeology, Psychology or Sociology) is a separate skill.

Smuggling

This is the ability to conceal items in baggage and vehicles. You can also use it to hide an object in a room or a building. Roll against skill to hide an item from casual inspection. In an active search, the searchers must win a Quick Contest of Search vs. your Smuggling skill to find the item.

Stealth

This is the ability to hide and to move silently. A successful roll lets you conceal yourself practically anywhere, or move so quietly that nobody will hear you, or follow someone without being noticed. If someone is specifically on the alert for intruders, the GM will roll a Quick Contest between your Stealth and the sentinel’s Perception

Survival

This is the ability to “live off the land,” find safe food and water, avoid hazards, build shelter, etc. To live safely in a wilderness situation, you must make a successful Survival roll once per day. Failure inflicts 2d-4 injury on you and anyone in your care. There are many different types of Survival skill, which must be learned independently.

Swimming

This is the skill of swimming (on purpose or to keep afloat in emergencies) and lifesaving. Roll against the higher of Swimming or HT to avoid fatigue or injury due to aquatic misfortunes.

Tactics

This is the ability to outguess and outmaneuver the enemy in small-unit or personal combat. When commanding a small unit, roll against Tactics to place your troops correctly for an ambush, know where to post sentries, etc. In personal combat, you may make a Tactics roll before the fight begins if you had any time to prepare. On a success, you start the fight in an advantageous position – e.g., behind cover or on higher ground – as determined by the GM.

Throwing

This is the ability to throw any small, relatively smooth object that fits in the palm of your hand. Examples include baseballs, hand grenades, and rocks.

Thrown Weapon

This is the ability to hurl any one type of thrown weapon. The types include: Axe/Mace: Any axe, hatchet, or mace balanced for throwing (but not an unbalanced battleaxe or maul!). Knife: Any sort of knife. Shuriken: Any sort of hiltless blade, notably shuriken (“ninja stars”). Spear: Any sort of spear, javelin, etc.

Tracking

This is the ability to follow a man or an animal by its tracks. Make a Tracking roll to pick up the trail, then roll every 15 minutes to avoid losing it, at a modifier ranging from 0 for soft terrain to -6 for city streets.

Traps/TL

This is the skill of building and nullifying traps. For the purposes of Traps skill, detection devices are “traps.” Thus, this skill covers everything from covered pits to elaborate electronic security systems!

Vehicle Skills

Each class of vehicle requires a different skill to operate it. Roll once to get under way and again each time a hazard is encountered; failure indicates lost time or even an accident. Vehicle skills default to DX at -4 (easy), -5 (average), or -6 (hard); motor vehicles also default to IQ, at similar penalties. Available types include Bicycling (DX/E), Boating (DX/A) for small boats, Driving (DX/A) for cars and motorbikes, Piloting (DX/A) for aircraft, and Submarine (DX/A) for subs.

Writing

This is the ability to write in a clear or entertaining manner. A successful roll means the work is readable and accurate.

Spells

Сводная таблица

Spell Colleges Requires Classes
Purify Air Air   Area
Create Air Air Purify Air Area
Shape Air Air Create Air Regular
No-Smell Air Purify Air Regular
Predict Weather Air any 4 Air spells Information
Breathe Water Air, Water Create Air and Destroy water Regular
Walk on Air Air Shape Air Regular
Earth to Air Air, Earth Create Air and Shape Earth Regular
Stench Air Purify Air Area
Lightning Air any 6 Air spells and Magery 1 Missile
Itch Body Control   Regular; Resisted by HT
Spasm Body Control Itch Regular; Resisted by HT
Pain Body Control Spasm Regular; Resisted by HT
Clumsiness Body Control Spasm Regular; Resisted by HT
Hinder Body Control Clumsiness or Haste Regular; Resisted by HT
Rooted Feet Body Control Hinder Regular; Resisted by ST
Paralyze Limb Body Control Magery 1 and five Body Control spells, including Pain Melee; Resisted by HT
Wither Limb Body Control Magery 2 and Paralyze Limb Melee; Resisted by HT
Deathtouch Body Control Wither Limb Melee
Sense Foes Communication/Empathy   Information; Area
Sense Emotion Communication/Empathy Sense Foes Regular
Truthsayer Communication/Empathy Sense Emotion Information; Resisted by Will
Mind-Reading Communication/Empathy Truthsayer Regular; Resisted by Will
Seek Earth Earth   Information
Shape Earth Earth Seek Earth Regular
Earth to Stone Earth Magery 1 and Shape Earth Regular
Create Earth Earth Earth to Stone Regular
Flesh to Stone Earth Earth to Stone Regular; Resisted by HT
Stone to Earth Earth Earth to Stone or any 4 Earth spells Regular
Stone to Flesh Earth Magery 2, Flesh to Stone and Stone to Earth Melee
Entombment Earth Magery 2 and 5 Earth spells. Regular; Resisted by HT
Ignite Fire Fire   Regular
Create Fire Fire Ignite Fire Area
Shape Fire Fire Ignite Fire Area
Deflect Energy Fire Magery 2 and Shape Fire Blocking
Extinguish Fire Fire Ignite Fire Area
Heat Fire Create Fire and Shape Fire Regular
Cold Fire Heat Regular
Resist Cold Fire Heat Regular
Resist Fire Fire Extinguish Fire and Cold Regular
Fireball Fire Magery 2, Create Fire and Shape Fire Missile
Explosive Fireball Fire Fireball Missile
Planar Summons Gate Magery 1 and 1 Special spell from 10 colleges. Special
Plane Shift Gate Plane Shift Special
Lend Energy Healing Magery 1 or Empathy <empath> Regular
Lend Vitality Healing Lend Energy Regular
Recover Energy Healing Magery 1 and Lend Energy Special
Awaken Healing Lend Vitality Area
Minor Healing Healing Lend Vitality Regular
Major Healing Healing Magery 1 and Minor Healing Regular
Great Healing Healing Magery 3 <magery and Major Healing Regular

Air

Spell Colleges Requires Classes
Purify Air Air   Area
Create Air Air Purify Air Area
Shape Air Air Create Air Regular
No-Smell Air Purify Air Regular
Predict Weather Air any 4 Air spells Information
Breathe Water Air, Water Create Air and Destroy water Regular
Walk on Air Air Shape Air Regular
Earth to Air Air, Earth Create Air and Shape Earth Regular
Stench Air Purify Air Area
Lightning Air any 6 Air spells and Magery 1 Missile

Purify Air

Prerequisite: None
Classes: Area
Duration: Works instantly. Purification is permanent.
Base Cost: 1. Cannot be maintained; must be recast.

This spell removes all impurities from the air in its area of effect. It is often used to neutralize the effects of poisonous gas or vapors. Note that a room full of smoke may safely be purified one section at a time – but truly deadly vapors must all be removed at once, or some may escape. This spell also turns old “stale” air into fresh breathable air. The air in a one-yard radius, if not renewed from the outside, will last 45 minutes for one person at rest, less for multiple persons or someone violently exercising (GM’s discretion)

Create Air

Prerequisite: Purify Air
Classes: Area
Duration: Breeze, bubbles, etc. last 5 seconds. Air created is permanent.
Base Cost: 1. Cannot be maintained; must be recast.

