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Date: Sun, 13 Sep 1998 18:29:27 -0700
From: Mortdred 
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Subject: Furry ideas
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Wuf!

Mortdred

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Elementalist Spell Ideas:

Earth

Stoneplate:
Casting this spell materializes a suit of armor for the person cast upon,=
 one which
ceases to exist if dropped or otherwise leaving their person. This armour=
 otherwise lasts
until it suffers damage equal to the Elementalism skill of the caster, ab=
sorbing sufficient
non-magical damage to prevent minor criticals and reduce greater ones sli=
ghtly.
Non-critical inflicting blows do not harm the armour, nor does it reduce =
the damage.
It gives a +10% (per power level?) bonus against both earth attacks and v=
s. normal
weapons, an equal penalty against water damage, and does nothing against =
air or fire attacks.

Create Aerthopoid:
A stony gorilla, this imitation ape pounds with its' fists in battle, hal=
f the wc being impact and
half crushing. Should pound its' chest, bare its' fangs, etc. Hit points =
should be based off the
mental stats of the caster, wc should be 2 per power level at best. These=
 things have no minds or
independent existence, so death of the owner should dissolve them. They s=
hould not have spells,
and skills should never exceed those of the caster except attack, melee, =
dodge, and skills
appropriate to their element. Cannot even defend themselves if the caster=
 is unconscious or
unable to see what the firefriend is doing.

Shoal of Earth:
Creates a shimmering coat of spiritual mud & dirt, only visible to those =
who can detect magic
or see spirits. The target wearing the coat is protected from earth, by a=
bout 6 points per power
level, but beneficial spells of fire are negated by it.

The Armor of Those Who Are Born from the Sowed Teeth:
This black leather feels like onyx to the touch, and fits the designated =
wearer like a
blessing fits a paladin. It provides 8 points per power lvl of ac to non-=
magical attack types, and 8
additional points vs. both water and air attacks. The armor is effectivel=
y weightless, crumbling
into sand upon being dropped, removed, or put in a container. This spell =
is classified as an
elemental illusion, the 'armor' actually being an exotic form of fire ele=
mental with limited free
will. Fumbles often result in the armor arriving anyway, but returning to=
 its' own plane just
before the wearer needs it.

Exhale Yellow Acid Cloud:
This spell combines a bit of the living mana of the caster with the whole=
some aspects of
the element of earth in his lungs and exhales it as a living cloud. All s=
uch living clouds must stay
in contact with the caster or dissipate. If made larger than 1 room, any =
pieces cut off by a closed
door likewise dissipate. Clouds move slowly, but can be changed in size &=
 shape by the casters'
will. Duration is affected by the level of the caster, while any excess m=
ana transferred into the
cloud boosts its' magical potency. It appears as a bright yellow cloud, e=
asy to see through.
It inflicts 1-6 points of direct acid damage to all organics in the cloud=
 each round, twice that to
non-magical metals by corroding them away. Magical metals merely tarnish =
slightly.
This cloud senses the movement of mana inside it, detecting spells and en=
chantment
moving through as well as raw mana and no magic areas. In addition, any e=
xcess mana put
into it may be spent to precipitate acid onto a lock, corroding it in an =
attempt to break in. Doors
can also be corroded, but are harder to force open this way.

Exhale Brown Acid Cloud:
This spell combines a bit of the living mana of the caster with the dirty=
, harmful aspects of
the element of earth in his lungs and exhales it as a living cloud. All s=
uch living clouds must stay
in contact with the caster or dissipate. If made larger than 1 room, any =
pieces cut off by a closed
door likewise dissipate. Clouds move slowly, but can be changed in size &=
 shape by the casters'
will. Duration is affected by the level of the caster, while any excess m=
ana transferred into the
cloud boosts its' magical potency. This cloud has the same sense power as=
 Yellow Acid Cloud,
but also obscures sight, being a brownish smog which blinds any open eyes=
 save those of the
caster, immortals, or demons. This cloud does damage two ways. First, bre=
athing inside it inflicts
2-12 damage per round, normal resistances apply. Second, it inflicts dama=
ge on any limbs not
wearing armor, 1-6 per limb per round, no resistance save luck or magic. =
Acid can be precipitated
from this cloud the same as from the Yellow Acid Cloud.

Evoke Golden Animus:
This spell is related to the Living Clouds, as it combines the living man=
a of the caster with
an element. Unlike the clouds, an animus is a form of armor worn by the c=
aster. All animus'
have the power to sense vitality, enabling seeing the true race of any be=
ing in the room even
through darkness, blindness, and the Clouds. Any animus which runs out of=
 mana 'dies'
and the caster is stunned by the loss for a moment. A shimmering golden f=
ield covers the caster,
like a layer of metallic paint. This animus has no ac at all! Instead, it=
 gives the caster increased
dodging abilities and boosted strength, the more mana it carries the grea=
ter the strength. Note
that this spell cannot be used by the undead, those who serve Marghuul or=
 Tobin, or by demons.
It is unusually susceptible to harm (i.e. losing mana through damage to t=
he animus) from any
undead being or demonic attack. This animus is exceptionally potent if ca=
st by a seraph or angel.

Evoke Glowing Yellow Animus:
This spell is related to the Living Clouds, as it combines the living man=
a of the caster with
an element. Unlike the clouds, an animus is a form of armor worn by the c=
aster. All animus'
have the power to sense vitality, enabling seeing the true race of any be=
ing in the room even
through darkness, blindness, and the Clouds. Any animus which runs out of=
 mana 'dies'
and the caster is stunned by the loss for a moment. Wisps of yellow gas s=
urround the caster,
stinking of rotting eggs. The caster's  touch damages like the Yellow Aci=
d Cloud, doing hit
points to living creatures and corroding non-magical armor, permanently r=
educing ac. Unlike the
Cloud, this damage is based on the mana of the Animus, and the caster may=
 set how much is
expended per touch. Some magical armor & weapons can also be corroded, ex=
cept those which
do not decay and those which hold the power of a blessing. Like the Brown=
 Acid Cloud, this
Animus enables breaking locks and doors with mana expenditure. This animu=
s takes extra
damage from seraphs, angels, and the power of Celeborn. No holy being can=
 cast this animus, nor
can most normal beings, only undead (including wraithes), demons,  and wo=
rshippers of
Marghuul, Tobin, or Akhamshish may use this spell.
Exhale Noxious Cloud:
The caster exhales a cloud of vile looking yellow-green gas. It reduces t=
he visibility terribly, and
tastes horribly acidic. Within the cloud, no mortal (Legends, Demigods, a=
nd Guildmasters are
immune to this) can cast spells save the caster of this one, as the cloud=
 drains mana equal to that
the attempted spell would have used from the would-be caster. At the will=
 of the caster, the cloud
may become poisonous, corrosive, or acidic. Poisonous clouds harm all who=
 breathe, corrosive
harms all metals save artifacts and a few other extraordinary objects, ac=
idic burns all
flesh, leather, and wood horribly. It cannot affect dragons under any cir=
cumstances, any sort of
dragon or drake is utterly immune. It is believed that only a Legend or D=
emigod may perform this
spell, lesser mortals lack the strength of spirit needed.

Yellow Animus of the Element of Earth:
A wispy yellow fog clings to the caster, bestowing maximum strength possi=
ble for
mortals of any sort. Like the noxious cloud, none below Legend may cast t=
his animus.

Summon Daughter of Saint Fabeau:
Who or what Fabeau was before he became a sword is unknown, but his deadl=
y daughters are
rightly feared, for the cuts they inflict are seductive, addictive, pleas=
urable, rather than painful as
normal swords are. In the hands of gnome, sword-mage, earth elementalist,=
 paladin, or slut, they
cause addicted foes to remove their armor and refuse to dodge or parry, s=
o much do they desire
the Deathkiss of the sword. Earth lore is needed to fight well with her. =
Should a necromancer or
chaotic-lord grasp her without knowledge of the earth, she sucks his life=
 out with each blow he
attempts, tricking him into thinking he grows stronger. In appearance, th=
ey seem to be green
blades with runes of black eog along them.

Conjuring the Mystic Tower:
An elaborately carved tower, formed from a single block of stone, rises o=
ut of the ground. The
tower stands 80 feet high and 30 feet wide, with a foundation set 20 feet=
 into the ground. You
determine the design of the chambers within (In mud terms, this is a smal=
l castle which can
be summoned as desired, but will not save items over reboots).

Eyes of the Treacherous Terrain:
The caster can tell intuitively when any natural terrain they see is trea=
cherous, such as a rock field
prone to sliding.

Eyes of the Monolith:
The caster may view events as they would be seen by a stone carving or st=
atue which they have an
Arcane Connection to. Obviously the carving or statue must have eyes of s=
ome sort.

Teeth of the Earth Mother:
You cause twenty pointed pillars of white marble to spring up from the gr=
ound to a height of 12
feet, forming a circle three paces in diameter. These pillars can be used=
 to cage people, to form a
wall, or simply to skewer enemies. At their tops, the pillars are thin an=
d as sharp as spears. At the
base, where they touch, they are 18 inches thick. To skewer a target, you=
 must make a Targeting
roll with a penalty of -3, but to capture a target you must make a standa=
rd Targeting roll.
Climbing to the top of the pillars requires three Climb rolls of 12+, and=
 the tops break away when
the target reaches them, causing the victim to fall. Skewering a target d=
oes +25 damage, possibly
more on following Rounds if the victim struggles or is exceptionally heav=
y. When the spell ends,
the pillars crumble to dust.

Maximillian's Earthen Grasp:
 This spell causes an arm made of compacted soil to rise from the ground.=
 The spell must be cast
on open turf, such as a grassy field or a dirt floor. The earthen arm and=
 hand (which are about the
same size as a normal human limb) rise from the ground beneath one creatu=
re targeted by the
caster. The hand attempts to grasp the creature's leg. The victim must at=
tempt a saving throw; if
successful, the hand sinks into the ground. Each round thereafter (until =
the spell ends or
the target moves out of spell range), the hand has a 5% chance per level =
of the caster (over
the level of the spell) of reappearing beneath the targeted creature, at =
which time another saving
throw is required. If a saving throw is missed, the earthen limb firmly g=
rasps and holds the
creature in place. An individual held by the hand suffers movement rate o=
f 0, dodge & parry
penalties of -10, and attack penalty of -10%. All Dexterity combat bonuse=
s are negated. The hand
causes no physical damage to the victim. The arm may be attacked by any c=
reature, including the
arm's victim. The arm has AC 20 and hit points equal to double the caster=
's maximum hit points.
The maximum number of hit points that an earthen hand may have is 400. Wh=
en the arm's hit
points are reduced to zero or when the spell duration needs, the hand cru=
mbles.

Maxmillian's Stony Grasp:
This spell must be cast on stony ground, such as a manmade stone floor, a=
 natural cavern floor, or
a builder-strewn field. It is not possible to cast the spell on a stone w=
all or ceiling. The spell
causes an arm made of stone (about the same size as a normal human limb) =
to rise from the
ground beneath any creature targeted by the caster. The stony hand attemp=
ts to grasp the leg of
the targeted creature, who is allowed a saving throw to avoid the effect;=
 if the save is
successful, the hand disappears. Each round thereafter, the hand has a 5%=
 chance per level of the
caster (over the level of the spell) of reappearing and attacking. Creatu=
res grasped by the hand
suffer a movement rate of 0, dodge & parry penalties of -15, and attack p=
enalty of -15%. Grasped
characters lose any Dexterity bonuses. The hand causes no damage to it vi=
ctim. The stony limb
has AC 45 and hit points equal to triple the caster's maximum hit points.=
 The maximum number of
hit points a stony hand may have is 600.

Earth Grue Conjuration:
 This risky spell will summon one chaggrin grue from the elemental plane =
of Earth. Grue are
notoriously untrustworthy and difficult to control, so the caster must re=
ly on more than just
concentration to keep the grue under his command. As soon as the grue is =
summoned, it will
demand payment from the caster for its service. The payment offered must =
be at least 500 coins
worth of goods of interest to the grue, or the grue will be angered and i=
mmediately attack the
caster. If the grue is satisfied with the offer, it will grudgingly perfo=
rm one service for the caster
for the duration of the spell. The grue will try to subvert or openly dis=
obey the caster's orders if
the grue finds them unpleasant. Chaggrin, or soil beasts, normally appear=
 in the form of a
yellowish hedgehog with a skull-like head, although they can take on a mo=
le-like form instead
or appear in their natural form, a bipedal man-like shape of wet clay wit=
h an asymmetrical
and vicious visage, small eyes gleaming with feral light. Many spells of =
earth are automatically
dispelled and ended by the mere presence of a chaggrin, most other earth =
elementals refuse to
work with these abominations, some even attacking the grue on sight or br=
eaking contracts with
the summoner. Like all elemental grues, chaggrin are immune to non-enchan=
ted weaponry.

Wall of Sand:
 This spell creates a wall of swirling opaque sand 1 foot thick per level=
 of the caster, 12 feet
high, and 4 feet long per level of the caster. The wall must be cast so t=
hat it rests upon a hard
surface, and once cast it is immobile. The sand is thick and viscous. Whi=
le movement is possible
through the sand (at half speed), all creatures who rely on normal sight =
or infravision to see are
blinded while they are within the wall, and in addition they suffer a -15=
% penalty to many
sight-related skills for a time after they leave the wall of sand. Creatu=
res needing to breath air
suffer one point of damage per round spent in the wall. Open flames and f=
ires are extinguished
once thrust into the wall of sand. Speech and most (but not all!) spellca=
sting are impossible while
within the wall. The wall blocks all sight through the sand to areas beyo=
nd. Magic can pass
through the sand normally, though spells which require a visible target w=
ill not pass through the
wall of sand. The caster can create a wall of sand of smaller dimensions =
than those listed, but one
cast, its dimensions cannot be changed. The wall of sand maintains itself=
 with no concentration,
but the caster can dispel it at will.

Conjure Jinni:
An earth Conjuration that enables the summoning of an elemental of earth,=
 the strength of which
is based on the energy assigned to it by the activator, and thus conjurin=
g any one of 10 grades of
elemental. The conjured creature will take physical form upon activation,=
 and thereafter it will
perform one demanded service.; An impossible demand will simply deactivat=
e the energy and
release the elemental to do as it will. A demand with what are clearly mu=
ltiple portions will be
obeyed only insofar as the first part is concerned. Immediately upon fulf=
illment of the demand,
the elemental vanishes. Jinni are very tall but squat creatures with leat=
her-brown skin, ogrish
face, and hairless, seemingly clad in garments of rough, earth-toned hide=
s. The jinni carries
(actually part of its' being) a supernatural spiked club which can someti=
mes stun or slow down
foes struck. Once per day, each jinn may cause a ground-swell ripple to k=
nock over those in
the area. Jinni take 10% less damage from all attacks. A materialized jin=
ni can walk through earth
and even stone at up to 20 miles per hour speed even while carrying up to=
 2,200 pounds of
weight for 10 hours time without pausing to rest.; The otherwise solid ma=
tter that is traveled
through will not affect anything, including a person, carried by the elem=
ental.

Firm Understanding:
A Power of earth that causes whatever lies directly in the path of the ac=
tivator to become to him,
and to those who might follow directly in his footsteps, firm, smooth gro=
und. Whatever it is
otherwise-air, fire, or water-to the activator it is normal ground, and h=
e sees this clearly;
followers, if any, do not! The area of effect is a path 18 inches wide an=
d up to 35 feet long,
beginning at the feet of the activator and stretching directly away in th=
e direction of his or her
gaze. The Power remains active for from 21 to 30 seconds realtime.

Fortify Conjuration: This Power bolsters the force of the elemental activ=
ated by the geourgist so
that counter-conjuration powers used to dematerialize it will be deterred=
, penalizing attempts
to do so depending on the energy invested by the activator. The fortifyin=
g effect lasts as long as
the elemental is material.

Zaganin's Quagmire:
This preternatural Power of earth enables the activator to engender a 400=
-square foot area of
dangerous ground, It remains active for only one minute, but any creature=
 moving into the area
will likely be caught therein and affected as noted hereafter. The area o=
f the Power must be either
a rectangle of 10-foot by 40-foot size, or a square of 20 feet per side. =
If the ground is dirt or clay,
the Power causes the area to become clinging mud. This glutenous substanc=
e extends downwards
to a distance of four feet. Even very light creatures will sink into it, =
and their movement will be
reduced to one-half normal walking speed. Very large creatures with stron=
g and relatively long
legs will be affected as are very small and light ones, with movement red=
uced to one-half, but
otherwise nothing else occurs. Creatures not fitting the two extremes wil=
l generally become mired
down in the area, sinking down to the four-foot depth and moving with onl=
y thr greatest of
difficulty at one-tenth normal walking movement. When the energy of the p=
ower dissipates, any
still within the area are buried to the depth indicated in the dry ground=
 that existed prior to the
activation of the Power. Should the area already be marshy or swampy, the=
n the area of effect is
double sized, and the depth is eight feet! The duration of the Power is n=
ot extended, though.

Zaganin's Quicksand:
This preternatural Power of earth enables the activator to engender a 400=
-square foot area of
dangerous ground, It remains active for only one minute, but any creature=
 moving into the area
will likely be caught therein and affected as noted hereafter. The area o=
f the Power must be either
a rectangle of 10-foot by 40-foot size, or a square of 20 feet per side. =
If the area is of sand, then
this Power causes the affected area to be 20 feet deep and be in all resp=
ects like a normal area of
quicksand. Panicking and non-swimming victims entering it are likely to f=
lounder around and be
sucked under by their own exertions, while those not weighted down and re=
laxing will in fact
float on the surface of the area more easily than as if it were salt wate=
r. At expiration of the
energy of the Power the affected area returns to its natural state, and a=
nything in it is immersed
according to the depth at the time of Power expiration. Should the area a=
lready be quicksand,
then the area of effect is double sized, and the depth is at least 40 fee=
t! Furthermore, the
quicksand becomes more glutinous and twice as difficult to float atop. Th=
e duration of the Power
is not extended, though.

Clay Elementary Service:  This preternatural Power of earth enables the a=
ctivator to force a clay
elementary to do one of the following in an area with a radius of 90 feet=
 at a point in sight of and
no more distant than 180 feet from the geourge and moving with him or her=
, if desired.
1)  Make the ground surface as hard and as level as a sun-baked clay flat=
.  This yields a hard and
level ground surface equal to an excellent road surface.
2)  Make the ground surface as soft, yielding, uneven, and sticky as a ra=
in-soaked clay morass.=20
This yields an area that is virtually impassable to anything but foot tra=
ffic, and that at one-quarter
normal walking movement speed when traversing it.=20

Dust Elementary Service:  This preternatural Power of earth enables the a=
ctivator to force a dust
elementary to do one of the following in an area with a radius of 90 feet=
 at a point in sight of and
no more distant than 180 feet from the geourge and moving with him or her=
, if desired.
1)  Make the area very dusty so that any movement therein stirs up a clou=
d of dust around
whatever moves through it.  This reduces vision and hearing range to 60 f=
eet, makes breathing
difficult and all senses lowered so as to reduce all activity (Speed) by =
one-half and all Ability
(including Precision) use at one-half normal while in the area of effect =
of the dust elementary.
2)  Make the dust in the area absolutely still and unmoving so as to yiel=
d no evidence of anyone or
anything having traversed it.=20

Rock Elementary Service:  This preternatural Power of earth enables the a=
ctivator to force a rock
elementary to do one of the following in an area with a radius of 30 feet=
 at a point in sight of and
no more distant than 90 feet from the geourge and moving with him or her,=
 if desired.
1)  Make the rocky area very rough and/or covered with loose stones and/o=
r sharp rock
projections so as to slow pedal movement across its surface to one-quarte=
r normal walking speed;
or, in the case of a vertical surface, make a climbing ascent or descent =
easier so as to be able to
clamber up or down at twice normal rate for such progress.
2)  Make the rocky area very smooth and seamless so as to speed movement =
across its surface by
allowing a 10% movement rate bonus; or, in the case of a vertical surface=
, make a climbing ascent
or descent virtually impossible without ropes or like means.

Sand Elementary Service:
This preternatural Power of earth enables the activator to force a sand e=
lementary to do one of the
following in an area with a radius of 180 feet at a point in sight of and=
 no more distant than 360
feet from the geourge and moving with him or her, if desired.
1)  Make the sandy area both filled with low sand dunes and also very sof=
t and deep sand so as to
make it impossible to see behind all of the hills of sand from any point =
on the ground within the
area for any observer under twenty feet tall, and to slow movement across=
 its surface to one-half
normal walking speed.
2)  Make the sandy area very smooth and hard so as to show no footprints =
and also allowing full
normal movement rate across its surface.

Dust Storm Elementary Service:
This supernatural Power of dual-element (earth & air) nature enables the =
activator to force a dust
storm elementary to become active in a radius of up to 360 feet, with a c=
entral distance of up to
360 feet from the activator, and moving with him or her, if desired.  The=
 following conditions
apply to the area of the dust storm:
1)  Vision and hearing within the area are reduced to 30 feet.
2)  Movement within the area is at one-quarter normal speed.
3)  Light and flimsy material exposed to the wind will be blown away, or =
else shredded or
tattered.
4)  Each round spent within the area inflicts 1 point of harm from abrasi=
on, contusions caused by
flying debris, respiratory injury, etc., to all therein.

Haze Elementary Service:
This supernatural Power of dual-element (earth & air) nature enables the =
activator to force a haze
elementary to become active in a radius of up to one mile, with a central=
 distance of up to one
mile from the activator, and moving with him or her, if desired. The foll=
owing conditions apply to
the area of the dust storm:
1)  Vision and hearing within the area are reduced to 300 feet.
2)  Aerial observation is impossible save in regards to the 300-foot limi=
tation noted.
3)  Light conditions within the area are reduced by one step, so that ful=
l, direct sunlight is equal to
light as screened by thin clouds and so forth.
4)  Only wind of strong sort will affect the haze area, blowing it, intac=
t, in the direction towards
which it blows, at a speed of one half of the wind's own.

Sand Storm Elementary Service:  Major:  A Power-bid of Air-Earth/Earth-Ai=
r.  This supernatural
Power of dual-element nature enables the activator to force a sand storm =
elementary to become
active in a radius of up to 360 feet, with a central distance of up to 36=
0 feet from the activator,
and moving with him or her, at a speed of up to 30 miles per hour (a sust=
ained gallop of a horse),
if desired.  The following conditions apply to the area of the dust storm=
:
1)  Vision and hearing within the area are reduced to 30 feet.
2)  Movement within the area is at one-quarter normal speed.
3)  Light and flimsy material exposed to the wind will be blown away, or =
else shredded or
tattered.
4)  Each 12 seconds of time  spent within the area inflicts minimal (1-2 =
points) of harm from
abrasion, contusions caused by flying debris, respiratory injury, etc., t=
o all therein.

Cinder Elementary Service:
 This supernatural power of dual-element (fire & earth) nature enables th=
e activator to force a
cinder elementary to become active in a radius of up to 180 feet, with a =
central distance of up to
180 feet from the activator, and moving with him or her if desired. The f=
ollowing conditions apply
to the area of the cinder rain:
1) Vision and hearing within the area are reduced to 100 feet.
2) Movement within the area is at one-half normal speed.
3) All flimsy and easily inflammable materials in the area of the falling=
 cinders will have a 25%
chance per 12 seconds of exposure to catch fire and begin burning. This i=
ncludes dry leaves and
grass, dry straw and thatch, and dry cloth.
4) Each 12 seconds of time spent within the area inflicts low harm from c=
ontusions and minor
burns caused by the falling cinders to all therein not sheltered from suc=
h impact.

Lava Elementary Service:
 This supernatural power of dual-element (fire & earth) nature enables th=
e activator to force a
lava elementary to become active in a distance of up to 60 feet from the =
activator.
The activator has two options in regards to the actions of the lava eleme=
ntary:
1) The lava elementary can be bidden to strike at a target, doing extreme=
 harm to the target
in the single strike.
2) The lava elementary can be bidden not to move but instead to hurl port=
ions of itself at a target,
doing so once per 6 seconds at a maximum range of 30 feet, inflicting ver=
y strong harm per
successful attack. However, each such attack lessens the persistence of t=
he elementary, so that
when 10 missiles have been hurled, the elementary is gone.
Any inflammable substance contacted by the lava will immediately catch fi=
re and burn, harm from
the combustion being in the moderate range per round of burning.

Marsh or Swamp Elementary Service:
This supernatural Power of dual-element (earth & water) nature enables th=
e activator to force a
marsh or swamp elementary to become active in a radius of up to 360 feet,=
 with a central distance
of up to 360 feet from the activator, and moving with him or her, if desi=
red.  One of the two
following services can be commanded of the elementary by the activator:
1)  The terrain area affected can be altered so as to be only the least f=
orm of marsh or swamp, so
that those passing through it are only marginally hindered by the water a=
nd mire, and progress is a
movement penalty of only 10% reduction in rate.
2)  The terrain area affected can be altered so as to be the worst form o=
f marsh or swamp,
movement within the area at one-quarter normal walking speed and a check =
against Precision
required each minute of time spent therein to see if direction then is lo=
st and movement is at a 45=B0
angle left or right (equal chances) instead of straight ahead.

Mud Elementary Service:
This supernatural Power of dual-element (water & earth) nature enables th=
e activator to force a
mud elementary to become active in a radius of up to 180 feet, with a cen=
tral distance of up to
180 feet from the activator, and moving with him or her, if desired.  One=
 of the two following
services can be commanded of the
elementary by the activator:
1)  The terrain area affected can be altered so as to be only the least f=
orm of mud, so that those
passing through it are only marginally hindered by it, there is no sign o=
f their progress evident to
any observer attempting to follow their trail, and progress is a movement=
 penalty of only 10%
reduction in rate.
2)  The terrain area affected can be altered so as to be deep and clingin=
g mud, movement within
the area at one-quarter normal walking speed and a check against Speed Ba=
se Rating required
each 12 seconds of time spent therein to see if each individual avoids be=
ing stuck fast and unable
to move for another 12 seconds while being freed from the suction of the =
mud. Mounts will
require successive checks, adding 1 point of Speed Base Rating for each i=
ndividual assisting in
freeing them, and all physique Ability bonuses for each such individual, =
to their Speed Base
Rating, thus improving chances for success.

Quicksand Elementary Service:  Major:  A Power-bid of Earth-Water/Water-E=
arth.  This
supernatural Power of dual-element nature enables the activator to force =
a quicksand elementary
to become active in a radius of up to 90 feet, with a central distance of=
 up to 180 feet from the
activator.  One of the two following services can be commanded of the ele=
mentary by the
activator:
1)  The terrain area affected can be altered so as to be only the least f=
orm of quicksand, so that
those passing through it are only marginally hindered by it, there is no =
sign of their progress
evident to any observer attempting to follow their trail, and progress is=
 a movement penalty of
only 50% reduction in normal walking movement rate.  In this case, the ge=
ourge can command
the elementary to move along with him or her at whatever walking movement=
 rate that individual
can achieve based on the terrain conditions.
2)  The terrain area affected can be altered so as to be deep and excepti=
onally treacherous
quicksand, so that any movement into the area immediately precipitates th=
e subject(s) into it with
the nearest firm land fully 10 feet distant.  Any subject weighted down a=
nd unable to float will be
drowned or otherwise lost as it sinks slowly, at 1 foot per round, to the=
 bottom 100 feet below.
In this case the elementary will not move.

Fumarole Elementary Service:  Major:  A Power-bid of Earth-Fire-Water.  T=
his supernatural
Power of triple-element nature enables the activator to force a fumarole =
elementary to become
active in a radius of up to 180 feet distance from the activator, it bein=
g unable to otherwise move.=20
The fumarole elementary will cause the ground in a radius of 30 feet from=
 its center to heave and
steam on round of activation.  On the following round the surface will su=
ddenly liquify, becoming
mud of boiling temperature.  Anything caught within it will sink at the r=
ate of one foot per round,
suffering good harm in this process, armor not of Extraordinary supernatu=
ral sort notwithstanding
harm. When the head/breathing portion of any subject is immersed, harm in=
curred that round and
each round thereafter becomes very strong any armor notwithstanding.
Any subject within a 10-foot radius of the edge of the area of effect has=
 a good chance
each round of time thus exposed of being struck by a glob of expelled boi=
ling mud delivering
moderate harm, that continuing for three additional rounds, or until the =
subject is washed by or
immersed in cool water.
No longer service can be bidden, nor can the geourge command another such=
 elementary for a
full day of time as fumarole elementaries are rare.
When service is complete, the area affected cools immediately but remains=
 abasin of liquid mud,
60 feet across and six feet deep.  This will dry and harden in one-day of=
 time, unless wet weather
slows the process.


Plant Elementary Service:
This supernatural Power of quadruple-element nature enables the activator=
 to force a plant
elementary to become active in a radius of up to 180 feet distance from t=
he activator. The plant
elementary will be, at the bidding of the geourge, and the existing condi=
tions, one of the
following:
1)  A field (plains, prairie, savannah, velt) elementary that will travel=
 with the activator and,
effectively, increase his or her movement pace by 25% while slowing that =
of any pursuer by 25%.
2)  A brush (bush, shrubbery, scrub, thicket, undergrowth) elementary tha=
t will remain stationary
but increase the amount of vegetation in the area of effect so as to make=
 it impassable for any
creature under about 8,800 pounds weight and/or ten feet height.  Creatur=
es able to move through
the area of burgeoned growth will do so only at one-tenth normal walking =
movement.
3)  A great tree elementary that will travel with the activator and fight=
 for him (I'm not even
going to try to translate the game mechanics this one was originally writ=
ten with).

Dowse Earth Plexus:
This spell divines whether or not the caster is within an Earth Plexus, a=
n area where earth
magic works much better than normal. Skilled casters may also tell if the=
y are near such
a Plexus.

Manifest Earth Plexus:
This complex spell creates a temporary Earth Plexus in the area cast.

The Ashim, Doors of Adamantine with Metal Feet:
Translucent creatures that fade into a door or similar opening, thus seal=
ing it. If someone
tries to force the door open (note that the Ashim grant it exceptional st=
rength as they hold it
shut), the Ashim protest by whispering danger warnings. The caster is aut=
omatically alerted
of any intrusion attempt if within hearing.

Those Who Creep and Nibble:
This invocation calls 6 little cat-sized imps, each with razor-sharp claw=
s, overdeveloped teeth,
and the ability to climb anywhere. They attack _only_ inanimate matter, d=
evouring it at a
combined rate of a pound per minute. Their only side effect is the contin=
uous noise of
gurgling, mastication, suction, and fighting.

Those Who Hit the Scorpions:
This invocation brings forth a strong blue creature, vaguely humanoid wit=
h feline eyes and a
curved beak. It communicates through little shrieks rather than any known=
 language, although
it understands the summoner in any language he speaks. The creature carri=
es/wields a
magnificently decorated stick which ends in a barbed hook, a black liquid=
 constantly dripping
from this hook. The stick is a magical weapon, disappearing with the crea=
ture. Should the
stick strike someone, there is a 75% chance it will poison them. If the p=
oisoned foe rolls well
against their own constitution they merely take some extra damage, those =
who resist poorly
suffer great pain which halves their actions for a short time. In either =
case, the wound
appears to be that of a scorpion sting, characterized by intense pain, we=
akness, and hemorrhaging.

The Prince of the Salt of Wisdom:
The elemental prince answering this summons is always draped in flowing w=
hite robes, with a
crystal crown. He will heal one person per summoning, no more, but will c=
ure anything wrong
with them that the summoner requests. Curing wounds, minor illness, or re=
moving scars he will
do for free. Regenerating lost limbs or organs will cost the summoner a b=
it, the prince will
request the permanent sacrifice of a little of the summoner's power (in m=
ud terms, this might be
some dev points or a point in some skill). He can also dismiss, at no cos=
t, such harmful spirits
as the Lord of Torment or the Crown of the Powerful Pale Queen of Pain. N=
ote that in the
original source for this spell, a 70% skill was the minimum for any chanc=
e of successfully
summoning the prince, and a fumbled summons had no harmful effects (he is=
 listed as
'disappearing' if the summoner fails to properly complete the spell).

The Smiling Tarshishim, Sentinels of the Silver Castle:
This invocation requires a pan flute. Upon completion of the spell, a num=
ber of small
smiling ectoplasms appear, visible only to those who can see spirits and =
magic. These,
the Tarshishim, enter the flute and remain in it for the spell duration. =
When the caster
decides to play the flute, the Tarshishim inspire him with brilliant melo=
dies. After 5 minutes
of uninterrupted playing, during which the caster can do naught but move =
and dance,
the caster may start sending individual Tarshishim into nearby listeners,=
 possessing them.
Those possessed are filled with a frenzied ecstasy, and begin to dance ma=
dly, following the
player whereever he goes. Every five minutes the player can re-send more =
Tarshishim into
newcomers, adding to the train. If someone tries to harm or stop the play=
er, the dancers
interpose themselves. After 15 minutes under the effects, dancers will re=
main in this state
even if the player stops playing, continuing until they drop from exhaust=
ion. Fumbling this
spell results in the Tarshishim capturing the caster, forcing him to play=
 madly until he faints
from fatigue or someone takes the flute away, but not possessing anyone e=
lse.

Reduction of the Egg of Azoth:
This spell works much like its' cousin, Sublimation of the Drinkable Gold=
, in that it produces
a potion which must be drunk soon after being made and has curative prope=
rties. Unlike that
spell, though, this one has very little effect on injuries, rather it rel=
ieves poisons and erases
illness. The curative effects are immediate, with side effects such as vo=
miting, blushing, and
profuse sweating. No loss of stats or maximum hp. occurs, and the effects=
 occur in a single
burst rather than repeatedly. (In the original source, this spell was qui=
te a bit lower level
than its' cousin. Reduction was a first circle spell needing a 50% skill,=
 Sublimation was a
second circle spell needing both 90% skill in first circle and 10% in sec=
ond circle)

The Morphic Conglomeration of the Stone:
This spell requires a golem mold (made via Fire Crucible of the Spiritual=
 Construct). When cast,
it projects the etheric body of the mold into a mass of clay, soil, or ro=
ck, fashioning the body of
the future golem from it. The amount of material to be fashioned is entir=
ely up to the caster,
but the size of the golem is determined solely by it. Strength and combat=
 power of the golem are
determined by the caster's skill in fire magic, constitution and hardines=
s are determined by his
skills in earth magic, while the speed and dexterity of the golem are det=
ermined by the casters
skill in water magic. (Crude translation, but the original based them off=
 Ka ratings of the caster,
which affected those stats)

Deep Earth Dust:
Taking dust from cooled molten rock, the caster enchants it so that it ca=
n relieve minor
wounds when sprinkled over them. Casting at higher power makes more useab=
le doses,
it does not increase the strength of each.

Deep Earth Clay:
Taking material from the depths of the earth which is plastic and malleab=
le, the caster
enchants it to have useful healing virtues. Packed into a wound, the clay=
 stops all bleeding.
Fashioned into a pot and hardened, the magic clay will keep other healing=
 materials fresh
and useful until the seal is broken.

Deep Earth Oil:
Enchanted via this spell, the greasy, combustible oil of the earth can re=
lieve burns and frostbite.

Deep Earth Mud:
Mud from the deepest of mines, suitably enchanted and slathered over the =
area of the injury,
can mend broken bones. The stronger the spell, the worse the fracture it =
can relieve.

Deep Earth Water:
Water formed as a byproduct of rock formation may be enchanted to increas=
e the natural
healing rate of the drinker.

Deep Earth Loam:
A mixture of deep earth clay, oil, and dust, re-enchanted via this spell,=
 may heal damaged
nerves and organs. In game terms, it relieves stat penalties from critica=
ls and some types
of skill penalties.

Crystal Infusion:
This spell prepares the caster's body for the rigors of crystal magic. Ca=
sting other crystal
spells without having this one in effect can have harmful side effects. P=
ech and other natives
of the plane of earth do not need this protection, they are naturally att=
uned to these magics
and may use them freely without fear.

Crystal Seed:
Allows the caster to take powdered gem dust and crystal fragments (both m=
ust be of the same
gem type as the caster's crystal alignment), and mix them with 5 of his o=
wn tears to form a
gleaming crystal seed.

Crystal Flower:
Planting a crystal seed, casting this spell, and watering it with your te=
ars will cause the seed to
sprout, growing into a mystical crystal flower. It takes the plant a mont=
h to mature and
bear the exquisite bloom. After the flower withers, the plant bears a sin=
gle teardrop shaped
crystal fruit. Picking the fruit kills the plant. The fruit may be safely=
 eaten by anyone protected by
Crystal Infusion or any being of earth, others find it dangerously toxic.=
 The fruit usually contains
a single crystal seed of the same crystal alignment as it grew from.

Crystal Vine:
Planting a crystal seed, casting this spell, and watering it with your te=
ars will cause the seed to
sprout, growing into a mystical crystal vine. It takes two months for the=
 vine to mature, once
mature it bears clusters of teardrop shaped crystal fruit, 1-3 fruit per =
foot of length the vine
has, and it grows at 4-8 feet per month. At the end of the growing season=
 the vine dies. Like
the fruit of the Crystal Flower, these may only be safely eaten by those =
protected by Crystal
Infusion or natives of the plane of earth, and they each have a seed of t=
he same crystal alignment
as the one they grew from.

Crystal Bush:
Planting a crystal seed, casting this spell, and watering it with your te=
ars will cause the seed to
sprout, growing into a mystical crystal bush. It takes six months for the=
 bush to mature, and
it bears its' crystal fruit for another six months, producing 1-6 per mon=
th. The bush grows to a
height of 2-4 feet. If not cut down at the end of the growing season, the=
re is a 50% chance the
roots will sprout a new crystal bush the following season. The fruit have=
 the same poison as those
of the Crystal Flower & Crystal Vine, requiring protection via Crystal In=
fusion or natural
immunity, and likewise have crystal seeds in them. These fruit hang indiv=
idually on the bush.

Crystal Nodules:
Planting a crystal seed, casting this spell, and watering it with your te=
ars will cause the seed to
sprout, growing into a mystical crystal bush. Like its' relative, this bu=
sh takes six months
to mature, but over the following six months it does not produce fruit. I=
nstead, it produces
potato-like crystal nodules off its' roots, usually 1-6 grow. Each nodule=
 is edible, although
it has crystal poison much like the crystal fruits do, plus it contains f=
rom 1-6 crystal seeds
of the same crystal alignment as the seed it grew from. Once the nodules =
have been dug up, the
bush dies.

Crystal Tree:
Planting a crystal seed, casting this spell, and watering it with your te=
ars will cause the seed to
sprout, growing into a mystical crystal tree. It takes a year for the tre=
e to mature and another
year before it starts producing its' crystal fruit (1-6 per year of age p=
roduced each year). The tree
grows 1-3 feet in height and 1/4 to =AB a foot in diameter each year. The=
 fruit hang individually
in the branches, being about the size of cherries with crystal pits insid=
e. They have crystal
poison just as the other sorts of crystal fruit do.

Lesser Crystal Matrix:
This spell fashions a power matrix inside a gemstone, permitting it to st=
ore magical energy
within itself. The power a given stone can hold depends on the type of ge=
m (the power level
of the spell determines what types of gem this may be cast upon), how fla=
wed it is, and how
big it is. Less flaws and larger gems result in larger capacity. Overflow=
ing the gems' power limit
has dire effects, depending on the stone. It might merely shatter, or cou=
ld explode, or burn out
into a greyish lump of rock as the power escapes in the form of some spel=
l. These stones cannot
recharge themselves, other spells must be used to put power into them (pr=
obably enchanter or
arch-mage spells).

Greater Crystal Matrix:
A more powerful version of Lesser Crystal Matrix, this spell can handle s=
ome of the more
valuable gems, though by no means the most powerful sorts. Cast on a ston=
e that Lesser
Crystal Matrix is able to enchant, it not only makes the matrix at twice =
the power capacity
but attunes the stored power to a specific spell path, determined by the =
type of gemstone. When
used by someone for a spell on attuned path, the stone provides extra pow=
er to the spell above
and beyond what the caster provides (i.e. it will enable the spell to be =
cast at one power level
above what the caster intended while reimbursing the caster mana equal to=
 the difference).

Minor Crystal Matrix:
An even more potent form of Greater Crystal Matrix, this difficult spell =
fashions a power matrix
3 times the capacity a Lesser Crystal Matrix could produce, and can handl=
e even more sorts
of gems. Used on stones the lower spells could handle, Minor Crystal Matr=
ix brings forth an
innate power of the gem, enabling the caster to cast some spell directly =
from the stone without
actually knowing it himself. Which spell a gem produces depends on the ty=
pe of gem, but is
usually low level and cast at a low power level.

Weep Beans of Life:
The beans of life, which resemble tiny pink and purple speckled beans, ar=
e 'wept' from the
eyes of the caster just as if they were tears. Once produced, a bean keep=
s indefinitely, never
going bad or losing its' virtue. Once created, anyone possessing one of t=
hese wondrous
beans may use it in the following ways:
  Powers of the Beans:
     1 Placed on an open, bleeding wound, the Bean will dissolve, complet=
ely
         healing the person and filling them with healing energy. Beware!=
 This
         is almost always fatal to Wraiths and the Undead! Demons can saf=
ely
         benefit from this effect, however.
     2 Breaking open a Bean unleashes a blinding flash of light and a wav=
e of
          positive chi. All undead, necromancers, demons, and devils near=
by
          suffer about 5000 points of damage instantly, although demons a=
nd
          devils have the option of being banished back to their plane in=
stead.
          All chaotic-lords in the area affected automatically are stripp=
ed of
          every demon bound into their skin and weapon, although they are
          not injured by this stripping. A chaotic-lord in the area who h=
ad no
          demons bound into his skin will suffer the full 5000 pt. damage=
. Breaking
          open a Bean within the city of Kuril will trigger drastic effec=
ts as the lifeforce
          released wounds the spirit of the city itself. Possession of an=
y artifact
          will give complete protection from the chi blast.
      3 Planting a Bean aboveground outdoors in the daytime, then sprinkl=
ing
          it with water, will cause it to take root instantly and grow. W=
ithin
          an hour (game time) it will have matured into a 4 meter tall be=
anstalk,
          brimming with pods and it's roots will have churned up good, ri=
ch
          soil for 20 meters around it, even if it was planted in a crack=
 in a
          boulder. The "crop" produced in this first hour results in abou=
t 6 bushels
          of bean pods, each with 8 beans. The beans from this crop are t=
ender,
          tasty, and ready to eat, each bean feeding a person of any race=
 (including
          wraiths and demons) for a full (game) day, keeping them free of=
 hunger
          and thirst. These beans retain their magical juiciness for a li=
ttle over
          a (game) day before turning into ordinary, non-magical beans. I=
f planted
          while still magical, a first crop bean will grow into a normal,=
 unusually
          healthy beanstalk and produce a heavy crop of mundane beans in =
about
          a week. The original beanstalk, grown from the Bean of Life its=
elf,
          will continue to thrive, producing a huge crop of non-magical b=
eans
          every year, and 1 more pod of 'first crop' beans per year, with=
 the soil
          around it able to grow almost any other crop, even magical ones.
      4 Planting a Bean below ground or indoors, then watering it, will c=
ause
          it to grow into a 3 meter tall beanstalk in an hour, as above. =
However,
          this beanstalk will have white leaves and white pods, and only =
produce about
          a hundred of these pods. The beans are the same as the 'first c=
rop' beans
          above in properties, but the original beanstalk only lives abou=
t 8 hours before
          wilting. During the 8 hours, though, positive chi circles the p=
lant, filling the
          area up to about 31 meters out from it. This flow of chi inflic=
ts 25 points
          per round on beings of negative chi (undead, demons, etc.) and =
spellcasters who
          specialize in it (necromancers, cl's, etc.), stripping away man=
a before damaging
          their lives. Bound demons fully protect the wearer, although th=
e demons suffer
          greatly as the flow slowly unmakes them. Beings and casters of =
positive chi,
          such as seraphim, angels, paladins, etc. regain 25 mp per round=
 in the flow,
          and 25 hp per round once all mp is restored.
 In the hands of a very skilled necromancer, a Bean of Life can be perver=
ted, its'
 powers twisted to make one of the greater undead, Everlastings, Gatherer=
s, Undead
 demons, etc. In the hands of a master Enchanter or Alchemist, a Bean may=
 be used to
 fashion items well-beyond the normal limits.

Third Mudra of Unmoving:
A mudra is a combination of mystical meditation and a specific positionin=
g of the hands
to create a magical effect. As a group, the mudras of unmoving deal with =
survival in
hostile environments and suspended animation. All require both hands. Thi=
s mudra
requires four minutes of intense meditation to begin. Attaining this mudr=
a physically transforms
the body of the user, blood slowing and organs becoming dormant. To obser=
vers, the performer
of the mudra appears to have been turned to stone, their skin having beco=
me very tough and
durable. The exact appearance of this 'stone' depends on the chi the user=
 possessed at the time
of performance. Those brimming with positive chi appear to be polished bl=
ack marble. Someone
with moderate amounts of positive chi takes on the appearance of dark bro=
wn granite, while
even lower levels of positive chi results in a baked red clay look. Havin=
g no chi at all results in
grey slate. If the mudra is attained while the body contains a small amou=
nt of negative chi,
the appearance is white marble with thin veins of grey in it. Should the =
user have more than a
little negative chi, they appear to be pure white quartz, faceted and gle=
aming. Limbs cannot be
lost while in this stony state, as damage inflicted becomes equalized ove=
r the entire body in
a network of cracks until such time as the 'stone' suffers cumulative dam=
age beyond its'
limit, at which time it shatters and falls off, leaving the user vulnerab=
le again. The user cannot
move or act in the stony state save to release the mudra or perform purel=
y mental actions.
It takes a full minute to come out of the mudra. Hands are open, palms up=
ward, pointing
toward each other with the left hand holding the right and the corners of=
 the thumbnails
barely touching.

Fourth Mudra of Unmoving:
This appears outwardly very much like the Third Mudra of Unmoving with a =
slightly
different hand position, but mystically has greater effects, for the spir=
it of the user is
freed from their stony form to wander freely while the mudra is in effect=
. This spirit
form cannot physically affect things, nor use most magics, but is itself =
nearly untouchable
save by those things which can affect chi such as demons, living clouds, =
any animus,
undead, and entities of pure chi. Hands are open, palms upward, pointing =
slightly upward and
out from the body, with the right hand holding the left so the hands are =
crossed.

Fifth Mudra of Unmoving:
Similar to the Third Mudra of Unmoving, save that the body of the user is=
 transformed into
metal and continuously repaired by whatever chi, positive or negative, fl=
ows through the
area, protecting the body from damage. Entering this mudra charged with p=
ositive chi
results in the appearance of bright brass. Entering it with zero chi prod=
uces a dull,
dingy brass appearance. Being charged with just a little negative chi res=
ults in a surface
spotted with green tarnish, while moderate or greater amounts of negative=
 chi causes
the body to be completely covered by mottled green and black tarnish. Ent=
ering this mudra
requires 10 minutes of meditation, release from it takes 4 minutes. Hands=
 are open,
palms upward, the fingers interlinked, with the tip of the ring finger of=
 the left hand touching
the tip of the thumb of the right hand.

Mudra for the Handling of Jewels:
Since many spirit creatures and creatures of pure chi are unable to prope=
rly see objects in
the material world, this mudra allows the user to 'illuminate' an object =
of value so they
can see it clearly. Note that if the object is a cheap replica or clever =
fake, the mudra does
nothing to disguise it, highlighting what a piece of junk it really is. T=
his simple mudra
takes but 4 seconds to attain, the object being balanced on the tips of t=
he thumb, index, middle,
and ring fingers of the left hand (fingers should form a square), with th=
e little digit touching
the palm. The right hand is held as a fist, with only the little finger e=
xtended to touch the top of
the object.

Create Crystal Sand:
Through a combination of minor spirits and alchemy, the earth mage makes =
a handful of
a glittering, gem-like sand inside a specially prepared bag. Crystal sand=
 may be used
to form crystalline objects in any shape the possessor desires. The objec=
t can weigh up to
five pounds per handful of sand used, and can be a weapon, a key (an exam=
ple of a matching
key is needed to make this, or familiarity with the lock), a plate, a gob=
let, or nearly anything else.
The crystal is hard as steel, having considerable physical strength. Weap=
ons made of the crystal
are +5% to both hit and damage. To make an object, the possessor must pou=
r the sand on a flat
surface in roughly the shape desired, then speak the name of the object (=
sword, ladder, cup, etc.).
A three-dimensional object then forms out of the sand. The quality of wor=
kmanship reflects the
creators degree of skill. The object  remains solid for one hour, after w=
hich it shatters, causing
1d6 hp damage to all creatures within a 10 foot radius.

Create Rasping Sand:
Through a combination of minor spirits and alchemy, the earth mage makes =
a handful of
a dangerously barbed brown sand inside a specially prepared bag. This san=
d tears away at the
surface of any object it touches, living or non-living, save while in the=
 special bag. The effect of
the sand lasts for 30 seconds. Non-living objects are worn down every rou=
nd, the degree
depending on their hardness. There is a limit to the size of the object t=
hat can be affected. This
varies  somewhat, depending on what the object is made of, but generally =
should be no more than
100 pounds per handful of sand used against it. Living creatures suffer e=
xcruciating pain when
struck by rasping sand, suffering 1d6 hp damage in the first round, 2d6 i=
n the second, 3d6 in the
third, etc.. A resistance roll must be successfully made each round or th=
e creature is incapacitated
by pain. Rasping sand dissolves in water. If at least a gallon of water p=
er handful of sand is
thrown on it, it immediately ceases to cause damage. This sand is so dead=
ly that the possessor
must use a specially treated glove to handle it, lest he fall victim to i=
ts malign power. The glove is
made of the same substance as the bag that contains the sand.

Create Sand of Restoration:
Through a combination of minor spirits and alchemy, the earth mage makes =
a handful of
a gentle white sand inside a specially prepared bag. When sand of restora=
tion is sprinkled on the
ruins of stone or brick buildings, the buildings are momentarily restored=
. Broken walls, cracked
floors, and collapsed ceilings all appear as they once did, except now th=
ey are made of
translucent, shimmering sand. Fifty cubic feet of building can be restore=
d with each handful of
sand. The restored building is sturdy for normal purposes, providing shel=
ter from the elements,
but if it sustains even 1 hp of structural damage, it collapses. The rest=
ored structure remains
in existence for 12 hours.

Create Solid Sand:
Through a combination of minor spirits and alchemy, the earth mage makes =
a handful of
a gritty brown sand inside a specially prepared bag.  Solid sand can be s=
cattered onto any soft
surface  sand, soft earth, mud, quicksand, even snow  and it immediately =
hardens, forming a shell
that can then be walked upon. The shell is solid and stable, allowing for=
 good traction and
balance. The area of effect is 500 square feet per handful. The shell las=
ts for 10-40 minutes..

Create Thirsty Sand:
Through a combination of minor spirits and alchemy, the earth mage makes =
a handful of
an extremely dry, fine sand inside a specially prepared bag. Similar to d=
ust of dryness, thirsty
sand drains moisture, but from creatures, not bodies of water. Only one c=
reature can fall victim
to this sand, but he suffers 3-18 hp damage and must endure excruciating =
pain for 1-4 minutes,
suffering penalties to all combat actions and anything requiring precisio=
n. Once the sand is
finished draining moisture, it falls in wet clumps at its victims feet. I=
f additional handfuls of thirsty
sand are thrown at a victim before he has had a chance to replenish the l=
ost liquid, the penalties
increase by 10% per handful. One gallon of water per handful is necessary=
 to replace the lost
moisture and avoid this penalty. Water-based creatures suffer quintuple d=
amage from this sand.

Avalanche Cone:
Semi-ethereal stones are conjured, doing 1-8 per two levels of impact to =
all within the cone (even
those who have no corporeal form due to magic).  Undead take 1-10 (per 2 =
levels of the spell)
and demons take 1-12 ( per 2 levels of the spell) due to the extradimensi=
onal shockwave.  A save
halves the damage listed. Immunity to crush or to earth magic protects ag=
ainst this form of
damage.

Fashion Alchemist's Lens:
Through this process, the alchemist makes a fine glass lens, suitable for=
 enhancing fine details
and scrutinizing things. Requires silica, potash, lime, lead, and rare ea=
rths, fused together
into glass via starfire.

Fashion Alchemist's Prism:
Made in the same way as the Alchemist's Lens, but shaped differently, the=
 prism is used to study
light reflected from things so as to determine whether they are real or i=
llusion. Unfortunately,
it takes a full (real time) minute of scrutiny, and has only 60% chance o=
f being correct.

Fashion Rod of Earthly Divination:
Made via a long, boring series of alchemical processes, this semi-metalli=
c rod has the power to
detect the presence of any single metal, gem, or mineral, determined when=
 it is made. Requires
lead, sulphur, copper, silver, gold, platinum, lodestone, pearl, rare ear=
ths, mercury, iron, starfire,
and a bit of whatever material it is intended to find, all of which being=
 used up in forming the
rod. Note that it will not work reliably in the elemental planes, and wil=
l explode if used in the
plane of earth (magical overload). Some maintain that the rod is a very e=
ffective weapon vs.
creatures made of the specific substance it is attuned to, such as certai=
n constructs.

Fashion Topaz Talisman:
As part of the Greater Circulation, the creation of talismans is a fundam=
ental
process. It is the raising of the vibrations in a gemstone so that it rad=
iates
its natural magic due to sympathetic resonance with the metallic base whi=
ch it
is set in. This talisman requires silver, gold, platinum, rare earths, a =
quicksilver/platinum
amalgam (the primary metal for the resonance), starfire, and a five carat=
 topaz.
While worn, this talisman greatly reduces the effectiveness of magical co=
ntrol attempted
against the wearer. Game mechanic option: Talisman may make several comma=
nds
impossible to suggest or order the wearer to perform, preset when it is m=
ade or preset depending
on the power the talisman is made at.

Fashion Jade Talisman:
As part of the Greater Circulation, the creation of talismans is a fundam=
ental
process. It is the raising of the vibrations in a gemstone so that it rad=
iates
its natural magic due to sympathetic resonance with the metallic base whi=
ch it
is set in. This talisman requires silver, gold, platinum, rare earths, ti=
n (the primary metal
for the resonance), starfire, and a five carat piece of jade. While worn,=
 it drastically
reduces the effects of poisons on the wearer.

Fashion Emerald Talisman:
As part of the Greater Circulation, the creation of talismans is a fundam=
ental
process. It is the raising of the vibrations in a gemstone so that it rad=
iates
its natural magic due to sympathetic resonance with the metallic base whi=
ch it
is set in. This talisman requires silver, gold, platinum, rare earths, co=
pper (the primary
metal for the resonance), starfire, and a five carat emerald. While worn,=
 it provides
luck to the wearer, especially with regard to resisting magic.

Fashion Turquoise Talisman:
As part of the Greater Circulation, the creation of talismans is a fundam=
ental
process. It is the raising of the vibrations in a gemstone so that it rad=
iates
its natural magic due to sympathetic resonance with the metallic base whi=
ch it
is set in. This talisman requires silver, gold, platinum, rare earths, le=
ad  (the primary
metal for the resonance), starfire, and a five carat piece of turquoise. =
This talisman
grants the wearer flesh as hard as stone, enabling them to withstand most=
 cuts and
piercing blows. Unfortunately, it also hinders magic use by the wearer, a=
s the anti-magic
of the lead weakens their spells.

Fashion Peridot Talisman:
As part of the Greater Circulation, the creation of talismans is a fundam=
ental
process. It is the raising of the vibrations in a gemstone so that it rad=
iates
its natural magic due to sympathetic resonance with the metallic base whi=
ch it
is set in. This talisman requires silver, gold, platinum, rare earths, ir=
on (the primary
metal for the resonance), starfire, and a five carat peridot. This talism=
an boosts the
strength of the wearer so long as the red moon/planet is in the sky (The =
fuller the red moon,
the greater the strength received).












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Elementalist Spell Ideas

Fire

Fireknives:
 This simple spell enables the caster to send bursts of incandescent flame from their
 fingertips, the number determined by their skilll. The bursts fly with unerring accuracy
 to their target at the speed of a hurled dagger, inflicting 2-4 points of damage per power
 level, no criticals possible unless the target suffers extra damage from fire. May set some
 kinds of items on the target aflame.

Firemail:
Casting this spell materializes a suit of armor for the person cast upon, one which
ceases to exist if dropped or otherwise leaving their person. This armour otherwise lasts
until it suffers damage equal to the Elementalism skill of the caster, absorbing sufficent
non-magical damage to prevent minor criticals and reduce greater ones slightly.
Non-critical inflicting blows do not harm the armour, nor does it reduce the damage.
It gives a +10% (per power level?) bonus against both fire and water damage, an equal
penalty against earth damage, and does nothing against air attacks.

Create Firefriend:
A humanoid figure of flames, this quasi-being flickers brightly in battle as it burns
opponents. Hit points should be based off the mental stats of the caster, wc should be
2 per power level at best. These things have no minds or independent existence, so
death of the owner should dissolve them. They should not have spells, and skills should
never exceed those of the caster except attack, melee, dodge, and skills appropriate
to their element. Cannot even defend themselves if the caster is unconscious or
unable to see what the firefriend is doing.

Flamegate:
 Provides a pathway or tunnel through the hottest fires, lava, magma, etc.
It does not reduce damage from direct attacks in any way, just opens a safe
path through existing barriers.

Shoal of Fire:
Creates a shimmering coat of spiritual flame, only visible to those who can detect magic
or see spirits. The target wearing the coat is protected from fire, by about 6 points per power
level, but beneficial spells of water are negated by it.

Lights of the Fire Forests:
This spell summons 1 ball of fire per power level, drawing glowing eclipses as they
circle the caster. By concentrating, the caster can control a single sphere at a time, moving
it and his senses without moving himself, thus viewing distant places. Each sphere
may also attack, but 'dies' upon successfully attacking, doing very little damage.
Unused spheres 'live' until the next Tuesday, when the spell ends. Likewise, casting on a
Tuesday invariably results in fumbling. Unlike other pets, these cannot be transferred to
another owner.

Powerful Cuirasses of Fire:
 This armor appears as articulated plate armor, like dark red chitin fitting perfectly to the body of
the target. It provides 8 points per power lvl of ac to non-magical attack types, and 8 additional
points vs. both water and earth attacks. The armor is effectively weightless, vanishing in bursts of
scarlet flame upon being dropped, removed, or put in a container. This spell is classified as an
elemental illusion, the 'armor' actually being an exotic form of fire elemental with limited free will.
Fumbles often result in the armor arriving anyway, but returning to its' own plane just before the
wearer needs it.

Exhale Burning Cloud:
This spell combines a bit of the living mana of the caster with the element of fire in his
lungs and exhales it as a living cloud. All such living clouds must stay in contact with
the caster or dissipate. If made larger than 1 room, any pieces cut off by a closed door likewise
dissipate. Clouds move slowly, but can be changed in size & shape by the casters' will.
Duration is affected by the level of the caster, while any excess mana transferred into the cloud
boosts its' magical potency. The cloud allows the caster to 'feel' the shape of any objects within
it, but not objects inside other objects (i.e. feel body types in the room), and the relative mana
level of that object. The burning breath forming it hinders vision to some extent, and inflicts
minor (no criticals) damage to all within it save the caster, other fire practioners of equal
or greater skill, or beings of either fire or pure chi. Pets and party members will be injured
by this magic unless they are protected or immune to it. 

Evoke Flaming Red Animus:
This spell is related to the Living Clouds, as it combines the living mana of the caster with
an element. Unlike the clouds, an animus is a form of armor worn by the caster. All animus'
have the power to sense vitality, enabling seeing the true race of any being in the room even
through darkness, blindness, and the Clouds. Any animus which runs out of mana 'dies'
and the caster is stunned by the loss for a moment.The caster is surrounded by roaring flames,
which grants near-total immunity to fire attacks (except extraordinary sorts like phoenix
fire). Barehanded  attacks by the caster do some small fire damage, as does attacking the
caster with melee or martial arts. Note that this spell cannot be used by the undead,
those who serve Marghuul or Tobin, or by demons. It is unusually susceptible to harm
(i.e. losing mana through damage to the animus) from any undead being or demonic
attack. This animus is exceptionally potent if cast by a seraph or angel.

Evoke Glowing Ruby Animus:
This spell is related to the Living Clouds, as it combines the living mana of the caster with
an element. Unlike the clouds, an animus is a form of armor worn by the caster. All animus'
have the power to sense vitality, enabling seeing the true race of any being in the room even
through darkness, blindness, and the Clouds. Any animus which runs out of mana 'dies'
and the caster is stunned by the loss for a moment.The caster glows as if superheated. This
animus gives some protection from cold,  ac equal to remaining mana, and absorbs holy attacks.
Like the Flaming  Red Animus, striking this animus barehanded damages the attacker. This
animus takes extra damage from seraphs, angels, and the power of Celeborn, absorbing such
with dire cost to it's own reserves of mana to defend the caster. No holy being can cast
this animus, nor can most normal beings, only undead (including wraithes), demons, 
and worshippers of Marghuul, Tobin, or Akhamshish may use this spell. 

Exhale Flaming Cloud:
The caster breathes forth a cloud of living fire, made of roaring flames which may scare lesser
mortals into fleeing. If so desired, the cloud can do an  attack of fire to all save the caster
& those they designate as protected, this attack occurring each and every round while the cloud's
living mana lasts. It cannot affect dragons under any circumstances, any sort of dragon or drake is
utterly immune. It is believed that only a Legend or Demigod may perform this spell, lesser
mortals lack the strength of spirit needed.

Red Animus of the Element of Fire:
 A slight flicker of pulsating red covers the caster, bestowing invulnerability (ac 225 per power
level?) vs. fire, cold, plasma, and electricity. Like the flaming cloud, none below Legend may cast
this animus.

Fiery Eyes:
  This spell causes the wizard's eyes to glow with an unnatural fire. So lit, they project beams
of bright light to a range of 3 feet, clearly illuminating the area as if lit by a torch. By fixing his
sight on one spot for 39 seconds, the wizard can cause combustible materials to burst
into small, flickering flames if desired.  If the wizard is interrupted before the 39 seconds
is up, he must start over again to attempt to ignite the item.  In addition, any creature looking
at the wizard has a chance of hesitating for an instant, fascinated by the unearthly light.
Creatures so affected automatically fail to attack the following round, if they were in combat.
The wizard can control the color of the light emitted from his eyes, ranging from a
reddish glow to brilliant yellow.  Fiery eyes in no way impairs the spellcaster's normal vision,
although it does negate the use of infravision for the duration of the spell.

Fire Wings:
  This spell transforms the elementalist's arms into phoenix-like wings of brilliant fire.
The caster and all he carries suffer no damage from this flame, but all within 3 feet suffer 1
point of damage each round (unless immune to fire).  Since the caster's arms are
transformed, he cannot hold items in his hands while using fire wings. However, rings and
bracers can still be worn, fitting around the pinions of feathery flames. The wings give the
caster the ability to fly swiftly. They cast a light to a radius of 60 feet. Although the wings are
ill-suited to combat, the wizard can use them to batter opponents, not having the benefit
of any melee skills while so doing, and a successful attack inflicting little damage
besides the flames.  The wings can be snuffed out if the wizard is hit by a large quantity of
water, freezing cold, or a wind of hurricane or greater force.

Blazing Blood:
  By means of this spell, a wizard can cause the open, bleeding wounds of any creature to burst
into flame, converting the blood into a corrosive mix which inflicts 3d4 additional points of
damage per round.  "Open wounds" is defined as those wounds created by an edged weapon
and which have not been dressed or healed. Obviously, the creature must have blood in the first
place in order to be affected by this spell.  This excludes undead and extraplanar creatures who
do not have obvious blood.  Similarly creatures who are resistant to fire are immune to this spell.
The caster does not need to touch or even see the target, as long as the individual meets the
requirements above and is in the range of the spell. Targets which have changed shape or passed
into other objects are still vulnerable to the spell.  Creatures and characters with regenerative
abilities or spells hae a chance each round of throwing off the effects, preventing further damage.

Fire Grue Conjuration:
 This risky spell will summon one harginn grue from the elemental plane of Fire. Grue are
notoriously untrustworthy and difficult to control, so the caster must rely on more than just
concentration to keep the grue under his command. As soon as the grue is summoned, it will
demand payment from the caster for its service. The payment offered must be at least 500 coins
worth of goods of interest to the grue, or the grue will be angered and immediately attack the
caster. If the grue is satisfied with the offer, it will grudgingly perform one service for the caster
for the duration of the spell. The grue will try to subvert or openly disobey the caster's orders if
the grue finds them unpleasant. Harginn, or flame horrors, normally appear in the form of
a human with flames where its' lower torso and legs would be if it were a man, although
it can change to appear to be a normal bonfire, a column of flame the height of an ogre, or
a very human-like bronze statue. In any form with a face, the leering evil and cruelty of the grue
are blatantly obvious in the glowing black eyes. Many spells of fire are automatically dispelled
and ended by the mere presence of a harginn, most other fire elementals refuse to work with
these abominations, some even attacking the grue on sight or breaking contracts with the
summoner. Like all elemental grues, harginn are immune to non-enchanted weaponry.

Flame Chase:
  Upon casting this spell, the wizard causes several paths of flame to form on the ground. The
flame paths begin to pursue all opponents in the area in order to engulf each of them in a column
of flames.  The spell creates one 3-foot-wide path of flame for every two levels of experience of
the caster over the minimum needed to learn this spell, to a maximum of six paths. The paths
begin 3 feet from the caster and travel straight toward any opponents on the ground that the
mage is aware of and who are in range of the spell. The flame paths can travel across any
horizontal surfaces except water, snow, ice, and other wet surfaces. The fire does not require
combustible material; it may travel over bare outdoor or indoor surfaces. When the path catches
its target, the victim will be engulfed in a column of flames that causes moderate fire damage
immediately and lesser damage each round for the remaining duration of the spell. The flame path
and column continues to follow burning victims until the spell ends, is dispelled, or until the
victims cross any of the surfaces mentioned above. Items engulfed in the column as well as in the
flame's path take damage as well unless protected or possessing fire/ice magic of their
own. Flame paths are able to climb vertical surfaces of less than 45 degrees, as long as the surface
is wide enough to accommodate the flame paths' width. Flame paths never pursue inanimate
objects, but they can pursue nonliving or undead ones. Victims able to outdistance the pursuing
flames or who manage to move across wet surfaces without being affected by a column of
flames are in for a big surprise.  If a victim is within 10 feet of the end-point of the path after the
flames have moved for the round, and if the flames are unable to close the distance due to the
victim's superior speed or an obstruction, the flames that normally form the column will leap to
the victim instead. This flame blast causes double the normal damage in a single round. The path
is considered to have expended all of its power and ceases to exist. As noted above, the
flame paths move straight toward victims. Unintended victims caught in flame's way are burned
for 1d6 points of damage per round, no criticals possible,  and only for as long as they remain in
the path.

Elemental Aura, Fire:
 The aura is three inches thick and covers the caster's entire body. Fire auras are a flickering red
color. The fire aura grants immunity to normal and magical fire (though not phoenix fire!),
total protection from physical attacks by creatures of the elemental plane of Fire, the ability to
breathe and move freely within the element of fire, and complete protection from the natural
environmental effects of the plane of Fire. Note that the aura may be dispelled instantly by
any of the major beings of Fire, including Imix & Azim, although grues cannot affect it.
This aura will not stack with any other aura spell, nor with an animus.

Conjure Efriti:
 A fire Conjuration that enables the summoning of an elemental of fire, the strength of which is
based on the energy assigned to it by the activator, and thus conjuring any one of 10 grades of
elemental. The conjured creature will take physical form upon activation, and thereafter it will
perform one demanded service. An impossible demand will simply deactivate the energy and
release the elemental to do as it will. A demand with what are clearly multiple portions will be
obeyed only insofar as the first part is concerned. Immediately upon fulfillment of the demand, the
elemental vanishes. The efriti carries (actually part of its' being, unable to exist separately)
a curved blade which burns with supernatural fire, this blade inflicting considerable injury upon
those struck with it and setting combustable materials alight. Wounds inflicted by it themselves
burn for a time afterwards. The efriti takes 30% less damage than normal from physical
attacks. A materialized efriti can pass through fire, flames, and even molten lava at up to 100
miles per hour speed even while carrying up to 1,100 pounds of weight for 10 hours time without
pausing to rest. The fire and heat that are traveled through will not affect anything, including a
person, carried by the elemental. Once per day, an efiriti may 'breath' a pulse of flame
of extraordinary potency.

Fnawar's Invisible Inferno:
 This preternatural power of fire enables the activator to engender a 200-square foot area of
invisible flames at up to 100 feet distance. The area must be in a rectangular shape of five-foot by
40-foot size or of 10-foot by 20-foot size, It remains active for only one minute, but any creature
affected by fire or heat will incur strong harm for entering the invisible fire, and an additional like
amount of harm for each additional 10 seconds of time, or fraction thereof, spent moving through
or otherwise within the area. Harm ignores all armor save that devised to prevent injury from fire
or that of supernatural energy. Any potential entrant moving slowly might note the rise in
temperature near that begins at three feet distance from the unseen fire, and keen vision might
note the air distortion above the affected area. Otherwise, and this applies positively to reckless
pursuers, the deadly flames will be quite unnoticed.

Unquenchable Flambeau:
 A power of fire that created a non-consuming flame to spring forth from the end of any wooden
billet the activator holds at the time. It must be of wood alone, however, with no other substance
on it in it. This flame will serve as a commandable torch, flaring to double-bright fire so as to
enable clear vision to 40-foot distance, dimming to a ember glow, or shining in any color of the
spectrum. If the billet is stout, such as a club, it will serve as a magical weapon, but lacking the
capacity to cause combustion. The power remains active for 241 to 300 minutes realtime.

Flame Elementary Service:
 This preternatural power of fire enables the activator to force a flame elementary to do one
of the following in an area with a radius of 10 feet at a point in sight of and no more distant than
30 feet from the pyrourge and moving with him or her if desired.
1) Make the area of flames of greater heat so that harm therein is increased moderately but with
no more rapid consumption of the fuel for the fire.
2) Make the area cooler so that harm is reduced moderately, and might well thus deliver no real
harm at all to those within the affected area. 

Heat Elementary Service:
 This preternatural power of fire enables the activator to force a heat elementary to increase the
air temperature by as much as 90 degrees Fahrenheit in an area with a radius of 90 feet at a point
in sight of and no more distant than 900 feet from the pyrourge and moving with him or her if
desired.

Smoke Elementary Service:
 This preternatural power of fire enables the activator to force a smoke elementary to fill an area
with a radius of up to 60 feet at a distance of up to 180 feet from the pyrourge, and moving with
him or her if desired. The smoke reduces vision range to 30 feet, makes breathing harmful (1
point per 2 seconds spent therein), and all senses lowered so as to reduce all activity by one-half
speed and precision while in the area of effect of the smoke elementary.

Ash Elementary Service:
 This preternatural power of fire enables the activator to force an ash elementary to do one of the
following in an area with a radius of 180 feet at a point in sight of and no more distant than 360
feet from the pyrourge and moving with him or her, if desired.
1) Make the area of ashes so that any movement therein stirs up a cloud (just as a dust cloud)
around whatever moves through it. This reduces vision and hearing range to 60 feet, makes
breathing difficult, and hindering most senses.
2) Make the ash in the area absolutely still and unmoving so as to yeild no evidence of anyone or
anything having traversed it. 

Aurora Elementary Service:
 This supernatural power of dual-element (fire & air) nature enables the activator to force an
aurora elementary to become active in a radius of up to one mile, with a central distance of up to
one mile from the activator, and moving with him or her if desired. The following conditions
apply to the area of the aurora:
1) Night vision within the area is enhanced to partial moonlight at worse, and otherwise by two
steps, so that bright full-moon illumination equals twilight light condition.
2) Movement within the area is at the speed compatible with the increased light speed.
3) Objects subject to being back-lit will be appropriately silhouetted by the illumination of the
aurora.

Ball Lightning Elementary Service:
 This supernatural power of dual-element (fire & air) nature enables the activator to force a ball
lightning elementary to become active within a distance of up to 180 feet from the activator, and
upon appearing, move in the direction pointed to by the activator (along the ground, above water,
or in the air), traveling up to an additional 360 feet thereafter at the rate of 10 feet per second.
Anything within the five-foot-wide path traveled by the ball lightning elementary suffers very
strong electrical harm, doubled that if wearing metal, touching grounded metal or the like,
or standing on wet ground, protection ignored unless specific to such harm as being delivered.
Anything in a six- to 10-foot radius of the direct path traveled by the ball lightning elementary
suffers good electrical harm, doubled that if wearing metal, touching grounded metal or the
like, or standing on wet ground, protection ignored unless specific to such harm as being
delivered.

Chain Lightning Elementary Service:
 This supernatural power of dual-element (fire & air) nature enables the activator to force a chain
lightning elementary to become active within a distance of up to 180 feet from the activator, and
upon appearing, strike an initial target in the direction pointed to by the activator (along the
ground, above water, or in the air), at a distance of up to an additional 180 feet.
The target subject struck directly by the chain lightning elementary suffers major electrical harm.
Thereafter, and instantaneously, the chain lightning elementary divides to strike the two nearest
targets adjacent to the initial target.
Then, and again instantaneously, the chain lightning elementary once more divides to strike the
four nearest targets adjacent to the secondary targets.
Next, the chain lightning elementary once more divides to strike the eight nearest targets adjacent
to the tertiary targets.
Finally, the chain lightning elementary once more divides to strike the 16 nearest targets adjacent
to the quaternary targets, each of these four suffering good electrical harm.
In all cases, harm is doubled if wearing metal, touching grounded metal or the like, or standing on
wet ground, protection ignored unless specific to such harm as being delivered.

Cinder Elementary Service:
 This supernatural power of dual-element (fire & earth) nature enables the activator to force a
cinder elementary to become active in a radius of up to 180 feet, with a central distance of up to
180 feet from the activator, and moving with him or her if desired. The following conditions apply
to the area of the cinder rain:
1) Vision and hearing within the area are reduced to 100 feet.
2) Movement within the area is at one-half normal speed.
3) All flimsy and easily inflammable materials in the area of the falling cinders will have a 25%
chance per 12 seconds of exposure to catch fire and begin burning. This includes dry leaves and
grass, dry straw and thatch, and dry cloth.
4) Each 12 seconds of time spent within the area inflicts low harm from contusions and minor
burns caused by the falling cinders to all therein not sheltered from such impact.

Lava Elementary Service:
 This supernatural power of dual-element (fire & earth) nature enables the activator to force a
lava elementary to become active in a distance of up to 60 feet from the activator.
The activator has two options in regards to the actions of the lava elementary:
1) The lava elementary can be bidden to strike at a target, doing extreme harm to the target
in the single strike.
2) The lava elementary can be bidden not to move but instead to hurl portions of itself at a target,
doing so once per 6 seconds at a maximum range of 30 feet, inflicting very strong harm per
successful attack. However, each such attack lessens the persistance of the elementary, so that
when 10 missiles have been hurled, the elementary is gone.
Any inflammable substance contacted by the lava will immediately catch fire and burn, harm from
the combustion being in the moderate range per round of burning.

Boiling Water Elementary Service:
 This supernatural power of dual-element (fire & water) nature enables the activator to force a
boiling water elementary to become active in a radius of up to 30 feet, with a central distance of
up to 60 feet from the activator. One of the two following services can be commanded of the
elementary by the activator:
1) The water area affected is actually boiling, and is altered so as to be only luke warm, so that
those passing through it are not in the least affected despite the apparent bubbling and turmoil
typical of water at 212 degrees F. temperature. In this case, the pyrourge can command the
elementary to move along with him or her at whatever swimming movement rate that individual
can achieve based on the conditions.
2) The water affected is below the temperature of boiling but is then brought to such heat. Any
creature within the area of effect will immediately suffer low harm each round of exposure. In this
case the elementary will not move.

Geyser Elementary Service:
 This supernatural power of dual-element (fire & water) nature enables the activator to force a
geyser elementary to become active in a distance of up to 180 feet from the activator. The geyser
thus produced will errupt instantly, sending a jet of steam and boiling water of three-foot diameter
upwards to a height of 90 feet. Anything directly in the path of this stream will suffer extreme
harm. The following round the terrain in a 10-foot radius around the geyser begins being pelted by
a rain of boiling water, and any creature within the area of effect will immediately suffer low harm
each round of exposure.

Steam Elementary Service:
 This supernatural power of dual-element (fire & water) nature enables the activator to force a
steam elementary to become active in a radius of up to 30 feet, with a central distance of up to 60
feet from the activator. One of the two following services can be commanded of the elementary
by the activator:
1) The water vapor area affected is actually superheated, and is altered so as to be only luke
warm, so that those passing through it are not in the least affected despite the apparent scalding
steam. In this case, the pyrourge can command the elementary to move along with him or her at
whatever walking movement rate that individual can achieve based on the conditions.
2) The area affected is not steam-filled but is to be made thus by the elementary. Any creature
within the area of effect will immediately suffer low harm each round of exposure. In
this case the elementary will not move.
 
Phosphorous Elementary Service:
 This supernatural power of triple-element (fire, air, & earth) nature enables the activator to force
a phosphorous elementary to become active in one of two forms, with varying conditions, as
described hereafter:a radius of up to 30 feet, with a central distance of up to 60 feet from the
activator. One of the two following services can be commanded of the elementary by the
activator:
1) A great phosphor elemenatry with an effect radius of up to 180 feet, with a central distance of
up to 360 feet from the activator: The elementary will illuminate the area of effect as brightly as if
it were full, direct sunlight, and this effect will continue for a full five minutes realtime, extension
of the period not possible.
2) A great white phosphorous elemenatry with an effect radius of up to 30 feet, with a central
distance of up to 90 feet from the activator: The elementary will explode and shower burning
white phosphorous over the entire area of effect. Each and every target therein will suffer harm.
Those within the immediate center, the inner 10-foot radius from the center will suffer very good
continuing harm. Those within an 11- to 20-foot radius from the center will suffer good
continuing harm until immersed in water. Those within a 21- to 30-foot radius from the center
will suffer moderate continuing harm. This harm lasts 30 seconds, or until immersed in water,
or dead. Note, only extraordinary armor protection reduces the harm inflicted after the initial
round of exposure, because thereafter the white phosphorous has burned through to flesh or
heated the armor sufficiently to negate its protection. The explosion concludes the elementary's
service.

Heat of the Searing Forge:
Makes a piece of metal too hot to touch. Something the size of a breastplate or helmet does +10
damage if in direct contact with the skin for one Round. For each additional Round, more damage
is done, the amount dropping by two points each Round (+8 damage on Round two, then +6, and
so on). Smaller objects do less damage. Most metal armor has leather or cloth underneath that
gives the victim a +2 Soak bonus vs. the heat.

Hellbinding Bolas:
 The caster creates a set of magical fire bolas which are hurled towards the target at lightning
speed, leaving atrail of grey smoke. The target will be trapped until he rolls under 5% of his
consitution on 1d100, and suffers damage each round. It begins+12 and decreases 2 points each
new round(+8,+6... stoppingat +0, from then on, the damage will be +0 each round).

Midsummer's Demise of the Sparkling Firefly:
 All fireflies within range explode into flames when they light their luminescant tails. This may
start additional fires, and anyone standing within a pace or so of an exploding firefly suffers +10
Damage. Fireflies themselves are not harmed by the explosions of other fireflies.

Tales of the Ashes:
 Lets you see what the ashes you touch originally were, and how and when the object was burned. 

Show of the Flames and Smoke:
 Causes smoke of different colors, streams of flame, and strange popping and sizzling noises to
come from a fire. The effect is so spectacular that onlookers are either entranced or horrified,
depending on the circumstances. The pyrotechnics might ignite nearby flammables and cause
minor burns to those within two paces of the fire.

Prison of Flames:
 Turn a bonfire into a prison shaped like a miniature castle. A person thrown into the middle is not
burned, but suffers a 26-35 wc. attack  if he tries to escape.

Flames of Sculpted Ice:
 Turns a house fire into ice. The ice forms beautiful sculptures of leaping game, until the ice
begins to melt. When the ice has melted half way, the flames start again, but probably don't spread
because of wet surroundings.

Wizard's Eclipse:
 The sun is eclipsed over a circle of one mile radius by a magical interference that covers the
ground with a darkness equal to night. For every extra pawn of vis that is added, the Range
extends by half a mile. The eclipse is very sudden, and lasts in its totality for five minutes.
Superstitious villagers are panicked by this, and are quite sure of the impending end of the world.

Symbol from the pits of hell:
 A great symbol appears in the air (a green flame with a red eye in its center) and all who can see
it (except the caster and beings of fire) erupt with flames and are burnt to cinders within a short
time unless they manage to overcome the magic.

Curse of the Spreading Dark:
 Creates an area of utter darkness within which torches give off no more
light than a candle and other sources are proportionately reduced including
all light spells of lower levels than this one.The darkness is hot and stifling
and the seemingly oppressive.Whilst the darkness at first is confined to
the range of the spell it slowly but steadily grows,taking seemingly forever
but slowly speeding up.Eventually after perhaps 5 years it will cover an area
of some 100miles radius leaving all within forever dwelling in utter darkness..

Tzu's Sword of the Sun:
This spell transforms a standard (virtual only) sword into an identical blade with the power
to cause flesh struck to ignite, boil and explode. This effect does 2-16 damage per blow, 
and damages the limb struck a bit more than usual.

Daughter of Noubosse:
Like Paline, Noubosse became a sword to combat the evil forces. His children appear as
fine mithril swords with burning runes spelling out a WORD which demons & devils cannot stand
to hear spoken nor bear the sight of. Doing almost no normal damage, they burn those struck.
Upon striking any demon/devil (including chaotic-lords' bound items), they also inflict a direct
blow to the foul lifeforce of the opponent, weakening it and igniting their wounds which continues
to burn for several minutes afterwards. Like the other lady swords, these may only be wielded by
certain types, namely sword-mages, seraphim, angels, salamanders, fire mages, and paladins,
others suffering a hostile angel coming to the aid of the lady. Fire lore serves as the combat skill
for them.

Swift Flame Portals:
Calls forth a fire elemental which surrounds the caster, who then resembles a living torch.
Clothing and possessions are burned to ash unless protected, but the caster is not harmed.
Any flammable matter the caster touches will catch fire. This invocation must be cast near an
open flame, and will not work if cast in a room or closed place. While the elemental remains,
the caster is immune to most forms of fire, as if a native of the elemental plane of fire, and
may fly at great speeds. Unfortunately, this elemental is extraordinarily sensitive to water,
even a very short moment of contact with it injures the caster, the more water the greater the
damage. Fumbling this spell still conjures the elemental, but it runs away like a frightened
animal (which in a way, is what this creature is on its' own plane). Casting any other spell
while this one is in use runs the risk of losing the elemental.

The Procurators Whose Eyes Are Basilisks of Ruby:
Upon casting, these beings possess the caster, whose eyes turn as red as ruby.
The caster then looks into the eyes of the person they want to question, this victim
has two rounds to escape before the spell paralyzes them, holding them in a trance.
Once entranced, the victim must answer the caster's questions truthfully, using their
magic level to resist each question, but the magic level of the questioner is considered
to be 14 levels (the level of the Procurators) higher then normal for this sole purpose.
Should the spell fumble, the caster is still possessed, but the Procurators force him
to confess any harmful intentions he holds towards anyone, then return to their own
plane.

The Implacable Minister, Living Lamp of the Hidden Altar:
This creature has the body and stature of a large man. It wears only a long hooded
cloak, under which only the hands and forearms are visible, black, scorched and fleshless.
It bears a long two-handed sword and smells strongly of sulphur. Most terrifying of all,
there is no head, in place of this it has a steady blue flame. Most mortals (not including
descendants of the Ethereals or Elves, nor any fire beings) have great trouble standing
their ground, tending to flee from this being. The Minister cannot be injured by non-magical
methods other than a cutting weapon whose edge has been coated with the blood of the
wielder. Its' own sword is magical, requiring high (65%) skill to wield. The sword vanishes
when the Minister does.

The Lords of Torment with Diamond Helms:
This invocation summons a single Lord, who is invisible save to those who can see
spirits or to beings of fire. For those who can see it, this being appears as a Greek
warrior dressed in white-hot armor and a helm which glitters as if carved from solid diamond.
The Lord follows the caster for up to a day, until the caster designates a target. Once
a target is chosen, the Lord possesses the poor being and begins torturing them to death
from within. At first, nothing happens. On the first night after possession, the victim
grows anxious, tense, and finds it impossible to sleep or rest, awakening almost immediately
drenched with sweat, heart pounding, and feeling as though a fire is devouring their
innards despite being very cold. Every night possessed, the victim loses 5 points of consitution
and 5% from every skill, dying at 0 con. The death of the victim ends this spell, as can
certain other spells, such as the Princes of the Salt of Wisdom.

The Powerful Pale Queens of Pain, with Tears of Flame:
Much like the Lords of Torment, these beings are invisible to all save those who can see spirits,
or to the eyes of the werefolk. The Queen appears to them as a very beautiful woman in
a light white dress, whose reddened eyes flow with tears of blood that ignite as they roll
down her cheeks. She wears a thorn crown, and follows the caster for one day or until
a target is designated. Once the target is chosen, the Queen approaches them and attacks
by taking off her crown and placing it on the victim's head, the victim has no idea this is
occurring unless he can see her. The victim gets one chance to resist, based on 10% of their
intelligence vs. the Queen's magic level of 28, success destroys the crown and causes the Queen
to vanish with a cry of agony. Failure allows the crown to remain, the Queen heaving a relieved
sigh and disappearing. Instantly, the victim goes mad with hallucinations that give no peace
and drive him to ruin. Anyone else can remove the crown from the victim's head if they
can see it, an action which always succeeds, but if they fail the same resistance chance as above
the crown lands on their head, driving its' new victim mad, otherwise it disappears.
Some spells can also free the victim, such as the Princes of the Salt of Wisdom, but death gives
no release. This spell can only be cast by members of the wereraces, by races who are kin
to the fire elementals, or by Demigods. Fumbles (such as always happens if cast by the
wrong race) result in the Queen appearing and putting her crown on the caster's head.

The Dragon Azim, Lord Principality of the First Gate:
One of the strongest elemental summonings (estimated level: 34), the ritual calling Azim to this
world requires the sacrifice of 17 children of the caster's race. Once called, Azim's arrival
is presaged by clouds of choking smoke. Once the smoke clears, Azim is visible as a small
red salamander creeping around the edges of the pentagram seeking a gap in the lines. His eyes
burn a deep red. Only the caster hears Azim's voice, in their mind. The bodies of the sacrificed
children rise up, undead but seeming to be living. These, the Children of Azim, are Azim's eyes
and ears in the mortal world. They will serve the caster in Azim's name. The Children have
a communal mind, what one knows all know. Although each is low level (1-3) by itself, the
Children may cast spells using the combined magic skill, level, and mana of all of them present,
knowing almost all spells of fire. The Children regenerate swiftly, and can only perish if
kept at negative hp. while immersed in water for a full minute.

The Sublimation of the Drinkable Gold:
This spell enchants wine into a glowing, smoking potion. If drunk before the (short) duration
ends, the drinker glows from within for a full minute, regaining their full hp. every round
during this time, but at the end of the minute their maximum hp. and maximum constitution
are each permanently reduced by one, burnt away by the power invoked.

The Fire Crucible of the Spiritual Construct:
This spell fashions a mold for making a golem. 10 ingots of iron are required, which
the spell rusts and shapes into a humanoid flame. After it rusts for a day, the caster must lie
inside the mold for another day, during which they may use spells but may not move or
the mold is ruined. Once the second day is finished, the mold will have the shape desired by
the caster for the golem (defines the body type and possibly a few related qualities).

The True Stone of the Fire Golem:
Taking a ruby, the caster builds a spiritual matrix inside it, holding preset commands
which the Golem will obey once the ruby is set in its' head and the body is animated.
The True Stone acts as the memory and limited intelligence for the Golem.

Loew's Golem:
This spell permits the animation of a golem through the spiritual action of fire upon
the gross matter of earth. It requires extensive meditation in the presence of all four
parts of the incomplete Golem, mold (made via Fire Crucible of the Spiritual Construct),
body (made via Morphic Conglomeration of the Stone, earth spell which designates the
stats of the creation), stone (made via True Stone of the Fire Golem), and paten (made via
Gaian Paten, air spell which teaches skills and defines purpose). Any disruption of this meditation
destroys all four pieces! (In game terms, talking on any channel, or making any action other then
purely OOC activities, tells, and emotes will disrupt).

Dowse Fire Plexus:
This spell divines whether or not the caster is within a Fire Plexus, an area where fire
magic works much better than normal. Skilled casters may also tell if they are near such
a Plexus.

Manifest Fire Plexus:
This complex spell creates a temporary Fire Plexus in the area cast.

Screaming Wall of Flame:
The caster conjures what appears to be a blazing wall of orange flame, blocking a doorway or
hall. Not only does it burn anyone touching (or running through) it, but the wall darts about,
rearing and shrieking, causing fear in those hearing it. The wall is actually an elemental trained
in acting.

Flame of Life:
This spell rekindles the vital spark in those newly dead (15 rounds?), and helps this
spark survive in the dying. Cast on someone dying of poison or in a coma, it partially
relieves the condition and restores a small amount of hp. Cast on the dead in time,
it brings them back very weak but alive.

Spears of Fire:
This spell transforms icicles into daggers of fire, falling on whoever or whatever was below
them at the time. It requires some skill with water magic as well in order to cast, due to the
conficting elements. Not a well-written spell, from the point of view of an elementalist,
but a nasty surprise none the less.

Black Candle:
This spell enchants a candle while it is being made. When such an enchanted candle is lit,
it burns with a black flame, as dark and cold as a normal candle is bright and warm.
Lit candles are consumed normally, however, despite the cold.

Torch of Stolen Light:
As Black Candle, but for torches.

Darkness of Midsummer's Night:
As Black Candle, but enchants a log so that any fire it is added to turns to the infernal
black flames, up to the size of a bonfire.

Attraction of the Fire:
A curse, this spell makes flames leap to the victim as if iron to a lodestone. Any fire within
3 paces of the victim changes direction to reach them, making wielding a flame blade
deadly. Fire spells cast at the victim gain moderate bonuses, being harder to avoid or
resist, though no change in their effects thus occurs.

Lightless Flame:
The target fire ceases to shed light. The flames continue to look normal and glow, they
merely fail to illuminate their surroundings. Heat is not affected, and fuel is still consumed
normally. A fire under this spell is very eerie, indeed.

Invoke Imix:
This long ritual calls out to Imix, one of the members of the royal family ruling the plane of fire.
As Prince of Evil Fire Beings, Imix sides strongly with Marghuul, and will never answer
a call from a follower of his foes. The one calling to Imix receives a single wicked fire elemental
to serve them, of any sort they request limited only by their own magic level, the higher the
level the more types are available. If cast by a Legend, Imix himself may show up personally
to give aid.

Summon Lava Child:
Lava children are the unnatural offspring of a union between spirits of earth and fire. Appearing
as broadly-built humanoids the size of a high man, they have pinkish-white skin, an oddly
child-like appearance, a permanent smile, and claws. Not fierce fighters, though decent (level
4-6), lava children are most often called forth to serve as guards due to being strangely
'immune' to all metals. They cannot touch metal, nor can any metal touch them, the two pass
through each other as if they didn't exist, allowing the lava child to take on an armored knight
with relative impunity. Lava children have considerable protection against both fire and earth,
most such magics failing to affect them, but are unusually vulnerable to attacks based on air
and water. Occasionally lava children have been known to learn spells, whether as elementalists
or as priests of K'thach. No lava child has ever been known to learn necromancy or magery,
though there are tales of one who managed to learn the basics of runecraft.

Summon Fire Mephit:
Mephits are messengers, serving various evil elemental masters. As a race, they are
connoisseurs of the vulgar and tasteless. In appearance, they resemble large sprites or
faeries, being some five feet tall, humanoid, and having butterfly-like wings sprouting
from their shoulders. Fire mephits are a dull red with streaks of black, surrounded by
a wispy aura of flames. In addition to its' claws and teeth, they possess several powers.
Those who touch them with bare skin suffer burns unless protected from fire (on the specific
extremity touched, general ac vs. fire won't help if you touch with your hand in this
case). They generally know two first level spells, and possess a pair of weak breath
weapons, one being a blanket of flame over a group and the other a jet of flame focused
at a single target, neither form being strong enough to cause criticals. Although they can
summon more mephits to their aid, on their own plane, this ability fails in the mortal world.

Summon Lava Mephit:
A more dangerous caste of mephit, lava mephits constantly ooze drops of molten lava-like
sweat. Though their claws are weaker than those of fire mephits, they are much hotter,
causing eight times as much damage from heat. Able to breath blobs of lava at foes, up
to eight times before having recharge in lava (natural or magical, their own powers don't
count for this, requires lava terrain), and to regenerate swiftly while in lava, they are
well suited for volcanic regions. Unlike fire mephits, they know no spells, relying on their
native powers. The touch of a lava mephit damages metallic objects unless they are extraordinarily
magical (iron plate armor becomes worthless after a mere 8 blows from the mephit).

Summon Azer:
Appearing much as their dwarf cousins, save for skin of living bronze and flames for their
hair and beard, the azer are rarely summoned unless metalwork is needed, for they all
have basic (but rarely more than basic) skills at blacksmithing and forging, and will use them
as their summoner requests in exchange for gems, clear purple or red gems being the most
highly regarded among them. This spell cannot summon an azer of higher than level 5,
stronger azer have learned to defend themselves from unwanted summoning by such a weak
spell. Azer cannot remain in the mortal realm for long, it is too cold for them to survive
except around a volcano or a forge.

Summon Lesser Phoenix:
An exquisitely beautiful bird possessed of gemlike beaks, diamond talons, and eyes of
midnight sunstone, the rare phoenix grows ever rarer as more are summoned and slain
for body parts used in a variety of magics. Highly intelligent, these birds use a variety of
spells, all at an amazing magic level of 40. The flames of the phoenix's burning feathers
are a special sort, bypassing all normal forms of fire resistance and destroying most
weapons on contact (requires either mithril, laen, or +40% puissance to withstand this
effect). Some sages name this special flame 'Utterfire'.

Hot Air Burst: (volkhv spell, AF)
The caster inhales a previously summoned air spirit, then exhales, forcing it out through
rounded lips. After leaving his mouth, the air spirit combines with a (previously summoned)
fire spirit, forming a super heated burst of air which can burn skin and lungs and provide
short-term (1-3 rounds) blindness. Damage is the combined elemental points of the
two spirits.

Flame Breath: (volkhv spell, AF)
Cast much like Hot Air Burst, save that the spirits do not combine, rather the air spirit
picks up the flame spirit and carries it as they rocket forward. No blindness results from
this, but furs, leather, and cloth may be damaged by the flame.

Heat Air: (volkhv spell, AF)
Through careful mingling of an air spirit and a fire spirit, the caster produces a globe
of warm air to keep his party comfortable and defend them from cold based attacks.
The strength of the protection is equal to the combined elemental points of the two
spirits, the spell will defend against this same number of elemental points worth of
cold attacks per 10 seconds.

Blood Boil: (volkhv spell, WF)
This combination of a water spirit and a fire spirit causes the spontaneous boiling of
body fluids inside the target, whether blood, gastric juices, urine, sap, etc. Damage is
equal to the combined elemental points of the spirits, but takes place over 1-3 minutes.
Trees appear to wilt if hit by mild attacks, and lose leaves and bark over a 1-5 minute period
after a severe attack.

Fluid Boil: (volkhv spell, WF)
This combination of a fire spirit and a water spirit enables the caster to boil fluids,
a useful ability when cooking, making potions or preparing candles and oils.

Evoke Fire Spirit:
This spell calls a spirit of fire from its' natural abode, the power of the spirit depending
on the type of abode called from rather than the power the spell is cast at. A type 1 spirit
is called from hot embers, and has 1 or 2 elemental points. A type 2 spirit is called from a
torch or lantern, having from 1 to 6 elemental points. Type 3 spirits are called from
campfires or house fires, and have 5-11 elemental points. Type 4 spirits dwell in bonfires
and pyres when on this plane, they have 10-19 elemental points. Type 5 spirits are rare,
a large grass fire might have one, and they range from 20-39 elemental points. Type 6 are the
strongest (or so it is thought), dwelling in raging forest fires and bearing 46-100 elemental
points.

Jundrune's Quick Flame:
This spell may ignite any dry, burnable object up to 10 feet away from the caster,
or cause 3 hp. of damage to a person (none if they have any sort of magical protection from
fire).

Harwyn's Hot Flame:
A more powerful Quick Flame spell, with a 30 foot range and able to ignire wet wood.
It inflicts 6 hp. on a person if used offensively.

Phanch's Out-Fire:
This spell may instantly extinguish one fire of campfire size or less within 30 feet. Elementals
cannot be affected, nor can some magical blazes.