This spell manufactures air where none exists. When cast where there is already air, it produces an outward breeze lasting about five seconds. When cast in a vacuum, it instantly creates breathable air. When cast within earth, stone, or other material, it fills any empty spaces with air, but does not burst the stone. When cast underwater, it makes bubbles! It cannot be cast inside a living being.

Shape Air

Prerequisite: Create Air
Classes: Regular
Duration: 1 minute.
Cost: 1 to 10. 1 produces a gentle breeze; 4 a wind; 6 a heavy wind; 8 or

more a violent blast. Cost to maintain is the same as to cast.

This spell lets the caster create movements of air over a small area. The caster must choose a starting point (calculate distance penalties to that point). The wind starts there and blows in a stream one yard wide, for a distance in yards equal to 5 times the energy put into the spell, and then dissipates. This may cause knockback (see Knockback, p. 378) on someone it hits; each second, roll 1d per full 2 points of energy in the spell. Treat this as damage for knockback purposes only (this spell does not cause injury).

No-Smell

Prerequisite: Purify Air
Classes: Regular
Duration: 1 hour.
Cost: 2; same to maintain.

Removes the subject’s odor and makes it (or him) totally undetectable by smell. Any possessions are also affected. This spell changes no other properties of the subject.

Predict Weather

Prerequisite: At least four Air spells.
Cost: Twice the length of the forecast, in days. Double the cost for a location outside the general area (say, over the horizon). Quadruple the cost for a place on another continent. This spell cannot predict weather on other planets or planes.
Time to cast: 5 seconds per day forecast.

Lets the caster forecast the weather accurately for a given location over a given time. This forecast does not take magical meddling into account, or predict the actions of other wizards!

Breathe Water

Prerequisites: Create Air and Destroy water
Duration: 1 minute.
Cost: 4 to cast; 2 to maintain.

Lets the subject breathe water as though it were air. Subject does not lose the ability to breathe ordinary air! This spell is also considered a Water spell.

Walk on Air

Prerequisite: Shape Air
Duration: 1 minute.
Cost: 3 to cast; 2 to maintain.

Temporarily grants the subject the Walk on Air advantage (…). If the subject falls for any reason (e.g., injury), the spell is broken! If the spell is recast immediately, he falls for only one second (about 5 yards) and then “lands” on the air (taking 1d damage) – unless he hits ground before then. If he’s 10 feet over a lava pit, too bad!

Earth to Air

Prerequisite: Create Air and Shape Earth
Duration: Permanent.
Cost: 1 to transform one cubic foot of earth/stone to air, giving enough air for one person to breathe for 1 minute. To transform larger quantities of earth/stone at once, the cost is 5 per cubic yard.
Time to cast: 2 seconds.

This spell turns earth or stone into air, which can be valuable to someone who is trapped underground! The more energy the caster spends, the more earth he can transform, but he is limited to regular shapes with the largest dimension no more than four times the smallest one. This spell is also considered an Earth spell.

Stench

Prerequisite: Purify Air
Duration: 5 minutes, except in windy areas.
Base Cost: 1. Cannot be maintained; must be recast.

Produces a cloud of vile, yellowish gas that reeks of brimstone. Until it dissipates, anyone who breathes it must make a HT roll or take 1d damage. Roll once per minute. Those in the area also begin to suffocate (see Suffocation …). The cloud is heavy, and “rolls” downhill if the ground is not level. The rate of dissipation depends on the area and presence of wind; indoors, it usually lasts until the spell expires, but outdoors on a windy day, it might only last 10 seconds or so.

Lightning

Prerequisite: Magery 1 and at least six other Air spells.
Cost: Any amount up to your Magery level per second, for three seconds. The bolt does 1d-1 burning damage per energy point.
Time to cast: 1 to 3 seconds (the caster’s fingers sparkle as the spell builds up).

Lets the caster shoot a bolt of lightning from his fingertip. This has 1/2D 50, Max 100, Acc 3. Treat any metal armor as DR 1 against this spell! If the target is wounded, he must make a HT roll, at -1 per 2 HP suffered, or be stunned. He may attempt a HT roll each turn thereafter to recover. Against electronic equipment, treat this attack as if it had the Surge damage modifier (see Surge, …). Lightning behaves unpredictably around conductors. A lightning bolt cannot be fired through a metal grid, between bars, from within a car, etc. – it jumps to the metal and is lost. However, the GM may (for instance) allow a wizard to shoot a lightning bolt into a metal floor. This would not electrocute those on it, but could shock them all, interrupting concentration and doing slight damage (no more than 1 point, and possibly none at all). The GM may encourage creative use of lightning until it becomes a nuisance …

Body control

Spell Colleges Requires Classes
Itch Body Control   Regular; Resisted by HT
Spasm Body Control Itch Regular; Resisted by HT
Pain Body Control Spasm Regular; Resisted by HT
Clumsiness Body Control Spasm Regular; Resisted by HT
Hinder Body Control Clumsiness or Haste Regular; Resisted by HT
Rooted Feet Body Control Hinder Regular; Resisted by ST
Paralyze Limb Body Control Magery 1 and five Body Control spells, including Pain Melee; Resisted by HT
Wither Limb Body Control Magery 2 and Paralyze Limb Melee; Resisted by HT
Deathtouch Body Control Wither Limb Melee

Itch

Prerequisite: None
Classes: Regular; Resisted by HT
Duration: Until the subject takes a turn to scratch.
Cost: 2. Cannot be maintained; must be recast.

Causes the subject to itch fiercely in a spot of the caster’s choice. The subject is at -2 DX until he takes one full turn to scratch (more, if armor, etc. is in the way!). Only one Itch spell can affect a given subject at a time.

Spasm

Prerequisite: Itch
Classes: Regular; Resisted by HT
Duration: A moment.
Cost: 2. Cannot be maintained; must be recast.

Can be directed against any of the subject’s voluntary muscles. Directed against a hand, it causes the subject to drop whatever he is holding (usually a weapon). If the subject is in the middle of a lengthy spell requiring gestures, he must make a DX roll or start over. Ingenious casters will find other uses…

Pain

Prerequisite: Spasm
Classes: Regular; Resisted by HT
Duration: 1 second.
Cost: 2. Cannot be maintained; must be recast.

The subject feels a stab of agonizing pain. He must make a Will roll to avoid crying out. If he is in a precarious position (climbing, for instance), he must make a DX roll to avoid catastrophe! His DX and all DX-based skills are at -3 for the next turn only. If the subject is in the middle of a spell requiring gestures, he must roll vs. Will or start over. High Pain Threshold gives +3 to the Will and DX rolls above; Low Pain Threshold gives -4.

Clumsiness

Prerequisite: Spasm
Classes: Regular; Resisted by HT
Duration: 1 minute.
Cost: 1 to 5 to cast; half that amount to maintain (round up).