Mad Lupe's Fire Lash:
Casting this spell fashions a whip out of fire. Wielded in battle, it is perhaps half as effective as
a normal whip, the missing half of the damage being replaced by fire. It only lasts a short
time before going out, unfortunately.

Skorn's Flash Point:
Causes a 20 foot diameter area to superheat to 1000 degrees instantly, burning all in the area
for 24 hp. up to a maximum of 200 hp. total damage. Beings of fire are never affected, some
may even be healed by the momentary flash.

Davalon's Doomfire:
This incantation produces a hissing tongue of green flame shooting forth from the palm
of the caster. All struck (must be together in a group, otherwise just one is affected)
suffer 36 hp. of damage and must resist (separately from the fire) or become terrified
of the caster.

Tirinyo's Wall of Ice and Fire:
Another spell which combines conflicting forces, this conjuration fashions two thin
walls of one element and sandwiches a thin barrier of the other between them while
keeping the two from interacting. As a result, you get either a wall of fire with a
sheet of ice hidden inside to keep people from running through (thus taking damage
more times), or a wall of ice that glows and flickers alarmingly from within.

Khoreb's Curse of the Screaming Skull:
This haunting takes the form of a human skull wreathed in emerald flames. The skull
wails, weeps, moans, screams, mouthes obscenities, and generally makes a pest of itself
as it sails about, ricocheting off walls, knocking over candles and dishes, nipping
small pets, etc. Once cast on a castle or building, the curse remains, appearing about
once per night for 10 minutes per night until neutralized (it never ends on its' own).

Gwallorn's Hand of Ice and Fire:
A third spell combining these conflicting forces, this magic transforms one of the

caster's hands into translucent ice-like crystal with 'bones' of flickering scarlet
flames. During the duration, this hand may inflict either fire or ice damage by
touch, as often as desired, although only one of the two sorts may be used at a time (caster
must consciously switch between them). Weapons and shields held in this hand likewise
gain either fire or ice powers so long as they are so held. The spell won't stack on
the same hand, although it can be cast multiple times to enchant more hands.

Talara's Fearful Fireworks:
Fills the area with hundreds of multi-colored firework-like effects. While wondrous to behold,
they are completely harmless unless someone is hurt by light, as Talara took great care
in researching the spell to ensure it could not ignite or burn anything.

Pheldoe's Radiant Ring of Flame:
A 10-foot diameter ring of 13-foot tall red flames around the caster, this spell lasts 12 rounds,
burning all undead they touch. Skeletons, mummies, and other dry undead have a 75% chance
per round of contact of catching fire and burning for 11-20 rounds. Beings other than undead
also take damage from the flames, but much less (about 1-8 hp) and won't catch fire. Oddly
enough, undead fire elementals are burnt much worse than other undead, the flames
usually destroying them utterly in 2 or 3 rounds.

Conjuration of the Ethereal Sun:
When cast, this spell calls forth a 13' diameter sun of ghostly, nearly transparent violet flame.
This sun is completely harmless to most beings, as it burns on the ethereal but not the physical.
To the undead (except skeletons and zombies, which are not affected), demons, angels,
seraphs, wraithes, and any elemental other than those of fire, merely being near this sun will
burn them. Touching it or trying to pass through it burns these same beings much more
drastically and blinds them for a time.

Conjuration of the Devouring Sun:
This spell brings into being an illusory, blazing sun of brilliant flame, some 8' in diameter.
This star has eyes like black holes and gaping maw of swirling black oblivion, spiraling
down into the hells. Like a normal pet, this illusion will obey the caster's commands,
although it can do no damage, merely seem to. The fiery glow it sheds is thrice the
light of full day.

The Second Tiger of Tamura:
This creature appears as a red tiger with blue stripes, appearing to slay a specified prey.
Like its' 9 brethren, the tiger draws its' power from the caster, using his mana rather
then having its' own, and its' powers of fire and the strength of its' claws & teeth
depend on the caster's levels. The magic fades after a very short time, though,
as the tiger is an illusion given real substance by this complex spell.

Heartflame:
Not traditionally used for combat, this spell is normally reserved for rituals, supplying
fire of the utmost purity. When cast, the caster projects a beam of 'Starfire', or pure
alchemical energy, while speaking the name of fire in the mystical language Venderant
Nalaberong (V.N.), thus opening a hole into the depths of the Plane of Fire and drawing
forth a little of the pure flame via alchemy. This special fire may be contained by magical
means and kept, but if it burns anything of the mortal world it loses all virtue, becoming
normal fire as it does so.

Lesser Alchemical Fire Elemental:
This spell uses starfire to summon a small fire elemental through an existing flame.
This elemental appears as a humanoid campfire, some 2 feet tall, burning a bright
yellow-red. It has full control of its' flames, permitting it to handle objects and touch
mortals without harming them unless it wants to. It remains in this world until destroyed,
released, or banished. These elementals can merge with each other, up to four of the
same element thus combining to become a more powerful being for a time. Each (single)
elemental can project a blast of fire six times, but will not do so unless instructed to,
as they cannot recharge this power outside their own plane. A lesser alchemical fire elemental
which hasn't used any bolts can instead touch someone/something in a vaporization attack
inflicting 10 ten times as much damage, but doing so uses up the elemental and destroys it, not
an order which will endear the caster to the lords of flame. These elementals are nearly impervious
to water damage, but suffer greatly from air attacks. Unfortunately for those who would slay
an alchemical fire elemental guard, they are unusually resistant to both martial arts and metals,
although spells work normally against them (subject to the exception of water) and they can
be injured by the strange metal called forgotten steel, which hurts them so badly they lose
a level from every blow struck on them with it.

Alchemical Fire Elemental:
Summoning one of these beings requires much more preparation than calling their lesser
kin (or are they the children?). It requires a flawless fire diamond, a cauldron filled 3/4ths
of the way with heartwater, a handful of leaves from an earth root tree, a handful of
crushed mage tree bark, and sunlight. They share all the powers of the lesser alchemical
fire elementals, except they aren't harmed by forgotten steel, cannot combine with each
other, have much stronger blasts which can be sent several miles to reach their targets,
and cannot vaporize. However, the true benefit of calling these beings lies in wrapping
their fury around the caster's heart, merging the two for a time so that the caster gains
many of the elemental's powers to use as his own for a period of time. Be warned,
trying to merge with a second alchemical fire elemental while one is already merged
is invariably fatal to the caster, for the elementals can then overpower his will and
use it for what they will, then take it back with them to their plane when they choose
to leave.

Flames of Earth:
The target of this spell is engulfed in golden flames which burn away the earth aspects of
his being. Each round, the fire devours 10% of the target's remaining constitution, going
out when their con is reduced to 1 or when the target is hit by any spell of earth magic.
Lost constitution returns a few hours later, or can be restored magically.

Conjure Minisun:
This spell forms a miniature sun and places it far overhead to provide heat and light to a region.
In game terms, the minisun will turn night into day for 1 square on the world map and twilight
for all squares around that one. Note that spells which require sunlight in order to work cannot
be powered by the minisun, it just isn't strong enough.

Enhance Fire Creature:
This spell makes creatures of a fiery nature look and act tougher. The spell can enhance
creatures which dwell in flame or are from the plane of fire, but not those who can merely
cast fire spells or are immune to fire. Recipients looks bigger and more vigorous than
before, their flames charged with sctintillating yellow and purple streaks.

Quench Fire Creature:
The opposite of Enhance Fire Creature, this spell makes the recipient less vigorous, their
flames duller and redder.

Sunwarp:
This complex spell multiplies the images of the recipient and their party until they fill
the area. A single camel becomes a herd, 12 riders become an army. The chosen images
repeat themselves across a blurred, wavering field, which appears distorted by natural heat
shimmer. The illusion is equally convincing from all directions. When cast, the caster must
choose a focal point, an object carried by the recipient which will anchor the illusion and
act as the center. Once the spell has been cast, it travels with the focal object, multiplying
whoever bears it and their allies. Destruction of the focal object ends the spell, as can
spells which bring cold to bear in the area.

Flame of Justice:
A twisted spell of divination, this magic requires a lit candle to cast. Once cast on the target,
the caster may ask 10 questions of them. Each time a question is answered untruthfully,
one body part of the target bursts into flame for a few moments. Unfortunately for the target,
this spell determines 'truth' by whether or not the caster believes what the target tells him.
Telling the questioner what he wants to hear is the best way to get through this ordeal. Be
warned, though, if thou be a black-hearted rogue who disbelieves everything just to harm the
target, the magic may warp and call forth vengeful spirits to slay thee.

Unleash Flame Monolith:
A form of elemental summoning, this spell brings a barely sentient being of living heartflame
into the presence of the caster. A flame monolith appears as a 30' long serpent of fire with
jade-hued eyes and white fangs dripping magma. Like all elemental monoliths, the flame
monolith cannot be brought to heel by spells which control other elementals, it is completely
independent and desires only to ravage and destroy all things which aren't made of fire,
usually starting with the caster unless he's an elemental. This spell requires a full (game) day
of casting, any eating, resting, sleeping, or combat ruins it, although the caster may talk
during parts of it. A great deal of fire is also needed, a burning castle does nicely, this fire
only is needed at the conclusion of the spell.

Orkhen's Hideous Heat:
One of the most deadly spells known, this dreadful spell attacks the single target with
ever-increasing temperatures. Short of powerful ice magic or immunity to fire, very
little can survive it. Once cast, the temperature of the target increases by 30 degrees per
second, inflicting greater and greater damage as time goes on. Living targets, in general,
suffer 1-6 points of damage the first 6 seconds, 2-12 during the second 6 seconds,
3-18 during the third, etc. The duration of the spell is 1 minute per power level cast at.
If cast at a non-living object other than an artifact, it may consume the item or melt it
back into raw metal (mithril & laen are immune, elrodnite isn't harmed but it transmutes
into iron and loses all cold powers permanently).

Penryn's Whirligigs:
When cast, this spell pours forth orange-sized balls of scarlet fire from the caster's cupped
hands, the balls spinning and throwing sparks as they scoot/bounce around in completely
random patterns. While harmless, they are noisy, bright, fast moving, and generally cause havoc
as people duck, horses rear, animals bolt, etc. 3 balls are made by a *1 spell, 5 more are added
per power level cast at.

Cymbora's Raging Flames of Safety:
This Runesong causes _everything_ combustible within 30' of the singer to burst into
flames, save the singer themself. Even the very air ignites into brilliant blue-white fire.
So long as they keep singing, the singer is completely fireproof (phoenix fire is the primary
exception, but no natural fire/flame can harm them and only a handful of magical sorts
can). However, should anything interrupt their singing/playing before they sing the final
"out-fire chords" (i.e. the natural end of the spell), they lose their immunity and are
instantly immolated. Others within the flaming air, unless elementals of fire or otherwise
able to live in pure flame, take 11-20 hp. of damage per 2 seconds as it sears eyes, skin,
and (worst of all) lungs. In game terms, this spell should not cause aggression, such would
render it a deathtrap to cast.

Candle of Brilliance:
This spell fashions a candle which burns with thrice the light of a normal candle. It requires
wax, phosphorus, and the herb vetiver in order to make. Casting at higher power only
results in larger candles which can burn longer.

Candles of Blades:
This spell fashions a candle whose flame is 3 feet long, permitting the candle to be wielded
as a sword of fire until the candle's duration ends. It requires wax, rowan, phosphorus,
and blood from a hellhound in order to make. Casting at higher power results in candles
which can burn longer, but the power of the blade never changes.

Candle of Unfailing Light:
This spell crafts a candle whose flame cannot be extinguished short of disintergrating the
candle. The light emitted is normal for a candle, but will burn under water, in vacuum,
even encased in ice. It needs wax, primrose, phosphorus, and blood from a blindheim
to make. Casting at higher power allows the candle to burn longer.

Craft Cloak of the Hellfurnaces:
This long spell weaves a cloak of red and yellow cloth which provides limited protection
vs. heat, fire, lava, and gases, but is otherwise no better than a normal cloak.

Summon Tome Guardian:
Through this spell, the caster calls forth a minor sort of elemental being to serve as a
a guardian of a specific object for a time. Such objects must be non-living and rather
small, usually grimoires and other books of lore are protected by this means. Once summoned,
the tome guardian merges with the object, invisibly bound to it. Should anyone other than
the caster or one of the caster's apprentices handle the protected object (Note, make sure to
avoid abuse of 'giving' the object to someone as an attack), the tome guardian inflicts a
'fireburst' on them, a pencil-thin beam of white-hot fire which impinges directly on the aura,
thus damaging the target while bypassing worn armor (but not spells, usually) and without
harming possessions or other people. Humans, normal humanoids, and most animals are
rendered unconscious for a short time by the shock of their blood boiling where the fireburst
disrupted their aura, but elementals, demons, angels, undead, dragons, and giants aren't affected
in this fashion. The tome guardian will never use firebursts against its' summoner, even if the
summoner attacks it. A number of spells exist which can drive the guardian out of the object.
The guardian, being native to the plane of fire, is unharmed by flames, in fact fire criticals
heal it rather than injure.

Firebrand:
By means of this spell the caster creates a patch of everburning flame that blazes for the
duration without consuming the object or location it is cast upon. Instead, the conflagration
draws air into itself and somehow feeds on the ether for magical energy. The maximum size
of the flames is equal to the volume of the caster's fist times the power level cast at.
One common use is casting firebrand on a weapon to give it fiery damage, though no bonuses
in any other ways. Another is casting it on an old torch to get more light from it. Third, it can be
cast on a hand, paw, or foot to allow the owner to strike with additional fire damage (perhaps
2-4 more hp per blow, 4-7 per round from a firm grip). Although this latter usage of the spell
is impressive, care must be taken not to ignite your own fur, hair, feathers, or clothes, since
only the part enchanted by the spell is immune to the magic flame. Non-living objects enchanted
and then shattered do not bear smaller fires, only one fragment will carry the magic.

Quenchtouch:
Sister spell to Firebrand, this magic is cast much the same way, with similar targets.
However, the energy produced takes the form of shimmering black flames which
produce no heat or cold, and cause no damage (exception noted below). Whenever they
come in contact with flames of the normal sort, the other flame is instantly and completely
quenched, with very few exceptions. Fiery beings can be badly hurt by weapons and hands
enchanted this way, fire shields negated, and it is possible to parry fire spells cast at you (at a
penalty to your normal parry skill, however). Area attack spells such as explosive fireballs
are also negated by the presence of quenchtouch in the area of effect, but the dark flames
are often likewise negated. Note that phoenix fire is not subject to quenchtouch at all,
nor are the Children of Azim or the Powerful Pale Queens of Pain. Elementaries other
than flame are likewise immune.

Craft Poker of Searing:
This spell fashions a poker from an iron ingot. While it can be used as a low-grade spear,
slightly worse than a normal spear in combat, it has the special power of the tip turning
red hot on command, inflicting 1-6 additional hp. worth of fire damage per blow for
10 minutes, after which time it cools down again. Any form of fire resistance or special
defense against fire prevents this damage, and each poker may only heat in this fashion
once per power level the spell was cast at.

Craft Trident of the Phlogiston:
Fashioning this weapon require one ingot of iron and one ingot of mithril. The completed
trident is 20% more accurate than a normal trident and likewise has improved damage,
but the true benefit it possesses is revealed when it is wielded against a foe who worships
a god strongly opposed to the wielder's, at which time it generates a bead of concentrated
fire at the tip every time it strikes such a foe. The bead does additional damage equal to
the combat level of the wielder, subject in the normal fashion to defenses against fire.

Brew Potion of Fire Resistance:
Through this spell, the caster concotes a potion which grants the drinker temporary
resistance to fire.

Brew Potion of Fire Vulnerability:
This spells brews a potion which is outwardly identical to the Potion of Fire Resistance,
but has the exact opposite effects, rendering the drinker's flesh much more flammable.

Fashion Ring of Coolness:
Through this spell, the caster fashions a ring which keeps the wearer cool in the desert
and tropics. It isn't powerful enough to help much against actual fire, much less lava.

Fashion Ring of Fire Elemental Command:
Only able to be made by extremely skilled elementalists, this ring prevents elemental beings
of fire from attacking the wearer unless the wearer attacks them first. In addition, it permits
the wearer to issue commands to the weaker sorts of elementals (square root of wearer's
level?) as if their master, effectively becoming their new master. More powerful versions
of this ring are said to be able to cast some fire spells directly, a few times a day.

Fashion Ring of Fire Resistance:
This ring grants the wearer the same benefits as the Potion of Fire Resistance as long as it is
worn. Beware, fumbles create Rings of Fire Vulnerability.

Fashion Ring of Ice:
This ring is designed to protect the wearer against the terrible heat of the Plane of Fire
itself. Worn on that plane, it protects the wearer from most of the environmental effects,
but does nothing to protect against the inhabitants or against spells. Worn on any other
plane, the excessive cold beating out of the ring does a bit of frost damage each round
to the wearer unless he has cold resistance. Taking the ring off requires a roll vs. the
dexterity of the wearer, unless on the plane of fire, due to the cold it produces. Making
the ring requires ingots of elrodnite, mithril, and laen.

Grow Dragon Lily:
Through use of this spell, the elementalist causes a magical plant to grow from a specially
prepared seed. The burning flowers of this plant, once they open, spout tiny bursts of fire
at anyone who disturbs them. Attempting to smell the blossom usually results in a
singed beard and eyebrows.

Alpha's Starfire:
This spell creates a column of brilliant, blazing silvery-white flames. All within 10
feet of the column not looking away must save versus petrification or be blinded
for 1 round and dazzled ( 2 to-hit, +2 to be hit) for an additional 1d3 rounds.
Creatures adversely affected by bright light (drow, duergar, etc.) save at  3 versus
this effect. Any creature within the narrow column of fire (most likely only a single
creature) is automatically blinded and dazzled as above, and additionally suffers
1d6 points of damage per level of the wizard, up to a maximum of 10d6. A saving
throw versus spell will halve this damage. If the spell is cast outdoors under a night
sky, a bonus of +1 per die of damage is added.

Molten Ground:
This spell causes an area of the earth to bubble up molten lava in its area of
effect. In the first round the ground tremors slightly, and those not wearing heavy feet
covering such as metal boots can feel a slight warmth.
In the second round of the spell the heat becomes very pronounced, and will ignite
paper, cloth, and dry vegetation touching the ground. If the people in the area of
effect did not announce that they were moving in this round, they are going to be
injured.
In the third round the ground becomes molten lava, wooden furniture bursts into
flames, and metals with low melting points start to soften. Anyone in the area of
effect takes 3d6 points of damage, 2d6 this round only if wearing thick shoes. In
each additional round spent in the area of effect a person takes 3d6 points of
damage, and any items carried by the person must safe versus fire or be
destroyed.
The intense heat of the lava may cause structural damage to walls that are near
or in the area of effect. Wooden walls will be destroyed by fire just like wooden
furniture. Protection from Fire will protect a person but not his items from this
spell. Note that lava rock is hard to obtain in most medieval settings, and that the
lava generated by this spell will not work as a component for later casting (it's
marked by magic).

Shadowfire:
Shadowfire combines fireball and darkness, 15-foot radius. The spell creates an
immobile area of darkness, 20 feet in radius. The instant after the spell is cast, the
darkness is filled with rippling black fire, doing 1d4 points of damage per level of
the wizard, to a maximum of 10 dice. A saving throw is allowed for half damage,
but not to ignore the darkness. The damage only occurs on the first instant, not in
subsequent rounds. Unlike a fireball, the flames do not adjust to fill thier maximum
potential volume.

Eldarr's Fireshroud:
When this spell is cast, the wizard is enveloped in an invisible shroud of flames.
True seeing or similar magic will reveal the shroud, and detect magic will reveal
strong lines of abjuration and evocation magic. The spell imparts on the wizard the
equivalent of fire resistance for the duration of the spell (see the description of the
ring of fire resistance in the Dungeon Master's Guide).
In addition to the protection aspect of this spell, the wizard may also use it
offensively: any target that comes within 10 feet of the wizard may be attacked
using the shroud; a small finger of (clearly visible) flames shoots from the shroud
and strikes the victim, inflicting 1d4 points of damage, plus 1 point per level of the
wizard (up to a maximum of 1d4+20). A successful saving throw versus spell
reduces the damage by half. Only one such attack may be made per round, and
each attack reduces the spell's duration by one round (thus, an attack may not be
made the last round the spell is in affect).
Anyone who scores a successful melee hit on the wizard while he is under the
protection of this spell suffers damage equal to that inflicted by an attack from the
shroud (1d4 + 1 per level); again, a successful saving throw versus spell reduces
the damage by one half. The duration of the spell is not affected in this case.
The material component for this spell is any normal cape with a chunk of sulphur
placed in the pocket; the cape must be worn throughout the duration of the spell;
if it is removed, the spell ends prematurely. The cape is not affected by the casting
of this spell, but the sulphur is consumed when the spell ends.

Fellstar's Flaming Water:
This spell will cause an area of water to instantly burst into flames as if covered
with oil and set alight. The centre of the area of effect may be as far away as 10
yards per level of the caster; the area of burning water has a radius of 10 feet per
level of the caster, but may be smaller if the caster desires. The spell must be cast
on an open body of water, such as a lake, river, or ocean; it may not be cast at
a container of water on the person of an individual.
If the centre of the area of effect is on the surface, the flames will remain only on
the surface; if the spell is cast underwater, the flames will form a sphere (if the
distance between the surface and the centre of the area of effect is less than 10
feet per level of the caster, the flames will obviously not form a perfect sphere; in
this case, the surface of the water will burn as well).
The fire will last 2 rounds per level of the caster, or until extinguished; the flames
cannot be doused with water, as this added water will burn as well. The fire must
be extinguished by magical means (i.e., dispelled or via a fire quench or similar
magic), or be allowed to expire. If cast underwater, the duration of this spell is
halved.
The flames from this fire are sufficient enough to start ships on fire, and any
creature caught in the area of effect suffers 3d6 points of damage, plus 1 point
per level of the caster (to a maximum of 3d6+20). A successful saving throw
versus spell reduces the damage by half. If this spell is used to attack a water
elemental or similar creature, the damage is doubled, and there is a  4 penalty to
the saving throw.

Alpha's Balefire:
This spell draws upon a nearly colourless arcane effluvium from the plane of
shadow. This mystical stuff burns very hot and is extremely viscous, but rapidly
dissolves in the thick substance of the prime material plane. Those in the area of
effect may attempt a saving throw versus breath weapon to avoid being covered in
the stuff. If this saving throw is successful, they are merely splashed with it. Even
this small amount, however, is sufficient to cause half damage for the initial round,
but it burns out in that single round. Those that fail to save and are struck fully by
this ghastly stuff suffer 1d6 fire damage per two levels of the wizard (rounded up),
up to a maximum of 12d6. The balefire clings to these poor victims and continues
to inflict damage. The damage is reduced by 2d6 each round, and the it burns until
all damage potential is exhausted.
This shadow-stuff burns with a colourless fire that can only be extinguished by
magical means (eg., wand of flame extinguishing, fire quench, dispel magic, or a
magical cold spell such as ice storm, cone of cold, wall of ice, or Otiluke's freezing
sphere, although spells involving ice may also cause impact damage to the
would-be rescuee); even total immersion in water will have no effect on it. This
flame is so hostile to natural (i.e., prime material) matter that it will burn through
one inch of wood or soft metal, one quarter inch of hard metal, or one eighth inch
of stone per die of damage that it would inflict to living targets each round it is
active.
Any individual who is struck fully (i.e., fails to save) must make item saving throws
versus magical fire for all exposed equipment in each round that the balefire clings
to him, though these saving throws are at +1 cumulative for each round after the
first. Occasional dark green or red flickerings can be observed in an active balefire.

Firebawl:
This spell summons a deeply depressed fire elemental, not really under the caster's control.
This poor flame stumbles over to a random person and cries on their shoulder, the flaming
tears inflicting unintentional damage (will _not_ cause the target to become aggressive unless
they choose to be).

Lightsout:
A dirty little eyebite (a spell with effectively no casting time), this bit of wicked magic
snuffs all non-magical lights and small flames in the area.

Firebeing Rhapsody:
This spellsong summons a major fire elemental to the caster's aid from a campfire or larger
flame. However, the caster must continue singing this spell at all times or the elemental
will depart.

Fashion Firewand:
This spell fashions a wand from a stick of wood, imbuing it with several powers and a
reservoir of magical energy to power it. The reservoir of these wands cannot be recharged.
The first power is a fountain of coruscating sparks of any desired hue, 20 feet high and 10 feet
wide, illuminating the area around it nicely. The fountain does no damage, but may cause dry
things (such as paper) to catch fire. 2nd, the wand can produce a visual display of bursting
pyrotechnic effects much like modern fireworks, the cost varying depending on the number of
colors, noises, and displays the wielder commands it to produce. Third is a ball, 4 inches in
diameter and of any hue desired. This burning globe flies as fast as an arrow, shedding minor,
fleeting illumination on what it passes as it homes in on the target, who takes 1 point of
damage from it at best (I'd advise allowing this power to be sent into nearby rooms).
Fourth, a rocket of streaking sparks which travels from the wand to explode in brilliant
light and noise, blinding and deafening those struck for a few rounds.

Arago's Influence of the Sun:
A protective spell, this dweomer causes the caster to radiate a bright light with the full
spectrum of sunlight, while small coruscations of intense illumination spin around him like
stars and planets. The light shed by this spell keeps light-sensitive beings at bay and burns
the undead in its' presence. Subterranean creatures unused to light may also be blinded for
a time from the caster's presence.

Scorpionfire:
The dazzling orange, maroon, and red flames created by this spell are intermixed with
blotches of black, scorpion-like tongues of elemental fire. In addition to burning those within
the area of effect in the normal fashion, each person within the area affected risks
attack by 1-3 firescorpions, which seek to inject their venom.






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RUNES SCHOOL OF MAGIC

The magic of Runes is the most formidable that can be held within mortal = hands. And the pinnacle works of the Runes --- the sentient Runeweapons -= -- draw power from the same magical essence that was involved with the wo= rld's creation. These ssame generative energies are permanently infused w= ithin a Runeweapon and constantly reinforced by the weapon's lifeforce, m= aking it impervious to other forms of magic. What runes do is capture and= channel the Runeweapon's primordial energy into specific functions, incl= uding improved physical capabilities, mystical effects, and immense destr= uctive potentials.

As a magic school, Runes is a perfect expression of the Rublug mindset. W= hile Wizardry involves the mental manipulation of magical forces, for eff= ects that are usually temporary, Runes involves devoted and detailed craf= ting of a physical object so that it can permanently contain and harness = magical force. Rublug are practical and concrete in their thinking: The R= unes school offers Runemasters the power to transform abstract magical en= ergy into concrete tools that can be gripped by the hands.

THE HISTORY OF RUNES

Part of Rublug cultural heritage, the runes in existence have remained un= changed since discovered millenia ago at Aka-Demiand. The original tomes = and tools used to locate and preserve knowledge of these runes have thems= elves been imbued with Runes magic and hidden in The Vault for safe keepi= ng.

Runes knowledge was originally offered by Cyclopunomins around 28,000-29,= 000 AC, who taught dwarven scholars --- the Duarlich (DWAR-lick) = --- how to carve and refine the shapes in ways that would harness raw mag= ic. The Duarlichh wanted to instill this power into handheld items that c= ould be used to ward and control the races placed in their care. Whether = axes, hammers, swords, daggers, maces, polearms, crossbows, or spears, th= ese original items became known as the first generation of Runeweapons --= - the Primus.

The Primus were not only the first Runeweapons, but the first weapons man= ufactured by mortal races. In other words, all normal weapons are but sha= dows of the original Runeweapons. Surpassing any items created since that= time, the Primus had arcane powers, intelligence, stringent purposes, an= d desires. Some were even capable of mortal emotions. The Primus could bo= nd with their wielders and even operate independently if necessary. It to= ok the Duarlich a thousand years to produce a small number of such weapon= s, but the power of the Primus has not diminished even over thousands of = years.

Some known Primus
Icefrother
Yungbattle
Oostre
Dripswallow
Fleshscraper
Nestlehart
Moutanic
Inexor

The price for the Duarlich's wielding of such powerful magic was the jeal= ousy of other mortal races. Elves in particular desired knowledge of craf= ting the Runeweapons. Whether out of pride or caution, the Duarlich refus= ed to share their knowledge, and their reluctance eventually triggered th= e War of Blood.

Even with the power of the Primus, dwarves were a minority in the world, = and Duarlich felt pressured to create more Runeweapons to protect themsel= ves. Unfortunately, time was not in their favor; the Cyclopunomen had mov= ed on their way. The Duarlich could not afford to be as careful as they w= ere when creating the Primus, and their second generation of Runeweapons = was hurried --- and tainted.

At this time, a Cyclopunomen named Dorenian appeared. Dorenian offered hi= s help in quickening the Duarlich's crafting process. Although the Cyclop= unomen's motives were under suspicion and he did not seem trustworthy, th= e Duarlich were more interested in keeping their Runes knowledge away fro= m the elves. With Dorenian's help, a second generation of Runeweapons was= created to defend dwarven interests.

Dorenian's help did more harm than good: His tainted batch of Runeweapons= proved destructive to all races, including the dwarves. The legends of o= ther cultures still speak today of how dwarves abused and slew even their= own kind in their mad quest for power. Although Rublug history speaks a = different story, it still insists that the War of Blood would have been w= on by the dwarves if they had not been tainted by this second generation = of Runeweapons (now called the Malefic).=20

Members of the royal family of Bavank were the first dwarves to realize t= he evils of the Malefic, and gave them that name. Even after the War of B= lood ended, atrocities continued under the name of the Durduar (DU= R-dwar) or "death dwarves," led by Gorenger the Cruel and a supposedly de= monic being known as Syn Ka'Zil.

By the end of the Primordial Wars, Emperor Uril Bavank ordered the creati= on of a third generation of Runeweapons --- called the Ascete --- = and King Trelnar Drux implemented his plan. The Ascete were specifically = charged with destroyying the owners of the Malefic and providing future g= enerations of dwarves with the means to absolve themselves. Although the = Duarlich had banned the creation of Runeweapons larger than dwarf-sized, = rumor insists that a giant-sized sword named Krisklkor was forged as one = of the Ascete.

Some known Ascete
Gellum ("Redeemer")
Tisinien ("Defender")
Oryk ("Beastlord")
Wickle ("Chaos Eater")
Waz ("Demoncrusher")
Chilte ("Pitslayer")
Tolmenter ("Glorykiller")
Dalinius ("Third Eye")
Jeremiah ("Prophet")

Having overcome the selfishness instigating the War of Blood and now arme= d with weapons of virtue, the dwarven Drux family and their allies strove= to redeem the dwarven kingdoms from the evil within.

At this time, one of the more prominent Duarlich --- Jak Ajenspor, a desc= endant of a Duarlich who had helped create the Malefic Runeweapons --- ti= tled himself as the Conquist of Grezchka. Under his command, the Grezchk= a military outpost strengthened a dark grip upon the surrounding lands, a= nd the evil deeds of dwarves continued and worsened.

The royal families of Drux, Ret, Bavank, and newcomer Gellik continued to= locate and punish criminals from the past wars. Eventually they realized= that most of the trails were leading straight to Grezchka, in the heart = of the Hegregorial Mountain Kingdom itself.

By this time, Gorenger and Syn Ka'Zil (leaders of the Durduar, or death d= warves) had made an alliance with Jak Ajenspor and brought their forces i= nto Grezchka. But even this truce was rife with falsehood, since Ajenspor= simply wanted the Runeweapons of the Durduar for himself. Eventually thi= s treachery was discovered, and another battle ensued. Ajenspor defeated = Gorenger and Ka'Zil but was cursed in the process. The curse was effectiv= e: Ajenspor barely had time to hide his new cache of Runeweapons in the b= owels of Grezchka before the royal families arrived with the Ascete Runew= eapons.=20

Another tedious battle ensued, and this time Ajenspor was slain and the D= uardar forever scattered. The secret Runeweapon cache remained hidden for= many years, even from the numerous dwarven expeditions that died in an a= ttempt to locate it. Finally a bold group of foreigners snuck into Grezch= ka, won through peril and danger to locate the cache, and promptly vanish= ed. The dwarves were furious when they found out.

Their anger soon grew worse. The dwarves were informed that --- due to th= e atrocities committed by Ajenspor and the Malefic --- the other cultures= had now banded against them. Even now, the stolen Runeweapons were bein= g dispersed throughout the lands, hidden so that dwarves could never agai= n have the power to hurt others.

The dwarves felt betrayed. Not only had they abandoned the evil knowledge= offered by Derinian the Cyclopunomen, by which the Malefic had been crea= ted, but Jak Ajenspor himself had been the last Duarlich and practitioner= of Runes magic. When he had died, the knowledge of creating new Runeweap= ons had supposedly died with him. The dwarves had been sincere in their r= epentance. Now their integrity had been insulted.

While some groups of dwarves milled about uncertainly, wondering whether = or not to tolerate the slur, the military took action. Rublug established= an outpost known as The Vault, from which a secret campaign would be lau= nched to reclaim all Runeweapons belonging to the dwarves. Vault agents w= ould search the land, pursuing leads and overcoming challenges, until the= missing Runeweapons could be recovered and safely stored where they belo= nged --- with the dwarves. As the creator of the Runeweapons, this missio= n was both the dwarves' responsibility and right.

In response, the Curse was levied.

Even today, it remains unclear whether mortal agents such as the Tristlet= i powered the curse, or whether the gods themselves intervened in the aff= airs of mortals. But the result was the same. The Rublug were stunted in = their quest to retrieve the missing Runeweapons. Many of them were immola= ted in the sunlight before the remainder fled into the darkness, hiding t= heir faces from the sun forever.

Confined underground, the Rublug had much time on their hands, and lorema= sters have slowly rediscovered the secrets of Runes magic. These new Rune= masters have been able to recover all of the lost powers, although they h= ave not had the time or ability to recreate weapons of magnitude equal to= the Primus. Perhaps if all current Runemasters in Aka-Demiand, Diamondhe= art, and Slagsdome could somehow work together for a few hundred years, t= hey would be able to produce one or two blades equal in power to the lege= ndary Runeweapons of the past.

RUNE TYPES

Although today's Runemasters are not as powerful as their forebearers, th= ey have developed a new ability to create temporary as well as permanent = Runeweapons. Temporary runes are called "water runes," while permanent ru= nes are called "stone runes." All powers demand the use of 1-7 stone/wate= r runes, and Runemasters can imbue any power as long as they know which r= unes are required for the power to function.

Stone Runes

Permanent in nature, these original runes are preferred by Runemasters bu= t take much longer to apply than water runes. In addition to forging a su= perior weapon, a Runemaster must spend one month carving each stone rune = on the weapon. This time can add up quickly depending on the desired powe= r, because stronger powers demand multiple runes. (To imbue a one-rune po= wer on a weapon would take one month, while bequeathing a four-rune power= would take four months.)

Carving wands are required to create stone runes, and only a fixed amount= of carving wands exist. New Runemasters can generally only acquire carvi= ng wands from retiring Runemasters. Carving wands cannot at this time be = manufactured or duplicated.

A Runemaster can choose to place stone runes on a sigil rather tha= n a Runeweapon, under the same limitations and time constraints as if cre= ating a Runeweapon. A sigil is a stamping tool: A small hand-held device = that contains raised impressions of runes on a rotating metal belt. Sigil= s are used by Runemasters to create water runes on normal weapons, imbuin= g them with temporary powers.

To place a rune on his sigil, a Runemaster must use a carving wand, roll = a D+ success in the appropriate Rune category skill, then roll an H succe= ss in Stone Runes.=20

Due to the potent magics involved with the Runes school, a Runemaster can= safely carve only [3 x LL] permanent Runes (on weapon or sigil) during h= is entire lifetime (maximum of 30 runes). Regaining lost LLs does not all= ow any extra runes to be carved.

These runes can be used in any combination --- perhaps to create 20-30 Ev= ersharp blades, or one terrifying weapon with multiple powers and defense= s, or a comprehensive ssigil bearing an entire repetoire of runes. But as= each rune is carved, that's one less rune that the Runemaster can safely= carve within his lifetime.

Tales are still told of Runemasters who, while in dire need, have tried t= o carve more than their allotted share of runes. Some of these ventures h= ave met with success --- but not without cost. For each extra rune carved= , the Runemaster permanently loses 1 advantage level (GM's choice). In ad= ddition, each time an extra rune is carved, there is a 25% chance that th= e Runemaster will lose control of the magic involved and be torn into mic= roscopic pieces (no save).

The Indestructable rune is often the "finishing" touch to permanent Runew= eapons, because it makes them impervious to physical harm and time itself= . However, once this rune is set in place, the Runeweapon is impervious t= o ANY change --- including the addition of more runes. Runeweapons withou= t the Indestructable rune can have additional powers added by otheer Rune= masters, even centuries after the weapons were first created.

Every permanent Runeweapon with a Persona has an effective Life Level, wh= ich determines the mastery, emphasis, and skill levels of any abilities i= t might possess. These numbers are important when the weapon is using pow= ers that duplicate spell effects.

Water Runes

Temporary Runeweapons (those bearing water runes) take less time to creat= e than permanent ones but can only be used once before the power fades. W= ater runes are created by using the Runemaster's sigil, or stamping devic= e.

A Runemaster needs 3 seconds to stamp one water rune onto a blade, which = means that multiple-rune powers will need some multiple of 3 seconds to b= e imbued. Once the runes are in place, the wielder can determine when the= power is actually triggered. Note that Persona runes are by nature perma= nent, so they cannot be placed on sigils nor used as water runes. Sentien= t Runeweapons need Persona runes to function. This means that powers that= demand linking to function cannot be placed on temporary Runeweapons eit= her.=20

Powers stamped on temporary runeweapons last for one use, which is define= d per the power being used. (See the list of powers for specific duration= s.)

Stamped runes are considered untriggered runes until they are used. Once = the runes are triggered and the Runeweapon power has run its course, thes= e triggered water runes will disappear. Runemasters are able to stamp a n= umber of water runes without triggering them, up to a total of [3 x LL]. = Once this maximum is reached, the Runemaster can stamp no more weapons wi= th water runes until some of them are triggered and eventually disappear.= Because of this, Runemasters prefer that temporary Runeweapon powers be = used sooner than later.

Example: Cargko Windhammer has LL 9 and has stamped 27 runes on weapon= s. He has now reached his maximum and can stamp no more water runes until= the ones in existence have been used. If Cargko has stamped the Earthbea= t power on one weapon, and because Earthbeat is a three-rune power, using= the power will put 3 more runes back into Cargko's allotment once the po= wer has run its course and the runes vanish from the weapon.

CREATING RUNEWEAPONS

Although he practices a form of magic, the Runemaster possesses skills di= fferent from other mages. Sometimes he resembles a master craftsman rathe= r than a mage.

To practice Rune magic, the Runemaster must have the following skills, wh= ich are used to determine his emphasis level:

  • Theory: Rune Magic (19)
  • Rune Design (20)
  • Stone Runes (25) OR Water Runes (25)
  • ONE of the following: One-Runes (10), Two-Runes (11), Three-Runes (1= 2), Four-Runes (13), Five-Runes (14), Six-Runes (15), Seven-Runes (16), O= perative Runes (17), Persona Runes (18).

The Runemaster first acquires a weapon to be imbued, carefully wrought an= d usually made of the best steel. He must also have a carving wand or sig= il with which to place runes upon the weapon. If carving stone runes onto= a weapon, the Runemaster must own a carving wand (usually acquired from = his retiring mentor). If carving stone runes onto a sigil, the Runemaster= can borrow a carving wand from another Runemaster (if one can be located= ).

Runes themselves are not difficult to memorize. The difficulty lies in fi= guring them out in the first place, which demands searching ancient writi= ngs and quizzing older Runemasters.

Designing the Runeweapon is as simple as deciding what powers it will con= tain, then rolling for Rune Design and getting the necessary success leve= l --- one level per every five Runes to be carved on the weapon.

Example: Cragko wants to imbue his new axe with Travel, Stonepass, Ala= rm, and Combine Strength --- a total of 11 runes. If he gets a C+ success= on his ROC roll, the design works.

Failing the Rune Design roll means that the Runemaster cannot place that = particular assortment of powers on that particular weapon until he gains = another 10% in his Rune Design skill. For now, he must choose a different= assortment of powers. Once the Rune Design roll is successful, the Runem= aster can begin to carve or stamp his runes. For each complete power to b= e placed on the weapon, the Runemaster must roll a D+ success in the appr= opriate skill (One-Rune, Two-Rune, Three-Rune, etc.).

Once all runes in the design are successfully placed, the Runemaster must= make one final roll. If he is stamping water runes, he must roll Water R= unes with a D+ success or his runes fizzle out. Fizzled runes are not sub= tracted from the Runemaster's maximum water rune pool.

If he is stamping Stone Runes, the Runemaster must roll Stone Runes and a= chieve an H success. Failing the roll means that the runes fail to harnes= s the magic. If that happens, the Runemaster must make a Physical save wi= th a D+ success or be obliterated by the release of primordial energy. Ru= nes on failed Runeweapons are not subtracted from a Runemaster's maximum = pool of carvable runes. If the Runemaster was trying to modify a previous= Runeweapon and failed, the old powers continue to work; only the new pow= ers fail.

A completed Runeweapon can fetch a high price on the market --- possibly = even the wealth of an entire culture if the weapon is permanent and excep= tional (36+ runes). Rublug are extremelyy possessive of Runeweapons, sinc= e they most exemplify the cultural ideals of total commitment and perfect= craftmanship.

Creating Stone (or Water) Runeweapons

  1. Create or obtain a quality weapon.
  2. Design the runes to be carved (or stamped) on the weapon.
  3. Make a Rune Design roll, achieving the following success:
    # of Runes --- Minimum Success
    1-5 --- A
    6-10 --- B
    11-15 --- C
    16-20 --- D
    21-25 --- E
    26-30 --- F
    31-35 --- G
    36+ --- H
  4. Inscribe (or stamp) each rune on the weapon with a carving wand (or s= igil), rolling a D+ success for each appropriate rune power skill --- One= -Rune, Two-Rune, etc. --- as the power is completely added.
  5. When finished carving (or stamping), roll an H success in Stone Runes= (or a D+ success in Water Runes). If a Stone Runes roll fails, roll a Ph= ysical save (D+ success) or die instantly.

Incompletely carved Runeweapons cannot be finished (i.e., have the missin= g Runes added) unless the original design schematic is located. When Rune= masters work together on an item, they will often pass along a schematic.

The Powerbase

The Runemaster's powerbase is either a carving wand (inherited from his m= aster) or a sigil (a personal creation). The carving wand starts with 100= powerpoints when received, while the sigil starts with 0 points. Both ca= n be recharged at any time via rolling Magic Theory (Runes). Current WPs = are converted to powerbase points at a ratio determined by success level.= (See Table X-X.) Carving or stamping a rune costs 10 powerbase points.

Example: A Seven-Rune power demands seven runes --- which means an exp= enditure of 70 powerbase points.

Success --- Willpower to Powerbase Ratio
A --- 8:1
B --- 7:1
C --- 6:1
D --- 5:1
E --- 4:1
F --- 3:1
G --- 2:1
H --- 1:1
Critical Failure: All WPs drained, knocking out the Runemaster for d1= 0 hours. No powerbase points are stored.
Critical Success: The ratio is 1:2, as the Runemaster taps into a mag= ic-rich pocket of universal energy.

RUNES POWERS

One-Rune Powers
Alarm=20
Aura of Sterility
Berserker Rage
Blinding Strike
Danger Sense
Detect Shapeshifter
Detect Valuables
Empower Fire
Enchant Arrow
Environmental Control
Eversharp*
Granite Barrier
Illuminate Blade*
Incapacitate
Indestructible*
Invigorate
Portal Block
Quick Parry
Stasis*
Subdue
Sustenance*
Toxin Immunity
Translator

Two-Rune powers
Autonomy
Beguile
Combat Readiness
Dexterity*
Disguise
Exhaustion
Heal
Immolate
Missile Deflection
Stamina*
Stone Render
Strength*
Summon Item
Throwing Hammers

Three-Rune powers
Combine Strength
Dispel Magic
Dispel Undead
Earthbeat
Reflect Magic
Reflex
Repel Evil
Repel Good
Return
Seek
Shadowmeld
Shimmer
Stone Pass
Stone Swallow

Four-Rune powers
Acid Gout
Bless
Fire Barrier
Gargantuan
Liquid Stone
Metal Render
Stinger
Summon Elemental
Travel

Five-Rune powers
Bloodsuck*
Cyclic Megafire
Demon Slayer
Ice Cannon
Infinite Wound
Legendary Beast Slayer
Lightning Tongue
Quake
Regenerate
Shatter Metal
Slayer

Six-Rune powers
Devilslayer
Lifedrain*

Seven-Rune powers
Dragonslayer
Souldrain*

Persona rune powers
Lifeforce
Telepathy
Empathy
Link Response
Pathway Insurance

Operative rune powers
Increase Area
Increase Damage
Increase Duration
Increase Range
Power Engine

* powers that can only be used in conjuction with a Persona, and can not = be used as temporary Runes

One-Rune Powers

Alarm: Any presence (living or undead) coming within 1000 feet of = the wielder will trigger an alarm, and the wielder will recognize any hos= tile intentions. Weapons with no communication abilities might glow (if p= ossessing the Illuminate Blade power) or vibrate strongly enough to hum. = Weapons that can communicate directly are able to silently contact the wi= elder. (Water rune duration: One alarm.)

Aura of Sterility: The area within a 10' radius is perpetually fre= e of disease, although previous damage from disease is not healed. (Wa= ter rune duration: One area.)

Berserker Rage: The sword can control the wielder's emotion and re= flex for the combat's duration with the following modifiers: +1 to Streng= th and Stamina, -1 to Awareness and Logic. This generally causes +5 to bo= th OCF and DCF, +35% HPs, -5 to Init base, and an increase in damage bonu= s --- refer to the Strength stat in the Tome for specifics. Berserker Rag= e can be used once per combat scenario. (Water rune duration: One com= bat.)

Blinding Strike: The initiative cost to attack with this weapon no= w equals its WC, or weapon complexity. (Water rune duration: One comba= t.)

Danger Sense: The wielder gains heightened awareness and a minor f= orm of precognition. Continually in effect, this power enables the wielde= r to not be surprised by an attack or ambush. It also gives +2 to Awarene= ss (can exceed cultural max, up to 10) when the user links to the weapon,= as long as the link is maintained. (Water rune duration: One hour, wi= th no Awareness bonus.)

Detect Shapeshifter: The weapon will inform the wielder of the pre= sence of any Metamorphoun or shapeshifter within 100 feet. If the weapon = has no communication form, it will glow softly: purple for a shape-shifti= ng spell, blue for Chamelihns, green for Hourani, yellow for Parasychopha= nts, orange for Dragons, and red for anything else. (Water rune durati= on: One use.)

Detect Valuables: The weapon allows the wielder to detect the pres= ence and value of gems and metals precious to the user within 300 feet. (Water rune duration: One use.)

Empower Fire: The wielder can double the size of any fire source w= ithin 100 feet once per day for up to 30 minutes, effectively doubling it= s heat damage. The fire should be considered magical for the power's dura= tion. (Water rune effect: One fire.)

Enchant Arrow: Upon command, the weapon can magically enchant up t= o 10 arrows per day, as +5 damage and +10 OCF. The arrows should be consi= dered magical and will remain enchanted until used, up to one day. (Wa= ter rune effect: One batch of arrows.)

Environmental Control: The weapon will maintain a constant and com= fortable environment (humidity and temperature) for the wielder. The wiel= der also gains +5 when making saves against the elemental attacks of fire= , lightning, and cold. (Water rune duration: One day.)

Eversharp*: The weapon is razor-sharp and will never dull. The pow= er works only on bladed weapons and bequeaths +10 on damage, beyond any S= tyle bonuses.

Granite Barrier: The weapon allows the wielder to permanently erec= t a wall made of solid granite once per day, provided there is ground ---= not air or water --- on which to place it. The barrier can be up to 2500= 0 cubic feet in dimension, of any equitable lengthh, width, and height (s= uch as 40 x 25 x 25) and can be created up to 300 feet away. (Water ru= ne effect: One barrier.)

Illuminate Blade*: The blade will permanently glow any one color, = decided during creation. Typically barely bright enough to read by, the l= ight's intensity may increase if used in conjuction with another power su= ch as Alarm. If additional Illuminate Blade Runes are added, the glow wil= l shift from color to color.

Incapacitate: Once per day, the wielder can summon a cloud in a 30= ' radius around him that will make all others in the area sneeze and coug= h for d10 minutes, even if they leave the cloud. Within the cloud, moveme= nt is limited to 1/4 normal, physical and magical attacks are impossible,= and hearing and sight are impaired, causing a 100 difficulty to all phys= ical skills (such as combat, prowling, acrobatics, etc.). A successful Ph= ysical save can be attempted --- difficulty 50 --- to avoid these effects= . (Water rune effect: One cloud.)

Indestructible*: The weapon cannot be harmed in any way, no matter= what it comes into contact with.

Invigorate: The weapon can restore all of the wielder's lost WPs, = once per day. (Water rune effect: One restoration.)

Portal Block: Used once per day, this power placed on a door or wi= ndow prevents passage by any living thing --- including undead, but exclu= ding the wielder or Immortals --- unless it makes a successful Mental sav= e with a 50 difficultyy. Portal Block can be used up to 300 feet away, li= ne of sight only, and lasts up to one hour. (Water rune effect: One po= rtal.)

Quick Parry: The Initiative Cost to parry with the weapon now equa= ls its WC, or weapon complexity. (Water rune effect: One combat.)

Stasis*: The wielder will never require sleep again, and once link= ed to the weapon will cease to age. If the link is broken, the wielder su= ffers no ill effects, except beginning to age and need sleep again.

Subdue: Any one target within 100' can be put to sleep for d10 hou= rs if its LL is less than either that of the wielder or the Persona. Targ= ets with higher LLs are allowed a Mental save with a 50 difficulty. This = power can be used once per day. (Water rune effect: One use.)

Sustenance*: The wielder will never require food or drink again, o= nce linked to the weapon. If the link is broken, no ill effects are suffe= red by the wielder, except needing to eat and drink once more.

Toxin Immunity: The wielder is immune to the effects of any poison= . The wielder can also detect the presence and type of toxin in any food = or drink, once per day. (Water rune effect: One day of immmunity, or d= etect toxin in one substance.)

Translator: The weapon can translate foreign languages for the wie= lder to understand, although it cannot allow the wielder to reply. An add= itional rune is needed for every language the weapon can translate. (W= ater rune effect: One hour, language chosen when stamped.)

Two-Rune Powers

Autonomy: The weapon can fly and attack opponents up to 100 feet a= way, with a movement rate of 30. It uses its wielder's Init base to deter= mine Initiative but can only engage one target at a time, as determined b= y the wielder. The weapon's OCF equals the wielder's; it has no DCF becau= se it doesn't need to protect itself. Giver weapons will stop attacking o= nce recalled; Taker weapons will attack until the target is dead. The wie= lder cannot perform separate actions while the weapon is fighting due to = the effort needed to control it. (Water rune duration: One combat.)

Beguile: Once per day, the weapon can instill complete trust and c= onfidence in all within 30 feet or within the wielder's direct eye contac= t, unless a Mental save is made (difficulty 50). Effects last for one day= . (Water rune effect: One use.)

Combat Readiness: The wielder seems constantly prepared and receiv= es +50 to all combat Initiative rolls. (Water rune duration: One comba= t.)

Dexterity*: The wielder receives +2 Dexterity (can exceed cultural= max, up to 10) when linked to the weapon.

Disguise: The weapon has the power to either cloak itself or its w= ielder (determined during creation) with a different appearance. Wielders= can change phenotype (height, weight, features, skin color, etc.) but no= t genotype (obvious race changes). Weapons can look like any other weapon= in their categories, such as a shortsword cloaking itself as a dagger bu= t not a mace. The disguise lasts until dispelled or changed by the wielde= r. If the Disguise power is carved twice, then both forms of the power ar= e available. (Water rune effect: One disguise, lasts up to one day.)

Exhaustion: Once per day, the weapon can make opponents within 30 = feet physically exhausted unless a Physical save is made (difficulty 50).= Exhausted targets suffer -100 to all rolls until they sleep for d10 hour= s. (Water rune effect: One exhaustion.)

Heal: Once per day, the weapon can restore all of the wielder's lo= st HPs. (Water rune effect: One restoration.)

Immolate: The weapon bursts into flame whenever unsheathed, doing = +10 HPs damage (no soak) to targets on a successful attack, as well as do= uble damage to cold/ice-based creatures and structures. The flames do not= harm the wielder, are whatever color was decided on during weapon creati= on, and shed light equal to a torch. (Water rune duration: One combat.= )

Missile Deflection: When held by the wielder, the weapon will defl= ect all non-magical missiles in a 5' radius. (Water rune duration: One= combat or one hour.)

Stamina*: The wielder receives +2 Stamina (can exceed cultural max= , up to 10) when linked to the weapon.

Stone Render: The weapon cuts through stone with any G+ attack suc= cess. Crushing weapons will reduce a 10-foot cubic area of stone to rubbl= e instead. This attack bypasses all stone armor as well, such as Golem Ar= mor. (Water rune duration: One stroke.)

Strength*: The wielder receives +2 Strength (can exceed cultural m= ax, up to 10) when linked to the weapon.

Summon Item: Any personal item owned by the wielder can be summone= d to him at any time, no matter where the item is. Summoned items cannot = be living, made of Rune magic, or be Holy/Unholy items. GMs can determine= the definition of "ownership." (Water rune effect: One summoning.)

Throwing Hammers: This power manifests in two ways: One magical wa= rhammer will automatically hit the target for 50 damage, or ten smaller h= ammers with +50 to OCF will hit one or more targets for d10 damage each. = The range of either manifestation is 100 feet, and the power works once p= er day. (Water rune effect: One manifestation, once.)

Three-Rune Powers

Combine Strength: By joining hands with his allies and encircling = the weapon, the wielder gains the sum of everyone's Strength advantage in= the circle. The power can be used once per day, and the effects last for= one hour. (Water rune duration: One use.)

Dispel Magic: Any magic with an area effect (other than Rune or Me= lquilmil) that contacts the wielder or weapon can be dispelled if the wie= lder wins a Willpower contest, resolved like combat. The attacker (wielde= r) rolls d100 and adds a base of 100, as well as any desired WPs, while t= he defender (magic) rolls d100 and adds the caster's skill, as well as an= y desired WPs.

For additional difficulty, compare the LL of the wielder/Persona (whichev= er is higher) to the LL of the defending spellcaster. If they are not the= same, multiply the difference between the two LLs by 5 and then subtract= the result from the roll of the combatant with the lower LL.

Now subtract the defender's roll from the attacker and check the ROC to s= ee what happens. (Water rune effect: One dispel.)=20

Dispel Undead: When unsheathed, the weapon continually dispels all= undead. Those within 10 feet of the wielder are immediately reduced to a= sh, while those outside this area but within 100 feet will flee from the = area even if to do so means certain death. The wielder is immune to the f= ear caused by undead while holding the weapon. (Water rune duration: O= ne combat or one hour.)

Earthbeat: When thrust into the earth, the weapon can send message= s in the form of tremors to any designate within 100 miles. (Water run= e effect: One message.)

Reflect Magic: The weapon continuously and automatically reflects = back to its source any magic cast directly at it or the wielder --- no ro= ll necessary. (Water rune duration: One combat or one hour.)

Reflex: The wielder gains +50 to his Initiative base during combat= . In addition, using the weapon in combat demands no concentration, so th= e wielder can perform other actions including spell, endowment, or metaph= ysic use. Roll Init separately for both the weapon and wielder (using the= wielder's Init base for both); actions with the weapon spend Init from i= ts private pool, but the wielder controls its actions. (Water rune dur= ation: One combat.)

Repel Evil: Takers (people or objects) cannot come within 30 feet = of the unsheathed weapon unless a Mental save (50 difficulty) is made. If= the save is failed, the Taker will lose 1 WP per second when within rang= e. (Water rune duration: One combat or one hour.)

Repel Good: Givers (people or objects) cannot come within 30 feet = of the unsheathed weapon unless a Physical save (50 difficulty) is made. = If the save is failed, the Giver will lose 1 HP per second when within ra= nge. (Water rune duration: One combat or one hour.)

Return: If the weapon and wielder are separated for any reason, th= e weapon can teleport back into its wielder's hands upon command. Range i= s one mile if the two are not linked, and cross-dimensional (unlimited ra= nge) if the two are linked. (Water rune duration: One teleport.)

Seek: The wielder can direct the weapon to find any one person, pl= ace, or thing, and the weapon will do its best to lead the wielder to the= target. The power can be used once per day. (Water rune duration: One= use.)

Shadowmeld: The wielder and all his belongings can merge in and ou= t of shadows for up to ten rounds, once per day. While in this transient = form, the wielder cannot be harmed (nor can he harm others) by physical m= eans, but he can harm and be harmed by magic or metaphysics. Movement via= shadows is twice the wielder's normal Movement Rate, and the wielder gai= ns +100 to all Subterfuge skills while in this state. (Water rune dura= tion: One use.)

Shimmer: The wielder's visual outline flickers in all directions, = appearing out of phase with reality. The first attack made by each oppone= nt will automatically miss, while subsequent attacks made by the same opp= onents have an additional 50 difficulty. This power automatically activat= es the first time each day that the wielder is attacked and lasts for tha= t entire combat scenario. (Water rune duration: One use.)

Stone Pass: Once per day, the wielder can pass through stone. He c= annot see or hear anything while moving through stone, and movement is at= half the normal rate. This power can be used intermittently, up to an ac= cumulated total of one hour. Should the duration elapse while the wielder= is still within stone, he dies instantly, and the Runeweapon will be enc= ased in stone. This power is frequently paired with the Seek power. (W= ater rune duration: One use.)

Stone Swallow: Upon command, and once per day, the weapon can crea= te a 30-foot fissure that swallows anything with 10 feet that fails a com= bined Reflex + Agility save and then closes. Those swallowed by the fissu= re will die from crushing and suffocation. The power's range is 100 feet = andrange of this Rune power is 100 feet. (Water rune effect: One fissu= re.)

Four-Rune Powers

Acid Gout: Once per day, the weapon can fire a gout of nitric acid= that can burn any non-magical material (even metal and stone). The gout = is 10 feet long, 1 foot wide, and travels up to 100 feet before dissipati= ng. Those caught within the blast take 3d10 damage every round spent in d= irect contact with the acid, and 2d10 damage for each of the next 10 roun= ds, unless the acid is removed. Washing with water reduces the damage to = d10 points per round, while using an extremely potent base can destroy th= e acid immediately. Targets who make a Physical save (difficulty 50) can = reduce all damage by half. (Water rune effect: One gout.)

Bless: As per Ardornella's channelling power (see Religion), excep= t that no components are required. (Water rune effect: One bless.)

Fire Barrier: The weapon can create a 10,000 cubic foot wall of fi= re (perhaps 10 x 10 x 100, or a similar combination) that does 10d10 dama= ge to anyone or anything passing through it. (Cold/ice-based creatures ta= ke double damage.) Usuable once per day, the wall can be erected up to 30= 0 feet away and lasts for one hour. (Water rune effect: One barrier.)<= /I>

Gargantuan: Once per day, the wielder can temporarily double his s= ize level (up to sl8), along with his belongings. His Stamina can double = as well, to a maximum of 10, which allows temporary HPs to be gained. Nei= ther Strength nor Stamina can be further augmented by another power while= this one lasts. The effects last for one hour, whereupon everything retu= rns to its original state. (Water rune effect: One use.)

Liquid Stone: The weapon can instantly transform 1000 cubic feet (= a 10x10x10 or similar area) into lava, up to 300 feet away, once per day.= Anyone in the area of effect will take 25d10 damage each round they rema= in in the lava. Movement rate in lava is reduced to 1/10 normal. After te= n rounds, the lava's surface will cool and harden into igneous rock. (= Water rune effect: One use.)

Metal Render: The weapon cuts through metal with any G+ attack suc= cess. Crushing weapons will reduce 1 cubic feet of metal to shattered fla= kes instead. This attack bypasses all metal armor, such as battle plate. = (Water rune effect: One stroke.)

Stinger: The weapon does double damage to one specific cultural (n= ot racial) enemy, chosen during weapon creation. For example, rather than= picking the elven race, the Runemaster could pick elf cultures such as D= riseti or Bock. (Water rune effect: One combat.)

Summon Elemental: Once per day, the weapon can summon up to a size= level 4 / 1000 Essence elemental of one particular type chosen during we= apon creation. (See Tome for details.) Although the elemental obeys the = wielder, it is actually controlled by the weapon. The Elemental will perf= orm one task, remaining until the obligation is fulfilled or it is destro= yed. (Water rune effect: One elemental.)

Travel: Once per day, the weapon can teleport itself and the wield= er to any location he is familiar with (or that the weapon is familiar wi= th, if it was a persona). Range is 100 miles of current location if the t= wo are unlinked, and 1000 miles if the two are linked. (Water rune eff= ect: One use.)

Five-Rune Powers

Bloodsuck*: If the weapon makes a target bleed (i.e., does damage = past whatever was absorbed by soaking), it immediately drains the victim = of [10 x Persona's LL] HPs if a Taker weapon or WPs if a Giver weapon. Bl= oodsucking weapons must drink every [10 - Persona's LL] weeks, and Person= as with LL10 need to drink once per day. For every week (or day, for LL10= Personas) that the weapon goes without blood, add 1 to the multiplier of= how many HPs or WPs are drained from the next victim. For example, after= one week, the weapon will drain [11 x LL] HPs or WPs from the victim; af= ter two weeks, it will drain [12 x LL] HPs or WPs.=20

Cyclic Megafire: The weapon can fire flaming bolts on command, onc= e per day, one bolt for every WP the wielder expends. WPs cannot be regai= ned while the weapon is firing. Bolts are fired in a 45=F8 arc and can hi= t any number of targets within that arc. Each bolt does 4 damage, which c= an be absorbed by armor. Bolt damage is doubled against cold-based creatu= res, and bolts have an effective range is 200 feet. (Water rune effect= : One use, until WPs stop draining.)

Demon Slayer: Demons struck by this weapon instantly return to the= ir original planes unless they make a successful Essence roll (difficulty= 100). Once banished from a world, the demon cannot return there for at l= east one century. Even if the save is made, damage done by this weapon to= a demon cannot be regenerated until the demon returns to the UnderWorld.= The wielder is immune to fear caused by demons while holding the weapon.= (Water rune effect: One hour or one combat.)

Ice Cannon: This power is similar to Cyclic Megafire, except that = shards of ice are fired instead of flames. Damage is doubled against fire= -based creatures. (Water rune effect: One use, until WPs stop draining= .)

Infinite Wound: Wounds caused by this weapon cannot be healed magi= cally or naturally without the use of a rune, priest, or metaphysical pow= er. Victims will not continue to suffer bloodloss once the wounds are ban= daged, but the lost HPs will not heal without the mentioned intervention.= (Water rune effect: One wound.)

Legendary Beast Slayer: The weapon is designed to slay one specifi= c Legendary Beast. Wounds caused to the targeted Beast are permanent and = can never be healed. In addition, the Beast suffers a difficulty of 100 t= o all combat-related rolls (Init, OCF, and DCF) when fighting in a combat= against its mortal weapon. The wielder is immune to fear caused by the s= pecific Beast when holding the weapon. Once the Beast is finally killed, = the runes specifying this power on the weapon explode into flame, then di= sappear forever. (Water rune effect: The wielder is immune to fear fro= m the beast and the beast suffers all described minuses --- until the Run= eweapon causes its first wound. Although damage from this one wound is pe= rmanent, the runes and all other efffects dissipate.)

Lightning Tongue: The weapon can spit a forked tongue of lightning= on command once per day, hitting 1-2 targets up to 150 feet away. Damage= is 200 points to one target, or 100 points to two targets. If used in wa= ter, 200 points of damage should be equally divided between all people im= mersed (except the wielder) within 30 feet of impact. All thin metals on = the victim(s) will be melted. (Water rune effect: One bolt.)

Quake: Once per day, when driven into the ground, this weapon send= s out a succession of circular waves --- one wave per wielder/Persona LL,= whichever is higher. Each wave does 100 damage to anything with 1000 fee= t of the wielder.. Earth elementals take double damage any time they are = merely struck by this weapon. (Water rune effect: One use, or one comb= at versus earth elementals.)

Regenerate: The weapon can regenerate any missing tissue, organ, o= r limb (and the corresponding HPs) of the wielder. If the regenerative po= wer is not used on a particular day, the weapon can restore all of the wi= elder's lost HPs and WPs instead. (Water rune effect: One complete res= toration of all body parts or HPs/WPs.)

Shatter Metal: All non-magical metal within 30 feet will shatter a= s if super-heated and super-cooled in the same instant. Those wearing met= al armor of any sort must make a Physical Save (difficulty 50) or be redu= ced to 1 HP and 0 WPs, going unconscious. Those within 10 feet of someone= wearing shattering armor will take d10 damage from the shrapnel. This po= wer may be used once per day. (Water rune effect: One use.)

Slayer: This weapon will kill any number of one specific subcultur= al enemy. (Examples include the Felihn Ansalish, the Hourani House of Por= ter, the Wolfihn Greenslight, a Jondric Neuonian, etc.) Subcultural victi= ms hit by the weapon must make a Life Level save (difficulty 50) or die i= nstantly. (Water rune effect: One combat.)

Six-Rune Powers

Devilslayer: Devils struck by this weapon instantly return to thei= r original planes unless they make a successful Essence roll (difficulty = 100). Once banished from a world, the devil cannot return there for at le= ast one century. Even if the save is made, damage done by this weapon to = a devil cannot be regenerated until the devil returns to the UnderWorld. = The wielder is immune to fear caused by devils while holding the weapon. = (Water rune effect: One hour or one combat.)

Lifedrain*: Similar to Bloodsuck, when this weapon causes bloodlos= s (doing damage beyond soak), it ages the victim by [10 x Persona's LL] y= ears as it sucks the life from them. Such a weapon must feed every [10 - = Persona's LL] months. Personas of LL10 must feed once a week. For every m= onth past this limit, the multiplier for how many years are sucked from t= he next victim will be increased by 1. (So one month late means [11 x LL]= years. Two months late mean [12 x LL] years.)

Seven-Rune Powers

Dragonslayer: Unlike Stingers or normal Slayers, a Dragonslayer is= designed to kill all Dragons at large. Dragons successfully hit by the w= eapon must make a Life Level save (100 difficulty) or be immediately disi= ntegrated as their inherent magical essence is unravelled. Wounds caused = to Dragons by the weapon can only be healed with Melquilmil-level magic o= r better (such as primal energy). If linked to the weapon, the wielder is= not only immune to Dragon fear when holding the weapon, but is also comp= letely ethereal (and thus impervious) to their devastating attacks. Drago= ns utterly despise these weapons and will stop at nothing to successfully= destroy or isolate them. (Water rune effect: One stroke, upon which t= he weapon disintegrates. Failing his LL save, the Dragon flees the area f= or at least d10 days.)

Souldrain*: Anyone successfully struck by the weapon (whether or n= ot the damage was soaked) must make a Life Level save with a difficulty o= f [10 x Persona's LL] or have her immortal soul devoured by the Persona. = The target is completely eradicated and cannot be raised or resurrected. = Souldrainers must feed every [10 - Persona's LL] years. Personas of LL10 = need to be fed once per month. Every year/month past the limit increases = the difficulty of the next victim's save by 10.

Persona Rune Powers

A Runeweapon's persona encompasses its attitudes, intelligence, and pathw= ay. Runeweapons with personas are sentient and can operate independently = of their wielders, for good or bad. All sentient weapons carry a number o= f Lifeforce runes, without which no persona runes can be added. Certain p= owers such as Bloodsuck or Lifedrain demand the presence of persona runes.

Lifeforce: A Runeweapon's lifeforce is its persona. Although the p= ersona can make decisions like a normal person, it will ultimately follow= its predetermined pathway and obey its wielder only if the wielder has a= higher LL. Personas are not fabricated personalities but modified souls = of departed heroes bound into physical weapons.

A Warden of Ardornella must be present to imbue a weapon with the chosen = soul. Runemasters should research possible souls ahead of time (via the H= eroes & Heroines skill) to find an appropriate persona. With successful r= esearch (determined by the GM), the Runemaster can present the Warden wit= h the chosen name so that the ceremony can begin. If the hero's soul is a= vailable and willing, it will be bound to the weapon. The traditional Rub= lug mindset considers it the greatest honor to be bound into service as a= Runeweapon for the community's protection. <>

If the chosen hero is unavailable or unwilling to serve, the Runemaster w= ill be forced to use an unknown soul. Unknown souls must be Rublug and ha= ve an LL equal to or lower than the number of Lifeforce runes carved on t= he weapon. When dealing with unknown souls, the Runemaster will want to u= se the Pathway Insurance power as well.

The weapon must bear one Lifeforce rune for each LL of the soul contained= within it. If the imbued soul has a higher LL than the number of carved = Lifeforce runes, only part of the soul is placed in the weapon --- in ess= ence "splitting the soul in two" and causing it eternal anguish. The pers= ona's effective LL is now the number of Liffeforce runes on the weapon, a= nd the weapon might perform erratically.

A weapon's pathway determines its general combat attitudes. Taker weapons= will use deadly force against threats posed to it or its wielder, asking= questions afterwards (if at all). Giver weapons will subdue threats with= out damaging them if possible, killing only when necessary or prudent.

A weapon's intelligence is decided by the persona's LL (i.e., how many Li= feforce runes were carved on the blade, or the previous soul's LL --- whi= chever is lower). What knowledge the soul had in its former mortal life d= etermines what skills it now has. The soul's pprevious masteries, emphase= s, and skills have a rating of [10 x persona's current LL]. No difficulti= es are applied to a Runeweapon using skills, emphases, or masteries, unle= ss there are extenuating circumstances (such as incorrect information.)

Personas with LLs higher than their wielders can disobey their wielders w= henever desired. Taker Runeweapons often take advantage of wielders to be= nefit themselves, while Giver Runeweapons can refuse commands they consid= er immoral or unnecessary.

Telepathy: The weapon can communicate with the wielder via unlimit= ed telepathy. The range is one mile if the wielder is not yet linked to t= he weapon, and unrestricted (irrespective of distance or dimension) when = the link is formed. This power requires two runes.

Empathy: The weapon its wielder via empathy (feelings). The range = is restricted to one mile if the wielder is not yet linked to the weapon,= but is unrestricted (irrespective of distance or dimension) when the lin= k is formed. This power requires one rune.

Link Response: This power determines the length of time needed for= a wielder to link with his weapon. Until the link forms, the wielder is = not privy to all of the weapon's powers (unless he created it) and certai= n powers may be limited in effect. Once the link exists, the wielder auto= matically knows of all powers, and certain powers might be more potent. W= ith one rune carved, the weapon can link to its wielder in five years, wi= th each additional rune dedicated to Link Response dropping this time by = one year. If five runes are dedicated to this power, the time required to= link is one month.

Pathway Insurance: Used when an unknown soul is being infused into= a Runeweapon, this power guarantees that the work will not be tainted by= a persona of the wrong pathway. In addition, those of the opposite pathw= ay who touch the weapon will permanently lose d10 HPs per round they rema= in in contact. This power requires one rune and designates the weapon's p= ersona as either Giver or Taker.

Operative Rune Powers

Operative runes increase damage, duration, range, or area of effect of ot= her rune powers. They only affect the power to which they are attached bu= t can appear on a weapon numerous times, in conjunction with the same pow= er or with multiple ones. Each rune will increase the power's statistic b= y one multiple. (For example, one Increase Damage rune will double a powe= r's normal damage, two such runes will triple it, and three runes will qu= adruple it.)

Increase Area: The power's area of effect is increased by one mult= iple (2x, 3x, etc.).=20

Increase Damage: The power's base damage is increased by one multi= ple (2x, 3x, etc.).

Increase Duration: The power's duration is increased by one multip= le (2x, 3x, etc.). Increase Duration cannot modify powers with instant or= continuous effects.

Increase Range: The power's range is increased by one multiple (2x= , 3x, etc.).

Power Engine: This rune connects two or more powers in sequential = operation, allowing one to trigger the next. For example, using a Power E= ngine rune between Cyclic Megafire and Restore will instantly revive the = wielder before she passes out from exhaustion. Linking Autonomy and Refle= x allows the wielder to perform separate actions while the weapon attacks= someone distant. One Power Engine rune must be used between every power = to be linked: Linking three powers takes two Power Engine runes, while li= nking four powers demands three such runes.

=1A --------------371D3B6B229D Content-Type: text/html; charset=us-ascii; name="Dark.htm" Content-Disposition: inline; filename="Dark.htm" Content-Base: "file:///L|/MAGE/Dark.htm" Content-Transfer-Encoding: 7bit Darkness Magic

Darkness Magic - The magic of pure destruction.

Abilities of a darkness mage:

Level Ability vs. Natural Ability
1 See in normal and lesser magical darkness -1 to -3 magical abilities in light (bright firelight to full sunlight)
3 +1 magical abilities in darkness per 5 levels
5 +1 per 3 levels vs. death spells, disintegration and disruption
7 Discern weakness: If there is a particular element that will cause an entity or object greater damage than others, sense this 60% +3%/lev over, out to 120' + 10'/lev over.
9 Discern latent spiritual force (were-transformation, hidden undead forces, demonic or psychic possession, etc.) 70% +3% per level, within 60' + 10'/level over. Glean d50% about the force after 3d6 minutes.
Implicitly all spells cost the same in mana as the spell level. "Per level" means per level of caster, "per level over" implies per level over THAT NEEDED TO CAST THE SPELL. A mage can cast spells of half their level plus one, rounding down, thus 1st and 2nd level mages can cast first level spells, 3rd and 4th level mages can cast up to second level spells. A 4th level mage would be "3 levels over" the level needed to cast a first level spell.

Level One:

Darkwrack:
A line is drawn by the caster's fingertip in space. It tears physical objects, doing physical damage. It can tear tapestries, ropes, scrolls, etc. out to a range of 45', up to d3 damage per level (precisely placed however). At level three teh caster can break locks and cables or chains of lesser metals (up to and including steel.) At level five, can create fissures in stone up to 1 cubic foot per level. At level seven it will destroy armor, greater metals and minorly enchanted locks, cables, etc. At level nine the spell will destroy even enchanted objects and armor. Finally, at thirteenth level, this spell will tear multiplanar objects and portals (possibly disrupting or destroying lesser gates and fissures between dimensions.)
2. Blackbeam:
Unlight causes festering wounds (boils, pustules, emaciation) to living AND unliving beings. Heals at half rate. 80' + 5'/level over, d8 damage per level. The light travels in a strobed beam, so it must be aimed as a missile weapon.
3. Darkness:
As per general magic.
4. Deathlust: Range: 60'.
This enchantment creates a berserker 'rage' but without the loss of considered methods. The passion to kill consumes completely: +4 attack, -2 defense, +5 vs. charm, psychic attack, fear, reason, subdual and so forth. It lasts d3 mt + 1 per level, save to no effect. The effected entity will attack whatever or whoever lives, the nearest one first. The initial casting can attempt to instill an OBJECT of the lust (ie. someone in particular) but it backfires 13% -1% per 2 levels over and the caster becomes the object.
5. Unleashing: Range: 90'. Duration: 10 mins + 1 min per level.
Releases a dual personality, suppressed desire, latent were-creature transformation and so forth. This is mostly a role playing thing. The latent persona takes over with 75% control + 2% per level over. Any given psychic, magic, demonic or suppressed destiny will manifest itself. Note that if this has been cloaked or barred magically, the chance of dispelling the bar is 50% + 5% per level over the magical impediment to unleashing, -10% per level under the bar.
6. Sense Death: Range: 120' + 10'/level over.
Works 80% +2% per level over. The caster senses 1-100% (+3% on roll per level over) of how the death occured, where, when. The information is very specific. Senses the moment of death, or the presense of it (up to 1 hour after death, per level).
7. Disrupt Bonds: Range: 50' + 10'/level by 9' + 1'/level radius cone, or a single object within 120' per level.
Breaks chains, locks, buckles, seals, knots, etc. See Darkwrack for how successful it is agains magical or special materials. Used specifically for breaking things that are "SHUT".
8. Diffuse: Range: 90' +10'/level, 10'radius effect.
Webs, mists, poisonous vapours, smoke disperse into nothing. At level five the caster may disperse fixed radius duration effects. At level nine he or she may disperse walls. Note that magical forces with a duration can only be dispersed 60% of the time + or - 7% per level difference (above or below) between the darkness mage and the caster of the magical effect.

Level Two:

1. Burrowing:
The mage's body can force its way through solid objects, mutilating them. The effect does d12 damage per 3 levels of caster, no save, as the damage is physical impact. The mage's body is also mutilated, but not DAMAGED. The crushed pulp of the mages flesh and bones pull themselves back together in d6 seconds. The caster can press through 6" of stone or equivalent, +1" per level over.
2. Deathspark: Range: 100'.
Cast on a being that will die within the duration, it causes this recipient to emit a wave of life disruption upon death. This effect has a 30' radius, +5'/level over. All undead suffer d6 disruption per caster level. Similarly, if cast on all but lesser undead (ie. it cannot be used on skeletons, etc. of antilife force from -1 to -3), the destruction of the undead will cause distruption to all living beings. The mage him or herself is immune to the effect.
3. Nor Fan: Range: 1'/level, up to the mage's height. Duration: 9 mt + 1mt per level.
An arc of darkness of between 15 degrees and 90 degrees (variable according to the caster's will) extends from one of the caster's limbs. Used as a weapon it does d10 per 2 levels of disruption (save to half), and d8 cutting damage. Used as a shield, it absorbs nonmagic missiles and shunts off hand to hand weapons at 35% + 3% per level over + 1% per agility. With full concentration, this effectiveness is doubled. Note: it can only shield the caster in one 60 degree arc of line of sight (or facing in a melee.)
4. Aweful Case: Range: 60'. Duration d6mt +1 per 2 levels.
Save to -1 (per 2 levels of caster) from the nasty effect described. As a level four spell, the caster can choose the effect, or to make the effect a radius one (all within save, radius is 1' per level.) As a level six spell, choose the effect and it has a radius effect. As a level eight spell, the chosen effect becomes permanent. A level ten spell allows the permanent effect to be used as a radius effect. Roll random result from below:
Random Magic Disease Table
1. Blindness 11. Distracted (-50% perception rolls)
2. Deafness 12. Choking (1/4 stamina, cannot speak)
3. Weakness (1/2 strength) 13. Writhe/Contort (20-DEX/2 or drop items 20-AGL/2 or fall, roll each d3 mt.)
4. Disorientation (1/2 AGL) 14. Infection, (+d20% damage to each wound, spread damage effect across duration)
5. Body Tremors (1/2 DEX) 15. Delusion * (20-int/3 or lose lucidity, roll each d3 mt.)
6. Nausea * (roll 20 - CON/3) or retch, roll/d3 mt) 16. Terrible body odor (flatulence, halitosis causes others to NAUSEA in 10' r.)
7. Itching * (roll vs. EGO as above) 17. Absentmindedness (forget last d20 mins)
8. Rigidity (move 1/2 speed) 18. Sinus eruption (only minuses, save to no effect)
9. Pain (-1/lev of caster physical and mental) 19. Acute Insomnia, immediate effect is PLUSES to skills and concentration
10. Detached (-5% skills/lev. of caster.) 20. Seizure * (CON x 2 as % or become if dying, fall immediately, save no effect.)

* indicates that if the effect incapacitates the victim for the rest of the duration once he, she or it has succumbed to the affliction.

5. Deadly Fixation: Range: 100' + 5' per level over. Duration: 2d6 mt + 1 per level over.
The victim will move slowly (1/10'th speed) toward an indicated lethal phenomenon, willingly and using all abilities to meet that end (if the victim fails a save). The vitim has only one more chance to break free from the spell: at the moment of 'suicide,' there is a 1% chance per (anti)life force + [ (EGO/6) times the 'level' of the victim. ]
6. Detect Life, Detect Undead -
as priestly spells.
7. Disrupt Triggers: Range: 90'. Duration: 1 min per level.
Deactivate mechanical and magical triggers (for magical traps, for instance), as well as "passive" magic detects, delays or fuse spells, for the duration. Works 65% -5% per level under the level of an enchantment, +7% per level over.
8. Morbid Stillness: Range: 30', 10' radius. Duration: 1 min + mt/level over.
Natural forces in the region suspend. Nonmagic weapons lose all force there, weather and normal flames lose all temperature or physical effect. Claws and 'attached' weapons do fucntion, though hand held weapons have only half effect. No sound escapes the region, nor normal traces are left (such as tracks on the ground or fingerprints), machines and technology fail 90% + 1% per level.

Level Three:

1. Terrible Spot: Range: 90', Duration: until dispelled.
A black blot appears on the victim. This taints the victim spiritually: He or she appears evil to detection, will no longer pass spiritually as pure, innocent, etc. The blot bleeds as an open wound (d4 damage) that will not heal. Further, it seeps through all but magical containment so that the darkness mage can smell it (up to 1 mile per level.) Save to no effect.
2. Kulkogth's Kiss of Oblivion: Range: 75', 15' radius, must be placed. Duration: d6 mt per level.
All within become psychicly confronted with nothingness, save or become inert, and until the duration ends, INSANE if removed from the radius of effect. This insanity is random, up to twice the caster's level in effect, with a max effect level of 12.) Save to -4 confusion while in the radius. The region swirls absurdly with dark patches, audially, visually and spatially.
3. Null Scission: Range: 60' + 5'/level.
Must be placed. 1" radius ball of erratic darkness that does d6 per level of disintigration, if it comes in contact with an (un)living being.
4. Minor Death: Range: 75' + 5' per 2 levels. Duration: d8 mt +1/2 levels over.
Requires the victim's name to be pronounced, or a death sigil to be touched by the victim, or physical contact with the victim. The victim's life force is temporarily reduced to zero. The victim is, for the duration, truly dead. Any damage suffered during that time will cancel the spell, but if the damage kills the victim, this will of course not help him or her. A level six version of the spell has a radius effect: 15' +3'/level over. A level nine spell has a duration of hours not minutes.
5. Ball of Disintegration: Range: 60' + 5' per level, 15' radius.
Random objects or only (un)living beings suffer d6 disintigration per level of caster, save to half. Must be placed.
6. Feebleness, Feeblemind, Awkwardness, Uncaringness: Range: 100' + 10'/level.
Single target, save allowed to -d4 in category. The attribute in question (STR, INT, AGL, WILL) is halved for one minute per level of caster. Immediate effect requires roll of attribute of less or be incapacitated for d6 mt.
7. Shatter: Range: 90' + 5'/level.
Destroys objects (weapons, structures, machines, etc.) up to 10 cubic feet +1/level, divided by the metal strength number, squared. For complex shapes, requires a 10 minute ritual, otherwise just pick the center of the effect. d10 shrapnel in a 5' radius. It leaves only dust!
8. Darkflood: Range: 60' long, 10' wide. Length extends 10'/level.
Darkness gushes out, roll AGL as % or be knocked over and back d10'. Save vs. complete sensory loss for d3mt. The flood continues to flow for 1 minute.
9. Murderous Stillness: Range: 30'. Duration: Instant.
Damage of d10 per 2 levels. Tissue becomes inert, as if dead. The silence is so disorienting, roll WILL x 5% or swoon for d8 mt. The damage heals at one per minute, unless it kills the victim, in which case it does not regenerate. Effects living and dead tissue. Save to half damage. Only immunity to death magic helps, though angels and demons are immune.
10. Disrupt Fields: Range: 60'. 3 mt casting time.
This spell disrupts effects with duration, 60% +/-4% per level difference between the caster of the effect and the darkness mage. Also, 'powers down' all technology in range, as well as scanners, technological fields, generators, etc.
11. Disrupt Natural Force: Range: 30', 10' radius. Duration: 1 mt/level.
Must be placed. Wind becomes a weird storm, water froths, ground heaves boulders, fires spit gouts of flame. Damage in the region is d8 per 2 levels (divided among the elements present.) Movement is at 1/20th normal speed, no visibility. The natural forces in the region will not obey/work for normal purposes (as wind in sails, as a ledge on a mountain, to ignite something, etc.)

Level Four:

1. Fragile Vessel: Range: 120'.
The victim dies if % (current) injuries are rolled. If CON is rolled on d20, however, the victim will recover in 2d10 minutes. Works on undead as well.
2. The Breaking Point: Range: 10', 10 minute ritual to cast.
The victim saves vs. psychic attack with bonus of 2 points of (WILL + (anti)lifeforce)/2 over 13. Victim taken to the last point of physical, psychic and spiritual resistance, as from torture. Will capitulate, confess, provide any information. The mage knows if the spell fails, unless 1/4 the roll required for a save achieved by the victim.
3. Shattered Space: Range: 60', 5' radius +1'/lev. Duration: 1 mt/2 levels.
Must be placed. A black clot in a three dimensional shattered "window" forms. All within are stuck and temporarily NOT.
4. Lesser Desecration: As per level three priestly spell.
5. Charnal Rapture: Range: 60' + 10'/level, 15' radius +5'/level, Duration: 1 min per level + 3mt/killed in region.
Causes addictive joy in killing and surge in power (+2 STR, DEX, AGL, +10% SPEED) as long as one partakes. For mystics, recoup d10% mana for each killed in the region. All within must roll 3xWILL as a %, -3% per killed, to stop killing, even if all enemies in the region are dead!
6. Blacklight: Range: 45' by 20' cone.
Living matter within ruptures, undead, disrupts d8 per 2 levels to all within cone (this damage is not divided as most regional attack forms are.) Appropriate immunity to this effect is protection from Disintigration.
7. Disrupt Walls, Illusions, Shadowmatter: Range: 60' radius +5'/level.
Requires 1 minute ritual, unless a 5' radius is targeted within range. Normally, all temporarily created magical matter will be destroyed within the range. In the quickly cast combat mode, only the matter within the 5' radius is disrupted. This spell has the same chance of success as level 3 spell "disrupt fields," but works with different principles, so it can succeed where the other fails, and visa versa.
8. Disrupt Healing and Regeneration: Range: 90', Duration: 1 day per level.
The victim must save or be unable to regenerate or heal. The effect can be dispelled by a priest or mystic. Religious healing works, but it must overcome the effect each time (roll 50% chance, +/-5% per level difference between the priest and the darkness mage.)
9. Ebon Encasement: Range: 60', Duration: d10 mt/level.
The victim is encased in a 1' shell of darkness. If he, she or it remains immobile, the encasement slowly corrodes! Roll d3 disintegration damage, save to d3 per minute. Any dispel magic disrupts it, as the effect is very unstable. Pressing against the encasement at all causes an immediate d6 damage. If the victim attemts to break out anyway, he, she or it suffers d10 per 4 levels of caster and requires a roll of STR x 3%.
10. Nangontveh's Placelock: Range: 90', 5' radius +1'/level, effect must be placed. Duration: d10 mt per level.
Movement in the region is impossible. Effects only one plane, and that plane can be selected from those planes that the mage knows about (and has studied in relation to this spell.)

Level Five:

1. Death of the Body: Range: 60'.
The victim must save or die. Any healing or regeneration within 15 minutes restores the victim to life. After that, death is as if by any other cause.
2. Apocalyptic Springtime: Range: 90', 30' radius effect. Duration: 1 min + 1mt/level.
Terrible blooms and unlife (neither alive nor undead) spring from corpses of the living or unliving. Each corpse gives issue to 6 HD (hit dice) of horror (+1 HD per 3 levels over.) Create a catalog of horrors: Alchemical secretions, slime wads, acid/base that polymorphs the victim, disease, planar rift mouths, seed parasites, sentient hunter killer spores, explosive elemental attack forms that leave everything toxic... Leave this to the discretion of the game master. These can move only within the radius, but the radius grows with each death in the region (by d10', and lasts +d10 mt.) Additional corpses must save or blossom themselves! The destruction is indescriminate!
3. Wall of Darkness: Range: 120', 10' by 10' pane per level. Duration: 3 minutes per level.
Save or "die" on crossing the wall (see level three "Minor Death.") After this effect, or if the save is made, suffer enfeeblement and awkwardness (-4 STR and DEX) for the duration. All magic deactivates upon crossing (items save, spells and effects crossing are dispelled: roll 50% chance +5% per level of darkness mage over the crossing magic, -7% per level under.) Items that are deactivated can be used again in d10 mt.
4. Wrongth: Range: 45'. Duration: 1 minute.
The target must save if the target has (anti)lifeforce or is an enchanted item. During the duration the physical form of the target will fundamentally fail, exactly to the contrary of its 'natural' quality. Arrows turn on their firers, swords snake back, bodies twist so as to damage themselves and impede any useful activity.
5. The Hungry Dark: Range: 90', 10' radius + 3' per level.
Inside the region (which must be placed) all must save vs. fear or be paralyzed. Drains one LIFEFORCE per mt, save to 3mt. Even without fear, it clutches. Move at 1/10th speed, roll AGL x 5% or stumble (no movement) each mt. Flight within is impossible. Roll DEX x 5% in order to do anything with ones' hands.
6. Unleashing Absolute: Range: 75', Duration: d10 minutes per level.
The single target must save at -5 or immediately all latent possesion, magical, psychic, alchemical, disease, necromantic, etc. transformations come to full fruition. This can be dispelled as a normal enchantment and the victim will revert to the normal course of their latent condition after the duration.
7. Darkforce: Range: Bolt 60' long +10'/level, 1' wide.
This congealed entropy extrusion negates force up to 2 dice per level of caster. It negates enchantment (objects, edifices, traps, etc.) It disanimates animated objects handily (roll 75% +5% per level over, -7% per level under animator.) It effluviates living and unliving tissue (d6 per level, immunity vs. disintigration provides protection.)
8. Disrupt Device Magic: Range: 120', 30' radius (placed.)
All devices in this region must save or fail to function for 1 min per level. If a one save is rolled, the item is negated permanently. Save is at -3 for normal magic items, +2 for items of a more priestly orientation.
9. Darkrack: Range: 30' + 5'/level over. Duration: 1 mt/4 levels.
A writhing flange of darkness extends from the caster's forehead. It can be directed to within 1' but moves so violently that there is a 30% chance it will strike intervening objects or beings within 5' of the line of sight, and there is always a 10% chance of missing the target. Once a target is struck, the 'rack will fixate for a full mt. Only then can the mage refocus it. Mote the mage can do other things while the 'rack is focussed. Effects: the object fixed by the 'rack is gripped in 'transexistence' (totally paralyzed and psychicly null) unless a save is made. The object disintegrates and rends (damage is half and half, save vs. both) d10/4 levels of caster. Further, all magic effects are disrupted, as if dispelled by a mage of two levels less than the caster. The disruption lasts d10 mt +1mt/lev. If half the necessary roll to disrupt is made, the effect is permanently canceled, magic items must save at -3.

Level Six:

1. Netherwound: Range: 30', 1' long/level of caster. Duration: Until used up or dispelled.
Effect occurs in a cone of 5' by 2' per level. This is a short term gap in normal reality. Sight cannot pass through, as space and time are disrupted in its midst. Magic passing through fails 50% - 2% per level of caster trying to penetrate (except darkness magic.) All beings coming into contact with it are 'scattered', d6 per level of damage divided between physical rending and teleportation gone wrong (requires immunity to spatial magic.) Those caught in the cone itself suffer d10 per 3 levels per mt of this damage and must save or be in a time loop (unable to act.) Every time one of the powers of the spell is used, there is a 5% chance that it will close.
2. Darkself: Range: Self, Duration: 1 min/level.
Become as dead, for duration. An aura of utmost dread stillness surrounds the caster, who becomes immune to undead attacks (drain, disruption, blast, paralysis, etc.), biological effects (disease, rot, poison, polymorph, slime transformation, etc.), nonmagic injuries do only 1/3 damage, as physical integrity is maintained by the stillness. The danger is that if dispelled the caster becomes truly dead. Light magic of over 10% damage to the caster will disrupt the effect. The caster is immune to detection. Contact causes a living or undead being psychic shock for d6 mt (swoon, save to -4 attack and defense.)
3. Permanent Injury: Range: 90', to a single target. Duration: Until dispelled.
An injury that occured within 1mt/level is enchanted so as not to heal or regenerate. The victim gets a save, of course.
4. Contaminate: Range: 500', 50'/2 levels radius, Duration: 1 hour/level.
All consumable water, food, air, feul in the region becomes toxic (d6/3 levels), upon drinking, eating, breathing/contact, as radiation/toxic gas, respectively. Nothing will grow in this region, all injuries decay rather than heal or regenerate, at 1/min. Items that leave the region remain toxic for the duration.
5. Morbific Demesne:
As level five death of the body, but with a 5' radius +1' per level over, in effect.
6. Finger of Death:
As level five Death of the Body, except there is no chance of healing.
7. Disintegration:
As per magic effect, except the damage upon a save is rolled in d8 per level.
8. Disrupt Antilife:
Range: 5' per level. Duration: Instant. Undead must save or have their unnatural existence ended. Save is to d10/3 levels in disruption.
9. Disrupt Lifeforce: Range: 5' per level.
The targeted victim must save or lose one LIFE FORCE per level of caster, regained at 1/min. This might cause temporary death, but while the individual recovers, he, she or it will suffer the effects for the duration (aging 25% of their life span, for starters!) Save will merely drain d4 levels, temporarily.
10. Wall of Vaccuum: As Wall of Darkness for range, etc.
Contact causes one to be taken inside, and one must save to leave. It is so silent within, that both living and undead bodies decay d10/5 levels of caster per mt, it also drives one mad (save vs. insanity at +2, -1/mt within. Note that the save (unless a 20) will eventually not be enough over time!) It is the insanity of autism and 100% disconnection with the world for d10 hours/3 levels of caster. A save here still still shocks the victim for d3 mt after leaving. All within 1' per level of the wall must roll AGLx5% or be dragged within, each mt.
11. Rantacter's Rift Spell: Range: 100', 5' diameter, must be placed, Duration: 1 minute.
The spell must be placed. The Rift causes cold and excision from time and space. If the victim falls inside, flies inside, enters it physically, the effect takes ahold (no save.) The victim is outside of time and space, and suffers a total of d8/2 levels of caster of "cold" damage, though the immunity is vs. time or space magic. Note that only angels and demons can think or act in this disk.

Level Seven:

1. Deathcry: Range: 120', targetted. Does d8 per 3 levels of disintigration and radiation, half and half.
If this effect kill the vitim, or death occurs within 1 mt/4 levels of caster, the victim must save or release an explosion. The effect occurs within a 10 + d20' radius, doing d6/3 levels of caster of above damage, divided among all in the region. Finally, the body of the corpse is replaced by a Rend in space in time, with the effects of a Wall of Vaccuum, described above.
2. Death of the Heart: Range: 60', Duration: Permanent.
The victim must save or permanently lose all emotions, passions, sympathy and morality. A save will remove these things for 1mt/level of caster. Unintelligent beings die of apathy in d12 days. Intelligent beings frequently do the same. This effect cannot be healed or cured. Only a very high level religious restoration will restore the victim.
3. The Pursuing Dark:
As per the fifth level pursuing dark spell, except that it pursues a given target at 60' per turn + 10' per level. Lasts 5mt per level. Level nine version of this spell creates a permanent pursuer (only disperses when the victim dies or when dispelled.)
4. Disharmonium: Range: 120', 10'radius + 3' per level over. Duration: 1mt/level.
Antimagic and antinatural field. Negates all force originating in the region and all but darkness that passes through (80% +/-5% per level difference between caster and originator of the effect. Inside, even the caster would be inert. It cannot be teleported through, and when outside of time, it is a complete stasis field.
5. Desecration:
As per priestly spell, but leaves twisted ruins, not a twisted religious zone (ie. a zone of level 2 divinity, not level 0. See notes on undead and necromancy for clarification.)
6. Dread Silence: Range: 60', 5'+1'/level, Duration: 1mt/level.
A silence so aweful that it causes immediate and permanent insanity (100% withdrawal from reality.) Save indicates stun for an additional d10 mt, unless immune to psychic attack, in which case save is to no effect. Automata become permanently quiescent. Immunity to psychic attack means a duration of 10 minutes per level, if save is not made. Immunity to darkness magic protects against the effect completely.
7. Disrupt Spatial Law:
As for other walls for duration, range, etc. This two dimensional wall eliminates spatial distances, each 10' square pane opens onto a different space, up to 100' per level squared distant from the caster. Normally these must be contemplated beforehand and 'drafted out', requiring an hour of work, or 10 minutes if the target position has been visited. At a moment's notice, only very simple geometries can be undertaken.
8. Mass Death Crater: Range: 90', 5' radius + 1'/level over.
All within must save or die, their bodies torn and irradiated out from the center of the effect (save to 2d10 damage, half physical, half radiation damage.)
9. Evovak's Radiation Spray: Range: 60', 10' terminating radius.
All within the cone suffer d6 per level of radiation damage, divided among all within. Note that radiation damage does not heal except through spiritual assistance, and only regenerates at 1/10th speed.

Level Eight:

1. Growing Not: Range: 100', up to 1 square foot per level surface area.
The target or being is % chance a dead/energy drained husk, depending on coverage. It grows by one square foot per minute until dispelled. A humanoid has about 10 square feet (3HD), +5 square feet per HD. Double the surface if the entity has wings. Save only vs. the first effect vs. energy/disruption. Disintegration halves the size of the effect and growth only. A save still yields % damage! Will destroy even major artifacts, religious idols, and has a shot of draining the effect of even gates or permanent magical edifices.
2. Unslakable Maw: Range: 60', 30' radius. Duration: 1mt/level.
One maw per 3 levels fly within the radius at 300' per turn, biting as the mage's level in HD. They do 2d10 damage plus drain d6 (anti)lifeforce. Immune to all save light magic and 1% per point of electricity damage of being disrupted.
3. Unbridled Pathology:
Releases a horrible pestilence, not a lifeforce (bacteria, virus, etc.) nor antilifeforce (mummy dust, desercastion ichor, zombie toxin, etc.) but a DEATH FORCE. Begins by contaminating a particular region: Range: 120', 10' radius, growing by 10' radius per d6 hours to 10' per level. All within (living or undead) are striken (die d10% per hour, cumulative as (un)living matter deteriorates, or if save is made, become a carrier. Lasts a total of one hour per level of caster. Each death extends the local effect by d100 minutes and extends the radius by 10'radius. Healing occurs at double normal rate, though regeneration is halted for the duration of the effect, and will recover the damage done by the spell at only 1/20th speed after the duration ends. Dispel magic will remove the effect at +25% chance, plus 50% of all accrued damage. Carriers infect all they touch, and all within a 10' radius 10% per minute spent with them, cumulative!
4. Regional Disintegration:
As a standard cone or ball. All within save or disintegrate, to d6 damage per level, divided among those within the area as they are swiss cheesed! Only a save at +6 over what was required for disintegration halves this damage.
5. The Womb of Unbeing: Range: 100'/level.
The ritual lasts 7+d8 days, during which time the victim must be within the range at all times. The victim's creation (work of art, magic, a child) is UNDONE. Victim saves at -3, the object/person/etc. if imbued with life force saves at -5. The range of the uncreation is unlimited, and even crosses planes! (The caster must be aware of what is being undone, however.)
6. Life Harrow:
The mage becomes a source of black tendrils and dark beams, and ceases to exist for the 1mt/level duration. The tendrils are 1 "Darkrack" per 5 levels. Beams emit d10 per turn, and 1/3 levels of caster fixates on a meaningful (un)living target per turn. These do d10/3 levels of caster damage: Roll effect: (1) disintigration, (2) disrupt (anti)lifeforce, (3) radiation (4) morbific silence (5) scattering (teleport randomly about) (6) physical shock.
7. Disrupt Temporal Law: Range: 100', 30'radius. Duration: d6mt/3 levels.
Inside: filled with scenes and dark images of events past and of a horribly twisted possible future. All forces therein are real. In the middle of a melee, attacks can repeat, "future" attacks cut through friends, etc. Mages can only cast spells 5% per level within, as the laws are so twisted, 3% per level for time mages. Game master interpretation required.
8. Unstar Summoning: Range: 100' + 10'/level, 3' radius, must be placed.
A dark plasma writhes at the center of this effect, which rushes out to the end of the range at 500' per turn. The speed is such that it can be dodged, but no easily (say it moves at 50 miles an hour.) Looking directly at the unstar rends consciousness: save at -2 vs. insanity or slip into a nonlucid trance for d6mt, save to or followed by (if save is failed) by 2d6 x 10 minutes of confusion (-2 all mental abilities.) A "1" save indicates permanent insanity. Effect: All within 10' of the path of the unstar (save the caster) decay (as per darklight) d12 + d8/3 levels. Whatever is struck is completely consumed (only immunity to disintegration and death spells, or to darkness magic protects from this effect.) Save to "denudement", all items are disintegrated (save at -5) and teletemporally scattered in time and space (normal save for those items that are not disintegrated), to within a d10xd100' radius, d100 seconds into the future. All magical effects effecting the entity are dispelled (as a full strength "disrupt fields" spell.)

Level Nine:

1. Darktide:
As the hungry dark except: consumes technological and magical force (as a half strength disrupt fields spell). All items, magical traps, permanent enchantments, etc. Extends duration d10mt per death within or the destruction of every 3 enchanted objects. Every 3 extensions adds d100% size and every 6 such allows it to extend d4 arms of 100'. It is drawn to life force and all forms of energy. Ends only when there is nothing left to consume!
2. Death of the Mind: Range: 100' + 10' per level of caster.
Save or die only a mental death: persona, will and psyche (imagination). The being becomes an automaton with d100% memories and physical skills (+10% per level over). Permanent and unrecoverable without a major priestly Restoration. The being has virtually no resistance to possession.
3. Mass Death: Range: 300', 10' radius, that grows to 200' radius in one mt.
All within save or die, including undead. All (anti)lifeforce stricken to 0. Save to stun for 1 mt. No material stops the wave of darkness, though many forms of priestly protection and light magic would. Only defense is against death magic or darkness magic.
4. The Neverborn:
Long ritual - a captured being is enchanted (gets a normal save.) If this save fails, over the course of d10 days, a dark simalcra is born out of the victim. The birth is very destructive. The victim will die and so will the simalcra unless the 'parent' is healed and kept alive. The simalcra has a dark and sinister bent on all the parent stood for and has his or her appearance, abilities. In fact the simalcra is the parent, asid from two things: an OPPOSITE PSYCHE, and no soul (no lifeforce). All that the parent built, made, etc. can be destroyed by the simalcra at +10. Duration is permanent unless the parent is truly healed (ie. freed and spiritually cleansed) or allowed to die. The simalcra doesn't know any more than the parent would, gaining sentience immediately after birth, plus that it hates what it was. It is under no obligation to or control of the caster.
5. Disrupt Magical Law: Range: 120', 1' radius per level. Duration: 1 minute per level.
The region disrupts all currently operating magic, prevents more coming into activity and increases fumble chances 30% +5% per level below caster. Note there is always the chance ,if the magic succeeds, that the spell will backfire (1% per level of the operating magic in the region). This ends the disruption and shocks the darkness mage into no magical powers for d12 hours. Note that only the maximum level of magic, operating at the time of the casting, has one chance of causing the backfire.
6. Reality's Seams: Range: 60', up to 1000' of line, 100 square feet of surface or 10 cubic feet.
The effected zone tears at reality in a number of ways. (1) Normal gates within 1' radius are impossible, as are teleports or timeports within 10' radius or +/-10 minutes, likewise for skrying devices. (2) Unstable 'minidimensions' or 'time pockets' fray and are destroyed, as are stasis fields, portable holes, palaces in a box, shadow bivouacs, etc. Save at -10, dispel magic at +50%. (3) Space, time and dimension may be cracked for viewing, travel or tactical purposes. These effects are very hard to control and require much practice beforehand and adjudication in application, on the part of the GM. In general, 100' per level can be spatially folded, 1 minute per level can be temporally braided, and any 'adjacent planes' can be sheared. (4) Undeified zone, (as level six necromantic spell: The zone of null divinity) In addition, a deified being, such as a demigod, martyr or saint, loses their omniscience and atemporal nature, in short they become for the duration of the spell, mortal. (5) Extraplanar travel, as done by angels and demons, is impossible within a field bounded by realities seams, and can only be done when faced by a 'plane' of reality seams 1% per (anti)lifeforce, thus lesser angels or demons have only a 25% chance, while greater ones might have around a 50% chance.

Level Ten:

1. The Final Self:
The soul of the caster is consumed. Lasts a maximum of one year. The caster becomes solid darkness. The fate of the caster becomes set upon the casting of the spell, only a final act remains. During this time only energy can harm the caster, and only if it can counter the energy absorption field (100% -1% per level of caster over 10'th, the energy gets absorbed!) Requires 10 pts of damage per level of caster to negate the effect, and only light does full damage, all other forms of elemental magic do only half damage.
2. Endless Dark: Range: 300', 10'radius + 3'/level maximum.
Region is dead until dispelled. All within remains, though time and space have no meaning. Demons can only dimensionally escape, not act. Magic is in stasis there, too. The duration is permanent until dispelled. If anyone saves and resists, they emerge dreamlike at the perifery of the field in d100 minutes, squared.
3. The Final Blight:
As Darktide but all within save or die, those who don't die, carry the blight within them for up to d10 hours. The darkness will emerge at any time there are others within the range of the spell who are not also carriers, (after a d20 minute delay, so as to catch more within!) The effect will only cease when no one else can carry the effect onward, or the duration ceases. Each darkness can move at 30' per turn and detects (anti)life up to one mile away. Separate parts become independent and mutate, so resistance to one does not entail resistance to the others!
© Erik Guttman, 1996 --------------371D3B6B229D Content-Type: text/plain; charset=us-ascii; name="Malalc.txt" Content-Disposition: inline; filename="Malalc.txt" Content-Transfer-Encoding: 7bit Malinbois Saga - Alchemy Rules Alchemy in Ars Magica (Last update: 16/4/96) (this page written by Mark Shirley) Nota Bene I do not believe that this account of alchemy is entirely within the paradigm for 13th century Europe. It is a mock-up of actual alchemical thought, but hailing from much later in history. However, it is not totally unreasonable that the forerunner of 16th century alchemy could not have been present at the time-period covered by Ars Magica. Most of the game system was adapted from "The Compleat Alchemist" by Pandevelopment, a production of Wizards of the Coast meant to be used for any game systems. This extension of those rules is not intended to be a challenge to the Copyright of that book, but all new material on this page is copyrighted by Mark Shirley. The Alchemist Alchemy is the "raising of vibrations", that is the activation of the mystical properties of mundane substances through the use of "rare earths". These rare earths focus the alchemist's Will acting as a catalyst, unleashing the fluid vis resident in all things. Alchemists have the Gift, but once alchemical training has commenced, Hermetic magic cannot be then learnt. Likewise Magi cannot learn true alchemy - that practised by some members of the Order (most notably Verditii) is an abased form which merely assists in the creation of potions. However, alchemical compounds are magical, and are treated like invested items for all purposes (such as Magic Resistance). Alchemists consider themselves to be "brothers" to the Magi of Hermes, as they claim that Alchemy was the invention of Hermes Himself. They are integrated into the Guild system of Medieval Europe, although often practice their craft in secret. Paracelsus is a figurehead of alchemical research, and is a founder, so to speak, of alchemical brotherhoods. If an Alchemist ever entered the Order of Hermes though, he would be seen as a traitor to his Guild, and would find it very hard to find books of formulae and specialised ingredients he requires to continue his art. Alchemical Teaching There are two "circulations" of alchemy, the lesser circulation which deals with organic matter, and the greater circulation which affects inorganic matter. Three mystical substances are worked with in alchemy, as are three Kingdoms (animal, vegetable and mineral). Each Kingdom has a Mercury (Note: not the same as quicksilver), and this is the equivalent of what Magi call Fluid vis. It is the Mercury which is "circulated", which raises the magical properties from mundane substances. All three Mercuries are derived from the same original source, but manifest under different vibrations in each realm. The Salt (not the same as sea-salt) is unique to each manifestation of the Mercury within a Kingdom - For example, there is one Vegetable Mercury, but salts for Oak, Poppy, Seaweed, etc. The process of alchemy is to free the Mercury from the Salt. The third Substance is Sulphur (not the same as brimstone). Sulphur is normally found in its oily form adhering to the Mercury. It is separated from the Mercury only in the Greater Works, where a pure Essence (That is, Mercury without Sulphur) is required. There are nine Vibrations which interact with the three substances to form the material world, and hence the three Kingdoms. The vibrations are not fully understood until the Greater Works are accomplished, but they are base, primal manifestations of the world. A purified Mercury under the influence of a Vibration (called an Essence) is what Hermetic Magi term Vis, and is highly prized by the competent alchemist. Any number of vibrations can affect an Essence, thus the variety of this mystical substance is great. The more vibrations, however, the more mundane the object is. Primary Essence is affected by only one Vibration, and so comes in nine forms. It is the most powerful of the Essences. Secondary Essence resonates to two Vibrations and there are thus 81 different types. Very few alchemists care about the 729 Tertiary Essences or any lower Essences because they are too impure, and therefore worthless. In all there are reckoned to be 435,848,049 Essences, a nine-digit number with reduces via numerology to the number 9 - a highly mystical number. There are believed to be only 435,848,049 different substances in the whole of Creation. Lists are being made... Alchemical Methods Procedures The alchemist must be well versed in many procedures and crafts required for the creation of his concoctions. Many of these skills he must master himself, for they are an integral part of the creation process. Procedures are treated as abilities somewhat akin to Crafts. LevelProcedureAttribute I Basic Procedures: weighing, powdering, mixing, simple heating (Dex) II Heating Procedures: calcination, subjecting to the Alchemists Fire, sublimation, gasification (Int) III Founding Procedures: smelting, casting (Str) IV Metalworking (whitesmithing): drawing, beating (Dex) Glassworking: glassbowing, polishing (Dex) Woodworking: carving, carpentry (Dex) Clayworking: pottery, firing (Dex) Gemworking: gemcutting, polishing (Dex) V Vintners Procedures: distillation, fermentation (Int) They are graded according to when in his career an alchemist will need a particular skill - at Alchemy rating of 1, must know the level I procedures. By Alchemy 3, level II procedures are required. For Alchemy 4 Level III procedures must be known, as well as one or more of the level IV procedures. Metalworking and Gemworking (both level IV prodecures) must be known by the time Alchemy 5 is reached, and The level V procedures are needed for Alchemy 6 and higher processes. Isolation of Rare Earths To an alchemist, the most precious and important of all substances are known as rare earths. These are substances that focus the alchemist's will, unleashing the power resident in the Mercury. Rare Earths consist of elemental substances such as antimony, cinnabar, pitchblende and various salts and metal oxides. They also contain trace amounts of all the elements, and can be found in small quantities in all types of soil and sand. While most people cannot distinguish rare earths from fine soil, an alchemist with the correct ability (Isolate Rare Earths) will easily be able to isolate a number of drams equal to half the score of the ability in a week, or 3 times the skill in a month - this is tiring repetetive work which requires great concentration. Finding Ingredients An alchemist must spend a certain amount of time hunting for the ingredients he needs. Rich alchemists can often buy many of these supplies in large cities, but this is not always reliable. One must be in the correct terrain and the correct time of year for many of the ingredients required (discovered though successful Int + Appropriate Lore). Once these two factors are determined, make a Per + Search roll, each roll occupying a day. The EF depends on the rarity of the ingredient, and for each 5 full points over this ease factor, the equivalent of 1 dried ounce of the ingredient is collected. Of course, one is not always certain what one will need, so general collection is also recommended. An alchemist typically has chests/bottles/jars of ingredients, each labelled along the lines of "Plants collected in the Gladden woods in the Spring of 1220AD". When the alchemist discovers that he needs a certain ingredient that grows in woods during Spring he can go to that chest and look for it. There is a 60% chance that 1-10 ounces of any given common ingredient will be present, and a 10% chance that 1-5 ounces of any rare ingredient will be present. Once an ingredient has been determined to be present, then it should be noted down as being so. Each such collection takes a month of collecting to create, and must be refreshed by another 2 weeks of work every year or the percentage chance of finding ingredients is reduced by 10% / 2% respectively per year of neglect - the ingredients are used up, lose their potency, go off etc. Gemstones must nearly always be purchased from a Lapidiarist in a large city. Researching Processes To create a substance an alchemist must first come up with a formula. Alchemists are jealous with their secrets, and are not generally willing to give (or sell) their formulas to others. By taking basic examples from the books that an alchemist was given by his master, and a few weeks experimenting in the laboratory, an alchemist can invent a formula that has the effect he desires. This is an Int + Alchemy roll. The alchemist must accumulate points at a rate of one roll per week of study until a total of 2x(Procedure Ease factor of required process + Difficulty of process) is reached (see accompanying table). This is a stress roll, a botch indicates that the task is forever beyond the alchemists knowledge.