The subject suffers -1 to his DX and DX-based skills for every point of energy put into the spell.

Hinder

Prerequisite: Clumsiness or Haste
Classes: Regular; Resisted by HT
Duration: 1 minute.
Cost: 1 to 4 to cast; same to maintain.

The subject is at -1 to his Move and Dodge scores for every point of energy put into the spell. This spell is also considered a Movement spell.

Rooted Feet

Prerequisite: Hinder
Classes: Regular; Resisted by ST
Duration: 1 minute, or until subject breaks free.
Cost: 3. Cannot be maintained; must be recast.

The subject’s feet are glued in place! He may try another resistance roll at -5 every turn, against the original spell skill roll, to break free. While the spell continues, the subject’s skill with any weapon except a ranged weapon is at -2 and his Dodge score is cut in half (round down).

Paralyze Limb

Prerequisite: Magery 1 and five Body Control spells, including Pain
Classes: Melee; Resisted by HT
Duration: 1 minute.
Cost: 3. Cannot be maintained; must be recast.

The caster must strike the subject on a limb to trigger this spell (hits elsewhere have no effect). Armor does not protect. Resolve resistance on contact. If the caster wins, the subject’s limb is paralyzed; it is considered crippled for one minute.

Wither Limb

Prerequisite: Magery 2 and Paralyze Limb
Classes: Melee; Resisted by HT
Duration: Permanent unless healed magically.
Cost: 5.

The caster must strike the subject on a limb to trigger this spell. Armor does not protect. Resolve resistance on contact. If the caster wins, the subject’s limb withers immediately; it is crippled for all purposes. The subject also takes 1d damage.

Deathtouch

Prerequisite: Wither Limb
Classes: Melee
Cost: 1 to 3.

The caster must strike the subject to trigger this spell; hit location is irrelevant. The subject takes 1d damage per point of energy in the spell. Armor does not protect. This spell does affect the undead.

Communication/Empathy

Spell Colleges Requires Classes
Sense Foes Communication/Empathy   Information; Area
Sense Emotion Communication/Empathy Sense Foes Regular
Truthsayer Communication/Empathy Sense Emotion Information; Resisted by Will
Mind-Reading Communication/Empathy Truthsayer Regular; Resisted by Will

Sense Foes

Prerequisite: None
Classes: Information; Area
Base Cost: 1 (minimum 2).

Tells the caster if the subject has hostile intent, and what the degree of hostility is. Can be cast on one person or a whole area. If cast over an area, this spell only detects that someone is hostile, without telling who.

Sense Emotion

Prerequisite: Sense Foes
Classes: Regular
Cost: 2.

Lets the caster know what emotions the subject is feeling at the moment. It works on any living being, but is not much use except on sapient creatures! This also tells how loyal the subject is to the caster (see Loyalty of Hirelings, …).

Truthsayer

Prerequisite: Sense Emotion
Classes: Information; Resisted by Will
Cost: 2.

This tells whether the subject is lying or not. May be cast in two ways: 1. To tell whether the subject has told any lies in the last five minutes. 2. To tell whether the last thing the subject said was a lie. May also give an indication of how great the lie is. If the caster is not touching the subject, calculate range as for a Regular spell.

Mind-Reading

Prerequisite: Truthsayer
Classes: Regular; Resisted by Will
Duration: 1 minute.
Cost: 4 to cast; 2 to maintain.
Time to cast: 10 seconds.

Lets the caster read the subject’s mind. Works on any living being, but is most useful on sapient creatures. Detects only surface thoughts (what the subject is thinking at that moment). The subject is not aware his mind is being read, except in the case of a critical failure. Modifiers: - 2 if the caster does not know the subject’s native language; -2 if the subject is of a different race – or -4 or more if the subject is totally alien!

Hide Thoughts

Prerequisite: Truthsayer
Classes: Regular
Duration: 10 minutes.
Cost: 3 to cast; 1 to maintain.

This spell resists all mind-reading and thought-control attempts on the subject. The “attacking” ability must win a Quick Contest against this spell in order to affect the subject. If the attacking ability pierces Hide Thoughts, the subject still gets his normal resistance roll (roll separately). This spell does not affect previously established mental control.

Earth

Spell Colleges Requires Classes
Seek Earth Earth   Information
Shape Earth Earth Seek Earth Regular
Earth to Stone Earth Magery 1 and Shape Earth Regular
Create Earth Earth Earth to Stone Regular
Flesh to Stone Earth Earth to Stone Regular; Resisted by HT
Stone to Earth Earth Earth to Stone or any 4 Earth spells Regular
Stone to Flesh Earth Magery 2, Flesh to Stone and Stone to Earth Melee
Entombment Earth Magery 2 and 5 Earth spells. Regular; Resisted by HT

Seek Earth

Prerequisite: None
Classes: Information
Cost: 3.
Time to cast: 10 seconds.

This spell tells the caster the direction and approximate distance of the nearest significant amount of any one type of earth, metal, or stone. Use the long-distance modifiers (…). Any known sources of that material may be excluded if the caster specifically mentions them before beginning.

Shape Earth

Prerequisite: Seek Earth
Classes: Regular
Duration: 1 minute.
Cost: 1 per cubic yard of earth shaped (minimum 2); half that to maintain (round up).

Lets the caster move earth and shape it into any form. If the form is stable (e.g., a hill), it remains permanently after shaping. An unstable form (e.g., a column or wall) lasts only while the spell continues – no special concentration is required – and then collapses.

Earth moved with this spell travels at only Move 2. It can harm no one except by flowing over an immobile person and burying him. If earth is moved onto a person to bury him – or from beneath him, to create a hole – he may move normally on his next turn, to escape. He is trapped only if he fails to do so.

Anyone buried by this spell may try to claw his way out of the loose earth. One roll, at ST-4, is allowed per turn. GMs may make this roll harder if the victim is buried under more than two cubic yards of earth! The victim can hold his breath (see Holding Your Breath, …), but he eventually risks suffocation (see Suffocation, …).

Earth to Stone

Prerequisite: Magery 1 and Shape Earth
Classes: Regular
Duration: Permanent.
Cost: 3 per cubic yard (minimum 3).

Turns an item of earth or clay into hard stone (but not gemstone).

Create Earth

Prerequisite: Earth to Stone
Classes: Regular
Duration: Permanent.
Cost: 2 per cubic yard to create earth from nothingness (minimum 2); 1 per cubic yard to solidify mud into good earth (minimum 1).

Lets the caster create good, solid earth where none existed before. This earth must be created in contact with the ground – not hanging in the air or floating in the sea!

Flesh to Stone

Prerequisite: Earth to Stone
Classes: Regular; Resisted by HT
Duration: Permanent, unless reversed by Stone to Flesh.
Cost: 10.
Time to cast: 2 seconds.

“Petrifies” a living subject (and all his gear!), turning him to stone. Must affect the entire subject.

Stone to Earth

Prerequisite: Earth to Stone or any 4 Earth spells
Classes: Regular
Duration: Permanent.
Cost: 6 per cubic yard (minimum 6).

Turns any kind of stone (including gemstone) into simple earth. Must be cast on a whole stone or block, rather than a part of it.

Stone to Flesh

Classes: Regular
Duration: Permanent.
Cost: 10.
Time to cast: 5 seconds.

Reverses the effects of Flesh to Stone and brings the victim back to life (stunned). Cannot be used to animate a statue that was never alive.

Entombment

Prerequisite: Magery 2 and 5 Earth spells.
Classes: Regular; Resisted by HT
Duration: Permanent, unless reversed by this spell.
Cost: 10 (but only 6 to reverse an entombment).
Time to cast: 3 seconds.

The earth instantly swallows the subject. He remains in suspended animation, in a tiny spherical chamber 50 feet underground, until rescued by tunneling or the reverse of this spell. A mage who casts Entombment on himself may elect to stay awake, but this is unwise unless he also knows Earth to Air!

Fire

Spell Colleges Requires Classes
Ignite Fire Fire   Regular
Create Fire Fire Ignite Fire Area
Shape Fire Fire Ignite Fire Area
Deflect Energy Fire Magery 2 and Shape Fire Blocking
Extinguish Fire Fire Ignite Fire Area
Heat Fire Create Fire and Shape Fire Regular
Cold Fire Heat Regular
Resist Cold Fire Heat Regular
Resist Fire Fire Extinguish Fire and Cold Regular
Fireball Fire Magery 2, Create Fire and Shape Fire Missile
Explosive Fireball Fire Fireball Missile

Ignite Fire

Prerequisite: None
Classes: Regular
Duration: One second.
Cost: Depends on the amount of heat desired:

1 – for an effect as though a match had been held to the subject: lights a candle, pipe, or tinder in one second.

2 – for an effect as though a torch had been held to the subject: ignites paper or loose cloth in one second, ordinary clothes being worn in four seconds.

3 – for an effect as though a blowtorch had been held to the subject: ignites dry firewood or clothes being worn in one second, leather in two seconds, heavy wood in six seconds.

4 – for an effect as though burning magnesium or phosphorus had been held to the subject: ignites coal in one second, heavy wood in two seconds.

Cost to maintain is the same as the original cost to cast.

This spell produces a single spot of heat, and is used to set fire to a readily flammable object. It works best on paper and cloth, and cannot affect any item that would not burn in an ordinary fire. In particular, it cannot set fire to a living being! Once ignited, the fire burns normally.

Create Fire

Prerequisite: Ignite Fire
Classes: Area
Duration: 1 minute.
Base Cost: 2; half that to maintain. Ordinary fires set by this spell do not require maintenance.

Fills the area of effect with fire that requires no fuel (if cast in midair, it produces a sphere of flame, which falls to the ground). This is real fire, and will eventually ignite any flammable objects it touches. Cannot be cast within rock, foes, etc.

Shape Fire

Prerequisite: Ignite Fire
Classes: Area
Duration: 1 minute.
Base Cost: 2; half that to maintain.

Lets the caster control the shape of any flame. Each shape change requires a second of concentration. Once shaped, the flame keeps that shape until the spell expires, without concentration. Moving a flame requires constant concentration (the flame moves at Move 5, on the caster’s turn). A natural fire cannot move to a place that it can’t burn, but flame made with the Create Fire spell needs no fuel and can move almost anywhere.

Flame shaped with this spell normally retains its volume. If the fire is “spread out” across twice its original area, it only does half damage; if spread across three times its original area, it does 1/3 damage, and so on.

Deflect Energy

Prerequisite: Magery 2 and Shape Fire
Classes: Blocking
Cost: 1.

Deflects one energy attack about to hit the subject – including a beam weapon attack or a Fireball or Lightning spell. Counts as a parry for combat purposes. If the caster is not the subject, apply distance modifiers as for a Regular spell. Deflected attacks may still hit a target beyond the subject.

Extinguish Fire

Prerequisite: Ignite Fire
Classes: Area
Duration: Once out, a fire stays out.
Base Cost: 3.

Puts out all ordinary and magical fires in its area of effect. Has no effect on molten steel, lava, plasma, etc.

Heat

Prerequisite: Create Fire and Shape Fire
Classes: Regular
Duration: 1 minute. Each minute raises the target’s temperature by 20°. Maximum temperature possible with this spell is 2,800°.
Cost: 1 for an object up to the size of a fist, 2 for an object up to one cubic yard, and 2 per cubic yard for a larger object. Temperature change can be doubled to 40° per minute for double cost, tripled to 60° per minute for triple cost, and so on. Slower heating costs no less. Same cost to maintain.
Time to cast: 1 minute.

This spell raises the temperature of an object. It does not necessarily produce fire, though most things burn if heated enough. Heat radiates away normally. (Use this as a guideline for playable effects – don’t try to turn the spell into a physics exercise!)

Any wizard planning to make extensive use of this spell should arm himself with a list of the melting points of various materials. The spell can have drawbacks. If you were in jail, you might melt your way through the bars … but the radiated heat would probably broil you first.

Cold

Prerequisite: Heat
Classes: Regular

Duration, Cost, and Time to cast: As for Heat, except each minute lowers the target’s temperature by 20°.

This spell is the reverse of Heat (above). It can reduce the temperature of any object to absolute zero, if maintained for long enough.

Resist Cold

Prerequisite: Heat
Classes: Regular
Duration: 1 minute.
Cost: 2 to cast; 1 to maintain. Cost doubles if subject must resist cold of -40° or more; cost triples if subject must resist the cold of absolute zero.

The subject (person, creature, or object) and anything he carries become immune to the effects of cold and frostbite (but not falling ice, magical ice spears, etc.).

Resist Fire

Prerequisite: Extinguish Fire and Cold
Classes: Regular
Duration: 1 minute.
Cost: 2 to cast; 1 to maintain. Cost doubles if subject must resist a blast furnace or volcano; cost triples if subject must resist the heat of a star, nuclear bomb, etc. Only the first level of protection is necessary against combat-type Fire spells.

The subject (person, creature, or object) and anything he carries become immune to the effects of heat and fire (but not electricity).

Fireball

Prerequisite: Magery 2, Create Fire and Shape Fire
Classes: Missile
Cost: Any amount up to your Magery level per second, for three seconds. The fireball does 1d burning damage per energy point.
Time to cast: 1 to 3 seconds.

Lets the caster throw a ball of fire from his hand. This has 1/2D 25, Max 50, Acc 1. When it strikes something, it vanishes in a puff of flame. This spell is likely to ignite flammable targets.

Explosive Fireball

Prerequisite: Fireball
Classes: Missile
Cost: Any amount up to twice your Magery level per second, for three seconds. The fireball does 1d burning damage per full 2 points of energy.
Time to cast: 1 to 3 seconds.

Creates a fireball that affects both its target and things nearby. This has 1/2D 25, Max 50, Acc 1. Can be thrown at a wall, floor, etc. (at +4 to hit) to catch foes in the blast. The target and anyone closer to the target than one yard take full damage. Those further away divide damage by 3 times their distance in yards (round down).