New Procedures

Alchemists have a set of stock formulae passed down to them in texts. These are given in the rules below. However, it is also possible for an alchemist to create new processes. These are researched in the same way as set formulae, but take twice as long. The SG should determine what goes into their make-up. The research takes twice as long as normal, and the alchemist must experiment when performing the process (see experimentation rules, below). In addition, the Procedure Ease Factors are increased by 2. Studying Alchemy Alchemy can be studied like Magic Theory can; the alchemist spends a season locked up in the laboratory experimenting wth compounds in an attempt to learn more about the way that alchemical substances work. Most of the time an alchemist is studying for the next stage of alchemy - for instance, an alchemist with a skill of 4 will spend time experimenting with attempting to raise the vibrations of gemstones as groundwork for creating a talisman. The process takes a season, and the following total is computed: Stress die + Int + Alchemy + (3 x No. of Livres spent). The result determines the number of experience points earned for Alchemy (if the total is twice one's current skill, earn 2 exp, etc); with the restriction that one can earn no more experience points than half one's Alchemy skill (Alchemy is a complicated process, restricting one advancing too fast). The money is spent on ingredients and equipment that are consumed in the experimentation - A rich alchemist can afford better ingredients, and thus potentially learn more. Creating Alchemical Substances Each process has a Difficulty, a Level, a Procedure Ease factor and a Chance of explosion. The Difficulty is the minimum alchemy skill required to attempt processes of that type. The Level is the value that the Lab Total must equal or exceed for the process to be a success; points equal to the Lab Total being accumulated each season until the process is finished. The Lab Total is: Int + (5 x Alchemy) + Concentration The Procedure Ease factor is the roll that must be achieved for each procedure required in the process. One roll per procedure is made for the entire process, no matter how many seasons it takes, but add the number of seasons over the first to this Ease Factor. These simple rolls are done on the appropriate Attribute + Ability. A success incurs no additional risk. A failure within a number of points equal to ones skill in that procedure incurs an additional risk to the process due to shoddy lab work, but may still work without fault - add the number of points that the roll was missed by to the Chance of Explosion. If catastrophe does not result, the substance works as intended but there is something wrong with it - it tastes foul, or hasn't congealed properly, or something similar. Failure outside this limit means that the procedure will fail AND the number of points that the roll was missed by is added to the chance of explosion. The player of the alchemist character is not aware of the result of these rolls. One per season he can review his work to check for mistakes - roll Per + Alchemy against an Ease Factor equal to (# procedures + base procedure Ease Factor). Success indicates that the current status can be assessed, failures can be spotted early and the final risk of explosion can be determined with a reasonable degree of accuracy, giving the option to abort the process to save wasting valuable time. Immediatly roll for explosion at a reduced chance proportional to how far through the process that the alchemist is. Finally, there is a risk of explosion once the work is finished, even if it was completely successful. Alchemy is a tricky business, and many alchemists are killed by their own creations. The number indicated in this column on the table is the bonus to a simple roll. Add the difference of any failed procedure roll, and subtract the alchemists dexterity. if the result is 15 or more, an explosion has occured - see the Explosion table. As an option, there may not be an actual explosion, but instead a fatal flaw has been introduced to the process - the potion has curdled and is poison, for example. This roll should be made in secret by the SG if this option is used. Note that Alchemy is a constructive process, each step dependent on the previous one. One must create at least one of each Process before it is possible to move on to the next level of Alchemy. Some levels have more of a restriction than this, for example, one must create four Talismans before attempting an Elixir. Experimentation Alchemists can experiment, just like their Hermetic counterparts. This works in the same way as for Magi: a simple die is added to the lab total, and a roll on the Extraordinary Effects table is made. Additional risk can also be taken, but this is dangerous - add the Risk factor to the Chance of Explosion. Process Table
DifficultyProcessLevelProcedure Ease FactorChance of Explosion 1 Concoctions/tinctures 5 6 none (rare) 10 7 none 2 Toxic Powders/Salts 10 7 +1 (rare) 15 8 +1 3 Impure Essences 15 8 +1 Venoms 20 9 +2 4 Devices 20 9 +2 5 Talismans 25 10 +2 6 Elixers/potions 30 10 +5 7 Dusts 35 11 +7 8 Solvents 40 11 +8 9 Gases 45 12 +10 10 Essences 50 12 +10 11 Constructs 55 13 +3 12 Homunculi 60 13 +10 13 Advanced Essences 65 14 +7 Advanced Operations 70 14 +7 14 Philosopher's Stone 75 15 +10 Adjustments to Lab total required: +5 per dose desired - with a limit of 1 dose per 2 levels of Alchemy. Can only ever get 1 device / talisman / construct / homunculus etc. at a time. It is necessary to use scaled-up amounts of ingredients for extra doses: To get 2 doses, you need 2x the ingredients. +X (where X <= Alchemy) to make the substance's effect stronger against magic resistance - use adjusted level for penetration purposes. This involves the use of an extra 2 drams of rare earths. +(varies) if using a substitution instead of the exact ingredient required. Explosions Table
Quality die Effect 2-5 Minor explosion. No-one is injured, only 2-20 shillings of damage is done. The lab may still be used, but the process is ruined. 6-8 Explosion. Anyone within 20 paces of the operation will suffer +5 damage. 20-200 shillings of damage is done, 1 week is needed to repair the lab. The operation in progress in ruined. All compounds have only a 30% chance of survival. 9-12 Major explosion. Anyone within 40 paces suffers +10 damage, double if solvents were being made. The lab itself will take 200-250s worth of damage and take 2-5 weeks to repair. The operation is ruined, and all other stored compounds have only a 10% chance of survival. 14+ Catastrophic explosion. Anyone within 100 paces will suffer +20 damage. Double this figure if solvents are involved. The alchemists furnace has been destroyed along with 300-800s worth of other equipment. The lab suffers structural damage. Note that armour does not normally affect soak rolls from explosions. If an event other than an explosion is chosen by the SG, a quality die is still rolled and an effect of appropriate magnitude is devised. Concoctions Concoctions are part of the Lesser Circulation. They are infusions of Sulphur and Mercury, having removed the impure Salt. They are either liquids or ointments. Residual Salts in a concoction cause minor side-effects: eg. Tincture of peppermint might produce a strong smell for several days. Materials: All concoctions begin with one fluid ounce of pure water and one dram of rare earths. Procedures: Weighing, Powdering, Mixing Concoctions last 5-10 rounds, except for cures, whose effects are permanent. Cures will promote recovery from a disease. If the disease is the result of magic, they have no effect, unless the spell is of Instant Duration, and magic is not maintaining the disease. If the disease is "natural" (i.e. due to submundanes) then add 5 to any attempts to cure the disease (usually adds to the wound recovery roll). If the disease is caused by direct possession by an Infernal spirit, then that spirit suffers a -3 to all escape rolls. They can be addictive to the user if taken too frequently - for every time the same concoction is taken after the first, one must make a Stm roll of (5 + #concoctions taken). A failure means the loss of a Fatigue level and a point of Stamina until a concoction is received. These effects may wear off after some time without a fix, but the addiction roll EF does not diminish with time. Unfinished concoctons can have their effects reversed by the addition of contrary vine. They cannot increase a statistic or skill over 5. For penetration purposes, Concoctions have a Penetration of Stress die + 5, Rare Concoctions have a Penetration of Stress die +10. Common Concoctions Tincture of Absinthe: causes temporary amnesia Tincture of Hellbore: an anaphrodisiac (Gain Personality Trait "Unpassionate +3") Tincture of Jasmine: an aphrodisiac (Gain the Gift of Venus Virtue) Tincture of Oak: cures allergies Tincture of Agrimony: reduces sanguine humor, cures blood diseases Tincture of Anemone: cures eye diseases Tincture of Peony: reduces phlegm, cures insanity Tincture of Angelica: promotes phlegm, cures lung diseases Tincture of Sage: cures nervous disorders Tincture of Asparagus: cures paralysis Tincture of Peppermint: promotes choler, cures stomach diseases Tincture of Cloves: cures tooth diseases Tincture of Purslane: reveals Glamour (Grants Faerie Sight 3) Tincture of Garlic: guards against possession (Gain +5 to Natural Resistance roll) Tincture of Hemlock: bestows lightness on imbiber (Reduce Load by half) Tincture of Cinquefoil: encourages friendship (+3 on social skills intent on making friends) Tincture of Vervain: enhances skill in combat (+5 to 1st Strike and Attack) Tincture of Fern: aids in disguises (+5 to all Disguise rolls) Tincture of Mistletoe: aids manual dexterity (+3 to Dex rolls involving nimble fingers) Tincture of Saffron: enhances luck (Make all rolls twice, choose best) Tincture of Bindweed: binds wounds (Consider Medium Wounds or better as stabilised) Tincture of Oaksap: increases personal charisma (Increase Com by 3 points, max 5) Tincture of Basil: antidote to many common poisons (Roll die + 4 vs Potency to neutralize) Tincture of Mugwort: grants visions of imminent danger (Premonitions 3) Tincture of Cypress: guards the mind from confusion (Gain Clear Thinker Virtue) Tincture of Borage: bolsters resistance to fear (Gain +3 to Brave Personality Trait) Tincture of Laurel: protects against lightning (+10 soak, bolts unlikely to hit) Tincture of Aconite: an ointment to repel werewolves (Roll die + 5 vs die + Stm of Werewolf to repel) Tincture of Benzion: wards off evil dreams (+15 Magic Resistance vs evil sendings) Tincture of Fennel: drives off ghosts (Roll die + 5 vs die + Int of ghost to repel) Tincture of Nettle: repels unnatural beasts (Roll die + 3 vs die + Stm of beast to repel) Tincture of Garlic Flowers: repels minions of Satan (Roll die + 3 vs die + Stm of demon to repel) Tincture of Ash: provides resistance to magic (+10 Magic Resistance) Tincture of Rowan: provides resistance to necromancy (+15 Magic Resistance vs malign Corpus spells) Tincture of Elderberries: provides resistance to witchcraft (+15 Magic Resistance vs curses, etc.) Tincture of Betony: increases strength (+3 Str, max 5) Tincture of Sunflowers: causes imbiber to speak only the truth (Int roll of 9+ to lie) Rare Concoctions Tincture of Prophet-Tree: grants powers of augury (Divination 3) Tincture of Spider Plant: enables one to climb (Climb 4) Tincture of Cleric's Cowl: a strong antidote to poison (Roll die + 7 vs Potency to neutralize) Tincture of Spritebane: drives off the Fey (Roll die + 5 vs Stm of faerie to repel) Tincture of Lotus: allows one to sense emotions (Empathy 4) Tincture of Snow-Lily: aids healing of frost bite (+7 to Wound recovery) Tincture of Fire-Lily: aids healing of burns (+7 to Wound recovery) Tincture of Thousand-Seal: grants powerful but ambiguous visions (Visions 4) Toxic Powders Part of the Lesser Circulation, toxic powders are the Activated Salt, still bound to the Mercury. Materials: All toxic powders begin with one dram of rare earths. Procedures: Weighing, Powdering, Mixing, Simple Heating They can be added to food or drink, thrown in breakable vials, dispersed by hand or propelled via blowtubes. If hurled in vials, alchemic powders have a range of (Simple die+Str+Throw)x5 feet. If expelled from a blow tube they have a range of 10 feet. Many deal with Fey herbs, and so may be unpredictable in their effects. The SG must judge this; if nothing more, the compounds may be hard to collect. The effects of Toxic Powders last 2-20 rounds (roll 2 simple dice and add). Poisons have permanent effects. Common Toxic Powders Salt of Lime: causes blindness (Stm roll of 7+ to avoid) Salt of Nightshade: causes vivid hallucinations (Int roll of 7+ to clear head) Salt of Charcoal: explodes upon contact with air (+10 damage) Salt of Monkshood: a moderate incapacitating poison (+15 damage, if the imbiber gets a good dose) Salt of Cyclamen: causes severe nausea (Stm roll of 7+ to avoid) Salt of Liverwort: causes paralysis (Stm roll of 7+ to avoid) Salt of Camoline: causes deep slumber (Stm roll of 6+ to avoid) Salt of Earthsmoke: creates smoke on contact with air (10 cu.ft.) Salt of Pepper: causes incapacitation by sneezing (Stm roll of 7+ to avoid) Salt of Yellow Meliot: causes severe dizziness (Stm roll of 7+ to avoid) Rare Toxic Powders Salt of Contrary Vine: reverses normal behaviour (Reverse sign of all Personality Traits) Salt of Black Mushroom: causes insanity (Imbiber acts irrationally and out of character) Salt of Elderberry: causes a hideous disease (Stm roll of 7+ each day for 1 week. Each failed roll means a loss of a Fatigue level (treat Unconscious as Incapacitated), each 2 failed rolls = -1 Prs) Salt of Skullcap: a fearful poison (Potency 25) Compounds Part of the Lesser Circulation, compounds are the impurely obtained Essences, derived by partially removing the Sulphur. They are more complex than the simple enhancement of the natural magic of herbs found in the creation of concoctions, and are often multi-step processes combining a number of effects. The effects of compounds can last for up to a day. Materials: All compounds begin with one dram of Rare earths Procedures: Weighing, Mixing, Simple Heating. Essence of Jasmine also requires Subjecting to the Alchemists Fire. Venoms come under this category as well, Essences that have been concentrated to a sticky state whilst still retaining the natural venom of the animal of origin. Venoms are the first part of the second stage of the Lesser Circulation, involving Organic matter of Animal nature. 1 dose is sufficient to coat either: half of a 2H sword 6 spearheads a 2H axe 3 daggers 1 standard sword 12 arrows/quarrels 2 hand axes The venom must be applied within 1 min of being used, and is only effective for up to 2 hits (only one for 80% of the time). Common Compounds Essence of Resin ("Alchemists Glue"): bonds with strength 12 Essence of Jasmine: an aphrodisiac perfume (Gain Gift of Venus Virtue until Sunrise) Essence of Fern: an invisible ink Essence of Milkwort ("Oil of Slipperiness"): (Dex roll of 6+ to stand, +3 botch dice on all actions involving movement) Essence of Arnica ("Salve of Sharpening"): (Applied to edged weapons; doubles damage, then corrodes blade) Venoms Essence of Liverwort: causes paralysis (Potency 25, quick) Essence of Scorpion: a slow and painful venom (Potency 10 every hour) Essence of Serpent: a quick and painful venom (Potency 15 every minute) Essence of Spider: a moderate venom (Potency 20) Essence of Dwale: instant and deadly (Potency 30) Devices This is the first step into the Greater Circulation; that is, the raising of vibrations in Inorganic substances. At this stage it is a very impure and inexact science, and so an alchemist is always considered to be experimenting when creating devices unless they have already mastered the Greater Circulation (level 7). Materials:Jeweler's tools and molds, glass-working equipment. Rest varies according to device. Procedures:Weighing, Smelting, Casting, Glassworking, Metalworking, Polishing All devices are designed to enhance the natural properties of the non-magical item. Alchemist's Lens: Requires 1 oz each of silica, potash, lime, lead and 1 dram of rare earths. Enhances fine detail, requires 1 min of scrutiny per 10 sq.ft. (Search 5) Alchemist's Prism: Requires 1 oz each of silica, potash, lime, lead and 1 dram of rare earths. Pierces illusion, requires 1 min of scrutiny (Faerie Sight 5) Alchemist's Lock: Requires a minimum of 2 oz of iron, and a carat of powered turquoise. Very hard to pick (EF for such a task is 18). Alchemist's Divining Rod: Requires 1 oz each of lead, mercury, iron, copper, silver, gold and platinum, 2 oz of sulphur, 2 oz of lodestone, 1 dram of rare earths and 1 carat of pearl. Also requires 2 oz of the material to be detected. Can be designed to detect any single substance (Roll die + 7 against EF to find) Alchemist's Key: Requires 1 oz of strong metal, 1 oz of silver, 1 dram of rare earths and 1 carat of onyx. Can open most doors (Pick Locks 7) Alchemist's Torch: Requires 1 oz of silica, potash, lime and lead, 1 dram of rare earths, 1 oz toadstools, 2 dozen fireflies. Produces phosphorescent light. (Normal sight within 5 paces, poor sight in 15 paces) Talismans As part of the Greater Circulation, the creation of talismans is a fundamental process. It is the raising of the Vibrations in a gemstone so that it radiates its natural magic due to sympathetic resonance with the metallic base which it is set in. The effects last 10 mins and can be used but once a day. Each is specifically attuned to a single user, and will not work for any other. An alchemist must complete at least four talismans before he can proceed to a higher level of Alchemy. Materials: All talismans use a base of 1 oz each of gold, silver and platinum, 5 ounces of the specified metal, 1 dram of rare earths and a five carat gem of the type specified Procedures: Weighing, Powdering, Mixing, Calcination, Smelting, Casting, Wire-drawing, Polishing Many Talisman effects are given Hermetic spell equivalents - this is to give an approximation of power. For instance, to lie successfully to someone with an Agate Talisman requires a Com + Guile roll of 18+, but it does not create clouds of mist, like in the spell "Frosty Breath of the Spoken Lie". The Talismans are split into planetary correspondences. Alchemists believe that it may be detrimental to have two talismans of different planets active at any one time, as their vibrations may interact. The first time it happens, for example, reduce the potency of both effects by half. Further multiple activations have a knock-on effect - what happens is up to the SG. Talismans of Mercury (set in quicksilver/platinum amalgam) Sapphire: allows simple levitation (ReCo 10, Rise of the Feathery Body) Aquamarine: increase speed of reaction (Rolls involving Qik recieve +2) Catseye: increases knowledge rolls (Add 2 to all such Int rolls) Stauralite: ensures friendly reception (Increase social rolls by 4) Topaz: prevents control by another (+25 Magic Resistance vs ReCo and ReMe) Talismans of Jupiter (set in tin) Amethyst: instill loyalty (Those under command get Loyalty +3) Opal: prevents fear (+25 Magic Resistance to magic producing fear, +2 to Brave rolls) Jade: neutralizes poison (Die +15, must beat Potency, reduces it if it doesn't exceed) Talismans of Venus (set in copper) Emerald: protection from hostile magic (+20 Magic Resistance) Malachite: grants ability to breathe water (MuCo/Aq 10, Lungs of the Fish) Agate: wearer can percieve lies (InMe 20, Frosty Breath of the Spoken Lie) Talismans of Saturn (set in lead) Onyx: allows one to disappear from sight (PeIm 15, Invisibility of the Standing Wizard) Garnet: enables one to think clearly (Grants Common Sense and Clear Thinker Virtues) Turquoise: flesh becomes as stone (MuCo 20, +7 Soak) Talismans of the Sun (set in gold) Diamond: wearer can see invisible things (InIm 15, Discern the Images of Truth and Falsehood) Amber: enhances healing (+10 to Wound Recovery rolls) Sunstone: gives luck (Influence any die roll made by 1-3 points either way) Talismans of the Moon (set in silver) Pearl: gives one persuasive tones to the religious (+5 to social rolls when talking to the pious) Moonstone: gives help when most needed (Ambiguous, under control of SG) Talismans of Mars (set in iron) Ruby: gives resistance to fire (ReIg 20, +10 soak vs Fire) Peridot: gives strength (+2 to rolls requiring Str) Elixirs A partially worked and treated gemstone forms the base of an elixir. It is then augmented with Alchemic solution and elements from the Lesser Circulation (primarily animal in nature) to create a liquid of potent effect. Materials: All elixirs start with a fluid base called Alchemic Solution. This consists of 1 carat each of twelve gemstones, 1 dram of rare earths and 1fl oz of pure water. (*) Procedures: Creating Alchemic Solution: Weighing, Powdering, Mixing, Subjecting to the Alchemists Fire. Preparing ingredients: Weighing, Calcination, Mixing. Combining alchemic solution and ingredients: Subjecting to the Alchemist's Fire, Distillation, Fermentation Elixirs work through the Law of Similarity. The effects last for 30-60 mins. If magic tries to counter the effects of dusts, make an opoosed roll of the level of effect of the dust versus the level of the spell+10. (*) An alchemist can spend a season making just alchemic solution (it is the base for many other future procedures). This involves only the processes for creating the base, and so it is possible for the alchemist to make many more doses in a season, if he can afford the ingredients. Thus he can produce a maximum of 1 dose per level of alchemy skill. Difficulty 6; Level 20; Procedure Ease Factor 10; Chance of Explosion +4 Elixir of Tithonius: 6 carats green turquoise, cicada and the horn of a hart Royal. Causes unnatual aging. (PeCo 25, Bane of the Decrepit Body) Elixir of Philemon: 6 carats emerald, a toadstone and love-in-idleness. Brings another under willing control. (ReMe 25, Beguile the Mortal Mind) Elixir of Melampus: 12 oz tin and the bladder from a serpents brain. Gives control over animals. (ReAn 25, Mastering the Unruly Beast) Elixir of Heracles: 6 carats ruby, sinews of aurochs and spleen of bear. Gives unnatural strength. (ReCo 30, +4 to Str, can be raised above 5) Elixir of Pan: 6 carats amethyst, a goats liver and mountainjoy. Allows the manipulation of emotions. (MuMe 25, Taint of the Wizard's Mind) Elixir of Daedalus: 6 carats sapphire, pinions of an eagle and ergot. Gives the power of flight. (ReCo 25, The Travelling Thistledown) Elixir of Argus: 6 carats diamond, eyes from a hawk and mountain spring water. Gives extra-ordinary sight. (MuCo 25, Eyes of the Raptor (like Eyes of the Owl and Hawk)) Elixir of Boreas: 6 carats moonstone, snow lily and ptarmagin feet. Gives resistance to cold. (CrIg/Co 20, drives off all effects of cold) Elixir of Etus: 6 carats ruby and salamander skin. Gives resistance to heat. (ReIg 25, Ward against Heat and Flames) Elixir of Janus: 6 carats opal and mongoose bristles. Gives immunity to poisons. (PeAn/He/Co 20, Alleviate the Serpent's Bite) Elixir of Odysseus: 6 carats onyx, fern seed and moly flower. Grants invisibility. (PeIm 25, Veil of Invisibility, must concentrate to maintain invisible state) Elixir of Chiron: 6 carats jade, slough of a snake and five-finger grass. Heals wounds. (CrCo 25, Speed the Wound's Healing. Halve wound recovery times) Elixir of Tyche: 12 oz lead, stars-eye and earthstar. Gives resistance to Magic. (ReVi 25, +25 Magic Resistance, +15 if one already has Magic Resistance from anther source) Elixir of Orpheus: 6 carats amethyst, heart of a swan and sleepwort Calms the hearts of all. (PeMe 20, Calm the Motion of the Heart) Elixir of Atalanta: 6 carats sapphire, feet of a hare and oil from swallow skin. Gives supernatural speed. (ReCo 25, Swiftness of Artemis) Elixir of Amphitrite: 6 carats malachite and the lungs of a seal. Allows water breathing and movement. (ReAq 15 Freedom Within the Waves and MuCo/Aq 10 Lungs of the Fish) Dusts Dusts, like elixirs, straddle the Greater and Lesser Circulations, combining both organic and inorganic processes. Materials: All alchemic dusts begin with a base of 5 drams of rare earths, 4 oz of sulphur and 2 oz each of silver, gold and platinum, powdered. Procedures: Creating base: calcination, powdering, weighing, mixing, subjecting to the alchemist's fire. Preparing ingredients: weighing, calcination, powdering. Combining base and ingredients: mixing, subjecting to the alchemist's fire. Like Toxic Powders, Dusts can be added to food or drink or dispersed throughout an area. Unlike Toxic Powders, dusts require a complex base and more mental control, which is used to concentrate the properties of the various ingredients and make the dusts more potent. Many of the effects are produced due to the Law of Similarity. The duration of the effects of Dusts is generally an hour, unless noted differently below. The completed mixture must be stored in an airtight vial or cannister. If hurled in vials, alchemic dusts have a range of (Simple die+Str+Throw)x5 feet. If expelled from a blow tube they have a range of 20 feet. If magic tries to counter the effects of dusts, make an opposed roll of the level of effect of the dust versus the level of the spell+10. Explosions while creating a dust will spead the dust over the area of the explosion as well as the usual effects. Reduce the effect's potency due to the dispersal of the dust. Dust of Bartimaeus' Sight 4 drams of anemone, 4 oz mercury, 2 fl oz choler from a blind man (causes temporary blindness if a Stm roll of 10+ is failed. A botch indicates permanent sightlessness) Dust of Mnemosyne's Desertion 6 drams absinthe, 1 carat black pearl, 4 carats flawed emerald, hair from an adulterer (Causes a temporary but complete loss of memory on a failed Int roll of 10+, with a botch indicating permanence) Dust of Passion's Confusion 3 carat amethyst, 3 oz mercury, 2 drams phlegm from a senile man, 1 dram threads from the clothes of a star-crossed woman (Victims who do not resist [Int roll of 10+] will become extremely confused and disorientated, and must succeed an Int roll to make a decision or do any deliberate action. The effect lasts for 3 rounds per point that the resistance roll was failed by.) Dust of Eris' Breath 3 drams contrary vine, 3 oz mercury, 3 carat amethyst, 1 dram of hair each from a scolding wife and a harlot (Victims who do not make an Int roll of 10+ behave in all practical respects the exact opposite of the way they would normally; all beliefs, personality traits, prefences, etc.) Dust of Adam's Dominion 5 oz tin, 1 oz gold from a noble's crown, 3 carats amethyst, 8 oz each of blood and bones from any creature. (When added to fine wine and consumed, the imbiber gains the ability to control upto 6 creatures of the type that the blood and bones came from. Controlled creatures will follow all of the consumer's commands until the dust wears off. Note that a formula will allow one to control a particular group of creatures - Research into a canine Dust of this type will allow control of, for example, either domestic hounds or wolves, depending on where the blood came from, but to control a cat, a feline formula must be invented. This dust can be invented for children, adult men, adult women or old people (all separate formulae)) Dust of Eros' Kiss 4 oz jasmine, 3 carats amethyst, 1 oz of hair, threads from clothing or similar from intended object of desire. (The recipient of the Dust must make an Int roll of 10+ or feel strong desire for the being whose personal effects were used in the mixture. The desire persists until fulfilled or cured.) Dust of Pluto's Helm 6 carats onyx, 4 drams rare earths, 3 oz soil from a cave that has never seen any light, 2 oz lead, 1 dram dust from a bishop's coffers. (Objects or persons sprinkled with the dust become invisible and inaudible for the duration of the effect, unless the dust is washed off prematurely) Dust of The Sun's Heat 2 drams extra rare earths, 2 oz powdered mercury, 2 carats malachite, 4 oz sand from a desert. (Permanently evaporates up to 1,000 cu ft of fresh or salt water, or dries up 10,000 sq ft of swamp or marshland.) Dust of the Lightened Load 2 carats sapphire, the thews of a cart horse, 4 oz of the shoulder bone of an ox, the pin-feather of an eagle, all the hair from the body of a strong man. (Reduces the weight of any non-living object by a half, for 24 hrs) Dust of the Devil's Sight 6 drams nightshade, 1 dram ergot, 3 carat flawed amethyst, 3 oz mercury (Victims must resist [Int roll of 10+] or experience hallucinations of frightening intensity for the duration, which is 5 minute per point that the resistance roll was failed by. Combat and spell casting is impossible to control, and if restrained, there is a chance each minute that the victim will go permanently insane [roll stress die each minute, on a botch, this occurs]) Dust of Midwinter's Frost 2 drams extra rare earths, 2 carat malachite, 2 carat moonstone, 8 oz virgin snow from a mountain, harvested at Midwinter (Freezes 1,000 cu ft of either salt or fresh water. Ineffective against other liquids) Dust of Robigus' Caress 1 dram of destroying angel (a mushroom), 1 dram of ergot, 6 drams of mercury (This dust causes the victim to go mad. The madness is a destructive one, causing vivid hallucinations and wild swings of mood. The victim must make a Stm roll of 10+ to avoid the effect lasting more than a few rounds - if the roll is missed by a number of points greater than the victims intelligence score, then the madness is permanent) Dust of the Consumed's Revenge 6 drams cyclamen, 4 oz lead, the inner organs of a snake, the rotten eggs of a 3 year old hen (Victims must resist [Stm roll of 10+] or be incapacitated with nausea for 3 rounds per point that the roll was failed by) Dust of Amphion's Lyre 2 oz of swan feathers, 3 carat amethyst, toenails from a priest, 2 oz copper (Victims will become completely non-violent for the duration of the effect. Angry roll of 9+ to resist, persists for 3 rounds per point that the roll was missed by.) Dust of Phobos' Touch 2 leaves from a mandrake, 2 drams of blood from a man about to be executed, 2 carat ruby, 2 carat green turquoise (Victims will drop everything they are carrying and run in fear in a random direction, if they fail a Brave roll of 9+. They run for 5 rounds per point that the resistance roll was failed by. If restrained from fleeing, they must make a Stress roll each minute, a botch indicating that they have gone insane from fear - any other result is meaningless.) Dust of The Grave's Deathly Grasp 6 oz of liverwort, 1 carat onyx, threads from a young man's shroud, splinters from an old woman's coffin, bones from the corpse of a victim of old age (Victims must make a Stm roll of 10+ or be paralysed - incapable of speech and motion. A Chirurgy/Medicine roll is required to determine that the victim is not dead) Dust of Deimos' Anger 1 carat amethyst, 2 carat ruby, 1 dram powdered horn from a 12 year old bull, head feathers of a woodpecker, 2 drams black bile from a murderer (Victims will fly into a terrible rage and attack anything that moves, whether friend, enemy or innocent bystander if a Calm roll of 9+ is not made. The recipient of this attention should be randomly determined from those within range) Dust of Autolycus' Bane 4 oz of powdered lead, 4 carats onyx, 3 finger bones from a convicted thief, 1oz contrary vine (Hidden objects sprinkled with this dust will remain undetectable, even by magic if the level of effect beats the level+10 of the spell) Dust of Morpheus' Shroud 3 oz fine river sand, 3 drams extra rare earths, 3 oz Sleepwort, 1 oz dust from an abandoned shepherd's pipe (The victim must make a Stm roll of 10+ or immediatly fall into a deep unbreakable sleep for 1 hr. There is a 50% chance that the victim will fall into natural sleep after the Dust wears off.) Dust of Actaeon's Demise 2 carat onyx, 4 drams rare earths, 2 drams of common soil, the spoor of a hart, boar, hare and wolf, 4 oz mercury (Feet sprinkled with this dust will leave no trail, foiling attempts to track. Even magic will be foiled, if the level of effect beats the spell level+10) Dust of The Ibex's Curse 6 drams yellow melliot, 3 carat amethyst, the hooves of a mountain goat that has died by falling (Victims who fail to resist experience severe dizziness for 3 rounds per point that the Stm roll of 10+ was failed by. If the victim doesn't sit down immediately, must make a Dex roll of 12+ or fall over) Solvents Solvents are highly corrosive acids used to dissove various substances. While mastering this skill, alchemists learn the basic natures that unite organic and inorganic substances and how to control the ways in which they interact with each other. Solvents are not the same as acids - all solvents begin with a base of aqua regia, a mundane acid. Through alchemical processes, the vibrations of this acid are raised through the action of alchemic solution, creating a much more powerful substance. Materials: All solvents start with a base of 1 fluid ounce of alchemic solution (see elixirs), 8 fluid ounces of aqua regia and 2 ounces of mercury. Procedures: Creating base: weighing, powdering, mixing, subjecting to the alchemist's fire. Preparing ingredients: weighing, calcination, powdering. Combining base and ingredients: mixing, subjecting to the alchemist's fire. It is vital that alchemists take care with solvents. They must be stored in the correct containers, and may cause dangerous combinations with other alchemic compounds. Standard Acid 2 extra oz mercury This corrosive liquid will do +12 damage to any creature or object except ceramic or glass. Appropriately diluted, it can also act as a disinfectant or be used in controlled procedures such as etching metal. Standard acid can only be contained in specially made glass or ceramic vials Organic Solvent 1 extra dram rare earths, 1 dram of blood each from 10 types of mammal, 10 types of reptile, 10 types of fish, 10 types of amphibian and 10 types of bird, and 1 dram each of any 10 types of fern, 10 types of flower, 10 types of moss, 10 types of pinecone and 10 types of mushroom. Also called Universal Solvent Positive, this solvent will do +20 damage to any living organism or dissolve organic matter at a rate of 1 cu ft per minute for 1-4 minutes. Organic solvent can be contained in any glass, ceramic or metal vial, having no effect on inorganic matter. Inorganic Solvent 1 extra dram rare earths, 1 oz each of lead, iron, copper, silver, gold, platinum, obsidian and lodestone, 1 carat each of amethyst, diamond, emerald, opal, pearl, ruby, sapphire and topaz. Also called Universal Solvent Negative, this solvent will dissolve any inorganic materials such as stone, metal, glass and so on at a rate of 1 cu ft per minute for 1-4 minutes. It can only be carried in a container made of some organic substance such as bone, leather or wood. Universal Solvent 1 dose each of Inorganic and Organic Solvent Alchemists never mix this volatile substance until the moment it is needed because it is incredibly dangerous and difficult to control. Once the solvents are mixed, they remain inert for [Stress Die] seconds while they interact; any type of container can be used during this time. As soon as the solution begins working, it will dissolve anything it touches at the rate of 1 cu ft per second for 6-60 seconds (sum 6 simple dice). Even a small amount of Universal solvent will inflict +30 to +40 on any living creature, while the victim of a full dose will be distintegrated. Once Universal Solvent has been mixed, there is no way to prevent it from having its full effect. Gases While mastering this process, alchemists learn how to use the gasification process to make gases from certain types of alchemic dusts. While these gases have the same effects as the dusts from which they are made, their form allows them to cover a much greater area of effect and seep through such small openings as cracks under doors. Unfortunately for the alchemist, gases are also quite volatile and somewhat dangerous to make. Gases must be contained in airtight vessels. When released, one dose of gas billows into a cloud with a volume of 100 cu ft. Gases dissipate and lose effectiveness at altitudes above 100', and are dificult to use outdoors where weather coditions may modify their effectiveness. Materials: One dose of alchemic dust, 1 dose of standard acid Procedure: Gasification The following dusts can be made into gases: Dust of Bartimaeus' Sight Dust of Mnemosyne's Desertion Dust of Passion's Confusion Dust of Eris' Breath Dust of Eros' Kiss Dust of the Devil's Sight Dust of Robigus' Caress Dust of the Consumed's Revenge Dust of Amphion's Lyre Dust of Phobos' Touch Dust of The Grave's Deathly Grasp Dust of Deimos' Anger Dust of Morpheus' Shroud Dust of The Ibex's Curse Essences Essences are substances that form the basis of all great works of Alchemy. They are created by subjecting metals or elements to minute doses of Universal Solvent under strict laboratory conditions. The Universal Solvent dissolves the material, which is then repeatedly sublimated for purification and concentration. During this procedure the alchemist must become mentally attuned to the substance's nature and focus his will on removing all but the purest, most basic essence of that nature. When this is done, the alchemist will be left with only the Mercury of the desired material. Materials: 12 ounces of the desired metal or element, 1 dose of Universal Solvent diluted with 24 fluid ounces of clear water (*) Procedures: Mixing, subjecting to the alchemist's fire in an alembic, sublimation After the minimum time has elapsed for making the essence (determined by lab total), the alchemist must check for success - creating essences is no easy thing. Success is determined by a simple die - if the result is 9 or 10, the essence has formed. If this process has not been successful, the alchemist can check again once per season for upto four seasons in total, with the chance of success increasing by 1 each check (i.e. need an 8+ second time, a 7+ third time and a 6+ finally). If all of these rolls fail, then the experiment must be scrapped and started again. Note that an alchemist may continue with other work during this time. The chance of explosion goes up by one for these checks (not cumulative) and must be rolled each time. Alchemists who have mastered this skill are recognised as master alchemists and will begin to attact apprentices from the Guild who wish to learn the trade. (*) Diluting Universal Solvent is a tricky business. The two component solvents must be added dropwise into separate batches of water, and then these must be mixed dropwise with each other. Make a Dex+Mixing roll against an EF of 12 for this process, then immediately roll for an explosion, modified by the mixing roll as normal, and the alchemist's Dexterity (Modifier for explosion same as Essences, +10). If an explosion results, the Universal Solvent has formed before dilution has been achieved, and a substantial amount of the alchemist's lab may be destroyed - resolve as if full-strength Universal Solvent had been released into the lab. Diluted Universal Solvent is expensive on glassware - it corrodes slowly, and so vessels containing it must be replaced every day. Types of Essences Essential Earths This essence, which is created from rare earths, yields 1 ounce (16 drams) of multicoloured crystal. Using the standard process for creating concoctions with 2 drams of essential earths as the active ingredient, the alchemist can prepare an Elixir of Elemental Power. If the alchemist drinks one of these elixirs each week for eight weeks, he will have a 3/10 chance of permanently acquiring one of the four elemental powers listed below. Alchemists may only acquire one such power in their lifetimes, so they should consider the choices very carefully before starting the process. The choice is made by what additional ingredients are added to the first Elixir made. All of these powers include the ability to converse with spirits of the appropriate element, and gain a +3 bonus to social skills when dealing with creatures dominated by the appropriate element. The four elemental powers are: Elemental Air The power of the winds. Outdoors, can glide for about 4 hours a day at 3x normal walking speed, so long as there is the slightest breeze. Indoors, or where there is no breeze, speed is 2x walking speed. When crossing an element other than earth (eg. Over the sea), speed is the same as walking speed. Cannot use this power underground. Can only carry what one normally could. Also considered to have a soak of +15 against falling, or lightning, etc. (additional to Stm, armour or other protection) Elemental Earth The power of the rocks. As long as both feet/footwear are in contact with the ground, or stone (such as a stone floor), strength is raised to +6, and can never be knocked off one's feet. Elemental Fire The power of the flames. Can raise body temperature so dramatically that flammable materials (including clothing) will ignite at a touch. Any metal weapons held do an extra 50% damage bonus. While in this state (which takes 2 rounds to reach) immune to fire, and have a +7 soak to fire damage normally. Suffer severely in cold weather (always Tired during the winter) Elemental Water The power of the waves. Can breathe water as easily as air, and can swim as fast as a shark. Can walk across water at normal walking speed. Immune to the effects of cold (natural and magical) (The following remain to be completed...) Essential Lodestone Creates forcefield Essential Tin Gives Dominion over Man True Copper Makes things supernaturally tough True Gold Gain the power of light and great health True Silver Used to create a weapon against evil True Iron Makes things supernaturally sharp True Lead A powerful ward against Supernature True Platinum Gives an object magical powers Variable Mercury Converts lead into silver Waters of Sulphur A panacea for all ills More to follow... --------------371D3B6B229D Content-Type: text/plain; charset=us-ascii; name="179SevenEnlightening.txt" Content-Disposition: inline; filename="179SevenEnlightening.txt" Content-Transfer-Encoding: 7bit by Stephen Giles Artwork by Robert Klasnich Light your way through the Forgotten Realms with these magical lamps A reliable light source is invaluable to any adventurer in the AD&D game, and lanterns are especially reliable. It follows that ingenious wizards in the FORGOTTEN REALMS setting would add some magical effects or powers to such a practical item. The following are seven unique examples of magical lanterns from the Realms. Bashal's Tendrilight Description: The Tendrilight is a rectangular lantern with a 6" X 6" base, Two shutters rest on opposite sides of the lantern, with a vertical column of five adjustable knobs along one non-shuttered side. When one of the shutters is opened, a quivering black membrane is revealed. The membrane is warm to the touch and has a very rubbery texture. If looked at from behind (through the other open shutter), the membrane cannot be seen; instead, there appears a metal plate with a row of five horizontal vents corresponding to the five knobs on the side. When each of the knobs is turned clockwise, it opens a corresponding vent. When light from the lantern strikes the membrane, it causes the membrane to animate and stretch forth from the open shutter like a long black tendril. With each additional vent opened, the tendril becomes longer. Tendril: AC 17 HD 2-6 (as per number of vents opened); THACO 13 (see text); # AT 1; Dmg 1d8 + 1; SA stunning, contriction; MR 5%; SZ 10'-30' (5' per HD). The tendril attacks as an 8-HD monster, lashing like a whip. Those struck by the tendril must save vs, paralyzation or fall stunned for two rounds, unable to move, attack, defend, or use spells or psionics. If the attack roll is two over the score needed to hit, the tendril encircles its victim and squeezes. This constriction does 1d10 hp damage per round to any small- or man-sized creature until the tendril is destroyed or commanded to release. A captured victim need not make further saving throws vs. paralysis after the first one. The tendril functions for 2d6 rounds if not dispelled or destroyed. The tendril is very rubbery. Subsequently, nonmagical blunt weapons have no effect on it. Nonmagical edged or pointed weapons do 1 hp damage per strike, and magical weapons of any sort do normal damage. The tendril gains 1 HD for every shutter open (from 2 HD for one shutter to 6 HD for all five). The membrane is destroyed if it is reduced to zero hit points; the Tendrilight then becomes a normal lantern. The process required to create new membranes is contained within Bashal's spell book (see ''History''), but this text has been missing for many years. History: The Tendrilight was the last creation of the wizard Bashal of Amn, Bashal was a member of the Cowled Mages, and it was with their resources that he was able to create his masterwork, Unfortunately, he fell quite ill after its creation and died soon afterward. The lantern went into the hands of the order, which sold it to the head of a large merchant family in return for certain services rendered. From the merchant house, the lantern changed hands a number of times before it came into the possession of a warrior of the Order of the Blue Boar, named Crosess Whitedove. He carried the lantern with him until his death nearly 50 years ago. After his demise, it fell into the hands of one of Crosess' young students, Helrik Redsash. Helrik, at last report, had joined a group of adventurers and journeyed with them into the Snowflake Mountains. They have not been heard from since. Many treasure-seekers have gone into the mountains to look for them, but none have been successful to date. Bashal's spell book, which might still reside with the Cowled Mages, is bound in black leather with brass bindings. Within, besides the formula for recreating the membrane, are these spells (in order): armor, friends, find familiar, continual light, deeppockets, levitate, knock, rope trick, web, wizard lock, knock, fly, infravision, lightning bolt, phantasmal force, slow, sepia snake sigil, dimension door, ice storm, massmorph, polymorph self cloudkill, and wall of force. XP value: 8,000 Goldmane's Dazzler Description: The Dazzler is one of the most beautifully crafted items ever built. It appears as an intricately carved lion's head with large green gemstone eyes, set on a gold cylinder. The materials themselves cost thousands of gold pieces. Coming out of the lion's ears is a handle of gold with an ivory grip. The jaws of the lion open, and it is through here that the light is able to escape. One odd quality of the lantern is that it does not seem to burn any fuel to produce its light. Whenever the jaws are opened, there is light, and it cannot be extinguished. Carved on the back of the cylinder are two words, written in common: "Dazzle" and "Roar." When the jaws are open and the command "Dazzle" is spoken, a beam of dazzling light issues forth from the lion's mouth. This beam has the same effects as the mage's spell confusion, lasting for 1d4 rounds. If the creature struck makes a saving throw vs. spells, the duration of the confusion is cut to one round. This power is ineffective against creatures that cannot see; it can be used once every 24 hours. When the command "Roar" is spoken and the jaws are opened, a number of things occur. First, the light dims and the eyes glow brightly, second, there is a great inrush of air. This air movement extinguishes all torches within a 20' radius. Immediately thereafter (but still during the same round in which the command word was spoken), the lion's head releases a mighty roar that deafens all creatures in a 20' radius and crates a cone of force 120' long and 30' wide at the end. Any creature within the cone receives 2d10 hp damage and is knocked off its feet if it fails a save vs. wands. The cone of force destroys doors and light wooden structures less than 1' thick, and also does 1d4 structural points of damage to any stone or earth structure. If the lantern is used underground, it may very well bring the roof down. This power of the lantern can only be used once per week. History: This item was made in the city of Myth Drannor at its cultural height. It was crafted by a fine dwarven goldsmith and enchanted by the wizard Goldmane, made to be a thing of beauty as well as a potent item of magic. When Myth Drannor fell, it was taken by the elves toward Evermeet by an elf mage named Silverhair. His party was attacked by a band of orcs who, using surprise and greater numbers, managed to overtake the elves and force them into slavery. The lantern remained in the hall of the orc chieftain until 20 years ago when a band of halfling thieves known as Swifthand, Inc., infiltrated the lair and made off with a large amount of treasure, including the lantern. The band sold it to a trader on the Wyvernwater, who in turn sold it to a rich merchant from Arabel. He held it for a few years until he died. In his will, he left the lantern to a favorite nephew in Scornubel, Unfortunately, the caravan that was carrying the lantern to the nephew was set upon by a group of bandits just west of High Horn. This occurred last year, and the merchant's nephew has offered a very substantial reward for its return. XP value: 5,000 Illag's Abominable Beacon Description: This magical light source is a creation of evil. It is a 2'-tall, 1'-wide cylinder, with one set of shutters, and is made of the blackest iron. It appears to be partially melted but this is a deliberate decoration. On top of the cylinder is a large skull with two black onyx gems in the eye sockets. The handle, which projects through the skull top, is made of human bone. It weighs about 20 lbs. If any character of good alignment touches this evil item, he takes 1d10 hp damage; neutral characters who touch it take 1d6 hp. If grasped by an evil character, it forces the being to save vs. spells (wisdom bonuses applicable) or be possessed in such a way that the character is unable to let go of the Beacon and will fight to keep it, even at the risk of his life. This effect is permanent, removable only with a limited wish or wish spell. The Beacon's enchantments are twofold. The first is the ability to create a cone of darkness, 30' long and 20' wide at its widest, that lasts as long as the bearer continues to concentrate. This darkness is the same as the 2nd-level mage spell darkness 15' radius in other respects. The second function of the item gives the lantern its name. When mentally commanded, it acts as a beacon to any undead in the area. When this power is activated, the stones in the eye sockets of the skull pulse with a black light. One to four rounds later, all undead within 100 yards of the lantern are summoned by the pulses. These undead are controlled by the lantern-holder as if he were an evil cleric of the same level as his true class; undead that are not controlled will attack the lantern-holder. If the character is dual- or multi-classed, use the character's lowest level. The summons will not work if the lantern-holder is in an area the unread are unable to reach. For example, a group of skeletons would be unable to reach the party through a locked door. Summoned unread move at their normal rate. History: This abomination is the creation of the Void Mage, lllag, with the help of the priests of Bane. In fact, he sold it to the temple in Thay in exchange for divine assistance. The lantern remained in the temple until approximately 50 years ago, when it was stolen by a young Zhentarim priest, Zanepar, and taken to Zhentil Keep. He used this evil item many times in his brotherhood's battles for control of the Moonset area. However, when Zanepar was told to give up control of the lantern to his superiors, he fled with it into the Thunder Peaks. It was not seen again until three years ago, when it was used by an orc shaman on a raid. Many agents from Zhentil Keep have gone into the mountains in hope of finding the artifact and getting it back. None so far have been successful. The lair of the orcs is rumored to lie somewhere northeast of the Spiderhaunt Woods, but no one has been able to locate its entrance. XP value: 4,000 (evil characters only) Krillus's Blazer Description: Blazer is a very plain brass lantern, square in shape with shutters on one side. The brass fixtures of the lantern always look newly polished. Suspended by magical means above the oil receptacle is a brass ball, unattached in any way to the lantern. If anyone touches the ball, he receives an electric shock for 1d10 hp damage. The person must also make a saving throw vs, paralyzation or be knocked unconscious for 1d4 rounds. The oil receptacle holds enough oil to last two hours. The lantern need not be lit for the magic to function. When the lantern is grasped by any character, it communicates its powers to him telepathically but is unable to pass on any other information. The lantern has two functions, both having to do with electricity. The first function of the lantern is to release a stunning wave of electricity. This wave has a 180 arc of effect, affecting every creature within 20' of the lantern with powers like that of a limited power word stun. This stun power follows the description of the spell exactly except that it lasts for only half the normal duration (round up fractions). This power of the lantern can be used once per day. The second function of the lantern is its ability to create up to 10 lightning bolts, per the wizard spell, with a combined power of 10 HD. The power of each bolt is decided by the user. For example, if the bearer faced a powerful creature, he could fire one bolt delivering 10 HD of damage; if the user met a party of orcs, he could fire up to 10 I-HD bolts, one per round. A bolt can strike only one creature or object. If all the charges are not used within one hour of casting the first bolt, the remaining charges are lost. This power can be used once per day. History: The mage, Krillus of Westgate lived almost 100 years ago. During his lifetime, he was particularly fascinated by the wonders of electricity and performed many experiments involving lightning and magnetism (he is responsible for the creation of more than one wand of lightning and ring of shocking grasp). This lantern, however, was his greatest creation. When he retired to his tower, he gave Blazer to his favorite apprentice named Jelline Lightouch, who took the lantern when she left to seek her fortune. Blazer saved her life and the lives of her companions more than once. After a time, she grew in power and settled down, establishing a tower and training aspiring young mages in the Art. One of her students, while Jelline was away, took some items (including the lantern) and fled, It was not long before he was caught, but he had time enough to sell the lantern to a rival of Jelline who spotted him leaving the tower. The person lucky enough to get the lantern was a mage named Krosset Blackhand. Blackhand promptly disappeared, and the fate of the lantern was unknown for a time. Blazer reappeared 30 years after its disappearance, in the hands of a man found floating on a ruined ship just west of Waterdeep. The man could remember nothing of what happened to him or how he came into the possession of the lantern. Soon after his discovery, both he and the lantern vanished without a trace. Many methods, including some magical, were used to try to locate him, but all have failed. Many believe that powerful magic was used to take him, although none have made any claims to the action. There is still a substantial reward offered by the Lords of Waterdeep for any information regarding this mystery. XP value: 6,000 Malthrox's Shadowcaster Description: The Shadowcaster appears to be a normal oil lantern made of bluish metal, with shutters on all four sides. The lantern has a wooden handle with a bone grip. Upon two of the shutters are carved single words in a script legible only with a read magic spell. In the hands of anyone other than a mage, the Shadowcaster arts as a normal lantern. However, in the hands of a mage, its powers are communicated telepathically. The runes carved on the outside of the shutters read "Bizzait" and "Missathac." When only the shutter marked "Bizzait" is opened and that word is spoken, the narrow beam of light produced has the power to dispel magic as per the wizard spell, cast at eighth level. This power can be used three times per day. The area of effect is whatever 30'-square area the lantern light first falls upon (creatures included), with a range of 10-120 yards. Oddly, the light beam is the same diameter beyond the 10-yard range, though it is roughly conical before then. When "Missathac" is uttered and that shutter is opened, a 1'-wide bright beam of light will flash forward and strike the closest object before it, out to a range of 60'. If the beam hits a living creature, a shadowclone is produced. Shadowclone: INT non-; AL N, AC as original; MV as original; HD special; hp 30; THACO 15, #AT 1; Dmg 1d4 or by weapon type; SD see following; MR 10%; SZ as original, ML special; XP variable. The shadowclone is a shadow copy of the creature caught in the lantern's beam. The "clone'' in most ways acts like its original, having the same size, speed, and weapons held. However, there are differences. First, a shadowclone cannot cast spells or use psionics, and clones of magical items have no magical properties of their own. Second, the clone can be struck only by + 1 weapons or better, but can be affected by spells if they are not negated by the clone's magic resistance. Third, no matter what sort of creature is cloned, it always attacks as a 6th-level fighter. The clone created is under the complete control of the lantern bearer, being immobile without his direction. To maintain control, the bearer must concentrate on the clone. If his concentration is broken by a successful attack on him or by other means, the clone is dispelled. The shadowclone exists for 3d8 + 2 rounds otherwise. This power is usable only once per week. If other shutters are open when the command is spoken, nothing will happen. History: The original creator of the Shadowcaster and the date of its creation are lost to history. The lantern derives its name from the illusionist who discovered it at the bottom of an ancient dwarves mine. Most sages who have studied this artifact over the years generally agree that it is of gnomish origin, though a human wizard is thought to have enchanted it. Malthrox carried this lantern with him throughout his career and eventually passed it on to a favorite apprentice named Fronthal. Fronthal took his master's gift and used it extensively on various quests in the west with a group of adventuring friends. He and his band were last seen 10 winters past as they were preparing for an extensive campaign into the High Moors. None returned from this excursion, and the fate of the party and the lantern are unknown. It has been rumored that the lantern has fallen into the hands of a bugbear chieftain. XP value: 6,500 Messakk's Eye Description: The Eye appears to be a large red ruby (worth about 5,000 gp) with a black pearl set into its side, giving it the appearance of a large red eye. It sits upon an unadorned column of gold. The gem and the pillar are encased in a glass cylinder that has had a glassteel spell cast upon it. The cylinder is capped at both ends, with the caps covered with runes of inlaid ivory. On the top is a simple iron handle with a wooden grip. Although the lantern is made up of a number of heavy materials, this item weighs only 1 lb. The writing around the brass sections is in a strange alphabet created by the mage, and therefore requires magical means to be understood. If a comprehend languages spell is cast, the runes across the top are seen to read, ''To have the eye brighten thy way, speak the word Alight, and it shall obey.'' The runes along the bottom read, "To halt thine enemy in his path, point the eye and call out Krisak.'' When the command ''Alight'' is spoken aloud by the bearer of the lantern, the eye will glow as if a continual light spell was cast upon it. The light has a reddish tint to it and shines in a 360 arc. The continual light spell is identical to the third-level priest spell except that it cannot be used to blind a creature. When the lantern's bearer no longer wants the light, he needs only to speak aloud the command ''Extinguish.'' Unfortunately, Messakk forgot to include this bit of information in his instructions. When the command ''Krisak'' is voiced, 1d4 creatures in front of the lantern are affected by a hold person spell (saving throws allowed). This power only affects those within 15' of the lantern and lasts for 3-6 rounds, This power of the item can be used only twice per day, requiring six hours to recharge after each use. Use of the hold person power cancels the continual light power, and when the hold person spell runs out, the lantern will be dark. History: The Eye was created by the wizard Messakk of Amn well over 100 years ago. The lantern was his greatest creation, and he devoted his life (and some even claim his own eye) to its making. He carried it with him until his death. The lantern was rediscovered by the Band in Red, an adventuring company operating out of Baldur's Gate, when they located and successfully raided his tower. The Eye was then carried by a warrior of the band named Florn Scarhand, who used it on many of his quests until he finally retired and passed it on to his son. With his father's gift, Dinlas Scarhand soon joined a group bound for Shadowdale, where the lantern was used on expeditions into the Underdark. It was on one of these expeditions that the party encountered a beholder. The creature accepted the lantern as a ransom from the party, and allowed them to escape. This occurred in the Year of the Spear, and none have ventured back. XP value: 5,500 Thessall's Wayguider Description: The Wayguider is a square lantern 1' high with a 6'' X 6" base. It is styled with four brass pillars, one at each corner. Two opposite sides of the lantern have bronze shutters. The handle on top is made of ivory inlaid with gold bands. In the center of the lantern is room for one large candle. The Wayguider has two words inscribed in the base in an alien script. If examined with a read magic spell, the words read "Bezzam" and "Tekkar." This device will function as a normal lantern unless one of the command words is spoken. When the command "Bezzam" is spoken aloud, the light from the lantern takes on a blue tint and the range of the light is reduced to 40'. This light has the power to reveal secret and magically hidden doors and disguised trap doors. When the light shines upon any such portal, its outline will glow bright blue. The opening mechanism of any door will not be revealed, however. This power of the lantern can be used only four times a day, needing six hours after each use to recharge. The magic lasts for only one turn before the light returns to normal. When the second command, "Tekkar," is uttered, the lantern casts a reddish light. The glow of the lantern is reduced to a range of 20'. This beam has the ability of true seeing as per the fifth-level priest spell of the same name. This power affects all creatures in the light's 180 area of effect even if the bearer doesn't intend it. For example, a party of adventurers comes across a group of robed goblins claiming to be monks on a pilgrimage. When the party first spots the robed figures, the thief uses a ring to become invisible and get behind the newcomers. If the beam is used to reveal the true nature of the mysterious robed figures, it will also reveal the thief to the goblins, and he can be attacked. This light burns the candle at four times the normal rate (equal to two turns in the time of five rounds). This power can only be used once per day. The final power of the lantern is that it can communicate with the holder telepathically and can give directions to find the path from which it came. This power also negates the effects of the 8th-level mage spell, maze. It can be used once per day. In order for the magical properties of the Wayguider to function, a special candle must be used. The candle must be made from the wax produced by the giant honey bee and must have an enchant an item spell cast upon it. History: The Wayguider was created by a mage, Thessall of Port Llast, over 200 winders past. It was made for his lover, the ranger Andreana Longstep, to bring her safely back to him after her long journeys into the High Forest. Sadly, it seems that the enchantment was not enough, for on one trip Andreana did not return. Thessall went into the forest to look for her, and neither of them has been seen since. It is rumored that rival mages kidnapped her to lure Thessall into the forest and into a trap, but these rumors have never been verified. The lantern was last seen in the possession of a merchant named Druekin Dustycoat, who was trying to sell the lantern quickly in Waterdeep. He fled mysteriously one night with the lantern, leaving all of his goods behind. The present fate of the lantern and its owner are not known. Druekin was said to have been seen traveling east. XP value: 5,600 --------------371D3B6B229D Content-Type: text/plain; charset=us-ascii; name="demon.drk.txt" Content-Disposition: inline; filename="demon.drk.txt" Content-Transfer-Encoding: 7bit Demons and other horrible beings of beyond: (From the library and mind of Mortdred the Furry) Gukderiogg Appearing as a shambling, humanoid pile of putrid waste some 8 feet tall, a gukderiogg continually oozes acidic digestive juices from all parts of its' body. Having neither mouth nor features, it is unknown how the gukderiogg communicates or senses things, it is definitely not telepathic. Swinging its' "arms", it bludgeons its' meals/foes with the strength of a small giant, its' digestive acids eating away at nearly any non-magical armor the target is wearing, as well as at whatever it hits the gukderiogg with (provided it is non-magical). Even worse, should a slab of flesh be cut free or a limb severed, the separated piece doesn't die, but starts to slowly grow into a new gukderiogg, digesting any rodents who mistake it for food. These creatures exist in a constant state of intense pain, rendering them nearly immune to attacks, poisons, and spells which inflict pain, but otherwise they are subject to all attack forms that affect dwarves, for these poor creatures originated from a dwarven adventurer (named Gukderiogg) who wandered into a demonic temple just before a high unholy religious rite began, and the ensuing chaotic essence which flooded the temple mutated him into the first of the creatures, all of whom share the tortured mind of the original. Krinder Krinder are small demonoid creatures native to the nether planes. When first seen, they appear almost comical, a nearly inevitable result of their 1 foot height. However, most adventurers stop laughing when a swarm of thirty krinder overwhelm them and bite off their ears (considered a delicacy among krinder). Krinder travel in large groups, twenty being the fewest ever encountered while bands of fifty are by no means rare. Physically, each krinder is distinct, whether they have three eyes, red skin, four hands, or a tentacle growing from the end of their nose, they are invariably deformed and grotesque. When attacking, they swarm over opponents seeking to bury them in a mass of bodies, should a foe lose their footing and fall the krinder can than ignore all attempts to evade or block their tiny blows and bites. Krinder reproduce asexually, dividing through a process involving a cocoon stage. When a krinder band drops below twenty members, they each secrete a cocoon around themselves and enter a form of hibernation inside it. While in their cocoons, krinder are helpless and may be slain easily. When the week of hibernation ends, the cocoons open, each releasing 2 (very rarely more) krinder. They repeat this process until the band again reaches or exceeds 20 members. Night Screams A curious variety of flightless bat, night screams race at dizzying speeds in their ceaseless search for prey. Completely blind, they find their way via the echos of their shrieks, which unlike those of normal bats are well within the hearing range of humans. Between their surprisingly powerful jaws, overactive metabolisms, and blinding speed, these creatures are ecological disasters should someone summon them from the netherworld. Night screams are about 3 feet tall, weigh around 50 pounds, and show limited intelligence, avoiding any creature who they have seen kill another night scream. Nuckalavee An evil, demonic counterpart to centaurs, nuckalavees are shaped much the same save for their enlarged heads. However, their skin is transparent, and the resulting appearance (visible white muscles, yellow veins, and black blood) is gruesome to say the least. A nuckalavee is immune to fire and poisons, and possess a defensive aura which makes it very hard for undead to attack them. Water, however, is agony to them, for their flesh dissolves like sugar when exposed to fresh water (salt water is another story entirely). Tales claim that, like dragons, nuckalavees possess breath weapons, in this case a cone of frozen salt that freezes against bleeding wounds. Ssivvinne of the Screaming Heads Basically humanoid in form, save for the number of heads, ssivvinne have diseased-looking orange-brown flesh full of keloid ridges. From the head, neck, and upper body project a number of miniature heads, each of which is the shrunken and still living head of a former victim of the ssivvinne, absorbed into its' being. Ssivvinne possess the innate (not a spell) power to drain lifeforce from most mortal, demonic, or undead creatures (elemental races are immune, as are all angellic beings and elves). They also have supernatural armor, reducing damage from almost any attack inflicted on them by about 20 pts. Their claws and poisonous bite (40 points of damage from poison on any successful bite, resistance roll halves, failed roll also reduces constitution by 4) are fearsomely painful. While in battle, the small heads scream shrilly, providing luck for the ssivvinne at a rate of +1% to all rolls per head screaming at the time. Able to tail and track, these demons show few other skills. Any holy attack striking a ssivvinne inflicts 5 more points of damage than usual, while their flesh seems to much more sensitive to fire than normal flesh is. If forced to do good, a ssivvinne suffers terribly. Glavantharax, the Self Devouring Ones One of the most horrifying looking demonic races, a glavantharax resembles a 7 foot tall column of mouths and intestines, continually self-consuming. Like the Ssivvinne, glavantharax derive their true nourishment via an ability to drain lifeforce from mortals, demons, and angels (this race cannot affect undead, nor elves). Also like their ssivvinne cousins, they possess supernatural armor reducing the effects of blows which strike them, and are highly sensitive to both holiness (extra 30 hp inflicted on them per blow by a holy object) and to fire. The sight of a glavantharax has been known to cause madness or terror in mortals. In battle, a glavantharax attacks with a series of bites, anywhere from 3-30 mouths attacking, doing 1 point of damage each. Unlike many demons, glavantharax flesh is not poisonous, nor have they ever been known to cast spells or exhibit skill use. Sthlashr, the Charred Ones On this plane, except when in arctic regions, a sthlashr resembles nothing more than a human being consumed by flames, yet never being entirely burnt up. In arctic regions or surrounded by ice, they can pass for some variant of human stock. The sthlashr come from a hell so frigid that the normal temperatures of most other planes are as hot as fire is on their plane, thus igniting them. While they can survive for a time in such conditions, it renders them incredibly vulnerable to the fire of this plane should they be attacked with it. Sthlashr are effectively immune to any degree of cold, and possess a touch of ice which sucks heat from those they touch or who touch them with bare flesh. Like many other demons, holiness hurts them, in this case they take about 20 points more damage per blow a holy weapon lands on them. Likewise, they possess supernatural armor reducing the effectiveness of non-holy, non-flaming attacks. Sthlashr occasionally have been known to cast minor spells, usually ones which aid their senses or agility, or traps to capture prey. It is believed they are a nomadic folk on their own plane, hunters and gatherers. Xlenx Appearing to be little more than a large (4 feet at the shoulder), two-tailed cat, the xlenx exhibit unusual cunning when closing in for a kill. Possessing not only supernatural armor and the ability to drain lifeforce for food, these animal demons can also take control of non-demonic cats, even sometimes controlling intelligent cat-people. With surprisingly acute senses, they can often spot danger before it strikes, and see readily in darkness. Like many other demons, holy weapons inflict much greater harm on a xlenx, and they also suffer if they touch blessed armor. Orbs Few outsiders know what the demonic name for this race is, as unlike many others they readily respond to nicknames. Appearing as tall human skeletons with rags of bloody meat still clinging to the bones, the orbs dress in long capes of human or humanoid flesh and sport jewelry made of the eyes of their former victims, often earrings, tiaras, and necklaces. In combat, orbs wield long bone staves which drain lifeforce from those they strike and bestow it on the demon, although this drain is a power which will not work in the hands of others. Possessing exceptional senses, derived in part from the eyes on the jewelry they make, orbs can easily see magic, spirits, the invisible, and in darkness. They also have moderate innate supernatural armor, and the ability to reanimate the dead as servants. Undead rarely attack them for some reason, perhaps the orbs possess some form of empathy (necropathy?) with them. Orbs are believed to serve the demon lord Chund the Unavoidable, due to the similarities between his cloak of eyes and their eye jewelry. Orbs suffer from holy blows, but otherwise seem to have no special vulnerabilities nor resistances. On occasion an orb has been known to start a conversation with a mortal necromancer, supplying advice or even teaching a bit of magic or necromantic lore. Phrhth One of the smallest demons, barely a foot tall, the phrhth make up for their size with ferocity and cunning. Scaled, wingless humanoids, these demons have a thumb, 2 fingers, and one huge claw (the remaining two fingers, fused together) per hand, and bear a series of ridges on their heads rather than anything resembling hair or a crest. There is some evidence to suggest that phrhth are not a race in themselves, rather that they are a cross between one of the common demon races and mortal halflings. They have supernatural armor, but much weaker than other demons with this power, and the innate ability to drain mortal (not any other sort) lifeforce. Surprisingly, they can also become invisible and locate nearby humans and demi-humans. Their vulnerabilities include suffering from holy blows and a sensitivity to fire, while they are often known to be skilled in stealth. One of only a handful of lesser demons to possess a sense of humor, this fact makes their malevolence all the more chilling. Spell use has been reported by phrhth, however the reported spells invariably match ones known by whoever summoned them... Kgorek Resembling a reddish, elf-tall human foetus with an enlarged head, bony protrusions along the back, a long rat-like tail, and abnormally intelligent gaze, the kgorek is one of the more feared demons despite its' weak power, for they possess a cold and relentless intelligence, and often decide they like it here once summoned. Summoners have to be very careful when signing a Deed binding the demon to service, these demons are renowned negotiators who _will_ know of any loopholes in the agreement and will exploit them to their benefit and the woe of the summoner. Their known powers consist merely of supernatural armor, draining mortal or demonic lifeforce, limited shapechanging, and (rarely) summoning lesser demons. Some sages believe they may also possess. Their weaknesses seem very typical for demons, exhibiting no exotic ones. Ino Warty, their bright-hued skin slimy to the touch, the humanoid ino obey no rules but their own. Malevolent, delighting in the pain and misery of other races, the ino have all the arrogance of the greater demons with not even a fraction of the power or lineage. Having moderate combat skills with their twisted horns, and sometimes knowing the basics of how to wield some kind of weapon, the ino could be considered demon trash, too full of themselves to better their lot. Less than 5% of ino know any spells at all, and when they do know spells they prefer spells which brutalize the mind and soul. Oni have no racial powers, and can be repelled by the power of any religion, both good and evil priestly forces are equally hostile to them. There is one note of interest, though. Ino blood, properly prepared, can be made into potions of demon blood. Drinking such a potion replaces 1% of the drinkers own blood with demon blood (_not_ ino blood!), permanently increasing their hit points, magical power, and magic resistance by a tiny amount. However, for every full 10% of demon blood in their system, they suffer one magical corruption, starting at the second such corruption the drinker becomes subject to being summoned and controlled as a demi-demon. Yama-Uba Also known as snow women, the yama-uba appear to be hideous crones, dressed in ragged kimonos covered by a sparkling layer of frost. Their features are twisted and malformed, with crooked noses and rotting teeth. Unable for some unknown reason to leave mountains, they can only be summoned in such terrains. On their own, the yama-uba love to lure unwary travelers to their deaths in the natural chasms and treacherous peaks, feasting on the remains afterwards. When summoned, the services of a yama-uba can be purchased for the price of a single live human (or demi-human or humanoid) body, woe betide anyone who summons them without the price at hand. When paid properly, a yama-uba will willingly concote dire poisons and baleful potions for her summoner, the better the quality of her payment the more she will supply. If paid especially well, she may tutor her summoner in the arts of brewing, the lore of evil herbs, and/or the blackest of witchcraft. Yama-oba are nearly immune to physical assault due to their spiritual bodies, as well as extremely high tolerance of cold. Having incredible perception, they may readily spot invisible beings, many forms of magic, and see through disguises. Besides her poisons and potions, a yama-uba is quite capable of defending herself with a staff, most carry non-magical staves as walking sticks and stirring rods. Tou She The tou she, or brass snakes, look completely harmless while still, looking exactly like little brass figurines. It is only when the tou she moves, undulating their metallic body, that the observer's mind says, "No! Such a thing should not be!". These minor animals of the demonic realms possess limited intelligence, but understand all languages despite their complete inability to speak any. Able to see the invisible, prowl silently (about 50% skill in some form of stealth), and sense the presence of chi, tou she would appear to be fine assassins. Unfortunately, they do not like attacking larger creatures, and must be directly supervised by a more powerful demon or a gifted sorcerer. They may slip back into the netherworld at will, should the one commanding them lose control, in their own realm they will seek out a waterway and resume their normal life preying on small animals and baby demons. They have two other special powers. First, twice per day they may inject their venom, a liquid metal which spreads through the one bitten with horrible, searing agony such that they often cannot move, concentrate, or use their skills for 1-6 minutes afterwards. The other power is that they may enter a dead body and animate it under their control, even if merely a skeleton, thus they travel between waterways. Tieh Gou The tieh gou, or iron dogs, look very much like dobermans made of dull grey iron. Brutally savage creatures, delighting in tearing apart the damned, these beasts find no joy in hurting the spiritually pure, thus they are often used by more intelligent demons to spot saintly people. These creatures may see the invisible, sense the presence and kind of chi nearby, tell how pure someone's spirit is, spot people who are concealed or hiding, track by smell, and run tirelessly for months at a time. While they cannot shapeshift, they may force those who look at them to see something else, this 'something else' can be either an ordinary dog or a normal dwarf, halfling, gnome, or other small humanoid. Strong minds can see through this power. Tieh gou are fairly intelligent, for dogs, and may speak the common tongue. They also use assorted tactics when fighting, not only using their strong paws and teeth but also trying to trip foes or pounce on them to bring their weight to bear. Hung Hou These horrible fiends, also known as quicksilver monkeys, are universally counted among the most evil creatures in existence. Their entire reason for being is to cause pain and torment, spending eternity torturing those damned souls assigned to them or turning on weaker demons. Completely and utterly untrustworthy, no demon will trust them to carry out even the simplest mission. Unless a job calls for pure physical destruction and chaos, they will never be called for, at least by demons (mortals summoning them are another matter entirely). Surprisingly intelligent, these simian disasters are devilishly clever at solving complex puzzles, machines, and weapons with frightening speed (in game terms, these pests can pick almost any lock in under a minute). They are also quick to discover what mocking insults, sounds, and gestures will most bother anyone around them. Though small, almost never more than 2 feet tall, they possess strength like that of a giant. True to their name, these creatures may turn to liquid quicksilver and back at will, using this ability to creep through small spaces and to 'dodge' physical blows coming at them. When seriously threatened, a hung hou may generate a toxic cloud of mercury vapors, but the vile monkeys prefer to not use this, as it isn't nearly as much fun as torturing someone. They may freely sense the invisible and sense the presence of chi. Unfortunately, hung hou have become masters of manipulating negative chi, while their powers won't affect demonic creatures, they are frighteningly effective against any mortal who uses positive chi, or against the negative chi deathforce of the undead. Tong Ko Known as copper pigeons, for that is exactly what they appear to be, these birds of the netherworlds are best suited as spies, having but a handful of powers, only two of which are unusual among demons. Besides typical bird abilities of rapid flight and keen vision, the tong ko may see the invisible, tell how good/evil someone is, spot people who are hiding or concealed, and sense the presence of chi. They may freely change between their own forms and those of mortal pigeons. One of their rare powers, that of chi masking, enables them to hide their true amount and kind of chi, seeming to be normal birds. The other rare power permits them not only to return to their roost from other planes as many other demons can, but also to leave the netherworld and enter any other plane under their own power, although they have no special protection against the environments of other planes. Tong ko have extremely limited minds, and thus know no spells and have only the skills expected for birds. Hei Lou Kung Possibly the most feared animal in all the netherworld, these black steel centipedes are roughly 2000 feet long and average 150 feet across. The steel shell is over twenty feet thick on the body and head, but as thin as 6 feet on some parts of the legs. Created for the purpose of conquering the netherworld after the evil Ethereals were exiled there, the ten existing hei lou kung possess physical power on an almost unparalleled scale. They are able to climb any surface, including walls & ceilings, at full speed and without any stress from their immense weight. Regenerating 10-60 hit points per round, and regrowing lost limbs within an hour makes them even harder to slay. They can focus up to three attacks per round on a single human-sized foe, with as many as 25 total attacks per round, all but one of which being clawed legs, and one being their much deadlier bite. Thankfully, they can't dodge or parry at all due to their size. Impervious to cold, heat, fire, diseases, and poisons, and able to both see the invisible and become invisible, they are truly one of the great nightmares. Even worse, they know almost all first and second level spells, using them with relative intelligence. Hu Fen Po The last remnants of an ancient race who lived in the Nether realms before Marghuul and his army were banished there, the hu fen po are known as the white lead leopards. Appearing either as feline humanoids or in fully feline form, they always seem to be made of a dull white metal marked with dark spots of corrosion. Unlike most other demons, they do not blindly obey Marghuul's will, rather they consider their service to him and his to be a contract, which both sides must adhere to. Likewise, unlike demons originating from Marghuul and his evil Ethereals, they are not particularly subject to holy forces, being able to survive in the realms of the angels unprotected. The 7 remaining hu fen po work primarily as assassins, and towards that end have mastered a wide variety of their races' ancient martial arts, mastering the forces of negative chi and the uses of atemi (the art of striking vital points of a body with chi-backed physical attacks to create crippling effects or heal many magical afflictions, the best known atemi is dim mak, or the finger of death). Most if not all of them know spells of other sorts as well, up to the 7th level, or as high as 15th level for spells of mentalism. They may enter and exit the nether planes as desired, not being bound by Celeborn & Dranaxar's barrier confining the exiled Ethereals and their creations. Although native to an evil realm, the hu fen po are not necessarily evil themselves, adhering very strictly to both their own laws and those of whatever culture their intended victim is a member of. Chung Gui Better known to mortals by the name 'sword-demon', the chung gui are the bulk of the Ethereal population of the netherworlds, shopkeepers, servants, torturers, farmers, and similar common occupations. In the netherworlds, they have special abilities that most lose within a few hours on a non-infernal plane, regaining them upon returning to their homeland. These abilities include being able to dematerialize into pure negative chi, change their demonic form (permanently spending some of their negative chi to 'buy' extra fangs, barbs, regrow limbs, improved stats, or other benefits), control the undead, and torment/torture with great skill (works on any being not native to a nether realm except for undead, golems and related constructs, and any sort of Elf or Ethereal). Any chung gui has about a 30% chance of having a special power or unusual skills. Some of the more common special abilities are: Immense mana (most chung gui have very little mana, their magical energy is in the form of negative chi. This demon has about 30-70 times the normal mana and probably knows a handful of low-level spells.) Combat specialist (this demon seeks to become a chiang gui, and has learned several fighting skills beyond basic brawling.) Extra negative chi (this demon has managed to hoard up more negative chi than most, which equates to being able to withstand more punishment before being destroyed and having more raw power available in emergencies) Horrifying form (this demon has spent inordinate amounts of negative chi to fashion their body, concentrating on their appearance.) Chi Mask (this demon has learned the demonic counterpart to disguise, being able to hide their true chi and seem to have nearly any chi level they want to appear to have, whether positive or negative. Doesn't alter the actual amount or kind of chi at all) Chi skill (this demon has learned a single chi skill (not spell) of any of the varied sorts which will work with negative chi.) Superb demonic form (a demon whose physical form is in the peak of fitness, a demonic bodybuilder. Their fangs, horns, claws, etc do more damage) Torture specialist (this demon has taken the time to learn how to torture, not just to draw on the energies of the netherworld to intuitively know how. As a result, they can inflict massive pain with incredible precision, and retain this ability when on other planes) Mortal skills (while most demons know (and care) nothing about the skills of mortals, this one has made a hobby of learning a few from some damned souls. The demon may know from 3-9 skills, but not casting skills or magic) Some much rarer special powers (1% chance for a chung gui who has a special power to have one of these) include: Master psionic (possesses innate mentalist abilities or mental spell-like powers, demons with this power have a trace of hu fen po in their ancestry) Sense ti chi (this demon can 'see' ley lines and earthnodes in a crude fashion) Chi mastery (this demon has studied the chi arts extensively, learning many chi skills, both those dealing with the negative chi of the netherworld and a few manipulating positive chi) Chi Zoshiki (a fluke of demonic genetics renders this demon completely invisible, it requires magic or specialized training in chi to be able to perceive their presence) Teleporter (this demon possesses an innate ability to teleport themself at will, perfect accuracy if they can see where they are going, otherwise accuracy varies with their skill in controlling their power) Exorcism (this demon has had some training in the arts of possession, and from this has learned how to break possession of others and defend expertly against attempts to possess them) Disperse chi (a rather obscure chi skill, forbidden by Marghuul as blasphemy, permitting the user to disperse and weaken chi flows, ley lines, earthnodes, etc of either negative or positive sort. Useful in self defense, though, if battling an angel or if the demon is in a region of positive chi. A demon knowing this skill will also know several of the mudras of protection, which this skill is closely related to) Invulnerable chi (one of the most prized innate powers, a demon born with this power is almost invariably taken away to be raised by the priesthood, although occasionally the child is missed or the power develops at puberty instead. The power of invulnerable chi renders the demon completely immune to hostile use of positive chi, likewise they can survive unprotected in regions of positive chi, even in the court of Celeborn itself. There is no known spell or skill able to duplicate this effect, though demonic magi have strived for eons to develop one. This power is (mistakenly) believed to be linked to either angellic or hu fen po ancestry, neither of which actually is involved) Chi mage (this demon has studied chi magic, learning the methods of casting spells spells via chi. This is not the same as knowing skills which manipulate chi!) Ma Gui These demons are merely former chung gui who have taken on extra duties in exchange in for slightly higher status. They are slightly more likely to have special skills, but no more likely to have innate powers or spells. Chiang Gui Trained in fighting and the use of arms, these demons form the armies of the netherworlds and guards protecting important places, objects, and people. Otherwise they are the same as chung gui. Fu Gui The fu gui are the envoys and messengers of the demonic lords, princes, and kings. As such, they are permitted to travel freely throughout the netherworlds and have access to special gateways and mystic corridors unavailable to other demons. Sometimes a fu gui may be serving as a personal attendant to a high ranking demon. Otherwise they have much the same powers as chung gui, although the fu gui shun battle. Many more of the fu gui have the power of invulnerable chi, however, for those envoys who have it are the ones who convey messages between Marghuul and Celeborn. Huang Gui These demons are trained in diplomacy and negotiation. They are the intermediaries of the great infernal powers, making pacts & contracts, negotiating settlements, or acting as harbingers of doom. In almost all other ways, the huang gui are like the chung gui, though any special skills or non-innate powers they have tend to be ones useful for their work. Guan Gui The same as the chung gui, save for their work, the guan gui are of much higher status, being the bureaucrats of the demon world, handling the vast paperwork of running the infernal kingdoms. Jing Gui Highly respected, the jing gui form the personal staff of many of the highest ranking demons. While much the same as chung gui is most respects, the jing gui are much better trained, almost all know a selection of truely wicked spells and skills. Li Gui Except for their brilliant minds and cunning, an outsider might mistake the li gui for chung gui, a fatal mistake. These demons have no special powers to go with their high rank, but have access to some of the best teachers and schools in the netherworlds through their connections as members of one of the royal courts. Killing a Li Gui can result in a horrid fate, should they be a favorite of the court, the killer might find a demon prince (or even worse, one of the yama kings) personally coming to visit. --------------371D3B6B229D Content-Type: text/plain; charset=iso-8859-1; name="realms_of_sorcery" Content-Disposition: inline; filename="realms_of_sorcery" Content-Transfer-Encoding: quoted-printable Chapter One: Warhammer Sorcery The Roots of Warhammer Sorcery The Source of Magick In the beginning there was Chaos, And within this Chaos was Power, Great Power without Form. Yet within Chaos there was Motion, And within Motion was Form, And within this Motion were the Words, Which shaped the Motion, and gave it Form. And the Great Speakers were awakened, And the Great Words were spoken, And the Great Magick was wrought, The Birth of the World. And in the Image of the Great Speakers were we awakened, = And in the Image of the Great Words have we spoken, And in the image of the Great Magick have we wrought our world. As it is said, so shall it be done. -- from The Verrah Rubricon of Verena, Book One, "The History of the Worl= d." When the Powers speak, the Universe listens -- because the Universe is fu= ndamentally nothing more than Form imposed upon Chaos, and the image of t= hat Form is determined through the action, consciousness, and will repres= ented in the unimaginably complex and subtle Great Language of the Powers= known to mortals as gods and daemons.The vast and magickal powers of the= Powers are a reflection of their superior command of this divine languag= e, referred to by cult scholars as the lingua praestantia. Lesser magical= powers, like daemons and spirits, have more modest facility and capacity= for this language, and therefore have correspondingly more modest magick= al abilities.Even the greatest of the Old Slann and their gifted pupils, = the High Elven wizards of the First Age, had little more than a baby's ba= bbling comprehension of this language -- but through that primitive compr= ehension they were the mightiest sorcerors of the all time. And the best-= known practitioners of the Arcane Arts in the great Academies of Magick a= re little better than apes mimicking the speech of men -- and yet, their = powers are the source of awe and wonder among the peoples of the Warhamme= r World.Words and Magic: "How might humble words work magic?" you may as= k. Indeed, the words of mortal languages have little enough power to them= -- but the Words of the Gods are another thing altogether. When the Ear= th Mother says, "Oceans, dance!" the oceans dance. When a lesser Young Go= d like Manaan says, "Oceans, dance!" the effect is more modest -- but sti= ll awesome in human terms. And when a sorceror summons a water elemental = and commands it to capsize a rowboat, the scale is immensely different, b= ut the principle is the same. The Sorceror and Lingua Praestantia: Even the simplest word in lingua pra= estantia is unimaginably complex. In the simplest petty sorcery, shadings= of rhythm, accent, pitch, duration, volume, timbre, etc. all control a h= ost of critical elements, any of which might spoil the effect if imprecis= ely phrased. Only the rare individual with the combined gifts of the temp= le choir soloist and the finest scholar can learn to master the subtle ch= ords of sorcery.Further, a sorceror must also have been blessed with a po= werful aethyrial organ (known variously as the "Spirit" or "Mind" or "Psy= che"), so that he can shape its resonances to the Words and thereby produ= ce the magical effect. For most sorcerors, this aethyrial component of th= e Great Language is hardest to master, but excellence in this exercise is= the crucial difference between the lowly hedgewizard and the more exalte= d practitioners of the Arcane Arts. Runes: Runes, the fundamental agencies of sorcery, are the physical and a= ethyrial images of lingua praestantia, just as writing is the physical im= age of the spoken word of human languages. Runecraft is an unimaginably c= omplex and demanding art. Accurate transcription of the Great Language in= to runes requires that the tiniest distinctions of pronunciation be preci= sely recorded in the rune. Further, a rune must be inscribed not only in = the physical domain, but also in the aethyrial domain -- that is, they mu= st be magically inscribed into the aethyrial field associated with the ru= ne.Properly-inscribed runes are essential to all sorcerous undertakings, = and all sorcerors must read and understand at least those runes essential= to the particular spells and rituals they learn. More ambitious students= of runecraft may be qualified for research and development of revised or= new applications of the arcane practices. Sorcerous Vs. Divine Magicks The first magicks on Warhammer were Divine Magicks -- magical powers give= n by a god to his followers. The followers so-blessed needed to know noth= ing about the arcane arts to produce magical effects. The followers simpl= y prayed to their gods, and their gods provided the magical effects. All = that was required of the followers was duty, service, and honor to the go= d, the temple, and the tenets of the faith.Sorcerors, on the other hand, = must be knowledgeable and skilled in the arcane arts to produce magical e= ffects. Unlike cult priests and other beneficiaries of cult magical gifts= , sorcerors must study diligently to master their trade, and as they are = perfecting their trade, they run the risk of potentially-disastrous failu= res as the result of the slightest error. As a consequence, sorcerors as = a class generally feel superior to cult priests, regarding them more as u= nskilled servants than sorcerors, and judging them more studied in theolo= gical rigamarole than in the true arcane arts.The cults have persecuted s= ecular magical practices since the dawn of human culture, labelling them = as "witchcraft" and "daemonworship," forbidding their followers to traffi= ck in the "dark arts of Chaos-spawn," and encouraging cult and state crus= ades to exterminate practitioners of secular magick. The cults have alway= s publically associated all sorcery with Chaos magicks and the often-abus= ed disciplines of Necromancy and Demonology. (NOTE: Warhammer Sorcerous Magicks primarily presents the realms of the s= orcerous arts, with only passing references to divine magicks. For furthe= r details on divine magicks in the World of Warhammer, see the companion = volume, Warhammer Divine Magicks.) Sorcery in the Modern Old World Cult Persecution For centuries the cults have jealously guarded their monopoly on magickal= practice. Except for brief periods, sorcery in the Old World up until th= e latter half of the 25th Century was confined primarily to hedgewizards = who practiced their arts in secret or in communities where the cult influ= ences were weak or non-existent. Parents taught their children that the = practice of secular magicks was evil and demon-inspired, and that cult-fo= llowers treated with petty witches and wizards at the risk of Eternal Dam= nation. Earlier Periods of Cult Tolerance: Three periods in the past have seen co= mparatively little cult interference with the practice of sorcery, and du= ring these periods were the greatest flowerings of the Arcane Arts.The fi= rst period came in the First and Second Centuries IC, with the expansion = of urbanization and trade during the early Empire. Most of the venerable = enchantments laid upon the wall and defenses of the great cities of the O= ld World date from this period, which came to a close with the emergence = of the Cult of Sigmar as a power in Imperial politics.The second period o= f tolerance came during the Black Plagues of the Tenth Century. For a bri= ef time priests and wizards made common cause against the disastrous huma= ne and economic effects of the Plague, but within a few decades, sorcery = was once again proscribed by most Old World nations.The third period of t= oleration began in the late 19th and early 20th Centuries in the City Sta= tes of Tilea, and ended abruptly in the mid-20th Century with the violent= suppression of the Chaos Cults that had proliferated throughout Old Worl= d culture in preceding centuries. Many sorcerors were slain by mobs, and = many great magick treasures lost forever in the Dark Ages that follow. Sorcery During Periods of Oppression A few secret societies of sorcerors have managed to survive and prosper f= rom ancient times, even in regions of pervasive cult influence. From time= to time these secret societies emerged during periods of public tolerati= on, typically in times of siege, invasion, and war, when desperate need f= or sorcerous magicks forced the cults to compromise their fanatic moral o= pposition to sorcerous practices. Even during periods of fanatic intolera= nce of sorcery, the rich and the powerful relied on the services of wizar= ds and alchemists of these secret societies. Rulers, nobles -- even cleri= cs -- privately sheltered and exploited the practitioners of proscribed a= rcane arts, even as they publicly denounced them and burned them at the s= take as heretics. The libraries and practical experience accumulated by t= hese clandestine societies down through the centuries form the foundation= s of much of the body of knowledge studied by modern academic sorcery. Fu= rther, in remote wilderness areas like the World's End frontier, the Bord= er Princedoms, and in isolated Elvish and Dwarven settlements, a variety = of hedgewizards and small scholarly communities practiced sorcery openly,= though on a modest scale. Because of their isolation, these solitary pra= ctitioners were often limited to unimaginative, conservative notions of s= orcery handed down scarcely changed from the latter centuries of the Grea= t Goblin Wars. Narrow and parochial as these minor enclaves have been, so= me have preserved magical lore of great interest to modern academics. = The Waning of Cult Influence in Old World Warfare and Politics In the late 25th Century, cultural views of sorcery experienced a revolut= ion. Through altering modern attitudes toward the role of the cults in so= ciety, warfare, and politics, throughout the Old World came a shift in pr= ivate and public opinions about the practice of sorcery. Historically the cults enjoyed great political power for three main reaso= ns: 1. Their magical support in warfare, 2. Their magical services to the ruling -- or aspiring -- clans, and = 3. Their power to heal the citizenry of disease and the soldiery of battl= efield wounds. Throughout the early history of Old World warfare, magic has played litt= le more than a secondary role on the battlefield. With the exception of a= several notable siege resistances based on magickal defenses, no major m= ilitary conflict before 2429 had been decisively influenced by magick.How= ever, though not decisive, magick has always had its role on the battlefi= eld, primarily in the support and defense of battle leaders. Captains and= generals have traditionally been well-protected by the prayers of cult p= riests, and often great leaders and heroes have been granted magical weap= ons, standards, and other cult boons. Less commonly, elite troops might r= eceive magickal protections and spiritual support in the form of battlefi= eld spells and sacred battle standards.Further, cult magicks have been hi= storically effective in defense of fortified positions, since cult priest= s can summon and channel the magickal potential of their worshippers into= strengthening walls and defenses against magick and inspiring defenders = on sacred ground. Thus, divine magical aid has always been a foremost con= cern of sovereigns and warleaders. The power to grant or withhold this di= vine aid has thus been an important form of leverage on the political lea= ders of the Old World nations.Off the battlefield, the support and protec= tion of cult magics have preserved royal dynasties from the diseases and = misfortunes that prey on common men, and have often subtly aided ruling r= egimes in amassing and consolidating their diplomatic power. Conversely, = a cult's mundane and arcane support of a usurper or contender can be a cr= ucial factor in the passing of power into new hands. Finally, the promis= e of protection from disease is perhaps the greatest boon a ruler can off= er his people -- and that protection is available only at the sufferance = of the cult hierarchy. And, though magic has seldom had a decisive influ= ence on the field of battle, an army's capacity to recover from a battle,= to return wounded veterans to service, is strictly dependent on the heal= ing services of divine magics. And the comfort of knowing that a priest i= s available to ease suffering and heal even grievous wounds certainly has= a beneficial effect on noble and peasant morale. Until IC 2429, these t= hree benefits were the exclusive province of magical powers bestowed by = the cult hierarchy. However, worldliness and corruption in the cult hiera= rchies and a popular cynicism about the pious preachings of priests had u= ndermined the cults' moral power, while the increasing economic and socia= l independence of the aristocracy shifted power and influence from cult d= ivines to temporal princes. [[Need transition here.]] Count Leopold and The Battle of Grouche Marsh In IC 2429, Marienburg declared its independence from Imperial control. = Emperor Dieter IV, under pressure from the Council and the Grand Theogon= ist to curb the growing unrest and secessionist sentiment in Marienburg a= nd the Wastelands province, charged Count Bruno von der Waldemar, a noted= knight and general, with a military expedition to lay siege to and occup= y the port city of Marienburg.In the decisive battle of the campaign, Cou= nt Bruno's forces, vastly superior in arms and number, faced a motley for= ce of freemen and militia across the marshy ground northeast of the Mari= enburg. Secure in the blessing of Sigmar, and in strength of arms, the Co= unt expected to sleep that evening in a comfortable bed in Marienburg.Ins= tead, that evening the Count spent on the road among the disordered and d= emoralized remnants of his force, in full retreat from Marienburg. He had= been defeated, he later learned, by approximately two score minor sorce= rors and three master elementalists (Sea Elven mercenaries). These magici= ans, using Battle spells that were the forgotten legacy of the Great Gobl= in Wars, denied passage across narrow lanes of dry land through the marsh= , while striking repeatedly at the exposed flanks of columns on these nar= row lanes. Fireballs blasted and decimated heavy cavalry units. Spells pe= rmitted the enemy to move freely and swiftly through the difficult terrai= n, while other magics mired advancing forces in illusory avenues of solid= ground.By the end of the day, Bruno had lost 20% of his force, with most= of these among the ranks of mounted nobles and knights. The defenders of= Marienburg had scarcely suffered casualties of 1%, and had denied Bruno = all of his tactical objectives. Leopold had repeatedly implored his pries= ts and heroes to find some way to neutralize the handful of magicians whi= ch were frustrating his entire army, but they were completely helpless ag= ainst the specialized Battle magics of the Marienburg sorcerors.Upon his = return to Nuln, Bruno persuaded the Emperor that the military security of= the Empire depended on sorcerous magicks at the command of loyal servant= s of the Emperor.Dieter IV summoned the Grand Theogonist and the High Pri= est of Ulric, and inquired pointedly of them whether there were any reaso= n why the Emperor should not, for the greater glory and security of the E= mpire, establish a War College for sorcerors, to serve at the pleasure an= d discretion of the Emperor in the armies of the Reikland. Having duly he= ard and acknowledged their impassioned protests, he thanked them, dismiss= ed them, and set about drafting an Imperial charter establishing the firs= t Imperial Institute of Battle Magics.Dieter IV was eventually able to ob= tain the grudging blessing of the Cult of Ulric for his War College. By p= laying the Sigmar and Ulric cults off against one another, Dieter IV mana= ged to neutralize the political pressures which might otherwise have resu= lted in the appointment of a new emperor. However, in the end, conflicts= with the cults over this issue, and unfounded rumors that the Marienburg= campaign had not been a military failure, but that Dieter IV had accepte= d bribes from the Burgomeisters to ensure the independence of Marienburg= , were to result in Dieter IV's fall from power, and the discrediting of= his dynasty. Nonetheless, Dieter IV's successors were forced to endorse = his policies in order to maintain the security of the Empire. By this tim= e, other Old World nations made increasing reliance on Battle magics part= of their military strategies. Rulers and nobles throughout the Old Worl= d were disregarding priestly censure and employing sorcerors as advisors,= retainers, bodyguards, and craftsmen. Those nations where the cults held= the line against the legitimization of battle sorcery quickly found them= selves wanting in the balance of military power.Originally the Imperial c= harter permitted the study and practice of sorcery only for military purp= oses, and only under the authority of the Emperor. Later the right to emp= loy sorcerers was extended by imperial decree to the nobility. Specific c= harters were granted to certain families to engage sorcerors for specific= purposes -- primarily as arcane physicians, and as mercenary auxilliarie= s in the defense of the Empire. The great academies of sorcery were also = chartered at this time, and placed under the supervision and protection o= f the Emperor. Finally, in 2452, Wilhelm III made the practice of four s= orcerous academic discipines -- wizardry, elementalism, mentalism, and al= chemy -- legal in the Reich, declaring null and void the ancient cult la= ws against witchcraft. In this proclamation Wilhelm III declared that ce= rtain sorcerous practices (including necromancy and demonology) were to r= emain illegal, and to be accounted as treason. In this proclamation Wilhe= lm III also established the four academies of sorcery and the magick guil= ds, and granted them the right to make laws restricting the practice of m= agic in the Empire, and gave them the power to establish penalties and st= and in judgement over offenders. Even to present times, most study and re= search in the academies of sorcery are confined to spells and enchantment= s with military applications, and numerous unfortunate incidents in the e= arly days of the academies proved that sorcerors could cause a great deal= of mischief without the effective cooperation of guilds, academies, and = sovereigns in restraining irresponsible and criminal abuses of the sorcer= ous arts. Wilhelm perceptively realized that the academies and guilds had= a vested interest in preventing disturbances which might turn the people= , the merchant class, and the nobility against them. The academies and gu= ilds have established extensive regulations concerning the practice of ma= gic in the Empire, and have been fairly successful in policing their own = ranks. Their success is probably at least partially attributable to the i= mposing resources they command in the pursuit and apprehension of malefac= tors, and the gruesome ingenuity and enthusiasm they invest in the public= spectacles of their sentences and executions.Wilhelm's proclamation only= specifically legitimized the practice of sorceries of the four academies= =2E However, in rescinding the ancient cult prohibitions against sorcery,= the status of hedgewizardry is left somewhat ambiguous. Since these mag= icks are primarily practiced by poor, rural peoples, the matter is of lit= tle consequence to the noble and merchant classes of the Empire. The Aca= demies have construed their authority to include the pursuit and judgemen= t of sorcerors that clearly imperil the public welfare -- pyromaniacs, hi= ghwaymen, and bandits employing sorcery, in particular -- but they are le= ss diligent in policing the petty frauds and nuisances occasionally perpe= trated by backwoods hedgewizards. The rural folk have adopted their own r= ough, informal style of justice to deal with these wayward spellcasters. The Three Estates of Magic in the Old World The so-called "Three Estates" refer to the three major institutions of ma= gical practice in the human cultures of the Modern Old World. The First Estate is Divine Magics, the oldest and most conservative tradi= tion of human magics. The practice of magic in the cult of the Earth Moth= er extends in an unbroken line back through the millenia into the obscuri= ty of prehistory, and many historical cults still count their lineage in = tens of centuries. The magical abilities of cult practitioners are univer= sally recognized as the gifts of the gods; man does not shape these power= s, but humbly accepts them in the forms chosen by their divine patrons. = There is no progressive vision of increasing power or variety of magickal= effects associated with Divine Magicks. In fact, a common theme in most = cult philosophies is that the abundance, power, and variety of divine mag= ic has greatly decreased from a semi-mythic, semi-historical Golden Age o= f the Distant Past, and that the increasing secularism of the modern worl= d promises an even-greater diminishing of the magical powers of the cults= =2E GM Notes: The presence and influence of divine magicks in the Old World = are public and pervasive, in both rural and urban regions. Practitioners = of divine magicks tend to be conservative, highly principled, and dominat= ed by rivalries among competing cults. PC clerics often are inspired by c= ult principles, but in this secular age more and more clerics are self-se= rving or political in motivation.Many spells and rituals are specific to = individual cults. New spells are rare, but magical objects of ancient or = obscure religions, or lost spells or practices, provide occasional source= s of magical novelty. The Second Estate is Hedgewizardry. Always condemned and persecuted by th= e cults, Primitive Sorcery is obscure in its origins, though variously th= ought to have grown from sorcery learned from Elvish and Dwarven mentors,= to have been the invention of renegade divine magicians, or to have bee= n purchased at dire cost from daemonic sources. Because of cult persecuti= on, transmission of the practices of Hedgewizardry from generation to gen= eration has always been furtive and unreliable; certainly, a great many m= agical wonders have been discovered, only to be lost with the death of th= eir discoverers. Even at present, Primitive Sorcery tends to be quite mod= est in power and eclectic in its methods and sources, though in the past = individual practitioners have occasionally rise to levels of achievement = rivaling the greatest of modern Academic Sorcerors. GM Notes: The practice of Hedgewizardry is typically confined to rural an= d wilderness regions. Hedgewizards are few and furtive, generally eccentr= ic, varying greatly in style, ambition, and principles. Most hedgewizards= are solitary and independent, though several modest clandestine societie= s provide communications and mutual defense against cult persecution. Spe= lls and rituals are widely varied in effects, but relatively weak in powe= r. With the increasing tolerance of sorcery, some hedgewizards hope to ma= ke fortunes openly practicing the skills they hitherto had to keep secret= =2E Others skeptical of the current tolerant climate remain in seclusion,= anticipating a return of cult persecutions. Since many persons still fea= r and scorn sorcerors, the safest place to practice hedgewizardry is in t= he wilderness, in expansionist Imperialism, or in individual treasure-hun= ting. The Third Estate is Academic Sorcery, the systematic study of the magicka= l sciences in academies sanctioned and supported by the State. Originally= established by ruling princes to provide their armies with ever-more-pow= erful War Wizards, the academies now graduate in increasing numbers sorc= erors who find employment among the aristocracy and merchantile interests= =2E The dominating ethic of Academic Sorcery is the expansion of magical = knowledge and practice, with the immediate goal of enhancing the power an= d security of the state (or the financial interests of their employers), = and with the long-term goal of transforming society with the wonders of m= agical technology. GM Notes: Academic sorcery is officially sanctioned but widely disapprove= d, feared, and distrusted. In larger urban areas where the academies and = guilds are prominent, tolerance or respect is more common. Academic sorce= ry is rigidly formal in methods, principles, and structures of authority = and regulation, but dynamic in ambition and expectations. Spell and ritua= l magick effects are typically rather more narrow and specialized, and of= ten more powerful. PC academic sorcerors are often hired by wealthy patro= ns or adventurers, or dispatched on missions for the state. Recent gradu= ates are also free to try their luck at adventuring, though academics gen= erally prefer the easier life of steady employment, and may require a siz= able, non-portable lab and library for their researches. The Four Academies of Sorcery War Wizardry: The Academies of Battle Magicks, also known as the War Coll= eges or the Academies of War Wizardry, are the largest of the academic so= rcerous disciplines. Based on the ancient Battle Magicks descended from E= lven and Dwarven sources, War Wizardry is primarily concerned with the mi= litary applications of sorcery. The ancient Battle Magicks spells and ri= tuals are narrowly defined, but relatively quick in casting and reliable = -- important considerations for battlefield use. War Wizards are generali= st sorcerors: as such their effects are typically more modest in power th= an those of the other disciplines, but their versatility lets them improv= ise and adapt to circumstances more effectively than other sorcerous spec= ialists. (Thus, if you can have only one sorcerer to support your expedit= ion, a war wizard is often the best choice.) The atmosphere in War Colleg= es is competitive and aggressive. Scholarship in itself is discouraged; w= izards are supposed to learn how to use magick on the battlefield, not to= spend hours poring through dusty volumes searching for arcane knowledge.= Drill and mock-combat is an important part of the curriculum, and the pr= actice of magickal dueling for sport and honor, while publicly discourage= d, is privately encouraged by guild elders. Consequently, many wizards ar= e obsessively proud, quick to take offense, and impulsively violent in pr= otecting their honor. In combat they are trained to avoid hand-to-hand en= gagement or exposure to missile fire, but they are otherwise aggressive i= n exercising their destructive abilities. Wizards are also trained to pla= y a defensive role, particularly in scouting and small group tactics, whe= re their spells are particularly effective. Wizards with more gentle, in= tellectual dispositions are steered into quiet postings with lesser noble= s and secure garrisons, or remain at the academy as researchers and instr= uctors. Such rarely become adventurers except through misfortune or despe= rate circumstance. Elementalism: Elementalists trace their traditions from the earliest huma= n sorcerors -- those Great Druids who turned their backs on the worship o= f the Earth Mother and turned their knowledge of the First Runes, the Gr= eat Pacts, and the Elemental Powers and Dominions to their own purposes. = Though, like other sorcerors, Elementalists employ a number of relativel= y simple spells handed down from ancient Elven and Dwarven magickal pract= ice, the core of Elementalist magickal muscle depends on the summonation = of Elemental entities. In many ways, Elementalists are closer to divine s= pellcasters than the rest of their sorcerous colleagues, because their po= wers depend on their relationship with the magickal entities of the Eleme= ntal Dominions. Some Elemental entities may be commanded, some must be b= argained with, some must be entreated with worship and respect. Entities = from each of the Dominions have their own distinctive personalities, moti= vations, and history of relations with man, and each must be treated with= individual care and understanding. In this sense, an Elementalist is som= ething like a priest dealing with gods and their lesser divine servants, = though the Elemental Powers are generally less powerful and capricious th= an the gods, and they are bound to the service of man by the Great Pacts,= which oblige them to treat Elementalists more as equals than worshippers= =2EBecause of their close relationship with nature and the Elements, and = because of the unreliable and potentially dangerous character of their El= emental servants, Elementalists spend more time in the trackless wilds th= an they do in study at the universities. Elementalists prefer to operate = in the wilderness, where they are least concerned for public safety when = their Elemental charges get out of hand. Elementalists have a reputation = for indifference to worldly goods, and are most likely to be motivated by= desire for more knowledge and power in the Elemental Dominions for its o= wn sake. They are also generally more venturesome than their bookish bret= hren.Since Elemental powers, like battle elephants, have a reputation for= turning on their own forces, they are of limited popularity among gener= als, though many armies employ Elementalists for sieges and other special= situations.Unlike the other sorcerous professions, Elementalists have a = relaxed attitude toward formal institutions and personal status. They res= pond poorly to discipline, and are known for wandering off on their own f= or extended periods without so much as a by-your-leave. This eccentric be= havior is tolerated with resignation by the state and military, partly in= acknowledgement of the Elementalists peculiar psychological needs, and p= artly because folks are perfectly happy to have them practice their Eleme= ntal summonations at a safe remove from flammable structures and innocent= bystanders. Mentalism: Mentalists, popularly known as Illusionists, specialize in the= manipulation of mind and perception. Their castings usually work direct= ly on the Mind of the subject, though they also have spells which produce= magickal external images and impressions.Such castings have numerous bat= tlefield applications, and Mentalists do play an important part in Old Wo= rld military strategies. However, Mentalists also play a variety of valua= ble peacetime roles. As entertainers, they are very effective, particular= ly when supporting more traditional presentations of the dramatic and per= formance arts, or when presenting colorful magical pagents at fairs and s= tate celebrations. Mentalists also play a more sinister peacetime role in= the diplomatic and intelligence corps, where their persuasive, distracti= ve, and concealing magicks are of great value.Though Mentalists are oblig= ated to military and state service like all other state-sanctioned sorcer= ors, they quickly find their way into the service of important state offi= cials, merchants, and nobles, where they are much in demand as counselors= and consultants. Ostensibly they are tightly bound by the strict ethical= codes of their profession, as established by the guilds and academies. M= entalists are enjoined to practice their magicks only for the welfare of = the people and the sovereign, and explicitly prohibited from using their = sorcerous abilities for the advancement or profit of themselves or their = patrons or masters. The punishments for offenses against the ethical code= s are harsh and vigorously prosecuted, but in practice many Mentalists ca= sually bend the letter of the codes to suit their purposes, while other M= entalists ignore the codes so long as they have a reasonable chance of av= oiding discovery. Alchemy: Alchemy produces magickal effects from the distillation, prepara= tion, preservation, and enhancement of the magickal properties inherent i= n various substances and aethyrs.Alchemists themselves do not often appea= r on the battlefield, but their products often do. These products (elixir= s, tinctures, dusts, powders, gases, solutions, and other compounds) can = be employed by scouts, soldiers, and heroes during battles. In practice, = the great expense of producing alchemicals, and their short shelf life, l= imit their availablity. In combat, these scarce resources are usually dis= tributed only to key personnel with special missions, or to nobles, heroe= s, and generals of particular importance to the preservation of the state= =2EIn times of war, all alchemists are assigned to the support roles with= various military units. In times of peace, all but a few staff military= and state alchemists are permitted to pursue private trade in their ware= s. Most of the products sold to the citizenry are modest and unambiguousl= y beneficial in nature, like herbal potions and love philtres. Alchemists= are forbidden by law to sell alchemical compounds with military applicat= ions (ie, poisons, Greek Fire, etc.) to private citizens without license= from the state, academy, or guild, but such trade is lucrative for alch= emists, and the law is loosely enforced. Adventurers and criminals with r= eady cash generally have no trouble finding an alchemist who'll provide a= lchemicals to order.Alchemists are either entrepeneurs or scholars by tem= perment. As entrepeneurs they produce what their clientele requires, and= try to produce it cheaply and sell it dearly. Such men rarely seek adven= ture except where there is a profit, and even then would prefer to hire s= omeone else for the dangerous stuff. As scholars they tend to be colorful= , flaky crackpots, searching for mythical alchemical processes for trans= muting lead to gold or for making flesh transparent (both considered impo= ssible by sorcery experts). They spend most of their time in labs breathi= ng poisonous fumes and heating volatile fluids over open flames, or in tr= aveling to the ends of the earth to pursue the esoteric mysteries of alch= emy. The Outlawed Magicks: Necromancy and Demonology Necromancy: Most cults of the Old World prohibit summoning, command, or b= inding of the Spirit after the death of the Flesh, except by the agency o= f a cult priest, where the consent of the deity is presumed. Further, mos= t Old World cults prohibit the animation of the Flesh without the unity w= ith the Spirit vouchsafed unto that Flesh by the gods at that being's bir= th. These strictures usually interpreted to include prohibition against a= nimation of artificial creatures of Flesh, such as golems, as well as ani= mation of corpses of beings abandoned by the Spirit at death. Thus, while= the Old World cults have grudgingly accepted the legalization of sorcero= us practices, it is doubtful that they will ever accept legalization of n= ecromancy.Further, historically, necromancy is associated in the minds of= Old Worlders with undead armies and ruthless conquering invaders. Apart = from cult proscriptions against the Walking Dead, horror and disgust at t= he prospect of combat with skeletons and corpses prevent Old Worlders fro= m conceiving of Necromancy other than as an evil practice.Nonetheless, ov= er the protests of the cults, a number of Old World sovereigns have grant= ed charters for limited study and practice of necromancy under the carefu= l scrutiny of the Magick Guilds, the academies, and the state. The ration= ale is that, in order to protect oneself from necromancy, one must unders= tand its technologies, and must be prepared to turn them against those wh= o would abuse them.Only a handful of chartered Necromancers may be found = in a given country, and most of low rank. Such are generally performing r= esearch with an academy or guild, or serving as advisors and support pers= onnel in the military. These Necromancers usually appear in public under= assumed names and identities, because of cult and public hatred and fear= of Necromancers. When assigned missions by guild, academy or state, they= often pose as travelers, adventurers and explorers. Most are trained in= another sorcerous discipline, and able to present themselves as wizards,= elementalists, or other professionals to outsiders.The grim nature of th= eir profession has made sanctioned Necromancers a particularly serious an= d dedicated breed. They abhor the abuses of the Necromantic arts all the = more for their intimacy with their methods, and pursue evil Necromancers = with a ruthless fanaticism.No one knows how many Necromancers practice ou= tside the law in the Old World. There are believed to be several secret o= rders of Necromancers (eg, The Dead Man's Taper). Legends suggest that th= e oldest and most powerful living sorcerors in the Old World are ancient= High and Dark Elvish Necromancers who have used their arcane arts to pre= serve Flesh and Spirit, perhaps for as long as four or five thousand year= s. Certainly most of these sorcerors would be considered evil by most dec= ent folk -- though to judge a 4000-year-old High Elvish Necromancer by th= e standards of a normal mortal might be a doubtful enterprise. = Daemonology: Most Old World cults maintain that communication, negotiatio= n, and worship of daemons in any form is evil, and in most Old World nati= ons, the practice of Daemonology is a capital crime.Historically, daemon = cultists which worship the Four Great Powers of Chaos (Tzeentch, Nurgle, = Khorne, and Slaanesh) -- not daemonic sorcerors -- are responsible for da= emonology's evil reputation. Though from a human persepective most daemon= s are apparently either individually evil or aligned with evil divine mas= ters, many independent daemonic entities are neutral or even benign in na= ture. Properly used, the term "daemon" simply means "lesser spirits", be= ings of an aethyrial nature which are more powerful than man, but too wea= k to be considered "divine" powers.Several academies have received charte= rs sanctioning limited study and practice of daemon conjuration. In some = academies the charters have been kept secret; in others the charters are = conditional on the supervision of cooperating cult authorities. Presently= most charters are limited to the summoning of daemons for research and h= istorical purposes. Cult objections make battlefield roles for daemonolog= ists unlikely in the forseeable future, except against monstrous or Chaot= ic armies. Guilds and academies also approve the loan of expert daemonolo= gists for various state and private enterprises. GM Note: Though Necromancers and Daemonologists often conceal their ident= ities from the public, player character Necromancers and Daemonologists s= hould generally be recognized as such by their fellow party members. Conc= ealing identity and abilities from other players is impractical in sessio= n play, and even with experienced players may lead to distrust and parano= ia which intereferes with cooperative play. "What is Magic Anyway?": Representative Notions of Sorcery Farmer: It goes on over at the shrine...what the priest does. And...I sup= pose you'd say it's what witches do...spells and curses and all. My broth= er bought a love charm from a hedgewizard once. A wizard came through her= e last fall and made a color show for the fair. Is that what you mean? Crusty Village Elder: The whole world is magic, boy. Everything in it is = magic. But you mean who does magic tricks and how, don't you? Well, here = the only magic we see comes from the priests...healing, curing disease, b= reaking the drought, and so on. All that magic comes from the gods -- the= priests tell you so, though the way they stand around looking for congra= tulations and gifts, you'd think they'd done all the work. The priests te= ll you that witches are evil devil worshippers, and there's something to = that, but lots of hedgewizards are right as rain, and there's no call lum= ping them in with the crones. Worldly Citizen, Small City: Magic? It's that...that...eethur stuff or so= mething, isn't it? Cousin's a grenadier, guards the wizards when they go = on maneuver. Tried to explain it to me...something about igniting the aet= hyr with incantations, and commanding elementals and stuff. Too much for = me, mate. Damned if I know what the priests do, blessing the walls and su= ch...could be that eethur stuff, but they keep it a big secret, lots of m= umbo-jumbo, so they can dazzle the ploughboys. Priest of Sigmar: Magic is the nature of the world, and all that is in it= =2E Every being, from the least maggot to the Great Sigmar, is a being of= wonder and magic. But, sadly, magic is not of itself a good thing; much = that men wonder at as... magical... is profoundly evil. There are many Gr= eat Powers -- Ulric, Manaan, Shallya, the Earth Mother, the Daemon Prince= s -- all with great magical powers, all who are willing to share their po= wers with their followers... for a price. Which are good? Which are evil?