Gate

These spells manipulate time, space, and dimensions.

Spell Colleges Requires Classes
Planar Summons Gate Magery 1 and 1 Special spell from 10 colleges. Special
Plane Shift Gate Plane Shift Special

Planar Summons

Prerequisite: Magery 1 and at least one
Classes: Special
Cost: 1 point per 10 character points used to build the summoned entity. Minimum energy cost is 20 (although this will not always sum-mon a 200-point being). The GM secretly determines the capabilities of all summoned creatures
Time to cast: 5 minutes.

Summons a creature, such as a demon or a Thing Man Was Not Meant To Know, from another plane of existence. The GM determines the predisposition and abilities of this being. Each plane requires a different Planar Summons spell. Some exceptionally potent entities might require their own unique spells!

When the creature appears, the cast-er must immediately try to control it. Treat this as a Quick Contest between the caster’s Planar Summons skill and the entity’s Will. The caster is at +4 if he knows the creature’s “true name.”

If the caster wins, he can give the creature a single command, which it must carry out. On completing this task – or after one hour in any event – the entity usually vanishes. However, some powerful entities can stay for as long as they wish …

If the caster ties or loses, the crea-ture reacts badly. An “evil” being com-mits violence or vandalism, while a “good” one is more likely to depart in a huff and put in a bad word with the caster’s gods. Wild or chaotic creatures are liable to engage in theft and mis-chief. Extremely alien entities might react in disturbing and unpredictable ways.

Plane Shift (VH)

Prerequisite: Planar Summons for the same plane.
Classes: Special
Duration: Permanent.
Cost: 20.
Time to cast: 5 seconds.

This spell bodily transports the caster – along with anything he is carrying (up to Heavy encumbrance) – to a particular plane of existence. Each plane requires its own Plane Shift spell. This is a one-way trip. To get back, the caster must know Plane Shift for his home plane or get a wizard in the other plane to cast Banish on him.

This spell gives the caster no special immunity to his surroundings. To safely visit a plane where the natural conditions are vacuum, flame, etc., you must learn the necessary protective spells.

Healing

Anyone who tries to heal himself has a skill penalty equal to the amount of injury he has. For example, a wizard who is missing 4 HP rolls at -4 to heal himself.

A critical failure with a Healing spell always has some appropriate bad effect on the patient, aggravating the injury, creating a new wound, or the like.

Spell Colleges Requires Classes
Lend Energy Healing Magery 1 or Empathy <empath> Regular
Lend Vitality Healing Lend Energy Regular
Recover Energy Healing Magery 1 and Lend Energy Special
Awaken Healing Lend Vitality Area
Minor Healing Healing Lend Vitality Regular
Major Healing Healing Magery 1 and Minor Healing Regular
Great Healing Healing Magery 3 <magery and Major Healing Regular

Lend Energy

Prerequisite: Magery 1 or Empathy.
Classes: Regular

Restores the subject’s lost Fatigue Points, at an energy cost to the caster. Cannot increase the subject’s FP score above its normal maximum. Cost: Any amount; the energy spent by the caster goes to the subject as restored FP (e.g., if the caster spends 5 energy, the subject regains 5 lost FP). Casting cost is not reduced by high skill.

Lend Vitality

Prerequisite: Lend Energy
Classes: Regular
Duration: 1 hour.
Cost: Any amount; the energy spent by the caster goes to the subject as restored HP (e.g., if the caster spends 5 energy, the subject regains 5 lost HP). Casting cost is not reduced by high skill. Cannot be maintained; must be recast.

Temporarily restores the subject’s lost Hit Points, at an energy cost to the caster. Cannot increase the subject’s HP score above its normal maximum. Since restored HP vanish after one hour and the spell cannot be maintained, this spell is only a stopgap measure.

Recover Energy

Prerequisite: Magery 1 and Lend Energy
Classes: Special
Cost: None.

This spell allows the caster to rest and recover Fatigue Points more quickly than normal by drawing energy from the mana around him. A normal person recovers 1 FP every 10 minutes. A mage who knows this spell at skill 15 or higher recovers 1 FP every 5 minutes. A mage who knows this spell at skill 20 or higher recovers 1 FP every 2 minutes. No further improvement is possible. Note that this spell works on the caster himself; it cannot restore FP to others.

The mage must rest quietly, but no ritual or die roll is required. While resting, he can maintain ordinary spells, but not those that require concentration.

This spell does not function in low- or no-mana areas.

Awaken

Prerequisite: Lend Vitality
Classes: Area
Base Cost: 1.

This spell renders the subject(s) awake and alert. It instantly counters the effects of stunning. If the subject is very fatigued (less than 1/3 basic FP), this spell renders him alert for an hour but costs him 1 FP at the end of that time. It has no effect on those with 0 or fewer FP. Sleeping or unconscious subjects get a HT roll to awaken, at a bonus equal to the caster’s margin of success. A subject rolls at -3 if unconscious due to injury, at -6 if drugged.

Minor Healing

Prerequisite: Lend Vitality
Classes: Regular
Cost: 1 to 3. The same amount is restored to the subject.

Restores up to 3 HP to the subject. Does not eliminate disease or poison, but cures the damage they cause. This spell is risky when used more than once per day by the same caster on the same subject. If you try, roll at -3 for the first repetition, -6 for the second, and so on.

If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure – unless you are trying the spell more than once per day on the same subject.

Major Healing (VH)

Prerequisite: Magery 1 and Minor Healing
Classes: Regular
Cost: 1 to 4. Twice the amount spent is restored to the subject.

Restores up to 8 HP to the subject. Does not eliminate disease or poison, but cures the damage they cause. Otherwise, this spell functions just like Minor Healing: it is at -3 per casting on the same subject in one day, and Physician skill at level 15 or higher mitigates the effects of a critical failure.

The penalties for repeated casting accrue separately for Minor Healing and Major Healing. For instance, a caster could cast both spells on the same subject in the same day at no penalty.

Great Healing (VH)

Prerequisite: Magery 3 and Major Healing.
Classes: Regular
Cost: 20. One try per day per subject.
Time to cast: 1 minute.

Restores all of the subject’s missing HP. Does not eliminate disease or poison, nor does it restore crippled or missing body parts, but it can heal HP lost to any of these things.

A given subject can only benefit from this spell once per day, whether cast by the same caster or by a differ ent caster each time.

If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure.

Knowledge

These spells provide information. Duration is “instantaneous” unless noted otherwise – that is, the caster gets a flash of knowledge, not a continuing picture.

Spell Colleges Requires Classes
Detect Magic      
Aura      
Seeker      
Trace      
Identify Spell      
Analyze Magic      

Detect Magic

Prerequisite: Magery 1
Classes : Regular
Cost: 2
Time to cast: 5 seconds

Lets the caster determine whether any one object is magical. If the spell is successful, a second casting tells whether the magic is temporary or permanent. A critical success on either roll fully identifies the spell, as for Analyze Magic.