= How shall man judge, insignificant and foolish as he is? I cannot say, n= ot for another man, but I say, look on their works, and the works of thei= r followers, and judge in your heart. I have chosen to serve Sigmar, beca= use, as mighty as he is, he still remembers that he was a man, and he loo= ks upon men with compassion and forgiveness, and knows their troubles, an= d would share them. Sigmar is strong, yes, but I choose him not because h= e is strong, but because he is right. That is the question of the nature = of magic -- do not ask of its power, but ask what it serves -- good, or = evil? Prosperous Burgher: You're serious?... Oh, you mean, what is it, philosop= hically speaking. Power, my boy, power of the aethyr. Wizards and priests= channel power from the elements and make it do work for them. Priests ha= d a monopoly on it for centuries, and used it to keep the people in line.= Now the Colleges are turning out solid journeymen who work magic like it= was wood or leather. Prices are still pretty steep, but a man with a lit= tle money can own a magic trinket all his own -- something only a bishop = or king could have owned just half a century ago. Now, that's progress, y= oung man. College Student: Aethyr is the fifth element, the element of pure energy = without substance. It occupies no space, but is everywhere. It has no sub= stance, but all substance is in some way linked with it. All cult and sor= cerous magic depends on the manipulation of aethyr, and through aethyr, t= he other four elements. Cult magicians do not manipulate the aethyr direc= tly, but through the agency of their divine patrons, who are themselves p= rimarily of an aethyrial nature. Sorcerors manipulate the aethyr directly= , through arcane incantation and symbol, or manipulate aethyrial beings w= ho in turn manipulate the aethyr and other elements... Of course, this is= all a lot of blather right now, as far as I understand. The stuff my pro= fs talk about... well, a lot of it goes right over my head, I admit. Sorcerors and Chaos Historically human cultures have forbidden the study and practice of Chao= s magicks. Spellcasters popularly known as "Chaos sorcerors" are not sorc= erors, in fact, but Divine spellcasters -- Chaos priests and heroes whose= magickal powers derive from their association with various Powers of Cha= os and subordinate daemonic powers.Nonetheless, the Old Slann and Dark El= ven sorcerous traditions are thought to have embraced Chaos magicks, and = the Skaven's magickal-alchemical harnessing of the energies of Warpstone = are well-documented. Further, studies of Warpstone and its alchemical and= mutational properties are permitted on a limited basis in the academies = and guild, and practiced illegally in secret by Chaos cultists and reckle= ss, unprincipled sorcerous researchers. Thus the seductive and corrupting= influences of Chaos must be recognized as a constant threat to the high = principles of the sanctioned Old World sorcerous academies and guilds.All= recognized Old World sorcerous guilds and academies prohibit all experim= entation with Chaos magicks. Warpstone sorceries may be studied and pract= iced only under the strict supervision.In principle the guilds and academ= ies have pledged full support of all state and cult campaigns to fight th= e encroachments of Chaos; in practice, sorcerous organizations fight Chao= s through two major channels. The primary channel is through magickal sup= port units and support personnel trained and attached to most Old World m= ilitary forces when on campaign against Chaos enemies. A secondary but cr= ucial alternative channel is through the private investigatory and polici= ng functions of the individual guilds and academies.The sorcerous discipl= ines have made much of their ability to police their own ranks and elimin= ate any taint of Chaos in overzealous and unprincipled researchers. At th= e behest of local rulers and cult leaders, guilds and academies also disp= atch specialists to deal with enigmatic reports of mutant, Beastman, Skav= en, Daemonic, or Chaos cult activities. GM Note: Even though most academic sorcerors privately acknowledge that a= ll magick power is derived ultimately from the Sea of Chaos that lies bey= ond the material world, the universal fear and loathing directed at Chaot= ic beings and their hateful, destructive natures makes it unwise to openl= y acknowledge Chaos as the foundation of sorcerous magick. Instead, sorce= rors refer to aethyr, the magickal energy component present in abundance = in Chaos, as the source of magick power manifested in sorcerous practices= =2E Notes on Diverse and Sundry Aspects of Magick in the Warhammer Universe Universal Principles of Warhammer Magick Substance, Aethyr, and Magickal Abilities: All substance has an associate= d personality, an aethyrial presence which is its magickal essence. Non-l= iving material, plants, and animals have personalities, but these persona= lities are generally not self-aware (exceptions include ents, totemic ani= mals, and elemental beings). Intelligent beings (including, but not limit= ed to, humans, dwarves, elves, goblins, lizardmen, pixies, daemons, and g= ods) have self-aware personalities. Some intelligent beings (ie, sorceror= s, spirits, and daemons) are capable of manipulating the aethyr to produc= e magickal effects. Other intelligent beings (ie, cult priests, druids, m= ost Chaos cultists and mutants) cannot produce magickal effects themselve= s, but can call upon more powerful patrons to produce the magickal effect= s on request. Some scholars theorize that all intelligent, self-aware bei= ngs have the innate capacity to produce magick effects, while others beli= eve that cultural and inherited factors limit and determine an individua= l's ability to work magick..Runes and Lingua = Praestantia: Most magickal effects are produced through an inherent or ac= quired mastery of lingua praestantia and its related written form, Runes.= Exceptions include Chaos mutations and other magickal effects produced b= y Warpstone. Divine Magicks The Old Faith: Druids and Worshippers of the Earth Mother: Druids, the in= itiates and priests of this incomprehensibly ancient cult, have access to= impressive but enigmatic magickal powers, primarily associated with natu= re and natural forces. Magickal abilities peculiar to this cult include c= ommunication and influence with plants and animals, with elemental beings= and their manifestations in weather and geological forces, and with phen= omena associated with the sun, moon, stars, and other heavenly bodies. Ma= ny of these magickal abilities have been incorrectly identified with witc= hcraft in the teachings of Old World cults, so druids are widely regarded= with suspicion and distrust. The Young Gods: Priests and Followers of the Numerous Old World Cults: In= itiates and priests of the various Old World cults are granted various ma= gickal powers by the deities known as the Young Gods, the righteous offsp= ring of the Earth Mother. (In the Empire, the most commonly worshipped Yo= ung Gods are Manann, Morr, Myrmidia, Ranald, Shallya, Taal and Rhya, Ulri= c, Verena, and Sigmar; in other nations, other Young Gods are more promin= ent.) In general, priests and initiates of the Young Gods share a variety= of common magickal abilities, usually associated with worship and sacred= ground, protection of cult followers, health and healing, and augury and= prophecy. Each cult also has its share of spells and rituals peculiar to= its own goals and beliefs. = The Dark Children: Priest and Followers of Outlawed Cults: Two divine off= spring of the Earth Mother are regarded as depraved renegade gods. Hecate= and her worshippers, known as the Dark Druids, are responsible for most = magickal practices regarded as witchcraft. The worship of Khaine, the god= of Homicidal Mania and Immortal Madness, is the source of necromantic ma= gicks which summon insane immortal spirits from beyond the void to serve = Khaine's implacable hatred for his brothers and sisters, the Young Gods, = for his mother, the Earth Mother, and for all living things that they hol= d dear. (Necromantic instability, the ebb and flow of magickal energies s= ustaining necromantic manifestations, is a phenomenon limited to the divi= ne necromancies of Khaine, caused by the unstable nature of magickal link= s through Chaos from Khaine's shadowrealm, the Realm of the Raving Dead, = to the Mundane World.) The Gods of Chaos: The Gods of Chaos gained access to the Warhammer World= as a result of the collapse of Warp Gates of Old Slannish design. The mo= st prominent Chaos Gods are the Four Great Powers: Khorne, Nurgle, Tzeent= ch, Slaneesh. Lesser Powers of Chaos include Malal, Zuvassin, Necoho, All= uminas, Arianka, and Solkan. These beings are known to Warhammer's inhabi= tants as the rulers of shadowrealms beyond the void. As a result of the c= ollapse of the Warp Gates, these beings and their fiendish minions have b= een able to enter Warhammer and transform vast regions of the world (the = Northern and Southern Chaos Wastes) into incohate images of their own Sha= dowrealms of Chaos.The magickal powers granted to their followers are fea= rsome and horrible. The Gods of Chaos generally care little for the fates= of the mortals that follow them; their worshippers are typically derange= d by a lust for limitless power, unknowable wisdom, unrestrained pleasure= s, immortality, or other experiences beyond those of mortal men. GM Note: Some divine scholars have divided the Gods of Chaos into two gro= ups, the Gods of Law and the Gods of Chaos. The distinction is made commo= nly in the ethical teachings of the cults, but sorcerors avoid this misle= ading dichotomy, noting that all of these gods have entered Warhammer fro= m Chaos, and are Chaotic in nature and substance. The Material Universe: Warhammer is only a minor world in a vast universe= of other worlds. The sun, the moons, and the planets known to astronomer= s, as well as the myriad stars of the night sky, are other worlds, unimag= inably distant from Warhammer, and populated with their own gods, daemons= , spirits, and other more modest living creatures.About these other world= s little is known, because between our world and these distant worlds lie= s the Great Darkness, an illimitable region empty of all elemental matter= save Darkness (one of the varied forms of Elemental Air). Because of the= lack of elements essential to life in this region, no mundane beings can= travel through the Great Darkness without special vehicles currently unk= nown to Old World science or sorcery. Gods, daemons, dragons, spirits, an= d other aethyrial beings are undaunted by the lack of elemental sustinenc= e, but the vast distances involved discourage even the most intrepid magi= ckal travelers. The Old Slann were known to have voyaged across the width= and breadth of this Sea of Darkness, but the secrets of their magickal t= ransports are lost to Old World cultures. The Chaos Universe: Another universe, accessable only by magickal means, = that lies beyond our own. This universe, also known as the Void, or Warp = Space, exists everywhere coextensive with our material universe, and it m= ay be entered or exited from any point in our universe. Chaos itself is a= region without time or space, inhabited by lost souls, wandering daemons= , and beings too bizarre to imagine. An aethyrial barrier called the Void= Boundary forms the border between the Mundane World and Chaos. Magickal = beings like gods, daemons, dragons, etc., may have abilities which permit= them to travel and communicate across this boundary with little difficul= ty. Humans and other Warhammer peoples can only travel or communicate int= o and through Chaos through magick effects. GM Note: Because of the negative associations attached to the term 'chaos= ' by cult scholars, sorcerors publically prefer the use of the term 'void= ' to refer to the Chaos Universe. "Void' specifically refers to the lack = of structured material substance in Chaos, as contrasted with the substan= tial worlds of the Material Universe. The clumsy and illogical technical = uses of terms like 'chaos' and 'void' may often appear confusing and cont= radictory, but in practice, scholars understand one another clearly in th= ese matters. The Shadowrealms: Beyond the boundary of the Void lie innumerable shadow= realms. Some shadowrealms appear to be substantial worlds like Warhammer,= but populated with different species and ruled by different gods or laws= of nature. Other shadowrealms are aethyrial worlds where the laws of mag= ick rule, such as the various dominions of the Great Powers of Chaos, the= Afterworlds of the Young Gods, and the myriad fantasy and nightmare worl= ds visited by Warhammer folk in their dreams.We know of the existence of = these shadowrealms from legends of the Old Slann, who are believed to hav= e been able to navigate through the Void to these other worlds, and from = the often unreliable and obscure pronouncements of various daemons and Wa= rhammer gods. Throughout history there are numerous legends of sorcerors,= divines, heroes, and magickal beings making journeys to various shadowre= alms.The most common tales deal with journeys to the various Afterworlds = (see below). Other commontales deal with journeys to the abodes of the Yo= ung Gods and the Gods of Chaos, and with Heroquests in strange universes,= designed to test the virtue and prowess of divine candidates for saintho= od and godhood. There are also tales of travels to a strange universe known as The Dark F= uture, a grim world of violent men, fleet machines, and marvelous engines= of death, and of an even-more-distant universe called the Imperium, wher= e an Eternal Emperor has sat upon the Golden Throne of Earth for ten mill= ion years, where travel across the Great Darkness is a commonplace, and w= here the races of Man, Dwarf, Elf, Halfling, and Orc battle endlessly for= control of world without number.Access to these shadowrealms is almost i= mpossibly difficult, involving a perilous voyage through the Void, and re= quiring arcane navigation and rare magickal devices of transport. Nonethe= less, from various sources it is apparent that such voyages are possible,= and the rewards of knowledge and arcane power are inducement enough to b= rave the risks. The Afterworlds: According to most Old World cult doctrines, after the de= ath of the Body, the Soul is severed from the Body, but lingers nearby in= the Void for less than an hour, then departs for one of the Afterworlds.= Most Warhammer cults offer their own unique Afterworld. The cult members= hip of a being at its death determines which Afterworld the Soul travels = to. The Afterworlds themselves are shadowrealms located beyond the Void, = in universes not normally accessible from our universe, so the Soul norma= lly is guided across the Void to the Afterworld by a Divine messenger (co= mmonly known as Angels or Spirit Guides). Warhammer cults typically offer= their followers the prospect of reincarnation with a new body and a new = identity after a comfortable period of rest and reward in the Afterworld.= The nature of the period of rest and reward, the physical aspects of the= Afterworld, and the conditions and form of reincarnation vary according = to the different promises made by the various Warhammer gods to their cul= t followers. GM Note: The belief of Warhammer peoples in Afterworlds and Reincarnation= has not been established as fact. Some cults insist that Souls lose thei= r identities immediately after death and become no more than indistinguis= hable elements in the Sea of Souls (a common cult term for the Chaos univ= erse). However, there is abundant, persuasive evidence that at least some= Souls retain their identities after death, as is best indicated by the s= mall but significant number of individuals -- many of great historic impo= rtance -- who recall the past material and spiritual experiences of their= lives. The cults point to these well-documented and studied cases as pro= of of their doctrine. The scholars of the Academies and Magick Guild are = more cautious, insisting that these few cases cannot prove the more gener= al doctrine that all individuals go to their reward in the Afterworld, an= d are subsequently reincarnated in a new life. The Realm of the Raving Dead: Unlike other cults, the cult of the Khaine = promises eternal continuance of personal identity, but offers no prospect= of renewal of life. All Khaine cultists, and some beings who die without= a cult commitment, are borne by Spectres to the Realm of the Raving Dead= , Shadowrealm of Khaine, and the source of divine necromantic magicks. He= re those Souls who deny death retain a vague, bitter, and cheerless exist= ence -- but one, nonetheless, preferable to them over the loss of identit= y associated with reincarnation. Inhabitants of this Afterworld are scorn= ful and bitter toward those living beings foolish enough to accept cult p= romises of reincarnation, which may partially explain the vigorous glee w= ith which they slaughter the earthbound when summoned as Undead Warriors = by Necromancers. (As noted above, it is these Undead from the Realm of th= e Raving Dead that are associated with the principle of Instability, as a= result of the unstable magickal links to Warhammer World from the Afterw= orld through the Void. Sorcerous Necromancy, a discipline that primarily = animates fleshly aritfacts, and binds spirits not yet summoned to the Af= terworlds to deceased and artificial bodily hosts, is not subject to the = forces of Instability.) Lesser and Greater Spirits: Lesser and Greater Spirit include all immorta= l aethyrial beings of magickal power too modest to be called "divine," an= d too powerful to be simply "mortal." These beings include elemental spir= its, daemons, ancient rural and wilderness spirits, and divine servants. Non-Divine Magickal Creatures: Non-divine magickal creatures are beings o= f combined elemental and aethyrial substance where the earthly component = is predominant. Typically these beings are mortal, unlike Lesser and Grea= ter Spirits, though they often possess substantial magickal abilities. Dr= agonkind, fimir, giants, trolls, and ogres are example of such beings. Slannish Warp Gates and Portals: An ancient race called the Old Slann wer= e master sorcerors and enchanters. Among the relics of their culture are = magickal Warp Gates and Portals which permit access across the Void Bound= ary into the Void and beyond. The presence of a few gates and portals is = well-known through legend and ancient manuscript, but the actual location= s of such passages to the void are closely-guarded secrets of the guilds = and master sorcerors. Scholars speculate that there may be many other gat= es and portals awaiting discovery. Warpstone and Warp Dust: A great quantity of aethyrial matter entered the= Material World through the cataclysmic collapse of the old Warp Gates at= the North and South Poles. This aethyrial matter manifests itself on thi= s plane as the coarse, frothy, dense, metallic stone called Warpstone and= the finer powdery substance called Warp Dust. These materials are the so= urce of immense magickal power, and as such are prized by alchemists and = sorcerors. However, living beings in close proximity to these substances = are subject to mutations -- a Chaotic derangement of normal bodily struct= ures and functions. By law the collection, purchase, or possession of War= pstone or Warp Dust is limited to those licensed by magick guild, academy= , and sovereign to practice and experiment with such materials, though th= e high prices these substaqnces command guarantee a healthy black market = trade in them. Mutants and Mutations: Creatures tainted with Chaos, either as a result o= f exposure to Warpstone or Warp Dust, or through the agency of the Chaos = cults, are subject to abnormal physical, mental, and magickal development= s called mutations. Some mutations produce magickal abilities of a nature= similar to divine magicks; others produce unique and horrible magickal e= ffects unlike any known in divine or sorcerous magick. Chaos Magicks: The Gods of Chaos grant magickal powers to their followers= , in much the same way that the Earth Mother and Young Gods grant their f= ollowers magickal spells and rituals. However, the spells and rituals of = the Chaos cults are endlessly various, and often repulsive, irrational, a= nd senselessly cruel and destructive in nature. Skaven Magicks: The Skaven, or Chaos Ratmen, as they are popularly known,= are masters of a type of sorcery that specializes in alchemical-magickal= applications of Warpstone and Warp Dust. Their devices, like Plague Cens= ers and Poison Wind Globes, produce deadly battlefield magickal effects. Battle Magicks: Large-scale battlefield magick effects are produced by el= aborate, expensive, time-consuming rituals that have little in common wit= h the small-scale spells and rituals described in this volume. The Battle= Magick disciplines are very conservative, deriving from battlefield sorc= eries first practiced millenia ago in the Elf and Dwarf Wars. Modern Batt= le Magic rituals are for the most part unchanged from ancient times, thou= gh research and experiementation with new effects and procedures continue= on a limited basis at most academies. GM Note: By analogy, Warhammer Fantasy Roleplay spells and rituals corres= pond to the small arms of modern warfare, while Warhammer Fantasy Battle = spells are equivalent to exotic chemical, biological, and nuclear weaponr= y available only to powerful nations with vast military budgets and advan= ced technical expertise. As such, Warhammer Fantasy Battle spells are of = a technology too sophisticated and expensive for use by individuals or pr= ivate organizations, and their practices are by law restricted to use by = the military under the command of a nation's sovereign.In short, though F= antasy Roleplay and Fantasy Battle magicks are derived from similar princ= iples, the exaggerated scale of Battle Magicks precludes their inclusion = in Warhammer Fantasy Roleplay. Chaos Wastes: At the North and South Poles of Warhammer World are regions= where the substance of Chaos has invaded the Material World through the = collapsed Warp Gates. Here the laws and forces of nature, the land, sea, = and sky, have been warped into unstable nightmare parodies of normal land= scapes, populated by grotesque caricatures of normal lifeforms. In these = nightmare landscapes the forces of the Gods of Chaos have been engaged in= ceaseless warfare for centuries, for reasons incomprehensible to sane mo= rtals. Chapter 2a: Basic Terms and Rules Terms and Standard Conventions Mastery Level: Within the advanced sorcerous careers are different Master= y Levels, according to the level of spells that a character is qualified = to cast. For example, the War Wizard career has four Mastery Levels, One-= Four, with Mastery Level Four being the highest level of skill, permittin= g the casting of the most powerful spells. Rank (also Degree): Terms indicating a sorceror's level of proficiency as= recognized by the magick guilds and academies. "Hedgewizard" and "Academ= ic Apprentice" are the lowest levels of proficiency, and accounted roughl= y equivalent. "First Rank," "Second Rank," "Third Rank," and "Fourth Rank= " correspond to an advanced sorceror's Mastery Level (see above). The ter= m "degree" is used almost interchangeably. In formal circumstances, a sor= ceror is usually addressed by his rank -- for instance, Hedgewizard Heinr= ich of Ulm, or Elementalist Third Rank Gustaphus Adolphus. Magick Points (MP): A measure of potential magickal energy. The Warhammer= sorceror's term for this is "Magick Potential." Basic Magick Point Score (BMP): A measure of a being's potential for crea= ting magick effects. The Warhammer sorceror's technical term for this is = "Basal Magick Potential". In game terms, BMP is a character's total magic= k point score when not depleted by expenditures for spellcasting or produ= ction of other magickal effects. Listed as the final score in a Character= Profile. Current Magick Point Score (CMP): A measure of a being's reduced magick p= otential as a result of expending energy to produce magickal effects. The= Warhammer sorceror's technical term for this is "Curtailed Magick Potent= ial". In game terms, CMP is a character's BMP score minus any points expe= nded to produce magical effects. GM Note: Warhammer Roleplay characters refer to "Magic Potential," "Basal= Magick Potential," and Curtailed Magic Potential". Gamemasters and playe= rs refer to "Magick Points," "Basic Magick Point Score," and "Current Mag= ick Point Score" -- game mechanics terms. Range: The maximum distance between a caster and the location or subject = where a magickal effect may be cast OR the being or object that must be t= ouched by the caster in order to produce the magickal effect. Casting: A casting is a procedure for creating magic effect. The term inc= ludes spells and rituals, whether cast by a sorceror or alchemist, or fro= m an enchanted artifact. A casting is the combination of an enchanted run= e focus, spoken words, and mental concentration used by a sorceror or alc= hemist to produce a magickal effect. (Magickal effects produced by magick= al artifacts, but which are not spells or rituals, and magick effect caus= ed by inherently magickal beings, are not generally referred to as castin= gs.) Spell: A magickal effect produced by a sorceror which can be cast in a si= ngle round. Ritual: A magickal effect produced by a sorceror which requires more than= one round to cast (typically 1d6+3 rounds). Alchemical Compound: An alchemical preparation which produces magickal ef= fects. Alchemical compounds include reagents which contribute the arcane = energy necessary to produce the magickal effects, and therefore do not dr= aw from the user's reservoirs of magickal potential. Formula (plural: formulae): The procedures and ingredients necessary to p= roduce an alchemical compound (ie, a recipe for an alchemical compound). Reagents: Alchemical products, concentrated and refined from substances w= ith magickal properties, used in spells, rituals, and enchantments, and i= n the manufacture of alchemical compounds. Magickal Artifact: An enchanted object that produces a magickal effect. Magickal Effect: Unless otherwise specified, references assume that the t= erm "magickal effect" usually includes the effects of spells, rituals, an= d magickal artifacts alike. Active and Inactive Magickal Effects: A spell, ritual, or magickal artifa= ct that is currently producing a magickal effect causes an "active magick= al effect" that may be perceptible to an outside observer using the Sense= Magick skill. Any being or magickal artifact that is capable of producin= g a magickal effect, but which is not currently producing a magickal effe= ct, causes only an "inactive magickal effect," which ordinarily cannot be= perceived by an observer without use of a Detect Magick spell or other s= pells, rituals, or magical devices with similar abilities. Elemental Magick Effect: Magickal effects which affect the substantial wo= rld are called elemental effects. Such magickal effects do not normally p= ermit a subject a test vs. Will Power to resist their effects. (See indiv= idual spell, ritual, and artifact descriptions for specifics.) Mental Magick Effect: Magickal effects which affect the aethyrial world = -- typically the mind of a subject -- are called mental effects. Such mag= ickal effects often permit a subject a test vs. Will Power to resist thei= r effects.(See individual spell, ritual, and artifact descriptions for sp= ecifics.) Void Magick Effect: Magickal effects which affect the void or the boundar= y between the Material Realm and the void are called void effects. Such m= agickal effects do not normally permit a subject a test vs. Will Power to= resist their effects. (See individual spell, ritual, and artifact descri= ptions for specifics.) Spirit, Mind, Psyche: The aethyrial, insubstantial, magical component of = a living being present in the Material Realm. A tenuous, non-substantial = field of magical force extending as an irregular spheroid from the being'= s brain. (Living things without brains, such as plants, amoebae, and vari= ous monstrous creatures, extend roughly from their center of mass.) The s= ize of the spheroid depends on the current strength of the being's person= al reservoir of magickal force -- typically 5 yards or less in radius for= non-spellcasters, considerably larger for spellcasters. (The Spirit has = a spherical volume with a radius equal to 1 yard multiplied by the being'= s Base Magick Points Score.) Soul: The aethyrial, insubstantial magickal component of a living being l= ocated in the Chaos Realm. The Soul in the Chaos Realm is anchored to the= Mind of a Being in the Material Realm by an aethyrial link called the An= imus. At death the Animus is severed and the Soul is set adrift in Chaos = (also known as the Sea of Souls). Animus: The aethyrial link between the Mind in the Material Realm and the= Soul in the Chaos Realm. Body: The elemental, substantial, mundane component of a living being. Pl= ants and animals have substantial bodies, typically composed of plant or = fleshy matter; many magickal beings have bodies of various elemental subs= tances, or may assume bodily forms at will. Focus: An object carved with the necessary runes for casting spells and r= ituals known by a sorceror. The simplest form of enchanted artifact. Trad= itionally a wooden staff, but may be any object large enough to bear the = appropriate runes. The Chaos Realm (also The Void): A paraspatial domain dominated by aethyr= , magickal energy without structure, and governed by the Laws of Chance a= nd the Greater and Lesser Powers. Travel through this domain requires mag= ickal abilities available to daemons, divine beings, some spellcasters, a= nd other magickal creatures. GM Note: In Warhammer 40,000, Warp Space is a commonly-used term for the = Void. However, denizens of the Warhammer Fantasy World would not be famil= iar with this term. The Void Boundary: An aethyrial barrier between the Material and Chaos Re= alms. The Material Realm: The Real World. The world of matter and substance. Wa= rhammer World. Shadowrealms: The innumerable fantastic worlds that lie beyond the Void B= arrier. These worlds may only be reached by magickal means, typically thr= ough sorcery or through the Gate artifacts of the Old Slann. The shadowre= alms best known to Warhammer scholars are the Afterworlds of the various = Divine Powers and the Shadowrealms of the Four Great Powers of Chaos. Aethyr: The Magical Principle. Magickal Power. In the Material Realm, it = appears as a scarce, all-pervasive intangible force, and as an extremely = rare material form known as Warpstone or Warpdust. In the Void, and in th= e shadowrealms, aethyr is abundant and assumes an infinite variety of for= ms and manifestations. Portal: An opening from the Material Realm into the Void. Gate: A magickal tunnel from the Material Realm through the Void to anoth= er location. Gates may connect one location in the Material Realm with an= other, or may connect to another real world or shadowrealm. GM Note: Portals and gates are artifacts of the Ancient Old Slann, and in= comprehensible to modern sorcerors and scholars. Vortex: A large rift in the boundary between the Void and the Material Re= alm. Pinhole: A small vortex. May drain energy from shadowrealm beings, causin= g them to become insubstantial or to be sucked out of the Material Realm = into the Void. Spike: A surge of magickal energies into the Material Realm from the Void= which may bloat shadowrealm entities with power, or may allow other shad= owrealm creatures to enter the Material Realm. Instability: The waxing and waning of the magickal power of certain shado= wrealm entities caused by flux in the aethyrial energies of the Chaos Rea= lm. Pinholes and spikes are the cause of this phenomenon. Warhammer Fantasy World and Warhammer 40,000: Warhammer World is a tiny b= ut insignificant planet in the Warhammer 40,000 universe. This world poss= esses a late medieval culture and technology, enhanced by a sophisticated= understanding of sorcerous and divine magicks. Small though Warhammer Fa= ntasy World may be against the background of Warhammer 40,000's galaxy-sp= anning Imperium, Warhammer Fantasy World is nonetheless at center stage f= or events of epic significance in the struggle between the Emperor and th= e Forces of Chaos, and in the ultimate renewal of hope for mankind as rep= resented by the myth of the Star Child. Magick Points What Are Magick Points? Magick Points (MP) are a measure of the quantity and quality of the magic= kal energy stored in a being's Spirit. All living beings have this magick= al reservoir, though the amount of energy stored varies according to the = creature and from individual to individual. (See the accompanying chart c= omparing the number of magick points possessed by various beings.) Comparative MP Scale Chart for Divine and Mortal Spirits GM Note: Magic Points are a game mechanics term. Warhammer folk don't go = around talking about how many magic points their god has. This charts is = just to give you some idea of the comparative scale of magick capacities = possessed by various Warhammer entities. The Earth Mother: 10,000,000,000 - 100,000,000,000 MP Young Gods (children of Earth Mother, including Manann, Ulric, Sigmar, et= c.), Gods of Law and Chaos: 1,000,000 - 10,000,000,000 MP Greater Entities (Examples: Wisentlich, Demon Rulers, Godlings of Law and= Chaos, 100 - 1,000,000 MP Lesser Entities (Examples: Rural and Wilderness Spirits (Leshy, Vodyanoy,= and other ancient spirits of Kislev), Totemic Animal and Plant Spirits (= The Great Leopard, The Father Oak), some magickal beings like ancient tre= emen, fimir, giants, and dragons: 50 - 100 MP Mortals (Examples: all plants, animals, humans, most magickal beings like= unicorns, pixies, griffin, etc.): .001 - 50 MP (Typical humans have 5 MP= or fewer. The least plant has .001 MP.) Many magickal activities (spellcasting, rituals, use of magickal artifact= s, etc.) require the expenditure of magickal energy. In spellcasting and = rituals, the sorceror generally must provide this energy from his own mag= ical reservoir, temporarily reducing the amount of energy he has for prod= ucing further magickal effects. In game terms, this draining is measured = in Magick Points subtracted from the character's current Magick Point sco= re. Magickal artifacts generally drain Magick Points from the user; excep= tional items may draw power from spirits or daemons bound within them. Sorcerors and Divine spellcasting characters need Magick Points to cast s= pells and produce other magical effects. Non-spellcasters need Magick Poi= nts to provide power for any magickal artifacts they may employ. GM Note: Alchemists use Measures of Aethyr Salts, not Magick Points, to c= ast spells and rituals. See "Alchemists and Measures of Aethyr Salts belo= w. Determining Initial Magick Point Scores The following reference shows how to determine the Magick Point scores of= beginning characters: Hedgewizard, Wizard's Apprentice, Druid, Initiate, Alchemist's Apprentice= , and any other spellcasting career*: 1d4+4 MP. All other non-spellcasting careers: roll d100 and consult the following c= hart: 01-50: 3 MP 51-75: 4 MP 76-90: 5 MP 91-96: 6 MP 97-99: 7 MP 00: 8 MP * Note: Any new or variant careers that include spellcasting abilities sh= ould also receive 1d4+4 MP. Revised Academic Basic Career Chart This chart replaces the Academic Basic Career Chart on page 18 in WFRP fo= r the purpose of determining a beginning character's basic career. Roll D= 100 according to character race Human Elf Dwarf Halfling Career 01-05 01-05 01-10 01-10 Alchemist's Apprentice 06-10 06-10 11-15 11-20 Artisan's Apprentice 11-20 11-20 - - Druid - - 16-30 - Engineer 21-25 - 31-35 21-25 Exciseman 26-30 21-25 - 26-35 Herbalist 31-35 26-30 - - Hypnotist 36-55 31-35 36-50 36-45 Initiate 56-60 36-40 51-55 46-55 Pharmacist 61-65 41-45 56-60 56-60 Physician's Student 66-70 46-50 61-65 61-70 Scribe 71-75 51-55 66-70 71-75 Seer 76-80 56-60 71-75 76-80 Student 81-85 61-65 76-90 81-90 Trader 86-95 66-85 91-95 91-95 Hedgewizard 96-00 86-00 96-00 96-00 Wizard's Apprentice [Include in character creation or other reference sheets. Replaces Academ= ic Basic Career Chart, WFRP p. 18.] Increasing Magic Point Scores When characters graduate from Basic Careers (Hedgewizard, Academic Appren= tice, Alchemist Apprentice) to Advanced Careers (War Wizard, Elementalist= , Mentalist, Necromancer, Daemonologist, Alchemist), and as they graduate= from one rank to another (ie, from 1st Rank War Wizard to 2nd Rank War W= izard), their Magic Point scores increase. The following chart summarizes the increases in magic points earned by ch= aracters as they graduate from Basic Careers or to higher Ranks within an= Advanced Career: Magic Point Increase Chart Career Graduation Magic Points Gained Humans and Elves: =46rom Hedgewizard or Academic Apprentice to an Advanced Sorceror Career 2d4+8 MP To a Higher Rank within an Advanced Sorceror Career 2d4+4 MP =46rom Alchemist's Apprentice to the Advanced Alchemist Career none To a Higher Rank within The Advanced Alchemist Career none Dwarves and Halflings: =46rom Hedgewizard or Academic Apprentice to an Advanced Sorceror Career 2d4+4 MP To a Higher Rank within an Advanced Sorceror Career 1d4+4 MP = =46rom Alchemist's Apprentice to the Advanced Alchemist Career none To a Higher Rank within The Advanced Alchemist Career none GM Notes: As indicated in the chart, Dwarves and Halflings have limited p= otential for increasing their command of magickal powers, and therefore a= re typically less successful as sorcerors than Humans and Elves. There are no magick point increases for characters graduating from an Adv= anced Sorcery Career to the Runemaster Advanced Career. Basic Magic Point Scores on the WFRP Character Profile For ease of reference, the character's BMP Score has been added to the Wa= rhammer Character Profile. For example, here's the Standard Profile for a= human: M WS BS S T W I A Dex LD Int Cl WP Fel MP 4 33 25 3 3 7 30 1 29 29 29 29 29 29 3 As a sorceror or alchemist's BMP Score is increased by graduation to an A= dvanced Career or to a higher rank within an Advanced Career, record the = increases on the character's current Character Profile. Recovering Magick Points Expending Magick Points only temporarily depletes a character's magickal = reservoirs. All characters naturally recover one MP per 24-hour period as their Spiri= ts gradually absorb aethyrial energy from their surroundings. All characters with the Meditation skill may recover Magick Points at the= rate of one point per 1d6 game turns (see "Skills" in WFRP). Hedgewizard= s and Academic Apprentices learn this skill as one of the first steps in = their sorcerous education. All cult members in good standing may be restored to full BMP Score by wo= rshipping for 24 hours upon sacred ground dedicated to their cult. (See D= ivine Magick.) Other magickal phenomena (i.e., magickal artifacts, divine miracles, powe= r-tapping spells) may also restore expended Magick Points. Note that no character may exceed his Basic Magick Point Score by any of = these methods of recovering magick points, unless expressly stated otherw= ise in the rules, in rules supplements, or by the gamemaster's ruling. Sources of Sorcerous Magick Effects The following sources of Warhammer Fantasy Roleplay magickal effects are = treated in Realm of Sorcerous Magick: spells, ritual, enchanted artifacts= , and alchemical compounds. The other main source of Warhammer Fantaysy R= oleplay magickal effects -- divine spells, rituals, and artifacts -- is t= reated in the companion volume Realm of Divine Magick. Spells and Rituals Spells and rituals are processes employing Word, Rune, and Mental Focus t= o shape arcane energy drawn from the Void or alchemical reagents into spe= cific structured magick effects. The elaborate physical and aethyrial pro= cedures of spell- and ritual-casting are designed to evoke an effective a= rcane utterance similar to the language of the gods, lingua praestantia. Spells are simpler magickal effects, generally of more modest power and d= uration, which may be evoked and effected in a single game round. Spells = generally require no more than a clear mind, an unhindered voice, and a s= ingle physical prop (the spellcaster's focus, bearing the Rune of Wizardr= y and other runes associated with the spells he knows). Rituals are relatively more complex magickal effects, typically of greate= r power and longer duration, which usually require several rounds for com= pletion. Rituals often require a consumption of rare and expensive materi= als with magickal properties, detailed and time-consuming preparations (i= =2Ee., censers, pentagrams, ritual arrangement and offerings of exotic wa= rds and/or gifts, etc.), and precise execution of elaborate ritual gestur= es, posturings, and invocations. Casting Spells and Rituals To cast a spell or ritual, a spellcaster must possess the Cast Spell/Ritu= al skill matching the discipline and rank of the spell or ritual to be ca= st. He must know the spell or ritual (see "Learning Spells and Rituals" b= elow), and must expend the number of Magic Points required. He must also = provide any necessary reagents or trappings required. Magic Points, reage= nts, and trappings required for each spell or ritual are listed in the sp= ell or ritual descriptions in Chapters ??-??. GM Note: See "Scrolls," page ??, for exceptions. Alchemists expend Measur= es of Aethyr Salt, rather than Magick Points; see below. Casting a spell or ritual requires that the three Primary Disciplines -- = the Words, the Runes, and the Archetypes -- be applied to the arcane ener= gies used to produce magickal effects. As such, a caster, must be able to= speak the appropriate Words, must be in flesh contact with the appropria= te Runes inscribed upon his focus (see below), and and must be able to me= ntally concentrate on the appropriate symbolic Archetypes. Anything which= interferes with speaking the Words, touching the Runes, or concentrating= on the Archetypes may prevent the casting of a spell or ritual. While a spellcaster is casting a spell or ritual, he may perform no other= action. During casting a spellcaster is considered to be prone for the p= urposes of attacks (ie, hit automatically and double damage). If the cast= ing is interrupted for any reason (ie, if the caster is successfully atta= cked, or if he voluntarily interrupts a casting to parry a blow), the spe= ll or ritual is spoiled, and no magical effect is achieved, though the Ma= gic Points for casting the spell or ritual are still expended in the fail= ed attempt. Casting a spell takes 1 round. Casting a ritual requires several rounds (= typically 1d6+3 rounds). = GM Note: In some games it is possible to gain incremental increases in ma= gickal benefits by casting a spell several times in a row and adding the = bonuses as a sum. This is commonly called "spell-stacking." Spell-stackin= g is not permitted in Warhammer Fantasy Roleplay. Example 1: The Toughen Flesh spell increases the subject's Toughness by 1= =2E Casting two Toughen Flesh spells on a subject does not increase the s= ubject's Toughness by 2 -- the subject's Toughness may only be increased = by 1 point with this spell. Example 2: The Enchant Lesser Weapon Ritual gives a weapon a +1 bonus to = damage for the duration of the magick effect. Casting two Enchant Lesser = Weapon Rituals upon a weapon does not give the weapon a +2 bonus to damag= e -- a maximum of a +1 bonus to damage is possible with this ritual. Initiative Penalty for Creating Magic Effects Spell, ritual, and artifact magic effects occur within a round at their c= aster's (or activator's, in the case of an artifact) Initiative with a -3= 0 penalty. That is, creating magic effects must be done carefully and del= iberately, making spellcasters and users of magickal artifacts a little s= lower than those relying on purely physical actions. In practice, this means that those without magickal resources have at lea= st some chance to defend themselves when confronted in a melee by those w= ith magickal abilities. Example: Gruesome Gustave, a hapless adventurer, turns the corner and fin= ds himself confronted by Harktnad Beastspawn, a professional spellcaster = and Servant of Chaos. Gus's Initiative is 30, Harktnad's Initiative is 4= 5. Gus, a sitting duck for magick, is a dead man if Harktnad's spell gets= him, but Harktnad can either cast the spell at Initiative 15, giving Gus= a chance to bash him and spoil the spell, or Harktnad can whack at Gus w= ith his staff, engaging Gus in a physical melee. Tough choice for Harktna= d, but since Harktnad and his spellcasting abilities could murder Gus wit= hout getting his robe dirty, we don't have much sympathy for Harktnad.) Sorceror's Focus and Rune Engravings A sorceror's focus is a simple enchanted artifact carrying engravings of = the sorceror's Identity and Wizardry runes, along with any runes for spel= ls or rituals he knows. The sorceror's Identity rune must have been Power= linked (see the Powerlink Petty Ritual description on page ??) with the s= orceror, or the focus will not function. Without a functioning focus in h= and, a sorceror cannot cast a spell or ritual. Since the Runecraft skill= is required to successfully engrave runes into a focus, a beginning hedg= ewizard or academic apprentice is assisted by a Second Rank sorceror (typ= ically his master) in creating his first focus. This first focus is inclu= ded in a beginning Hedgewizard or Academic Apprentice's trappings. A sorceror may engage any Second Rank sorceror in creating extra focuses = for the cost of 50GC per focus. (A beginning sorceror may also receive an= extra focus as part of his trappings.) Improvised Focus: If a sorceror's focus is stolen or destroyed, a sorcero= r with the Runecraft skill can make an improvised focus by carving the ap= propriate runes in any piece of wood. An improvised focus bears only the = runes necessary for the casting of a single spell or ritual, and when tha= t spell or ritual has been cast one time, the magickal channeling potenti= al of that improvised focus is exhausted, and may longer serves as a focu= s. Carving the appropriate runes into an improvised focus requires 10 min= utes. Test vs. the sorceror's Runecraft skill. If failed, the rune carvin= gs are discovered to be flawed, and the improvised focus is useless. If p= assed, the improvised focus is suitable for the casting of the single spe= ll or ritual for which runes have been carved into it. A sorceror without the Runecraft skill does know the Indentity rune, and = has some chance of properly executing it on an improvised focus, but also= has a good chance of botching the engraving, and is likely not to recogn= ize when the engraving is botched. Test vs. the sorceror's Dexterity -20.= If failed, the carvings are discovered to be flawed. If failed by 30 poi= nts or more, the flaws in the engraving are not recognized, and using the= focus may result in a Major Disaster (see chart in Runemastery, page ??.= ) [[Warning! Chapter One Sidebar/Essay/Graphic Presentation of Runes in sor= cery ought to have preceded this text.]] Reagents in Spell and Ritual Castings Reagents are required for casting spells and rituals. Requirements for re= agents are listed in the spell and ritual descriptions. For further detai= ls, see "Alchemical Reagents" below. Trappings for Ritual Castings = Rituals often involve special trappings, some requiring laborious design = and manufacture, others using exotic and expensive components. Without th= ese special trappings, the ritual often cannot be completed, or may invol= ve increased risk. Requirements for ritual trappings are listed in "Notes= " in the ritual descriptions. Targeting Spells Before casting a spell, the caster must specify the subject or location w= here the magickal effect is targeted. Each spell description indicates th= e type of area of effect for that spell. To accurately target a spell's effects, a caster must see the target (wit= h normal vision, or through some form of magickal sight). = If the target can be seen, it is hit automatically. Unlike missile combat= , sorcerous combat is not affected by marksmanship. If the target cannot be seen, the Gamemaster considers the circumstances,= then determines the location of a spell's area of effect at his discreti= on. For example, if a spell is cast in total darkness, the Gamemaster may= decide that any one of a number of potential victims may have been struc= k, and determine the target randomly, or he may decide that the spell may= have missed all possible targets, and had no effect. Spells may not be cast at a target unless a line-of-sight can be drawn to= the target. If any object, surface, or character intervenes, that object= , surface, or character blocks the casting of a spell. GM Note: Certain spells, like Perceive Spirit, are exceptions to this rul= e. All such exceptions are indicated in the spell descriptions. Weak Magick Potential and Casting Failure Sorcerors with weak magick potential, or magick potential reduced by expe= nditure of magick points, are less able to effectively focus their arcane= energies into the casting of a spell or ritual. Sorcerors with Current Magic Point scores of 6 or less must test for Cast= ing Failure when they attempt to cast a spell or ritual. Roll 1d6 and com= pare the number with the sorceror's Current Magick Point score. If the die roll is equal to or less than the sorceror's CMP, the spell or= ritual is cast successfully. If the die roll is greater than the sorceror's CMP, the spell or ritual i= s spoiled by a Casting Failure. The casting fails, producing no magick ef= fect whatsoever, but the Magic Points and reagents required for the spell= or ritual are lost nonetheless. Spellcasters and Armor The wearing of armor of leather, metal, or other materials and the carryi= ng of shields has been demonstrated to interfere with efficient transmiss= ion of magickal energy in the spell and ritual casting process. Consequen= tly, spellcasters generally do not wear armor or carry shields. Spellcasters who do wear armor may not use the Mediation skill or Restore= Power spells to recover MP. Further, the cost for casting spells and rituals is higher if the caster = wears armor. Each point of armor worn by a character (regardless if the p= oint is earned by wearing armor or by carrying a shield) adds two to the = MP required to cast the spell. Example: A spellcaster wearing 2 points of armor on the body, 2 points of= armor for each leg, and carrying a shield for 1 point, would need to exp= end 14 additional MP for each spell or ritual he attempted to cast. GM Note: Results of research attempting to explain this phenomenon have b= een contradictory and inconclusive. Current arcane thought suggests that = this may be a Special Law of the Universes, possibly a relic of the desig= ns of the Great Powers who created the Universes. Chaos sorcerors wear armor without penalty -- apparently an exceptional d= ivine gift from their patron daemon powers. Alchemical Reagents Alchemical reagents are essential trappings in two processes of sorcerous= magick: = 1. as components in sorcerorous spells, rituals, and enchantments, and = 2. as components in alchemical compounds. Reagents in Spells, Rituals, and Enchantments In spells, rituals, and enchantments, alchemical reagents are necessary c= atalytic elements in the production of magickal effects. Typically the ma= gickal properties of the substance enhance the symbolic virtues of the su= bstance, facilitating communication and correspondence between the runic,= verbal, and mental disciplines of the casting. In most cases the reagent is applied to the focus in such a way that the = runes carved on the focus, the reagent, and the hand of the caster are in= contact. In many rituals the reagent is burned in a brazier or candle, p= roducing a smoke that envelopes the caster, focus, and any other ritual t= rappings (such as inscribed forms like pentagrams, or objects or creature= s to be enchanted). In any case, the reagent is consumed in the casting, = leaving a small deposit of grey ash or tarry gum on the focus or the ritu= al trappings. Common Reagents: Most spells, rituals, and enchantments require Common Re= agents that are easily obtained and inexpensive. Neither the players nor = gamemaster need to keep track of these Common Reagents during play. Sorce= ror and Alchemist Characters are assumed to be able to obtain and afford = these materials as easily as they obtain fresh vegetables and bootlaces. = No bookkeeping is necessary for these Common Reagents, though they may be= listed in spell, ritual, and enchantment descriptions for narrative colo= r. = Extraordinary and True Elemental Reagents: Some rituals and enchantments = require very special, rare, and expensive Extraordinary or True Elemental= Reagents. Players and gamemasters must keep track of these Extraordinary= and True Elemental Reagents during play. Sorceror and Alchemist Player C= haracters may obtain these Extraordinary and True Elemental Reagents only= with the gamemaster's approval, and only when the character has located = a source of the reagent, and has paid for or manufactured the reagent. Tw= o methods of bookkeeping for Extraordinary and True Elemental reagents ar= e suggested: Recording supplies of Extraordinary and True Elemental Reagents on the Pl= ayer Character Sheet. Extraordinary and True Elemental Reagents are liste= d on the Character Sheet just like other scarce and consummable resources= like money. This is a simple, but slightly uncool method, since players = have a disturbing habit of forgeting to record the expenditure of scarce = and consummable resources, and gamemasters are usually too busy and trust= ing to enthusiastically supervise such bookkeeping tasks. Distribution and Collection of Reagent Chits: The gamemaster distributes = Reagent Chits when Extraordinary and True Elemental Reagents are located= and paid for, and collects the Chits whenever a ritual requiring their u= se is cast. This is a simple and really cool method, since it makes the p= rocess of obtaining and expending reagents more tangible and real, and si= nce it is a fair and reliable method of bookkeeping. Also, gamemasters wi= th energy and imagination can make homemade Reagent Chits look really coo= l. (See illo.) Reagent Chits should list the Reagent it represents (ie, Eye of Basilisk = Powder, Troll Bile Extract, Fugacious Earth) and the number of Measures o= f the Reagent the chit represents (ie, 4 Measures). The gamemaster should= mark off measures as they are used by the player, and when the last meas= ure is used, the chit should be destroyed. Alternatively the GM may assum= e each chit represents a single Measure of the reagent, and should destro= y the chit when the character casts the ritual. Roleplaying Note: Including these reagents in your roleplaying presentati= ons is good theatre, and helps reinforce the atmospheric settings that su= pportswell magickal fantasy play. Example: = Lame Roleplaying: Player: Chappella is preparing a Discorporate Flesh spe= ll. Cool Roleplaying: Player: Chappella reaches into her tunic, pulls out a c= ouple of small bags, selects one, opens it, and takes out a small pinch o= f grey ash. She rubs the grey ash on her focus -- Kepler, you're a wizard= , and standing right there, so you can probably see she's rubbing the ash= on the Discorporate Flesh runes, and you can guess the ash is Calcinated= Flesh, the reagent for that spell. Reagents as Compound Components Alchemical reagents are essential components in the magickal alchemical c= ompounds produced by alchemists. Reagents are combined by a variety of me= thods and operations specified by a compound's formula; the alchemist mus= t know the compound's formula in order to make the compound. Unless other= wise specified in the Alchemical Compound Description (see pages ??-??), = the trappings required for preparing a compound are assumed to be include= d in the trappings obtained by an alchemist as a benefit of his career. The Alchemical Compound Description also lists the Extraordinary and True= Elemental Reagents required to produce one measure of the alchemical com= pound; the formula's requirement for Common Reagents is assumed, and need= not be accounted for in play. An alchemist is assumed to have an ample s= upply of common reagents whenever he has his alchemical apparatus at hand= , since common reagents are relatively inexpensive and negligible in bulk= and weight. Alchemist Spells and Rituals Alchemists and Measures of Aethyr Salt (MAS) Alchemists use measures of aethyr salts (MAS), not magick points, to powe= r spells and rituals. Like sorcerors, alchemists use Word, Rune, and Ment= al Focus in spells and rituals to produce specific structured magick effe= cts; however, unlike sorcerors, alchemists do not draw magickal energy fr= om the Void to power their spell and ritual effects. Instead, alchemists = release magickal energy from aethyr compounds derived from various earthl= y and arcane substances. The magick-energy-containing compound is called Aethyr Salt, and is an Ex= traordinary Reagent refinable from a wide variety of organic and elementa= l substances with magickal properties. One Measure of Aethyr Salt (1MAS) = produces magickal energy equivalent to one Magic Point (1MP). Background Note: In alchemical terms, aethyr salt is prima materia locked= in neutral matrix, typically the refined flesh, fluid, or ash of a magic= kal creature or in a rare earth or noble metal. When heated in a crucible= , the neutral matrix is destroyed, leaving a fine, dry powder, and the ae= thyr (magick energy) is released into the casting.) When an alchemist casts a spell or ritual, a number of Measures of Aethyr= Salt is consumed equal to the number of Magic Points required by the spe= ll or ritual. Since a Measure of Aethyr Salt costs 5GC to purchase, casti= ng spells and rituals may be an expensive proposition for an Alchemist. H= owever, aethyr salt is produced in abundance as a by-product of many alch= emical operations performed by Master, Select, and Grand Alchemists, and = is therefore much less expensive for them -- 1GC per Measure of Aethyr Sa= lt. (See the "Reagent Inventory Table" on page ??.) Thus, alchemist players do not keep track of Magic Points expended for sp= ells and rituals during a session, but must instead keep track of Measure= s of Aethyr Salts consumed. Note also that while sorcerors regain their m= agickal energy stores by meditation and sleep, alchemists do not regain e= nergy expended for spells or rituals except by purchasing or manufacturin= g more Measures of Aethyr Salt. GM Note: Spell and ritual casting, however, is only a minor facet of an a= lchemist's magickal abilities. The bulk of an alchemist's magickal powers= come from the use of the various alchemical compounds he produces. (See = "Alchemist Careers," page ??.) Alchemist's Focus The alchemist's focus is his Arcane Crucible. An alchemist will have many= different crucibles for preparing reagents and compounds. The Arcane Cr= ucible is unlike these other mundane crucibles in that it is enchanted, a= nd in that it is used by the alchemist to cast spells. The Arcane Crucible is typically a pot-like container made of carefully r= efined and skillfully worked metals about six-to-twelve inches in diamete= r and about six inches high. The exterior and interior of the crucible ar= e marked with the esoteric symbols and inscriptions of alchemical lore; a= lso, any runes necessary for casting spells and rituals are inlaid in sil= ver and gold on the surface of the crucible. To cast a spell or ritual, the alchemist combines the proper number of Me= asures of Aethyr Salt (equal to the MP cost of the spell or ritual) along= with any other necessary components. The Arcane Crucible then must be he= ated over a flame to combine the components, thus releasing then necessar= y magickal energy, as the alchemist concentrates on the Word, Rune, and M= ental Focus associated with the spell or ritual. This process takes 1 rou= nd (the same number of rounds required for a sorceror to cast a ritual), = whereupon the spell or ritual magic effect is produced, just as if it wer= e produced by a sorceror. Enchanted Artifacts Sorcerors and alchemists can create magickal artifacts which produce a va= riety of magickal effects. Many enchanted artifacts can be used by any in= telligent creature, though the enchanted artifact must be linked to the u= ser with the Powerlink Artifact spell (see page ??). Usually enchanted ar= tifacts draw arcane energies from their users to produce magickal effects= , though some enchanted artifacts provide their own arcane energies. For = descriptions of magickal artifacts, see "Enchanted Artifacts," page ??. Alchemical Compounds Alchemists can prepare alchemical compounds which produce a variety of ma= gickal effects. Most alchemical compounds can be used by any intelligent = creature. Further, alchemical compounds do not need to be linked to their= users, since reagents in the compound itself provide the arcane energy t= o produce the magickal effect. For descriptions of alchemical compounds, = see "Alchemical Compounds," page ??. Disrupting or Dispelling Magick Effects A sorceror or alchemist who knows a spell or ritual can disrupt or dispel= l its magickal effects by reversing the casting of the spell or ritual. R= eversing a casting requires the same time, ingredients, trappings, expend= iture of MP, and procedures as a normal casting. Reversing a spell or rit= ual ends the duration of the spell or ritual it reverses; it does not rem= ove any physical, mental, or magickal effects on its victims or environme= nt. A caster can terminate his own spell or ritual's duration at any time by = an act of will. Disrupting or dispelling the magickal effects of an enchanted artifact re= quires destruction of the rune inscription bearing the artifact's enchant= ment. Rune inscriptions have a Toughness of 10 and and 15 damage points f= or resisting structural damage. Magickal effects produced by alchemical compounds cannot be disrupted or = dispelled by sorcerous or alchemical means. Divine magicks or magickal effects produced by inherent magickal talents = (such as the magickal abilities of various undead, daemons, elementals, e= tc.) cannot be disrupted or dispelled by sorcerous or alchemical means. Resisting Magickal Effects Certain magickal attacks and other effects can be resisted by a victim. S= pell, ritual, enchanted artifact, and alchemical compound descriptions in= dicate which magick effects may or may not be resisted. If a resistance test is permitted, the victim tests vs. Will Power to avo= id the undesirable magickal effects. A successful test vs. Will Power mea= ns the character has resisted the magick. A failed test means the magick = takes effect normally. Characters with the Resist Magic skill receive a +20 bonus to tests vs. W= ill Power to resist magickal effects. Who May Resist Magickal Effects Resisting magickal effects is a benefit of membership in a cult. Characte= rs who are not members of a cult, or whose cult benefits have been lost f= or some reason, may not resist magickal effects. Most animals, beasts, plants, and unintelligent creatures resist magick a= s a benefit of the divine power Earth Mother. Most monstrous creatures re= sist magick as a benefit of their divine creators or patrons. GM Note: Only divine power can confer the miraculous benefit of resistanc= e to magick effects. Cult Membership is described in Realm of Divine Magi= ck. GMs should assume that all intelligent WFRP characters are cult membe= rs, unless otherwise specified, since worship of divine powers is a perva= sive element of primitive and civilized societies in Warhammer World. Lik= ewise, all creatures should be assumed to be under the protection of the = Earth Mother, or some other divine being, and therefore entitled to resis= t magick effects, unless otherwise specified. Modifying Magickal Resistance Tests Sorcerors may expend extra MP to reduce a victim's resistance to a magick= al attack. The player must state his intent to do so before the dice are = rolled for the WP test. For each MP spent (over and above the spell's MP = cost and point costs for armor worn), the victim's Will Power is reduced = by 5 points for the purposes of the Resist Magick test. In the case of a = magickal effect threatening more than one victim, the spellcaster may red= uce the Will Power of some or all of the victims, provided that addition= al magick points are expended for each victim. Victims of magickal attacks may expend MP to improve their chances of mak= ing a successful Resist Magick test. For each MP spent, Will Power is inc= reased for the purposes of the test. Players must decide how many MP are = to be expended in this way before the roll of the dice. Usually players may simply announce that their characters are spending ad= ditional MP to modify Resist Magick tests. However, where two player char= acters are involved, one the victim increasing his resistance, the other = an attacker decreasing the victim's resistance, the player must inform th= e GM how many MP they are spending in secret, and before the roll of the = dice. Career Advancement Many sorceror and alchemist careers are Advanced Careers. Characters may= not enter these Advanced Careers without mastering the necessary Prerequ= isite Career. Prerequisite Careers for each Advanced Sorceror and Alchemi= st Career are listed in Chapter 3, "Careers," pages ??-??. = Mastering a Prerequisite Career requires that the character have: Taken all the available advances from the Prerequisite Career at a normal= cost in Experience Points Taken all the available skills from the Prerequisite Career at a normal c= ost in Experience Points Learned at least four of the spells and rituals available from the Prereq= uisite Career at a normal cost in Experience Points The Experience Point Cost for entering Advanced Careers increases accordi= ng to the Mastery Level of the Career. The following table lists the EP = Cost for entering Advanced Careers at the various Mastery Levels: Mastery Level EP Cost = Apprentice/Hedgewizard 100 = Level 1 200 = Level 2 400 = Level 3 600 = Level 4 800 = Learning Spells and Rituals Sorcerors and alchemists must know spells and rituals in order to cast th= em. (Exceptions: Characters may be able to cast spells and rituals using = scrolls or magickal devices. See [chapter title], page ??.) To know a spell or ritual, a character must have 'learned" the casting ac= cording to the following rules, with the following exceptions: characters= taking Hedgewizard or Academic Apprentice as their Initial Careers recei= ve a number of castings during Character Creation. These castings are lea= rned without Experience Point Cost. (See "Careers," page ??.) GM Note: In addition, sorcerors of 3rd and 4th level and alchemists of 4t= h level learn how to enchant magick artifacts. See "Magick Artifacts, pag= e ??.) Learning New Spells and Rituals Four conditions must be met before a casting is learned: The sorceror's or alchemist's level must equal or exceed the level of the= casting to be learned. A sorceror or alchemist cannot learn a casting of= a higher level than the level he has achieved. (Exception: See below, "H= edgewizards," "Learning New Spells and Rituals (Optional Rule).") The sorceror or alchemist must have access to a reliable copy of the cast= ing or must learn the casting from another sorceror or alchemist. (Most s= orcerors and alchemists learn castings from academic texts, from a tutor'= s private notes, or from scrolls. Illiterate hedgewizards must memorize c= astings from a tutor's recitation.) The sorceror or alchemist must then s= pend time studying and practicing the casting. The time spent learning, studying, and practicing the casting is normally= not reflected in game time. Instead, the time and effort spent to learn = the casting is abstracted as a expenditure of Experience Points. Learning= a casting costs 50 Experience Points. Restrictions on Learning Castings Characters may not learn new castings unless their current career is a so= rceror or alchemist career. Characters who have once completed a sorceror= or alchemist career, but who have gone on to another vocation, still hav= e the skills to cast spells and rituals, but have not commited the time n= ecessary to continue their education. They may at any time spend the nece= ssary EP to return to a previous sorceror or alchemist career, where they= may again learn castings. Sorcerors and alchemists are not limited in the number of castings they m= ay know at any one time. Sources for Learning New Spells and Rituals =46rom a Master or Mentor: Traditionally hedgewizards and apprentice spel= lcasters learned most of their castings from their masters. Illiterate he= dgewizards still learn this way, through oral instruction. In smaller com= munities and towns apprenticeships are still common, though the student o= ften learns from his master's library as much as through oral instruction= =2E Payment for the privilege of learning castings is in terms of service= to the master, and is reflected in part of the Experience Points spent t= o learn the casting. =46rom Other Spellcasters Paid as Tutors: Professional and academic spell= casters may hire the services of another spellcaster to teach a new spell= =2E The tutor may personally instruct his client in the new casting, or m= ay simply permit access to a library or personal notes concerning the cas= ting to be learned. The cost of this service varies greatly with the circ= umstances and the status of the tutor. Instruction in petty castings runs= between 25-50GC. Instruction in more complex castings costs 50-200GC per= Mastery Level. =46rom Academy and Guild Libraries: Members of academies and guilds are e= ntitled to use the libraries free of charge. Many common petty castings a= re available from these libraries. Castings of Advanced Careers tend to b= e available only from private tutors, and at a fair price, though academy= and guild fellows generally charge a minimum fee of 50 GC. =46rom Scrolls, Grimoires, and Other Written Sources: Written copies of c= astings may be obtained in various ways: though academies and guilds, fro= m private sorceror-scribes, from pawnshops and blackmarket fences, throug= h theft, from ancient tombs, etc. From respectable sources, the cost of w= ritten copies is similar to the cost of a tutor. Copies from less respect= able sources may be much cheaper, and much less reliable. =46rom Daemons and Other Magickal Beings: Daemons are remarkably knowledg= eable sources of obscure and unusual castings. Their prices are rather st= eep, often eccentric, and usually in terms of doubtful morality. =46rom Magickal Devices: Some devices can teach their owners castings. In= many cases the device grants knowledge of the casting only so long as th= e device remains in the possession of the spellcaster. Hedgewizards: Learning New Spells and Rituals (Optional Rule) Hedgewizards (ie, sorcerors which do not graduate to Advanced Sorceror ca= reers) may learn any sorcerous spell or ritual, regardless of the casting= 's discipline or level. As such, hedgewizards may learn any spell and rit= ual of the War Wizard, Elementalist, Illusionist, Daemonologist, and Necr= omancer discipline, no matter the level of the casting. The only restrict= ions are that the hedgewizard must find a sorceror that knows the casting= , and who is willing to teach him the casting, and that the hedgewizard s= pend the necessary time to learn, study, and practice the casting (reflec= ted in the expenditure of Experience Points as listed on the table below)= =2E The following table shows the number of experience points that must be ex= pended to learn a single casting at various mastery levels. Casting's Mastery Level Experience Point Cost Petty 50ep 1st Level 200ep 2nd Level 400ep 3rd Level 600ep 4th Level 800ep GM Note: We recommend GMs introduce this rule for NPC hedgewizards initia= lly, then extend its use to player characters on an occasional basis with= the GM's approval only. This rule encourages the creation of hedgewizards with strange and unpred= ictable mix of spells and rituals. In game terms, the high experience poi= nt cost of learning each spell, and the loss of benefits obtained by taki= ng advanced careers, makes this a less-than-cost effective method of buil= ding a powerful sorceror character. On the other hand, the benefits of cu= stom-tailoring a character's spells and rituals can be an exciting elemen= t in character design and roleplaying. In the civilized Old World, the hedgewizard is an archaic figure, an out-= of-date eccentric unable to match the superior training and technique of = academy-instructed sorcerors. However, on the frontier and in the wildern= ess, a hedgewizard with a small but unusual selection of castings may be = more than a match for the narrowly-defined talents of an academic sorcero= r. Learning Alchemical Formulae To manufacture an alchemical compound, an alchemist must possess the Prep= are Compound skill matching the rank of the alchemical compound to be pre= pared. He must know the alchemical formula and have access to alchemical = apparatus and necessary reagents (as described in "Alchemical Compounds,"= page ??). To know an alchemical formula, a character must have learned t= he formula according to the following rules, with the following exception= : characters taking the Alchemist's Apprentice Basic Career as their Init= ial career receive a number of alchemical formulae during Character Creat= ion. These recipes are learned without Experience Point cost. Learning New Alchemical Formulae The following conditions must be met before an alchemical formula is lear= ned: The alchemist must have access to a reliable copy of the formula or must = learn the formula from another alchemist. = The time spent learning, studying, and perfecting technique with a formul= a is normally not reflected in game time. Instead, the time and effort sp= ent to learn the formula is abstracted as a expenditure of Experience Poi= nts. Learning a formula costs 50 Experience Points. Instability Certain magickal creatures (eg, daemons, elementals, certain types of und= ead) do not manifest normally in the Material Realm. These beings normall= y exist in the Chaos realm, and manifest in the Material Realm only throu= gh summonation by sorcerors or worshippers, or through natural or artific= ial Portals between the Material Realm and the Chaos Realm. = When manifesting in the Material Realm, these magickal creatures must ass= ume a material form. The substance of this material form is created from = aethyrial energy drawn from the Chaos Realm through the creature's animus= =2E When these magickal creatures first enter the Material Realm they are vul= nerable to fluxes in the aethyr of the Chaos Realm. These fluxes may caus= e great variations in the aethyr energies available through the creature'= s animus, or may sever the animus altogether, leaving the creature's mate= rial form without energy to sustain it. The period when a magickal creature is vulnerable to aethyr flux is calle= d the Period of Instability. During this period a creature subject to Ins= tability is said to be Unstable. A creature which has survived the Period= of instability, and whose animus has become secure against aethyr fluxes= , is said to be Stable, or to have Stabilized. Upon manifestation in the Material Realm, daemons, elementals, and certai= n types of undead go through a Period of Instability. Unstable creatures= must test for Instability by rolling 1d6 against the following chart at = the end of the tenth round after their manifestation, and at the end of e= very 10th round thereafter. They must continue testing for Instability un= til they disappear, or become Stable, as indicated on the chart. Unstable creatures must also test for Instability under the following con= ditions: 1. At the end of a round when reduced to 1/2 of their Wounds Score. 2. At the end of a round when failing a WP test to resist a magick effect= =2E Instability Chart Roll 1d6 at the end of every 10th round for each creature subject to Inst= ability. 1: The creature is suddenly sucked out of the Material Realm back into th= e Void. The creature immediately disappears. 2: A sharp ebb in the flow of aethyrial energy severs the creature's link= with the Chaos Realm. The creature becomes insubstantial, and cannot cau= se physical damage in combat, nor cast spells or cause magickal effects i= n the Material Realm. The creature is no longer affected by physical atta= cks or magickal effects in the Material Realm. The creature still causes = fear and other psychological effects as normal. The creature disappears i= n 1d6 rounds. 3: A gradual ebb in the flow of aethyrial energy weakens the creature's m= aterial form for 1d6 rounds. All characteristics are reduced by -20 excep= t Movement, Strength, and Toughness, which are reduced by -2, and Attacks= , which are reduced to 1. The creature is incapable of casting spells or = causing magickal effects. The creature still causes fear and other psycho= logical effects as normal. 4: A gradual increase in the flow of aethyrial energy strengthens the cre= ature's material form for 1d6 rounds. All characteristics are increased b= y 20 except Movement, Strength, and Toughness, which are increased by 2, = and Attacks, which are increased by 1. 5 or 6: The flow of energy from the Chaos Realm becomes secure and reliab= le. The creature is Stable, and need make no further tests for Instabilit= y for the duration of its stay in the Material Realm. (Summoned beings re= turn to the Chaos Realm when the summonation ritual effect ends.) GM Note: The Northern and Southern Chaos Wastes are locations where the M= aterial Realm and the Chaos Realm have interpenetrated as a result of the= collapse of the Old Slann Warp Gates. For this reason, daemons and other= magickal beings may exist normally there, and are not subject to Instabi= lity in these regions. Natural Magickal Abilities Certain creatures have magickal abilities. For example, the basilisk's ga= ze can turn a victim to stone, unicorns are immune to basic magick spells= , and certain fimir have the ability to generate a magical fog. These mag= ickal abilities have more in common with divine magicks than with sorceri= es, and are governed by the rules for divine magick. (See Divine Magick f= or details.) Other creatures, particularly Creatures of Chaos, may have extraordinary = abilities that may be regarded as natural or magickal. For example, is a = troll's regeneration ability magickal? Is a doppleganger or a werecreatur= e's shapeshifting ability magickal? Is a Chaos mutant's illusory appearan= ce magickal? As a rule, assume that, unless otherwise specifically stated= , an extraordinary ability is natural, and not magickal, in the sense tha= t the ability is a natural feature of the creature's peculiar form, not a= n active magickal effect like a spell. Gamemasters may, of course, make s= pecific rulings in their campaigns according to their own tastes. GM Note: Determining whether an ability is magickal or not has several pr= actical consequences: 1. Magickal abilities may be detectable by the Sense Magick skill and det= ect magick spells. 2. Magickal abilities might at least theoretically be affected by conditi= ons, spells or artifacts which affect magickal phenomena. For example, is= a troll's ability to regenerate negated in an area where magick is not p= ossible? We recommend that most exceptional abilities be considered natural, albei= t marvelously natural, rather than magickal, in order to avoid controvers= ies. Chapter 2b: Skills Magical Skills The following skills are often learned through sorcerous careers, but may= be learned through various other careers, or may be learned as non-caree= r skills. (Those sophisticated magickal skills that may not be learned as= non-career skills are indicated in the skill descriptions below.) Associated Skill Characteristic and Skill Rating: After the title of each= skill is listed the skill's associated characteristic. Each skill has a = skill rating which is equal to the score of the character's associated c= haracteristic score for that skill. Skill ratings may be used in two ways= : = 1. to test against in determining success or failure in the use of the sk= ill, and = 2. as a general indication of the character's competence in the skill. = Gamemasters should use these competence guidelines to judge whether easy = tasks might deserve a bonus for those of above-average comptence, or whet= her difficult tasks might receive penalties for those of below average co= mpetence.Use the following guidelines to judge a character's competence w= ith a skill: Skill Rating Skill Guideline = 01-25: Below average for a person professing the skill, but more knowledg= eable and adept than someone completely ignorant of the skill. May be a b= eginner, a dilettante, or a clod. Capable of competent work, but when hur= ried or careless, even if successful may produce at only a barely passabl= e or substandard level. 26-50: Average for a person professing the skill. Fairly knowledgeable --= doesn't embarrass himself in tavern discussions or boasting matches -- b= ut unfamiliar with eccentric, sophisticated, or innovative aspects of the= skill. Capable of performing most common tasks effectively, given time, = and making allowances for mistakes. Seldom brilliant, but occasionally cl= ever or notably effective. 51-75: Above average knowledge and competence. Often recognized by neighb= ors and colleagues as an expert. Very rarely makes serious mistakes with = common tasks, and may be capable of occasional brilliance. 76-00: Superhuman or heroic ability. Likely to have a substantial reputat= ion. Difficult tasks are performed with ease. Impossible tasks may be att= empted with enthusiasm. Example #1: Hugyn has the Herb Lore Skill. The associated characteristic = for Herb Lore is Intelligence (Int). Hugyn has an Int score of 45. Hugyn'= s skill rating for Herb Lore is 45.Testing for Success with the Skill: Hu= gyn is looking in the woods for the herb Spiderleaf, easily found in the = Reikwald in autumn. The dice are rolled -- 67 -- indicating that Hugyn ha= d a bad day, and didn't find a single sprig of Spiderleaf. Example #2: Thistledown Larkcall has the Herb Lore skill, too, but has an= Int of 70.General Indication of Competence: Thistledown is hunting for S= alwort, an herb in plentiful abundance. Since Thistledown is an expert, = and the Salwort is so plentiful, the GM can't imagine how an expert could= come back empty-handed. The GM assesses a bonus modifier of +25 (leaving= some chance of failure). The dice are rolled -- 98 -- and Thistledown pr= oves that even an expert can have a bad day. Resist Magic (Will Power) Beings with this skill receive a +20 bonus to tests vs. WP to resist magi= ck effects. Background: The body's Spirit instinctively recognizes and resists intrus= ions of a magickal nature, as if the Spirit could "smell" something unfam= iliar and withdraw from it. With training and experience one can sharpen = this defensive reflex. DM Guidelines: Only certain types of magickal effects may be resisted. Se= e "Resisting Magickal Effects" above. Sense Magic (Intelligence) Active magickal effects cause perceptable disturbances in the aethyr. Use= of this skill reveals = 1. the presence of active magickal effects within BMP yards and = 2. the direction from the character to the magickal effects. = Unskilled characters have a Default Rating of 5% with this skill. = Inactive Magickal Effects (for example, inactive magickal artifacts, alch= emicals, and scrolls) cannot be perceived with this skill. Thus, one cann= ot identify a being or object as being capable of producing magickal effe= ct with this skill. (See Active and Inactive Magickal Effects" in Terms a= bove.) Background: Aethyrial disturbances accompanying magickal effects are perc= eiveable by the Spirit, though untrained individuals cannot effectively i= nterpret the features of the sensations or distinguish the source of the = emanations. DM Guidelines: Use the following guidelines for modifiers to tests to sen= se exceptionally powerful magickal sources: Active Alchemical Effects (eg, a subject using a Troll Strength or Animal= Speech elixir) -- + 5 bonus Active Lesser Artifact Effects (eg, an active Lesser Weapon or Lesser Run= e Ring) -- +10 bonus Active Greater Artifact Effects (eg, an active War Jewel or Flying Carpet= ) -- +20 bonus Divine Artifacts (eg, magickal devices associated with greater and lesser= divine powers) --+ 20 bonus. = GM Note: Sense Magic replaces the original WFRP skills Magical Sense and = Magical Awareness. Meditation (Cool) Beings with this skill are able to enter a dream-trance state in which th= ey can swiftly replenish their reservoirs of magick potential.The charact= er remains in the meditation trance for 2 hours, then tests against Cool.= If the test is successful, the being recovers 100% of his Basic Magic Pot= ential (ie, he is restored to full BMP). If the test fails by 1-29 point= s, the being recovers to at least 50% of his Basic Magic Potential. If he= is already at 50% of his BMP or better, there is no further effect.If th= e test fails by 30 points or more, the being recovers no magic points. In= addition, if 96-00 is rolled, 1 Insanity Point is gained.While in a medi= ation trance, a being is unaware of its surroundings and cannot stir if a= ttacked or otherwise disturbed for the duration of the 2-hour trance. The= y are completely helpless during the trance duration (treat as prone in c= ombat), and cannot move, speak, or otherwise respond to other beings or e= vents. Background: The spirit enters into dream state, permitting a glancing pen= etration into the Chaos Realm, where magickal energy is drawn into the sp= irit through the anima. Dipping too shallowly into the Chaos Realm may pr= event full replenishment. Dipping too deeply may cause serious mental sho= ck and trauma -- and no energy recovery. DM Guidelines: If a being fails this mentally and emotionally demanding t= est, he may not try again for 24 hours.At GM discretion, beings attemptin= g meditation in unfavorable surroundings (bustling activity, loud noises,= etc.) may receive penalties of 10-30 points to the Cool test. Likewise,= beings in completely tranquil, familiar, secure surroundings may receive= bonuses of 10-30 points. Modern Arcane Language (Intelligence) All Academic Apprentices and some Hedgewizards learn this language for th= e study and recording of magical procedures. Directions and incantations = for scrolls and other modern magical devices are also recorded in this al= l-purpose arcane tongue. Background: Not so much a language as a primitive transcription scheme fo= r lingua praestantia, with elaborate jargon and notation. Analogous to mu= sical notation, in that the product of uttering and performing what is no= ted is not limited to the words, but includes also the subtle distinction= s or rhythm, tone, pitch, and inflexion involved in spell and ritual cast= ing, and forms of mental imagery and symbology that focus the mind on the= desired effect. Arcane transcription includes notes, directions, and com= mentaries on pronunciation and presentation of runes and lingua praestant= ia.To one unfamiliar with Arcane Langages, Arcane documents look like sch= ematic diagrams covered with runes, arrows, musical staffs and notes, pic= tographs suggesting gestures, all annotated with symbols and words from v= arious languages. The roots of Modern Arcane are in Elvish Arcane inscrip= tions, which display elements of Slannish orthography. During the long hi= story of cult suppression of sorcery, Arcane usage had fragmented in use = by isolated hedgewizards and secret orders. Today the language is academi= cally formalized at lower Mastery Levels, but notation for more advanced = spells is still personalized and idiosyncratic. Study of many as-yet-ill= -understood spells of the ancient masters depends on shrewd guesses in in= terpreting their personal versions of Arcane. DM Guidelines: A sorceror automatically recognizes Arcane written copies = of spells he already knows. He may also recognize similar spells, at the= gamemaster's discretion -- though only a vague notion of similarity of n= ature and function is likely to be understood. (Well, you can't quite fol= low the inscriptions on the scroll, but it looks quite a bit like the Fir= eball spell you know.) Ancient Arcane Languages (Intelligence) Modern magic studies are for the most part a partial rediscovery of the m= ore sophisticated magical practices of the Old Slann and the High Elves. = Records in other ancient languages -- notably Old Dwarvish and the secret= scripts of the High Druids -- may also contain passages of interest to m= agical scholars and researchers. Other arcane languages of magical signif= icance are DaemonTongue and ElementalTongue.When examining ancient magick= al devices, knowledge of these Ancient Arcane notations is particularly v= aluable. DM Guidelines: Ancient Arcane languages are encountered primarily through= expeditions and adventures, and through encounters with notable, powerfu= l NPC villains, patrons, and informants. Old Slannish: Known in the Old World primarily from cited references in a= ncient Elvish documents, from a few inscriptions on ancient artifacts and= ruined structures, and from several fragments of Slannish documents. Elv= ish legends and scholarship maintain that the Dark Elves of the New World= have archived substantial records in Old Slannish, and contacts with pre= sent-day Slann cultures of Lustria suggest the existence of more extensiv= e records and artifacts in the ruins of the Old Slann civilization. Arcane Dwarf: Ancient Dwarven elemental magicks, probably derived from ea= rly cult practices and from contact with the High Elves, are generally ag= reed to be the foundation of modern human magical sciences. With the coll= apse of Dwarven Imperial culture, most of the more sophisticated practice= s, particularly as pertains to subterranean and magico-mechanical enginee= ring, have become obscure, even to Dwarven scholars. Artifacts and struct= ures of the Imperial Dwarven period commonly bear inscriptions in this Ar= cane language. Arcane Elf: This ancient magical language of the High Elves is thought to= be heavily-influenced by borrowings from the Old Slann. Old World Wood E= lven culture is believed to have suppressed knowledge of this language af= ter their isolation from mainstream High Elven cultures. This arcane nota= tion is understood in the Old World by a small, secretive, and widely-di= stributed community of Elvish wizards, by some Sea Elven voyagers visitin= g the human lands, and by a handful of human academics. The language is p= robably better known among the High Elves of Albion and the Dark Elves of= the New World. Druidic: Druidic inscriptions are exceedingly rare, possibly because Drui= dic is thought to be primarily a spoken language. Examples of such inscri= ptions are generally confined to stone megaliths, other sacred sites, and= to certain artifacts of religious significance. Legend maintains that se= cret arcane Druidic chronicles exist dating back 10,000 years. DaemonTongue: Study of DaemonTongue has been outlawed by most human cults= and cultures for millennia. Academic knowledge of this arcane notation i= s understandably limited. DaemonTongue is possibly an artifact of Dark El= ven design, derived phonetically from the speech of daemons, since daemon= s are not supposed to have need of a written language. Used in daemon con= juration and in the enchantment of daemonic artifacts. ElementalTongue: Evidently derived phonetically from Druidic practice and= recorded by early Imperial Dwarven scholars, though heavy borrowings fro= m Arcane Elf suggest that the language may predate High Dwarven culture. = The few texts known in the Old World are obscure and fragmentary, though = words of ElementalTongue derivation are common in Modern Arcane. Used in = elemental conjuration and in the enchantment of Elemental Greater Artifac= ts. Magick Lores (Intelligence) A character skilled in a magick lore has practical or scholarly knowledge= of magical disciplines. This knowledge is generally insufficient for spe= llcasting, but sufficient for a recognition and a layman's appreciation o= f spell, ritual, and magickal artifact procedures and effects. Background: Many academics and magickal practicioners study the basic pri= nciples and practices of various magickal professionals so as to recogniz= e and appreciate them when they are encountered. Adventurers often develo= p understandings of a more practical nature from their experiences with m= agick and magick users. DM Guidelines: A successful Intelligence test indicates that a character = is familiar with the basic procedures, powers, and dangers presented by a= magickal discipline. GM modifiers are appropriate for more common or mor= e obscure magickal practices. (For example, recognizing the effects of th= e ever-popular Deepsleep or Fireball spells should be a embarrassingly ea= sy, while identifying the runes sealing an Ancient Slann transport device= should marvelously improbable.) Scroll Lore: The inscription of magical spells upon specially-enchanted s= crolls, and the casting of spells from such scrolls, is a practice learne= d from the High Elves. It is, in itself, a complex and sophisticated scie= nce, requiring specific materials and rituals in the preparation of the s= crolls, and elaborate procedures in effectively casting spells from the s= crolls. (See "Scrolls," page ??.) DM Guidelines: Knowledge of this lore is necessary, but not sufficient, t= o inscribe a spell or cast a spell from a scroll. Knowledge of the arcane= language used to record the spell is also necessary. However, familiarit= y with scrolls in general may occasionally permit a character to recogniz= e significant features of a spell inscribed in an unknown language (at th= e GM's discretion). Rune Lore: According to legend, runes are the written depiction of lingua= praestantia, the language spoken by the Gods. Runes are essential elemen= ts in all sorcery, and sorcerors usually carry focuses inscribed with the= runes necessary to cast the spells and rituals he knows.Though these sig= ns are known to have great magical power, ability to use that power is no= t conferred by simple recognition of those signs. Nonetheless, a scholar = learned in rune lore may make many suppositions about the magical powers = of a caster from examination of his focus, and, when examining magickal d= evices and artifacts, may identify common magickal effects (that is, effe= cts caused by most Petty and 1st Rank Battle Magicks) associated with the= items. DM Guidelines: At the GM's discretion, modifiers may apply. For example, = more popular high-level spells (eg, Lightning Bolt, Cause Fear) may be ea= sily recognized, while spells and rituals of outlawed practices like Demo= nology and Necromancy may be difficult to recognize, even at Petty or 1st= Rank. Runemastery: Knowledge of this skill is confined to wizards of the highes= t achievement. At present, Runemagical practices are almost unknown among= the human cultures of the Old World. This skill may not be learned as a = non-career skill. GM Guidelines: Runemastery is a comprehensive knowledge of runes, includi= ng familiarity with many runes rarely used in modern-day magicks, and inc= luding a fine knowledge and control of the qualifiers that determine most= of the variable elements in sorcerous spells, rituals, and magickal ench= antments. Runemasters can, given time, produce an almost unlimited range = of magickal effects, of varying degrees of power and duration. This is es= sentially an NPC skill -- an excuse to permit GMs to introduce into their= campaigns sorcerous effects that are completely mysterious and incompreh= ensible to the PCs. Inclusion of PC Runemasters in a campaign is optional= at the discretion of the GM. (See "Runemastery, page ??.) DaemonLore: The study and practice of daemonic conjuration and enchantmen= t are outlawed in all civilized Old World societies. Nonetheless, abundan= t information about daemons, of varying degrees of accuracy and reliabili= ty, is available in popular folklore and scholarly literature, and certai= n Old World rulers permit limited and carefully-supervised research in th= is discipline. Daemonlore may -- or may not -- prove useful in recognizin= g the work of daemons, daemonologists, and daemon-worshippers, and may pr= ovide knowledge of practices effective in warding off daemons and their w= orks, or in frustrating the rituals and sorceries of daemonologists or da= emon-worshippers. GM Guidelines: Fanatic enemies of daemonworshippers (eg, cultists or prof= essionals dedicated to eradicating such evils) often display special zeal= in collecting details of occult practices. Apply GM modifiers at your di= scretion. Skill Rating Skill Guidelines = = 01-25: familiar with typical practices of daemon summoning (pentagrams, b= argaining, duration, etc.); familiar with varieties of daemon summonable = by First Rank daemonologists 26-50: general knowledge of common Daemons of Chaos and Chaos cult practi= ces; knowledgeable concerning magickal powers of all ranks of daemonologi= sts 51-75: familiar with powers and personalities of better-known lesser and = greater daemons; can perform Lesser Pentagram ritual as if in possession = of a scroll for the ritual 76-00: detailed understanding of the nature of void and the daemonic drea= mworlds; recognition of most known varieties and well-known identities of= daemons; access to excellent references on daemon names Necromantic Lore: The study and practice of the necromantic arts are outl= awed in all civilized Old World societies. However, knowledge of legends = and scholarship concerning necromancy may aid one in understanding and co= nfronting the creatures and magical effects associated with the necromant= ic arts. GM Guidelines: Fearless vampire hunters and enemies of necromancy (eg, cu= ltists of Morr) often have exceptional knowledge in this area. Apply GM m= odifiers at your discretion. Skill Rating Skill Guidelines = 01-25: familiar with common types of undead -- i.e., skeletons, zombies, = and ghosts 26-50: familiar with exotic types of undead, and aware of spells used by = Ranks 1 and 2 necromancers 51-75: aware of Rank 3 and 4 necromantic spells 76-00: good chance of knowing obscure (i.e., GM special) necromantic crea= tures and magicks Herb Lore: Recognition of herbs, in their natural growing and dried forms= , and in preparations. Knowledge of mundane and magical properties, and p= rocedures for gathering, preservation, and preparation.(See "Herbs and Th= eir Uses" from The Enemy Within.) Skill Rating Skill Guidelines = 01-25: know common healing and magical herbs and preparations of homeland= s 26-50: extensive knowledge of local herbs; some awareness of common herbo= logy of other regions and cultures 51-75: extensive knowledge of herbs of various regions and cultures; some= knowledge and recognition of poisons; chance of cultivating exotic herbs= 76-00: chance of recognizing the virtues of and improvising successfully = with unknown herbs; skilled cultivation of exotic herbs Identify Magical Artifact: Even a layman can learn to recognize the featu= res of the more common magical artifacts and their workings. Some magical= artifacts (namely, scrolls and alchemicals) are highly specialized, and = require specific skills. However, many popular magical artifacts (i.e., m= agical weapons, armor, and various rings and amulets) are well-known to e= xperienced adventurers and magical scholars.This skill will not permit on= e to understand or employ unique or uncommon magical items. Knowledge of = Arcane Languages or elaborate research may be necessary in some cases, or= may provide additional useful information. If the item is guarded by pas= sword or destructive magickal protections, these may also be recognized. = (See "Protection," page ??, "Magickal Artifacts" chapter.) Skill Rating Skill Guidelines = 01-25: recognize some magical Lesser Artifacts (Int test); know common po= wers and operating procedures for Lesser Artifacts; from study of inscrip= tion, know password, if not protected by code or in an unknown language 26-50: recognize most Lesser Artifacts (Int+30), their functions and proc= edures; recognize basic magick principles of unfamiliar Lesser Artifacts = from study of rune inscription; recognize the names and specialties of ma= ny contemporary enchanters (an important hint to the nature of the device= when the creator's name is included in an inscription); recognize from i= nscription most common forms of destructive protection (Int+30) 51-75: recognize works of lesser contemporary, and well-known historical = enchanters, and a smaller chance to deduce functions and procedures; reco= gnize some Greater Artifacts (Int test); recognize Spirit and Daemonic en= chantments from inscription, and familiar with basic principles 76-00: chance to recognize even obscure or ancient items, and a smaller c= hance to deduce functions and procedures; access to extensive references = on historical artifacts and their creators Alchemical Lore: Alchemists and knowledgeable laymen may know the common = names, functions, and properties of many alchemical reagents and compound= s. However, identifying unlabeled alchemical compounds is somewhat more d= ifficult, and reliable identification of rare or unique alchemical compou= nds is limited to experienced experts. Skill Rating Skill Guidelines = 05-25: Familiarily with common reagents; some knowledge of extraordinary = reagents. Knowledge of titles and properties of most petty and craft comp= ounds commonly available to warriors and adventurers. 30-50: Familiarity with properties of common, extraordinary, and true ele= mental reagents. Knowledge of titles and properties of petty, craft, mast= er, select, and grand compounds; fair chance of recognizing unlabeled com= pounds (Int); some familiarity with works of famous ancient alchemists. M= ay recognize a spoiled potion by examination (Int). 55-75: Good chance of identifying unlabeled alchemical compounds (Int+30)= ; small chance of knowing titles and properties of more obscure (i.e., GM= special) alchemicals (Int-30). Good chance to recognize a spoiled potion= by examination (Int+30). 80-00: Good chance of knowing and recognizing titles and properties of mo= re obscure (i.e., GM special) alchemicals (Int). Spellcasting/Ritual Skills (Intelligence) There are specific spellcasting/ritual skills for each Mastery Level of e= ach magickal discipline. Characters can only obtain these skills by enter= ing the appropriate career, and by achieving the appropriate Mastery in t= hat career. (See "Sorcerous Careers.")Sorcerors and Alchemists with the a= ppropriate skill can cast spells and rituals. The following Cast Spell/Ritual Skills are available through the careers = listed in Chapter 3, pages ??: Hedgewizard Academic Apprentice Wizard (War Wizard, Imperial Institute of Battle Magicks), Mastery Level= s 1-4 Elementalist (College of Elemental Magicks), Mastery Levels 1-4 Illusionist (College of Mental Magicks), Mastery Levels 1-4 Demonology, Mastery Levels 1-4 Necromancy, Mastery Levels 1-4 Alchemist, Ranks 1-3 Enchant Lesser Artifact: Sorcerors with this skill and Runemastery can cr= eate Lesser Artifacts. See Chapter ??, Magickal Artifacts, "Enchantments,= " page ??. Enchant Greater Artifact: Sorcerors with this skill and Runemastery can c= reate Greater Artifacts. See Chapter ??, Magickal Artifacts, "Enchantment= s," page ??. Enchant Lesser Spirit Artifact: Sorcerors with this skill, Enchant Lesser= Artifact or Enchant Greater Artifact, and Runemastery can create Lesser = Spirit Artifacts. See Chapter ??, Magickal Artifacts, "Enchantments," pag= e ??. Enchant Greater Spirit Artifact: Sorcerors with this skill, Enchant Lesse= r Artifact or Enchant Greater Artifact, and Runemastery can create Greate= r Spirit Artifacts. See Chapter ??, Magickal Artifacts, "Enchantments," p= age ??. Enchant Daemon Artifact: Sorcerors with this skill, Enchant Lesser Artifa= ct or Enchant Greater Artifact, and Runemastery can create Daemon Artifac= ts. See Chapter ??, Magickal Artifacts, "Enchantments," page ??. Prepare Compound Skills (Intelligence) There are specific Prepare Compound skills for each Alchemist Mastery Lev= el. Characters can only obtain these skills by entering the appropriate c= areer, and by achieving the appropriate Mastery in that career. (See "Alc= hemist Careers.")Alchemists with the appropriate skill can prepare alchem= ical compounds. The following Prepare Compound Skills are available through the careers l= isted in Chapter 3, pages ??: Prepare Petty Compound Prepare Craft Compound Prepare Master Compound Prepare Select Compound Prepare Grand Compound Prepare Common Reagents (Intelligence) Beings with this skill can concentrate and refine the magickal properties= of various animal, monstrous, herbal, and elemental substances, producin= g common reagents used in various spell and ritual castings, enchantments= , and alchemical compounds.Preparation of common reagents is a routine an= d reliable process. Therefore, under normal circumstances, beings with th= e Prepare Common Reagent skill are presumed to have an adequate supply of= common reagents at all times. GM Guidelines: Characters may be separated from their supplies of common = reagents by various disasters. Given access to a lab and appropriate raw = materials, one measure of an extraordinary reagent can be prepared in a m= inimum of ten minutes with a successful skill test. For each additional t= en minutes dedicated to cautious and deliberate checking and observation = during preparation, the skill test receives a +10 point bonus. A roll of = 96-00 is always a failure, regardless of bonuses. Prepare Extraordinary Reagents (Intelligence) Beings with this skill can concentrate and refine the magickal properties= of various animal, monstrous, herbal, and elemental substances, producin= g extraordinary reagents used in various spell and ritual castings, encha= ntments, and alchemical compounds.Preparation of extraordinary reagents i= s a involved, time-consuming, andunreliable process. Given access to a la= b and appropriate raw materials, one measure of an extraordinary reagent = can be prepared in a minimum of one hour with a successful skill test. Fo= r each additional hour dedicated to cautious and deliberate checking and = observation during preparation, the skill test receives a +10 point bonus= =2E A roll of 96-00 is always a failure, regardless of bonuses.See "Table= of Extraordinary and True Elemental Reagents," page ??.) Prepare True Elemental Reagents (Intelligence) Beings with this skill can concentrate and refine the magickal properties= of elemental substances, producing true elemental reagents used in vario= us spell and ritual castings, enchantments, and alchemical compounds.Prep= aration of true elemental reagents is exceptionally difficult and doubtfu= l. Given access to a lab and appropriate raw materials, one measure of a = true elemental reagent can be prepared in a minimum of 12 hours with a su= ccessful skill test at a penalty of -30 points. For each additional 12 ho= urs dedicated to cautious and deliberate checking and observation during = preparation, the skill test receives a +10 point bonus. A roll of 96-00 i= s always a failure, regardless of bonuses.See "Table of Extraordinary and= True Elemental Reagents," page ??.) Manufacture Gas Bombs (Intelligence) Characters with this skill can prepare gas bombs which disperse clouds of= poison when they shatter.Any poison can be used in a gas bomb. 10 doses = of a poison are necessary to manufacture a single gas bomb.Gas bombs func= tion exactly like explosive bombs (see WFRP, page 127), except that inste= ad of causing missile damage, creatures within 4 yards of the bomb's impa= ct must test against Toughness x 10 or suffer the effects of one dose of = the gas bomb's poison. (Creatures which are not normally affected by the = gas bomb's poison need not test, and are not affected.)One gas bomb can b= e manufactured in a minimum of 1 hour with a successful skill test. For e= ach additional hour dedicated to cautious and deliberate checking and obs= ervation during manufacture, the skill test receives a +10 point bonus. A= roll of 96-00 is always a failure, regardless of bonuses. A failed skill= test during manufacture indicates that the gas bomb has exploded prematu= rely, and the manufacturer must test against Toughness x 10 or suffer the= effects of two doses of the gas bomb's poison. [Warning: Next two skills don't have the necessary accompanying rules tex= t prepared for other parts of the ms.] Chapter 2c: Forms and Summonings Thaumaturgic Forms = Thaumaturgic Forms (three-dimensional structures of magickal force, surfa= ces along which the Void boundary is partially exposed in the Material Un= iverse) may be created by sorcerous rituals. As forms are created, spell = and ritual magick effects may be stored in them. Thereafter forms release= their stored spell or ritual magick effects when triggered deliberately = by a caster or inadvertantly by beings which enter the form's area of eff= ect.There are four basic types of thaumaturgic forms: Circle: stores spell and ritual effects which are automatically triggere= d when any living being with a spirit of significant aethyrial energy (ie= , any being with a BMP of 1 or greater)contacts the Circle's area of effe= ct. Triangle: stores defensive versions of spells and rituals which cancel t= he effects of spell and ritual castings when they contact the area of Tri= angle's effect. Square: stores spells and ritual effects as does the Circle, but permits= the form's creator to permit passage through the Square's area of effect= without triggering the stored spell or ritual effects. Pentagram: creates magickal barriers which confine elemental or daemonic= beings within their area of effect, and prohibit the projection of mater= ial or magickal attacks beyond the limits of the pentagram, so long as th= e caster is able to maintain the magickal barriers against the will of th= e elemental or daemonic creature confined within the pentagram. Pentagram= s can also protect beings within their area of effect from elementals and= daemons outside the pentagram. Creating Thaumaturgic Forms Creating a thaumaturgic form requires three steps: 1. inscribing the form pattern, 2. inscribing the rune inscription upon the form pattern, and 3. casting the form ritual, when spells or rituals are stored in the form= and the form is activated by the completion of the form ritual. Form Patterns: First a sorceror must inscribe the form pattern on a flat,= solid surface parallel to the surface of the earth.A form pattern is a c= ircle, triangle, square, or pentagram (according to the appropriate form = ritual). The lines of the form pattern may be of any width, so long as th= e necessary runes may be inscribed upon the lines, and may be inscribed i= n any fashion (ie, engraved, painted, written with a stylus, etc.).Typica= lly a form pattern designed to be concealed from observers (for example, = a defensive ward or booby-trap) will be inscribed as thinly as possible, = and in the most unobtrusive manner. For example, on a stone floor in a da= rk passageway, a form pattern might be inscribed in dark ink, and only a = half-inch wide.On the other hand, a form pattern designed to be noticed b= y observers (eg, a ward intended to discourage intruders) might be inscri= bed as a one-or-two wide line painted or inlaid in bright, eye-catching c= olors.Form patterns may not be inscribed on moving objects like wagons, b= oat decks, flying carpets, or dragons. Rune Inscriptions: Next the necessary rune inscriptions must be made upon= the surface of the lines of the form pattern.Rune inscriptions must incl= ude a group of runes associated with the specific form ritual to be cast = and the runes of any spells or rituals to be cast upon the active form. Activating the Form: Once the runes have been inscribed upon the form pat= tern, the form is activated by the casting of the appropriate form ritual= =2E During the casting of the Form ritual, any spell or ritual effects t= o be stored in the form must be cast before the Form ritual is completed,= and the form activated. During the casting of the form ritual, other cas= ters may cast spells into the form -- not just the form's caster. No furt= her spell or ritual effects may be stored in the form after the form has = been activated. Each type of form is activated by its own specific form r= itual (ie, Lesser Circle Ritual, Greater Square Ritual). Sorcerors learn = and cast form rituals just as they learn and cast other spells and ritual= s. If the magick effects stored within a form have been exhausted, or if = the duration of the form ritual effect has ended, the form is no longer a= ctivated. Triggering Stored Magick Effects of Thaumaturgic Forms The stored spell and ritual effects of Circle and Square thaumaturgic for= ms are automatically triggered when any living being with a spirit of sig= nificant aethyrial energy (ie, any being with a BMP of 1 or greater) come= s in contact with the area of effect of the Circle or Square.The stored r= everse spell and ritual effects of Triangle thaumaturgic forms are trigge= red when the magic effects of a corresponding spell or ritual comes in co= ntact with the area of effect of the Triangle.Magick effects are not stor= ed in Pentagram thaumaturgic forms.Any magick effect stored in a Circle o= r Square may be selectively activated when the form caster's touches his = focus to the form pattern. For example, a Winddeflection stored in a Circ= le can be triggered by the touch of the caster's focus. No more than one = spell can be triggered per round by this method. = Area of Effect for Spells and Rituals Stored in Forms Regardless of the area of effect stated for spells and rituals cast into = a form, such spells and rituals, when triggered from storage in a form, s= hall affect only the area of effect of that thaumaturgic form, and shall = affect the entire area of effect of that thaumaturgic form.For example, t= he Vaporbloom spell normally affects an area of a five-yard-radius sphere= =2E When triggered from a thaumaturgic Circle, it affects only an area tw= o-yards-square and 3 yards high. When triggered from a thaumaturgic Squar= e, it affects an area eight-yards-square and 3 yards high. Thus, when use= d in a Circle, a Vaporbloom has a smaller-than-usual area of effect, whil= e when used in a Square, it has a larger-than-usual area of effect. GM Note: These larger- and smaller-than-normal areas of effect may be bot= h a blessing and a curse, according to circumstances. For example, though= the smaller-than-usual area of effect may sometimes rob a sorceror of mo= re powerful effects, the ability to use certain spells and rituals in clo= se quarters without including oneself in the area of effect is often an a= dvantage. Interfering with Thaumaturgic Forms Activated forms may not be interrupted by interfering with or destroying = a form pattern. The magickal force structures, and the magick effects sto= red in them, are not affected by physical interference with form patterns= =2EForms may be interrupted magickally by two procedures: 1. triggering a= ll the spells and ritual effects stored in the form, thereby deactivating= the form, and 2. by reversing the casting of the appropriate form, which= releases the energies of the spell and ritual effects stored in the form= without triggering their magick effects. Recording Spells and Rituals Stored in Thaumaturgic Forms When a Thaumaturgic Form is created and activated by a player character o= r non-player character, the player or GM must record: 1. the spell and ritual effects stored in the form 2. the time when the form is activated 3. the duration of the form 4. whether the form is concealed or plainly visible 5. (for Circles and Squares) the order in which the spell and ritual effe= cts are to be triggered. Example: Recording a Thaumaturgic CircleA casting of a Circle might be re= corded as follows: Circle: 2 Deepsleeps and 1 Discorporate Flesh; activated 9AM (or mid-morn= ing, or middle of the 2nd Day Watch, or whatever), 24 hours, circle conce= aled, trigger order -- Deepsleep, Deepsleep, Disco Flesh GM Note: When indicating the time of activation, a simple phrase is usual= ly sufficient (eg, lunchtime, at the beginning of the first watch). Somet= imes you need to indicate the exact time and date when the form is activa= ted. Most game sessions are run with a very informal sense of time and da= te, however; maintain that informal atmosphere as much as possible. Searching for Thaumaturgic Forms Form patterns and rune inscriptions are revealed by the use of the Sense = Magic skill or the Detect Magic spell only if the form in question is cur= rently activated. If the form is not activated, form patterns and rune in= scriptions are not revealed by Sense Magic or Detect Magic, and must be d= iscovered by a physical search. Searching for concealed forms patterns an= d rune inscriptions is an unpleasant procedure for characters unskilled i= n the arcane arts -- an almost impossible task if the sorceror has time, = wit, and will enough to conceal the form pattern and runes.A character wi= thout access to the Sense Magic skill or Detect Magic spell, or who has b= een unsuccessful in his use of the Sense Magic skill, may want to physica= lly search for evidence of thaumaturgic forms. If form patterns and rune = inscriptions are plainly visible, a character searching for forms automat= ically finds them. If form patterns and rune inscriptions are concealed, = a character has a chance to discover them equal to his Intelligence divid= ed by 10. If forms patterns and rune inscriptions have been erased by the= caster (possible with the Square only), a character has no chance of dis= covering evidence of them through a physical search. Magick Effect Markers and Reading Form Runes Sensing or Detecting Magick may reveal the presence of a magic effect, bu= t it does not indicated whether the magick sensed or detected is a thauma= turgic form, another spell or ritual effect, or a magick artifact. Specif= ically, neither the use of Detect Magick, or a successful use of the Sens= e Magick skill, reveals the type or class of thaumaturgic form, or, indee= d, whether the magick effect is a thaumaturgic form or some other source = of magick. Further, neither spells or rituals stored in a form may be det= ermined with a Sense Magick or Detect Magick.When magick has been sensed = or detected, a magick effect marker may be placed on the table. This indi= cates the presence of magick, but reveals no clue about the source or nat= ure of the magick effect.Having Sensed or Detected a source of magick, a = character may search for a thaumaturgic form (as described above). If a f= orm pattern is discovered, a character with Runelore may attempt to use t= he skill to read the runes inscribed on the form. For each successful use= of the Runelore skill, he may know one spell or ritual that has been sto= red in the form. He will not know whether a spell or ritual effect is sti= ll stored in the form, or whether it has already been expended. Classes and Dimensions of Thaumaturgic Forms Classes of Forms: There are three classes of Thaumaturgic Forms: Lesser Form: the simplest form, but with a limited area of effect Greater Form: a more difficult form, greater in area of effect, and rela= tively more economical in magick energy cost per area affected; also, the= form patterns and rune inscriptions of Greater Forms may be erased by th= e caster, with a corresponding dramatic decrease in duration, but well-co= ncealed from intruders Elder Form: a very difficult form with area of effect identical to that = of a Lesser Form, but which remains active indefinitely. Elder Forms are = created by Greater Enchantments, not rituals, and as such are rarely enco= untered. Area of Effect: For game purposes, areas of effect for all thaumaturgic f= orms are expressed as square yards, in reference to the size of the form = pattern, regardless of the actual shape and area of the form, whether it = is a square, triangle, circle, or pentagram.As such, all Lesser Forms (an= d Elder Forms) have a two-square-yard area of effect, which equals one on= e-inch square on the table. All Greater Forms have an area of effect of f= our square yards, or four adjacent one-inch squares on the table. The are= a of effect of all circles, triangles, squares, and pentagrams is 3 yards= high (ie, 1.5 inches table scale, 10 feet high setting scale), with vert= ical sides. Example: Gruen Creates a Thaumaturgic Form Gruen, a 1st Rank War Wizard, is concerned that one of his watch guards = might be overcome by an sorcerous inturder's Deepsleep spells.Gruen inscr= ibes a Lesser Triangle form pattern to enclose the guard's watch station,= inscribes the runes for the Lesser Triangle ritual and the Deepsleep spe= ll upon then casts a Lesser Triangle ritual to activate the triangle. (Th= ese actions are included in the 1d6+3 rounds required to cast the Lesser = Triangle Ritual.)Gruen then casts as many Deepsleep spells into the Lesse= r Triangle as he has Magick Points available to cast the spells. When his= magick potential is exhausted, he Meditates and regains a few more point= s, then casts a few more Deepsleep spells into the Lesser Triangle for go= od measure. (Gruen puts a lot of time and energy into this operation, but= in the end he has a guardpoint that can resist a half dozen or more Deep= sleep spells.)The Lesser Triangle remains activated and charged with the = Deepsleep spells for 24 hours. At the end of that time the Lesser Triangl= e and the spells that charge the form fail.For each Deepsleep spell cast = at the triangle, and thus cancelled, one Deepsleep charge of the form is = expended. When both Deepsleep spells are expended, the magick effect of t= he Triangle ritual expires, the Triangle is no longer activated (though t= he form pattern and rune inscriptions remain unaltered), and the Triangle= will no longer protect against Deepsleep. GM Note: Thaumaturgic Forms are a new addition to the Warhammer sorceror'= s arcane arsenal. Expect them to have the following effects in play: Defe= nse is favored over offense in magick melee. Forms are only effective whe= n there is time to prepare them, typically on ground chosen for defense; = forms are not mobile, and most effective in enclosed areas which are othe= rwise preferable for defense. Forms are effective arcane security systems= =2E Since they operate unattended, they may help protect sorcerors' dwell= ings, and those who hire sorcerors, from intruders. Preparation for attac= k (particularly ambush) and defense is encouraged and particularly effect= ive. Expect sorcerors to be discouraged from impulsive tactical engagemen= ts -- in fact, expect them to attempt swift disengagement and retreat if = ambushed. Detection, approach, and investigation of sources of magic beco= mes a critical element of tactical problem solving. 1. Magick-clumsy characters have to stumble into magickal booby-traps to = find them. Magick-competent characters are very cautious on ground likely= to be booby-trapped. Clods and wizards alike are very cautious when conf= ronted with prominently-displayed thaumaturgic forms. 2. Once a source of magick is detected, folk need to scoot forward and lo= ok for physical hints of forms. Once a form pattern is discovered, they c= an use their skills to try to figure out what magic is stored in the form= -- and whether they can risk fooling with it. 3. NPC monsters, orcs, and other cannon-fodder, being traditionally lousy= at careful tactical approaches to defensive positions, will reward playe= rs by plowing energetically and colorfully into the PC sorceror's careful= ly planned magick traps. Elemental and Daemon Summoning The Pentagram The pentagram is a thaumaturgic form used to confine elementals and daemo= ns during summonings. The arcane structure of the pentagram's magic effec= ts, and the trappings associated with the ritual (censers, candles, brazi= ers, etc.), serve to amplify and focus the will and magickal energies of = the summoner. A secure pentagram provides magickal barriers which prevent= a summoning from leaving the pentagram and from projecting material or m= agickal material or energy across the barrier. A pentagram remains secure= so long as the ritual's form pattern, rune inscriptions, and trappings a= re complete and undisturbed, and so long as the summoner can maintain dom= ination of the summoning by an exercise of will. If the pentagram or trap= pings are incomplete or disturbed, or if the summoning can overcome the s= ummoner in a test of will, the summoning is no longer bound within the co= nfines of the pentagram, and may attack to injure, slay, or possess the s= ummoner without constraint.The primary use of the pentagram is in summoni= ng rituals, but pentagrams may also be used to ward against attacks from = daemons and elementals which have entered the Material Realm by means oth= er than a caster's own summonation ritual (ie, summoned by another daemon= ologist or magical artifact, entered through a rift in the void, summoned= by a Chaos cultist, etc.). The caster (and companions, if any) must be w= ithin the pentagram's area of effect at casting. Those inside the pentagr= am are protected its magical wards. Essential Features of the Elemental and Daemonic Summoning RitualsCalling= an Elemental to the Summoner: If an individual elemental being is summon= ed by name or by title (ie, Graknarabolza or "Father of Rivers" or "Maste= r of the Air"), that being comes to the summoner. Otherwise, an elemental= being of various forms may be summoned according to the conditions of th= e each summoning ritual.Calling a Daemon to the Summoner: If the daemon's= truename is invoked, the individual sought is contacted, and obligated t= o respond.If the daemon's usename is invoked, the individual sought is co= ntacted, but not obligated to respond, and may instead send an subordinat= e or allied daemon on his behalf. Typically, however, the individual name= d comes, unless it has reason to spite or fear the summoner.If a false tr= uename or usename is invoked, no daemon is summoned, and the MP and reage= nts expended in the summoning ritual are lost.If the specific species of = daemon is invoked (ie, Bloodletter, Fleshhound, Keeper of Secrets, etc.),= a representative of that species is summoned.Otherwise, a random individ= ual of the general type of daemon (ie, imp, daemon steed, daemon creature= , lesser daemon, greater daemon, daemon ruler, etc.) is summoned accordin= g to the type of ritual used (ie, summon imp, summon daemon steed, etc.).= If a genuine usename or truename is invoked, but the ritual cast is not p= owerful enough to summon the class of the daemon named (ie, if while cast= ing a summon imp ritual a sorceror invokes the usename of a baalruhk), th= e named daemon may choose to appear or not. If it does choose to appear, = the caster automatically fails the Control test, and the daemon attacks t= o possess or slay the inept sorceror. Testing the Summoner and the Pentagram's Wards: When an elemental or daem= onic being is summoned to the Material Realm, it immediately engages the = summoner in a contest of magickal forces. The elemental or daemonic being= tries to overcome the pentagram's wards as the summoner focuses his mind= , spirit, and magickal potential into reinforcing those wards.If the bein= g can overpower the summoner and break out of the pentagram, it is free t= o act as it desires in the Material Realm for the duration of the ritual = effect, subject to tests for Instability (see page ??). See "Uncontrolled= Elementals and Daemons" below.If the being fails to break out of the pen= tagram, its will to resist the summoner is temporarily exhausted, and it = is forced to serve the summoner for the duration of the ritual effect (su= bject to tests for Instability, see page ??). For conditions of service, = see the individual summonation rituals descriptions in the spell lists. A= lso see "Elemental Behaviors" below. Control Test: The summoner tests against his Will Power to bind the eleme= ntal or daemonic being within the pentagram. (If more than one being is s= ummoned within a single pentagram, the single test governs the success or= failure in controlling all beings within the pentagram.) Modifiers to th= e summoner's Will Power test are summarized in the following Control Test= Will Power Modifiers Chart.Regardless of the summoner's Will Power and a= ppropriate modifiers, the test of wills is never a sure thing. A roll of = 96-00 when testing Will Power to control an elemental or daemonic being a= lways results in the failure of the test. Note: Neither the summoner nor the summoned being may expend MP to reduce= or augment magickal resistance; this is not a magickal resistance test. Control Test Will Power Modifiers Chart Creature Summoned Is: Elemental Node +60 Least Elemental +40 Lesser Elemental +30 Greater Elemental +10 Wisentlich -50 Imp +60 Daemonic Steed +40 Daemon Creature +30 Lesser Daemon -- Djinn -25 Greater Daemon -50 Pentagram Incomplete, Disturbed, or Absent -50 Being's Truename Invoked +50 Uncontrolled Elementals and Daemons: Elemental and daemonic beings which = win the contest of wills and escape the summoner's control are free to ac= t without restraint in the Material Realm for the duration of the ritual = effect (subject to tests for Instability). Typically this means the being= attacks the summoner to injure, slay, or possess him, though many beings= may prefer to indulge other impulses set loose for a period of time in t= he Material Realm. Some beings like to wreak havoc indiscriminantly, othe= rs like to play pranks and cause mischief. Some seek to satisfy various a= ppetities, while others like to collect odd artifacts or body parts.The g= amemaster may use the following guidelines for the behavior of uncontroll= ed elemental and daemonic beings at his discretion. He is also invited to= adapt these guidelines to suit the personality and motivations of the su= mmoned being, and the circumstances and opportunities presented by the se= tting.If the contest of wills was fairly even (if the summoner's WP test = was failed by no more than 29 points), then the being is somewhat exhaust= ed and wary of its summoner. It attacks the summoner for 1d6+3 rounds, th= en turns its attentions to other opportunities for mischief and destructi= on for the duration of ritual effect.If the being won the contest of will= s quite easily (if the summoner's WP test was failed by 30 points or more= ), then the being is greatly encouraged, and attacks the summoner to slay= or possess him. (Note: Elemental beings do not attack to possess.)Servic= e Traits and Service Tests Service Traits: Even when controlled by a summoner, elementals and daemon= s are not always reliably cooperative, and may serve and follow a summone= r's commands with more or less enthusiasm and faithfulness. Different cl= asses of elementals and daemons have very different personalities when co= nfronted with a summoner's commands. These different personalities are re= presented by an elemental or a daemon's Service Traits, which consist of = their Faithful and Vengeful scores.An elemental's personality is governed= by the nature of its Elemental Domain, so elemental sprites have Faithfu= l and Vengeful scores as follows: Sprites of Air: Faithful 10, Vengeful 4. Sprites of Water: Faithful 17, Vengeful 5. Sprites of Fire: Faithful 7, Vengeful 10. Sprites of Earth: Faithful 17, Vengeful 3. The personalities of daemon's are more erratic and unpredictable. See the= descriptions in Chapter ??, "Daemons," for the Service Traits of differe= nt classes of daemons. Service Tests: When a summoned being is commanded to perform a specific t= ask or service , the GM rolls 3d6.If the roll is equal or less than the F= aithful score, the summoned being is earnestly cooperative in achieving t= he task or service requested. It will also faithfully perform the task or= service, regardless of whether it remains within the control radius of t= he summoner.If the roll is less than the Faithful score, the GM rolls 3d6= again. If the score is equal to or less than the Vengeful score, the sum= moned being petulantly refuses to perform the task, or spitefully conspi= res to misconstrue and sabotage the summoner's request. If the roll is gr= eater than the Vengeful score, the summoned being dutifully but unenthusi= astically does as he is requested, so long as it remains within the caste= r's control range (BMP yards). In either case, once beyond the MP-yards-c= ontrol radius of the summoner, the summoned being may decide to abandon t= he summoner, returning to Nature or to the Void, or working mischief as = an uncontrolled elemental or daemon.The rolls are made by the GM, and con= cealed from the player. The player must figure out the summoned being's r= esponse from its behavior. The GM should always roll 3d6 twice, even if t= he summoned being is Faithful, to prevent the player from inferring from = a single roll that the summoned being is Faithful. If the summoned being = is Faithful, the second roll is a dummy roll that is ignored. Some Examples of Elemental and Daemonic Summonings Example #1: Helma of the White Hood, an Elementalist Rank 3 with a Will P= ower of 45, summons a Lesser Geonome, a Lesser Elemental of Earth to assi= st her in the task of fortifying her campsite against goblin raids. With = the modifier of +30 for summoning a Lesser Elemental, Helma will win the = Will Power test if a 75 or lower is rolled.However, Fortune does not smil= e on Helma. The dice roll is 89. The test is failed, and the Elemental is= not controlled. Since the test was not failed by more than 29 points, th= e Elemental expresses its displeasure by chasing Helma around for 1d6+3 r= ounds, then spends the rest of the duration of the ritual effect in teari= ng up Helma's campsite and tent and sticking her mule in the lower branch= es of a tree. Example #2: Helma, undaunted, or more daunted by the prospect of a goblin= raid on her campsite, prepares to try once more to summon a Lesser Geono= me. This time the dice roll is 73, and the elemental is controlled.First = Helma asks the Lesser Geonome to get her mule out of the tree. The GM rol= ls 3d6 secretly twice. The first throw is a 12, which is less than the Ge= onome's Faithful score; the second throw is a dummy toss and ignored. The= Geonome politely plucks the mule from the tree.Next Helma asks the Lesse= r Geonome to push up a solid earth embankment around her camp. GM rolls 3= d6 secretly twice. The first throw is a 16, which is less than the Geonom= e's Faithful score; the second throw is a dummy toss and ignored. The Geo= nome slowly but carefully pushes up an earth embankment around the camp.F= inally Helma asks the Lesser Geonome to tidy up the mess left by the firs= t Lesser Geonome. GM rolls 3d6 secretly twice. The first throw is an 18, = which is greater than the Geonome's Faithful score; the second throw is a= 6, and greater than the Geonome's Vengeful score, so it doesn't get nast= y -- it just isn't very enthusiastic. The Geonome slowly plows bits of th= e wreckage of Helma's tent and gear into a none-too-tidy pile until the s= ummoning ritual's duration expires. Example #3: Sardul Strikker, a Daemonologist Rank 2, with a Will Power of= 55, invokes the fiendish horde ritual, summoning a group of five daemon = creatures to scourge a careless team of Guild enforcers intent on termina= ting Strikker's unsanctioned experiments with daemoncraft. Unhappily for = Strikker, the enforcers have caught him unprepared, and he must perform t= he summons without preparing a pentagram. With the modifiers of +30 for s= ummoning daemon creatures and -50 for summoning without a pentagram, Stri= kker will win the Will Power test if a 35 or greater is rolled.The dice r= oll is 89. The test is failed, and the daemon creatures are not controlle= d. Since the test was failed by more than 29 points, the five daemon crea= tures set upon Strikker with the cheery prospect of shredding him limb fr= om limb. However, since the Gamemaster decides that the approaching Guild= enforcers are tempting targets, he arbitrarily decides that each daemon = creature has a 20% chance of going after the intrepid enforcers instead o= f poor Strikker. Example #4: Wager Stillingfleet, a Daemonologist Rank 1 with a Will Power= of 40, summons an imp to answer some abstruse queries about the melting = point of flesh. Since the modifier for summoning an imp is +60, Stillingf= leet will win the Will Power test unless a 96 or greater is rolled.And gu= ess what? A 00 is rolled! What a nice surprise for Stillingfleet!Of cours= e daemonic beings usually attempt to attack their summoners when they get= loose on the Material Plane. However, imps are not very tough, and they = stand to take worse than they deliver in a melee. So the Gamemaster decid= es that the imp will settle for ransacking and looting Stillingfleet's la= b instead. The imp tucks two or three priceless reference volumes under a= scaly limb, kicks over the braziers setting the lab on fire, then scampe= rs out a window to hide in a bush until the ritual duration ends. If the Summoner Yields to an Uncontrolled Daemon: A summoner attacked by = an uncontrolled daemon has the option of yielding to the daemon rather th= an defending himself with weapon and spell.If the summoner attempts to yi= eld to a daemon attacker, test vs. the daemon's Intelligence. If the test= is successful, the daemon accepts the summoner's surrender and bears him= off to serve the daemon for a month and a day in the Chaos Realm. If the= test fails, the daemon is too excited about the opportunity to savage or= possess a mortal being to accept the summoner's surrender. Serving a Daemon in the Chaos Realm: The summoner's physical body remains= in the Material Realm in a trance for the duration of the summoner's ser= vice. The entranced summoner's body is of course vulnerable to all sorts = of trials and misfortunes, including imprisonment and casual murder, but = is not subject to starvation or death by similar natural causes.The entra= nced summoner's Spirit is borne away with the daemon when the ritual effe= ct ends, and it must serve the daemon in the Chaos Universe for a month a= nd a day. Details of the service are left to the fertile imagination of t= he Gamemaster and player. When the summoner's Spirit is returned to its b= ody at the end of the month and a day, the summoner gains 2d6 Insanity Po= ints immediately, and must make a Cool test as described in WFRP, page 83= =2E If a Daemon Attempts to Possess the Summoner: If an uncontrolled daemon c= hooses to attack to possess the summoner, its attacks are directed agains= t the summoner's MP. This is called a Spirit Combat (see below). If the s= ummoner wins, the daemon is cast back into its own dreamworld a powerless= husk, where the other daemons mock, bully, and abuse it most mercilessly= =2E If the daemon wins, the caster is Possessed (see below). Spirit Combat: Spirit combat is a aethyrial form of magickal attack. Daem= ons are the only beings capable of this form of attack. In a Spirit Comba= t, the daemon's Spirit energies directly engage its opponent's Spirit ene= rgies in a test of strength. The winner of each round of Spirit Combat wr= ests away a bit of its opponent's magickal energy. For observers which de= tect magick, the loser's dispersed magickal power is visible as a colorfu= l spray of aurora-like aethyrial energy. The Spirit Combat ends when one = participant has reduced his opponent's magickal reserves to zero. If the = daemon is the loser, he is immediately banished to his own plane in disgr= ace, drained of power, and an easy mark for abuse by his fellow daemons. = If the daemon's opponent is the loser, he is possessed by the daemon. (Se= e below under Possessed Characters.)During the Spirit Combat, both partic= ipants are in a trance, and can perform no other action. Both are regarde= d as prone for the purposes of melee attacks.In game terms, the daemon an= d its opponent each roll 2d6 + the being's Current Magic Point Score (CMP= ) each round. The loser loses 1d6+1 MP. The process is repeated each roun= d until one subject's CMP score is is reduced to zero. If it's the daemon= , the daemon is banished to the Void. If it's the daemon's opponent, he's= possessed. = [[Daemons and elementals in this volume will be specified with MP scores.= A note in the Daemon and Elemental chapter could explain the term "daemo= nic power points," Realm of Chaos, Slaves, page 75, in terms of MP, or we= could just ignore the DPP references there.]] Recovery of Magical Power after Spirit Combat: A Possessed caster regains= MP at a rate of 1 MP per day. A defeated daemon regains MP at a rate of = 1 MP per day. This is true for Bound daemons as well as for daemons banis= hed to their own planes as a result of a defeat in Spirit Combat. (See be= low.) Note: With the bind daemon ritual, a caster may force a daemon to S= pirit combat. See below. Bound Daemons A Bound Daemon is one who has been defeated in spirit combat, and bound t= o this plane by the bind daemon ritual. A bound daemon is obligated to re= main in the Material Realm serving its master for a year and a day. (See = bind daemon ritual, p. ??.)In the Spirit Combat which permitted the bindi= ng, a Bound Demon has been reduced to zero MP. The Bound Daemon recovers = MP very slowly in the Material Realm (1 MP per day), and therefore will b= e in a weakened condition for the early days of his service to his summon= er. Controlling Bound Daemons: The caster must dedicate a portion of his Spir= it to controlling the bound daemon, to the preservation and sustenance of= the daemon in the Material Realm, and to the neutralization of the daemo= n's magickal power, thus keeping the daemon in bondage. As long as the s= orceror dedicates the necessary portion of his Spirit to the control of t= he bound daemon, the daemon is helpless to rebel against its servitude. I= f the sorceror allows his control to lapse, however, the daemon is no lon= ger bound, and may attack the sorceror without restraint.In game terms, t= he caster must reserve 1 CMP per each BMP of each bound daemon in his con= trol. Magick Points dedicated to a Bound Daemon cannot be used for castin= g spells or ritual, for activating artifacts, or for any other magickal p= urpose. If a caster's MP drops below the number of points necessary to co= ntrol one or more bound daemon (for example, because the caster has been = attacked magically), the bound daemons are immediately released from serv= ice, and will attack the caster, either to slay or to possess, at the GM'= s option. Example: Lazar Loder, a Daemonologist Rank 4 with a BMP score of 51, has = bound two daemons into his service, one imp with a BMP score of 6 and ano= ther daemon creature with a BMP score of 10. To maintain these two daemon= s in bondage, he must not allow his CMP score to fall below 16. If Loder'= s CMP score does fall below 16, both daemons are immediately released fro= m bondage, and will likely attempt to slaughter or possess Loder with pro= digious enthusiasm. Possessed Characters A daemon in Possession of a character has defeated the character in Spiri= t Combat (see above), and taken control of the character's Spirit. A daem= on in possession of a character is in fact inhabiting the character's Spi= rit; therefore, the daemon may remain in the Material Realm without magic= kal assistance (not normally possible for a daemon).After possession, the= character's consciousness is completely submerged within the consciousne= ss of the possessing daemon for 1d6+3 hours. During this period, the char= acter is not aware of the actions of his body, being in a deep, hypnotic = sleep. During this period, the daemon can use the skills and abilities of= the character without interference.When the character's consciousness aw= akens, he realizes that a daemon is in control of his body, and may attem= pt to throw off the possession by initiating a Spirit Combat with the pos= sessing daemon. If the character wins the battle, the daemon is cast out,= and instantly is sucked into the Void, because no magickal effect mainta= ins it here. If the daemon wins the combat, the character is knocked out = for another 1d6+3 hours -- and the cycle may continue.If the daemon is to= o powerful for the character to have any hope of defeating it in Spirit C= ombat, the character must wait for the daemon to reduce its CMP (for exam= ple, by expending MP to save vs. a magic attack). Then the character must= initiate a Spirit Combat on the daemon when the daemon is most vulnerabl= e. Exorcisms (cult rituals for casting out daemons) work by engaging the = possessing daemon in a Spirit Combat, thus reducing the daemon's CMP, thu= s making it easier for the captive spirit to cast out the daemon. Notes and Commentary on Summonings Summoning without Pentagrams: Elementals and daemons can be summoned with= out a pentagram, but a sorceror who summons an elemental or daemon withou= t a pentagram is not protected by its wards nor aided in the test of Will= Power by the pentagram's focusing of the summoner's mental and magickal = resources. (The Will Power test to control the elemental or daemon is at = a penalty of -50.) Summoning elementals or daemons without a pentagram is= therefore a doubtful practice -- but with more feeble entities like imps= and nodes, the summoner does not face a very great risk of mortal injury= =2E Disturbing a Pentagram: Disturbing the censers at the five points of a pe= ntagram or the form pattern or rune inscriptions of the pentagram permane= ntly interrupts the ritual effect. Summoned beings are prevented from dis= turbing the pentagram by its magickal wards. However, any intruder or mis= chief-maker could easily scuff a hole in a boundary or kick over a censer= ; at long range, a well-aimed missile or a suitable spell could tip over = or extinguish a censer. Alternate Practices of Daemonology: The daemonology presented in this vol= ume is the most restrained, respectable daemonology practiced in the worl= d. You can bet your best suit that the practices of daemonology among Dar= k Elves and Chaos sorcerors are considerably more dreadful than the acade= mic practices of Old World daemonologists. For example, consider the colo= rful and appalling pentagram ritual of the Dark Elves of Naggaroth. Like = the Aztecs, the Dark Elves bring a special enthusiasm to human sacrifice.= They carve their pentagram into a ritually sacrificed victim. The victim= 's blood pours into pentagram-shaped gouges in an altar. The daemon manif= ests within victim's body, which stands up with a wet, sucking sound, whe= reupon the daemon speaks through the ruined victim's mouth, enquiring as = to the services required by its master. Pleasant, yes? Aren't you glad yo= u're a civilized daemonologist? = Daemonic Usenames and Truenames: Researching daemonic usenames and truena= mes in the Old World is very difficult. The study and practice of daemono= logy is generally illegal, and possession of daemonological references is= commonly grounds for execution. Some academies and magic guilds maintain= libraries of daemonic references, but access to these references is aggr= essively restricted. Historians, antiquarians, collectors, adventurers, a= nd daemonologists may have their own, small private libraries of daemon l= ore, but are, of course, unlikely to advertise them, and unlikely to perm= it strangers to review them.Nonetheless, learning usenames and truenames = is critical for summoning just the appropriate daemon for a given occasio= n. Citations of usenames are much more common; a veteran daemonologist's = library might cite one-to-a-dozen usenames for his most commonly-summoned= beings. Usenames are often given to devoted demon worshippers by the dae= mon himself, and summoned daemons can sometimes be persuaded to inform up= on one another. Daemonic informants are notoriously inaccurate and treac= herous, but a vengeful or spiteful daemon might cheerfully inform on a ha= ted daemonic enemy. On the other hand, truenames are rarely found, and e= xceptionally difficult to recognize, decipher, and pronounce when they ar= e encountered. Searching for clues to a daemon's truename might consume t= he energies of a dedicated daemonologist for decades, or a fanatic servan= t of a Great Power might receive a truename of a Lesser Daemon as a rewar= d for years of faithful service and as the crowning achievement of his ca= reer. A Recommendation for PC Daemonologists: Certain everyday daemons (imps, s= teeds, creatures, etc.) are less dangerous to summon; they are much less = likely to win a test of Will Power, and when they do win, they are even l= ess likely to win by 30 points or more. Other daemons (lesser daemons, gr= eater daemons, djinn/efreet, baalruhks), however, pose terrible risks of = mutilation, murder, or possession when summoned. Insane, power-crazed NPC= villains won't let such risks intimidate them -- it's a symptom of their= depraved insanity, and a Sacred Duty to perform these injudicious, suici= dal acts so the plots of adventure scenarios can continue. On the other h= and, a sensible PC fearful for his character's well-being (AND the well-b= eing of his PC companions) should not summon the more powerful daemons wi= thout a very good reason. PCs interested in summoning powerful daemons (= for plot reasons, or for sheer power-grabbing) should take the precaution= of searching out a daemon's truename before attempting to summon it. The= GM controls access to such information, and should make this a very diff= icult task, just to keep the magickal elements of the campaign from getti= ng out of hand. Spawn Homunculi (Intelligence) Characters with this skill can use alchemical procedures to create artifi= cial creatures from reproductive tissues. [[Neat, but expendable. Homunculi could include anything from miniature h= unanoid robots to big golems or artificial creatures under an alchemist's= control. I'm not sure what I want to do here; most likely I'll leave it = open-ended, with GM guidelines, like Greater Artifacts.]] Prepare Great Works (Intelligence) [[Neat, but expendable; most likely open-ended, with GM guidelines, like = Greater Artifacts.]] Chapter Three: Sorceror and Alchemist Careers Sorcerors and Society Public Perception of Sorcerors: In urban settlements sorcerors are regard= ed by the underclass, the working poor, and the middle-class with the sam= e fascination and distrust as other educated, privileged aristocrats and = professionals. Younger aristocrats and nouveau-riche merchants eagerly ac= cept sorcerors as a heralds of modern, progressive thinking; ownership of= magickal artifacts, or, better yet, employment of a sorceror, is quite f= ashionable.In rural and wilderness settlements the traditional dominance= of the cults in society persists, and along with it moral condemnation a= nd fear of sorcerors. Hedgewizards still practice in secret, and perforce= for persons of equally doubtful reputation. Academic sorcerors traveling= in these regions can expect a cool reception, the minimum of required ho= spitality, and private condemnation and distrust. Garb and Public Display of Status: Like lawyers, wizards are under severe= pressure from their college and guild to maintain a dignified and prospe= rous public posture. Some eccentrics may persist in dressing shabbily, or= like everyday citizens, but most wizards succumb to peer pressure and dr= ess like color-blind foreigners with a taste for fine fabrics. By guild = and academy rule, sorcerors must announce their spellcasting status by a = conspicuous display of their staff (or other focus) and badges of Discipl= ine and Rank (Apprentice, War Wizard 1st Degree, etc.) on their garments.= Likewise those in possession of magickal artifacts are expected to displ= ay them prominently upon their person. Concealment of magickal ability ma= y be taken as presumptive evidence of criminal intent.Hedgewizards, on th= e other hand, avoid advertising their abilities in their clothing, and of= ten affect the fashions and trapping of another career as a disguise for = their real profession.Ranks of Mastery: Magickal academies and guilds thr= oughout the Old World maintain the traditional ranks of Apprentice, First= , Second, Third, and Fourth Degrees. Study and practice of spells and rit= uals beyond your rank are prohibited. Such restrictions are strictly enfo= rced upon pain of death (occasionally reduced to Lifetime Banishment) by = the academies and guilds, with the cooperation of the local cults, ruling= bodies, and heads of state. Within the profession, and among knowledgeab= le laymen, one is addressed by discipline and rank as a title (ie, Elemen= talist 2nd Rank Wilmer Muhlen). The Guilds: The Magick Guilds of the Old World license sorcerous and alch= emical practices under a charter from their local sovereigns. The Guilds = have power to regulate the practice of sorcery and alchemy within their j= urisdictions, to determine prices and fees for magickal services, and to = arbitrate and judge disputes among Guild members and between Guild member= s and laymen. A variety of arcane services are available through the Guil= ds to the public for established fees, including assessment, identificat= ion, registry, and brokering of enchanted artifacts. (Note: Private entre= peneurs in competition with the guilds offer similar services of uneven q= uality and reliablility, but generally at cheaper rates. Guild alchemists= , however, are poorly paid compared to independent alchemists, and tend t= o be of indifferent skill and reliability.)The Guilds also establish crit= eria for admission to the Guilds, administering examinations governing bo= th acceptance to the Guild as an apprentice and graduation to higher rank= s of mastery. Standards and examinations vary, but in general all sorcer= or apprentices and graduates of the Academies are by law members of the M= agick Guild. Examinations are routinely administered through the academie= s, though procedures exist for direct examination by Guild Council in exc= eptional cases.The Guild has divided the various sorcerous and alchemical= skills into five ranks:Entered Apprentice Academic (also Apprentice, or = Petty Level, Rank, or Degree)Fellow Craft (also Craft, or 1st Level, Rank= , or Degree)Master of Mysteries (also Master, or 2nd Level, Rank, or Degr= ee) Select Master of Hidden Arts (also Select Master, or 3rd Level, Rank= , or Degree)Grand Occident of the Supernal Realm (also Grand Master, or 4= th Level, Rank, or Degree)The Guild establishes criteria for ranking of g= uild members and for assigning sorcerous spells and rituals and alchemica= l formulae to various Mastery Levels. Guild members are strictly enjoine= d from studying or teaching certain skills and practices until certified = for a suitable mastery level.The Magick Guilds also house the chartered M= agick Academies, providing staff, and supervising courses of study and in= struction. Also, Guilds are required by charter to provide aid and suppor= t to the public welfare under warrant of the sovereign. For the most part= , this consists in military service to the nation's armies and militias, = but may also include courtesies to aristocrats, nobles, and other persons= favored by the Crown.Among the benefits accorded Guild Members in good s= tanding are stocking and sales of alchemical reagents and other supplies,= identification, registry, and assessment of enchanted artifacts, and acc= ess to libraries, labs, and research and reference personnel. Members due= s are = payable in cash or in services to the Guild. Traveling sorcerors may find= fairly expensive but comfortable quarters at the guild hall. Guilds also= have fine reference museums of enchanted artifacts, and publish lists of= sorcerous services available to members and public.Guild halls are found= in all major cities and many large towns. The affairs of each hall are h= andled by a council. By custom the Master Councilor is the eldest highest= -rank resident member, but most administrative matters are handled by low= -status proteges of the Master Councilor, typically sorcerors of modest a= chievements and immoderate ambition and pride.Academies: The Old World Ac= ademies of Sorcery were founded in the late 25th Century on the model of = the great cult universities (eg, the great universities of Altdorf and Nu= ln in the Empire). Typically chartered and endowed by the sovereign (in s= ome cases with additional funds from town councils or the nobility), the = Academies are housed within the precincts of the Guildhalls, with easy ac= cess to Guild libraries, labs, and staff. Military drills are held on cit= y practice and exercise fields.The Academies are staffed and administered= by the Guild, under the advice and consent of representatives of the sov= ereign (and other sources of endowment), typically in the form of a counc= il called the Board of Tutors comprised of Guildmembers, nobles, military= staff officers, a representative of any appropriate city commissions, an= d loyal friends of the sovereign. Boards of Tutors have the power to hire= staff, determine curriculums, examine and limit applicants for admission= and for graduation to higher mastery levels.(Note: Spells can be learned= without tutors, and hedgewizards are often not guild members, and not bo= und by their regulations. Thus sorcerors may be encountered who know spel= ls of a rank higher than their mastery level. We suggest GMs limit this p= ractice to NPCs, though see "Hedgewizards: Learning New Spells and Ritual= s," page ??, where we suggest a method for extending this option to PCs.)= The Colleges Arcane and the Old Secret Societies: In earlier periods of = cult persecution of sorcery the practices and traditions of sorcery were = guarded and passed on in the Old World by various secret societies. Now t= hat sorcery is sanctioned by the sovereigns, many former secret societies= have been assimilated into the guild and academy system as the Colleges = Arcane (also known as "color colleges"). The Colleges Arcane preserve the= ancient secret society practices and traditions in fraternal organizatio= ns within the academy and guild system, like the various monastic orders = within the Catholic church. In large Guildhalls all of the different coll= eges are likely to be represented in the staff and students, but remote o= r small town study centers and guild chapters might be comprised of membe= rs of a single color college.Here is a list of the major Colleges Arcane,= with their formal title, their common name, and a brief description of t= heir guiding principles. Aquilia Aureus (Golden Wizards): Though asserting a dedication to Perfect= Reason and Honor, Gold Wizards have a popular reputation for mercenary g= reed and opportunistic ethics. = Turris Lumen ( Light Wizards): Preserves traditional values of ancient He= dgewizardry -- aid poor, protect the weak, scorn and sting the rich and p= owerful. Persecuted by the authorities, honored by peasants and lower cla= sses. Triskele Triplex (Jade Wizards): Specialize in the nature-oriented magick= s of the rural countryside and wilderness. Favored by Elementalists. Carpe Vita (Amethyst Wizards): Playful, immoderate, and self-indulgent, r= egarding magick as a toy for art and amusement. Favored by Illusionists. = Espada de la Guardiana (Grey Wizards): Self-appointed itinerent champions= of Justice. Typically War Wizards, often military mercenaries and soldie= rs-of-fortune, solitary or in the company of other mercenary warriors, so= metimes cynical, sometimes earnest in prusuit of Justice. Cardo Artis (Bright Wizards): Honors the pursuit of Magickal Knowledge, w= ith little concern for the fates or fortunes of society. Associated with = indiscriminant use of battlefield magicks. Favored by Necromancers and Da= emonologists. Sagittarius Arcanus (Amber Wizards): Dedicated to improving the reputatio= n of sorcery through good works in the community and for the state. Diplo= matic, pragmatic, eager in service of merchant interests, new nobility, a= nd military. Nuntius Caelestis (Celestial Wizards): Blend astrological mysticism with = intellectual, elitist pretensions. Haven for hyper-intelligent, talented = crackpots. Annulus Mirabilis (Wizards of The Great Wheel): Modern college, vague an= d inoffensive, primarily social in nature. Oculus Divinus (Rainbow Wizards): Modern college, vague and inoffensive,= primarily social in nature. Aranei Tenebrarum (Dark Wizards): Officially suppressed by the Guild, thi= s college remains a secret society, in some cases with the support of cri= minal subcultures and ruthless aristocratic factions. Other Sorcerous Secret Societies: These societies have remained secret fo= r various reasons, typically because their practices and traditions are o= utlawed or abhorent. The Cup and Serpent: Alchemist's society, masters of poisons and appallin= g potions Dead Man's Taper: Necromantic society of Pharonic origin (symbol is a can= dle made from a dead man's hand, with wicks at the tips of the thumb and = fingers like a candelabra). Spines of the Thistle: Ancient and beneficent secret order of adventuring= scholars; suspicious of current climate of tolerance, they remain a secr= et order in isolation. Sign of the thistle in a remote ruin or on a stran= ge artifact means that the Thistle has gone before and found no harm. (Sy= mbol is purple thistle blossom at the top of a stalk covered with sharp s= pines) Popular Stereotypes of Wizards In the popular imagination sorcerors are categorized by type. As with all= stereotypes, considerable truth may be reflected in these folk notions. The Hedgewizard Hermit: Kindly, eccentric, absent-minded, private. Tolera= ted by the cult and community, so long as he remains isolated in the fore= st. Often figures in fairy tales as the refuge of lost children and the s= avior of villages from monsters. The Nasty Hag (or Warlock): The dark side of hedgewizardry. Also isolated= by choice, but preying occasionally on livestock and hapless youth. Real= witches (the Dark Druid cults) are responsible for most of these impress= ions. Academic Sorcerors: Toothless old wheezers in chalk-covered coats with ru= nes and moons all over them. Harmless scholars, hopelessly boring and int= ellectual. War Sorcerors: Grim, dangerous, ruthless wielders of arcane power. Fire, = lightning, terror, and death. Good if they're on your side, but never wel= come at anyone's table. (If on their side, see "Fiendish Servant of Chaos= " below.) Tame Wizards: Typically the pets and ornaments of the wealthy, powerful, = and socially prominent. Showy, flamboyant, entertaining, well-bred. Humanist/Philosophers: In the Alchemical Philosophical tradition. More in= terested in studying the nature of the Universe than in applying magickal= skills to practical ends. Well-meaning, harmless cranks. Mercenary Entrepeneurs: Boosters of Progress and Mercantile Prosperity. E= ager to end restrictions on sorcery and expand use of magick in industry.= Feared and distrusted by guilds; patronized by the merchant trader class= es. Evil Wizard: Legendary dark power that appears mysteriously from nowhere,= takes control of leaders by possession, extortion, and conspiracy, and s= et out on a campaign of conquest and subjugation of neighboring peoples. = Associated with ancient secret societies and immortal Dark Elves thought = to have walked the Old World for millenia. Godless Atheists: Scornful of cults and morality. All magick is good -- o= r at least interesting. All mundanes are morons. Superstition and worship= are pathetic heritage of primitive ancestors. Gods are powerful but limi= ting to future of man and magick. Pharonic Necromancers: Ancient conspiracy of immortal Pharonic sorcerors = who wish to rule the world with undead servants and legions. Fiendish Servants of Chaos: Daemonologists and necromancers in league wit= h the Lords of Chaos. (In fact, few sorcerors worship or serve Chaos, exc= ept in alliances of convenience. Most Chaos Sorcerors are actually Chaos = cult priests and initiates who derive their magickal powers directly from= their gods.) Runemasters: Legendary descendants of ancient High Elven sorcerors living= in the Old World thousands of years ago, practitioners of rune wizardrie= s long forgotten and unspeakably arcane. Modern students of runes are typ= ically itinerent, bookish scholars as interested in ancient Elven and Dwa= rvish history as in the practical applications of rune sorcery. Enchanters: Aged sorcerous craftsmen who specialize in the production of = enchanted devices. Produce baubles, trinkets, and amulets for the masses,= while laboring on their own bizarre experiments and research projects. A= vid collectors of antiquarian artifacts. [Develop these Secret Societies? Spines of the Thistle as an elaborated e= xample, good for adventuring good guys?] Sorceror and Alchemist Careers Advance Schemes Several Advanced Careers -- Wizard, Elementalist, Mentalist, Daemonologis= t, Necromancer, and Alchemist -- have the same Advance schemes. That is,= at the First, Second, Third, or Fourth Levels, each of these Advanced Ca= reers have identical Advance Schemes. Here are the Sorceror and Alchemist Careers Advance Schemes: = Hedgewizard M WS BS S T W I A Dx Ld Int Cl WP Fel MP +2 +10 +10 +10 * Sorceror/Alchemist Apprentice M WS BS S T W I A Dx Ld Int Cl WP Fel MP +1 +10 +10 +10 * Sorceror/Alchemist 1st Level M WS BS S T W I A Dx Ld Int Cl WP Fel MP +1 +2 +10 +10 +10 +10 +20 * Sorceror/Alchemist 2nd Level M WS BS S T W I A Dx Ld Int Cl WP Fel MP +10 +10 +1 +1 +3 +20 +10 +10 +20 +10 +20 * Sorceror/Alchemist 3rd Level M WS BS S T W I A Dx Ld Int Cl WP Fel MP +10 +10 +1 +1 +4 +30 +20 +20 +30 +20 +30 * Sorceror/Alchemist 4th Level M WS BS S T W I A Dx Ld Int Cl WP Fel MP +10 +10 +1 +1 +5 +30 +30 +30 +30 +30 +30 * * See "Determining Initial Magick Point Scores," page ??, and "Increasing= = Magick Point Scores," page ??. Basic Sorcerer Careers Hedgewizard "Hedgewizard" is the title applied to sorcerors trained through the ancie= nt tradition of private apprenticeship. This tradition remains strong in = rural and primitive cultures where the cults still persecute the public p= ractice of sorcery.Commonly illiterate and ignorant of modern arcane nota= tion, hedgewizards are typically less-proficient spellcasters than their = academic counterparts, and unless they enter a course of academic study, = they are condemned to remain relatively unimpressive magicians. Hedgewiza= rds are typically from rural and poor backgrounds, regarded as hayseeds o= r lowlifes by academic sorcerors, and often at a disadvantage in academic= and sophisticated social circles. On the other hand, hedgewizards are ge= nerally more accustomed to hardship and rough-and-tumble than their booki= sh cousins, and their traditions of stealth and secrecy make them most su= itable for private and devious adventures.Some hedgewizards learn to read= and write, and go on to the academic sorcerous disciplines. Others pursu= e non-sorcerous careers where their modest magickal abilities give them d= istinct advantages over others without any sorcerous training. Beginning Spells and Rituals For Hedgewizards Characters taking Hedgewizard as an Initial Career receive 1d6+3 castings= chosen at random using the following table. Roll 1d100 to select casting= s; if a roll indicates a spell or ritual already selected, roll again unt= il the proper number of castings are selected.Characters entering the hed= gewizard career from another career receive 1 spell or ritual randomly de= termined by rolling on the following table. Other spells must be learned = and paid for as described in "Learning New Spells and Rituals," page ??. 01-20 Detect Magic 21-25 Discorporate Flesh 26-30 Distract Awareness 31-35 Distract Memory 36-55 Bond Elements 56-60 Powerlink Artifact 61-70 Perceive Spirit 71-75 Voidsend Message 76-80 Lesser Pentagram 81-85 Deepsleep 86-90 Summon Elemental Node 91-95 Toughen Flesh 96-00 Vaporbloom Skills 25% Rune Lore Cast Petty Spell/Ritual Herb Lore = Identify Plant Elemental Tongue = 50% Druidic Lore Flee! = Dowsing Silent Move Rural = Meditation (Note: Hedgewizards rarely receive formal instruction in literacy and mag= ical notation, and must study and learn it on their own. Read/Write and M= odern Arcane Languages are not received as free skills in character creat= ion. However, to advance to Wizard Level 1, a character must possess Read= /Write and Modern Arcane Languages skills, which MUST be paid for as Non-= Career Skills (WFRP, p 93) with experience points.) Trappings Ordinary Hand Weapon Wizard's staff (or a focus of the spellcaster's own design) 1 Lesser Artifact (an heirloom or present from a master; roll on the Rand= om Magick Artifact Table below.) A couple of steamer trunks full of baubles and smoke pots to impress the = rubes. Career Exits War Wizard, 1st Degree = Mercenary Outlaw = Outrider Thief = Charlatan Random Magick Artifact Table To determine which Enchanted Lesser Artifact is received as part of the t= rappings of a Hedgewizard or Sorceror Apprentice, roll 1d100 and consult = the following table. These items are described in "Enchanted Artifacts," = pages ??-??. See the notes following the table for clarification of certa= in items. 01-20: extra focus 21-30: staff of Ample Smiting +1 31-40: staff of Desperate Defense 41-50: leather jerkin of Protection +1 51-60: Lesser Elixir of [Humanoid Species] Healing 61-70: Lesser Elixir of Ogre Strength 71-80: Lesser Elixir of Disguise 81-85: Talisman of Ward vs. Fear 86-90: Talisman of Resist Deepsleep 91-95: Talisman of Resist Distract Awareness 96-00: Talisman of Resist Distract Memory Notes on artifacts received from this table extra focus: identical to the caster's original focus, bearing cunes for= all the spells and rituals currently known by the sorceror (of particula= r value for the Voidsend Message petty spell) staff of Ample Smiting +1 and staff of Desperate Defense: may be carved w= ith runes as the sorceror's original focus, at the sorceror's option [Revise Random Magick Artifact Table; give narrative/setting hooks to see= m less arbitrary, like guild graduation gift for academies and heirloom g= ift from master for hedgewizards. Or... delete concept altogether.] Basic Sorcerer Careers: Sorceror Apprentice With sorcery sanctioned by the State and the Cults, and Guildhalls and Ac= ademies in most of the great cities of the Old World, more young men and= women of the middle and upper classes are attending Magick Academies wit= h hopes of entering high-paying sorcerous careers in military or aristocr= atic service. Many students, however, are drawn by the intellectual chall= enges of a sorceror's career as much as the financial rewards.Academic ap= prenticeship still retains many of the traditional features of private ap= prenticeship -- absolute authority of the masters and instructors of the = university, spartan routines of menial tasks, strictly regulated private= lives, and so on -- but the modern sorceror apprentice spends much more = time in study and practice of magickal principles and procedures than doe= s his hedgewizard counterpart.Also, since most academies are designed to = prepare sorcerors for military service, sorceror apprentices are also dri= lled in duelling techniques and military applications of magick. An appre= ntice's status in a college depends as much on his reputation as a duelli= st as on his achievements as a student, and graduates of the universities= pride themselves on the distinctive scars earned in practice duels and i= n contests of private honor. Academics are predominantly of wealthy backg= round, typically born and bred in the city, and notoriously ill-prepared = to handle themselves in the outdoors, in lower class settings, or in deal= ings with the criminal classes. Beginning Castings for Sorceror Apprentices Characters taking Sorceror Apprentice as an Initial Career receive the fo= llowing spells and rituals: Detect Magick Discorporate Flesh Toughen Flesh Lesser Pentagram Summon Elemental Node Characters entering the Sorceror Apprentice career from another career r= eceive the Detect Magick spell; other spells must be learned and paid for= as described in "Learning New Spells and Rituals," page ??. Skills Cast Petty Spell/Ritual Read/Write = Modern Arcane Languages Secret Language -- Classical Cult Lore = Rune Lore Meditation Resist Magic Sense Magic Elemntal Tongue Arcane Elf Trappings Ordinary Hand Weapon Wizard's Staff (or a focus of the caster's own design) 1d3 Lesser Artifacts (roll on Random Magick Artifact Table, preceding pag= e) Very nice robes A small magical reference library, including a personal spell book. [[ LIST BOOKS? THEY'RE SO VALUABLE in WFRP...]] Career Exits War Wizard, 1st Degree Daemonologist, 1st Degree Elementalist, 1st Degree Necromancer, 1st Degree Mentalist, 1st Degree Alchemist Apprentice Entertainer - Bunko Artist Tomb Robber Grave Robber Gambler Advanced War Wizard Careers War wizards are the generalists of academic sorcerors, learning castings= from many disciplines. Because the War Colleges are intended to produce = combat support sorcerors, their spells and rituals usually are most appro= priate for military applications.In the Old World most wizards are requir= ed by guild custom or state decree to serve in their nation's military. F= ortunate or well-connected wizards may, through the patronage of nobles, = rulers, or guild councilor, obtain posts in the government or in the serv= ice of the rich and powerful. Some remain in the academies as instructors= and researchers; others gain employment in various exploratory and explo= itative ventures sponsored by royal and private patrons. Suitable Player Character Roles: A few wizards manage though personal wea= lth or patronage to remain more or less independent -- highly-educated an= d skilled gentlemen adventurers. A few wizards of modest backgrounds also= remain outside polite sorcerous society for one reason or another -- mar= ginal academic performance, personal misfortune, powerful enemies, crimin= al acts, unpopular politics or principles, and so on. Such often enlist o= n dangerous ventures out of desperation or personal obsession. The Four Degrees of Wizardry: The First Degree War Wizard is regarded as = a journeyman practitioner of the arcane arts. Most enter military or aris= tocratic service immediately after graduation from the academy. The most = studious and creative often remain as instructors and graduate students a= t the universities. A few receive charters from the guild and the state t= o pursue private studies or embark upon other speculative ventures.Second= Degree War Wizards must have distinguished themselves in research or se= rvice, and generally complete their studies while performing professional= duties in the military, in state or aristocratic employment, or in the a= cademies and guilds. Few independent sorcerors are able to devote full ti= me to study and research, in the lab and in the field. In addition to any= professional duties, Masters are also often obligated to perform various= services for their guilds, academies, and aristocratic patrons.Third Deg= ree War Wizards are typically employed at high levels in state and milita= ry staff positions, or do research for private and academic concerns. At = this rank, many sorcerors have also earned enough status in their guilds = to achieve considerable independence from the demands of state and academ= y, and are free to pursue their own interests -- typically, the amassing = of more wealth and power, though adventure and knowledge are also importa= nt motivations.The highest positions of power are reserved for Fourth Deg= ree War Wizards -- Guild Council, Dean of Colleges, Chancellor of War Mag= icks, etc. Many are wealthy, powerful nobles in their own right, or in th= e service of kings and princes. On the battlefield and in the offices of = power, these magicians directly affect the destinies of the peoples and = states of the Old World. In private, most search history, magickal litera= ture, and experimental procedures for even greater mastery of the arcane = arts. Wizard 1st Degree Prerequisite Career Hedgewizard or Sorceror Apprentice Skills Cast Spell/Ritual -- War College Level 1 Scroll Lore Alchemical Lore Choice of Cult or Druidic Lore Ancient Arcane Languages: Arcane Dwarf Identify Magic Artifact Trappings 10D6 Gold Coins (earned during the student internship, when the apprentic= e works under the supervision of a master wizard) Career Exits Wizard, 2nd degree Other Sorcerous Careers, 1st Degree Wizard 2nd Degree Prerequisite Career Wizard 1st Degree Skills Cast Spell/Ritual -- War College Level 2 Evaluate Necromantic Lore Runecraft Ancient Arcane Languages: Druidic Trappings Career Exits Wizard, 3rd degree Other Sorcerous Careers, 1st Degree Runemaster Wizard 3rd Degree Prerequisite Career Wizard 2nd Degree Skills Cast Spell/Ritual -- War College Level 3 Prepare Poison Demon Lore Enchant Lesser Artifact Trappings Career Exits Wizard, 4th degree Other Sorcerous Careers, 1st Degree Wizard 4th Degree Prerequisite Career Wizard 3rd Degree Skills Cast Spell/Ritual -- War College Level 4 Ancient Arcane Languages: Demon Tongue Ancient Arcane Languages: Old Slann Enchant Greater Artifact Trappings Career Exits Advanced Elementalist Careers Elementalists are typically mavericks, antisocial and reclusive. Their = formal and emotional ties to academy and guild are tenuous, and their lim= ited respect for authority and indifference to wealth and status make the= m difficult to manage in the military or as servants of State and Nobilit= y. Nonetheless, Elementalists represent an important magickal resource fo= r their societies. When given considerable freedom of action and judgemen= t, Elementalist have provided valuable military support, particularly in = sieges, wilderness campaigns, and other special tactical situations, and= they have also provided important public works, like magickally reinforc= ed city defenses and aid during natural disasters. For these reasons, ru= lers and guilds tolerate their independent, eccentric behaviors.For thei= r parts, in acknowledgement of the considerable freedom granted them, Ele= mentalists are generally quick to answer the summons of academy, guild, a= nd state, and content and cooperative in serving their profession and the= public welfare. When in study at the Academy, they are quick to hand; wh= en in the field or in private retreat, they leave means for communication= in case their services are required. A summons can often be swiftly sent= through the druids, since Elementalists enjoy a reciprocal respectful an= d friendly relationship with followers of the Old Faith, and often take s= helter with the druids when in study or contemplation in the wilderness. Suitable Player Character Roles: Elementalists are particularly suitable = for wilderness and subterranean adventures and campaigns, because of thei= r magickal abilities and their relatively independent social roles in Old= World society. Though less interested in plunder than other more worldly= characters, the elementalist is interested in adventure and magickal lor= e, often genuinely concerned about the welfare of all creatures, and dedi= cated to protecting an adventuring party from evil and unnatural monsters= and enemies.Elementalists also offer rich resources for roleplaying, sin= ce their magickal powers are associated with elemental beings that can be= come important non-player characters in their own right. Player and gamem= aster have numerous opportunities for establishing the lesser entities as= magickal pets and henchmen with distinctive personalities, while the gre= ater entities become perilous and enigmatic patrons, informants, or prick= ly allies. = The Four Degrees of Elementalism: Higher ranks gain the ability to summon= ever-more-powerful elementals, and at higher ranks, Elementalists have = greater authority to command rather than entreat service from lesser enti= ties. Unlike other academic sorcerors, Elementalists have little interest= in precedence or guild, academy, or state politics, and show respect fo= r high-ranking colleagues only in regard of superior achievement, not of = superior status. Elementalist 1st Prerequisite Career Hedgewizard or Sorceror Apprentice Skills Cast Spell/Ritual -- Elementalist Level 1 Magical Lore: Alchemical Lore = Magical Lore: Scroll Lore Identify Magickal Artifact Magical Lores: choice of Cult or Druidic Lore Ancient Arcane Languages: Arcane Dwarf Trappings 10D6 Gold Coins (earned during the student internship, when the apprentic= e works under the supervision of a master wizard) Career Exits Elementalist, 2nd degree Other Sorcerous Careers, 1st Degree Elementalist 2nd Prerequisite Career Elementalist 1st Degree Skills Cast Spell/Ritual -- Elementalist Level 2 Herb Lore Runecraft Ancient Arcane Languages: Druidic Dowsing Metallurgy Trappings Career Exits Elementalist, 3rd degree Other Sorcerous Careers, 1st Degree Runemaster Elementalist 3rd Prerequisite Career Elementalist 2nd Degree Skills Cast Spell/Ritual -- Elementalist Level 3 Prepare Poison Magical Lore: Demon Lore Enchant Lesser Artifact Trappings Career Exits Elementalist, 4th degree Other Sorcerous Careers, 1st Degree Elementalist 4th Prerequisite Career Elementalist 3rd Degree Skills Cast Spell/Ritual -- Elementalist Level 4 Ancient Arcane Languages: Demon Tongue Astronomy Enchant Greater Artifact Necromantic Lore Trappings Career Exits Advanced Illusionist Careers Illusionists specialize in magicks which manipulate the perceptions and e= motions of animals and intelligent beings through their aethyrial Spirit = organs. Illusionists (also known as Mentalists) must therefore have exper= t understanding of the minds and behaviors of those beings they seek to m= anipulate. As such, Illusionists are typically personable, skilled in soc= ial discourse, and comfortable with all sorts of personalities. Illusioni= sts are generally personally ambitious, eager to acquire wealth and perso= nal power, socially and politically sophisticated, and skilled in using t= heir charm and understanding of human nature to manipulate others to suit= their purposes.With these personality traits, Illusionists are very succ= essful in military, noble, or state service, often rising quickly to posi= tions of power and authority. According to the skill and subtlety with wh= ich they practice their charms, they are more or less distrusted by those= who employ them, but those who rely on them quickly find them indispensi= ble. Illusionists also exert influence on the leaders of guild and acade= my out of proportion with their numbers. Often from noble or wealthy back= grounds, they also typically receive postings with the rich and powerful.= In one sense, they have more freedom of action than many other sorcerors= , in that status, wealth, and social skills allow them to manipulate thei= r masters to their own ends. In another sense, they are least free in act= ion, since they are reluctant to risk their positions by any unpopular or= non-comformist thought or action.Suitable Player Character Roles: Illusi= onists are best suited for urban and diplomatic intrigue, though they are= also quite effective in dealings with other races and nationalities on o= utland ventures. Illusionists are typically stereotyped city slicker and = haughty aristocrats, expressing disdain for rural hicks and wilderness sa= vages, and lamenting the creature comforts of high society and urban cult= ure.A few Illusionists are genuine scholars and adventurers, interested m= ore in intellectual pursuits and observations of foreign and alien cultur= es than in amassing wealth and political power. These make excellent play= er characters, earnest dandies and dilletantes struggling to overcome pre= judices against the stereotype of Illusionists while enthusiastically pur= suing the enigmas of ancient civilizations and alien cultures. The Four Degrees of Mentalism: The ranks of Mentalism are identical to th= e ranks of Wizardry, except that Illusionists reach positions of power an= d authority in the guild and academy faster than other sorcerors, and rec= eive choice postings to state and noble service. Illusionists are typical= ly richer than their colleagues, and dress accordingly, with aristocratic= taste and distinction. Illusionist 1st Prerequisite Career Hedgewizard or Sorceror Apprentice Skills Cast Spell/Ritual --Illusionist Level 1 Magical Lore: Alchemical Lore = Magical Lore: Scroll Lore Identify Magickal Artifact Magical Lores: choice of Cult or Druidic Lore Ancient Arcane Languages: Ancient Dwarf Trappings 10D6 Gold Coins (earned during the student internship, when the apprentic= e works under the supervision of a master wizard) Career Exits Illusionist, 2nd degree Other Sorcerous Careers, 1st Degree Illusionist 2nd Prerequisite Career Illusionist 1st Degree Skills Cast Spell/Ritual -- Illusionist Level 2 Hypnotise Runecraft Ancient Arcane Languages: Druidic Ventriloquism Trappings Career Exits Illusionist, 3rd degree Other Sorcerous Careers, 1st Degree Runemaster Illusionist 3rd Prerequisite Career Illusionist 2nd Degree Skills Cast Spell/Ritual -- Illusionist Level 3 Prepare Poison Magical Lore: Daemon Lore Charm Enchant Lesser Artifact Trappings Career Exits Illusionist, 4th degree Other Sorcerous Careers, 1st Degree Illusionist 4th Prerequisite Career Illusionist 3rd Degree Skills Cast Spell/Ritual -- Illusionist Level 4 Ancient Arcane Languages: Demon Tongue Enchant Greater Artifact Divining Necromantic Lore Trappings Career Exits Advanced Necromancer Careers Necromancers are primarily conceived of as NPC villains, but at the GM's = discretion, the study of necromancy may be sanctioned in the setting of y= our campaign, though strictly regulated and supervised by academy, guild,= and ruler, and you may permit academy-trained necromancers as player c= haracters.Public prejudice, particularly cult opinion, is hostile to necr= omancers, so they must operate in secret in settled or urban areas, or wi= th the manifest approval and protection of the local rulers or military. = In rural and wilderness ventures, foreign research and military expeditio= ns, and so on, they may have a less restricted scope of action.Chartered = necromancers generally maintain a cover identity as common war wizards --= a disguise easily maintained before the average citizen, but difficult t= o maintain before other sorcerors and knowedgeable laymen, particularly i= f there are witnesses to necromantic practices. Suitable Player Character Roles: In settled areas PC necromancers must co= nceal their identities and abilities from the public. Freewheeling player= s who like to toss spells about at the least provocation will be frustrat= ed in such a role; players who like to play spies and subtle diplomats ma= y be more comfortable.In remote rural or wilderness adventures, a necroma= ncer can be less circumspect in throwing his magickal weight around. Who = cares if the orcs and giants know you're a necromancer? In fact, it may a= dd to your reputation. The Four Degrees of Necromancy: At second rank and above necromancers hav= e a distinctive ability to create lasting magickally-animated undead as s= ervants, guards, and warriors. Outlaw necromancers of these ranks always = present the potential of recruiting substantial undead armies. Chartered = necromancers are constrained against such behavior by the guilds and acad= emies; therefore, all ranks of chartered necromancers must concentrate mo= re on acquisition of information and magickal defenses against outlaw nec= romancy rather than on creating hoards of undead servitors.Most necromanc= ers of third and fourth degree are outlaws, and unimpressed by the titles= and honors of academic sorcery. The oldest, most powerful necromancers o= f legend -- some reputedly over 4000 years old -- are probably at the eq= uivalent of tenth or twentieth level compared to fourth degree sorcerors = with normal lifespans. Necromancer 1st Prerequisite Career Hedgewizard or Sorceror Apprentice Skills Cast Spell/Ritual -- Necromancer Level 1 Magical Lore: Scroll Lore Magical Lore: Alchemical Lore Identify Magical Artifact Magical Lores: choice of Cult or Druidic Lore Ancient Arcane Languages: Arcane Dwarf Trappings 10D6 Gold Coins (earned during the student internship, or earned by nefar= ious deeds) Career Exits Necromancer, 2nd degree Other Sorcerous Careers, 1st Degree Necromancer 2nd Prerequisite Career Necromancer 1st Degree Skills Cast Spell/Ritual -- Necromancer Level 2 Runecraft Ancient Arcane Languages: Druidic Magical Lore: Demon Lore Prepare Poison Trappings Career Exits Necromancer, 3rd degree Other Sorcerous Careers, 1st Degree Runemaster Necromancer 3rd Prerequisite Career Necromancer 2nd Degree Skills Cast Spell/Ritual -- Necromancer Level 3 Enchant Lesser Artifact Enchant Lesser Spirit Artifact Ancient Arcane Languages: Demon Tongue Trappings Career Exits Necromancer, 4th degree Other Sorcerous Careers, 1st Degree Necromancer 4th Prerequisite Career Necromancer 3rd Degree Skills Cast Spell/Ritual --Necromancer Level 4 Ancient Arcane Languages: Old Slann Enchant Greater Artifact Enchant Greater Spirit Artifact Trappings Career Exits Advanced Daemonologist Careers Daemonologists are primarily conceived of as NPC villains, but at the GM'= s discretion, the study of daemonology may be sanctioned in the setting o= f your campaign, though strictly regulated and supervised by academy, gui= ld, and ruler, and you may permit academy-trained daemonologists as playe= r characters.Public prejudice, particularly cult opinion, is hostile to d= aemonologists, so they must operate in secret in settled or urban areas, = or with the manifest approval and protection of the local rulers or milit= ary. In rural and wilderness ventures, foreign research and military expe= ditions, and so on, they may have a less restricted scope of action.Chart= ered daemonologists generally maintain a cover identity as common war wiz= ards -- a disguise easily maintained before the average citizen, but diff= icult to maintain before other sorcerors and knowedgeable laymen, particu= larly if there are witnesses to daemonological practices.The guilds and a= cademies provide a very specific list of demons permitted to be summoned.= Daemonologists fooling around with non-approved daemons are likely to en= d up pursued by bounty hunters, locked in deep dungeons, or dangling from= a gibbet. The whole notion of sanctioning the study of daemonology is to= provide defenses against its abuse by alien and evil spellcasters and di= vines -- not to proliferate their numbers with college-trained daemon-sum= moners.There are good daemons and neutral daemons that may be safely deal= t with, and evil daemons to be exorcised and defended against. It may als= o be permitted to fight fire with fire in extreme circumstances, though d= aemonologists will have received careful instructions and guidelines abou= t dealing with evil daemons, even in a commanding fashion. = Suitable Player Character Roles: In settled areas PC necromancers must co= nceal their identities and abilities from the public. Freewheeling player= s who like to toss spells about at the least provocation will be frustrat= ed in such a role; players who like to play spies and subtle diplomats ma= y be more comfortable.In remote rural or wilderness adventures, a necroma= ncer can be less circumspect in throwing his magickal weight around. Who = cares if the orcs and giants know you're a necromancer? In fact, it may a= dd to your reputation.In civilized areas you can't openly display your ma= gickal abilities, which takes a lot of the fun out of spellcasting. Freew= heeling players who like to toss spells about at the least provocation wi= ll be frustrated in such a role; players who like sneaking around, myster= y-solving, roleplaying, and using magick abilities only when others can't= identify them should be happy enough. On the other hand, in a remote rur= al or wilderness campaign one can play the heavy against the heathen and = monstrous hosts. In the Great Forests and the Chaos Wastes you'll find pl= enty of room to work, and plenty of work to do. The Four Degrees of Daemonology: At the higher ranks of daemonology, the = daemonic beings dealt with are increasingly powerful and intractible. Gen= erally only power-mad or fanatic individuals will choose to face such ris= ks; as a result, one observes that the higher the level, the less stable = and sane the daemonologist. Even daemonologists of the highest principles= and virtue tend to become more and more bizarre and psychotic as they ad= vance in rank. Some who feel themselves losing their grip are wise enough= to abandon further daemonic studies and shift to another sorcerous speci= alty. Others manage to retain the purity of their objectives, but tend to= lose judgement and perspective concerning the means justifiable to achie= ve their ends. Daemonologist 1st Prerequisite Career Hedgewizard or Sorceror Apprentice Skills Cast Spell/Ritual -- Daemonologist Level 1 Magical Lore: Scroll Lore Magical Lore: Alchemical Lore Identify Magical Artifact Magical Lores: choice of Cult or Druidic Lore Ancient Arcane Languages: Daemon Tongue Trappings 10D6 Gold Coins (earned during the student internship, or earned by nefar= ious deeds) Career Exits Daemonologist, 2nd degree Other Sorcerous Careers, 1st Degree Daemonologist 2nd Prerequisite Career Daemonologist 1st Degree Skills Cast Spell/Ritual -- Daemonologist Level 2 Runecraft Ancient Arcane Languages: Druidic Magical Lore: Necromantic Lore Prepare Poison Trappings Career Exits Daemonologist, 3rd degree Other Sorcerous Careers, 1st Degree Runemaster Daemonologist 3rd Prerequisite Career Daemonologist 2nd Degree Skills Cast Spell/Ritual -- Daemonologist Level 3 Enchant Lesser Artifact Ancient Arcane Languages: Arcane Dwarf Trappings Career Exits Daemonologist, 4th degree Other Sorcerous Careers, 1st Degree Daemonologist 4th Prerequisite Career Daemonologist 3rd Degree Skills Cast Spell/Ritual --Daemonologist Level 4 Ancient Arcane Languages: Old Slann Enchant Greater Artifact Enchant Daemon Artifact Trappings Career Exits Basic and Advanced Alchemist Careers Common opinion regards alchemists as a sub-discipline of Sorcery. Indeed,= the various Colleges of Alchemy enjoy equal status with the other sorcer= ous Colleges of War Wizardry, Elementalism, and Mentalism.However, tradit= ionally alchemists have regarded themselves as Philosophers, rather than = Sorcerors. Philosophical Alchemists study and practice their craft primar= ily in pursuit of knowledge and enlightenment, and are more interested in= the purity of their spirits than in the might of their magical powers. S= orcerors, according to alchemists, are mere technicians -- craftsmen and = artisans at best -- interested in the study of arcane powers simply for t= he wealth and power derived from the practice of magick. Nonetheless, al= chemical compounds have many practical applications, and the modern Old W= orld alchemist is as likely to pursue Wealth and Power as he is to pursue= Perfect Knowledge. Thus the magic guilds and academies recognize two typ= es of alchemist: Pragmatic Alchemists and Philosophical Alchemists. Prag= matic Alchemists recognize the economic, social, military, and political = importance of the magickal compounds they produce. Some wish to serve soc= iety with their skills. Some wish to exploit their power over society to = bring them status, wealth, and influence. Some are interested in a secure= , financially-rewarding scholarly career. Many are self-absorbed scholarl= y gadgeteers, fascinated by the magical powers they command, and ever-wil= ling to experiment in hopes of producing some even-more prodigious and da= zzling magickal effects.Philosophical Alchemists are interested in the My= steries of Spirit and Matter for their own sake. Their ultimate aims are = to achieve a rapture of the intellect, a divine, mystical communion with = the True Nature of Being. The magickal compounds they are skilled in prod= ucing are of little interest to them, other than as a source of revenue a= nd patronage for their esoteric alchemical studies. Suitable Player Character Roles: = Pragmatic Alchemists player characters are often either gimmick-happy mad= scientists or hard-nosed entrepeneurs and mercenary adventurers. The toy= -mad Pragmatics love spectacular magick effects (explosions in particular= ) for their own sake. They tend to have few social or real-life skills, a= nd little interest in the outside world, preferring to dabble in their la= bs until all hours, mixing Beastman hair with Fugacious Air and Fulminate= of Orpiment -- just to see what happens. They often make fabulous wages = working for the military or for noble patrons, and when present on the ba= ttlefield or on wilderness adventures, they must be carefully watched to = make sure they don't wander into mischief or deadly peril. (Such Pragmati= c PCs resemble real-world computer hacker stereotypes in personality.) = Hard-nosed entrepeneur Pragmatics are often experienced treasure hunters = or skilled mercenaries, employing their magickal abilities much like sorc= eror PCs. Philosophical Alchemist player characters tend to be peaceable, self-abso= rbed scholar-mystics, absent-minded visionary wise-men with a touch of Me= rlin and Gandalf the Grey. Their pursuits of esoteric knowledge carry the= m throughout the World, in long, itinerant journeys in the company of gyp= sies and pilgrims along the highways and sealanes of the Old World. Shelt= er and scholarly fellowship can be found in secret society chapters in al= l major Old World cities, and the search for rare magickal substances tak= es the Philosopher to the remote wild and desolate regions of the World. = Philosophical Alchemists are typically of strong Good alignment; when civ= ilization is threatened by evil or chaotic powers, they nobly and absent-= mindedly march off to war. Alchemist's Apprentices: Apprentices are selected by Guild test or by pri= vate tests of a prospective master. While in attendance at an academy or = studying with a Master, apprentices are busy learning the preparation of = Petty Compounds and Common Reagents, as well as tending the labs and runn= ing errands for their Masters, and may have little time for adventuring o= r personal pursuits. However, Masters often grant periods of leave (usual= ly at the convenience of the Master), or may make the services of an appr= entice available for a short period to a sovereign or to an adventurer or= entrepeneur.Alchemist Apprentice PCs have the same Advance Schemes as th= e Sorcerous Academic Apprentice. The Four Degrees of Philosophical Alchemy: At each of the four Advanced R= anks of Alchemy (Craft, Master, Select, Grand) an alchemist learns differ= ent compound formulae and alchemical operations. The compounds and operat= ions permitted to the various ranks are determined by the Alchemist Guild= , and the practice of alchemical operations or the preparation of compoun= ds prohibited to one's rank by the Alchemist's Guild is an offense punishable by censure and expulsion from the Guild an= d a treasonous offense against the state, punishable by execution or exil= e. Renegade alchemists cannot be stripped of their knowledge, but cut off= from sources of components and information, they usually present only a = modest threat to society.Advanced Alchemists also learn to cast certain s= pells and rituals. The magick effects of these spells and rituals are ide= ntical to spells and rituals learned by the War Wizard, Elementalist, and= Mentalist Colleges of Sorcerors. Alchemists learn spells and rituals in = the same way that sorcerors learn spells and rituals (see page ??).Howeve= r, Alchemists produce spell and ritual effects, not by drawing magickal e= nergy from the Void through their own spirit, but by releasing the magick= al energy locked in certain compounds. For this reason, Alchemists requir= e 1d6+3 rounds to cast all spells and rituals alike. Thus, though Alchemi= sts can produce spell effects, they cannot produce them so quickly as can= sorcerors, and as such, are of little use in a magickal duel or melee co= mbat. Note also that Alchemists may learn from a selection of fewer spell= s and rituals than those available to Sorcerors. (See below for lists of = the spells and rituals an Alchemist may learn at each Advanced Rank.) Advanced Alchemist PCs of Ranks 1-4 have the same Advance Schemes as Adva= nced Sorceror Careers 1-4. Alchemist Basic and Advanced Career Skills and Trappings Alchemist's Apprentice Skills Alchemical Lore Modern Arcane Languages Prepare Petty Compounds Prepare Common Reagents Read/Write Resist Magic Sense Magic Trappings 1 basic portable alchemist's lab (2 large 50kg chests when carefully pac= ked; covers four tabletops when deployed) 10D6 Gold Coins (earned during the student internship or apprenticeship) 1 of each of the compounds for which the formula is known (see below) Career Exits Sorceror Apprentice Alchemist, Rank 1 Beginning Alchemical Formulae For Alchemist's Apprentices Characters taking Alchemist's Apprentice as an Initial Career receive 1d6= +3 alchemical formulae chosen at random using the following table. Roll 1= d100 to select formulae; if a roll indicates a formula already selected, = roll again until the proper number of formulae are selected. Characters e= ntering the Sorceror Apprentice career from another career receive one fo= rmula chosen randomly from the following list; other formulae must be lea= rned and paid for as described in "Learning New Alchemical Formulae," pag= e ??. 01-20 Fulminate of Sal Armoniac 21-40 Soot Punk 41-45 Tincture of NightEye 46-50 Incense of GraveScent 51-55 Incense of [Specific] BeastScent 56-60 Incense of [Specific] MonsterScent 61-65 Unguent of Phlegethon 66-70 Tincture of Hercules Woundwort 71-75 Bromide of Toxin Antidote 76-80 Bromide of Deleriant Antidote 81-85 Bromide of Venom Antidote 86-90 Tincture of BeastHearing 91-95 Tincture of BeastSmell 96-00 Unguent of BurnBalm Alchemist, Rank 1 Prerequisite Career Alchemist Apprentice Skills Prepare Craft Compounds Cast Petty Alchemist Spells/Rituals Runelore Metallurgy Chemistry Manufacture Poison Trappings Career Exits Alchemist Rank 2 Alchemist, Rank 2 Prerequisite Career Alchemist 1st Rank Skills Prepare Master Compounds Prepare Extraordinary Reagents Cast Alchemist 1st Rank Spells/Rituals Herb Lore Identify Plants Arcane Dwarf Manufacture Gases (air matrix for poisons -- gas bombs) Trappings Career Exits Alchemist, Rank 3 Alchemist, Rank 3 Prerequisite Career Alchemist 2nd Rank Skills Prepare Select Compounds Prepare True Elements Cast Alchemist 2nd Rank Spells/Rituals Arcane Elf Identify Magic Artifact Spawn Homunculi Trappings Career Exits Alchemist, Rank 4 Alchemist, Rank 4 Prerequisite Career Alchemist 3rd Rank Skills Prepare Great Works (Panacea, Elixir of Life, True Gold, Universal Solven= t (Alkahest)) Prepare Grand Compounds Cast Alchemist 3rd Rank Spells/Rituals Arcane Druid Runecraft Enchant Lesser Artifact Trappings Career Exits Alchemist Spells and Rituals Lists Note: Spells like Vaporbloom, Fireball, Lightning, and Freeze Mind rely o= n speed and surprise for effective use in melee combat. Sorcerors can cas= t these spells in one round. Alchemists, who require several rounds to ca= st these spells, must rely on stealth or careful planning to use such spe= lls effectively against an opponent. Petty Alchemist Spells and Rituals Detect Magick (Petty, page ??) Bond Elements (Petty, page ??). Perceive Spirit (Petty, page ??) Voidsend Message (Petty, page ??) Lesser Pentagram (Petty, page ??) Summond Node (Petty, page ??) Toughen Flesh (Petty, page ??) Conjure Vaporbloom (Petty, page ??) Rank 1 Alchemist Spells and Rituals Accelerate Flesh (War Wizard 1, page ??) Accelerate Healing (War Wizard 1, page ??) Fireball (War Wizard 1, page ??) Command Victim (War Wizard 1, page ??) Toxicbloom (War Wizard 1, page ??) Conjure Wind (War Wizard 1, page ??) Stimulate Muscle (War Wizard 1, page ??) Rank 2 Alchemist Spells and Rituals Abjure Earth Bond (War Wizard 2, page ??) Conjure Lightning (War Wizard 2, page ??) Conjure Mist (War Wizard 2, page ??) Inspire Heroism (War Wizard 2, page ??) Precipitate Plasm (War Wizard 2, page ??) Extinguish Fire (Elemental 2, page ??) Resist Fire (Elemental 2, page ??) Rank 3 Alchemist Spells and Rituals Corrosionbloom (War Wizard 3, page ??) Lungfirebloom (War Wizard 3, page ??) Darken Reflection (War Wizard 3, page ??) Destabilize Void Membrane (War Wizard 3, page ??) Enchant Lesser Weapon (War Wizard 3, page ??) Enchant Lesser Armor (War Wizard 3, page ??) Ensorcel Mind (War Wizard 3, page ??) Freeze Mind (War Wizard 3, page ??) Precipitate Plasm Bridge (War Wizard 3, page ??) Voidlink Message (War Wizard 3, page ??) [Below: Doubtful For Inclusion in Final Draft] Advanced Runemaster Career Warning! The Runemaster as a player character presents special challenges= to the players and gamemasters. Read the "Runemastery" chapter and consi= der carefully whether Runemaster player characters have a place in your c= ampaign. Suitable Player Character Roles: Basically, the more competitive and and = power-seeking your campaign's style of play, the less suitable are Runema= ster PCs. The greater the narrative and roleplaying emphasis in your camp= aign, the less likely the prospects of Runemastery abuse. Runemasters are= , like Philosophical Alchemists, itinerent scholar-mystics, seeking self-= knowledge and knowledge of the world through the study of runes and their= powers. Their searches for lost and secret knowledge of runecraft carry = them to ancient Elven and Dwarven sites throughout the Old World and beyo= nd. A rumor of an obscure artifact uncovered in old Araby, a submerged ru= in in a lake in the Black Mountains, legends of an unspoiled Golden Age t= omb on a tiny island in the Southern Sea -- the least promise of another = clue to the Riddle of the Runes may draw the Runemaster to the farthest c= orners of the World. [This Runemaster ancient-mysteries stuff needs some development. Tie in w= ith Slann, early High and Dark Elven settlements in Old World, Skaven run= ecraft, hints of half-wonderful, half-horrible Cthulhoid Chaos horror. Ru= nemasters are rune collectors -- search for Rosetta stones. Runemaster Prerequisite Careers Any Second Rank Sorcerous Career Skills Runemastery Ancient Arcane Languages: Daemon Tongue Ancient Arcane Languages: Old Slann Magical Lore: Daemon Lore Trappings Career Exits Wizard, 3rd Degree Chapter ??: Runemastery Advanced Runecraft Spell and ritual casting, enchantments, and alchemistry are the three mos= t common sorcerous applications of rune magick. The fourth form, Runemast= ery, is the most demanding, the most potent and flexible, and the most ob= scure of all sorceries. Runemasters in Your Campaign The Runemaster as a player character career is optional, at the Gamemaste= r's discretion. Gamemaster's should consider carefully whether to open th= is career to players in your campaign. The Argument Against: On one hand, Runemasters in a campaign present spec= ial problems of referee judgement and play balance. Beware of the potenti= al for innocent or intentional player abuse of these open-ended, high-spi= rited Runemastery rules. These rules are designed to produce dramatic, co= lorful magickal fantasy effects, to permit an uncommonly wide and flexibl= e range of magickal applications, and to provide trappings that provide s= pecial support for character development and roleplaying. However, recogn= ize that your players will be temptated to twist these rules to advantage= in a competitive way, particularly when they are desperately engaged in = the wargaming side of roleplaying, or when they are seeking to gain power= and status for their favorite characters in a campaign.If abused, these = rules can spoil a campaign in a jiffy. If you have any reservations about= your players being able to resist the temptation to follow the letter of= these rules without following the spirit, we suggest you delay introduci= ng Runemaster PCs. Use them first only in an NPC role, where all will ben= efit from the color and magickal diversity they lend to a campaign. Then = later, if you like, you can gradually introduce Runemaster PCs, initially= restricting their proliferation through the Master-Apprentice relationsh= ip until you are satisfied that your campaign will not be jeopardized by = a sudden shift in the nature of PC magickal power. The Argument For: Initially the rules provide novice Runemasters with a m= aximum of roleplaying pizazz, and a minimum of wargaming power. As such, = only dedicated roleplayers will be patient enough to develop such charact= ers, and you can generally count on the cooperation of dedicated roleplay= ers when potential abuses of rules might threaten play balance in a campa= ign. Since players can only reach the Runemastery Advanced Career after p= laying for a number of sessions, and since a character must first find a = Runemaster and persuade him to become a teacher before entering the Runem= aster career, you have time to set a good example of judicious restraint = in your own presentation of NPC Runemasters. Finally, as Gamemaster, you'= re the boss. If you're confident of your own skill and authority as a Gam= emaster, and confident of the good will and enlightened self-interest of = your players, you all should be able to handle any problems which threate= n your campaign. Runemasters as NPCs Means of introducing new spells, rituals, and magickal items into your ca= mpaign.Sources of treasure and rewards for your PCs. Runemasters can alwa= ys provide a special magickal reward specifically tailored to the needs a= nd ambitions of any character -- just the thing for maintaining high camp= aign interest and motivation. Runemasters as PCs Runemasters must remain rare and exotic to preserve their special flavor = in a campaign. Thus, the following rules restricting their use as PCs: 1. To enter the Runemaster Career, you must find a Runemaster and persuad= e him to accept you as an apprentice.Runemasters are few in number and se= cretive. Finding a Runemaster should be a mess of trouble, and should req= uire many sessions of adventure (which are, of course, satisfying as an e= nd in themselves).Once having found a Runemaster, persuading him to take = you on as an apprentice is no easy matter. Gamemasters wishing to preserv= e an appearance of impartiality may require a Fellowship test, with posit= ive modifiers for moral and financial inducements, and negative modifiers= for the Runemaster's busy schedule and naturally reserved and critical p= ersonality. Gamemasters enjoying the complete trust and affection of thei= r players can arbitrarily judge whether the petitioner's request is grant= ed according to dramatic circumstances and the needs of the campaign. Wis= e GMs will offer some sort of spectacular sop to those turned down, like = a real nifty magickal device, or a promise of future aid, or an appointme= nt for a re-examination in the future, so the player won't feel hosed for= having spent all that session time hunting the Runemaster. Rune Sorcery Runemasters produce magickal effects by preparing meaningful sequences of= runes and invoking their power through a unique ritual. Unlike sorceror= s, enchanters, and alchemists, who use a very limited number of runes in = rigidly-established, predictable ways, Runemasters attempt to combine the= magickal potentials of a wide variety of runes in new and novel ways. Be= cause of the many variables involved, Runecraft is an unpredictable and u= nreliable science, requiring tedious study, planning and preparation, and= often resulting in little more than an interesting failure. Occasionally= there are unfortunately very interesting -- and sometimes fatal -- failu= res. But, once having discovered a combination with potential, a diligen= t = Runemaster can continue polishing his creation, hopefully in time produci= ng a magickal effect as reliable as a standard spell, ritual, or enchantm= ent. Runes Runes are the fundamental elements of Runecraft. To increase his power an= d flexibility as a Rune sorceror, a Runemaster desires to learn as many r= unes as possible. Runes Known to the Runemaster A Runemaster may know runes in the following ways: 1. A Runemaster automatically knows all the essential runes associated wi= th sorcerous spells or rituals he has learned in other sorcerous careers.= For example, a young Hedgewizard accepted as an apprentice by a Runemaste= r already knows ten petty sorcery spells. He knows all the essential rune= s listed for these spells in the spell descriptions. 2. When accepted as an Apprentice Runemaster, a character immediately is = taught 1d3+1 runes from his Master. (The GM chooses which runes the Maste= r teaches the Apprentice. These runes should not duplicate any runes alre= ady learned by the character in previous careers.) Learning New Runes A Runemaster may learn new runes in the following ways: 1. A new rune may be learned from a Runemaster. Learning the significance= of the rune, its past applications, and the proper inscription and pronu= nciation of the rune is a time-consuming process, requiring 1-4 weeks of = intensive tutoring and study. (The GM may abstract this as a limit of lea= rning one new rune maximum between game sessions, or at his discretion, a= ccording to the pace of game time passage in the campaign.) 2. An unfamiliar rune discovered by a Runemaster may be learned if adequa= te references can be obtained through research to reveal the nature and s= ignificance of the rune.The Runemaster must first successfully research t= he newly-discovered rune. Because of the exotic and mysterious nature of = runes, no strict guidelines can be given concerning how long this researc= h should take, or what procedures must be followed. The process may take = days or decades, depending on which references and informants are consult= ed, and according to the diligence and inspiration of the Runemaster's re= search. In general, it is the player's responsibility to persuade the GM = that his character has brilliantly and laboriously done his research, and= it is the GM's responsibility to persuade the player that his judgement = of the time and effort necessary are reasonable. Of course, if there is s= ome good campaign reason why the time and effort should be swift and succ= essful, or interminable and discouraging, the GM is invited -- nay, chall= enged -- to craft his rationale to serve the loftier ideals of the campai= gn theme and narrative.If and when the research is successful, the proced= ure of learning the rune is similar to that of learning a rune from anoth= er Master, only without the helpful guidance of an experienced practition= er. The process takes longer, therefore -- 2-8 weeks of dedicated work. Rune Sequences To produce magickal effect, Runemasters must first assemble runes into me= aningful sequences upon artifacts called "matrices" ("matrix," singular).= Theoretically, all possible combinations of runes may be in some way mea= ningful, but only a few of them will produce desirable magickal effects. = Further, combination of any rune with another routinely requires modifica= tions in both runes to permit them to function together properly. Also, a= djustments to both runes must often be made to accommodate the individual= variations in style and skill of various Runemasters. Finally, the selec= tion of a suitable matrix, and the process of engraving the rune upon the= matrix, are themselves delicate and subtle works of craftsmanship.A flaw= in execution of any of these elements may prevent successful achievement= of rune sorcery, or, worse yet, may result in magickal disasters of vary= ing proportions. To augment their power and knowledge, Runemasters seek t= o learn as many rune sequences as possible. They also seek to practice an= d polish their performance with these sequences to make them as effective= and reliable as possible. Reliability Ratings Each rune sequence known by a Runemaster is rated by a score called the "= Reliability Rating." Each time a Runemaster attempts to activate a rune s= equence upon a matrix using the rune ritual, the Runemaster must test aga= inst the "Reliability Rating" to determine how successful his attempt has= been. = 1. Reliability Ratings for rune sequences known by NPCs are determined by= the GM. 2. Reliability Ratings for rune sequences known by PCs are determined in = several ways, as explained in the sections following. Rune Matrices Before a rune sequence can be activated, it must first have been engraved= upon an appropriate matrix. The preparation of matrices are governed by = the following guidelines: 1. A matrix is most effective if engraved by the Runemaster activating th= e rune sequence. A Runemaster attempting to activate a matrix engraved by= another Runemaster receives a -20 penalty to the Reliability Rating of t= he sequence he is trying to activate. 2. A matrix bearing an Elemental rune is most effective if engraved in th= e element associated with that rune. Otherwise, the rune sequence receive= s a -10 penalty to its Reliability Rating. 3. A matrix bearing a Spirit or Aethyr rune is most effective if engraved= upon Dawnstone. Otherwise, the rune sequence receives a -10 penalty to i= ts Reliability Rating. 4. A matrix bearing a Void rune is most effective if engraved upon Warpst= one. Otherwise, the rune sequence receives a -10 penalty to its Reliabili= ty Rating. 5. Engraving a matrix is a difficult and subtle task, requiring complete = concentration and painstaking care. Engraving a matrix normally takes 30 = turns (30 minutes). A matrix may be engraved more quickly, but at a serio= us penalty to the quality of the matrix. The penalty to the rune sequence= 's Reliability Rating is the number of minutes taken to engrave the matri= x subtracted from 30. A minimum of 1 minute is required to engrave a matr= ix. = Knowing Rune Sequences A Runemaster may know rune sequences in the following ways: 1. A Runemaster automatically knows all the rune sequences associated wit= h sorcerous spells or rituals he has learned in other sorcerous careers. = Unfortunately, since he has learned these sequences as strictly defined s= pells or rituals, he can only use these sequences exactly as the original= spells and rituals. In other words, a rune sequence already learned as a= sorcerous spell or ritual cannot be used by a Runemaster in any other fa= shion than as the spell or ritual originally learned. 2. When accepted as an Apprentice Runemaster, a character immediately is = taught one rune sequence by his Master. (The GM chooses which rune sequen= ce the Master teaches the Apprentice. The rune sequence should include an= Action rune and an Identity rune, and is learned by the apprentice at a = Reliability Rating equal to the Master's rating with the sequence minus 1= 0%. All rune sequences have a Reliability Rating particular to the Runema= ster knowing the sequence; for further details, see below under "Reliabil= ity Rating.") Learning New Rune Sequences A Runemaster may learn new rune sequences in the following ways: 1. A new rune sequence may be learned from a Runemaster. Learning the sig= nificance of the rune, its past applications, and the proper inscription = and pronunciation of the rune is a time-consuming process, requiring 1-4 = weeks of intensive tutoring and study. (The GM may abstract this as a lim= it of learning one new rune maximum between game sessions, or at his disc= retion, according to the pace of game time passage in the campaign.) 2. An unfamiliar rune discovered by a Runemaster may be learned if adequa= te references can be obtained through research to reveal the nature and s= ignificance of the rune.The Runemaster must first successfully research t= he newly-discovered rune. Because of the exotic and mysterious nature of = runes, no strict guidelines can be given concerning how long this researc= h should take, or what procedures must be followed. The process may take = days or decades, depending on which references and informants are consult= ed, and according to the diligence and inspiration of the Runemaster's re= search. In general, it is the player's responsibility to persuade the GM = that his character has brilliantly and laboriously done his research, and= it is the GM's responsibility to persuade the player that his judgement = of the time and effort necessary are reasonable. Of course, if there is s= ome good campaign reason why the time and effort should be swift and succ= essful, or interminable and discouraging, the GM is invited -- nay, chall= enged -- to craft his rationale to serve the loftier ideals of the campai= gn theme and narrative.If and when the research is successful, the proced= ure of learning the rune is similar to that of learning a rune from anoth= er Master, only without the helpful guidance of an experienced practition= er. The process takes longer, therefore -- 2-8 weeks of dedicated work. Creating a New Rune Sequence To create a new rune sequence, a Runemage must follow this procedure: 1. Select a promising sequence of runes. Review the Runemaster's list of = known runes and come up with a sequence that might produce a desirable ma= gickal effect, like Explode=D0Enemy, or Cook=D0Plant/Dead. 2. Research previous applications of the chosen rune sequence. To avoid t= he recorded mistakes and capitalize on the successes of his predecessors,= the Runemaster must research existing literature for previous experiment= ation with the rune sequence. According to the success of this research, = the GM establishes a Reliability Rating for the new sequence according to= the following guidelines: 1. The Reliability Rating of a new rune sequence is initially established= as 5. If the Runemage does not have time or resources to research the se= quence, the Reliability Rating is 5. GM Note: At his discretion, the GM may arbitrarily set a higher or lower = Reliability Rating. Really reasonable, entertaining rune sequences probab= ly deserve a little 5-10 pt. reward. Really gross, unreasonable, or campa= ign-threatening rune sequences (Annihilate=D0Universe, Fry=D0Orks=ECEvery= where) should receive Reliability Ratings of -100 pts. or so. 2. The amount of time spent in research may earn a bonus to the new seque= nce's Reliability Rating according to the following scale: + 1 pt. per month studied to maximum of 25 pts. + 1 pt. per year studied to maximum 50 pts. + 1 pt. per century studied to maximum 75pts. GM Note: This rule doesn=D5t so much anticipate PCs studying for centurie= s as it does attempt to rationalize high Reliability Ratings with numbero= us combinations for the GM=D5s favorite ancient NPC Runemasters.Also, as = above, if you don't like the new sequence the player is proposing, you ca= n always determine that all research is a complete waste of time. DM: "Sorry, Nemo. I know you've been working on that Boil=D0Oceans sequen= ce for about 45 years, but for some reason the Reliability Rating is stil= l hovering around down there at a -75. I don't know, Nemo. Must be some s= ort of evil conspiracy among the gods to keep such a magickal power out o= f the hands of mortal swine like you." Activating a Rune Sequence A Runemaster may activate a rune sequence properly engraved upon a matrix= through the Rune Ritual. The Rune Ritual is a brief period of intense me= ditation and gathering of magickal power, then a sudden, instantaneous ch= anneling of that concentration and magickal power into the runes on the m= atrix.Like other rituals, the rune ritual takes 1d6+6 rounds to complete.= When the 1d6+ rounds have passed, test against the Adjusted Reliability = Rating (the Reliability Rating for the rune sequence, modified by any bon= uses or penalties according to proper or improper engraving of the matrix= , and according to any other modifiers the GM deems appropriate). = To determine the results of the attempted rune activation, consult the fo= llowing chart. Score Result 99 or 00: Major Disaster. Matrix consumed, consult Major Disaster chart = (or GM fiat). Automatically gain 1d3 to Reliability Rating. 31 pts. or more greater than Rating: Minor Disaster. Runes and Matrix co= nsumed, consult Minor Disaster Chart (or GM fiat). 1-30 pts. greater than Rating: Modest Failure. No magickal effect, Matrix= not consumed. Equal to or1-29 pts. less than Rating. Modest Success. Magickal effect wi= thin normal range, Matrix not consumed. 30 or more points less than Reliability Rating. Special Success. Magickal= effect within normal range, Reliability Rating may increase. (Roll curre= nt Reliability Rating or lower to increase rating by 1 point.) 01 or 02: Major Success. automatically gain 1d3 to Reliability Rating. Un= expected Triumph at GM discretion. GM Note: Thus the Reliability Rating of a given combination is certain to= improve over time, though not dramatically from session to session. To be developed: GM Note: A Runemaster may learn a rune combination from another Runemaste= r at a Reliability Rating of (Teacher's Reliability Rating -10%). Only wi= th personal experience can a Runemaster get the hang of another Runemaste= r=D5s idiosyncratic style of Runecraft. Major Disaster Chart Direct Personal Harm. 3d6 wounds. Indirect Personal Harm. 3d6 wounds to personal possessions chosen at rand= om. Serious General Harm. 2d6 wounds in radius 1d100 yds. Minor General Harm. 1d6 wounds in radius 1d100 yds. Major Wildcat Effect. Unpredictable catastrophic triggering of rune chose= n at random. GM special. Minor Disaster Direct Personal Harm. 1d3-1 wounds. Indirect Personal Harm. 1d3-1 wounds to personal possessions chosen at ra= ndom. Minor General Harm. 1d3-1 wounds in radius 1d100 yds. Minor Wildcat Effect. Unpredictable triggering of rune chosen at random. = GM special. Unexpected Triumph: Unexpected side-effects or over-achievement. Just Dum= b Luck. GM special. Example = Nemo is in serious trouble. He's locked in a dungeon. The gaolkeeper outs= ide his cell is chatting amiably with the torturer: "Shall I feed 'im, Rutgar?" "Don't bother. I'm just gonna pull him apart when Franz is finished with = the Rack Room." Nemo knows the Teleport-Self-River rune sequence from his master fairly = well (Reliability Rating 63), and he wants to teleport himself to the riv= er he saw outside the castle -- but they stripped him when they tossed hi= m in the cell, and he hasn't got a proper matrix. Things look grim...but = now's not the time to despair.Nemo grabs a bit of filth from a cornor of = the cell and prepares to engrave a rune sequence on the floor.First he sp= its, to provide the necessary element to match the River rune. He wishes = he had a chunk of Warp Stone, but Nemo's always got to have something to = gripe about. He decides he's only got about 15 minutes, so he hurries the= engraving in half the normal time. As he hears Rutgar and Franz in the h= allway chortling about their last client, he performs the Rune ritual and= activates the sequence.The sequence normally has a Reliability Rating of= 63. Spitting let Nemo avoid the -10 penalty for not using the proper ele= ment with an elemental rune, but Nemo's got no Warpstone for the Teleport= rune (-10) and he had to hurry the matrix engraving (30-15=3D15; -15 pen= alty), so the Adjusted Reliability Rating is down to 43. The dice are rol= led -- 48 -- a Modest Failure. There's no magickal effect, but at least t= he matrix remains for another try.Rutgar and Franz peer through the cell = door with interest at Nemo crouched in a dark corner. "Poor little feller= ," Rutgar croons sadistically. "He's all skeered."Nemo knows he's got one= last chance. He starts the ritual....The dice are rolled again -- 27 -- = and Bingo! Nemo finds himself bouncing along the river bed -- and wonders= belatedly how deep the river is! Rutgar and Franz hear a little *pop* an= d Nemo is gone. "Damn! Where'd he go? (Long pause.) Say. You don't suppos= e he wuz a demon or nothing?"Testing Academy Applicants for Sorcerous Pot= ential The academies and guilds jointly administer public examinations once a ye= ar at the larger centers of magickal learning. In addition, the sovereign= may request private examinations on behalf of loyal servants of the Crow= n (typically when military requirements for wizards increase). Any wizard= of 3rd rank or higher may request a private examination for a sponsored = applicant; such sponsorships are often expensive, and conveniently availa= ble to the wealthy and noble-born. (Not all wizards are greedy, however; = an earnest and talented applicant can always hope to come to the attentio= n of one of the more public-minded and dedicated 3rd Rank wizards as a pe= titioner for examination.Applicants are Powerlinked to an artifact which = draws magickal energy from the subject and transforms it into radiant lig= ht. Applicants who cannot illuminate the artifact at least five times in = sequence are not considered for academic apprenticeship.Applicants are Po= werlinked to an artifact which summons earth nodes. Over a series of days= the applicant is taught how to control the node with the aid of an instr= uctor. At the end of the training period, the applicant is tested. The ap= plicant must successfully control the node to perform a simple task at le= ast 2 out of six times in order to qualify.Applicants are tested for orth= ographic, oral and aural, and mental symbolic recognition, recall, and re= asoning. The Grand Tutor Welcomes Incoming Apprentices to Zauberkollegium Altdorf = What is magick? Energy. And Form. Power. And Discipline. Aethyr -- the raw stuff of arcane energy -- is drawn from the Void..= =2Efrom Chaos...through the Animus, the anchor linking your Soul to your = Mind, an umbilical cord reaching from the Material Universe to the Univer= se of Chaos. The Soul in Chaos accumulates the energy and transmits it th= rough the Animus to the Mind. But within the Mind of the sorceror this magickal energy must be giv= en Form, must submit to the patternings of discipline. Without Form, with= out discipline, aethyr is not magick, only the potential of magick. There are three primary Disciplines with which the mind of the sorce= ror gives Form to Aethyr to produce Magick. The first discipline is the Word. Through the symbology of incantati= on the Mind shapes the aethyr. The second discipline is the Rune. Through the symbology of runes th= e Mind shapes the aethyr. The third discipline is Mental Focus. Through the patterns of though= t and imagination the Mind shapes the aethyr. In addition there are the other secondary disciplines that further r= efine and shape the aethyr in producing magick. Color, for example, is a = powerful tool for distinguishing and ordering certain types of aethyrial = energy. Elemental Structure, the patternings and properties of substances= with arcane natures, is another important element in properly shaping ae= thyrial forces into the desired magick effects. All of these disciplines -- the three Primary Disciplines, Word, Ru= ne, and Mental Focus, and the various Secondary Disciplines -- must be ma= stered before you can call yourself sorcerors. All of you have shown grea= t promise, as is abundantly illustrated by your selection to study at thi= s great University. However, just as aethyr is not magick, as undisciplined energy is no= t sorcery, neither is your great promise any more than a dream of your po= tential. If you cannot give form to your magickal talents, if you cannot = mold yourselves to the demanding disciplines of our art, then you must fa= il as sorcerors. Your failure must be seen as great a tragedy as the pathetic horrors= of undisciplined magicks seen in the twisted mutants of the Great Forest= , and the perverted corruptions of the Servants of Chaos. But, tragic as your failure might be, you can expect no compassion fr= om me, or any of the Tutors, or Instructors, or Graduates. For promise sp= oiled is to us as repulsive as the defilements of Chaos, and as eagerly c= leansed from our society by those of us that honor Form and Discipline. Make no mistake. Your way here is hard. If you would make your way h= ere among us, be good and eager students, mind your instructors, and bend= yourselves to your lessons with a will. But if you seek Power here, without accepting the burden of Discipli= ne, expect no mercy from us. We will weed you out like the unclean mutant= s, and cast you out from us with a will. from a speech by the Grand Tutor to successful applicants upon their acce= ptance as apprentices to the Zauberkollegium Altdorf The Pious Apprentice Offended by the Term "Chaos" =2E.. And, of course, the source of the universe and all things in it is = chaos.(A shocked, outraged exclamation of "Blasphemy!" escapes from the l= ips of a student in the first row of the lecture hall.) Tutor Klatzen wh= eels impatiently from his diagrams scrawled on the tabula illuminare and = grimaces contemptuously at the outburst. Come now. This is a place of lea= rning. You must learn to use the word chaos as scholars do, not as a refl= exive curse or profanity.Chaos is Chance. The fundamental structure of th= e universe is Chance -- the Chance that anything might exist. Of course,= what makes our universe interesting and useful to us is that a structure= has been imposed on this chance to produce...(rapping firmly on the wall= behind him)...the world we know and love. Chaos -- the universe beyond = the void boundary -- the source of all the boojums, nightmares, and horro= rs we terrify little children with -- is simply Chance without the blessi= ngs of structure. Anything can happen there -- and does -- and often in a= distressing and distasteful manner. (Peering thoughtfully at the student= in the front row) Not unlike the mind of young Master Jurgen here, yes? Great Figures of Sorcery (Textbook-like thumbnail sketches of great historical figures in modern s= orcery. Sketches suggest both representative life backgrounds of sorcerou= rs and colorful notions about the science and technology of magick.) Diego Hurtado de Mendoza: Pioneer of Casting Damper EnchantmentsHurtado, = a 24th Century Estalian hedgewizard and academic sorceror, developed the = principles of an enchantment which permitted a magickal instructor to imm= ediately terminate the errant castings of pupils practicing new and unfam= iliar spells and rtiuals. Previously both tutor and pupil risked injury = from miscastings during the lengthy period of learning and perfecting knw= oledge and procedures of new spells and riotuals. Consequently tutor and = pupil were often reluctant to undertake learning of new disciplines, and = many skilled sorcerors and gifted apprentices were regretably maimed or k= illed in educational mishaps.Hurtado's enchantment, the casting damper ri= tual, provides for an immediate interruption in the flow of aethyrial ene= rgy channeled to produce a magick effect through castings. Thus an instru= ctor may instantly interrupt a magick effect at the least indication of a= faulty casting.The casting damper is expensive in energy and reagents, r= equiring casters of the 3rd or 4th rank and aethyr salts in great quantit= ies. However, such are happily within the resources of the modern academi= es, and the consequent efficiency and safety in teaching and learning new= spells and rituals more than compensates for the expense.Hurtado was amo= ng the first to receive the Classicus Magica from the Accademia Magia for= casting damper enchantment. Though openly reluctant to develop military = applications of his enchantment, he pursued such research at the order of= his sovereign. The tragic "accident" resulting in his death has sometime= s been viewed as an ethical suicide in protest of the persistent interfer= ence of belligerent princes in the academic study of magick. To date, no = military application of Hrutado's cumbersome and expensive enchantments h= ave proved practical on the battlefield. Sample NPC Wizards and Alchemists Fillers with illos; complete with compact, tiny-type stats, illustrating = the types of sorcerors and aclhemist encountered in the Old World. For ex= ample: a village hedgewizard (a common NPC encountered in defense of a village = from Chaos spawn and nasty villains) an adventuring hedgewizard ( a model of an itinerent hedgewizard seeking= his fortune on the paths and byways of the Old World) a general staff war wizard (an NPC locked into his miltary role, but ava= ilable as an informant or patron a young veteran war wizard (detached for service with road wardens units= patrolling the borders and roads of the Great forest) an itinerent Elven entertainer and illusionist (fraud and mountebank) a promising apprentice sorceror (a rude rural youth sent to the Big City= Guild by a wealthy local noble patron to be tested for admittance into t= he Academy, with the understanding that upon graduation from the Academy,= the fellow would return to serve his patron as a magick support speciali= st for his patron's house guard) Elementals = Elementals are the material manifestations of aethyrial beings associated= with the four Elemental Domains of the Warhammer world -- fire, air, wat= er, and earth. Elementals are the active principles underlying material s= ubstance. Without elementals, fire, air, water, and earth would be static= , immobile, and unchanging throughout time. Thus, all natural processes = would cease, and Warhammer World would be barren and lifeless.Elemental b= eings are commonly known in the Old World as elemental sprites, or elemen= tals, or sprites. Sorcerors also refer to sprites as Old Faith daemons, t= hough, since the term daemon, while technically accurate in this context,= has negative associations, and is usually be avoided except in scholarly= discussions. Elementals of the Domain of Air are called aeronomes or air= sprites. Aeronomes are impulsive, playful, and easily-distracted, swift = in action and wit, and generally benign in dealing with men, but their fl= ighty behavior makes them frustrating and unreliable servants.Elementals = of the Domain of Water are called hydronomes or water sprites. Hydronomes= are sensible, steady and deliberate in personality, and usually faithful= and reliable in service, though they are on occasion cruel and dispassio= nately violent in dealing with men. Elementals of the Domain of Fire are = called pyronomes or fire sprites. Pyronomes vary from mischievous to male= volent in disposition, quick and shrewd in wit, but deceitful and unpredi= ctable in service. Unfortunately, their energetic and imaginative enthusi= asm for destructive activities suit them well for military application.El= ementals of the Domain of Earth are called geonomes or earth sprites. Geo= nomes are the most faithful and reliable of elemental servants, strong an= d durable, but slow in thought and action.There are five major classifica= tions of elemental beings: elemental nodes, least elementals (also known= as elemental servants), lesser elementals, greater elementals, and wisen= tlich (also known as elementals rulers). All may be summoned by sorcerors= according to the elemental pacts. See below for detailed descriptions of= each of these major classifications of elementals. See Chapter 2c: Forms= and Summonings, page ??, for rules concerning summoning elementals. See = the summon elemental node, summon least elemental, summon lesser elementa= l, summon greater elemental, and summon wisentlich rituals for castings w= hich summon elementals. The Essential Nature of Elemental Sprites The Sprites of Earth, Air, Fire, and Water are magickal beings of the Aet= hyr, as are the daemons magickal beings of the Void. However, as daemons = are manifestations of the Principles of Chaos, elemental sprites are mani= festations of the Principles of Nature.The Principles of Chaos are reflec= tions of the minds and spirits of the Higher Consciousness tainted by Cha= os, as represented by the soul essences of the Elder Races -- the civiliz= ed Slann, Elf, Dwarf, and Human races, for example. The Principles of Nat= ure, on the other hand, are reflections of Higher Consciousness untouched= by Chaos, represented by the more primal soul essences of plants, animal= s, and the ancestral cultures of the humanoid races. Sprites and the Earth Mother: Elemental sprites are also known to as The = Children of the Earth and Servants of the Earth Mother. Whether this is m= eant to be taken literally is unclear from existing evidences of divine a= nd scholarly texts. Sorcerous tradition holds that the elemental sprites = are subsidiary daemons of the Earth Mother, in much the same way that Blo= odletters and Fleshounds are subsidiary daemons of the Chaos God Khorne. = Druidic teaching deny this, asserting that elemental sprites are independ= ent entities, while simultaneously insisting that the elemental sprites w= ere literally born as the children of the Earth Mother. Regardless of the= exact doctrinal position one takes on this matter, there is clearly a cl= ose but undefinable relationship between the Earth Mother and the element= al sprites. Origins of the Elemental Sprites: As daemons and gods are theorized to ha= ve been created in the Warp by the coalescing elements of dead souls, so = might the elemental sprites have been born as the collective expression o= f deceased spirits of the earth. However, elemental sprites are more clos= ely akin to the Earth Mother, and take their forms and personalities from= elemental manifestations, plants, animals, and ancestral humanoid beings= that precede the influence of Chaos upon Warhammer World. Daemonic being= s, by contrast, reflect the taint of Chaos in the minds of the higher mor= tal beings; as such, they are dream beings of potent, warped, and unnatur= al character. The Elemental Pacts: In time before memory, the First Men worshipped elem= entals as gods. In this forgotten past, men and elementals bound themselv= es to the Elemental Pacts, agreements which determined the conditions und= er which men might call upon elementals for service. Since that time, sor= cerors and priests of the Old Faith have summoned elementals to perform t= asks in response to ritual payments of magickal power. These ancient Elem= ental Pacts are the foundations of the understandings between sorcerors, = divine spellcasters, and elementals which permit ritual summonings. Elemental Sprite Forms and Effigies The variety of elemental sprite forms is infinite, as is the variety of d= aemonic forms. However, the most familiar elemental sprite forms are refl= ections of the cultures that summon them. Rune-inscribed effigies are ess= ential trappings for ritual summonings, and the form summoned depends on = the effigy used. For reliability and standardization, academic sorcerors = work with a limited number of conventional forms. Hedgewizards may be mor= e likely to employ unusual variants. Primitive divine conjurers may summo= n unique unconventional forms associated with their cult beliefs.In form = and personality sprites commonly reflect the beliefs and emotions of the = spirits of the ancestral peoples from which the sprites' natures are deri= ved. As such, sprite forms are often either a stylized and dramatic manif= estation of the elemental force itself (eg, dust devil, waves, flames, or= boulder), a totemic animal (eg, fox, eagle, snake), a mythical beast or = monster (eg, unicorn, pegasus, dragon), or a heroic archetype of an ances= tral humanoid culture (eg, warrior, wise woman, shaman).Though sprites ar= e magickal beings, when summoned their forms are as substantial as natura= l beings of the Material Realm; that is, they are as solid and substantia= l as the casters who summon them. They cannot be harmed without magickal = or True-Silvered weapons, however, because of the aethyrial component of = their substance which gives them their magickal nature.Elemental summonin= g rituals indicate the specific form a summoning is to take through the u= se of a clay or stone effigy. When the sprite appears in response to the = summoning ritual, it inhabits and mimics the form represented by the effi= gy. Conventional Elemental Forms: Most sorcerous and divine summoners of elem= ental sprites employ conventional forms in their summoning rituals -- tha= t is, they summon sprites from a relatively limited selection of traditio= nal and reliable forms. (The elemental forms described in this chapter ar= e examples of these conventional forms.) Use of conventional forms insure= s that a sprite of fairly predictable powers and personality will appear.= Unconventional Elemental Forms: Use of unconventional forms when summonin= g an elemental sprite risks failure of the ritual, OR manifestation of an= unformed, new-birthed elemental -- typically a dangerous expedient, sinc= e new-birthed elementals often resemble Chaos daemons, and may in fact be= Chaos-inspired beings. Summoning Unconventional Sprite Forms: If a sorceror wishes to summon an = unconventional form of an elemental sprite, he must create an effigy to b= e used in the ritual. First, the effigy must be created and inscribed wit= h appropriate runes. Then the caster must attempt to summon an elemental = using the unconventional form's effigy.Test vs. Runemastery skill; a fail= ed test indicates immediate failure of the ritual.If the Runemastery test= is successful, use the following table to determine the outcome of the s= ummonation: Unconventional Form Success/Failure Chart ((Draft?)) (roll 1d100 and see below) = 01-05: Success: Something similar to what was summoned appears. (GM: Cons= ider the player's request for appropriate spirit and balance of power wit= h other elementals summonable with the ritual. Scale down overly-ambitiou= s requests; reward modest and in-character requests with nice fringe bene= fits. Your guiding principles should be that greed and megalomania cloud = the caster's judgement and often result in mistakes and failures, while m= odest requests reflect cautious, prudent procedures which are more likely= to succeed.) 06-10: Partial Success: something completely unsuitable but fairly innocu= ous appears. 11-95: Fortunate Failure: No summoning appears. (This is the standard res= ult with unfamiliar magickal practices.) 96-00: Unfortunate Failure: Something absolutely horrible appears, usuall= y the equivalent of a greater daemon. Resummoning an Unconventional Form: Once an unconventional form has been = successfully summoned once, the effigy and ritual will still require care= ful modifications before the summoning form becomes reliable. At the GM's= discretion, the first four times an unconventional form is summoned, tes= t as described above. If any one of those tests is successful, the form m= ay thereafter be summoned as with a conventional form. If none of the tes= ts are successful, the first success was a fluke, or a generous gesture o= n the part of the rulers of an elemental domain, and the desired form can= never become a conventional summoning form. Variant Sprite Forms: Players and gamemasters will probably want to desig= n elemental forms to fit their own campaigns -- and their miniatures coll= ections. Players should discuss new forms they'd like to summon with the = GM before they want to summon them, not during a game session. GMs should= use the descriptions and profiles given here as guidelines for approving= or disapproving new sprite forms. Special abilities should be limited in= power; however, whenever a player requests a special ability that is sho= rt on game-mechanics power but long on dramatic color, it should be encou= raged. Conventional Effigies and Forms: Here are descriptions of the types of ef= figies employed as ritual trappings when summoning conventional sprite fo= rms from the four Elemental Domains: Aeronomes: Effigies must be shaped by hand-gestures and crafted objects m= oved through steam, mist, smoke, or color-tinted air. Common forms includ= e insects, birds, clouds, dust devils, and humanoids with wings of avian = or insectoidal design. Appearances are characterized by soil-and-stone te= xtures in earthy colors Hydronomes: Effigies are vessels which contain the shape of the form to b= e summoned. Common forms are waves, octopi, seaweed, fish, turtles, whale= s, dolphins, and gilled-and-finned humanoids. Appearances are characteriz= ed by smoothy, wispy, billowy textures in white, grey, and yellows colors= =2E Pyronomes: Effigies are made of flammable material which are ignited duri= ng the ritual; sprites form in the burning images thus produced. Common f= orms are wild-fire flames, vine creepers, land-predators/carnivores (lion= , viper, wolf, thunder lizard), mythic beasts (dragon, basilisk, etc.), o= r flaming humanoid forms. Appearances are characterized by jagged, shimme= ring flame features in bright oranges, reds, and blacks Geonomes: Effigies are in clay or stone. Common forms are wheels with arm= s, stout oaks, massive but gentle or omnivorous beasts (horse, bear, boar= ), or deliberate, slow giant humanoid forms. Appearances are characterize= d by smooth textures with rounded bulbs and globes, with rhythmic or frot= hy wave forms in blues and greens with white highlights. Abilities and Limitations of Elemental Sprites Abilities: All elemental sprites have the following abilities, in additio= n to those listed in the specific descriptions below: 1. A magickal attack or a weapon forged or coated with True Silver is req= uired to hit an elemental. 2. An elemental's attack is magickal, and therefore may affect beings whi= ch are only affected by magickal attacks. 3. Elementals sense magick emanations and perceive spirits of the living = and undead creatures. These abilities work in the same way as the petty s= pells detect magick and perceive spirit, but elementals may exercise thes= e abilities at will, without expending MP. 4. Elementals with other magickal abilities (ie, abilities to cast spells= , rituals, or to create other magickal effects) expend MP to produce thos= e effects, just like sorcerors. They do not, however, require spell reage= nts, focuses, or other trappings of mortal spellcasters; the magickal eff= ects are created as inherent abilities. 