Aura

Information

Prerequisite: Detect Magic
Classes: Information
Cost: 3 (for any size subject).

Shows the caster a glowing halo, or “aura,” around the subject. This aura gives the caster a general insight into the subject’s personality – the better the skill roll, the better the insight. The aura also shows whether the subject is a mage (and about how powerful); whether the subject is possessed or controlled in any way; and whether the subject is in the grip of any violent emotion. A critical success detects “secret” traits, such as lycanthropy, vampirism, and unnatural longevity.

All living beings have auras; inanimate things do not. A zombie is detectable by his faint, death-haunted aura, while a vampire retains the aura he had in life. Illusions and created beings have no aura, so a successful casting of this spell distinguishes them from real persons.

Seeker

Prerequisite: Magery 1, IQ 12+, and at least two “Seek” spells (e.g., Seek Earth and Seek Water).
Classes: Information
Cost: 3. One try per week.
Modifiers: Long-distance modifiers Something associated with the item sought (e.g., part of a lost person’s clothing) should be available at the time of casting; if not, roll at -5. The roll is at +1 if the caster has held or is otherwise familiar with the item sought.

Attunes the caster to one individual or manmade object he is looking for. A success gives the caster a vision of the item’s whereabouts – or leads him to it, if it is within a mile.

To seek a person, the caster must either know his name or know him well enough to visualize him. For instance, you cannot use this spell to solve a murder by seeking “the murderer” if you don’t know who that is – but if you do, Seeker will find him.

Trace

Prerequisite: Seeker
Classes: Regular
Time to cast: 1 minute.
Duration: 1 hour.
Cost: 3 to cast; 1 to maintain. One try per day.

May be cast on any object or living being. As long as the spell is maintained, the caster will know where the subject is if he concentrates for a second. Either the subject must be with the caster when the spell is first cast, or the caster must first cast Seeker successfully. Long-distance modifiers apply if subject is not in caster’s presence.

Identify Spell

Prerequisite: Detect Magic
Classes: Information
Cost: 2.

Lets the caster know what spell or spells have just been cast (within the last five seconds), or are being cast at the moment, on or by the subject. It does not identify the spells on a permanently enchanted item. One casting identifies all spells cast on or by the subject. However, if any of these spells are totally unknown to the caster – not just spells he doesn’t know, but spells he has never heard of – the GM should provide only a general, vague description; e.g., “Some kind of physical protection.” Wizards have heard of every spell in this list unless the GM rules that some are secret, but wizards have not heard of new spells created by the GM or players.

Analyze Magic

Prerequisite: Identify Spell
Classes: Information; Resisted by spells that conceal magic
Cost: 8.
Time to cast: 1 hour.

Tells the caster exactly what spells are on the subject. If the subject has more than one spell on it, Analyze Magic identifies the one that took the least energy and tells the caster “there are more spells.” It can then be cast again to determine the next spell, and so on. Like Identify Spell, above, it gives limited results when faced with a spell the caster has never heard of.

Light and Darkness

These spells affect not just visible light, but also infrared and ultraviolet light. Spells that provide illumination allow those with Infravision and Ultravision to see, while spells that block ordinary vision also block those senses.

Spell Colleges Requires Classes
Light      
Continual Light      
Darkness      
Blur      

Light

Duration: 1 minute.
Classes: Regular
Cost: 1 to cast; 1 to maintain.

Produces a small light, like a candle flame. It stays still unless the caster concentrates on moving it; then it can travel at Move 5.

Continual Light

Prerequisite: Light
Classes: Regular
Duration: Variable. Roll 2d for number of days. Does not count as a spell “on.”
Cost: 2 for a dim glow, 4 for the brightness of a fire, 6 for a glare so bright as to be painful at close range.

When cast on a small object (up to fist-sized or 1 lb.) or a small part of a larger object, this spell makes that object glow with white light.

Darkness

Area

Prerequisite: Continual Light
Duration: 1 minute.
Base Cost: 2 to cast; 1 to maintain.

Cloaks the area of effect in pitch darkness. A person inside the area can see out normally, but can see nothing else within the area. Those outside the area can see only darkness within.

Thus, attacks out of darkness suffer no penalty, but attacks into darkness are at a penalty; see Visibility for combat rules.

The Dark Vision advantage lets you see through a Darkness spell, but Night Vision and Infravision do not.

Blur

Regular

Prerequisite: Darkness
Duration: 1 minute.
Cost: 1 to 5 to cast; the same to maintain.
Time to cast: 2 seconds.

This spell makes the subject harder to see and therefore harder to hit with attacks. Each point of energy gives -1 to the effective skill of any attack on the subject, to a maximum of -5.

Meta

These spells have to do with the structure of magic itself. They are spells about spells, or spells that affect other spells.

Spell Colleges Requires Classes
Counterspell      
Dispel Magic      

Counterspell

Prerequisite: Magery 1.
Classes: Regular; Resisted by subject spell
Time to cast: 5 seconds.
Cost: Half that of the spell countered, not counting bonuses the other caster got for high skill.

This spell nullifies any one ongoing spell. It cannot “counter” spells that make a permanent change in the world (e.g., Extinguish Fire, Flesh to Stone, or Zombie) and it cannot affect permanently enchanted items, but it can counter spells cast using magic items.

The “subject” of Counterspell may be either the subject of the spell to be countered or the person who cast that spell.

Counterspell is a single spell – but to counter a given spell, you must also know that spell. Roll against the lower of your Counterspell skill or your skill with the spell being countered. You must win a Quick Contest with the target spell to cancel it. You can cast multiple Counterspells to negate an Area spell piece by piece.

Dispel Magic

Prerequisite: Counterspell and at least 12 other spells (any type).
Classes: Area; Resisted by subject spells
Duration: Dispelled magic is permanently gone.
Base Cost: 3.
Time to cast: 1 second for each energy point spent.

This spell, if successful, negates other spells within the area. It has no effect on enchanted items – just on spells. Each spell resists separately.

Dispel Magic is not selective! The caster need not know the spell(s) being dispelled. To nullify a specific spell without affecting others, use Counterspell.

Mind Control

These spells have no effect on subjects that lack intelligence (IQ 0) or free will (in general, this means the Automaton meta-trait; see p. 263). Thus, they do not work on most golems, robots, zombies, etc.

Spell Colleges Requires Classes
Foolishness      
Forgetfulness      
Daze      
Mass Daze      
Sleep      
Mass Sleep      
Command      

Foolishness

Prerequisite: IQ 12+.
Classes: Regular; Resisted by Will
Duration: 1 minute.
Cost: 1 to 5 to cast; half that amount to maintain (round up).

The subject suffers -1 to his IQ and IQ-based skills (including spells) for every point of energy put into the spell. The GM may also require an IQ roll to remember complex things while under the influence of this spell.

Forgetfulness

Prerequisite: Magery 1 and Foolishness.
Classes: Regular; Resisted by Will or skill
Duration: 1 hour.
Cost: 3 to cast; 3 to maintain.
Time to cast: 10 seconds.