5. Elementals can communicate telepathically or empathically with their s= ummoners as long as within in line of sight and within the caster's BMP s= core in yards. = Limitations: Elemental sprites must remain in a sustaining environment wi= th an adequate volume of substance associated with their elemental domain= , or they rapidly weaken, losing the ability to manifest in the Material = Realm. An elemental in complete isolation from a sustaining environment l= oses 1 Strength point for each round it is isolated. When its Strength is= reduced to zero, its elemental consciousness fails, and its elemental su= bstance returns to the aethyr. If returned to its sustaining environment,= lost Strength returns at 1 point per round. Sustaining environments for each of the elemental domains are: Earth: ground, soil, stone Air: air = Fire: flammable substances = Water: a substantial body of water When reduced to zero wounds, elemental sprites lose their substantial man= ifestations and return to the aethyrial world (ie, they disappear). They = do not, however, "die" in a sense that mortals understand. They retain th= eir consciousness and memories of events, though less intelligent sprites= remember hardly more than an instinctive positive or negative feeling fo= r familiar persons, locations, and events.However, just because sprites d= on't die doesn't mean that they do not fear combat, pain, wounds, and the= destruction of their manifested forms. Sprites feel pain just like norma= l creatures, and experience the destruction of their manifested forms wit= h even more distress and horror than might mortal creatures, because they= KNOW what it is like to "die" from experience. Therefore sprites do not = enter combat without some fear and caution. Some more aggressive sprites,= particularly fire sprites, actually enjoy combat and destruction, and ar= e more willing to fight; other elementals are less enthusiastic about fig= hting, and dislike and distrust summoners who frequently send them into b= attles where they are sure to be badly wounded and slain.Other Abilities = and Limitations: Elementals may also have other abilities at the GM's dis= cretion. If an ability is not explicitly listed here or in the descriptio= ns below, that does NOT imply that the elemental CANNOT have that ability= =2E Use common sense. For example, water elementals are not listed as ext= inguishing fires -- because common sense indicates that water will exting= uish fire. Service Traits and Service Tests Sprites of different elemental domains are more or less reliable as summo= ned servants. When a caster gives a summoned sprite a command, a Service = Test must be made against the Faithful and Vengeful Traits of the sprite.= (See Chapter 2c: Forms and Summonings, "Service Tests," page ??.) Below are listed the Service Traits for each of the Elemental Domains: Elemental Air: Faithful 10, Vengeful 4. Elemental Fire: Faithful 7, Vengeful 10. Elemental Water: Faithful 17, Vengeful 5. Elemental Earth: Faithful 17, Vengeful 3. Elemental Nodes Nodes are small coherences of elemental matter of approximately 1 cubic f= oot in volume. Typically roughly spherical in form when summoned, they ma= y assume any shape at will, though other shapes are formed slowly and cru= dely, without detail or precision. Assuming a new shape takes more or les= s time, according to the sprite's domain. Nodes cannot wear armor or use = weapons or other tools.Nodes are about as stupid as pet cats, but much mo= re obedient. Keeping more than one idea in mind at a time is very difficu= lt, unless the ideas are very simple and very clearly defined. While with= in BMP yards of the caster, a node can be telepathically directed to move= as commanded, but intricate maneuvers are seldom executed accurately, an= d nodes are too unintelligent to master tricks even a dog could perform.I= f directed to move, attack, or perform tasks beyond the caster's control = range (BMP yards), test each round vs. the caster's WP. If successful, th= e node remains under control. If failed, the node disappears, returning t= o the Aethyrial Realm.Individual nodes have relatively little personality= ; all nodes of a given elemental domain are similar in attitude and tempe= rment. Nodes are relatively easy to control (+60 to WP for Control tests)= and present little threat to a caster, even if uncontrolled.Though relat= ively weak in combat, an attacking node is invulnerable to an opponent wi= thout magickal attacks or True-Silvered weapons, and therefore able to en= gage and delay an opponent, even if unable to cause the opponent serious = harm. Nodes are incapable of speech, but understand simple commands of th= e summoner in Elemental Tongue. Their ability to move, attack, and perfor= m simple tasks on command, combined with their enchanted nature, make the= m useful for a variety of improvised tasks (see examples below). The GM m= ay require Intelligence tests (did the node understand the command?) and = Will Power tests (was the caster persuasive?) at his discretion. Aeronome Node M WS BS S T W I A Dx Ld IQ CL WP Fel MP 2 15 0 1 2 4 70 1 20 10 10 10 10 10 5 Restrictions: -2 modifier to damage. Assumes new shapes instantly. Fly as= hoverers. Service Traits: Faithful 10, Vengeful 4. Attitude and Temperment: Impatient, impulsive, playful, and easily distra= cted. Unless a task is simple and clearly defined, aeronome nodes perfor= m very quickly and very carelessly. Similar to a parakeet in personality.= Typical Applications: Produce light equivalent to a candle. Carry or crud= ely manipulate very light objects (ie, messages, bits of cloth, etc. of E= ncumbrance 1 or less). Extinguish candles. Extinguish torch or lamp, 25%.= Deflect 1 arrow or quarrel from target per round. Sample Commands: = "Blow the papers on the tariff-inspector's desk into the water." "Blow that wizard's hair in his eyes for he can't see us." = "Drive the smoke from the fire away from my face." = "Fly under that door and bring me all the little shiny bits of metal you = can find." = "Fly into that window and return. When you return, if you sensed magick w= ithin the window, rustle the ivy leaves on the wall. If you perceived spi= rits within, blow gently in my left ear." Pyronome Node M WS BS S T W I A Dx Ld IQ CL WP Fel MP 3 15 0 2 2 4 30 1 20 10 10 10 10 10 5 Restrictions: May move only on caster, caster's hand-held items, or on fl= ammable materials. May be extinguished like a normal candle flame. Assume= s new shapes instantly. Service Traits: Faithful 7, Vengeful 10. Attitude and Temperment: Mischievous and destructive. Inattentive to comm= ands, perfunctory in completing tasks. Most useful when commanded to burn= and destroy, which it enjoys. Least useful, petulant, and perverse when = commanded to do something boring ("Heat my pot.") or unpleasant and dange= rous ("Light my pipe! Now! I don't CARE if its raining!"). In personality= , most closely resembles a bad-tempered, poorly-trained pet monkey. Typical Applications: Produce light equivalent to a candle. Causes damage= as normal fire on flammable materials, and may ignite them (see "Fire," = WFRP, page 80). Extinguish candles. Extinguish torch or lamp, 25%. Sample Commands: = "Sit on the end of that arrow and burn. When the arrow slams into that ro= of, get off, run around, and set fire to as much as you can." = "Burn all the books and scrolls on that table." = "Go along that rope to the top. Do not burn through the rope until you re= ach the top! When you reach the top, THEN you can burn through the rope."= = Hydronome Node M WS BS S T W I A Dx Ld IQ CL WP Fel MP 5 15 0 3 3 6 20 1 20 10 10 10 10 10 5 Restrictions: When moving out of water, forms a thin sheet about 1 yard s= quare in area with a Move of 3. Forms new shapes in 1d3 rounds. Service Traits: Faithful 17, Vengeful 5. Attitude and Temperment: Moderate and deliberate, not swift in response o= r comprehension, but steady in performance. Serves without resentment. Oc= casionally coolly violent and destructive. Most like a domestic horse or = cow in personality. Typical Applications: Out of water, carry or crudely manipulate light obj= ects (ie, torch, tankard of ale, etc. of Encumbrance 5 or less). In water= , carry buoyant objects of Encumbrance 50 or less. = Sample Commands: = "Fetch all glittering and shiny stones from the bottom of the brook." = "Carry this rope across the river and wrap the end of it around and aroun= d and around a large rock on the bank." = "Thrash these clothes about in this barrel, then drain all the water from= them and toss them out of the barrel." Geonome Node M WS BS S T W I A Dx Ld IQ CL WP Fel MP 3 15 0 4 4 8 10 1 10 10 10 10 10 10 5 Restrictions: +1 modifier to damage. Moves through solid materials at a M= ove of 1. Forms new shapes in 1d6+3 rounds. Service Traits: Faithful 17, Vengeful 3. Attitude and Temperment: Earnest and unexcitable. Slow to understand and = react, but strong and persistent in completing tasks. Like a tortoise in = speed, and a dog in faithfulness and good-will. Typical Applications: Carry or crudely manipulate small objects (ie, lamp= , cook pot, etc. of Encumbrance 20 or less). Forms simple objects (at cas= ter's direction, or by imitating an object) from earth or stone in 1d6 mi= nutes. Very handy for crude patches or repairs (broken weapons, tools, do= ors, boats, ropes, etc.). Can also form around objects and merge with sto= ne, holding objects firmly in place. Sample Commands: = "Form a hook with a hole at the end large enough to run this rope through= =2E" = "Form yourself into an identical copy of this key." "Travel into this stone wall and reform into hole big enough to put my ha= nd through the wall." = "Travel down into the earth until you can no longer sense my presence [ie= , beyond BMP yards from the caster] and return. If you encounter an open = area larger than yourself, return immediately." [By timing the return, th= e caster can estimate the depth of any open chamber or passage under grou= nd.] Least Elementals (also known as Elemental Servants) Least Elementals are modest coherences of elemental matter no more than 1= cubic yard in volume. They usually assume the forms of small animals, bu= t may also appear as miniature versions of natural phenomena (eg, whirlwi= nds, flames, fountain, etc.). Servants cannot use armor, weapons, and/or = tools. Though not as plastic and adaptable as nodes, least elementals are= fairly intelligent, can understand and speak Elemental Tongue, and can f= ollow directions about as well as a well-trained, supernaturally-intellig= ent domestic animal. Note, for example, that least elementals are often a= s smart as dim-witted humans, and occasionally even smarter than very dul= l dwarves. They still tend to follow commands literally, however, and sel= dom show any initiative or imagination, except when presented with an und= esirable task, when they may display some ingenuity in avoiding the task = without directly refusing to complete it. The GM may require Intelligence= tests (did the least elemental understand the command?) and Will Power t= ests (was the caster persuasive?) at his discretion.If directed to move, = attack, or perform tasks beyond the caster's control range (BMP yards), t= est each round vs. the caster's WP. If successful, the least elemental re= mains under control. If failed, the least elemental disappears, returning= to the Aethyrial Realm.Individual least elementals have more personality= than nodes; though all least elementals of a given domain are similar in= attitude and temperment, they vary in character about as much as do dome= stic animals. Least elementals are fairly tractable (+40 to WP for Contro= l tests), but least pyronomes and geonomes in particular may present some= threat to a caster if not controlled. Least Aeronome Dust Devil form: A small, whirling tornado funnel. Swift, aggressive figh= ter. Reckless and carelessly destructive. Fly as hoverer. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 10 35 0 1 2 6 70 1 20 10 15 10 30 20 8 Crow form: A black, yellow-billed bird about 12-18 inches tall. Mimicks h= uman speech. Manipulates objects well with beak and claws. Fly as swooper= =2E M WS BS S T W I A Dx Ld IQ CL WP Fel MP 8 25 0 2 2 6 70 1 30 10 20 10 30 20 8 Restrictions: -2 modifier to damage. = Service Traits: Faithful 10, Vengeful 4. Attitude and Temperment: Less playful and distractable than nodes, more l= ikely to concentrate on a task and use some ingenuity when presented with= unforeseen difficulties. Quirky and tempermental at times, often rude an= d disrespectful. Similar to a parrot or trained raven in personality. Typical Applications: Produce light equivalent to a lantern. Carry or cru= dely manipulate light objects (ie, torch, tankard of ale, etc. of Encumbr= ance 5 or less). Retrieve remote objects. Distract and confuse opponents = in melee. Scout for living beings or magickal emanations. Sample Commands: = "Dust Devil, gather a burden of sand and whirl it in that spellcaster's f= ace." [Hoping to blind the caster or spoil his spell.] "Dust Devil, sweep the censers from that pentagram and bring them to me."= = "Crow, fetch me that aromatic, fresh-baked bread from the palace window."= = "Crow, carry this glass vial and drop it on the stones next to the tall g= entleman with the fire-red hat." [A message? or an alchemical compound?] Least Pyronome Wildfire form: A spiderlike mass of flame with numerous limbs of fire ext= ending on all sides. Indiscriminantly destructive. Gets carried away and = forgets commands. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 4 25 0 1 2 6 30 4 20 10 20 10 30 10 8 Fire Newt form: A large salamander with glowing red skin like ahot coal. = More slow and deliberate in following commands than most pyronomes, but o= ften sullen and unresponsive. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 2 35 0 3 2 6 30 1 20 10 30 10 30 10 8 Restrictions: May move only on caster, caster's hand-held items, or on fl= ammable materials. May be extinguished like a normal torch. = Service Traits: Faithful 7, Vengeful 10. Attitude and Temperment: Clever and energetic, enthusiastic when spreadin= g fires. More reliable than nodes, but nastier in its pranks and subtle t= reacheries. In personality, most closely resembles a perversely-intellige= nt attack dog. Typical Applications: Produce light equivalent to a lantern. Carry or cru= dely manipulate light non-flammable objects (ie, plates, tankard of ale, = weapons, etc. of Encumbrance 5 or less). Causes damage as normal fire on = flammable materials, and may ignite them (see "Fire," WFRP, page 80). Ext= inguish torch or lamp. Sample Commands: = "Wildfire, attack that man. Try to ignite his shield or cloak, or burn ex= posed flesh if you can't reach the shield or cloak." = "Wildfire, run up that tree trunk and along that branch to the window of = that house -- do NOT set fire to the tree or branch! just keep moving -- = then, enter the window and start as many small fires as you can." = "Fire Newt, heat my crucible -- I'll tell you exactly how I want the temp= erature raised and lowered as the reagents heat and combine..." = "Fire Newt, sit on my hand -- DON'T BURN MY HAND, STUPID! -- and when I h= it that fellow, set his beard on fire." Least Hydronome Fountain form: An upwelling of water which can turn at will into a geyser= of water spurting upward in a column from a body of water. Can project s= treams of water as an improvised melee or missile weapon. Pumps one gallo= n of water per round. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 3 25 25 3 3 8 30 1 20 10 30 30 30 20 8 Octopus form: A transparent, eight-legged octopus form. Invisible in wate= r. In unarmed (heh, heh) combat, suffers no -2 to damage or -20 to WS, an= d grapples as with the Wrestling skill. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 5 25 0 2 3 8 30 4 30 10 30 30 30 20 8 Restrictions: Out of water, Move is reduced to 3. Service Traits: Faithful 17, Vengeful 5. Attitude and Temperment: Steady and reliable. Tenacious in combat. As pat= ient and resourceful as a sheepdog, and almost as faithful, with occasion= al fits of uncooperative independence. Typical Applications: Out of water, carry or crudely manipulate small obj= ects (ie, shield, small animal, large book, etc. of Encumbrance 40 or les= s). In water, carry buoyant objects of Encumbrance 400 or less. = Sample Commands: = "Fountain, douse that fire!" = "Fountain, pump the contents of that pool out through that window." [If i= t's a small window, a lot will end up on the floor.] = "Octopus, drag that man from the wharf and hold him underwater until I si= gnal you to stop. [Remember: elementals are in telepathic communication w= ith their summoners.] = "Octopus, swim underwater to that boat and push the tiller -- that long p= iece of wood leading into the water there, and wide and flat in the water= -- as hard as you can away from this side of the river." Least Geonome Badger form: Fairly-large burrowing mammal with sharp claws and a tenacio= us disposition. Quiet, sensible. Excavates 1 cubic yard of earth or stone= per minute. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 2 25 0 5 4 10 20 1 30 10 30 40 30 20 8 Wolverine form: Fairly-large omniviorous four-legged mammal, very aggress= ive, with a terrible temper. Subject to Frenzy. Not a willing servant, pr= oud, impatient, and uncooperative. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 4 25 0 3 3 8 30 2 10 10 20 10 30 10 8 Restrictions: +1 modifier to damage. Moves through solid materials at a M= ove of 1. Service Traits: Faithful 17, Vengeful 3. Attitude and Temperment: Generally cooperative and reliable (the Wolverin= e form being a notable exception). Sometimes headstrong, insistent on doi= ng things their own way, but otherwise earnest servants. Like a large, ev= en-tempered dog in temperment, but aggressive and dangerous in combat. Typical Applications: Carry or crudely manipulate small objects (ie, of E= ncumbrance 200 or less. Scout, attack, and retrieve through solid obstacl= es. Undermine building foundation, search for secret passages or undergro= und structures. Sample Commands: = "Badger, move through the rock at this point in the door. When you emerge= on the other side, take the piece of wood you find there, push it onto t= he floor, and return." [Unbar the door.] = "Badger, dig me a tunnel through the earth. Make sure the tunnel won't ca= ve in, because I'm going to crawl through it." "Wolverine, stay here outside this door. If any living thing, or any non-= living thing that moves like a living thing, enters this hall, attack it = -- and make as much noise as you can, so I can hear and escape." = "Wolverine, wait here in this pile of trash. If anything follows me down = this alley, kill it." [An expendable rear guard to delay pursuit.] Lesser Elementals Lesser elementals are man-sized and larger-than-man-sized coherences of e= lemental matter no more than 2 cubic yards in volume. Lesser elementals c= an use armor, weapons, and tools, provided they have man-like manipulativ= e appendages or the equivalent (see below). With their multiple attacks, = greater strength and toughness, and respectable combat proficiency, lesse= r elementals are dangerous opponents. Some lesser elementals are comparab= le to apprentice sorcerors and initiates in intelligence, and are compete= nt spellcasters; others are not so mentally endowed. Lesser elementals ca= n understand and speak Elemental Tongue and often one or two human langua= ges. They may display ingenuity and imagination in interpreting the summo= ner's requests, both in accomplishing an appealing request, and in perver= ting the intent of an unappealing request. If directed to move, attack, o= r perform tasks beyond the caster's control range (BMP yards), test each = round vs. the caster's WP. If successful, the lesser elemental remains un= der control. If failed, the lesser elemental disappears, returning to the= Aethyrial Realm.Lesser elementals have distinct individual personalities= , just like humanoids; though all lesser elementals of a given domain are= similar in attitude and temperment, they vary greatly in temperment and = character. Lesser elementals present a considerable risk of resisting con= trol when summoned (+30 to WP for Control tests), and present a serious t= hreat to a caster if not controlled. Lesser Aeronome Wind Eagle form: Giant eagles with high intelligence and man-like manipul= ative ability with beak and claws. Will use hand weapons and tools, but n= o armor. Drop stones like improvised missiles. Fly as swooper. Suitable a= s mounts for unencumbered, unarmored humanoids. Cannot fight as a mount. = Cast blinding light, magic light, muffle sound, and wildwind spells. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 10 40 30 3 2 17 70 1 50 10 50 10 50 30 15 Mist Mare form: Winged horses like pegasi with modest intelligence but no= manipulative appendages. Fly as swooper. Suitable as mounts for encumber= ed and armored humanoids. Used as a mount, can make two stomp/kick attack= s per round. Cast wildwind and mystic mist spells. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 8 50 0 4 3 24 70 2 10 10 30 10 50 30 15 Restrictions: none. = Service Traits: Faithful 10, Vengeful 4. Attitude and Temperment: Far less playful and distractable than nodes and= least aeronome, but more proud, independent, and tempermental. If treate= d with respect and consideration, usually cooperative servants; if enlist= ed in a cause (typically the protection of the natural world and its crea= tures, especially againt Chaos, daemons, and the undead), fervent and ing= enious allies. Similar to a skilled humanoid hireling or companion in per= sonality -- that is, personalities vary greatly. Typical Applications: Produce light equivalent to a powerful lantern (dou= ble radius of light). Carry or manipulate small objects (ie, shield, smal= l animal, large book, etc. of Encumbrance 40 or less). Extinguish torch = or lamp. Serve as mounts and fighting allies. Sample Commands: = "Honored Father of the Wind, bear me across this town at twice tree heigh= t. If your keen eyes note a halfling with a red cap and a great brass hor= n, signal me; I wish to find and greet this fellow." = "Honored Father of the Wind, scout the camp of my enemy and note the disp= osition of his forces, his guards, his provisions, his strongpoints. Fly = at ten tree heights to avoid his sentries arrows, and flee if you find yo= urself opposed." = "Noble Steed, bear my companion into battle against yon giant. Blind the = giant with your mists, and maneuver this warrior so he may belabor the gr= eat brute from the rear." Lesser Pyronome Hellhound form: A deerhound-sized wardog wreathed in glowing incandescent= gases with modest intelligence but no manipulative appendages. Suitable = as mounts for unencumbered and unarmored humanoids protected by the resis= t fire spell. Used as a mount, can make two claw attacks per round. All a= ttacks are as with the hand of fire spell. = M WS BS S T W I A Dx Ld IQ CL WP Fel MP 4 50 0 4 4 20 30 2 20 10 20 10 50 10 10 Winged Fire Serpent form: Giant winged snakes resembling wyverns without = legs, with high intelligence and man-like manipulative ability with beak = and claws. Will use hand weapons and tools, but no armor. Drop stones lik= e improvised missiles. Fly as swooper. Suitable as mounts for unencumbere= d, unarmored humanoids protected by the resist fire spell.. Cannot fight = as a mount. Cast fireball (as a first level War Wizard), hand of fire, fi= reflare, and resist fire spells. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 3 40 0 4 3 16 30 1 30 10 40 10 50 10 10 Restrictions: Is surrounded by an envelope of flammable gas, and may move= without restriction in non-flammable environments for 1d6+6 minutes befo= re suffering strength loss form isolation from sustaining environment. Ma= y not be extinguished except by magickal means. Service Traits: Faithful 7, Vengeful 10. Attitude and Temperment: Sinister and cruel. Intelligent, shrewd, enjoys = exercising powers, destroying things, and terrorizing mortals. Contemptuo= us of tender-hearted and noble sentiments, sly and conspiratorial with su= mmoners of similar temperment. Similar to a skilled humanoid hireling or = companion with cruel, violent tendencies. Typical Applications: Produce light equivalent to a lantern. Carry or man= ipulate small non-flammable objects (ie, metal shield, weapon, etc. of En= cumbrance 40 or less). Causes damage as normal fire on flammable material= s, and may ignite them (see "Fire," WFRP, page 80). Extinguish torch or l= amp. Serve as mounts or fighting allies. Sample Commands: = "Hellhound, attack any living beings which enter this hallway except thos= e which wear magickal amulets with my mark." = "Hellhound, search the castle for intruders. Attack and torture any you f= ind, but leave them alive. If the intruders bear magickal devices, do not= attack! Return and summon me immediately." = "Winged Fire Serpent, circle behind the attacking orcs and cast 4 firebal= ls at them, then cast hand of fire on yourself and attack the leader in t= he helmet with the magickal sword." = "Winged Fire Serpent, cast hand of fire on each of my companions, then on= yourself, and join us in attacking the zombies." Lesser Hydronome Dolphin form: Large sea mammals with high intelligence but no manipulativ= e appendages. Cannot use hand weapons, tools, or armor. Superb swimmers = and aquatic acrobats. Cannot leave water. Suitable as mounts for unencumb= ered, unarmored humanoids. Cannot fight as a mount. Cast breathe under wa= ter, waterwalk, distract elemental, extinguish fire, resist cold, smother= , and waterward spells. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 8 30 0 4 4 20 40 1 10 10 50 50 50 50 10 Hydra form: Similar to Chaos hydras, but smaller (maximum 8-foot-long), e= xclusively with water-serpent bodies and multiple serpent necks and heads= =2E Exceptionally violent and aggressive for hydronomes. Modest intellige= nce, no manipulative appendages. Cannot use hand weapons, tools, or armor= =2E = Out of water, move is reduced to 2. Not suitable as mounts. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 4 30 0 2 3 20 40 7 10 10 20 50 50 30 10 Restrictions: May move out of contact with water for 1d6+6 rounds before = losing Strength from isolation from a sustaining environment. Service Traits: Faithful 17, Vengeful 5. Attitude and Temperment: Steady and reliable, tenacious in combat, resour= ceful in problem solving. Avoid violence and confrontation (hydras are an= exception). Usually friendly and cooperative, forgiving and patient, tho= ugh dangerous when angered. Sympathetic and protective of natural world a= nd defenseless creatures. Like friendly, loyal hirelings or companions in= personality -- that is, personalities vary widely. Typical Applications: Out of water, carry or manipulate medium-sized obje= cts (ie, small human, full chest, table, etc. of Encumbrance 200 or less)= =2E In water, propel buoyant objects of Encumbrance 2000 or less. Serve a= s mounts or fighting allies. Sample Commands: = "Brother Fin, cast a breathe water spell upon me, please, then bear me be= neath the sea in pursuit of that vessel. Take care not to be seen by the = passengers, and deliver me to a point where I can board unobserved." = "Brother Fin, swim down to the docks and find the sailing ship Pride of M= arienbad. Cast loose her moorings and disable her rudder -- jam it with b= its of debris, or use your imagination." = "Seventh-Head of the Serpent, pick me a passable path through this marsh.= Be alert for any living creatures which might harm me." = "Seventh Head of the Serpent, cross the river, and attack any creatures w= hich are hiding in the bushes along the bank. Return to the water the mom= ent you feel yourself weakening, then return to the attack when you are r= estored." Lesser Geonome Great Bear form: A very large cinnamon-colored bear, intelligent, with so= me manipulative skill with its paws. Can use weapons, tools, and armor. U= se as mounts for encumbered and armored humanoids is possible but discour= aged, since the creature is slow and cannot fight with a rider, but mostl= y because they do not like riders, but can carry prodigious loads at need= =2E Cast burrow spell. Pleasant and peaceful disposition, fierce when ang= ered. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 4 50 0 5 4 30 30 2 10 10 30 60 50 30 10 Elder Troll form: The ancestral troll race, now extinct, before it became= tainted and corrupted by Chaos. Flesh is similar in composition and text= ure to stone. Can digest earth and stone. Slow-witted, primitive, but pea= ceable, deliberate, and noble. Unsuitable as a mount, but can carry prodi= gious loads. Use only simple weapons and tools, no armor. Throw stones as= improvised weapons with +2 damage for large size of stones. Cast assault= of stone, burrow, and shatter elemental bonds. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 6 50 30 5 6 40 20 3 10 10 50 60 50 30 10 Restrictions: +1 modifier to damage. Moves through solid materials at a M= ove of 1. Service Traits: Faithful 17, Vengeful 3. Attitude and Temperment: Placid, cooperative, friendly, but wary of insul= t or abuse. Confident and easy-going, restrained or playful in combat unl= ess injured or threatened, then ferocious. Never subtle, clever, or witty= ; neither employ nor appreciate irony or dishonesty. Like friendly warrio= r companions or hirelings with excessive confidence in their strength and= durability. Typical Applications: Carry or crudely manipulate medium-sized objects (i= e, small boat, pair of characters with their gear, etc. of Encumbrance 10= 00 or less). Serve as bearers of burdens or as fighting allies. Sample Commands: = "Father Bear, demolish that cell door, taking care not to damage the occu= pant.""Father Bear, help us gather large stones and small tree trunks to = build a defensive barrier." = "Father Troll, pelt those rude goblins with stones -- no, you may throw t= hem yourself, you don't need to use magick." = "Father Troll, merge with the rock of this wall, and wait until the horse= men behind us have passed you, then emerge from the wall and attack them = from the rear. Greater Elementals Greater elementals are humanoid, man-sized or giant-sized coherences of e= lemental matter no more than 6 cubic yards in volume. Greater elementals = may assume other shapes at will, but prefer to manifest in the forms desc= ribed below. Greater elementals can use armor, weapons, and tools. At onc= e heroic fighters and master spellcasters, greater elementals are among t= he most terrible beings of Warhammer World. Only the great dragons, legen= dary elven warriors and sorcerors, divine heroes, and daemons may challen= ge them as equals. Any elementalist who has lived long enough to learn to= summon a greater elemental is wise enough to present himself as a humble= petitioner, not a commanding summoner. Greater elementals may agree to s= erve lesser mortals, but only when it suits their own purposes.Greater el= ementals have the ability to identify and report the presence of substanc= es and phenomena appropriate to their domain -- for example, a greater hy= dronome can indicate the distance and direction to the nearest large body= of water or significant supply of ale. They can also identify the compos= ition of a substance in their own domain with great accuracy -- a service= of special interest to alchemists.If directed to move, attack, or perfor= m tasks beyond the caster's control range (BMP yards), test each round vs= =2E the caster's WP. If successful, the greater elemental remains under c= ontrol. If failed, the greater elemental disappears, returning to the Aet= hyrial Realm.Greater elementals have distinct and, by humanoid standards,= often bizarre and eccentric personalities, just like the often bizarre a= nd eccentric personalities of the wizards who summon them. Though all gre= ater elementals of a given domain are somewhat similar in attitude and te= mperment, they vary greatly in temperment and character. Greater elementa= ls often resist control when summoned (+10 to WP for Control tests), and = present a mortal threat to a caster if not controlled. Greater Aeronome Sylph form: A winged humanoid, typically assuming the features of a beaut= iful maiden of the summoner's race. May appear armed, armor, and equipped= as it chooses, typically as a light-armored warrior with shield and long= bow. Fly as swooper. Cast banish lesser elemental, blinding light, darke= n reflection, distract elemental, dust storm, favorable winds, flight min= or, lightning, magic light, muffle sound, mystic mist, reproduce sound,wi= ldwind , and winddeflection spells. Cast summon elemental node, summon le= ast elemental, and lesser elemental rituals as spells (ie, in one round,= without preparation and trappings), but may summon only air sprites. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 5 65 50 4 3 30 70 3 70 50 60 30 70 40 20 Restrictions: none. = Service Traits: Faithful 10, Vengeful 4. Attitude and Temperment: Aristocratic, accustomed to giving orders, not t= o taking them. Patronizing and condescending to mortals, but cooperative = if treated with deference and respect. Spiteful and malicious if offended= -- and easily offended. Personalities vary greatly, as with mortals. Typical Applications: Produce light equivalent to sunlight. Carry or mani= pulate medium-sized objects (ie, small human, full chest, table, etc. of = Encumbrance 200 or less). Extinguish any normal fire. Deflect all missil= es from target each round. Serve as fighting allies. Sample Commands: = "Beg pardon, Excellency, but we are desperately set upon by thieves and s= coundrels. Please aid us in defending ourselves and teaching the blackgua= rds a lesson in manners." = "A thousand pardons for disturbing you, my Lord, but we are about to ente= r the sacred precincts of an ancient ruin, and we thought we might greatl= y benefit from your wise counsel and manifold talents as we attempt to fa= thom its mysteries." = Greater Pyronome Salamander form: A redskinned humanoid, wreathed in incandescent gases, t= ypically assuming either the features of a handsome middle-aged male of t= he summoner's race, or the features of a humanoid salamander. May appear = armed, armor, and equipped as it chooses, typically as a black-plate-armo= red warrior with shield and flaming sword. All attacks are as with the ha= nd of fire spell. Cast banish lesser elemental, distract elemental, extin= guish fire, fireball (as 2nd level caster), fireflare, hand of fire, and = resist fire spells. Cast summon elemental node, summon least elemental, a= nd lesser elemental rituals as spells (ie, in one round, without prepara= tion and trappings), but may summon only fire sprites. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 4 65 30 5 3 30 30 3 50 50 70 40 70 40 20 Restrictions: Is surrounded by an envelope of flammable gas, and may mov= e without restriction in non-flammable environments for 1d6+6 minutes bef= ore suffering strength loss form isolation from sustaining environment. M= ay not be extinguished except by magickal means. Service Traits: Faithful 7, Vengeful 10. Attitude and Temperment: Subtle, sophisticated, aristocratic, manipulativ= e. Conceals personal feeling under a mask of good will and cooperativenes= s. Extremely treacherous and vindictive. Only happy when inflicting pain = and destruction, and only trustworthy when happy. Effusive flattery, prai= se, and persuasion are necessary when requesting service. Personalities v= ary greatly, as with mortals, but generally resentful of summoners and co= ntemptuous of weak mortals and fragile, subtle arts. Typical Applications: Produce light equivalent to a great lantern (double= radius of effect). Carry or manipulate medium-sized objects (ie, small = human, full chest, table, etc. of Encumbrance 200 or less). Causes damage= as normal fire on flammable materials, and may ignite them (see "Fire," = WFRP, page 80). Extinguish any normal fire. Serve as fighting allies. Sample Commands: = "Lord Fire, I beg your indulgence, but these fools seem to doubt the migh= t of your domain. Perhaps a sample of your personal attentions will convi= nce them that it is unwise to oppose the servants of your realm." = "Lord Fire, I hardly know where to begin. Look about at these fields of t= inderbox weeds, these huts with thatched roofs, the flimsy palisade walls= of our enemies. I beg you, do as you see fit, and I shall follow in your= path, quick to serve you in your righteous wrath." Greater Hydronome Undine form: A blue- or white-skinned humanoid, either with human limbs, = or with a scaled, finned lower torso and tail, typically assuming the fea= tures of an exquisitely beautiful female of the summoner's race. May appe= ar armed, armor, and equipped as it chooses, typically clad in a revealin= g garment and armed with a sword and shield. Cast banish lesser elemental= , breathe underwater, distract elemental, extinguish fire,resist cold, sm= other, waterwalk and waterward spells. Cast summon elemental node, summon= least elemental, and lesser elemental rituals as spells (ie, in one rou= nd, without preparation and trappings), but may summon only water sprites= =2E M WS BS S T W I A Dx Ld IQ CL WP Fel MP 8 65 20 5 3 30 30 3 50 50 70 70 70 40 20 Restrictions: May move out of contact with water for 1d6+6 rounds before = losing Strength from isolation from a sustaining environment. Out of wate= r, move is reduced to 3. +1 modifier to damage. Service Traits: Faithful 17, Vengeful 5. Attitude and Temperment: Aristocratic, formal, but pleasant and cooperati= ve, forgiving and patient, slow to take offense, though dangerous when an= gered. Sympathetic and protective of natural world and defenseless creatu= res. Personalities vary greatly, as with mortals. Typical Applications: Out of water, carry or crudely manipulate medium-si= zed objects (ie, small boat, pair of characters with their gear , etc. of= Encumbrance 1000 or less). In water, propel buoyant objects of Encumbran= ce 10, 000 or less. Serve as fighting allies. Sample Commands: = "Lady of the Waters, our ship is in danger of foundering on the rocks in = this storm. Could you please guide her through the rocks to beach beyond,= or help us in some other way you think wiser?" = "A great kraken has taken refuge in a sea cave below. We must enter that = cave. Can you assist us in slaying the kraken, or driving it from the cav= e, or finding us a way past the kraken, whichever you think is best?" Greater Geonome Gnome form: A giant-sized humanoid with flesh of stone-like texture, colo= r, and durability, typically assuming the features of an aged, ugly male = of the summoner's race. May appear armed, armor, and equipped as it choos= es, typically clad in earth-colored plate armor and armed with a hammer a= nd shield. Cast assault of stone, banish lesser elemental, burrow, distra= ct elemental, and shatter elemental bonds spells. Cast summon elemental n= ode, summon least elemental, and lesser elemental rituals as spells (ie,= in one round, without preparation and trappings), but may summon only wa= ter sprites. M WS BS S T W I A Dx Ld IQ CL WP Fel MP 3 65 50 7 5 40 20 2 50 50 50 80 70 40 20 Restrictions: +2 modifier to damage. Moves through solid materials at a M= ove of 1. Service Traits: Faithful 17, Vengeful 3. Attitude and Temperment: Trusting, confident and easy-going, slow to ange= r. Friendly and cooperative, practical and informal. Personalities vary g= reatly, as with mortals. Typical Applications: Carry or crudely manipulate very large objects (ie,= small party with their gear, cart and horses , small bridge or other st= ructure, etc. of Encumbrance 5000 or less). Forms objects with great prec= ision (at caster's direction, or by imitating an object) from earth or st= one in 1d6 minutes. Serve as fighting allies. Sample Commands: = "My friend Gnome, I need assistance in selecting and transporting some st= ones for the foundation of my castle. Could you summon some of your fello= w geonomes and aid me with this task?" = "My friend Gnome, We seem to be trapped in this cavern by a horde of Skav= en. Could you assist us in fighting our way out, or can you suggest a met= hod by which we could by-pass them and escape?" = "My friend gnome, the entrance of this tomb appears to be buried by a roc= kfall. Could you assist us in making our way through the rockfall, and ke= ep it from collapsing and burying us while we take a look inside?" Wisentlich (Elemental Rulers) Wisentlich are humanoid, man-sized or giant-sized coherences of elemental= matter. They may alter their size and volume at will by summoning elemen= tal matter from the Material Realm; their forms may be as small as mice, = or as large as giants. Wisentlich may assume other shapes at will, but pr= efer to manifest in the forms described below. Wisentlich can use armor, = weapons, and tools.Wisentlich are the equivalent of minor godlings or gre= ater daemons. They may not be commanded to serve. One who summons a wisen= tlich may petition the wisentlich for a favor. Wisentlich have vast thoug= h ultimately limited magickal powers, and can able to grant many favors a= mortal could scarcely imagine. In fact, however, wisentlich prefer to de= cline to grant most favors, usually on the grounds that mortals ought not= be accorded the powers given by right to the rulers of the elemental dom= ains, both because mortals have not earned these powers, and because they= are not wise enough to use these powers properly.Though individual wisen= tlich of a given domain are similar in attitude and temperment, they vary= greatly in temperment and character. Greater elementals usually resist c= ontrol when summoned (-30 to WP for Control tests), and present a mortal = threat to the caster, his companions, and neighboring population centers = if not controlled. Wisenlichs of Air, Fire, Water, or Earth Wisentlich forms: Forms are similar to those of greater elementals, thoug= h typically marked by royal dress and trappings rather than by trappings = of war. Wisentlich may cast any elemental spells as if they were 4th Leve= l Elementalists. Wisentlich may cast summon elemental node, summon least = elemental, summon lesser elemental, summon greater elemental, and summon = wisentlich rituals as spells (ie, in one round, without preparation and t= rappings), and may summon sprites of any elemental domain. (Note that sin= ce wisentlich can cast the summon wisentlich ritual in reverse in a singl= e round, thereby canceling their summons, they are not required to remain= in the Material Realm when summoned unless they choose to remain.) M WS BS S T W I A Dx Ld IQ CL WP Fel MP 10 65 50 7 5 40 20 2 50 50 50 80 70 40 20 Restrictions: +6 modifier to damage. Move through any substance without p= enalty or restriction. Service Traits: = Aeronome: Faithful 10, Vengeful 4. = Pyronome: Faithful 7, Vengeful 10. = Hydronome: Faithful 17, Vengeful 5. = Geonome: Faithful 17, Vengeful 3. Attitude and Temperment: Just like you'd expect a god to be. Often puzzle= d and bewildered by a summons, as if they can't believe something like a = mortal would be stupid and rude enough to bother them. If annoyed, they s= wat mortals like flies. If interested, amused, or skillfully persuaded, t= hey are briefly patient, and occasionally generous. Typical Applications: Sane spellcasters only summon wisentlich for two re= asons: 1. to obtain permission to use the bind elemental servant and command lea= st elementals spells, or 2. to request aid against opponents with similar or greater powers than w= isentlichs (ie, greater daemons and godlings). Insane spellcasters may summon wisentlich for a variety of reasons, usual= ly to obtain knowledge, power, or service beyond that which is obtainable= by safer, more reliable methods. Those who survive the experience may le= arn caution by it, though most continue the attempt until it kills them. GM Note: PCs who summon wisentlich better be sane spellcasters; otherwise= , the best they should hope for is to survive being refused their favor. = At worst, they should expect to be slain by the equivalent of a minor god= -- a flashy way to go, admittedly, if that's what they have in mind. Sample Petitions: = "Oh, most puissant ruler of the air and sky, gracious and generous benefa= ctor, source of the very air that all things breath, we who live and die = by your will must desperately plead for your aid. The foul breath of Chao= s lies upon the land. The creatures of the earth are threatened everywher= e by daemons, beastmen, and mutants. Please grant me, your faithful serva= nt, the power to call upon the citizens of your realm, though the agency = of the command least elementals spell, to aid me in battle against these = evil forces." = "Dear Lord of the Sea, I'm here all alone on this boat and that filthy ra= t Hadrast of the Rivers of Blood has sent a greater daemon after me. If y= ou don't help me out, there's going to be one less good and faithful 4th = Level Elementalist in the world, and one very happy daemonologoist who's = likely to get into all sorts of mischief if I'm not around to keep him ho= nest. Oh, please, please, please, I've only bothered you once before, jus= t about that command least elementals spell, and you were ever so nice ab= out that, oh, please, please, please, won't you help me out, just this on= ce, I promise I'll never bother you again..." Daemons = Daemons are the material manifestations of aethyrial beings of certain sh= adowrealms beyond the Void. Daemons cannot normally manifest in a mundane= world without aid from this side of the Void, typically through sorcerou= s or divine summonation. However, here in Warhammer World, where the Rea= lm of Chaos have been everted into the Material Realm by the collapse of = the Warp Gates, hoards of daemons are found in the remote Chaos Wastes. T= his ready access to our plane may also account for reported incidences of= daemonic possession through dreams, trances, and other spiritual phenome= na.The six main classifications of daemons are Imp, Daemon Steed, Daemon = Creature, Lesser Daemon, Greater Daemon, and Daemon Ruler. All but daemon= rulers may be summoned by sorcerors. See below for examples of imps, dae= mon steeds, daemon creatures, lesser and greater daemons. See Chapter 2c:= Forms and Summonings, page ??, for rules concerning summoning daemons. S= ee the summon imp, summon daemon steed, summon daemon creature, summon le= sser daemon, and summon greater daemon rituals for castings which summon = daemons.The study of Slaanesh, Khorne, Tzeentch, Nurgle, and the other da= emon rulers, of their dominions and servitors, is the concern of divine m= agick. For details, see Realm of Chaos: Slaves to Darkness, Realm of Cha= os: The Lost and the Damned, and Divine Magick. However, there are hosts = of daemons not aligned with these four great powers. Non-aligned daemons = may be of any alignment, though the majority known to sorcerors are evil = or chaotic. These non-aligned daemons are typically the ones summoned by = Old World sorcerors. Daemon Use Names A daemonologist who finds that a daemon he has summoned has useful abilit= ies and characteristics may wish to resummon that same daemon at a future= date. To resummon the same daemon, the daemonologist must know the daemo= n's use name, and employ that use name when casting the summoning ritual.= (Otherwise what daemon arrives in response to a summoning ritual is tota= lly random and unpredictable.) There are two ways to learn a daemon's use name: 1. Obtain the use name from a reference or informant. Daemonologists will= rarely divulge the names of daemons they're found useful. They usually k= eep such names secret, recording them only in codes or ciphers, or commit= ing the names to memory, leaving no written record. However, occasionally= (ie, as a special treat) a GM will introduce a daemon's use name as a pr= ize for accomplishment of an adventure, perhaps in the form of a fragment= of a daemonologist's notes. 2. Ask the daemon for its use name. A summoned daemon who has been treate= d well, who enjoys visiting the Material Realm, and who is given entertai= ning and satisfying tasks to perform is likely to want to be summoned aga= in in the future. Such a daemon may reveal his use name to the caster whe= n the caster asks for it at the end of the summoning. Daemons reveal thei= r use names only at the end of a summonation, never at the beginning.If a= daemon has not enjoyed his appearance in the Material Realm, he will ref= use to divulge his name, or he will give a false name, or he will give th= e name of another daemon as his own. Among the many reasons for a daemon'= s displeasure at his treatment when summoned are included: 1. boring task= s, 2. dangerous tasks that promise injury for the daemon with little comp= ensating satisfaction (particularly when the daemon is sent against super= ior opponents in combat), 3. tasks beneath the dignity and honor of a dae= mon (ie, things that mortals could do just as well, like washing dishes o= r carrying luggage).If a daemon refuses to divulge his name, at least the= daemonologist won't waste a ritual trying to summon him again. If the da= emonologist gives a false use name when casting a summoning ritual, nothi= ng comes in response, and the ritual is wasted. But the worst outcome is = if the daemon gives the name of another daemon as his own. Commonly the c= aster is given the use name of a particularly nasty great daemon, which e= ither refuses to come in response to the summonation, or comes with a cou= ple of lesser daemon pals to possess or slay the hapless daemonologist. GM Note: You, as the summoned daemon, are the judge of whether a daemon g= ives his summoner his use name, refuses to give his use name, gives a fal= se use name, or gives the name of another daemon as his own. As a rule, d= aemons are very fussy and hard to please, and are rarely particularly hap= py with their treatment by their summoners. On the other hand, if the sum= moner showed the daemon a good time, the daemon may be willing to chance = giving his use name for future summonings.A daemon unwilling to reveal it= s use name is usually satisfied either with refusing to divulge its use n= ame or with giving a false one. Giving another daemon's name as its own i= s risky, and offers a chance of retaliation from the daemon whose use nam= e is revealed, so most daemons don't do it unless they are really mad, or= really nasty.The more powerful the daemon, the less likely it is to reve= al its use name to a mortal. Imps are almost casual about revealing their= use names, because they get pushed around in the Realm of Chaos as much = as they do in the Material Realm, and they're used to it. Lesser and grea= ter daemons are very unlikely to reveal their use names, unless they real= ly enjoy themselves, or they have some kind of double-cross up their slee= ves.For imps, daemon steeds, and daemon creatures, it is often convenient= for GMsto give players their use names to encourage them to use the same= daemons over and over. Then you don't have to whip up a new daemon every= time they use a summoning ritual. Also, named daemons develop a lot of p= ersonality as they are summoned time and again, and can become charming f= eatured NPCs. (See Staging Magick, "Daemonic Beings," page ??.)If at a la= ter date a daemon regrets giving a daemonologist his use name, the daemon= has two methods of recovering his privacy: 1. slaying the daemonologist = or 2. changing its use name. Slaying the daemonologist means waiting for = a failed control test, but gives the daemon the satisfaction of avenging = itself on the daemonologist. Changing its use name involves a loss of sta= tus in its shadowrealm, and is not a favored option, but may be the only = choice for weak daemon like an imp. (GM: This is your excuse to take a da= emon from a character who abuses it.) Abilities and Limitations of Daemons Abilities: All daemons have the following abilities, in addition to those= listed in the descriptions below, unless specifically mentioned otherwis= e in the description: 1. A magickal attack or a weapon forged or coated with Ture Silver is req= uired to hit an daemon. 2. An daemon's attack is magickal, and therefore may affect beings which = are only affected by magickal attacks. 3. Daemons cause Fear in all living creatures. (Exception: Imps do not ca= use Fear.) 4. Daemons are immune to psychological effects, unless caused by more pow= erful daemons or divine beings. (Exception: Imps are not immune to psycho= logical effects.) 5. Daemons sense magick emanations and perceive spirits of the living and= undead creatures. These abilities work the same way as the petty spells = detect magick and perceive spirit, but daemons may exercise these abiliti= es at will, without expending MP. 4. Daemons with magickal abilities (ie, the ability to cast spells, ritua= ls, or create other magickal effects) expend MP to produce those effects,= just like sorcerors. They do not, however, require spell reagents, focus= es, or other trappings of mundane spellcasters; the magickal effects are = created as inherent abilities. 5. Daemons are subject to Instability (see page ??). Limitations: When reduced to zero wounds, daemons lose their substantial = manifestations and return to the Void and their own shadowrealms (ie, the= y disappear). They do not, however, "die" in a sense that mortals underst= and. They retain their consciousness and memories of events, though less = intelligent daemons remember hardly more than an instinctive positive or = negative feeling for familiar persons, locations, and events.However, jus= t because daemons don't die doesn't mean that they do not fear combat, pa= in, wounds, and the destruction of their manifested forms. Daemons feel p= ain just like normal creatures, and experience the destruction of their m= anifested forms with even more distress and horror than might mortal crea= tures, because daemons KNOW what it is like to "die" from experience. Fur= ther, when daemons return to their shadowrealm after "death", they are in= a weakened state, and are abused and mocked by other daemons -- an unple= asant and intolerable prospect at best. Therefore daemons do not enter co= mbat without some fear and caution. Many daemons actually enjoy combat an= d destruction, and are more willing to fight; some daemons, particularly = imps, are less enthusiastic about fighting, and dislike and distrust summ= oners who frequently send them into battles where they are sure to be bad= ly wounded and slain. Other Abilities and Limitations: Daemons may also have other abilities at= the GM's discretion. If an ability is not explicitly listed here or in t= he descriptions below, that does NOT imply that the daemon CANNOT have th= at ability. Daemon Creation Tables Each daemon description below offers a daemon creation table for determin= ing the abilities and characteristic scores appropriate for a daemon. Th= ere are three ways to use the table: Fast-And-Dirty: Roll 1d6 once and use the profile indicated. This produce= s relatively standard and predictable daemons. Dice-Roller's-Paradise: Roll 1d6 for each of the characteristics and abil= ities listed in the profile. This produces daemons with more odd quirks a= nd unpredictable features. Pick-And-Choose: The GM picks one each from the characteristics and abili= ties listed. We recommend using the fast-and-dirty method when creating a= daemon for a PC or NPC summoning during a game session. The dice-rollers= '-paradise and pick-and-choose methods are more suitable for creating dae= mons ahead of time for NPC summonings.GMs are also encouraged to create t= heir own daemons, using the daemon creation tables are examples and guide= lines for appropriate abilities and characteristics. Avoid creating indiv= idual daemons which are exceptionally stronger or weaker than the example= s given in the daemon creation tables. GM Notes: Under no circumstances should the player be shown the abilities= and characteristic scores of a daemon he has summoned. He's going to hav= e to find those details out by trial and error.For imps, steeds, and crea= tures, the tables and descriptions below offer fairly specific guidelines= for daemon creation, which the GM is invited to ignore at his peril. For= more powerful, intelligent, and complex daemons like lesser daemons and = greater daemons, the tables and descriptions are less specific, and more = imagination, discretion, and industry is required of the GM. Lazy or time= -starved GMs may rely on the specific examples of lesser and greater daem= ons given here and in Slaves to Darkness and The Lost and the Damned with= out compromising their artistic standards too tragically. Imps Imps are small, relatively weak daemons with obsessive interests in sever= al fields of knowledge. Imps are used to being abused by more powerful da= emons, who look on imps as footballers look on sissy bookworms, librarian= s, and butterfly collectors. Sorcerors usually summon imps as informants = and skilled assistants for tasks in the imp's special areas of interest. = They can also be commanded to perform other simple tasks like retrieving = items, observing events, and attacking opponents, but they approach such = tedious tasks with little energy or enthusiasm, spitefully malingering an= d sabotaging such efforts wherever possible. = Imp Creation Table D6 M WS BS S T W I A Dx Ld IQ CL WP Fel MP Skills 1 2 10 0 1 2 3 20 1 10 10 20 10 20 10 4 2 2 3 10 0 1 3 4 30 1 20 10 30 20 30 10 5 3 3 4 10 0 1 3 5 40 1 30 10 40 20 30 25 6 4 4 4 10 0 2 3 6 50 1 40 10 50 30 40 25 6 5 5 4 10 0 2 3 7 60 1 50 10 60 30 40 50 7 6 6 5 10 0 2 4 8 70 1 60 10 70 40 50 50 8 7 Forms: Usually humanoid, 6-12 inches tall, various colors and skin textur= es, often with reptilian or amphibian features, occasionally with extra l= imbs, eyes, and other appendages and organs. Usually very loud, very high= , very annoyingly squeaky voice. Intelligent, self-indulgent, childish, b= ut generally immensely knowledgeablre about some skills or lores. Psychological Traits: Does NOT cause Fear in all living creatures. NOT im= mune to psychological effects. Magical Abilities: detect magick, perceive spirit. Special Abilities: Knowledgeable in various skills. Select skills by roll= ing randomly on the Random Skills Table in WFRP, page 46. To determine ho= w knowledgeable an imp is in a specific skill, consider the imp's Intelli= gence. Intelligence 20-30: The imp is about as knowledgeable as a second-rate jo= urneyman. There may be great gaps in his knowledge, subtleties are lost o= n him, and he may be very clumsy and unreliable in his execution of tasks= related to the skill. Intelligence 40-50: The imp is as knowledgeable as an experienced, intell= igent journeyman. He has good general knowledge of the skill, and is reli= able in execution of tasks, if the task is fairly standard, and if he is = given sufficient time. Intelligence 60-70: The imp is as knowledgeable as a clever, experienced = master. His general knowledge is wide, his detailed knowledge of some are= as is remarkable. He is quick and reliable in execution of standard tasks= , and resourceful and imaginative in attacking difficult and unusual chal= lenges.(Note: Imps gain benefits from their skills just like normal chara= cters. They also have a broad knowledge of subjects related to the skill.= For example, an imp with the Very Resilient skill has a +1 bonus to his = Toughness score, and he can bore you to death with endless details of the= wierd exercises and unappetising diets he uses to achieve his special re= siliency.) Service Traits: Faithful 2d6+6. Vengeful 1d6+8. Attitude and Temperment: If politely and respectfully requested to assist= in matters related to their fields of interest, imps are fairly cooperat= ive, if obnoxious, servants. Sometimes cranky and tempermental, they ofte= n whine and complain, but if using their skills, they are usually energet= ic and reliable.If required to perform tasks too tedious, ignoble, or dan= gerous for their liking, imps are dedicated skivers, putting endless ener= gy and imagination into avoiding doing the tasks they're required to do. = Daemonologists who use them as mine-detectors, expendible decoys, or remo= te control devices, and you'll be amazed at their ingenuity in avoiding t= heir tasks, whining and grumbling at the top of their lungs all the while= =2E Expect them to earnestly pretend sympathy and dismay as they "acciden= tally" spoil your careful plans. "Goodness me. How ever could that have h= appened? But I was so careful, just as you said, Master. It must be the w= ork of your enemies, sir, most certainly."Imps are sometimes proud and ar= rogant, and often will pretend to knowledge and skills they don't have. T= o determine how truthful an imp is in describing his knowledge and skills= , consider the imp's Fellowship. Fellowship 10: Imp takes great pleasure in misleading the summoner. Conce= als its real abilities and skills, and pretends to abilities and skills i= t does not have. Pretends to cooperate completely, then feigns earnest be= wilderment and dismay when its information and assistance proves worthles= s. = Fellowship 25: Imp honestly admits which skills it has and has not got, b= ut compulsively overestimates its expertise and capabilities in the skill= s it does have. Equally willing to share accurate and completely fabricat= ed information. Energetic and imaginative bluffer, stalling and offering = plausible excuses or evading questions and tasks by distraction, quibblin= g, or pitching tempermental tantrums. Fellowship 50: Imp honestly admits which skills it has and has not got, a= nd accurately assesses its own expertise and capabilities in its chosen s= kills. Compulsively proud of its knowledge and abilities, can=D5t help b= ut boast about them. Impulsively provides more information and aid than r= equested, just to prove how clever it is. Cheerfully admits ignorance and= incompetence where appropriate, dismissing the importance of such limits= -- "Who cares about that stuff anyway?" Typical Applications: When summoned, an imp will usually answer questions= related to his fields of special interest, or he may perform one simple = service within his field of interest. If the summoner asks the imp to do = more thinking or work than the imp wants to do, or if the imp is summoned= to perform some mundane task, it usually whines and complains, hinting t= hat it's not being paid well enough. If the imp likes his master, or is o= ffered an extra quart of fresh caster's blood or -- better yet -- a valua= ble tome in the field of his specialty, he may be more cooperative. (GM: = Test summoner and/or imp Fellowship with appropriate modifiers.) Sample Commands: [The imp asserts he has the pick lock skill.] "Imp, unlo= ck that door for me." = [The imp asserts he has the boat building skill.] "Imp, we need to cross = this river. How can we build a boat from the materials we have at hand? H= ow long will it take us?" = [The imp asserts he has the rune lore skill.] "Imp, please tell us what t= hese runes mean." = Example: Ffooshabl M WS BS S T W I A Dx Ld IQ CL WP Fel MP 3 10 0 1 3 4 30 1 20 10 30 20 30 10 5 = Form: Ffooshabl is a squat, horned, monkey-like creature covered with oil= y fur. A fairly pleasant and reliable servant by imp standards, Ffooshabl= has a disagreeable habit interrupting dialogs and labors with compulsive= fussy grooming of its oily pelt with a two-foot-long oily tongue. Faithf= ul 15. Vengeful 9. Skills include Bribery, First Aid, and Seduction. Daemon Steeds Daemon steeds are daemonic beings primarily known for their swiftness or = carrying capacity, rather than for their combat prowess or intelligence. = Though all daemon steeds are powerful enough to bear riders, some are rel= atively slow and small of stature, and less suitable as mounts. Daemon Steed Creation Table D6 M WS BS S T W I A Dx Ld IQ CL WP Fel MP Form 1 8 30 0 4 3 10 30 1 - 10 20 10 10 - 6 horse-like 2 9 50 0 3 3 10 40 1 - 10 20 30 20 - 5 wolf-like 3 4 30 0 5 4 15 20 1 - 10 10 20 20 - 7 ox-like 4 6 10 0 3 3 10 30 1 10 10 10 20 10 - 8 biped 5 5 10 0 2 3 8 40 1 - 10 10 10 10 - 9 winged biped 6 7 10 0 3 4 10 30 1 - 10 10 30 20 - 10 bizarre Forms: Often an approximate mockery of a natural beast form with legs and= /or wings, fins, or webbed feet, some capable of flight or amphibious mov= ement. Fanciful forms with bizarre means of locomotion are also common. V= arying in bulk and strength. Colors, skin textures, limbs, and other orga= ns of all sorts. Six fairly common categories of forms are represented on the table above:= horse-like: swift, long-legged, relatively less massive quadrupeds with s= uperior endurance similar to the natural horse; size varies from tiny pon= y to huge draft horse; usually poor fighters wolf-like: swift, medium-legged, less-massive quadrupeds with fair endura= nce similar to the natural wolf; size varies from medium-sized dog to dir= e wolf; aggressive fighters ox-like: slow, short-legged, massive quadrupeds with poor endurance simil= ar to the natural ox; size varies from medium-sized boar to the great bis= on; strong but clumsy fighters biped: moderately-fast, medium-legged, less-massive bipeds with fair endu= rance similar to humanoids or large, flightless birds or reptiles like th= e ostrich and dinosaur; size varies from humanoid child to small dinosaur= ; poor fighters winged biped: frail-legged, less massive bipeds, slow and weak on earth, = awkward in flight, similar to huge birds and flying dinosaurs; fly as lan= ders, size and weight generally smaller than other steeds, with wingspans= from 10-20 feet; poor fighters bizarre: forms difficult to classify, with bizarre shapes and means of lo= comotion; includes steeds with forms similar to snakes, slugs, amoebas, g= iant insects Psychological Traits: Cause Fear in all living creatures. Immune to psych= ological effects except when confronted by chaos creatures, lesser and gr= eater daemons, daemon rulers, or divine beings of equal status (eg, divin= e guardians, divine servants, divine avatars, gods). Magickal Abilities: detect magick, perceive spirit. Chaos steeds almost n= ever possess magickal artifacts. Special Abilities: Chaos steeds may have a Chaos Attribute. Roll 1d6. On = a roll of 6, the chaos steed has a Chaos Attribute. Roll 1d100 on the tab= le below to determine which chaos attribute the steed has: 01-10: Great Fangs, Horns, or Tusks: makes one additional attack per roun= d 11-20: Breathe Fire: makes additional fire attack in melee combat (see WF= RP, page 80) 21-30: Horrible Stench: attackers within 4 yards receive a -10 to WS and = BS 31-40: Iron Hard Skin: 1 point armor over entire daemon 41-50: Long Legs: +1 Movement 51-60: Poisonous Fangs: +1 Strength for attacks (mild animal venom) 61-70: Powerful Legs: +2 Movement 71-80: Very Agile: +10 Initiative 81-90: Very Strong: +1 Strength 91-00: Very Tough: +1 Toughness At the GM's discretion, chaos steeds may have other special abilities in = keeping with a steed's role as a capable mount, an unintelligent beast, a= nd a weak fighter. Service Traits: Faithful 1d6+8. Vengeful 2d6. Attitude and Temperment: All chaos steeds are more or less aggressive in = combat, and willing to fight when ridden into melee. If sent into melee w= ithout a rider, test vs. Cool when one or more wound points are lost. If = the test is passed, the steed remains in melee. If failed, the steed flee= s from its opponent and returns to the summoner, and must once again be c= ommanded to attack before it will return to melee.They are earnest enough= in following directions, but too dumb to make subtle distinctions. "Kill= that thing there" is about as discriminating a command as they can appre= ciate.Chaos steeds are unintelligent, and therefore neither proud or fuss= y, and will tolerate most non-combat tasks without resistance or treacher= y. Typical Applications: a mount for swift travel or war; a beast of burden;= a warbeast; a guard or watchbeast Sample Commands: = "Bear me swiftly from this battle and into cover over there [pointing]." "Attack the dwarf." [as the rider attacks another target] "Leap the crevice!" "Fly me just above the trees, and scream when you sense magick." Examples: = Devilgoat M WS BS S T W I A Dx Ld IQ CL WP Fel MP 9 50 0 3 3 10 40 1 - 10 20 30 20 - 5 = The devilgoat has one gore (actually, butt) attack. It also has a custom = GM-created special ability: the devilgoat can accurately leap 9 yards in = distance and height; no test need be taken. Faithful 12. Vengeful 7. = Mounts of Slaanesh (See Slaves to Darkness, page 34) Juggernauts (See Slaves to Darkness, page 28) Discs (see The Lost and the Damned, page ??) Daemon Creatures Daemon creatures are ferocious daemons with the forms of hunting or war b= easts especially prized for their aggressiveness, durability, war cunning= , and combat skills. Many are tempermentally or physically unsuited for u= se as mounts. Those which may be ridden into battle tend to be as much of= a threat to their own riders and allies as to opponents. Daemon Creature Creation Table D6 M WS BS S T W I A Dx Ld IQ CL WP Fel MP Form 1 3 40 10 4 4 20 20 2 10 10 20 40 30 - 8 ape-like 2 4 30 10 3 3 10 50 3 20 10 10 20 20 - 8 serpent-like 3 4 50 10 4 3 15 40 2 10 10 20 30 30 - 9 lion-like 4 4 60 30 3 3 10 30 2 30 10 20 20 30 - 9 biped 5 5 30 30 2 3 10 40 2 20 10 10 10 10 - 10 winged biped 6 6 30 10 3 4 15 30 3 10 10 10 40 40 - 10 bizarre Forms: Mixed features of natural predatory beasts. Fanciful forms with bi= zarre means of locomotion and attack are also common. Varying in bulk and= strength. Colors, skin textures, limbs, and other organs of all sorts. U= sually have manipulative appendages (hands, claws, suckers, tentacles, et= c.), capable of tool and weapon and shield use. Cannot wear armor. Use im= provised missile weapons.Six fairly common categories of forms are repres= ented on the table above: bear-like: massive, powerful quadrupeds capable of upright, bipedal stanc= e in combat; strength is major asset; weapons and shields used at -20 WS = penalty hydra-like: heads, limbs, and/or torso like serpents; torso may be snake-= lie, quadrupedal, or bipedal; snake-like appendages may end in mouths, te= ntacles, or whip-like appendages; numerous but unskilled attacks lion-like: slow, short-legged, massive quadrupeds capable of upright, bip= edal stance in combat; swiftness is major asset; weapons and shields used= at -20 WS penalty biped: humanoid or reptilian bipeds; competent with weapons and shields winged biped: less massive humanoid or reptilian bipeds, agile on earth, = awkward in flight; fly as landers; competent with weapons and shields bizarre: forms difficult to classify, with bizarre shapes and means of lo= comotion; includes creatures with forms similar to slugs, amoebas, giant = insects, mollusks, octopi, etc. Psychological Traits: Cause Fear in all living creatures. Immune to psych= ological effects except when confronted by lesser and greater daemons, da= emon rulers, or divine beings of equal status (eg, divine servants, divin= e avatars, gods). Chaos creatures are subject to Frenzy (see WFRP, page 6= 8). Magickal Abilities: detect magick, perceive spirit. Chaos creatures rarel= y possess magickal artifacts, though some may receive them from their sup= eriors (eg, Fleshhounds, creatures of Khorne, the Blood God, wear the Col= lar of Khorne; see Slaves to Darkness, page 27). Special Abilities: Chaos creatures may have a Chaos Attribute. Roll 1d6. = On a roll of 5 or 6, the chaos creature has a Chaos Attribute. Roll 1d100= on the table below to determine which chaos attribute the chaos creature= has: 01-10: Great Fangs, Horns, or Tusks: makes one additional attack per roun= d 11-20: Breathe Fire: makes additional fire attack in melee combat (see WF= RP, page 80) 21-30: Horrible Stench: attackers within 4 yards receive a -10 to WS and = BS 31-40: Iron Hard Skin: 1 point armor over entire daemon 41-50: Long Legs: +1 Movement 51-60: Poisonous Fangs: +1 Strength for attacks (mild animal venom) 61-70: Powerful Legs: +2 Movement 71-80: Very Agile: +10 Initiative 81-90: Very Strong: +1 Strength 91-00: Very Tough: +1 Toughness At the GM's discretion, chaos creatures may have other special abilities = in keeping with a creature's role as a semi-intelligent warrior/guardian.= Service Traits: Faithful 1d6+10. Vengeful 2d6. Attitude and Temperment: All chaos creatures are extremely aggressive fig= hters, and seldom hesitate to attack upon command -- though they may occa= sionally attack something other than the target indicated.. If commanded = to a task other than combat, test vs. Cool. If the test is passed, the cr= eature performs the task. If the test is failed, the creature attacks the= nearest opponent, which may be another daemon or the caster.They are fai= rly intelligent in following simple and specific attack commands, but sho= w little imagination, initiative, or ingenuity. Typical Applications: guardians or warrior-beasts Sample Commands: = "Attack the wizard. Do not slay him, but punish him until I command you t= o cease." "Attack the dwarf. When he is slain, attack any of the other humans or dw= arfs." [as the rider attacks = another target] "Silently approach the sentry, slay him, take his amulet, and return to m= e." Examples: Flamehound ("Ouadu") M WS BS S T W I A Dx Ld IQ CL WP Fel MP 8 40 - 3 3 10 50 2 20 10 10 20 20 - 8 = Fiery dog form. Attacks are poisonous (+1 damage) and fire-based (+1d4 da= mage; flammable materials catch fire). Has the special ability of Long Le= gs: +1 Movement. Faithful 12. Vengeful 5. = Fleshhounds (See Slaves to Darkness, page 27.) Fiends (See Slaves to Darkness, page 33.) Flamers (See The Lost and the Damned, page ??.) MH-Beasts (See The Lost and the Damned, page ??.) Lesser Daemons Daemons of moderate magickal power (11-25MP) are called Lesser Daemons. L= esser Daemons are intelligent, proud, and treacherous. All have some spel= lcasting ability; some are accomplished sorcerors. All may use weapons, a= rmor, and tools, though unusual manipulative appendages may require uniqu= e designs. Lesser Daemon Creation Table D6 M WS BS S T W I A Dx Ld IQ CL WP Fel MP Spells 1 3 40 40 3 3 5 60 3 40 40 40 40 40 40 11 Spell Group A 2 4 50 40 3 4 8 50 2 30 50 50 50 50 50 15 Spell Group B 3 5 50 40 4 3 10 40 2 30 60 60 60 60 60 15 Spell Group C 4 6 50 50 4 4 10 40 2 30 70 70 70 70 70 20 Spell Group D 5 7 50 50 5 4 15 30 2 40 80 80 80 80 80 25 Spell Group E 6 8 60 10 5 5 20 30 3 40 90 90 90 90 90 25 Spell Group F Spell Groups: Spell Group A: discorporate flesh, deepsleep, daemonfire, painmind. Spell Group B: Group A plus vaporbloom, hold daemon. Spell Group C: Group B plus distract memory, distract awareness, command.= Spell Group D: Group C plus toxicbloom, farsleep, fireball. Spell Group E: Group D plus mask, muddlemind, darkscreen, divert attentio= n. Rituals are cast as spells (ie, no preparation or trappings). Spell Group F: Group E plus banish lesser daemon, summon daemon steed, su= mmon imp. Rituals are cast as spells (ie, no preparation or trappings). Forms: Mixed features of natural predatory beasts, intelligent humanoids,= and fanciful monsters. Bizarre means of locomotion and attack are common= =2E Varying in bulk and strength. Colors, skin textures, limbs, and other= organs of all sorts. Have manipulative appendages (hands, claws, suckers= , tentacles, etc.), use weapons, armor, tools, etc., without penalty. Som= e (20%) fly as swoopers. Some (10%) are amphibious. Many are skilled and = learned in various lores associated with warfare and sorcery; rarely indi= viduals may have skill and learning in various crafts, even in gentle and= fine arts (skills selected from the Random Skills Table, WFRP, page 46, = at the GM's discretion). Psychological Traits: Cause Fear in all living creatures. Immune to psych= ological effects except when confronted by greater daemons, daemon rulers= , or divine beings of equal status (eg, divine avatars, gods). Magickal Abilities: detect magick, perceive spirit and other spells as ab= ove are cast as Level 2 Daemonologists. Lesser daemons often possess magi= ckal artifacts, typically lesser weapons or armors, occasionally lesser r= ings or talismans, very rarely chaos weapons (see Slaves to Darkness, pag= es 80-92). Special Abilities: Lesser daemons often have a Chaos Attribute. Roll 1d6.= On a roll of 4 or 5, the lesser daemon has a Chaos Attribute. On a roll = of 6, the lesser daemon has 1d3 chaos Attributes. Roll 1d100 on the table= below to determine which chaos attribute(s) the lesser daemon has. If a = chaos attribute already possessed is rolled a second time, roll again. 01-10: Great Fangs, Horns, or Tusks: makes one additional attack per roun= d 11-20: Breathe Fire: makes additional fire attack in melee combat (see WF= RP, page 80) 21-30: Horrible Stench: attackers within 4 yards receive a -10 to WS and = BS 31-40: Iron Hard Skin: 1 point armor over entire daemon 41-50: Long Legs: +1 Movement 51-60: Poisonous Fangs: +1 Strength for attacks (mild animal venom) 61-70: Powerful Legs: +2 Movement 71-80: Very Agile: +10 Initiative 81-90: Very Strong: +1 Strength 91-00: Very Tough: +1 Toughness At the GM's discretion, lesser daemons may have other special abilities i= n keeping with a lesser daemon's role as an intelligent spellcaster with = formidable combat skills. Service Traits: Faithful 1d6+6. Vengeful 1d6+10. Attitude and Temperment: Lesser daemons are perverse and treacherous, oft= en twisting the intent of a summoner's commands to torment and frustrate = the summoner. Malevolent and scornful of mortals, they consider a summons= as a gross affront to their dignities, and do their best to avenge thems= elves for the offense. Often the wisest course is to flatter the daemon e= ffusively, and to limit one's commands to tasks that the daemons might fi= nd pleasant or diverting, like terrorizing helpless mortals or indulging = in aimless destruction. Any task that requires menial labor, or which imp= lies that the daemon is the summoner's servant, is likely to enfuriate th= e daemon and result in vindictive sabotage or malfeasance. Once a daemono= logist has established a relationship of mutual motivations and respect w= ith a lesser daemon, however, the more likely the daemon is to cooperate = as a willing co-conspirator.Lesser daemons are very intelligent, and show= great imagination, initiative, and ingenuity in completing tasks that ap= peal to their pleasures, pride, or destructive impulses. Typical Applications: Allies or patrons in desperate or dangerous endeavo= rs. Sample Commands: = "Beg pardon, milord, but I'm sure it will not escape your notice that the= brazen mortal with the foolish trappings of Sigmar yonder bears a magick= al artifact of great power, which, if I'm not mistaken, is reputed to hav= e great powers against daemons. Most likely it is a thing beneath your no= tice, milord, but I thought you should be informed..." "Ah, Master of Swords and Sorcerous Schemes, I petition you once again. H= ere you are, amongst all these frail mortals again, where, as all may kno= w, you may do your will without restraint. I fear I'm beset once again by= a frightful array of self-styled daemon-slayers, creeping about in the c= astle's precincts. If you could perhaps slay them, all but the little one= with the golden hair... if you could bring her to me, I'm hope I might f= ind some special sport to amuse us both." Examples: Gargoyle = M WS BS S T W I A Dx Ld IQ CL WP Fel MP 4 50 40 3 4 8 50 2 30 50 50 50 50 50 15 Spell Group B = Winged man-sized humanoid with bat wings, goat legs, and goblin-like horn= ed heads. Similar in intelligence and social graces to a homicidal, drug-= crazed, berserk hobgoblin. Cunning, but impulsive; attacks first, thinks = later. Faithful 11. Vengeful 14. Fly as swoopers. Skills include ambidext= rous, disarm, frenzied attack, game hunting, specialist weapon - 2-handed= sword, strike mighty blow, strike to injure, strike to stun, torture, an= d wrestling. Possesses a magickal 2-handed sword, a lesser weapon of puru= lent gall, and a shield constructed from six loudly-protesting imps which= have been twisted and bound together into a rough disc. Bloodletters (See Slaves to Darkness, page 26.) Daemonettes (See Slaves to Darkness, page 31.) Pink Horrors (See The Lost and the Damned, page ??.) MH-Plaguebearers (See The Lost and the Damned, page ??.) Greater Daemons Daemons of great magickal power (26-??MP) are called Greater Daemons. The= y are immensely proud and independent, and don't take kindly at all to be= ing bothered by mortals. The best-known greater daemons are those of the = Four Powers: the Bloodthirsters of Khorne, the Keepers of Secrets of Slaa= nesh, the Changer of the Ways of Tzeentch, and the Great Unclean One of N= urgle. Greater daemons may have spellcasting abilities equivalent to spel= ls and rituals of any of the sorcerous disciplines, or to any magickal ar= tifacts. The baalruhk described below should be taken as representative, = not typical; the variations in powers and abilities of greater daemons a= re numberless. Greater Daemon Creation Table D6 M WS BS S T W I A Dx Ld IQ CL WP Fel MP Spells 1 6 60 50 6 5 30 90 6 70 70 70 70 70 70 30 Spell Group G 2 7 60 60 6 6 30 90 7 70 70 70 70 70 70 40 Spell Group H 3 8 70 70 6 7 35 90 8 80 80 80 80 80 80 50 Spell Group I 4 9 80 80 7 5 35 90 8 80 80 80 80 80 80 60 Spell Group J 5 10 90 80 7 6 40 90 9 90 90 90 90 90 90 70 Spell Group K 6 10 90 90 7 7 40 90 10 90 90 90 90 90 90 80 Spell Group L Spell Groups: Spell Group G: Cast all Petty and Illusionist spells of Levels 1 & 2 as a= Level 2 Daemonologist. Can cast no Petty or Illusionist rituals. Cast al= l Daemonologist spells and rituals of Levels 1-4 as a Level 4 Daemonologi= st. Cast all Daemonologist rituals except thaumaturgic forms as spells. Spell Group H: Cast all Petty, Battle, Necromantic, and Illusionist spell= s of Levels 1 & 2 as a Level 2 Daemonologist. Can cast no Petty, or Illus= ionist rituals. Cast all Daemonologist spells and rituals of Levels 1-4 a= s a Level 4 Daemonologist. Cast all Daemonologist rituals except thaumatu= rgic forms as spells. Spell Group I: Cast all Petty, and Illusionist spells and rituals of Leve= ls 1, 2, & 3 as a Level 3 Daemonologist. Cast all Daemonologist spells an= d rituals of Levels 1-4 as a Level 4 Daemonologist. Cast all Daemonologis= t rituals except thaumaturgic forms as spells. Spell Group J: Cast all Petty, Battle, Necromantic, and Illusionist spell= s and rituals of Levels 1, 2, & 3 as a Level 3 Daemonologist. Cast all Da= emonologist spells and rituals of Levels 1-4 as a Level 4 Daemonologist. = Cast all Daemonologist rituals except thaumaturgic forms as spells. Spell Group K: Cast all Petty, Battle, Necromantic, Elementalist, and Ill= usionist spells and rituals of Levels 1, 2, & 3 as a Level 3 Daemonologis= t. Cast all Daemonologist spells and rituals of Levels 1-4 as a Level 4 D= aemonologist. Cast all Daemonologist rituals except thaumaturgic forms as= spells. Spell Group L: Cast all Petty, Battle, Daemonologist, Necromantic, Elemen= talist, and Illusionist spells and rituals of Levels 1, 2, 3, & 4 as a Le= vel 4 Daemonologist. Cast all Daemonologist rituals except thaumaturgic f= orms as spells. Forms: Mixed features of natural predatory beasts, intelligent humanoids,= and fanciful monsters, usually incorporating dominant features of five o= r six creatures in one form. Bizarre means of locomotion and attack are c= ommon. Usually exceptional in bulk and strength. Colors, skin textures, l= imbs, and other organs of all sorts. Have one or more pairs of manipulati= ve appendages (hands, claws, suckers, tentacles, etc.), use weapons, armo= r, tools, etc., without penalty. Most (80%) fly as swoopers. Some (20%) a= re amphibious. All are skilled and learned in various lores associated wi= th warfare and sorcery; many individuals have skill and learning in vario= us crafts, even in gentle and fine arts (skills selected from the Random = Skills Table, WFRP, page 46, at the GM's discretion). Psychological Traits: Cause Fear and Terror in all living creatures. Immu= ne to psychological effects except when confronted by daemon rulers or di= vine beings of equal status (eg, gods). Magickal Abilities: detect magick, perceive spirit and other spells as ab= ove. Greater daemons usually possess magickal artifacts, often one or mor= e lesser weapons, armors, rings, or talismans, occasionally greater artif= acts or chaos or daemon weapons (see Slaves to Darkness, pages 80-92). Special Abilities: Greater daemons have one or more Chaos Attributes. Rol= l 1d6 to determine the number of Chaos Attributes possessed. Roll 1d100 o= n the table below to determine which chaos attributes the greater daemon = has. If a chaos attribute already possessed is rolled a second time, roll= again. 01-10: Great Fangs, Horns, or Tusks: makes one additional attack per roun= d 11-20: Breathe Fire: makes additional fire attack in melee combat (see WF= RP, page 80) 21-30: Horrible Stench: attackers within 4 yards receive a -10 to WS and = BS 31-40: Iron Hard Skin: 1 point armor over entire daemon 41-50: Long Legs: +1 Movement 51-60: Poisonous Fangs: +1 Strength for attacks (mild animal venom) 61-70: Powerful Legs: +2 Movement 71-80: Very Agile: +10 Initiative 81-90: Very Strong: +1 Strength 91-00: Very Tough: +1 Toughness At the GM's discretion, greater daemons may have other special abilities = in keeping with a greater daemon's role as an super-intelligent spellcast= er with exceptional combat skills, and an powerful aristocrat of the shad= owrealms. Service Traits: Faithful 1d6+3. Vengeful 1d6+10. Attitude and Temperment: Greater daemons are so unaccustomed to being sum= moned by mortals that they are usually at least briefly curious when summ= oned by a sorceror for the first time. Greater daemons are also so secure= and self-assured that they rarely act impulsively or rashly, confident t= hat nothing could present a serious threat to them.When a greater daemon = is successfully controlled and commanded to a service, reactions are of t= hree general types. First, venomous outrage is common, resulting in furio= us and imaginative promises of unimaginably horrible revenges as the daem= on performs the task. Two, the daemon pretends good-natured acceptance of= the task, meanwhile privately plotting unimaginably horrible revenges on= ce the task is completed. Three, the daemon genuinely accepts the summone= r, not as a peer, but a force to be reckoned with, and thoughtfully barga= ins for favorable considerations in return for service rendered.In subseq= uent summonings, the greater daemon and summoner may eventually come to a= n understanding, if the greater daemon does not slay or possess the summo= ner first. Greater daemons are exceptionally intelligent, and vary greatl= y in disposition and motivation; therefore, in words and actions they are= as complex and unpredictable as humans, only ever-so-much-moreso. They a= re used to having their own way, but are also used to a timeless immortal= ity unfamiliar to humans; thus they are in their way peculiarly patient, = and content to endure minor annoyances in delicious anticipation of intri= cate and baroque triumphs and vengeances. Typical Applications: Allies or patrons in desperate and epic endeavors. Sample Commands: = "Greeting, your Excellency. In short, it must be apparent that I have the= power to bind you to a service. But I am not so foolish as to suppose th= at one so mighty may be commanded to service without dire consequences. I= n fact, I am confident that, though I am much the lesser creature, I none= theless have something to offer you, in return for which I may benefit fr= om your wisdom and majesty. In short, in return for aid in a project so g= rand that it might even interest a Prince of Shadow, I offer access to th= is realm for you and your minions, at a schedule of your choosing. Perhap= s you might be interested in hearing my proposal?..." "I salute you, Shular, Prince of Shadow, Master of Light and Darkness, St= alker of the Corridors of Time. Long have you been absent from the Materi= al Realms. Once again, as Haggamund Heresiarch, I welcome you to the Worl= d of Mortality. You bear the Edea of the Capripede, a token of the Time B= efore Slann. I seek its sister vessel, the Clough of Quia-Quia, which I b= elieve to be of interest to you. I have some news of it. Perhaps you woul= d hear of this news, and consider whether you might assist me in its proc= urement, if there is some manner in which I might repay such generosity?"= Examples: Baalrukh = M WS BS S T W I A Dx Ld IQ CL WP Fel MP 9 80 80 7 5 35 90 8 80 80 80 80 80 80 60 Spell Group J = Form: A baalrukh has a giant, muscular humanoid torso and arms, goatlike = legs, a long, barbed tail, huge, bat-like wings sprouting from its back, = and a horned head with combined features of a goat, a lion, and a dragon.= Flame wreathes from nostril and mouth, and eyes burn like glowing coals.= The Baalrukh has the following special abilities: breathe fire, horrible= stench, and iron hard skin. Cool and dispassionate, the baalrukh is pati= ent and confident, deliberate and stealthy in achieving his ends. Faithfu= l 8. Vengeful 12. An efficient, commanding, and ruthless leader, the baal= rukh is skilled in managing lesser daemons and mortals servants. It flies= as a swooper, and accurately leaps 15 yards without testing. Skills incl= ude engineering, mining, additional language (Khazalid), additional langu= age (the dwarven dialect of Old Worlder), gem-cutting, river lore, and fi= shing. Possesses a magickal whip (a lesser weapon of despair), a magickal= sword (a lesser weaon of piercing flame), and a wide waistbelt of cured = dwarven skin decorated with alternating rows of cut gems and finely-polis= hed dwarven incisors. Bloodthirsters (See Slaves to Darkness, page 25.) Keeper of Secrets (See Slaves to Darkness, page 30.) Lords of Change (See The Lost and the Damned, page ??.) Great Unclean Ones (See The Lost and the Damned, page ??.) Undead = "It is difficult to account for the instinctive, violent horror the livin= g have for the touch of the unquiet dead. Like spiders, slugs, and cockro= aches, the undead produce most desperate aversions despite the fact that,= in the cosmic scheme of things, they typically present a fairly feeble m= enace to a healthy adult. Poets and priests suggest that it is the reachi= ng of the hand from beyond the grave, beckoning the living to death, that= creates this unreasoning terror. In any case, it must be taken as axioma= tic: feeble though their real menace may be, the psychological impact of = the threat of contact with the undead is the essential tactical and strat= egic fundament of battlefield necromantic magick ."Klara Schn, Lecturer i= n Necromancy, Zauberkollegium Altdorf Normally the spirit is separated from the body at death. After a short pe= riod of disorientation and mourning, the spirit departs this plane, eithe= r for the void or for a shadowrealm, according to the deceased's cult bel= iefs. The body remains on this plane to decay into its component elements= and to rejoin once again the earthly cycle of life and death.Sometimes, = however, the spirit remains trapped on this plane because of unfinished b= usiness, or a desire to protect tomb and possessions, or a tragic or trau= matic death. Known as 'ghosts' or 'haunts', these supernatural disembodie= d spirits are occasionally encountered throughout Warhammer World. More c= ommonly the undead faced by adventurers are the handiwork of necromantic = magick. The sorcerous arts of the necromancer are dedicated to interrupti= ng the normal process of death. Necromancers can bind spirits of the depa= rted into remains of the dead, creating the animated dead as their unlivi= ng servants. They can restrain disembodied spirits upon this plane to ser= ve as aethyrial servants and guardians. They can transform their own bodi= es into immortal undead creatures, or free their own spirits to possess a= nd command the bodies of others.The undead described here are those creat= ed by necromancy. Unlike undead summoned from the dreamworld of Khaine, t= he god of Undeath, necromantic undead are not subject to Instability. The= divine undead are substantial manifestations of spirit beings from a sha= dowrealm, more akin to daemons than to the material and aethyrial undead = of necromancy. Neither do necromantic undead require controllers, as do K= haine's undead, nor can control of them be wrested away from a controller= by spells. Necromantic undead are solely under the control of the necrom= ancer that created them. Special Rules for Necromantic Undead The Spirit at Death: Upon the death of a Warhammer character or creature,= the spirit remains in the Aethyrial Realm within 4 yards of the bodily r= emains for a number of turns equal to the WP score that the deceased bein= g had in life (ie, the spirit remains for WP turns, or minutes). At the e= nd of this time the spirit departs for the Void, never to return. The spi= rit goes either to a shadowrealm, as determined by the creature's cult be= liefs, or becomes a soul lost in the Void. The spirits of animals and man= y monsters go to the shadowrealm of the the Earth Mother. The spirits of = Chaos creatures go to various Chaos shadowrealms. Sense Life: Many undead do not perceive the world as do living things. Th= ey perceive the world directly through their spirits. As such, many undea= d have the Sense Life skill as a natural ability. Theseundead can detect = the presence of living beings, even through solid stone several feet thic= k, though stone and other dense materials over a yard thick apparently bl= ock or confuse this sense. The range of this sense is typically six yards= =2E Scholars theorize that this ability is a consequence of the separatio= n of the spirit from the body at death, giving the spirit a clearer perce= ption of the aethyrial world than possible while encumbered by the senses= of a living body. Necromantic Animated Remains Lesser and Greater Skeletons Animated Corpses Zombies Lesser Golems Greater Golems Skeletons Skeletons created by necromancy are fleshless remains of humanoids animat= ed by magically-bound spirits. Skeletons are more mobile and agile becaus= e of their slight structure, but that are also relatively weak and delica= te. Skeletons created by the animate lesser skeleton ritual are animated = only for brief periods, since the spirit is bound to the remains only tem= porarily. Since their spirits are bound to their remains indefinitely, gr= eater skeletons remain animated for much longer periods. Otherwise, in pr= ofile and abilities, lesser and greater skeletons are identical. See anim= ate lesser skeleton (page ??) and animate greate skeleton (page ??). Special Rules: Skeletons sense life at a range of six yards. Skeletons ar= e immune to psychology rules, and cannot be forced to leave combat. They = cause Fear in living creatures. A creature wounded by a skeleton has a 35= % chance of contracting infected wounds (see WFRP, page 83). Skeleton (basic profile) M WS BS S T W I A Dx Ld IQ CL WP MP 4 25 15 2 2 5 40 1 40 10 10 10 10 3 Animated Corpses Animated Corpses created by necromancy are the fleshy remains of humanoid= s animated by magically-bound spirits. Animated corpses are slow and clum= sy, but stronger and more durable than skeletons. Animated Corpses create= d by animate corpse and raise dead are animated only for brief periods, t= hough similar animated corpses preserved by lost Pharonic necromantic art= s have remained animated in ancient tombs for much longer periods. See an= imate corpse (page ??) and raise dead (page ??). Special Rules: Animated corpses sense life at a range of six yards. Anima= ted corpses are immune to psychology rules, and cannot be forced to leave= combat. They cause Fear in living creatures. A creature wounded by an an= imated corpse has a 50% chance of contracting infected wounds (see WFRP, = page 83). Animated Corpse (basic profile) M WS BS S T W I A Dx Ld IQ CL WP MP 2 20 0 3 4 9 10 1 10 10 10 10 10 3 Zombie Zombies created by necromancy are -- like animated corpses -- the fleshy = remains of humanoids animated by magically-bound spirits, but a zombie's = animating spirit is permanently bound to the deceased's remains, and has = a limited self-awareness, permitting the zombie to use some of the instin= cts, skills, and abilities the spirit had in life. Unlike skeletons and = animated corpses, zombies are capable of long service if properly cared f= or. A Zombie tends to deteriorate from decomposition and wear according t= o its environment and level of activity. If not subjected to regular use,= and protected from the elements, a zombie's body may function acceptably= for several decades. If used for hard labor, or exposed to rough treatme= nt or combat, the body may last no more than a few weeks.A zombie behaves= like a sleep-walking or hypnotized individual. It follows its master's c= ommands, but ignores other speakers and is only dimly aware of events in = its environment. It will not, for instance, notice the threat of an attac= king weapon until it is struck, and then only shambles slowly away from a= n attacker.A zombie has access to only a fragment of the knowledge and sk= ills it had in life. A zombie can follow simple directions at its master'= s request, but cannot answer its master's questions, nor can it perform e= ven the simplest feats of reasoning. A zombie is capable of vigorous acti= vity for no more than 3d6+9 rounds at a time, after which it must rest fo= r about an hour to restore its aethyrial energy. It is capable of moderat= e exercise (eg, walking, light labor) for periods up to one hour.A zombie= may not be 'slain' without magickally severing the body's link with its = spirit. Even if chopped up into tiny bits, a zombie's spirit remains link= ed to those bits, and may continue to animate the tiny bits. Scattering t= he fragments of a dismembered zombie will eventually disassociate the spi= rit from the remote parts, while the spirit becomes associated with a par= ticular fragment, continuing to animate that part even in the absence of = the rest of the body. For example, the spirit typically remains associate= d with the heart or the head of the zombie, though accounts of severed bu= t animated zombie hands are not unusual. Even cremation reducing bodily r= emains to ash does not release the bound spirit from the ash. As such, re= ducing Wound points to zero for a zombie do not represent killing or dest= roying it, but represents physically damaging the structure enough that i= t no longer presents a threat. = Special Rules: Zombies sense life at a range of six yards. Zombies may be= forced to leave combat. When they lose a round of combat, they must pass= a Leadership test to stand and fight; if the test fails, they flee. (If = the zombie's creator is within BMP range, test vs. the creator's Leadersh= ip -- not the zombie's.) Zombies cause Fear in living creatures. A creatu= re wounded by a zombie has a chance of contracting a disease (see WFRP, p= age 83). Roll 1d6: 1-3: infected wounds 4: Tomb Rot 5-6: no disease Zombie Profile: Since Zombies vary in abilities according to the spirit a= nimating them, the GM may design the zombie profile as he chooses. The pr= ofile given here is for an average specimen; other profiles may be far be= tter or far worse. Zombie (basic profile) M WS BS S T W I A Dx Ld IQ CL WP MP 4 25 15 3 3 10 30 1 30 20 20 20 20 3 Golems Golems are created by sophisticated spirit-binding and animation rituals,= producing an undead being with many of the abilities of a living being. = The flesh is not living, but otherwise the mind and body of a golem are l= inked in much the same way as in a living creature.A lesser golem is crea= ted by linking a spirit to a body other than the one the spirit inhabited= in life. The advantage is that the body's original spirit need not be so= ught and summoned -- a difficult, expensive, and often-fruitless labor. T= he disadvantage is that the spirit may or may not be a good match for the= body's abilities; consequently, lesser golems are a good deal less able = than either the original body or spirit, and mental disorders caused by t= he shock of mismatched body and spirit are common and abundant. (The Fran= kenstein monster would be a good example of a lesser golem.)In a Greater = Golem a spirit is linked with its original body. Under the right circumst= ances, the abilities and skills of a greater golem may be almost indistin= guishable from the being as it was in life. Unfortunately, however, great= er golems are also subject to considerable mental stress -- first, from = the shock of reawakening, and then from the prospect of discovering itsel= f to be an undead being. Many personalities do not weather this shock wel= l at all, and sufffer from gross distortions of personality, often limiti= ng mental and physical capacities. Other personalities -- unhappily, usua= lly the most cold-blooded and unprincipled -- adapt easily to undeath, an= d may in fact be pleased and grateful for their form of limited immortali= ty. (Liches and vampires are exceptionally fine examples of the products = of rituals similar to the greater golem ritual.)The better the condition = of the fleshly remains, the more satisfactory the recovery of the origina= l being's physical abilities, and, typically, the less stress on the psyc= he of the revenant. However, greater golems may be achieved with no more = than a skeleton -- or even a fragment of skeleton, and though such a gole= m's physical abilities are quite limited, they may still retain their mem= ories and mental abilities. Again, few personalities can withstand the sh= ock of awakening after several centuries and discovering themselves to be= a bag of bones in a sack, but some extraordinary individuals -- most com= monly sorcerors or other spellcasters -- have the breadth of mind to adap= t to "life" as a skull in the parlor of a necromancer.Like a zombie, a go= lem is capable of vigorous activity for no more than 3d6+9 rounds at a ti= me, after which it must rest for about an hour to restore its aethyrial e= nergy. It is capable of moderate exercise (eg, walking, light labor) for = periods up to one hour. Lesser Golems: These are similar in abilities to a zombie, except they of= ten have superior WS and BS, a Strength and Toughness of 4 (magickally e= nhanced as the golem draws on its spirit for power), and 10-15 Wounds. Th= ey follow their master's commands like a zombie, and they cannot speak, o= ther than to make weird grunting and moaning sounds, but they can reason = after a fashion, and exercise some initiative in accomplishing tasks. For= instance, they instinctively defend themselves from harm (ie, parry atta= cks, and maneuver for advantage in combat) and learn from experience. The= y also instinctively fear injury, and as such may choose to withdraw agai= nst greater odds, unlike most undead. However, they do not have higher me= ntal functions, communicate very crudely and non-verbally, if at all, and= typically suffer from dementia and, when threatened or terrified, from c= atatonia (see WFRP, p. 84). As such, they may make satisfactory servants,= slaves, or laborers for certain simple tasks, but are less effective as = guards or troops. Special Rules: Lesser golems sense life at a range of six yards. Lesser g= olems may be forced to leave combat. When they lose a round of combat, th= ey must pass a Leadership test to stand and fight; if the test fails, the= y flee. (If the Lesser Golem's creator is within BMP yards, test vs. the = creator's Leadership -- not the golem's.) Lesser golems cause Fear in liv= ing creatures. A creature wounded by a lesser golem has a chance of contr= acting a disease (see WFRP, page 83). Roll 1d6: 1-3: infected wounds 4: Tomb Rot 5-6: no disease Lesser Golem Profile: Since lesser golems vary in abilities according to = the body and the spirit = animating it, the GM may design the profile as he chooses. The profile gi= ven here is for an average = specimen; other profiles may be far better or far worse. Necromancers usu= ally select bodies with superior = physical qualities, so these tend to be better than the human average, bu= t the mental abilities tend to be low = average or worse. Lesser Golem (basic profile) M WS BS S T W I A Dx Ld IQ CL WP MP 4 35 25 4 4 15 30 1 30 20 20 20 20 3 Greater Golems: The spirit is self-aware and in many ways is similar to t= he being it was in life. However, it is mentally in the thrall of the nec= romancer, and lacks some of the abilities of living beings (it cannot cas= t magick, it cannot resist magickal effects, etc.). It is also limited to= brief periods of activity, since its actions are sustained magickally, a= nd it is typically terribly deranged by the experience of being a self-aw= are undead (ie, loaded with colorful mental disorders). GM: Greater golem= s may be assigned 1-3 of the following mental disorders at your discretio= n: Agoraphobia, Alignment Change, Amnesia, Animosity, Catatonia, Claustro= phobia, Dementia, Depression, Scotophobia, Frenzy, Hatred, Heroic Idiocy,= Introversion, Kleptomania, Mania, Manic Depressive, Megalomania, Patholo= gical Lying, Phobia, Schizophrenia. (See WFRP, pp. 83-86, for details of = mental disorders.)For centuries necromancers have sought to bring back to= life individuals with extraordinary skills and intellect, often in hopes= of recovering those lost skills and intellect as enslaved resources, but= occasionally as an abstract exercise or noble inquiry into the mysteries= of the past. Greater golems thus may often make exceptional skilled slav= es or guards, and may ironically be of greater intellect and skill than t= heir masters who reanimated them. Special Rules: Greater golems sense life at a range of six yards. Greater= Golems cause Fear in living creatures. A creature wounded by a greater g= olem has a chance of contracting a disease (see WFRP, page 83). Roll 1d6:= 1-3: infected wounds 4: Tomb Rot 5-6: no disease Greater Golem Profile: Greater Golems vary according to the individual pe= rson the necromancer seeks to revive -- that is, a necromancer who wants = an engineer will get the best (dead) one he can find. The profile given h= ere is for an average specimen; other profiles will vary as much would pr= ofiles for player and non-player characters. Necromancers usually select= for superior mental and physical qualities, so these tend to be better t= han the human average. Greater Golem (basic profile) M WS BS S T W I A Dx Ld IQ CL WP MP 4 40 30 3 3 14 30 1 40 40 40 40 40 4 Liches and Vampires: See WFRP, page 249, and lichelife, page ??. Mummies: See WFRP, page 250, and create greater golem, page ??. Necromantic Aethyrial Undead Ghost Haunt Spectre Wight Ghosts, Haunts, and Spectres Ghosts are the disembodied spirits of dead creatures trapped on this plan= e because they have not been properly laid to rest, because they have lef= t important unfinished business, or because they died unexpectedly or in = tragic circumstances. A ghost's spirit is bound to remain on this plane u= ntil the source of distress is removed (eg, until its remains are decentl= y buried, or its unfinished business is attended to, or its murder is ave= nged). When satisfied, the spirit departs naturally for the Void. Spectre= s are a particularly malevolent and powerful type of ghost.A haunt is cre= ated when a spirit is summoned with the capture humanoid spirit ritual, t= hen bound to remain temporarily at a necromancer=D5s bidding. A lesser ha= unt is similar in nature to a ghost, but, unlike a ghost, a lesser haunt = remains in the Material Realm only until the summoning ritual effect expi= res. A greater haunt, like a ghost, is bound to the Material Realm indefi= nitely. See capture humanoid spirit, page ??.Ghosts, haunts, and spectres= manifest on this plane in a variety of guises. Some appear as they might= have in life, and appear to be fully material until touched, when the ya= re reveled to be insubstantial. Others are hideously distorted or gruesom= e in aspect (eg, horribly mangled, or carrying its own severed head under= an arm). Some appear only as noises or disembodied voices, moaning or sc= reaming, rattling chains or making thumping noises, or speaking to plead = for aid or warn against danger.Some ghosts are malevolent, spitefully att= acking the living without provocation; some are passive and unresponsive = to the living; others are kind and protective. Spectres and haunts are al= ways malevolent, attacking any being which come within range. The range o= f a ghost, spectre, or haunt varies according to the location and the spi= rit -- typically about 4 yards from the location where it is bound. Special Rules: Ghosts, haunts, and spectres sense life at a range of six = yards. Ghosts, haunts, and spectres may pass through solid objects, such = as walls, without penalty, and may become visible or invisible at will. G= hosts, haunts, and spectres cannot be forced to leave combat. Ghosts, hau= nts, and spectres cannot be wounded by non-magical weapons and cannot cau= se damage themselves. The touch of a ghost or haunt causes Fear. When a = ghost or haunt "strikes" an opponent, the victim must make a Cool test at= a -10 penalty, or flee from the ghost or haunt.The touch of a spectre ca= uses Fear or Terror at the spectre's option. In addition, when a spectre= "strikes" an opponent, the victim must make a WP test or be paralyzed fo= r 2d6 turns (minutes). Paralysis attacks even affect creatures which are = immune to non-magical weapons. Ghost or Haunt (basic profile) M WS BS S T W I A Dx Ld IQ CL WP MP 4 25 0 0 4 10 50 1 - 20 20 20 60 3 Spectre (basic profile) M WS BS S T W I A Dx Ld IQ CL WP MP 4 40 0 0 4 23 60 4 - 20 20 20 60 3 Wight Wights are disembodied spirits bound to their remains on the Material Pla= ne, but not animating those remains. These aethyrial undead are created b= y necromantic rituals, typically as guardians over the burial-wealth of d= eceased kings, nobles, and wizards. They may also be created by necromanc= ers as guardians of the necromancer's quarters and possessions.In appeara= nce, wights typically manifest as the deceased at the moment of death, an= d may be in fine robes, battle armor, or the garments of old age and the = sick bed. The most fearsome in aspect, and the most prized by necromancer= s as guardians, are proud rulers and warriors who died in battle. Special Rules: Wights sense life at a range of 10 yards. Wights may pass = through solid objects, such as walls, without penalty, and may become vis= ible or invisible at will. Wights cannot be forced to leave combat. Wight= s cannot be wounded by non-magical weapons and cannot cause damage themse= lves. Wights attack any living thing that passes within 1d10+10 yards of= its remains. The actual range of a wight varies according to the persona= lity and nature of the deceased's original spirit. Wights created from de= ceased sorcerors, divine spellcasters, or magickal humanoids may have muc= h greater ranges at the GM's discretion.The touch of a ghost or haunt cau= ses Fear. In combat, they do not cause Wound damage, but deduct 1 point f= rom the victim's Strength and add 1 point to their own Strength and 1d10 = to their MP total. The wight's Strength may be increased to a maximum of = 6 in this fashion; there is no limit to the increase of its MP. A victim = reduced to zero Strength is slain. These attacks are magickal in nature, = and may therefore affect creatures not affected by normal weapons; howeve= r, wights cannot cause Wounds upon other aethyrial creatures, and may onl= y cause normal wounds on undead and daemons.Wights have the magickal abil= ity to affect living creatures within 10 yards as the spell hypnotic comm= and (Illusion 2, page ??). They must spend MP to cause this effect. The r= ange for the use of this ability is 10 yards. See WFRP, page 253 and cre= ate wight, page ??. Wight (basic profile) M WS BS S T W I A Dx Ld IQ CL WP MP 4 50 0 4 4 17 30 1 - 30 30 30 60 10 Other Undead Entities Marshlight: See WFRP, page 252. References in folklore and song refer to= marshlights as departed Wood Elven ancestral spirits which guard forestl= ands from trespassers. = Wraith: See WFRP, page 253. Wraiths are aethyrial spirits of dead Khaine= worshippers returned to the Material Realm by Khaine to serve him in his= war against the followers of Morr. = Carrion: See WFRP, page 248. Carrion are unique daemon-like undead flyin= g creatures of the shadowrealm of the Death God Khaine, given by Khaine t= o favored servants as mounts. Ghouls: See WFRP, page 248. Ghouls are living servants of the Death God = Khaine who have surrendered themselves voluntarily to possession by morbi= d otherworldly spirits from Khaine's shadowrealm whose unholy mission is = to ritually desecrate the graves and remains of the righteous dead protec= ted by the god Morr. Vampires: See WFRP, page 250. Vampires are believed to be the products o= f an unknown variant of the lichelife ritual, probably of 2nd Millenium D= ark Elven origin. These quasi-immortal beings are said to live in secret = among the various cultures of the Old World, sometimes in small secret so= cieties, sometimes as isolated hermits. Alchemical Compounds Beings of living flesh may be affected by the magickal properties of many= arcane substances through the medium of alchemical compounds. Often dire= ct consumption of substances with magickal properties may have immediate = magickal effects -- for example, those who drink fresh dragon blood may g= ain the ability to understand the speech of animals and birds. However, d= irect consumption is generally inefficient and extremely dangerous, part= icularly without expert knowledge of the substance and its effects. Many = arcane substances are either latent in power or extremely toxic unless pr= operly refined and prepared by an alchemist, the expert in identification= and preparation of arcane substances. Preparing Alchemical Compounds Characters must possess the necessary skills, alchemical formulae, trappi= ngs, and reagents to prepare alchemical compounds. First, the character m= ust possess the Prepare Compound skill matching the rank of the compound = he wishes to prepare. Second, he must have learned the alchemical formula= for the compound. Finally, he must possess the required reagents and pos= sess (or have access to) the required trappings (ie, alchemical apparatus= ). = Preparation Quality Score: A qualified character may attempt to prepare o= ne measure of most compounds in a minimum of one hour, with a Preparation= Quality Score of 50. For each extra hour spent in preparing the compound= , add 10 points to the Preparation Quality Score. (For example, a compoun= d prepared in three hours has a Preparation Quality Score of 70, while a = compound prepared in six hours has a Preparation Quality Score of 100.) = Certain compounds require more time to prepare. Such exceptions are indic= ated in the Alchemical Compound Descriptions below. To determine whether= a compound has been successfully prepared, roll 1d100. If the roll is eq= ual to or less than the Preparation Quality Score, the compound has been = prepared properly, and is of adequate quality, and is known by the prepar= er to be as such. If the roll is greater than the Preparation Quality Sco= re, the compound has been spoiled during preparation, and is immediately = recognized as such by the preparer. The reagents are ruined, and cannot b= e used for any alchemcial or sorcerous purposes. Each alchemical compoun= d has a Preparation Quality Score. The preparer always knows the Preparat= ion Quality Score of a compound he has prepared. However, there is no mea= ns of testing a compound's preparation except by using the compound; thus= , when a character purchases, discovers, or steals a compound, he does no= t know what the compound's Preparation Quality Score is. When known, the = Preparation Quality Score should be noted in parentheses after the name o= f the potion (eg, "Dust of Coldlight (60)" indicates a compound of Dust o= f Coldlight with a Preparation Quality Score of 70.) Common Reagents are= obscure but inexpensive alchemical components. They are often easily col= lected from Nature, or available cheaply from Pharmacists, Herbalists, an= d Traders, and prepared in bulk and stored by Alchemists. Alchemists are = assumed to have an ample supply of Common Reagents as part of their trapp= ing. Sorcerors and other characters with Prepare Compound skills must obt= ain these components separately at the cost of 10% of the potion's street= value. (Street values are listed for alchemical compounds below.) Extra= ordinary Reagents and True Elements are especially rare or expensive alch= emical components. When Extraordinary Reagents or True Elements are requi= red in a compound's description (see examples below), alchemists, sorcer= ors, and other characters must purchase these substances or obtain them b= y other means. Purchasing Alchemical Compounds Alchemists and sorcerors are not allowed to sell alchemical compounds wit= hout a charter from the rulers or ruling bodies of most Old World nations= =2E The Guild may at any time decree that alchemical compounds may only b= e sold to the State -- a typical occurrence in wartime. However, in the p= ast 50 years, alchemical compounds have been more commonly available on t= he open market, though their high costs still limit them to the wealthy n= obles and upper middle-class. Because of the dangerous nature of their oc= cupations, many adventurers and soldiers -of-fortune find it wise to inve= st in useful alchemical compounds like Unguent of Burnbalm, Potion of Cal= loused Flesh, and Plaster of Falseflesh. The sale of certain alchemical c= ompounds (eg, Unguent of Disguise and Potion of the Wolf Were) is restric= ted at all times by the Guild, particularly when abuse of such a alchemic= al compound might lead to criminal activity or injury to the public welfa= re. Identifying Alchemical Compounds Characters with the Alchemical Lore skill may have some chance of identif= ying an unlabeled alchemical compound, recognizing a falsely-labeled alc= hemical compound, or recognizing a spoiled alchemical compound. See "Alch= emical Lore," page ??. Using Alchemical Compounds Applying one measure of an alchemical compound takes one round; no other = action may be taken during that round. Most alchemical compounds must be = consumed orally by a character to take effect. (Exceptions are as noted i= n the Alchemical Compound Descriptions below.) The alchemical compound ta= kes effect at the beginning of the following round. Alchemical compounds = have a duration of effect of 1d6+3 x 10 minutes (or as noted in the Alche= mical Compound Description). (GM: Determine the duration of effect by a s= ecret roll and make a note; do not inform the player of the alchemical co= mpound's duration.) Effective Potency and Spoilage Though ancient alchemists apparently had the skill to make alchemical com= pounds that retained their potencies for centuries, most modern alchemica= l alchemical compounds reliably retain their effectiveness for no more th= an a week. After one week, there is some risk that the alchemical compoun= d will spoil, possibly losing its magickal effectiveness and/or threateni= ng its consumer with poisoning or harmful side effects. Alchemical compou= nds created by player characters, and most alchemical compounds encounter= ed in a WFRP campaign, are reliable for no more than seven days. After se= ven days there is a chance of spoilage. When a character uses a compound = over seven days old, test vs. the Preparation Quality score to determine = whether the compound he has consumed has spoiled. Roll 1d100. If the ro= ll is equal to or less than the Preparation Quality Score, the compound h= as not spoiled, and takes effect normally. If the roll is greater than the Preparation Quality Score, the compound i= s spoiled. Roll on the Spoiled Alchemical Compound Table below to determi= ne the effects of the spoiled compound.After 4 weeks there is a much grea= ter chance of spoilage. All tests against the Prepraration Quality Score = are taken at a -30 penalty. Spoiled Alchemical Compound Table Roll Spoiled Compound Effect 01-50: Compound takes effect normally, but user is affected by Addled Wit= s (see Harmful Side Effects below). 51-75: Compound has no effect and is Toxic (see Harmful Side Effects belo= w). 76-95: Compound has no effect and is Extremely Toxic (see Harmful Side Ef= fects below). 96-00: Compound has no effect and user suffers from Shock (see Harmful Si= de Effects below). Harmful Side Effects Some compounds may have a potential for harmful side effects. If indicate= d as such below in the Alchemical Compound Description, roll 1d100. If th= e score falls within range listed in the description, the user has suffer= ed the listed harmful side effects. See below for description of types of= side effects. = Amnesia: User forgets all experiences during period of compound's effect.= Addled Wits: All Int and Int-based skill tests are at a -20 penalty for 1= d6+3 rounds. = Dulled Senses: Enhancement of senses causes senses to burn out temporaril= y. Appropriate sense is blinded for 1d6 hours. = Toxic: User tests vs. Toughness x 10. If test failed, user takes 1d6 woun= ds disregarding Toughness. If test passed, no further harmful side effe= ct. = Extremely Toxic: User tests vs. Toughness x 5. If test failed, user takes= 2d6 wounds disregarding Toughness. If test passed, user takes 1d6 wounds= disregarding Toughness. = Shock: User's spirit is stunned. User receives 1 Insanity Point and falls= into a deep autistic trance for 1d6 hours, and cannot be roused by norma= l or magickal means. (Certain divine magicks may be effective at the GM's= discretion.) Victim's involuntary reactions remain effective, and victim= can be led like a docile child, but is not aware of and does not respond= to the outside world. Severe Mental Trauma: User's mind receives a severe shock. User receives = 1d6+1 Insanity Points. Dependency: User becomes psychologically dependent on the compound. When = not in possession of at least one measure of the compound, all skills and= attribute tests are made a -20 penalty. When under stress (including fac= ed with attack or confronted by danger, powerful personalities, or diffic= ult tasks), test vs. WP to compulsively use the compound. If under stress= , and without access to the compound, all skills and attribute tests are = made at a -40 penalty. Dependency is a disorder, and can only be cured as= such. (See Curing Disorders, Chapter 2, WFRP.) Alchemical Compound Descriptions The descriptions below give the following information about alchemical co= mpounds: Name of Compound: Printed in bold type at the beginning of the descriptio= n Street Value: The first of two figures in parentheses after the name of t= he compound. Street Value is the cost of the compound if purchased at typ= ical prices from an alchemist in a settlement of a population of 10,000 p= ersons or more. Costs in smaller settlements may vary considerably, parti= cularly if the compound is in scarce supply. Availability: The second of two figures in parentheses after the name of = the compound. Availability indicates how likely it would be to find the = compound for sale in a community of a given population. Availability is = indicated in terms of the "Goods and Services Availability Chart" (WFRP, = page 292). A negative modifier following the availability indicates excep= tionally limited availability, and is a negative modifiers to the percent= values indicated in the "Goods and Services Availability Chart." Description of Compound and Effects: Text following name and parentheses.= Describes the nature and game effects of the compound. Components: Lists reagents necessary to prepare the compound. Harmful Side Effects: If a compound is listed with this feature, roll 1d1= 00 when using the compound. If the roll falls within the range listed in = the description,. the user has suffered the indicated Harmful Side Effect= =2E See above for explanations of the various forms of Harmful Side Effec= ts. Prepare Petty Compound (Apprentice Rank) Tincture of Hercules Woundwort (50GC/Plentiful) Bromide of Toxin Antidote (50GC/Scarce) Bromide of Deleriant Antidote (50GC/Scarce) Bromide of Venom Antidote (50GC/Average) Unguent of Phlegethon (200GC/Rare) Unguent of BurnBalm (50GC/Plentiful) Tincture of NightEye (50GC/Scarce) Tincture of BeastHearing (50GC/Scarce) Tincture of BeastSmell (50GC/Average) Incense of [Specific] BeastScent (50GC/Scarce) Incense of [Specific] MonsterScent (200GC/Very Rare) Incense of GraveScent (200GC/Very Rare-10) Soot Punk (50GC/Average) Fulminate of Sal Armoniac (50GC/Scarce) = Tincture of Hercules Woundwort (50GC/Plentiful): aids in healing of wound= s (+20 to Heal Wound skill; +1 to wounds restored with Heal Wounds skill)= =2E Components: Common Reagents. = Bromide of Toxin Antidote (50GC/Scarce): if administered immediately, per= mits Poison test at +50 to reduce level of dosage by one (ie, neutralizes= one dose of toxin). Components: Common Reagents and 1 measure of toxin t= o be neutralized. Bromide of Deleriant Antidote (50GC/Scarce): if administered immediately,= permits Poison test at +50 to reduce level of dosage by one (ie, neutral= izes one dose of deleriant). Components: Common Reagents and 1 measure of= deleriant to be neutralized. Bromide of Venom Antidote (50GC/Average): if administered immediately, pe= rmits Poison test at +50 to reduce level of dosage by one (ie, neutralize= s one dose of venom). Components: Common Reagents and 1 measure of venom = to be neutralized. Unguent of Phlegethon (200GC/Rare): A viscous form of Lesser Water of Fi= re, which is flammable, which burns without heat. Produces normal fire li= ght. When applied to body, reduces fire damage by 2 points. One applicati= on covers one guy, or half a real big guy. Components: Common Reagents; D= urable Water and Durable Fire. Unguent of BurnBalm (50GC/Plentiful): Soothes and promotes healing of bur= ned tissues. Heals 2 wound points caused by fire damage. (Subsequent app= lications have no effect.) Components: Common Reagents (including common = healing herbs) Tincture of NightEye (50GC/Scarce): drops placed in eye to provide Night = Vision: made from eyes of any living night-visioned humanoid. (Note that = dwarfs and elfs look askance at humans who prepare or use this tincture, = under suspicion that eyes came from dwarfs and elfs, which are easily obt= ained; most goblinoids provide equally effective components, but cause so= me discomfort and swelling.) Components: Common Reagents and two eyes of = a night-visioned humanoid. Harmful Side Effects: Dulled Senses (Sight) 99= -00. Tincture of BeastHearing (50GC/Scarce): drops placed in ear to provide en= hanced hearing: made from hearing organs of keen-eared beasts. Bonus of += 20 and doubles range for Listen tests. Components: Common Reagents and he= aring organs of a keen-eared beast. Harmful Side Effects: Dulled Senses (= Hearing) 99-00. Tincture of BeastSmell (50GC/Average): drops placed in nose to produce su= perior sense of smell; common compound from beast scent organs is weaker = and less effective; compound from select Beastman glands, and particularl= y from Ogre and Dragon glands, of special efficacy. Components: Common Re= agents and beast scent organs; exceptional sense of smell from Beastman, = Ogre, and Dragon scent organs. Harmful Side Effects: Dulled Senses (Smell= ) 99-00//81-00 from Beastman, Ogre, and Dragon reagents. Incense of [Specific] BeastScent (50GC/Scarce): Releases a strong scent o= f the beast from which the incense is made. Only a single species's scent= can be contained in a single measure of incense. Exact imitation of the = scent of a single beast of the species. In outdoors or well-ventilated ar= eas, area of effect is 4-yard-cubed, duration is 1d6+3 rounds; scent may = be dispersed or carried along by draft or wind at GM\^{U}s discretion. In= enclosed area, area of effect is 6-yard cubed area, duration is 1d6 hour= s. Components: Common Reagents and extracts from specific beast's glands.