Causes the subject to forget one fact, skill, or spell temporarily. The skill or spell cannot be used while Forgetfulness is in effect. If (for instance) a forgotten spell is a prerequisite for other spells, the other spells can still be used, at -2 to skill.

Daze

Prerequisite: Foolishness.
Classes: Regular; Resisted by HT
Duration: 1 minute.
Cost: 3 to cast; 2 to maintain.
Time to cast: 2 seconds.

Subject looks and acts normal, but does not notice what is going on around him, and will not remember it later. A dazed guard will stand quietly while a thief walks past! Any injury, or successful resistance to a spell, causes the subject to snap out of the daze and return to full, alert status.

Mass Daze

Prerequisite: Daze and IQ 13+.
Classes: Area; Resisted by HT
Duration: 1 minute.
Cost: 3 to cast; 2 to maintain.
Time to cast: 1 second for each energy point spent.
Base Cost: 2 to cast; 1 to maintain. Minimum radius 2 yards.

As Daze, but can be cast over an area.

Sleep

Prerequisite: Daze.
Classes: Regular; Resisted by HT
Cost: 4.
Time to cast: 3 seconds.

Subject falls asleep. If standing, he falls – but this does not wake him. He can be awakened by a blow, loud noise, etc., but will be mentally stunned (see Effects of Stun, p. 420). The Awaken spell (p. 248) arouses him instantly. If not awakened, he will sleep for around eight hours and awaken normally.

Mass Sleep

Prerequisites: Sleep and IQ 13+.
Classes: Area; Resisted by HT
Base Cost: 3. Minimum radius 2 yards.
Time to cast: 1 second for each energy point spent.

As Sleep, but can be cast over an area.

Command

Prerequisites: Magery 2 and Forgetfulness.
Classes: Blocking; Resisted by Will
Cost: 2.

Lets the caster give the subject one immediate command – a word and a gesture, or at most two words – which the subject must obey. If the subject is unable to fulfill the command immediately or on his next turn, the spell has no effect.

Some examples:
  • “Drop it!” – the subject drops whatever he was holding.
  • “Look!” – the subject looks in the direction the caster indicates.
  • “Wait!” – the subject takes the Wait maneuver on his next turn.

Movement

These spells physically manipulate the subject or affect his movement abilities.

Spell Colleges Requires Classes
Haste      
Hinder      
Greater Haste (VH)      
Apportation      
Lockmaster      
Deflect Missile      

Haste

Classes: Regular
Duration: 1 minute.
Cost: 2 to cast, and 1 to maintain, per point added to the subject’s Move and Dodge.
Time to cast: 2 seconds.

Increases the subject’s Move and Dodge scores by up to 3.

Hinder

Same as Hinder

Great Haste (VH)

Prerequisites: Magery 1, IQ 12+, and Haste.
Classes: Regular
Duration: 10 seconds.
Cost: 5. Cannot be maintained; must be recast. At the spell’s end, the subject also loses 5 FP (unless the caster was the subject).
Time to cast: 3 seconds.

Speeds the subject up a lot. In effect, the subject has one level of Altered Time Rate (p. 38) for the duration of the spell.

Apportation

Prerequisite: Magery 1.
Classest: Regular; Resisted by Will
Duration: 1 minute.
Cost: 1 for an object up to 1 lb. in weight; 2 for an object up to 10 lbs.; 3 for an object up to 50 lbs.; 4 for an object up to 200 lbs.; and 4 for each additional 100 lbs. Cost to maintain is the same.

Lets the caster move physical objects without touching them. This spell levitates its subject at Move 1 – not fast enough to do damage with it. Living subjects get to resist with Will.

Lockmaster

**Prerequisite**s: Magery 2 and Apportation.
Classest: Regular; Resisted by Magelock
Duration: Once opened, a lock stays open until closed.
Cost: 3. Cannot be maintained.
Time to cast: 10 seconds.

Opens locks magically. A Magelock spell gets a roll to resist Lockmaster. Any modifiers for the difficulty of the lock that would apply Lockpicking skill also affect this spell.

Deflect Missile

Prerequisite: Apportation.
Classest: Blocking
Cost: 1.

Deflects one missile about to hit the subject – including any Missile spell. Counts as a parry for combat purposes. If the caster is not the subject, apply distance modifiers as for a Regular spell. Deflected attacks may still hit a target beyond the subject.

Necromantic

These spells deal with death, the dead, and spirits. They affect corpses and spirits of all races, unless other- wise noted in a racial description.

Spell Colleges Requires Classes
Death Vision      
Sense Spirit      
Summon Spirit      
Zombie      
Turn Zombie      
Summon Demon      
Banish      

Death Vision

Prerequisite: Magery 1.
Classest: Regular
Duration: 1 second.
Cost: 2.
Time to cast: 3 seconds.

The subject sees a vivid presentiment of his own death. This might be a vision of the future or a false vision from another possible future – but it is always chilling. The subject is mentally stunned until he can make his IQ roll to shake off the effects of the spell.

This spell can also be useful to the subject, by pointing out a possibly deadly hazard.

Sense Spirit

Prerequisite: Death Vision. Information; Area
Base Cost: 1/2.

Tells the caster if there are any ghosts, spirits, undead, or similar supernatural entities within the area of effect. On a good roll, it gives a general impression of what kind of being is present. Caster may, at the time of casting, limit the spell to a specific type of entity, or exclude a given type.

Summon Spirit

**Prerequisite**s: Magery 2 and Death Vision. Information; Resisted by spirit’s Will
Duration: 1 minute.
Cost: 20 to cast; 10 to maintain. Halve these costs if the spell is cast at the site of death or over the corpse of the person being contacted.
Time to cast: 5 minutes.

Lets the caster talk to the spirit of a dead person. The subject resists at -5 if he was a friend of the caster. If the spell succeeds, the subject will answer one question, to the best of his knowledge as of the time he died, and one more per minute he remains.

If the spell fails, that caster (or ceremonial group) may not summon that spirit again for one year. A critical failure means the caster summoned a malign spirit, who lies deliberately.

Modifiers: -5 if you don’t know the subject’s full name. -1 if it has been more than a week since the subject’s death, -2 if more than a month, -3 if more than a year, -4 if more than 10 years, -5 if more than 50 years, and -6 if more than 500 years.

Zombie

**Prerequisite**s: Summon Spirit and Lend Vitality.
Classest: Regular
Duration: The zombie remains animated until destroyed.
Cost: 8, multiplied by 1 + SM for creatures larger than human-sized.
Time to cast: 1 minute.

The subject of this spell must be a relatively complete dead body. The condition of the corpse determines the result: a fresh body produces a zom- bie, a skeleton produces an animated skeleton, and an old, dry body produces a walking mummy. The animated corpse becomes an undead servant of the caster. It attributes are based on those of the original body, as are its physical advantages and DX-based skills. It does not have the “soul,” mental traits, IQ-based skills, or memories of the living person. The GM determines its exact abilities, as appropriate to the campaign.

Turn Zombie

Prerequisite: Zombie. (This spell is common among those who have Power Investiture.)
Classest: Area
Duration: Successfully turned undead will avoid the caster for one day.
Base Cost: 2. Cannot be maintained; must be recast.
Time to cast: 4 seconds.

Inflicts 1d of injury on anything in the area that was animated using the Zombie spell; DR does not protect. In addition, roll 1d for each zombie. On a 1, it turns and flees from the caster.

Summon Demon

**Prerequisite**s: Magery 1 and at least one spell from each of 10 different colleges.
Classest: Special
Time to cast: 5 minutes.
Duration: Until the demon’s task is done, or one hour, whichever is less.
Cost: 1 point per 10 character points used to build the demon. Minimum energy cost is 20 (although this will not always summon a 200-point being). Those tempted to summon powerful demons should bear inmind that such demons tend to have high Will, with all that implies for control …

This is the version of Planar Summons that raises demons; see that spell description for details. If the caster fails to control the demon, it always attacks him! If he manages to control the demon and give it a command, the demon carries out the letter of its orders, doing its best to pervert their spirit to the caster’s disfavor. It also works incidental mischief, unless specifically instructed not to.

Banish

**Prerequisite**s: Magery 1 and at least one spell from each of 10 different colleges.
Classest: Special; Resisted by Will
Cost: 1 point per 10 character points the subject is worth. Minimum energy cost is 10. The caster does not know in advance how much energy the spell will require, and may fall unconscious or even wound himself in casting the Banish.
Time to cast: 5 seconds.
Modifiers: +4 if the caster knows the entity’s “true name”; -5 if the caster does not know the subject’s plane of origin … and an extra -1 if he believes he knows where the creature came from, but is wrong!

This spell sends an extradimensional visitor (e.g., a demon) back to its plane of origin. It can only be cast if the caster is in his home dimension. In an alien plane, you could not “banish” yourself back home, but a native of that plane could banish you. This spell does not work on a creature that is already in its home dimension.

Resolve the Banish attempt as a Quick Contest: the caster’s Banish skill vs. the subject’s Will. If the caster wins, the subject immediately returns to its home plane. It cannot return for one month. Anything that it brought with it when it appeared (e.g., weapons) vanishes with it. Other things it may be carrying (e.g., screaming victims) stay behind. Note that certain powerful creatures are resistant or even immune to this spell.

Protection and warning

Spell Colleges Requires Classes
Shield      
Armor      
Magelock      

Shield

Prerequisite: Magery 2.
Classest: Regular
Duration: 1 minute.
Cost: Twice the Defense Bonus given to the subject, to a maximum DB of 4 (cost 8); half that to maintain.

Conjures an invisible shield of magicaв force that moves to protect the subject from frontal attacks. The Defense Bonus granted by this spell is cumulative with that from an actual shield, but this spell does not allow a subject without a shield to block.

Armor

**Prerequisite**s: Magery 2 and Shield.
Classest: Regular
Duration: 1 minute.
Cost: Twice the Damage Resistance given to the subject, to a maximum DR of 5 (cost 10); half that to maintain.

Adds to the Damage Resistance of a living subject. DR from this spell is treated for all purposes like DR from armor, and is cumulative with that from actual armor.

Magelock

Prerequisite: Magery 1.
Classest: Regular; Resists Lockmaster spell
Duration: 6 hours.
Cost: 3 to cast; 2 to maintain.
Time to cast: 4 seconds.

Locks a door magically. The door will not open unless the spell is removed (Counterspell and Lockmaster are both able to counter it) or the door itself is destroyed.

Water

These spells deal with the traditional magical “element” of water. Except as noted, none of these spells affect the water in a human body or any other living creature.

Spell Colleges Requires Classes
Seek Water      
Purify Water      
Create Water      
Breath Water      
Destroy Water      
Shape Water      
Fog      
Icy Weapon      

Seek Water

Classest: Information

This spell lets the caster determine the direction, distance, and general nature of the nearest significant source of water. Use the long-distance modifiers (p. 241). Any known sources of water may be excluded if the caster specifically mentions them before beginning. Requires a forked stick; roll at -3 if this is not available.

Purify Water

Prerequisite: Seek Water.
Classest: Special
Duration: Purified water stays pure unless re-contaminated.
Cost: 1 per gallon purified.
Time to cast: Usually 5 to 10 seconds per gallon, unless a large container and ring are used.

Lets the caster remove all impurities from water by pouring it through any hoop or ring (or, in a pinch, his own fingers) into a container. Only one skill roll is required, as long as the flow continues.

Create Water

Prerequisite: Purify Water.
Classest: Regular
Duration: The created water is permanent.
Cost: 2 per gallon created.

Lets the caster create pure water out of nothing. This water may appear in any of several forms. It may appear within a container, or as a globe in midair (it falls immediately). Or it may appear as a dense mist of droplets; in this form, one gallon of water extinguishes all fires in a one-yard radius. Water cannot be created inside a foe to drown him!

Destroy Water

Prerequisite: Create Water.
Classest: Area
Duration: Permanent.
Base Cost: 3. In deep water, the area is only 2 yards in height (or depth).

Causes water (in any form) to vanish, leaving a vacuum – or perhaps specks of dry impurities. If more water is all around, it rushes in to fill the hole. Good for drying things out, saving a drowning victim, etc. Cannot be used as a “dehydrating” attack on a foe.

Breathe Water

Same as Breathe water <breathe_water>

Shape Water

Prerequisite: Create Water.
Classest: Regular
Duration: 1 minute.
Cost: 1 per 20 gallons shaped; same cost to maintain.
Time to cast: 2 seconds.

Lets the caster sculpt water (including ice or steam) into any form, and even move it about. Once given a shape, the water holds it without further concentration until the spell ends. Water moved with this spell travels at Move 3. A useful shape is a wall of water to stop fiery attacks. Twenty gallons creates a wall 2 yards high ¥ 1 yard wide. This stops Fireball spells and ordinary fire.

Fog

Prerequisite: Shape Water.
Classest: Area
Duration: 1 minute.
Base Cost: 2; half that to maintain.

Creates an area of dense fog. Even one yard of fog blocks vision. Flaming weapons and missiles lose their extra power in fog. A Fireball loses 1 point of damage per yard of fog it must traverse (e.g., a 3d Fireball that crosses 5 yards of fog inflicts 3d-5 damage), while victims of an Explosive Fireball may count each yard of fog as two yards of distance from the blast. However, no amount of fog can extinguish a fire.

Icy Weapon

Prerequisite: Create Water.
Duration: 1 minute.
Cost: 3 to cast; 1 to maintain.
Time to cast: 3 seconds.

Causes any weapon to become freezing cold. This does not harm the user or the weapon, but an attack with the weapon does +2 damage to most foes if it penetrates DR. Multiply this bonus for any Vulnerability (p. 161) to ice or cold. Add this bonus to the final injury inflicted by the attack – for instance, an “impaling” icy attack is still only good for +2 damage, not +4.

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