= Incense of [Specific] MonsterScent (200GC/Very Rare): Releases a strong s= cent of the monster from which the incense is made. Only a single monster= 's scent can be contained in a single measure of incense. Exact imitation= of the scent of a single monster of the species. In outdoors or well-ven= tilated areas, area of effect is 4-yard-cubed, duration is 1d6+3 rounds; = scent may be dispersed or carried along by draft or wind at GM's discreti= on. In enclosed area, area of effect is 6-yard cubed area, duration is 1d= 6 hours. Note: Since most monsters are rarely encountered, few creatures = or humanoids are familiar with their scents. However, fear of monsters is= almost instinctive, and the scent of creatures which cause fear or terro= r may cause creatures and humanoids to test vs. Cool at the GM's discreti= on. Components: Common Reagents and extracts from specific monster's glan= ds. Incense of GraveScent (200GC/Very Rare-10): Releases a strong scent of un= dead creatures. No effect on unintelligent creatures. Intelligent humanoi= ds test vs. Cool or are affected with Fear. In outdoors or well-ventilate= d areas, area of effect is 4-yard-cubed, duration is 1d6+3 rounds. In enc= losed area, area of effect is 6-yard cubed area, duration is 1d6 hours. C= omponents: Common Reagents, Calcinate of Zombie or Ghoul Flesh Soot Punk (50GC/Average): When ignited, produces a thick cloud of black, = acrid smoke which floats in the air until its particles contact and adher= e to a surface. In outdoors or well-ventilated areas, area of effect is 4= -yard-cubed, duration is 1d6+3 rounds; scent may be dispersed or carried = along by draft or wind at GM's discretion. In enclosed area, area of effe= ct is 6-yard cubed area, duration is 1d6 hours. Beings and objects passin= g through the cloud or engulfed in the cloud are covered with dark, black= , tacky soot which adheres to the surface, and resists removal without de= dicated scrubbing. Detects as magic. Note: Good for marking and tracking = beings. Punk must remain while cloud is being formed, since punk will go = out, and cloud will not be produced. = omponents: Common Reagents Fulminate of Sal Armoniac (50GC/Scarce): 1 hit (1d6) damage at Strength 3= per measure; ignite with fire; not suitable as a bomb; loud boom and acr= id smoke. Components: Common Reagents. Prepare Craft Compound (Rank 1) Fulminate of Brimstone (100GC/Rare) Seed of Ice (200GC/Very Rare-10) Seed of Air (200GC/Very Rare-10) Seed of Fire (200GC/Very Rare-10) Seed of Earth (200GCVery Rare-10) Potion of Calloused Flesh (100GC/Scarce) Warpdust (??GC/Very Rare-24) Greek Fire (200GC/Very Rare-20) Dust of Coldlight (200GC/Very Rare) Philter of Berserker Frenzy (50GC/Scarce -- Common in Dwarven settlements= ) Potion of [Given Beast Species] Speech (50GC + cost of beast extract/Very= Rare-10) Philter/Oil of [Given Creature] Control (50GC+cost of creature extract/Ve= ry Rare-20) Philter of Love (50GC/Rare) Potion of Alectorian (50GC/Rare) Unguent of Disguise (100-200GC/Very Rare-24) Plaster of Falseflesh (100GC/Average) Permiate of Slime (50GC/Very Rare) Fulminate of Brimstone (100GC/Rare): 1 hit (1d6) damage at Strength 6 per= measure; 1 measure =3D 1 bomb (see WFRP, p. 127); ignite with fire or wi= th fuse; loud boom and acrid smoke. Components: Common Reagents. Seed of Ice (200GC/Very Rare-10): Tiny pellet. When exposed to water, fre= ezes all fluids within four-yard radius for 2d6+6 minutes. Components: Co= mmon Reagents, Durable Water. Seed of Air (200GC/Very Rare-10): Tiny pellet. When exposed to air, cause= s a gale wind to blow from the seed in all directions for 2d6+6 minutes. = Creatures less than 10' tall test vs. Strength x 5 or are thrown prone an= d blown 2 yards per round. Disruption and damage to surroundings at GM's = discretion. Components: Common Reagents, Durable Air. Seed of Fire (200GC/Very Rare-10): Tiny pellet. When exposed to open flam= e, ignites all inflammable material within four-yard radius and causes it= to burn intensely for 2d6+6 minutes. Components: Common Reagents, Durab= le Fire. Seed of Earth (200GCVery Rare-10): Tiny pellet. When exposed to earth, ca= uses all soil and mud within 4-yard-radius to harden to a rock-like consi= stency for 2d6+6 minutes. Components: Common Reagents, Durable Earth. Potion of Calloused Flesh (100GC/Scarce): Same effect as Petty spell Toug= hen Flesh. Components: Common Reagents, extracts from Ogre or Beastman f= lesh Warpdust (??GC/Very Rare-24): Warpstone calcinate mixed with lead and ren= dered inert. When exposed to direct flame, warpstone dust is released. Th= ose in area of effect must test vs. Toughness x 10 or become tainted with= Chaos. GM secretly tests and notes results; victims may develop mutation= s within 10 days, or Taint may lie dormant indefinitely. In outdoors or w= ell-ventilated areas, area of effect is 4-yard-cubed, duration is 1d6+3 r= ounds; scent may be dispersed or carried along by draft or wind at GM's d= iscretion. In enclosed area, area of effect is 6-yard cubed area, duratio= n is 1d6 hours. Note: Possession or use of this compound is treason. Comp= onents: Common Reagents, Warpstone. Harmful Side Effects: Taint of Chaos = 51-00; see description. Greek Fire (200GC/Very Rare-20): A tarry substance that burns stubbornly,= even on non-flammable materials. Covers 1 square foot per measure, burns= for 1d6+3 rounds, causing damage as described in WFRP, "Fire," page 80. = Components: Common Reagents, Durable Fire, Durable Water. Dust of Coldlight (200GC/Very Rare): Dust particles which glow with the s= trength of candlelight when exposed to air. Glow lasts 1d6+3 hours. Effec= tive when entire application is upon a one-foot-square area; more diffuse= application causes glow to fail. Components: Common Reagents, Durable Fi= re, Durable Air. Philter of Berserker Frenzy (50GC/Scarce -- Common in Dwarven settlements= ): Taken orally. Subject instantly seized with fighting frenzy (see "Fren= zy," WFRP, page 69); no Cool test is taken. Components: Common reagents. = Note: Humanoid glandular extracts, an essential component of this prepara= tion, may be obtained by surgery without harm to the donor. Harmful Side = Effects: Addled Wits 91-00. Potion of [Given Beast Species] Speech (50GC + cost of beast extract/Very= Rare-10): Speak the language of a given beast species. Does not compel t= he beast to pay attention; user must successfully appeal to the beast's c= uriosity or needs. Communication is no greater than you'd expect, given t= he beast's limited intelligence and comprehension of things outside its e= xperience. Components: Common Reagents + brain extracts from specificcrea= ture. (Note: Extracts from normal beasts vary from 0GC for common animals= like rabbits, rats, and horses to 50GC for dangerous, foreign, or rare c= reatures like bears and lions. Extracts from magickal creatures are Extra= ordinary Reagents; therefore, all speech preparations for magickal creatu= res require Extraordinary Reagents.) Harmful Side Effects: Addled Wits 91= -00. Philter/Oil of [Given Creature] Control (50GC+cost of creature extract/Ve= ry Rare-20): Philter must be introduced orally to the creature, which wil= l then closely and peaceably follow an object or person anointed with the= oil of control. Philter is a creature-specific stimulant of curiosity/se= xual attraction mixed with a tranquilizing drug. Oil is a preparation of = the creature's sexual glands; must be collected when creature is in matin= g season. Duration is 1d6 hours per dose. Stimulant usually wears off fir= st, leaving animal no longer tractable, but docile. Components: Common Re= agents + glandular extracts from specific creature. (Note: Extracts from = normal beasts vary from 0GC for common animals like rabbits, rats, and ho= rses to 50GC for dangerous, foreign, or rare creatures like bears and lio= ns. Extracts from magickal creatures are Extraordinary Reagents; therefor= e, all control preparations for magickal creatures require Extraordinary = Reagents.) Harmful Side Effects: Addled Wits 91-00. Philter of Love (50GC/Rare): When taken orally, causes subject to fall in= love with the first humanoid of the opposite sex viewed after consuming = the preparation. No test to resist if humanoid of opposite sex is at leas= t marginally appropriate as a subject of romantic love, and of the same h= umanoid species. Test vs. WP to resist compulsion if first person viewed = is of another humanoid species, or grotesquely ugly or otherwise intensel= y inappropriate as an object of love. Components: Common Reagents + Human= oid Species Glandular Extracts. Harmful Side Effects: Addled Wits 91-00. = Note: Also Philters of Friendship (+20 Fellowship); Distrust (-20 Fellow= ship); Enmity (Test vs. Cool or attack); Fear (Test vs. Cool or Flee!). A= pplication as smear, additive, blade venom, or gas. Potion of Alectorian (50GC/Rare): courage potion; +20 to Cool tests; made= from stones found in stomach of cocks. Components: Common Reagents and c= ock stomach stones. Harmful Side Effects: Amnesia 96-00. Unguent of Disguise (100-200GC/Very Rare-24): common reagents permit chan= ge of coloring and rapidgrowth of head, body, and facial hair; extraordin= ary reagents from preserved Doppleganger bits permit voluntary reshaping = of tissues as well as control of coloring and hair. Components: Common Re= agents; preserved Doppleganger tissue for exceptional effects. Plaster of Falseflesh (100GC/Average): When applied to any critical wound= (including severed limbs), it causes the injury to seal itself in 1d6+3 = rounds. Terminal Bleeding is automatically staunched; broken, dislocated,= or amputated limbs are sealed and immobilized. The victim is restored to= 0 Wound Points and is heavily wounded. Injury must be treated by Surgery= or Heal Wounds before natural healing begins. Injured being may be moved= without danger. Note: Falseflesh does not actually heal the injury. The = injury is simply sealed with the regenerating virtues of falseflesh, so t= he victim does not develop the unsightly scars associated with Balm of Re= generation (see below). Components: Common Reagents, Assorted Fresh Troll= Tissues. Permiate of Slime (50GC/Very Rare): when applied to bare flesh, causes su= bject to ooze a thick slime that adheres or becomes slippery at will; adh= ering is handy when climbing walls; slippery is handy when grappling. 20 = point modifiers to appropriate tests at GM discretion. Components: Common= Reagents and bushels of slugs; giant slug produces a slime of exceptiona= l durability and tenacity. Harmful Side Effects: Dulled Senses (Touch) 91= -00. Prepare Master Compound (Rank 2) Fulminate of Orpiment (100GC/Very Rare) Balm of Regeneration (200GC/Very Rare) Water of Tempered (True Metal) (100GC + Cost of Given True Metal/Very Rar= e) Philter of Fellowship (100GC/Very Rare) Water of Magnesium: (200GC/Very Rare-10) Potion of Lift (100GC/Very Rare)= Unguent of Scabrous Healing (200GC/Very Rare) Extract of Ogre Adrenal (200GC/Very Rare) Extract of Elf Gland (150GC/Very Rare-24) Distillate of Faithful Blood (200GC/Rare) Oil of Speed (200GC/Very Rare-10) Potion of BeastSpeech [1000GC/Very Rare-24] Dust of Essential Air (200GC/Very Rare) Fulminate of Orpiment (100GC/Very Rare): no damage, but all humanoids wit= hin 1 inch square (1 yd.) receive 1d3 doses of toxin equivalent to Manban= e; all humanoids in adjacent square receive 1d3-1 doses. Components: Comm= on Reagents Balm of Regeneration (200GC/Very Rare): When applied to any critical woun= d (including severed limbs), it causes the injury to heal in 1d6+3 rounds= =2E The victim is restored to 2 Wound Points. Healed wound leaves a spect= acular wart-studded scar, with discolored, dark greenish tint around scar= =2E Injured being can move under his own power as soon as the wound is he= aled. Components: Common Reagents, Fresh humanoid Blood, Assorted Fresh T= roll Tissues. Harmful Side Effects: Shock 99-00. Water of Tempered (True Metal) (100GC + Cost of Given True Metal/Very Rar= e): When applied to the appropriate metal, soaks into the metal and cause= s it to become extremely hard, yet subtly flexible. Application to a sing= le weapon gives a bonus of +1 to damage, and causes damage to magickal cr= eatures. Application to a location's-worth of armor or a shield causes it= to absorb +1 points of damage. Note: Since weapons are usually made of i= ron, most of these compounds are Water of Tempered Iron, though Water of = Tempered Mithril and Water of Tempered Silver may also be found, though f= abulously expensive. Components: Common Reagents, Appropriate Noble Metal= Philter of Fellowship (100GC/Very Rare): Taken orally. Humanoids within 2= yards react in a friendly and trusting manner. User receives a +20 bonus= to his Fellowship for all tests. Those within range may test vs. WP to r= esist effect if they are alert and suspicious of magickal persuasion. Com= ponents: Common Reagents. Water of Magnesium: (200GC/Very Rare-10): A liquid form of metal which bu= rns with intense heat. Causes 1d6 damage at Strength 10 to one body locat= ion, or to a one-foot-by-one-foot area. Components: Common Reagents, Dura= ble Earth, Durable Water, Durable Fire Potion of Lift (100GC/Very Rare): Taken orally. Subject and up to one-hal= f encumbrance allowance floats as if weightless. If provided with artific= ial wings or other propulsion, fly as a hoverer. Without propulsion, clim= bs and dives as a hoverer, but cannot fly level. Greater Compound. Compon= ents: Common Reagents, preserved dragon/wyvern/hippgriff/pegasus/jabberwo= ck/manticore lifting body, Durable Air stabilizers. Unguent of Scabrous Healing (200GC/Very Rare): Heals 1 wound per round fo= r 2d6+2 rounds. Leaves ugly masses of distorted scar tissue, cosmetically= unappealing but not dangerous to health. Components: Common Reagents, eq= ual parts of fresh troll blood and fresh species baby blood. Sale and pos= session of this unguent is outlawed by state and most cults, though avail= able on the black market for high prices. Fairly common in goblin and dar= k elf culture, and considered valuable trade goods by ogres, giants, and = many other monstrous intelligent humanoids. Harmful Side Effects: Shock 9= 1-00. Extract of Ogre Adrenal (200GC/Very Rare): +1 strength, user gets real hu= ngry, must test vs. cool to impulsively eat any food in possession or in = sight. Components: Common Reagents, Ogre Adrenal Extract. Harmful Side Ef= fects: Addled Wits 91-00. Extract of Elf Gland (150GC/Very Rare-24): +20 initiative. Components: Co= mmon Reagents and elf glandular extracts. Distillate of Faithful Blood (200GC/Rare): Retards user blood loss, and a= utomatically prevents Terminal Bleeding. Reduce all wound loss from weapo= ns by 1 point for duration of effect. Components: Common Reagents, Assort= ed Preserved Troll Tissues. Oil of Speed (200GC/Very Rare-10): Hyper-stimulates the muscles and sense= organs of the user. +2 Move, +40 Initiative, +1 attack, -30 WS, BS, Dex,= Int, and all skills. Cannot cast spells. One measure must be applied to = a skin surface, and takes 1d6 rounds to take effect. (A resisting or susp= icious victim may test vs. Strength OR Dexterity +30 to avoid an applicat= ion; oil cannot be used as a missile or with a gas.) User is frantic with= energy and excitement, cannot stand still, and MUST test vs. WP or move = at run speed each round. Components: Common Reagents, Extract of Hippogri= ff glands. Harmful Side Effects: Amnesia 96-00. Potion of BeastSpeech [1000GC/Very Rare-24]: Speak the language of all no= rmal animals. Does not compel the beast to pay attention; user must succe= ssfully appeal to the beast's curiosity or needs. Communication is no gre= ater than you'd expect, given the animal's limited intelligence and compr= ehension of things outside its experience. Greater Compound. Components: = Common reagents + dragon's blood stabilized with durable elements. Harmfu= l Side Effects: Amnesia 91-00 Dust of Essential Air (aka Lucky Snuff) (200GC/Very Rare): When snorted o= r breathed into lungs, permits user to hold his breath for 5d10+10 minute= s. Real handy underwater or in toxic atmospheres (like Toxicbloom and Lun= gfirebloom spell effects). Components: Common Reagents, Durable Air. Prepare Select Compound (Rank 3) Extract of Troll Adrenal (200GC/Very Rare-10) Aethyrwax (300GC/Very Rare-10) Aethyrdust (300GC/Very Rare-10) Tincture of AethyrSight (500GC/Very Rare-20) Potion of Foreign Speech (500GC/Very Rare-20) Sublimate of Ennobled Spirit (500GC/Very Rare-20) Sublimate of Ennobled Genius (500GC/Very Rare-20) Distillate of Treacherous Blood (200GC/Very Rare-10) Pastille of FeverBalm (200GC/Very Rare): Wax of the Meargh (\^{R}Dreamdust\^{S}) (400GC/Very Rare-20) Potion of Flight (400GC/Very Rare-24) Potion of Seductive Musk (500GC/Very Rare-24) Unguent of Transformation (500GC/Very Rare-24) Extract of Troll Adrenal (200GC/Very Rare-10): +2 strength, user gets rea= l stupid, must test vs. Int. to avoid getting Really Bad Ideas. (A wonder= ful roleplaying challenge; if necessary, GM may intervene and assess pena= lties to subjects behaving too intelligently.) Components: Common Reagent= s, Troll Adrenal Extract. Harmful Side Effects: Shock Wits 91-00. Aethyrwax (300GC/Very Rare-10): Used as candle or applied directly to fla= me. Produces a cloud of invisible magick smoke. Sense Magick and detect m= agick are blocked by the smoke cloud. In outdoors or well-ventilated area= s, area of effect is 4-yard-cubed, duration is 1d6+3 rounds. In enclosed = area, area of effect is 6-yard cubed area, duration is 1d6 hours. Compone= nts: Common Reagents, Durable Aethyr. Aethyrdust (300GC/Very Rare-10): May coat one humanoid-sized being or a s= urface 4-yards-square. Detect Magic or sense magick reveals the dust-cove= red humanoid or surface as magickal, though the nature of the magic is ob= scure. Used to distract or confound magick detection, or as a bait when s= etting traps for magicians and adventurers. Components: Common Reaents, D= urable Aethyr. Tincture of AethyrSight (500GC/Very Rare-20): See sources of magick as wi= th the detect magic spell. Does not interfere with viewing of non-magicka= l phenomena. Duration 1 hour. Components: Common Reagents, Durable Air, D= urable Fire, Extract of Daemon Eye. Harmful Side Effects: Dulled Senses (= Blindness) 51-00. Potion of Foreign Speech (500GC/Very Rare-20): Subject talks like a nativ= e -- = may think like a native, too. Greater Compound. Components: Common Reagen= ts, peserved brain, vocal chords, lips and palate of appropriate humanoid= , and Durable Water stabilizers. Note: A Lesser Compound (100GC) may be m= ade if fresh humanoid materials are available. Harmful Side Effects: Addl= ed Wits 96-00. Sublimate of Ennobled Spirit (500GC/Very Rare-20): Gives the user's spiri= t a heightened awareness and concentration, permitting a +20 to WP tests.= Components: Common Reagents, Fresh Humanoid Blood, Durable Aethyr. Harmf= ul Side Effects: Dependency 99-00. Sublimate of Ennobled Genius (500GC/V= ery Rare-20): Gives the user's mind heightened intensity and concentratio= n, permitting a +20 to Int tests. However, for the duration of the effect= , the user cannot communicate with others, is unaware of his surroundings= , and loses the benefits of all involuntary functions and responses other= than breathing. User is treated as a prone target for combat. Components= : Common Reagents, Fresh Humanoid Brain Tissue, Durable Aethyr. Harmful S= ide Effects: Dependency 99-00. Distillate of Treacherous Blood (200GC/Very Rare-10): When the victim los= es 1 or more Wound Points as a result of a weapon attack (or other simila= r injury), he suffers immediately from Terminal Bleeding. Flow of blood m= ay be staunched by normal means (see Terminal Bleeding, Combat). May be t= ransmitted as an additive or blade venom poison. Components: Common Reage= nts, Durable Water, Fresh Humanoid Blood. Pastille of FeverBalm (200GC/Very Rare): Temporarily suppresses the disor= ders and bizarre behavior associated with failed Insanity tests. User bec= omes docile and cooperative for 2d6+6 hours. All the user's skill and cha= racteristic tests receive a -40 penalty. Components: Common Reagents, fre= sh Dwarf blood, Madman's Cap (deleriant). Harmful Side Effects: Dependenc= y 91-00. Wax of the Meargh (\^{R}Dreamdust\^{S}) (400GC/Very Rare-20): Made into c= andles or applied directly to flame. Odorless, invisible smoke fills a 10= -foot-cubed volume. Victims in smoke falls into a sleep-walking, daydream= ing state, remain motionless where they stand in a rapt trance, and are u= naware of their surroundings. Test vs. WP-20 to resist. Loud or violent s= timuli automatically wake victims, and smoke has no further effect. Gentl= e disturbances may permit further WP -20 tests at GM discretion. In outdo= ors or well-ventilated areas, area of effect is 4-yard-cubed, duration is= 1d6+3 rounds; scent may be dispersed or carried along by draft or wind a= t GM's discretion. In enclosed area, area of effect is 6-yard cubed area,= duration is 1d6 hours. Components: Common Reagents, Durable Air, Extract= of Meargh Glands. Harmful Side Effects: Amnesia 51-00. Potion of Flight (400GC/Very Rare-24): Magical properties of dragon blood= which neutralize mass and gravity are temporrily transferred to the user= 's blood. User can float in the air, but must provide his own means of lo= comtoion. Swimming works poorly, artificial wings and towing by fliers wo= rks well. Components: Common Reagents, Durable Air and Water, Preserved D= ragon's Blood. Harmful Side Effects: Toxic 91-00. Potion of Seductive Musk (500GC/Very Rare-24): Humanoid which ingests thi= s potion exudes an extremely subtle scent which causes victims of the opp= osite sex who come within 5 yds. to become deeply infatuated with the use= r. Infatuated victims will do anything to please the user, and will cheer= fully perform even tasks which involve serious threat of injury (test vs.= Int-30 to resist). Victims may test vs. WP-30 to resist infatuation. In = outdoors or well-ventilated areas, area of effect is 4-yard-cubed, durati= on is 1d6+3 rounds; scent may be dispersed or carried along by draft or w= ind at GM's discretion. In enclosed area, area of effect is 6-yard cubed = area, duration is 1d6 hours. Components: Common Reagents, Durable Air, ex= tracts of Harpy glands. Harmful Side Effects: Shock 91-00. Unguent of Transformation (500GC/Very Rare-24): User can shape self into = the appearance of any creature of similar mass. Human-forms can be closel= y mimicked. Alien shapes (lots of legs, fish-shape, wings, etc.) are only= moderately successful. Alien appendages, orifices, and organs do not fun= ction like the mimicked creature (eg, a giant spider might be mimicked, b= ut only four legs would be functional, and no spider silk could be manufa= ctured). Components: Common Reagents, sublimates of the four domains, fre= sh Doppleganger blood Prepare Grand Compound (Rank 4) Elixir of Amaranth (5000??GC/Not Available for Sale) Elixir of Invulnerability 1000GC/Very Rare-24) Delusional Invulnerablility (200GC/Very Rare-24) Alkahest (Universal Solvent) (1000GC/Very Rare-20) Infusion of the Basilisk (2000GC/Very Rare-24) Troche of Countermagick (600GC/Very Rare-24) Potion of the [Specific] Were (2000GC/Very Rare-24) Elixir of Noble Health (1000GC/Very Rare-20) Elixir of Life in Death (2000??GC/Not Availabile for Sale) Permiate of Demanifestation (2000GC/Very Rare-24) Elixir of Amaranth (5000??GC/Not Available for Sale): Protects from ill-e= ffects of aging for one year. Multiple doses do not affect ill-effects of= age retroactively. Preparation Time: A minimum of one month, with a Prep= aration Quality Score of 50; for each extra month spent in preparing the = compound, add 10 points to the Preparation Quality Score. Components: Unk= nown. Rumored variously to require True Gold, fresh greater daemon and/or= dragon blood, anima mundi, true elements, and warpstone. Harmful Side Ef= fects: Severe Mental Trauma 91-00; Dependency 81-00. Elixir of Invulnerability 1000GC/Very Rare-24): Toughness +4, WP +40. Com= ponents: Common Reagents, True Earth, Water, Fire, and Air, preserved les= ser daemon's blood. Harmful Side Effects: Extremely Toxic 91-00; Severe M= ental Trauma: 61-00. Delusional Invulnerablility (200GC/Very Rare-24): User believes himself i= nvulnerable. Challenges or attacks all beings perceived as enemies or riv= als, including daemons and gods, if they cross his path. Self-confidence = is absolute. Components: Common Reagents, deleriants. Alkahest (Universal Solvent) (1000GC/Very Rare-20): Dissolves a 1-yard-cu= bed volume of any and all substances, leaving a measure of each True Elem= ental substance (Durable Earth, Air, Fire, and Water) as a residue. Alche= mists with their apparatus may collect residues for use as reagents. Othe= r substances within the volume of effect are, of course, destroyed, havin= g been disintegrated. Preparation Time: A minimum of one week, with a Pre= paration Quality Score of 50; for each extra week spent in preparing the = compound, add 10 points to the Preparation Quality Score. Components: Com= mon Reagents, Fugacious Air, Fire, Water, Earth, & Aethyr. Requires encha= nted container. Harmful Side Effects: You have to ask? Critical Hit +6, p= al.... Infusion of the Basilisk (2000GC/Very Rare-24): Causes the eyes of the us= er to produce a weak glow which turns to stone any living creature or pla= nt it illuminates. Living plants turn to stone automatically. Living crea= tures test vs. WP-20 to resist each round if within range of gaze, with a= +60 bonus if eyes are closed or averted from the user's glowing eyes. Fo= r each round within the range of the gaze, victims receive a penalty of 1= point from Move and 10 points from all characteristic and skill tests. W= hen Move reaches 0, the victim is permanently turned to stone -- and ther= efore dead. If not turned to stone, victim recovers completely in 1d6 day= s. Range of the effect is 4 yards. In daylight, the glow of the user's ey= e's is not obvious, but in darkness, the glow of the eyes can be seen as = an eerie glimmering. Components: Common Reagents, Fugacious Air, Fugaciou= s Fire, Extract of Basilisk Eye. Requires enchanted container. Harmful Si= de Effects: Extremely Toxic 81-00. Troche of Countermagick (600GC/Very Rare-24): Provides a +40 bonus to WP = for Magick Resistance tests. Components: Common Reagents, Fugacious Earth= , Air, Fire, and Water, preserved Daemon Blood. Harmful Side Effects: Sev= ere Mental Trauma 71-00. Potion of the [Specific] Were (2000GC/Very Rare-24): User is transformed = over a period of 1d6+3 hours into a werecreature. Process is spectacularl= y painful; each hour during transformation, the user tests vs. Cool, or g= ains one Insanity Point. Duration of effect is 1d6 days. User cannot volu= ntarily return to normal form. Components: Common Reagents, Fugacious Ear= th, Air, Fire, and Water, assorted preserved tissues of the specifc werec= reature. Harmful Side Effects: Severe Mental Trauma 81-00. Elixir of Noble Health (1000GC/Very Rare-20): Immediately restores user t= o perfect health, regardless of poison, disease, wounds, injuries, etc. D= oes NOT reduce Insanity Points, and does not restore MP. If administered = within 10 rounds of death, may even revive the dead; Test vs. Toughness x= 10 to revive dead victim. Components: Common Reagents, Fugacious Earth, = Air, Fire, Water, Aethyr. Harmful Side Effects: Dependency 96-00. Elixir of Life in Death (2000??GC/Not Availabile for Sale): Suspended ani= mation. In sealed space (often a coffin) user releases vapors of elixir. = Body functions slow to a fraction of normal. Suspended animation ends whe= n elixir effect ends (1-5d100 years, according to alchemist design), or w= hen sealed space is disturbed (elixir vapors dissipate almost instantaneo= usly). User often sets a servant or mechanism to awaken him. Preparation = Time: A minimum of one month, with a Preparation Quality Score of 50; for= each extra month spent in preparing the compound, add 10 points to the P= reparation Quality Score. Components: Common Reagents, fresh dragon blood= , anima mundi, true elements. Harmful Side Effects: Severe Mental Trauma = 81-00. Permiate of Demanifestation (2000GC/Very Rare-24): Permits user to slip i= n and out between the Material Realm and the Void at will. While in the V= oid, sometimes very interesting things happen. Wandering around while in = the Void is a bad idea -- but sometimes unavoidable. Folks who wander off= while in the Void may have a hard time finding their way back to the rig= ht place in the Material Realm. The Void and the Material Realm are not t= opologically in a one-to-one correspondence, meaning which wandering a fe= w steps in the Void might put one in the middle of the ocean when returni= ng to the Material Realm. Components: Common Reagents, aethyr salts, void= salts, buckets of demon blood. Harmful Side Effects: Severe Mental Traum= a 51-00. Sorcerous Scrolls A scroll is a combination phonetic transcription and procedure manual in = Arcane symbology for the casting of a sorcerous spell or ritual. Scrolls = are prepared in such a way that the scroll itself provides the casting fo= cus and components for the spell -- that is, a modest, one-use Wizard run= e is inscribed in the specially-treated parchment or paper, and the compo= nents are dissolved in solvent and used as inks for part of the inscripti= on. To cast a spell or ritual, one only need read the scroll and provide = the magical power (MP) for the casting. Any character with the Arcane Lan= guage and Scroll Lore skills (sorceror or non-sorceror) can cast a spell = or ritual from a scroll. Casting a spell or ritual from a scroll takes mu= ch longer than a normal casting, but a scroll permits a sorceror -- or no= n-sorceror -- to cast spells he does not know. Scroll Rating: The quality of a scroll depends on many factors -- the int= elligence and skill of the preparing sorceror, the quality of the compone= nts, the time and care with which the scroll is prepared, and so forth. E= ach scroll has a Quality Rating. The Quality Rating is the chance of corr= ectly casting the spell or ritual. After a scroll is read, the GM checks = against the scroll's Quality Rating to see if the casting was successful.= Preparing a Scroll: Any sorceror who reads and writes Arcane can prepare = scrolls for spells and rituals he knows. Preparing a scroll requires a mi= nimum of a certain number of weeks to prepare, as indicated below on the = following table: Type of Scroll Minimum Number of Days to Prepare Petty Spell or Ritual 1 1st Rank Spell or Ritual 2 2nd Rank Spell or Ritual 3 3rd Rank Spell or Ritual 4 4th Rank Spell or Ritual 5 A scroll prepared in the minimum number of days has a Quality Rating is e= qual to the sorceror's Intelligence. For each additional day spent in pre= paration, the scroll's Quality Rating may be increased by 10 points to a = maximum of 97%. Scrolls with ratings higher than 97% are very rare (ie, G= M specials).A sorceror can copy a spell or ritual he does not know, but h= e does not properly appreciate the subtle details of pronunciation and ti= ming recorded in the original. Thus, his scroll is generally unreliable, = often disastrously so. Roll 4d6 for such a scroll's Quality Rating. There= is no bonus for additional weeks spent, since ignorance, not care, is th= e limiting factor in the scroll's quality. Purchasing Scrolls: Scrolls may sometimes be available for sale to guild = members from guild collections, or may be available from private sorceror= s and professional scrollmakers, or may be available on the black market.= Prices vary according to the apparent quality of the scroll and the rank= of the spell or ritual inscribed; however, in a very large settlement, p= rices from a Guild-approved source might be as follows: Type of Scroll Cost of a Scroll with a Quality Rating = of 70 Petty Spell or Ritual 80GC 1st Rank Spell or Ritual 120GC 2nd Rank Spell or Ritual 180GC 3rd Rank Spell or Ritual 280GC 4th Rank Spell or Ritual 400GC Scrolls from private and black market sources might be one-tenth to four = times as great, according to the quality of the scroll and current market= conditions. Casting a Spell or Ritual from a Scroll: A sorceror with the Scroll Lore = skill can cast any spell or ritual inscribed on a scroll. A spell or ritu= al of the sorceror's Mastery Level or lower is cast at no penalty. A spel= l or ritual of a higher Mastery Level may be cast at a -20 penalty per le= vel to the scroll's Quality Rating (ie, a 2nd level Elementalist may cast= a 4th level Daemonology spell from a scroll at a -40 penalty to the scro= ll's Quality Rating).A non-sorceror with Arcane Language and Scroll Lore = skills can also attempt to cast any spell or ritual from a scroll. A pett= y spell or ritual is cast at no penalty. Spells or rituals of higher Mast= ery Levels may be cast at a -20 penalty per level to the scroll's Quality= Rating (ie, a Tomb Robber who reads Arcane Langauge may cast a 4th level= Daemonology spell from a scroll at a -80 penalty to the scroll's Quality= Rating). = Time Required: Casting spells and rituals from scrolls is a pain-staking = and time-consuming procedure, taking far more time than a normal casting.= Scrolls are designed with mental checklists and failsafes so that sorcer= ors can easily anticipate potential casting errors, permitting the sorcer= or to abort the reading and start over when he botches something. Thus, i= t may take a long time, with a lot of starts and stops, but one can event= ually cast any spell at his caster level. Sorcerors: Casting a spell from a scroll takes 2D6+6 rounds. Casting a ri= tual from a scroll takes 4d6+12 rounds. = Non-Sorcerors: Casting a spell from a scroll takes 2D6+6 minutes. Casting= a ritual from a scroll takes 4d6+12 minutes. = The magic points to fuel the spell must be paid by the reader of the scro= ll. Testing for Successful Casting: After the scroll has been read, test agai= nst the scroll's Quality Rating, modified by any penalties or bonuses, to= determine whether the casting has been successful. The GM rolls 1d100 se= cretly. A roll equal to or less than the Quality Rating means the scroll has been= read correctly, and the spell or ritual takes effect normally. A roll greater than the rating, but not more than 30 points over the rati= ng, means the reading of the scroll has been inaccurate in some detail, a= nd the desired effect is not achieved. The reader may try again. A roll greater than the rating, but more than 30 over the rating, means t= he scroll is fundamentally flawed, and the spell or ritual cannot be cast= from it -- the scroll is worthless. Sorcerors will immediately recognize= the scroll as flawed and worthless. Non-sorcerors are insufficiently lea= rned to recognize the scroll as flawed and worthless, and may try again t= o read the scroll, unaware that no matter how many times he tries, the sc= roll will never work. Learning Spells and Rituals from Scrolls: A sorceror can also learn a spe= ll from a scroll. Without the benefits of personal coaching on procedure,= pronunciation, and mental focusing, it takes twice as long as learning = a spell with a teacher (2 weeks + 2 weeks/spell level). The EP cost is th= e same as for learning a spell from a teacher. Judging the Qaulity of Purchased, Stolen, or Discovered Scrolls: Characte= rs cannot be sure of the Quality Ratings of scrolls they have purchased, = stolen, or discovered. Really awful ones (Quality Ratings of 40 or less) = are really cheap and easy to make. Really good ones (97% of success) are = rather expensive. Characters with the Scroll Lore skill may test against = Intelligence to judge a scroll's Quality Rating. The GM should roll 1d100= secretly. If the test is successful, the Character knows whether the scr= oll's Quality Rating is Awful (01-40 rating), Average (41-60 rating), Goo= d (61-80 rating) or Excellent (81-97 rating). Characters without the Scro= ll lore skill have no chance of evaluating a scroll's quality. Magickal Artifacts The skilled application of enchantment rituals to a specially-crafted and= prepared object successfully engraved with runes of power produces an ar= cane device known as a Magickal Artifact. Such arcane devices have two pr= imary uses: = 1. to permit non-sorcerors the ability to produce magickal effects, and = 2. to enhance the speed, variety, and complexity of magickal effects a so= rceror can produce. [Replace "magickal" artifact throughout with "sorcerous" artifact to dist= inguish between sorcerous and divine artifacts.Actuations/charges are awk= ward. Need some way to remove magickal devices by wear-out or disfunction= =2E Player should know rough parameters of reliability, but random uncert= ainty is good too. For example, all artifacts have an unreliability score= =2E A roll within range means the artifact has failed forever, and must b= e reenchanted. The unreliablity score increases by one with each use. A r= oll of 00 means the unreliability score is reduced by 1d100 points.] Using Magickal Artifacts Magickal Artifacts must generally be linked to a user's Spirit by a sorce= ror using the psychelink artifact ritual. (Exceptions are noted in the de= scriptions below.) This creates an aetherial link between the user and th= e artifact, permitting the user to control and power the device with his = own Magic Points. Psychelinking: When an artifact is psychelinked with a user, it is reveal= ed to the Sense Magic skill or detect magick spell as active magick. If n= ot psychelinked, an artifact does not detect as magick. (Psychelinking a= ctivates the runes, and makes the aethyrial field active.) Password Protection: Magickal artifacts with password protection require = that the user speak the password to activate their powers. If the passwor= d is not known, the artifacts cannot be activated. (See "Protection," pag= e ??, and "Identify Magickal Artifact," page ??) Reliability: Sorcerous artifacts vary in their reliability according to t= he skill of their creators and the frequency of their use. Sorcerous arti= facts therefore have a Reliability Score. Each time the artifact is activ= ated, the user must test vs. Reliability to determine whether the artifac= t activates properly, or whether the artifact fails. To test vs. an artif= act's Reliability score, roll 1d100 and compare it to the artifact's Reli= ability score. If the roll is less than or equal to the Reliability Score= , the artifact activates normally. Immediately reduce the artifact's Reli= ability Score by one point after each successful use. Repeated use of art= ifact's gradually reduces their reliability.If the 1d100 roll is an 01, t= he artifact proves to be even more reliable than expected. Do not reduce = the artifact's Reliability Score by one point; instead, roll 1d100 immedi= ately and add the result to the artifact's current Reliability score. Som= e artifacts unusually durable and reliable, occasionally outlasting their= creator's greatest expectations, sometimes surviving centuries of freque= nt use. If the roll is greater than the Reliability Score, then the artif= act has failed. If an artifact fails a Reliability test, roll on the Arti= fact Failure Table below to determine the results. An artifact which has = failed is no longer enchanted, but restoring the enchantment on a failed = artifact is a relatively simple matter if the artifact is not damaged, an= d if the praxis for the artifact is available. (See "Enchantment of Sorce= rous Artifacts," page ??.) Artifact Failure Table D100 roll Description of Artifact Failure 01-50: The artifact's enchantment activates normally, but after activatin= g, the enchantment fades and dissipates immediately. The artifact no long= er bears this enchantment. 51-80: The artifact's enchantment immediately fades and dissipates. The M= P used to activate the enchantment are lost, but the enchantment does not= activate for this use, and will never activate again. The artifact no lo= nger bears this enchantment. 81-95: The artifact's enchantment undergoes a sudden destructive discharg= e. The powerlinked user loses 2d4 MP, in addition to the MP spent to acti= vate the aftifact, but the enchantment does not activate for this use, an= d will never activate again. The artifact no longer bears this enchantmen= t. 96-00: The artifact's enchantment undergoes a catastrophic discharge. The= powerlinked user and all beings within 6 yards lose 4d4 MP AND 1d8 wound= s, in addition to the MP spent to activate the aftifact, but the enchantm= ent does not activate for this use, and will never activate again. The ar= tifact no longer bears this enchantment. GM Note: A creator knows the Reliability Score of artifacts he creates. A= powerlinked user knows the Reliability Score of artifacts he is powerlin= ked with. Otherwise, the Reliability of an artifact may not be known. The= refore, do not reveal the Reliability Score of an artifact to a player un= til his character has powerlinked with the artifact, unless the character= was the creator of the artifact.For brand-new artifacts, use the creator= 's Intelligence Score, or roll 2d10+50, to determine an artifact's Reliab= ility Score. For other artifacts, determine their reliability scores at y= our discretion. Note that rarely-used artifacts of recent creation should= have Reliability Scores of 50-70, while exceptionally rare, ancient, or = heavily-used artifacts might have Reliability Scores as low as 02. Activating an Artifact's Magickal Effects: Artifacts must generally be in= contact with the flesh of the psychelinked user to permit activation. Ea= ch activation usually draws magickal energy (MPs) from the user to power = the artifact's magick effects. If the artifact has no password protection= , the user simply concentrates on the artifact to activate it. If the art= ifact is password-protected, the password must be uttered aloud to activa= te the device. MP Cost and Duration: Lesser Artifacts usually cost 1 MP per use, with a = duration of effect of 2d6+6 rounds. Exceptions are noted in the descripti= ons below. Identifying Magickal Artifacts Characters with the Identify Magickal Artifact skill may have some chance= of identifying an unknown magickal artifact and its powers. See page ??= =2E Purchasing Magical Artifacts A list of sorcerors and dealers licensed by the sovereign to sell magicka= l artifacts should be available at guild halls (or magick colleges, if an= y) in towns with populations over 2000. In rural areas, licensed guildsme= n and dealers are hard to find, and may best be sought through roadwarden= s, reputable citizens, or through agents of the sovereign. The sale of ma= gickal artifacts is strictly regulated by the guilds according to charter= s granted by the sovereigns of most Old World nations. In times of peace,= lesser artifacts are typically available to citizens of good reputation.= In times of war, lesser artifacts may only be sold to the State for the = use of rulers, nobles, military leaders, and special military units. Howe= ver, lesser artifacts may be available through less reputable dealers lik= e pawnbrokers, fences, and other black marketers, though their cost and q= uality vary greatly, depending on the reliability of the source. Artifact Prices: The price of an artifact is the cost of the object befor= e it is enchanted plus a cost for each enchantment the artifact bears. Fo= r example, a dagger costs 3 GC. An enchantment to increase damage by one = point costs 50GC. A one-use enchanted dagger of this sort would cost 53GC= =2EThese prices represent what a third or fourth level sorceror would cha= rge his sovereign to produce a given magickal artifact. The actual cost o= f creating a magickal artifact is another thing altogether -- typically 1= /10 of the price listed. Further, on the black market, magickal artifacts= may be a good deal cheaper -- perhaps 1/5 the listed price. Of course, t= heir reliability may be suspect, and there may be hidden flaws in the art= ifact's design, or vengeful pursuers seeking the murderer of its rightful= owner.Note that the materials of a sorcerous artifact bearing an enchant= ment, need not be particularly precious, nor the worksmanship fine. Howev= er, Elven and Dwarven traditions demand that enchantments only be placed = upon items of precious materials and fine craftsmanship, and objects bear= ing lesser enchantments may be worth five, ten, fifty, or a hundred times= more costly than indicated by the costs for goods listed in WFRP under "= Goods and Services," pages 292-297. Thus, the costs listed in this chapte= r indicate the minimum costs possible, and imply no limits on greater cos= ts as determined at the GM's discretion. Magickal Items for Rookies and Poor Adventurers [sidebar?] Early in their careers few adventurers have the coin to purchase magick i= tems. Typically a character's first magickal treasures come from sources = like these: Loot from Adventuring: For example, items recovered from bandits, found i= n tombs, pilfered from the lab of an evil necromancer. This is the standa= rd way to get neat little magickal treasures into the hands of beginning = PCs. Loans, Gifts, or Rewards from Patrons and Employers: When hiring inexperi= enced and impoverished adventurers for a dangerous mission, more reputabl= e employers (agents of the sovereign, guilds, nobles, merchant families, = cults, etc.) recognize an obligation to outfit their hirelings with magi= ckal resources that will improve chances that a mission will be accomplis= hed. Less reputable employers (underworld figures, Robin-Hood-types, and = greedy adventurers) also recognize that outfitting hirelings with magicka= l gear may be in their best interests. Magickal items are also more attra= ctive than their cash value when it comes to payment for services, since = many magickal artifacts are hard to find, and sometimes are not available= to the unsavory types of PCs who make the best adevnturers. For example,= a patron might loan a PC an amulet of magic detection, then, upon succes= sful completion of the mission, award the PC the amulet in payment. Putting Sorcery in the Hands of Non-Spellcasting Player Characters [sideb= ar?] Folks who play FRP games like to play with magick. Characters who can't c= ast spells will be ever-so-grateful if you give them some nice magick to = play with. And how do non-spellcasting player characters get to play with= magick? Magickal devices, scrolls, and alchemical compounds. That's the = ticket. Vorpal swords, hoodoo amulets, potions of temporary immortality, = and booby-trapped fireball wands. It's not fair to give too much magickal= muscle to the no-spells types; if they want magickal power, they ought t= o play sorcerors or priests. But a little magick goes a long way in satis= fying the itch for fantasy.The secret is keeping lots of colorful, imagin= ative, but relatively weak magickal bits circulating in your campaign for= the amusement of the ignorant layman. Here are a few tips introducing ma= gick items that satisfy the lust for magick but don't unbalance your camp= aign. Keep them weak. The spellcasters deserve to get top billing for magickal = fireworks. Items that have a tiny but noticeable effect in combat are bes= t. Make them less reliable. The more unreliable the enchantment on a PC's ar= tifact, the more he'll value each use. Widgets that work forever get take= n for granted. Alchemical compounds and scrolls are ideal because once yo= u use them, they're gone. Magickal artifacts with low-to-moderate Reliabi= lity Scores (ie, 20-50) are likely to fail, and will therefore be used sp= aringly, with dramatic gratitude for each effective use. Be lavish with colorful detail and niggardly with effective powers. Magic= k should be wild, weird and wonderful. Be stingy with powerful effects, b= ut lay on the fancy names, histories, and odd quirks with a trowel. Magickal Artifact Descriptions = Notes on Examples of Artifacts: The examples below are intended as models= to show GMs how to design and record essential and colorful information = concerning magickal artifacts. GMs must determine the following features = of magickal artifacts for game purposes: Enchantments: A list of all the enchantments the artifact bears. Inscription: The inscription always bears the runes of the enchantments o= n the artifact, which may be read by those with the Rune Lore skill. An i= nscription may also bear the name of the creator, a description in arcane= and/or mundane languages of the enchantments the artifact bears, and the= password necessary to activate the artifact, if any. (See below under "I= nscriptions," page ??.) Password: The password to activate the artifact, which may or may not be = indicated in the inscription. Reliability Score: For brand-new artifacts, use the creator's Intelligenc= e Score, or roll 2d10+50, to determine an artifact's Reliability Score. F= or other artifacts, determine their reliability scores at your discretion= =2E (See "Reliability Score" above.) In addition, the following information can be useful and intriguing. Name: Traditionally many sorcerous artifacts are given special names by t= heir creators, names which are supposed to hint at the character and purp= ose of the artifact and its creator. Description: A physical description of the artifact, including any remark= able details of the composition or design of the artifact. History: A short history of the creator and bearers of the artifact, and = the role they may have played in events great and small. Other information may be useful as well. For example, for spirit enchantm= ents, the MP of a lesser spirit or the profile of a greater spirit bound = into the artifact must be recorded. See the examples throughout this chap= ter for other detailed that might be recorded in an artifact description.= Lesser Artifact Descriptions Lesser Artifacts are listed by type of enchantment (ie, Ample Smiting +1)= =2E In parentheses follows the Cost/Craft Class and the availablity of th= e artifact.The Cost/Craft Class indicates how expensive an enchantment on= such an artifact might be if one were found available for sale. To deter= mine the typical cost of an enchantment, multiply 50GC by the enchantment= 's Cost/Craft Class. For example, a lesser talsiman listed with an enchan= tment of "Ward vs. Fear (1/Rare)" indicates an amulet enchantment agains= t Fear costing 50GC (50GC multiplied by 1), while a lesser armor listed w= ith an enchantment of Protection+1 (8/Very Rare-20) indicates an armor en= chantment adding +1 armor points costing 400GC (50GC multiplied by 8). No= te! The Cost/Craft Class indicates the cost of the enchantment, not the a= rtifact. To find the cost of an enchanted artifact, add the cost of the i= tem enchanted and the cost of the enchantment. For example, a mail coat w= ith an armor enchantment of Protection+1 (8/Very Rare-20) might cost 515G= C (115GC for the mail coat and 400GC for the enchantment).The availabilit= y indicates how likely it would be to find such an enchanted artifact for= sale in a community of a given population. The availability is indicated= in terms of the "Goods and Services Availability Chart" (WFRP, page 292)= =2E A negative modifier following the availability indicates exceptional= ly limited availability. For example, a lesser talsiman listed with an en= chantment of "Ward vs. Fear (1/Rare)" indicates an amulet enchanted again= st Fear that that is in rare supply. Note that with the negative modifier= s, the chance of finding a given enchanted item may be reduced to zero. GM Note: Below are listed most of the Lesser Artifact enchantments recomm= ended for use in WFRP campaigns. GMs are invited to design their own Less= er Artifact enchantments, but inexperienced GMs should be very careful ab= out introducing new magick artifacts into their campaigns until they've l= earned how powerful magick devices can overshadow the other important ele= ments of a fantasy roleplaying campaign. Our advice is to stick to the le= sser artifacts listed here in the beginning, then add one home-designed a= rtifact at a time to get the feel of how they may affect play. Experience= d GMs know how magick items can unbalance the delicate interplay of game = mechanics and session play, and are invited to design lesser artifacts at= their own risk. Lesser Weapons A Lesser Weapon is a weapon bearing one or more of the following enchantm= ents. Certain types of weapons usually do not receive certain enchantment= s; for example, seldom will a bow receive an enchantment of Mightily Smit= ing +2.Most weapon enchantments are effective only when applied to the mi= ssile, not the device that fires the missile. That is, the arrow or cross= bow bolt is enchanted with Foebane or Ample Smiting +1 -- not the bow or = crossbow. Enchanting a missile is generally not cost effective, and the f= ew enchantments designed expressly for missile-firing weapons are expensi= ve and of limited effectiveness. (GM: So much for cowardly sniping at mon= sters and daemons with magickal missile fire... heh-heh.) Common features of all Lesser Weapons: 1. Lesser Weapons wound creatures described as requiring magickal weapons= or weapons treated with True Silver to wound them. 2. Most weapon magickal effects may not be resisted with tests vs. WP. Ex= ceptions are noted below. Lesser Weapon Descriptions [Check WFRP and WFRP Companion for other worthy inclusions] Ample Smiting+1 (1/Rare): Pulses of aethyrial energy are added to the use= r's thrust, causing each successful attack to cause one additional point = of damage. Mighty Smiting+2 (2/Very Rare): Pulses of aethyrial energy are added to t= he user's thrust, causing each successful attack to cause two additional = point of damage. Prodigious Smiting+3 (4/Very Rare-20): Pulses of aethyrial energy are add= ed to the user's thrust, causing each successful attack to cause three ad= ditional points of damage. Paramount Smiting+4 (8/Very Rare-24): Pulses of aethyrial energy are adde= d to the user's thrust, causing each successful attack to cause four addi= tional points of damage. Manifold Blows (2/Very Rare-10): Pulses of aethyrial energy propel the us= er's arm, permitting an additional attack each round. Works only for mele= e attacks, not for missile attacks. One True Blow (2/Very Rare-10): A single pulse of aethyrial energy is add= ed to a single thrust of the user, causing one attack, if successful, to = cause an additional 2d6 damage. This effect has a duration of only one ro= und. Elemental Attraction (1/Rare): The substance of the weapon is attracted t= o the substance of the target, increasing the attacker's chance to hit by= +10. Works only for melee attacks, not for missile attacks. Foebane: Alchemically refined essences of a species are combined with sub= stances toxic to the species and bound into the weapon's enchantment, cau= sing normal damage x2 to creatures of that species on a successful hit. = (Common Species) Foebane (1/Rare): Common species include human, dwarf, e= lf, halfling, orc, goblin, bear, boar, wolf, and other animals. Some foeb= ane weapons are in plentiful supply in the Old World, particularly Goblin= , Orc, and Human Foebane, which are commonly purchased by sovereigns for = outfitting the military in times of war. = (Monstrous Animal) Foebane (2/Very Rare): Monstrous species include ameob= ae, bog octopi, giant varieties of common species, and other uncommon, la= rge, exceptionally dangerous but non-magickal other animals. (Monstrous Sentient) Foebane (4/Very Rare-10): Monstrous Sentient spec= ies include giants, chimera, doppleganger, dragon, wyvern, pegasus, manti= core, harpy, unicorn, zoat, skaven, lizardmen, troglodytes, ogres, trolls= , fimir, and other intelligent creatures with legendary or magickal powe= rs. (Magickal Being) Foebane (8/Very Rare-10): Magickal being species incl= ude elementals, undead, daemons, werecreatures, Chaos spawn and Chaos ser= vants, other intelligent creatures with legendary or magickal powers. Des= pite their high cost, these items are in great demand. Piercing Flame (2/Very Rare): A fire node is summoned to the weapon, caus= ing standard fire damage in addition to normal damage only on the first s= uccessful hit. The duration of the magickal effect is 2d6+6 rounds, but t= he fire node is transferred to the target on a successful hit; fire damag= e is caused only once per use. May be used with melee weapons and missile= s. Illumination (1/Rare): An air node summoned to an object with this enchan= tment yields light as a lantern for 2d6+6 rounds. Typically used on missi= les, but may also be placed on weapons, armor, or other objects to serve = as an emergency source of illumination. Purlulent Gall (2/Very Rare-20): The weapon causes an infected wound (see= WFRP, page 83) with each successful attack. Despair (2/Very Rare-20): The spirit of the first victim successfully wou= nded with this weapon is filled with despair. Test vs. WP. If the test fa= ils, the victim surrenders and casts himself on the mercy of the attacker= =2E If the test succeeds, the victim fights to the death, regardless of o= dds or other circumstances. Note: a successful hit is insufficient; the v= ictim must actually lose at least one wound point for this enchantment to= take effect. Only one victim per activation is affected. Stun (2/Very Rare): The enchantment shocks the spirit of a successfully w= ounded victim. The victim can choose no action but parry, or may flee fo= r 1d6 rounds. Excellent Defense (1/Very Rare): Aethyrial energy aids the user in parryi= ng. All parry attempts are at a +10 bonus for the duration of the effect.= Desperate Defense (2/Very Rare): The user focuses all the enchantment's a= ethyrial energy on a single parry. For that parry, the user is +50 to his= parry, and 3d6 damage is stopped by a successful parry. The duration of = the effect is 2d6+6 rounds; once the parry is used, the effect ends. Heroic Inspiration (1/Rare): The user's spirit is excited into an irratio= nally confident and blood-thirsty state. The user becomes subject to the = Frenzy rules (see WFRP, page 69) for the duration of the effect. Strongbow (2/Very Rare-10): This enchantment makes the wooden member of a= bow or crossbow more flexible as it is drawn, then more rigid as it is r= eleased, increasing the Effective Strength of the bow or crossbow by +1 a= nd eliminating the -10 modifier for a target at long range. Targets at ex= treme range are still at -20 to hit. A greatly prized but expensive and s= ubtle enchantment. Example of a Lesser Weapon = Name: "Alexa II" Description: longsword of above-average worksmanship, worth 30GC as amund= ane sword, detailed inscription on blade History: Made for Captain Diehl Lang, Kemperbad Guard, in 2492, by Sorce= ror 3rd Rank Kaspar Hauser of Kemperbad. Named for Lang's wife, Alexa. Le= ft to Kemperbad Guard Armory when Lang died without issue. Enchantments: Ample Smiting Inscription: password and description of enchantment in Modern Arcane and= Reikspiel Password: "Alexa" Reliability Score: 72 Lesser Armors A Lesser Armor is a shield or piece of armor enchanted to resist puncture= s and battering while deflecting the energy of attacks. Shields may also = receive the Excellent Defense and Desperate Defense enchantments listed a= bove under Lesser Weapons.A lesser armor enchantment confers 1 extra armo= r point (see WFRP, p. 121) to the enchanted item of armor. Note! Lesser e= nchantments cannot increase the protection of armor by more than 1 extra = armor point. For example, casting an enchant lesser armor ritual upon an = item of armor bearing a lesser armor enchantment does NOT increase the ar= mor's protection by 2 armor points, since lesser enchantments may not inc= rease the protection of armor by more than one armor point. Protection +1 (8/Very Rare): adds +1 armor point to an item of armor. The following items of armor may receive Lesser Armor Enchantments: mail coif helmet mail shirt sleeved mail shirt mail coat sleeved mail coat leggings (plate or mail, pair) arm bracers (plate or mail, pair) breastplate shield leather jerkin* leather jack* leather coif* * leather armor is increased from 0/1 armor points to +2 armor points by = a = Protection+1 enchantment. Leather armor is not substantial enough to bear= a = Protection+2 or Protection+3 enchantment. Example of a Lesser Armor = Name: unnamed Description: battered iron helmet History: discovered among goblin booty in southern World's End region; ow= ner and age unknown; creator Ulf Robineete (unknown Tilean sorceror); est= imated age -- late 21st Century Enchantments: Protection+1 Inscription: describes password and enchantment in Modern Arcane and Til= ean Password: "Sommossa" Reliability Score: 43 Lesser Rune Rings A Lesser Rune Ring is a Lesser Artifact which contains magick effects of = spells and rituals to be released at the user's convenience. The enchantm= ent binding rituals are cast simultaneously with the spells or rituals to= be stored.These devices must be in contact with flesh to be activated. T= he user concentrates, and goes into a trance for one round, during which = the rune ring does all the work of getting the magic spell or ritual unde= r way. In the following round the spell or ritual takes effect normally, = as indicated in the spell or ritual description.Rings are most convenient= , but other hand-held objects -- weapons, shields, staffs, for example --= may also bear one of these enchantments. (For example, folks familiar wi= th the Other Game will probably prefer a wand for their fireball Rune Rin= g enchantment, just for sentimental reasons.) One need not be a sorceror = to activate a lesser rune ring, but, since the range of many spell and ri= tual effects is based on the user's BMP, sorcerors can often use them mos= t effectively. (However, whenever a spell description refers to the level= of the caster, unless otherwise stated, the level is assumed to be Level= 3 -- the level at which sorcerors can enchant lesser artifacts.)The mini= mum cost of a ring to bear a Lesser Rune Ring enchantment is 1GC; the mat= erials of a ring, or any other object bearing this enchantment, need not = be particularly precious, nor the worksmanship fine. However, Elven and D= warven traditions demand that enchantments only be placed upon items of p= recious materials and fine craftsmanship, and rings bearing Lesser Rune R= ing enchantments may be worth hundreds, even thousands of gold coins.Less= er Rune Rings are commonly available only for the following Petty and Fir= st Level spells and rituals, and may bear only one enchantment (ie, only = one type of spell or ritual per ring). If a Petty or First level spell or= ritual is not listed here, it is because the enchantment is obscure, or = expensive, or not amenable to adaptation for artifact casting. For Secon= d, Third, and Fourth Level castings, or artifacts bearing more than one e= nchantment, a Greater Artifact is required. Petty Spells and Rituals Detect Magic (1/Rare) Discorporate Flesh (2/Very Rare) Distract Awareness (1/Rare) Distract Memory (1/Rare) Bond Elements (2/Very Rare) Perceive Spirit (1/Rare) Deepsleep (1/Rare) Summon Elemental Node (4/Very Rare-20) Toughen Flesh (1/Rare) Vaporbloom (2/Very Rare) Battle Spells and Rituals Accelerate Flesh (4/Very Rare-10) Accelerate Healing (4/Very Rare-10) Command (2/Very Rare) Spiritshield (2/Very Rare) Fireball (4/Very Rare-10) Farsleep (4/Very Rare-10) Toxicbloom (4/Very Rare-10) WildWind (4/Very Rare-10) Excite Enmity (2/Very Rare) Flight Minor (4/Very Rare-10) Harmonize Minds (2/Very Rare) PainMind (2/Very Rare) MuscleMight (4/Very Rare-10) Elemental Spells and Rituals Assault of Stone (4/Very Rare-10) Blinding Light (2/Very Rare) Breathe Under Water (4/Very Rare-10) Burrow (4/Very Rare-10) WaterWalk (4/Very Rare-10) Hand of Fire (4/Very Rare-10) Magic Light (2/Very Rare) Muffle Sound (2/Very Rare) Summon Least Elemental (4/Very Rare-20) Illusion Spells and Rituals Darkscreen (4/Very Rare-10) Divert Attention (2/Very Rare) Disrupt Image (4/Very Rare-10) Read Sound (2/Very Rare) Mask (4/Very Rare-10) Hallucination (2/Very Rare) Muddle Mind (2/Very Rare) Daemon Spells and Rituals Hold Daemon (4/Very Rare-10) Daemonfire (8/Very Rare-20) Banish Lesser Daemon (4/Very Rare-10) Summon Imp (8/Very Rare-20) Summon Steed (8/Very Rare-20) Warning! Pentagrams and other thaumaturgic forms cannot be produced by le= sser rune enchantments. The daemon summoning rings above will only summon= one specific daemon addressed by his use name (usually indicated in the = inscription, for those that read Daemontongue). Unless a pentagram is pro= vided by other means, one who summons a daemon with such a ring receives = the standard -50 penalty to Control tests for summonings without aid of a= pentagram. Necromantic Spells and Rituals Disrupt Animation (4/Very Rare-10) Fountain of Blood (8/Very Rare-20) Gash Spirit Minor (8/Very Rare-20) Spiritward (8/Very Rare-20) Seal Wound (8/Very Rare-20) Example of a Lesser Rune Ring = Name: "Wutschnaubend" Description: silver pinky ring of superior craftsmanship, worth 200GC as = a mundane ring; inscription on inner surface in Arcane and Reikspiel History: made by Boris the Hasty of Nuln; lost, along with Boris's hand, = at the Battle of the Second Ford against Chaos forces in 2479 Enchantments: Hand of Fire Inscription: describes password and enchantment Password: "H'llenfeuer" Reliability Score: 64 Lesser Talismans A Lesser Talisman provides protection against certain magickal effects, p= articularly those which threaten the spirit and mind of a victim.Unlike o= ther Lesser Artifacts, Lesser Talismans may be activated in two different= modes. The first mode, standby, makes the talisman active, but does not = trigger the protective magick effect. The protective magick effect is the= reafter automatically triggered the first time the condition the talisman= protects against is encountered. When the condition the talisman protect= s against is encountered, the talisman automatically draws MP from the us= er to activate its protection mode. Activating a Lesser Talisman's standb= y mode does not reduce the talisman's Reliability Score, though a protect= ion activation does reduce the talisman's Reliability Score by one point.= Activating the standby modes costs one MP and lasts 1d6+3 hours. The sec= ond mode, protection, actually protects the user against a magickal threa= t. Activation of the protection mode does reduce the talisman's Reliabili= ty Score by one point. Activating the protection mode costs one MP, and l= ast 2d6+6 rounds. Strengthened Will (2/Very Rare): confers a +10 bonus to tests vs. WP to r= esist magickal effects whenever the user is otherwise entitled to a test = vs. WP to resist a magick effect. Indomitable Will (8/Very Rare-20): confers a +30 bonus to tests vs. WP t= o resist the magickal effects whenever the user is otherwise entitled to = a test vs. WP to resist a magick effect. Activation on protection mode co= sts two MP, and lasts only 1d6+3 rounds. Resist Poison (2/Very Rare): confers a +20 bonus to tests vs. Toughness = to resist the effects of toxins and animal venoms. Resist Disease (2/Very Rare): confers a +20 bonus to tests vs. Toughnes= s to resist the effects of disease. Ward vs. Draining (2/Very Rare): confers a test vs. WP to resist the par= alyzing attack of spectres. Ward vs. Paralysis (2/Very Rare): confers a test vs. WP to resist the St= rength and MP-draining attacks of wights and wraiths. Ward vs. Infection (1/Rare): confers a +40 bonus to tests vs. Toughness t= o resist the effects of infected wounds. Ward vs. Fear (1/Rare): confers a +20 bonus to tests vs. Cool to resist t= he effects of fear or terror. Ward vs. Derangement (2/Very Rare): confers a test vs. Cool at a +50 bonu= s to avoid receiving insanity points whenever the user might receive an i= nsanity point as a result of a critical hit, Terror, deleriants, or spell= or ritual effects. (See WFRP, p. 83.) Ward vs. (Specific Toxin) (2/Very Rare): confers a +50 bonus to tests vs.= Toughness to resist the effects of a specific toxin. Ward vs. (Specific Animal Venom) (2/Very Rare): confers a +50 bonus to te= sts vs. Toughness to resist the effects of a specific animal venom. Ward vs. (Specific Deleriant) (2/Very Rare): confers a +50 bonus to tests= vs. Toughness to resist the effects of a specific deleriant. Ward vs. Spell: Lesser Talismans are available to provide protection agai= nst the following spells. Each of these talismans confers a +50 bonus to = tests vs. WP to resist the specified spell effects. Protection vs. spells= and rituals not listed below may require a Greater Enchantment, or may b= e impossible to design, either because talismans cannot protect against t= he physical effects of most spell and ritual effects, or because of some = other complicated technical reasons (like the GM really doesn't want such= -and-such a talisman in his campaign). Resist Distract Awareness (1/Rare) = Resist Distract Memory (1/Rare) = Resist Deepsleep (1/Rare) = Resist Command (2/Very Rare) = Resist Excite Enmity (2/Very Rare) = Resist Harmonize Minds (2/Very Rare) = Resist PainMind (2/Very Rare) = Resist Farsleep (2/Very Rare) = Resist Divert Attention (2/Very Rare) = Resist Read Sound (2/Very Rare) = Resist Hallucination (2/Very Rare) = Resist Muddle Mind (2/Very Rare) = Example of a Lesser Talisman = Name: unnamed Description: undecorated steel amulet; likeness of Grand Duke Gustav von = Kreiglitz of Talabecland on front; inscription on reverse surface in Arca= ne and Reikspiel History: possession of the Grand Duke, one of 7 made by Mattheus of Altd= orf for the Duke's own use, and for the use of his lieutenants, agents, a= nd guard Enchantments: Resist Command Victim Inscription: describes password and enchantment Password: "Achtung" Reliability Score: 51 Greater Artifact Descriptions Greater Artifacts are usually unique, one-of-a-kind artifacts. The Greate= r Artifacts listed here are only examples of Greater Enchantments. Greate= r Artifacts are seldom available for any price, and often the creator is = dead or unavailable to restore actuations upon the artifact. Collectors, = guilds, and academies will offer 1000GC or more for interesting specimens= -- if they can't get their sovereigns to condemn and confiscate them for= the Public Good. (The Cost/Craft Classes given for examples of Greater A= rtifacts is only a suggested guideline; GMs are encouraged to increase or= decrease these Cost/Craft Classes at their discretion. )Greater artifact= s are far more rare and marvelous than any of the other works of the anci= ent and modern races. There are no more than a handful of sorcerors of 4t= h rank alive in the world at any time, and within a lifetime, most 4th ra= nk sorcerors will produce no more than one or two greater artifacts. Furt= her, most of the greater artifacts ever created have disappeared in ages = past; many are lost, destroyed, or exhausted within the lifetimes of thei= r creators. Finally, greater artifacts are prized for their arcane powers= as well as for their scarcity, and are carefully hoarded and guarded in = the archival collections of the magick guilds and the private collections= of great enchanters and other rich and powerful figures.Therefore, withi= n a lifetime, even a very great layman might lay eyes on no more than one= or two great artifacts. During his studies a sorceror might view a numbe= r of greater artifacts, perhaps even two dozen, but would seldom have to = chance to even personally examine one, much use one. Greater Rune Staves A Greater Rune Staff is a magickal focus designed to be used by any other= sorcerous spellcaster who knows the password for the focus. Such rune st= aves bear the runes for any spells or rituals the sorceror intended to be= used by other users of the staff; for instance, such a staff permits a s= orceror's apprentice to cast a spell that the apprentice does not himself= know.Rune staves permit a sorceror to cast any spell invested in the sta= ff, whether the sorceror knows the spell or not. Rune staves may bear any= spell or ritual that their creators knew. Rune staves may be also be use= d as beacons and receivers for messages and travelers through the void. T= he following spells and rituals -- Voidsend Message, Voidlink Message, Sp= iritwalk, Voidtravel -- utilize a focus for this purpose, and a rune staf= f can serve as such a focus for its user. As products of Fourth Rank sorc= erors, Rune Staves are rare enough, but they are even more rare because s= uch master sorcerors seldom are willing to entrust their magickal abiliti= es to a subordinate, much less to one who wished to purchase such an item= =2EGreater Rune Staff enchantments have the following Cost/Craft Classes.= The Cost/Craft Class indicated is for each spell or ritual of its kind a= dded to the staff. Petty Spells (4/Rare) Petty Rituals (5/Rare) 1st Rank Spells (8/Very Rare) 1st Rank Rituals (10/Very Rare) 2nd Rank Spells (10/Very Rare-10) 2nd Rank Rituals (12/Very Rare-10) 3rd Rank Spells (12/Very Rare-20) 3rd Rank Rituals (14/Very Rare-20) 4th Rank Spells (15/Very Rare-24) 4th Rank Rituals (20/Very Rare-24) Example of a Greater Rune Staff = Name: none Description: enchanted by Grandmaster Stephan of Altdorf for use in tutor= ing students in the summoning and control of elemental beings History: reserved for use of instructors at Zauberkollegium Altdorf; ench= antments have all failed and been restored numerous times because of freq= uent use Enchantments: summon least elemental, summon lesser elemental, banish les= ser elemental Inscription: describes password and enchantment Password: Zw'lfnacht Reliability Score: 73 Greater Weapon A Greater Weapon may bear more powerful versions of lesser weapons, or ma= y bear unique and unusual enchantments like the following examples: Greater (Common Species) Foebane (8/Very Rare): This enchantment causes t= riple the normal damage upon a given common species. Aethyrdamp (15/Very Rare-24): This enchantment binds True Iron with aethy= rial energies which interfere with other magical effects. Prevents the ca= sting of sorcerous spells and rituals if within 5 yds. of a sorceror. Corruption (10/Very Rare-10): This enchantment may be applied to any obje= ct. A successful touch of flesh with the activated artifact causes the vi= ctim's flesh to decay as if it were part of a rotting corpse. The victim = loses 1 wound point per day until he dies of a fatal result on the Sudden= Death & Critical Hit Table (WFRP, page 125). = Example of a Greater Weapon = Name: "Witchkiller" Description: a hand-and-a-half sword of Dark Elven origin, in extremely p= oor condition, inscription barely legible History: unknown; discovered in treasure of hobgoblin tomb on the eastern= slopes of the World's Edge Mts. by orcs, and subsequently captured from = orcs by adventurers; presented as a gift to Emperor Karl-Franz I Enchantments: Aethyrdamp Inscription: describes password and enchantment in Arcane Elf Password: "Gadderstor" Reliability Score: 21 Greater Armor A Greater Armor enchantment may increase the armor protection of an item = of armor by two points, and in rare cases, by three points. It also may p= rovide unique and unusual enchantments of a defensive nature like the fol= lowing: Protection+2 (16/Very Rare-20): adds +2 armor points to an item of armor.= Protection+3 (20/Very Rare-24): adds +3 armor points to an item of armor.= Shatterblade: (16/Very Rare-20): causes non-magickal metal blades to shat= ter when they strike the item of armor but do not cause wound point loss Example of a Greater Armor = Name: "Twilight" Description: breastplate decorated in silver and gold, created for Duc Fr= ancois de la Parravon by a sorceress known only as La Jeunesse History: never worn in battle; thought to be in the possession of Duc Gra= ndgousier of Parravon Enchantments: Shatterblade, Darkscreen (note that the armor also bears th= is lesser rune ring enchantment) Inscription: describes password and enchantment in Arcane Elf and Classic= al Bretonnian Password: "Twilight Falls" Reliability Score: 94 Greater Rune Ring A Greater Rune Ring contains magick effects of spells and rituals to be r= eleased at the user's convenience. The enchantment binding rituals are ca= st simultaneously with the spells or rituals to be stored. Greater Rune R= ings are available for all Petty and First, Second, Third, and Fourth Lev= el spells and rituals at the GM's discretion, and may bear from one to fo= ur enchantments (ie, one to four different spells or rituals per ring). G= reater rune rings may be used by sorcerors or non-sorcerors, unlike great= er rune staffs, which may only be used by sorcerors.Greater Rune Ring enc= hantments have the following Cost/Craft Classes. The Cost/Craft Class ind= icated is for each spell or ritual of its kind added to the staff. Petty Spells (6/Rare) Petty Rituals (8/Rare) 1st Rank Spells (8/Very Rare-10) 1st Rank Rituals (10/Very Rare-10) 2nd Rank Spells (10/Very Rare-20) 2nd Rank Rituals (12/Very Rare-20) 3rd Rank Spells (12/Very Rare-24) 3rd Rank Rituals (14/Very Rare-24) 4th Rank Spells (15/Very Rare-24) 4th Rank Rituals (20/Very Rare-24) Example of a Greater Rune Ring = Name: "The Eye of the Worm" Description: a massive ring of precious and semi-precious stones set in g= old in the form of a great serpent's eye; creator unknown; ornamentation = in style of late Pharonic Empire; diameter of ring implies wearer larger = than normal humanoid = History: came into the Altdorf Guild collection through anonymous tomb ro= bbers; no evidence = Enchantments: tunnel through stone Inscription: describes enchantment in Old Slann and Ancient Dark Elf as "= What the Eye Sees, It Devours" Password: none Reliability Score: 71 Greater Rune Engine A Greater Rune Engine is a mechanism combining the arcane engineering tec= hnology of the ancient Imperial Dwarf culture and sorcerous enchantments.= The knowledge and skill to produce such artifacts is believed to be lost= to modern dwarven cultures, or possibly maintained in secret by obscure = dwarven craftsmen-sorcerors. A number of examples are in the collections = of the Guilds, and a number of otherwise obscure mechanisms discovered in= the ruins of the dwarven cites of the World's Edge Mountains are theoriz= ed as products of these magickal arts. Example of a Greater Rune Engine = Name: "Greatest Mechanism for the Most Reliable and Puissant Extirpation = of Unlamented Pestilences" Description: an arm-sized cylinder with multi-jointed levers; an inscript= ion in Old Slann suggests that the device is for removing pests; difficul= ties in translating the units of measure and the text which follows the w= ord for "Caution!" have discouraged researchers from investigating the ar= tifact's powers History: unknown Enchantments: known only to the GM -- but you can bet they involve the de= ath of lots of things that the engine is taught to recognize as pests Inscription: in Old Slann; obscure Password: none Reliability Score: 71 Greater Rune Device A Greater Rune Device is any Greater Artifact of a form or enchantment no= t easily classifiable in the categories listed above. Greater Rune Device= s should have puzzling and dangerous-sounding names and vague, obscure pu= rposes and functions. Characters should be very excited to see one, but b= e extremely uninterested in finding out what it actually does. For exampl= e, consider the "Glorious Plow of Anastomosing Ductoliths": the inscripti= on in Old Slann is obscure. Nobody has any idea what a ductolith is, or w= hether anastomosing it would be a good idea -- but sensible folk are in n= o hurry to find out. (Zany Chaos cultists might push the button without a= second thought, though.) Other similar devices might include the "Greate= r Globe of Pangaean Convergence" or the "Seed of Ocean Floor Spreading". Example of a Greater Rune Device = Name: "The Fabulous Carpet of Fez-A-Zhoul" Description: a great Arabic carpet stretched upon a frame of six rune sta= ves, four as outer members, two as x-crossed supports; capable of carryin= g six persons as the flight major spell History: presented as a gift to Emir Mehmet ibn Jaffar by Wahibah the Bla= ck, a powerful, proportedly immortal necromancer of Arabic legend; receiv= ed as a gift by Prince Jesse Emmanuel of the Border Princedoms; used only= once, resulting in the mysterious death of Emir Mehmet Enchantments: six flight major enchantments, six lesser spirit enchantmen= ts (each spirit with 8 MP to provide magickal energy for the flight major= enchantments) Inscription: describes password and enchantment Password: "Peace be with you, Mehmet my gracious benefactor." Reliability Score: 80 Greater Artifacts: Tips for the GM For the most part, Greater Artifacts will be designed by the GM. Examples= are given below, rather than specific lists as are given with lesser art= ifacts, because Greater Artifacts should be rare, marvelous, and distinct= ive. However, player characters of the 4th rank with the Enchant Greater = Artifact skill may also create Greater Artifacts. Such PC-created Greater= Artifacts shall always be designed with the consultation and consent of = the GM. Both the GM and player should be limited by the following guideli= nes in creating = Greater Artifacts: 1. Greater Artifacts should be based only upon magickal effects producabl= e by sorcerous spells, rituals, and alchemical compounds, and should not = be designed to avoid the limitations associated with such magick effects.= As such, any greater artifact which reproduces one or more effects alrea= dy found in existing spells, rituals, and alchemical compounds may be sui= table for consideration. Artifacts should not attempt to avoid the limita= tions designed into existing spells, rituals, and compounds, unless compe= nsating limitations are added to prevent a too-great increase in power. F= or example, an artifact which summons an elemental in one round, rather t= han the 1d6+3 rounds necessary for a ritual summoning, should cost more M= P, or should receive penalties ot WP for Control tests, or should have a = shorter duration, or some other compensating limitation. 2. The higher the rank of the spell, ritual, or compound an artifact's ma= gickal effects are based on, the more time-consuming, difficult, and expe= nsive the creation of the artifact should be. For example, a greater arti= fact producing the effects of a second rank spell ought to be much easier= and less-expensive to create than one producing the effects of a third o= r fourth rank spell. 3. Magick effects associated with the careers of a sorceror should be eas= ier, less-expensive, and less time-consuming to add to a greater artifact= than magick effects associated with careers outside his experience. For = example, an illusionist should have lots of trouble producing a greater a= rtifact with necromantic properties, since he'll have to hire a necromanc= er to assist him. Without the assistance of skilled assistants, a sorcero= r can't design magick powers outside his discipline into his greater arti= facts. 4. Greater Artifacts must consume the user's MP to produce magick effects= =2E (Spirit and daemon enchantments, however, may contain spirits or daem= ons to provide MP.) Cost in MP to produce a magickal effect with a greate= r artifact ought not be less expensive than causing a similar effect with= a spell or ritual. 5. The more modest the powers and abilities of a greater artifact, the mo= re suitable it is for introduction to a campaign. Even if a proposed desi= gn fails to satisfy the first two guidelines, if the GM feels the greater= artifact has sufficiently modest powers and abilities that it poses litt= le threat of abuse by power-hungry players, he may permit it. 6. The more ambitious the powers and abilities of a greater artifact, the= less suitable it is for introduction to a campaign. Gamemasters may occa= sionally introduce exceptionally powerful artifacts in the hands of NPC p= atrons or villains, but such should never fall into the hands of PCs, or = an entire campaign can be ruined. 6. Any greater artifact device must be true to the spirit of Warhammer an= d the Known World. Artifacts similar to those described in other WFRP sup= plements will generally be acceptable, though some published examples of = magickal artifacts may be too powerful for many GM tastes. Avoid the impu= lse to introduce really cool magickal artifacts from your fantasy reading= and viewing which don't really suit the Warhammer setting. = The GM's main concern is to avoid introducing a greater artifact which, i= n the hands of a player or a non-player character, might allow the charac= ter to be become so influential that he overshadows contemporary and hist= orical heroes and wizards -- or even daemons and godlings -- of the campa= ign. No sorcerous artifact has ever been significant enough to change the= course of Known World history. Any artifact which makes a character immo= rtal, or safe from most or all physical or magickal threats, or places at= his disposal destructive or manipulative abilities of overwhelming power= ought never to be permitted in the hands of a player character, and may = be placed in the hands of an NPC only as the centerpiece of an epic narra= tive. Characters -- not magickal devices -- are at the center of Known Wo= rld history, and at the center of WFRP roleplaying, and even the greatest= magickal artifacts may serve only as the trappings of player and non-pla= yer characters, and ought never overshadow the heroic and villainous acti= on of the characters themselves.In beginning campaigns, greater artifacts= should be the stuff of legend, the trappings of remote and famous NPCs. = Don't even think about letting the player characters get their hands on o= ne. At most, a greater artifact might provide the central plot element of= a series of linked adventures, as does the One Ring in Tolkien's Ring Tr= ilogy. As your campaigns and player characters mature, greater artifacts = may enter your campaigns in one of the following roles: Colorful, Bizarre, Unique, but Modestly-Powerful Gadgets: These artifacts= should be little more than interesting variations of magick effects avai= lable with existing spells and rituals, thereby insuring that the artifac= ts will unbalance your campaign at least no more than the spells and ritu= als we've designed for it. Possession of such unique items helps distingu= ish the character of the PCs and NPCs who possess them, and adds to the f= antasy flavor of the narrative and setting, rather than offers a new crow= bar for PCs to rip up the floorboards of the campaign. Example: Haarig plucked the glowing sword from the scatter of bones benea= th the tapestry and brandished it in the air. Stehmar snatched the blade = impatiently from Haarig, and thrust it before Viktor's eyes. Viktor trans= lated the blade's inscription haltingly: "Munkeln, whose blade...were -- = eh, is... glowing when... is in place of...eh...spirit...no, noo, daemon,= that's it... glows when daemons are...uh...(peering about thoughtfully).= =2E. around...?" This greater artifact is a sword with a two enchantments -- one, to glow = when daemons are around, and two, a spirit enchantment to provide the MP = for the artifact's activation. Unless daemons in disguise are an importan= t element of a mystery-intrigue campaign, such an artifact is unlikely to= make its owner significantly more powerful under most circumstances. Powerful but Narrowly-Defined Gadgets: Such items add new powerful magick= to a campaign, but not in any way that the player characters can assume = the power for their own purposes. Examples are magickal portals that lead= to the scene of the next adventure, or daemonbane swords good only again= st the single named daemon of its inscription -- coincidentally the daemo= n at the center of the current campaign plot's machinations. This permits= powerful magick to be placed in the hands of the characters without worr= ying that the power will spill over into other elements of the campaign, = upsetting delicate balances. Example: "Here, upon the inner curve of the ring, in Elder Far-Elthrin, i= s the inscription: 'Gwaethoniel, Kindler of the Wind, shall answer thy su= mmons, if thee be bound to bear his price.' The Wood Elves say his is the= form of the Great Eagle; the Dark Elves say his is the form the Black Dr= agon. Whichever be truth, or neither, he is a mighty lord of the domain o= f Elemental Air, and we have need of such, if we would meet the Lords of = Chaos in battle on the plains beneath the Cliffs of Chaos." The Kings of Bretonnia ride dragons into battle -- whenever dragons are i= n supply. The PCs are enlisted by the guild to obtain a dragon, and are i= nstructed to pay the dragon's price, whatever it might be. With this grea= ter rune ring the PCs summon the eagle-dragon Gwaethoniel, have a charmin= g roleplaying encounter bargaining with him, get hooked into a side adven= ture in paying Gwaethoniel's price of service, and end up accompanying Gw= aethoniel, the King of Bretonnia, and the armies of Bretonnia in a campai= gn to the Chaos Wastes. Too-Powerful Gadgets of Epic Significance that Must Not Ever Fall Into th= e Hands of Player Characters: These are Totally-Cool Magickal Monstrositi= es that must either die with their evil NPC owners or disappear mysteriou= sly into cracks of doom at the end of an adventure. Such Awesome Devices = exist solely for the convenience of the GM and his narrative, and may bec= ome crucial thematic elements of a campaign, so long as the GM can justif= y denying their campaign-unbalancing magick effects to the PCs. Example: The Black Crown of Na'nn Moonborer, lord of Khazadzinbar, was sa= id to strike dead any dwarf who denied the crown's wearer's sovereignty. = Thrasir had been assured of the accuracy of this legend from the ancient-= father's tales of his family, and though as he crept toward the Moonborer= 's chamber hall he wished he could doubt the hearthsayings of his fathers= , nonetheless he thrilled that their words must be true, and that could h= e but gain the Black Crown, how he might rule with such a crown, and how = he might avenge the wrongs done to his people. The crown is a greater artifact with the power to cause a critical hit +6= to the head of any living being within sight of the wearer, with no test= to resist magick. This is obviously too powerful a device to permit a PC= to use, but a quest to seek such a legendary artifact in the ruins of Kh= azadzinbar in the vaults beneath the World's Edge Mountains might be wort= hy of a noble dwarf PC and his companions. Legends and Lore of Greater Artifacts: Greater artifacts should have elab= orate and heroic lore and legend associated with them. The artifact's mag= ickal powers themselves will be greatly prized by characters, but the bet= ter the story associated with the artifact, the more significant the arti= fact will appear -- even if its powers are relatively modest. As well, it= 's an opportunity to give practical significance to the elegant backgroun= d material WFRP GMs like to devise for their Old World campaigns; as PCs = track down the personalities, locales, and legends associated with a grea= ter artifact, they learn more about its mysterious powers and limitations= -- and unconsciously identify themselves more and more with the imaginar= y heroes and histories of the campaign. Divine vs. Sorcerous Greater Artifacts: Divine Artifacts are limited by t= he will of the deity; sorcerous artifacts are limited by the inherent met= aphysical limits of sorcery. In theory, the only thing that limits the po= wer and capabilities of divine artifacts is the intention of deities to k= eep their followers in their place. Sorcerous artifacts are limited in th= eir power and effects to magick effects producable by word, thought, and = rune as represented in the spells and rituals of sorcerous practice. Vari= ations and enhancements of existing magick effects may be expected, but f= ew fundamental laws of sorcery are yet to be discovered. On the other han= d, there is no limit to the variation of magick effects that might be pro= duced by divine artifacts, so long as a divine being is willing to create= such artifacts and give them to their followers.GMs eager to introduce p= owerful, outlandish, evil magickal artifacts into their campaigns for the= use of NPC villains would be best advised to conceive them as divine art= ifacts granted by the Chaos Powers, rather than as sorcerous artifacts. T= hat way GMs has free license to create any sort of magick effect imaginab= le. Such devices, being evil, should promise corruption and death for nob= le player characters, who worshipping righteous, or at least pleasantly n= eutral, divine beings are lamentably restricted by the notable restraint = of such beings in handing out powerful magick devices to their worshipper= s. Greater Artifacts Designed by Player Characters PCs with the Enchant Greater Artifact skill may design and create their o= wn greater artifacts with the consultation and consent of the GM. Both th= e GM and player should be familiar with the "Enchantment of Sorcerous Art= ifacts" rules. First, the player should describe the basic features of th= e greater artifact he wishes to create. Second, the GM gives the matter s= ome thought, and either rejects the basic conception, or suggests suitabl= e modification, or approves the basic conception. Third, the GM determine= s the requirements for creating the greater artifact as described under "= Enchantment of Sorcerous Artifacts" and explains them to the player. When= the requirements have been satisfied, the greater artifact is created an= d ready for use by the PC sorceror. Example: Geoff's Illusionist has just achieved the 4th rank, and is eager= to create a greater artifact. He reviews the guidelines for creating gre= ater artifacts, and decides that he wants something modest, cheap, and fa= st. That rules out higher-rank spell, ritual, and compound effects, and m= agick effects from other disciplines. He tells the GM that he'd like a gr= eater artifact which produces the effects of the hypnotic command ritual,= but which works in one round, rather than in 1d6+3 rounds like all ritua= ls.The GM thinks about this carefully. The design attempts to overcome a = limitation of the hypnotic command ritual (ie, 1d6+3 rounds to cast), so = the design must incorporate some balancing limitation. It is only a secon= d rank magick effect, and within the caster's discipline, so it shouldn't= be too daunting a task to build it into an artifact. The item wouldn't b= e too powerful, since a resistance test is permitted, but it would be muc= h easier to use the artifact without being observed than it would be to c= ast the ritual unobserved. In the hands of an ambitious noble, leader, or= merchant, such a device could be very powerful indeed.The GM tells Geoff= that such a device will certainly need some special limitations, and mig= ht be too powerful for the campaign. Geoff suggests that a reduction of t= he duration of effect from 1d6 hours to 1d6 minutes, and an increase of t= he MP cost from 6MP to 12MP, would significantly reduce the potential pow= er of the artifact. The GM and Geoff continue to haggle over details for = a bit, but finally the GM approves the basic concept.Now Geoff's Illusion= ist needs to go through the seven steps of enchanting a sorcerous artifac= t (see "Enchanting Sorcerous Artifacts" below). The GM needs to review th= e figures for cost, time, and MP spent to enchant the artifact as describ= ed in the guidelines. Depending on how eager or unenthusiastic the GM is = about introducing the new artifact to his campaign, he may arbitrarily al= ter some of suggested figures to make the artifact easier or more difficu= lt to produce. He then informs Geoff about any such departures from the p= ublished guidelines, giving Geoff a chance to whine or grin cheerfully as= appropriate.The Geoff's Illusionist spends the coin, time, and MP to enc= hant the artifact. In perhaps three, four, or more sessions enough game t= ime will have passed for Geoff to proudly introduce his new creation for = the first time. The GM watches carefully for while to see if the artifact= presents any unanticipated threats to the campaign; if it does, he begin= s scheming ways to take it away from Geoff. On the other hand, if the art= ifact seems to fit into the campaign and becomes associated in the campai= gn narratives and histories with Geoff's character, the artifact is a gre= at success, and everybody is real happy. Spirit Enchantment Descriptions Spirit enchantments permit necromancers to place the spirits of deceased = humanoids into Lesser and Greater Artifacts. Lesser spirit enchantments b= ind a humanoid spirit into an artifact, then enable the artifact to draw = MP from the bound spirit rather than from the user to power the artifact'= s magickal effects. Greater spirit enchantments place a self-aware humano= id spirit into an artifact; in addition to drawing MP from the spirit, th= e artifact's user can also communicate with the bound spirit and solicit = its aid in the form of knowledge and advice.As products of outlawed sorce= rous practices, spirit-enchanted artifacts are very rare. Possession of s= uch an artifact is grounds for execution in many Old World nations. Howev= er, such devices were relatively common in Pharonic and late Dark Elf cul= tures, and as such may be encountered occasionally in ancient treasure ho= ards or the collections of monsters, guilds, magick colleges, outlaw sorc= erors, Imperial Dwarves, wealthy collectors, and heads of state. Lesser Spirit Enchantments A Lesser Spirit Enchantment on a Lesser Artifact or a Greater Artifact pl= aces a spirit in the artifact which serves as a reservoir of Magick Point= s for activation of the artifact only; the MP may not be drawn upon for o= ther pruposes. The spirit must first be summoned with the capture humanoi= d spirit ritual, then bound into the artifact with the Lesser Spirit Ench= antment skill. Roll on the following chart to determine the artifact's sp= irit's MP score: 01-50: 3 MP 51-75: 4 MP 76-90: 5 MP 91-96: 6 MP 97-98: 7 MP 99: 7+1d4 MP 00: 11+1d10 MP The spirits bound into lesser spirit enchantments are not self-aware, and= cannot be brought to self-awareness. A user of such an artifact can, at = his option, draw on the artifact's MP or his own MP when activating the a= rtifact. An artifact recovers 1 MP per 24 hours. Example of a Lesser Spirit Enchantment = Name: "Aethalagrond" Description: obsidian-and-black-iron two-handed sword; large fire-ruby ge= m set in silver as a handle counterweight; Second Millenium Dark Elven Or= nate period History: created by "Lord Dust" (presumably an unknown 2nd Millenium nec= romancer); identity of spirit bound into sword unknown; recovered from an= Arabic tomb by grave-robbers, currently in the collection of the Guild o= f Altdorf Enchantments: Manifold Blows, Fountain of Blood, Lesser Spirit Lesser Spirit MP: 3 Inscription: describes password and enchantment in Arcane Dark Elf and D= arktongue Password: "Slake Thirst" in Arcane Dark Elven Reliability Score: 51 Greater Spirit Enchantments A Greater Spirit Enchantment on a Lesser or Greater Artifact places a sel= f-aware spirit in the artifact. This self-aware spirit must first be summ= oned with the summon known spirit ritual, then bound into the artifact wi= th the Greater Spirit Enchantment skill. The spirit can serve both as a r= eservoir of magick points for the activation of the artifact (like a Less= er Spirit enchantment) and as an informant and companion, since the spiri= t can communicate telepathically with its powerlinked user within 10 yard= s, as well as magickally produce speech from the spirit-enchanted artifac= t just as if the artifact were alive.The spirits bound to greater spirit = enchanted artifacts determine their MP scores as above in lesser spirit e= nchantments. Further, since these spirits are actually NPC characters wit= h personalities, motivations, skills, and histories, the GM should prepar= e character profiles for them just as he would for a major NPC character.= Note that typically the most cold-blooded and unprincipled are best suit= ed to withstand the mental stress of indefinite confinement in an artifac= t; more honorable and decent souls trapped in magickal artifacts often su= ffer from numerous mental disorders (see WFRP, pp. 83-86). It should also= be noted that all greater spirit enchanted artifacts know how to pronoun= ce their own passwords, and so may activate themselves whenever they wish= , regardless of the wishes of their powerlinked users. This can be a seri= ous problem with treacherous or uncooperative artifacts. Example of a Greater Spirit Enchantment = Name: "Foreign Correspondent" Description: steel dagger of Third Millenium High Elven design = History: early apprentice piece by Sulring Durgul, 4,500-year-old necrom= ancer currently living in Bolgasgrad in the Translynsk of Kislev Enchantments: Stun, Greater Spirit Spirit Contained: a Dark Elven First Rank necromancer captured and sacrif= iced over 4000 years ago; the spirit -- an accomplished amateur poet and = entertainer -- has retained a form of sanity by composing really long hum= orous verse epics in its copious free time; a charming conversationalist,= and fluent in many now-obscure dialects of the Dark Elven language Spirit Profile: = M WS BS S T W I A Dx Ld IQ CL WP Fel MP - - - - - - 40 - - 25 50 50 50 30 11 Skills: as a First Rank Necromancer, plus Public Speaking, Jest, Sing, an= d Comedian Inscription: describes password and enchantment in Arcane High Elf Password: "Hulinkhe" (translates from an archaic Dark Elven slang as "Got= cha!") Reliability Score: 67 Daemon Enchantment Descriptions Daemon enchantments permit daemonologists to temporarily invest bound dae= mons in Lesser and Greater Artifacts. The daemon must first be summoned, = then bound into service with the bind daemon ritual. Then the daemon may = be commanded to serve its master as an intelligent spirit inhabiting a so= rcerous artifact. The daemon's material form is abandoned, and its spirit= is imprisoned in the artifact, to be released only upon the end of the d= uration of the bind daemon ritual, the destruction of the daemon, or the = destruction of the artifact.The daemon can serve both as a reservoir of m= agick points for activation of the artifact (like a Lesser Spirit enchant= ment) and as an informant and companion, since the daemon can communicate= telepathically with its powerlinked user within 10 yards, as well as mag= ickally produce speech from the daemon-enchanted artifact just as if the = artifact were alive. Daemon-enchanted weapons also have the following pro= perties: 1. A successful hit with a daemon-enchanted weapon that causes a wound po= int loss causes Fear in all living things. 2. A successful hit with a daemon-enchanted weapon that causes a wound po= int loss drains 1d4 MP from the victim. 3. Wearers of daemon-enchanted armor are immune to Fear and Terror. 4. An daemon-enchanted weapon's attack is magickal, and therefore may aff= ect beings which are only affected by magickal attacks. 5. Daemon-enchanted artifacts sense magick emanations and perceive spirit= s of the living and undead creatures. These abilities work in the same wa= y as the petty spells detect magick and perceive spirit, but daemon-encha= nted artifacts may exercise these abilities at will, without expending MP= =2E [We could really slut this up by having various types of powers available= according to the type of daemon bound in the sword, but I think that stu= ff ought to be saved for Divine/Chaos magick.] As products of outlawed sorcerous practices, daemon-enchanted artifacts a= re very rare. Possession of such an artifact is grounds for execution in = many Old World nations. Since the period of service of a bound daemon is = only 101 days, daemon-enchanted artifacts are more short-lived than most = sorcerous artifacts, and are thus even more rarely encountered.Divine Dae= mon Weapons, the weapons gifted to Daemons and Champions of Chaos by thei= r patron Daemon Powers, are divine artifacts, not sorcerous artifacts. Di= vine Daemon Weapons have completely different properties than sorcerous d= aemon-enchanted artifacts, and may only be created by the Great Powers of= Chaos. Such daemon weapons are enormously more powerful than sorcerous d= aemon-enchanted artifacts, and far more long-lived, but may be obtained o= nly as a reward for service to the Dark Powers. (See Slaves to Darkness,= page 94-6 and Divine Magick, page ??). Enchantment of Sorcerous Artifacts This section offers guidelines for creation of magickal artifacts. Experi= enced GMs are encouraged to play fast and loose with these guidelines; ne= w GMs probably should take them more seriously until they discover by exp= erience how dangerous a proliferation of powerful artifacts can be to the= health of a fantasy roleplaying campaign. When player characters in your= campaign have achieved the 3rd rank of their advanced careers, they will= use these guidelines, with your gudiance and consent, to create their ow= n sorcerous artifacts. Temporary Enchantments Objects may be temporarily enchanted by the casting of an appropriate Enc= hantment ritual (eg, enchant lesser weapon). Such enchantments are effect= ive only for the duration of the ritual effect, as specified in the ritua= l description.Two Enchantment rituals, enchant lesser weapon and enchant = lesser armor, are described on pages ?? and ??. Other Enchantment rituals= may be made available through the Guilds at the GM's discretion. As a gu= ideline, assume that most Lesser Artifacts could theoretically have a cor= responding temporary enchantment ritual. However, temporary enchantments = should be cost-inefficient and inconvenient to perform under most circums= tances, so few sorcerors would dedicate time or effort to their study. Permanent Enchantments An object may receive a permanent enchantment through a sorcerous procedu= re known as a praxis which binds magickal substances and properties to an= object through runecraft and ritual, producing a magickal item called an= artifact. Sorcerors with the Runecraft skill AND Enchant Lesser Artifact= or Enchant Greater Artifact skills may make magickal artifacts. Sorceror= s with the Enchant Lesser Spirit Artifact, Enchant Greater Spirit Artifac= t, or Enchant Daemon Artifact skills may add spirit or daemon enchantment= s to Lesser and Greater Artifacts.The steps in producing a magickal artif= act are listed below. Figures are given in parentheses to indicate the ex= pense, time, and magic points (MP) necessary to complete each step. To fi= nd the expense, time, and MP necessary for a given step in the production= of a specific artifact, multiply the expense and time figures given in p= arentheses by the Cost/Craft Class of the artifact in question.For exampl= e, to determine the expense and time necessary to obtain access to a prax= is for a lesser armor with the Protection+1 (8/Very Rare-20) enchantment,= multiply the figures given in parentheses for obtaining access to a prax= is (Cost: 1d10GC for research fees, scribes, etc. Time: 1d10 hours MP Cos= t: none) by the enchantment's Cost/Craft Class (8). A d10 is rolled for G= C cost (the roll is 6) and multiplied by 8 (6 x 8 =3D 48), with a resulti= ng cost of 48GC to obtain a praxis. A d10 is rolled for time required (th= e roll is 2) and multiplied by 8 (2 x 8 =3D 16 hours), with a resulting p= eriod of 16 hours necessary to obtain a praxis. No MP are exepended in th= is step.These guidelines are most appropriate for the creation of Lesser = Artifacts. The GM may choose to be more arbitrary in determining the cost= and time necessary to enchant Greater Artifacts, according to his desire= to limit or encourage the introduction of a given Greater Artifact to hi= s campaign. For example, we suggest multiplying figures for expense and t= ime required by 10 for Greater Artifacts to reflect their rare and exotic= nature. According to a GM's desire to limit or encourage the production = of a given artifact, he might at his discretion vary that multiplier from= double to 20 times the given figures. Procedure for Producing a Magickal Artifact = 1. Obtain access to the praxis for the artifact you wish to produce. 2. Obtain the object to be enchanted. 3. Obtain necessary alchemical reagents. 4. Design the Inscription for the artifact. 5. Design the Protection for the artifact. 6. Engrave the proper runes on the object. 7. Invest the alchemical reagents and the runes in the object through bin= ding rituals. Step One: Obtaining a Praxis (Cost: 1d10GC for research fees, scribes, et= c. Time: 1d6+3 hours. MP Cost: none): A praxis is a detailed procedure fo= r creating a magickal artifact. It describes physical requirements for th= e object to be enchanted, necessary magickal ingredients, inscription and= protection provisions, rune engravings, and binding rituals.Sorcerors wi= th the Enchant Lesser Artifact skill may normally obtain access to a prax= is for the creation of the Lesser Artifacts listed in this chapter. Such = praxises are commonly available in the libraries of the Guilds and Academ= ies, and occasionally in the private libraries of wealthy sorcerors. (GMs= wishing to restrict PC creation of certain Lesser Artifacts may do so in= the role of regulations of the Guilds and Academies, and through the rul= ers that grant them their charters.)Greater Artifacts are typically rare = or unique creations, and regarded as trade secrets by their designers. Ra= rely will a praxis be readily available, even in a large Guild or Academy= library. Spirit and Daemon Artifacts are products of outlawed sorcerous = practices, and as such details of their manufacture may be extremely hard= to find. Locating a praxis for a Spirit, Daemon, or Greater Artifact wil= l therefore often require great expense of time and coin.Creation of a ma= gickal artifact without a praxis is a difficult and doubtful enterprise. = See "Research" below. Step Two: Obtaining the Object to be Enchanted (Cost: according to the ob= ject. Time: 1d6+3 hours. MP Cost: none.): A praxis specifies the physical= requirements for the object to be enchanted. Requirements for Lesser Art= ifacts are extremely modest; costs for the objects may be no more than th= ose listed WFRP, "Goods and Services," pages 292-97; no Cost/Craft Class = multiplier is required. Requirements for Greater, Spirit, and Daemon Arti= facts are more demanding, and typically expensive and/or hard to obtain; = use Cost/Craft Class multipliers as described above. Step Three: Obtaining Necessary Alchemical Reagents (Cost: 1d6+3 GC. Time= : 1d6+3 hours. MP Cost: none.): Investing an object with a permanent magi= ckal enchantment requires binding of inherently magickal substances to th= e object through binding rituals. These magickal substances are typically= expensive and/or hard to obtain. Step Four: Designing the Inscription (Cost: none. Time: 1d6+3 hours. MP C= ost: none.): All magickal artifacts bear an inscription. At the least, an= inscription includes runes for the enchantment. Usually an inscription a= lso includes the name of its creator. The inscription may include a "manu= al" -- a description in Arcane of the magickal enchantments the artifact = bears, often with a translation of the Arcane inscription in one or more = mundane languages. In some cases a brief "dedication" commemorates a spec= ial person, event, or ideal the owner wishes to honor. Frequently the cre= ator will include the password necessary to activate the artifact, though= for security reasons this may be omitted, or recorded in a code or ciphe= r. Step Five: Designing the Protection (Cost, Time, and MP Cost: according t= o type of protection; see below): There are three types of protection lim= iting use of a magickal artifact: 1. No Protection (Cost: no cost. Time: none. MP Cost: none.): Many artifa= cts are designed with no restrictions on who may use them. The user simpl= y concentrates on the artifact, and the artifact is activated. This is mo= st common with Lesser Artifacts created for guard or military units where= many may use a single item. 2. Password Protection (Cost: according to type of protection --2d10 silv= er shillings. Time: 1d6+3 hours. MP Cost: 4 MP.): This is the most common= artifact protection scheme, and relatively inexpensive. The artifact is = designed to activate only when a given password is spoken. In a world whe= re literacy is an uncommon skill, and reading Arcane is yet more uncommon= , sorcerors often include the password in the inscription; more cautious = enchanters may conceal the password within a code, cipher, or riddle. Omi= tting the password from an inscription altogether is an increasingly comm= on modern practice, but inscriptions of most ancient artifacts contain th= e password in some form or other. 3. Destructive Protection (Cost: 2d10GC. Time: 2d6+6 hours. MP Cost: 8 MP= =2E): Some magickal artifacts are designed to harm those who use them wit= hout authorization. This is a relatively uncommon modern practice, mostly= because of the added expense, but certain older artifacts -- particularl= y necromantic and daemonic artifacts -- are protected with deadly booby-t= raps. Such devices require a password (which is always omitted from the i= nscription). If the password is not spoken when attempting to activate th= e artifact, the user gets a nasty shock, usually in the form of a Petty s= pell effect like discorporate flesh, but in some cases in the form of hig= her level spell effects like fountain of blood, wither life,and sever spi= rit. Step Six: Rune-Engraving (Cost: none. Time: 1d6+6 hours. MP Cost: 1 MP pe= r hour.): When the object and magickal ingredients have been assembled an= d the inscription and protection designed, the sorceror must inscribe the= appropriate runes upon the object as directed by the praxis. The slighte= st error or flaw in the rune inscription will ruin the enchantment, so ca= reful enchanters expect to spend many hours with this stage of the enchan= tment. Step Seven: Ritual Binding of Reagents and Runes to the Object: (Cost: no= ne. Time: 1d6+3 hours. MP Cost: 4 MP per hour.): Once the inscription is = completed, the sorceror begins a series of binding and enchantment ritual= s as directed in the praxis. A single binding and enchantment ritual take= s 1d6+3 hours, and requires an expenditure of many magick points, so few = enchanters can do more than one series of rituals per day. Restoring Enchantments on Failed Artifacts: Enchantments can be restored = to failed artifacts by any sorceror with the necessary enchantment skills= and access to the necessary praxis and reagents. As such, most lesser en= chantments can be restored if you can find a willing and able Third or Fo= urth Rank sorceror. Greater Artifacts are much more difficult to have rec= harged; only a Fourth Rank sorceror can do the job, and only if you or he= can provide or locate the necessary praxis -- a doubtful prospect, given= the unique and idiosyncratic nature of most Greater Artifacts. Restorin= g enchantments on failed artifacts is similar to enchanting an artifact, = except that many steps do not need to be repeated. If the creator is rest= oring an enchantment on an artifact he has previously enchanted, the crea= tor already has access to a praxis; thus Step One may be omitted. If a so= rceror is attempting to restore enchantments on an afrtifact originally e= nchanted by another sorceror, he must obtain a praxis, and Step One must = be completed. Step Two may be omitted, since the object is obviously alre= ady available. Step Three, Obtaining Necessary Alchemcial Reagents, must = be completed again, since the reagents are needed for the binding rituals= =2E Steps Four, Five, and Six may be omitted, since the Inscriptions, Pro= tection, and Runes have already be designed and engraved. Step Seven, the= Binding Rituals, must be completed to restore the enchantment to the art= ifact. This restoring an enchantment to a failed artifact is much faster = and cheaper than creating a new artifact from scratch. Rates of Production: Under ideal circumstances -- ready access to the pra= xis, suitable objects and alchemical reagents, a simple enchantment, flaw= less first-time accuracy with the rune-engraving, no distractions, and go= od luck -- many Lesser Artifacts can be enchanted in between 30-60 hours.= More realistically, a sensible enchanter expects to turn out a Lesser Ar= tifact once every two weeks.Greater Artifacts are much more troublesome a= nd time-consuming. Presuming a reliable praxis can be located, a Greater= Artifact may consume several years of steady labor, even if working with= competent assistants and unlimited resources. If a praxis is not availab= le, and must be researched or improvised, a lifetime may be too short. Th= e finest Fourth Rank sorceror may produce two or three Greater Artifacts = in a lifetime; many never produce one. Ordinary mortal sorcerors are usua= lly quite elderly when they achieve Fourth Rank, and haven't the ambition= and vigor necessary for such exhausting projects. Necromancers may be an= exception to this rule; with their extended lifetimes, outlaw necromance= rs may amass collections of original Greater Artifacts far exceeding the = output of most typical sorcerors. (GM: This is a swell excuse for you to = leave dumploads of nice magickal treasures for folks who go hunting necro= mancers -- and also gives you an excuse to load the hunted necromancer up= with armloads of exotic magickal weapons and defenses.) Research So. Your greedy players want to invent even more powerful magick to blast= their way through your subtly-crafted adventures? It's time for Research. Now, you GMs can add new magickal spells, rituals, and artifacts to your = campaign any time you want. We trust your judgement. You're not going to = stick anything into your campaign that'll inflate the magick level into t= he stratosphere, or butcher whole populations with a single press of a bu= tton. (Well, maybe now and then, but not too often, we hope...)But your p= esky players, they'll always want to chisel away a little more power for = their characters, so you can't make them nervous when you bushwhack them.= Here's how you can keep their chiseling down to a decent level. Researching Ancient and Obscure Spells, Rituals, and Enchantments: Sorcer= ors can go sit down in the magickal libraries of universities, guilds, or= mages they've murdered and look around for neat old magick tricks that n= obody else knows about. Basically, you can give them whatever you want. N= ormally they should find nothing interesting, but now and then you can sl= ip them some neat variant on some other common spell. Rarely will anyone = come across a really useful magick spell, ritual, or artifact praxis this= way; usually they're just going over old ground that many other sorceror= s have traveled before.However, a good song-and-dance should be rewarded.= If you let a PC loose in a 4,500-year-old necromancer's library, and he = just happens to have the Arcane Dark Elf language skill, and he says he's= looking around for manuscripts with Second Millenium dates, and he happe= ns to toss in a few names of famous Dark Elven necromancers from that per= iod -- well, he deserves to find some nifty necromantic spell effects. Y= ou don't have to improvise them on the spot, but you should promise to gi= ve him some neat new spells the next time you see the player. Researching= New Spells, Rituals, and Enchantments: Sooner or later your players will= ask to create some new spells, rituals, or magickal artifacts. Here are = some tips on handling that situation: Stall for time. Find some plausible excuse to delay a response for two or= three sessions while you consider the request and how it will affect the= campaign. Send them off to Tilea for a certain reference in the library = of Accademia Magia in Luccini, or tell them the only guy who knows what t= hey want to know is in Marienburg -- and when they get there, he happens = to be under indictment for practicing daemonology without a charter. Give them what they want -- but drag them through a couple of adventures = to get there. Dont't worry so much about the magick they want. Concentrat= e on the energy they commit to getting it. Interest and commitment are us= ually pretty intense when players are pursuing something like a new magic= k power. If you get two or three good, intensely motivated adventures out= of the deal, be happy. Assume that by the time they get what they want, they won't want it any m= ore. You have to give it to them, because otherwise they'll feel hosed, a= nd distrust you the next time you want to send on an epic quest. But real= ize that campaigns have a way of shifting directions every three or four = sessions. By the time they've gotten their nifty new magick widget, you'v= e dumped a bunch of new problems in their laps -- ones that their nifty n= ew widget isn't of much use in dealing with. Our warnings about not handing out too many or too powerful magickal arti= facts won't prevent any GM from learning from experience. We wouldn't wan= t an obsession about magickal inflation to keep GMs from indulging a lust= for new, bizarre magick. GMs naturally succumb to the desire to introduc= e extra-cool magickal artifacts into their campaigns -- usually because t= hey've just read about some really swell magickal device in a novel and c= an't wait to add it to their campaigns. Well, in novels authors can contr= ol the way their characters use magickal artifacts, but that's not the ca= se in fantasy roleplaying.But GMs really have to learn from experience. S= ooner or later you'll hand out too many or too powerful magick items. The= n you'll just have to think of some clever way to take them away from the= characters. But fortunately... If you accidentally let magickal artifacts get out of hand in your campai= gn, your players will THANK you for taking them away from their character= s. Most players will realize when they have gotten artifacts so powerful = that they spoils the campaign for everyone. Just come up with a method th= at fits the feel of the Warhammer setting and develops the narratives and= themes of your campaign.For example, I bet there are plenty of 1000-year= -old necromancers in the Old World who'll drop everything to come steal a= ny piece of magick interesting enough to screw up your campaign. (In fact= , it's a good idea to establish a stock legendary mega-character long bef= ore you need him.) Just ambush the players a couple of times with a super= -tough NPC -- give them a good thumping, scare the daylights out of them.= Then drop a polite hint that he'll spare everyone's life if they just g= ive up the magick you want taken out of circulation. Reagent Inventory Table The reagents descriptions below include the following information: Type of Reagent: Common, Extraordinary, or True Elemental Cost: Per one measure in a settlement of 1000-10,000 persons; usually mor= e expensive in smaller markets; occasionally less expensive in larger mar= kets. Availability: Availability is indicated in terms of the "Goods and Servic= es Availability Chart" (WFRP, page 292). A negative modifier following th= e availability indicates exceptionally limited availability, and is a neg= ative modifiers to the percent values indicated in the "Goods and Service= s Availability Chart." =46rom Scratch: Alchemists with the appropriate skill (Prepare Common Rea= gents, Prepare Extraordinary Reagents, Prepare True Elements) may prepare= reagents from raw materials. Examples: Examples of the specific type of reagent. Reagents notably more= expensive and scarce are so indicated. Animal Derivatives Derivatives from fresh specimens (still warm) are the most potent, though= derivatives from well-preserved specimens (specimens 1-5 days dead) are = sufficient for most alchemical purposes (except when fresh substances are= specifically required for a compound formula or spell, ritual or artifac= t enchantment). Type of Reagent: Common Cost: 1/- Availability: Common =46rom Scratch: One fresh specimen yields 1d10+10 measures. One well-pres= erved specimen yields 1d10 measures; process requires 1d6+3 hours. Examples: hearing, sight, and scent organs scent glands brain extracts slug slime Scorpion tail fish eggs goose down hawk tissues mule jaw beetle husks tortoise shell alectorian stones (2GC/Average): cock stomach stones bezoar (2GC/Average): jewel-like stone from stomach or gall-bladder of go= at or antelope (poison antidote) gagites (20GC/Rare): stones from stomach of eagle (medicinal) Humanoid Derivatives Substitution of humanoid derivatives for beast derivatives in compounds u= sed by humanoids generally produces a more effective compound. Further, l= iving or fresh specimens yield derivatives of superior strength.Some rene= wable substances (blood, glandular extracts, etc.) can be obtained from l= iving specimens of dwarf, elf, halfling, and human without harming the in= dividual. Type of Reagent: Common Cost: 1/- Availability: Common =46rom Scratch: 1d6+3 measures can be obtained from a single individual; = process requires 1d3 hours. Examples: fresh [species] glandular extracts fresh [species] blood Many tissues of dwarf, elf, halfling, and human cannot be collected witho= ut great harm to the individual. Pragmatic, moral, and ethical considerat= ions limit the supply of derivatives of living and fresh humanoids in civ= ilized society. Alchemists may purchase remains of humanoids to render fo= r derivatives, wherever possible directly from relatives, who are permitt= ed by law to sell a deceased remains, or from the Watch, street cleaners,= and keepers of poor hostelries, or, in extremis, from grave robbers. The= Cult of Morr proscribes the sale of cultists for such purposes, but poor= folk may prefer the prospect of a few gold coin in this world to the pro= mise of eternal rest in the next world. In remote and wilderness regions,= and on the black market, such humanoid derivatives may be easily obtaine= d and inexpensive. The Guild also seems to have ample resources available= to Guild members and academies for experimentation and priority projects= =2E Type of Reagent: Extraordinary Cost: 1GC Availability: Common =46rom Scratch: 1 specimen yields 1d10+10 measures; process requires 1d6+= 3 hours. Examples: calcinated [species] tissues preserved [species] sight, scent, and hearing organs preserved [species] glandular extracts preserved [species] blood preserved [species] brain tissue preserved [species] vocal chords, lips, and palate Certain humanoid races are prized for the magickal properties of their ti= ssues, chaos-tainted humanoids in particular. Other fierce humanoids pres= ents special dangerous to specimen collectors. As such, derivatives of th= e following humanoid races are far more scarce and expensive: Goblinoids (orc, black orc, goblin, hobgoblin, snotling) Type of Reagent: Extraordinary Cost: 1GC Availability: Average =46rom Scratch: 1 specimen yields 1d10+10 measures; process requires 1d6+= 3 hours. Chaos-Tainted Humanoids (beastmen, minotaur, mutant, skaven, chaos spawn,= chaos warrior) Type of Reagent: Extraordinary Cost: 20GC Availability: Very Rare =46rom Scratch: 1 specimen yields 1d10+10 measures; process requires 1d6+= 3 hours. calcinated beastman tissue preserved minotaur glandular extract Rare Humanoids (fimir, gnome, lizardman, treeman, troglodye) Type of Reagent: Extraordinary Cost: 50GC Availability: Very Rare-20 =46rom Scratch: 1 specimen yields 1d10+10 measures; process requires 1d6+= 3 hours. Examples: bark of treeman scent-gland of troglodyte preserved Meargh (fimir) glandular extract Giant Humanoids (giant, ogre, troll) Type of Reagent: Extraordinary Cost: 50GC Availability: Very Rare-20 =46rom Scratch: 1 specimen yields 2d10+30 measures; process requires 1d6+= 3 hours. Examples: calcinated ogre tissue calcinated troll tissue troll bile preserved ogre glandular extract Elemental Magical Creatures Many magickal creatures -- dragons, unicorns, werecreatures, pegasi, gian= t bats, eagles, spiders, and so forth -- are of elemental origin, and as = such, substances derived from them may have magickal properties. Such mag= ical creatures are typically associated with the elemental powers and sit= es of power (henges, leys, loci, nexi, and other locations associated wit= h the worship of the Earth Mother). They may be permanent manifestations = of the local aura, may periodically manifest according to celestial conju= nctions and waxings and waning of the Earth Powers, or may be summoned pe= riodically by Elementalists and Druids. The substance of such creatures i= s magical, and as such often useful in a wide assortment alchemical prepa= rations. However, since their magic is dependent on Earth Power, it is so= mewhat unpredictable and periodic in its effects. NOTE: Elementalists and= Druids are prohibited from harming summoned Elemental Beings, and may no= t, in effect, import such beings for the purposes of alchemy. Further, th= ey are enjoined against using such in alchemical preparations, and may as= a matter of principle object to the use of such preparations by companio= ns.The substance of an elemental creature must be collected while the cre= ature still is living and manifested as a material creature. At death, th= e body substance returns immediately to Mother Earth. Type of Reagent: Extraordinary Cost: 50GC Availability: Very Rare-20 =46rom Scratch: 1 specimen yields 1d10+10 measures; process requires 1d6+= 3 hours. Examples: preserved [species] tissues preserved [species] sight, scent, and hearing organs preserved [species] glandular extracts preserved [species] blood preserved [species] brain tissue preserved [species] vocal chords, lips, and palate [species] wound-weepings bile of goldworm blood of giant bat blood of bloodleech blood of chameleoleech blood of dragon (preserved) bones of pegasus breath-organ of dragon ear of giant bat electric-organ of sunworm eye of great eagle feather of great owl fin of dragon turtle pelt of werewolf, wereboar, werebison, werebear, werecat heart of zoat horn of unicorn, narwal, white hart, etc. lift-organ of pegasus, dragon, wyvern, = scales of dragon scent-organ of dragon web-sac of giant spider amoeba maximus tissue (giant amoeba; acids do not affect metal or mineral= , but dissolve plant and animal substances easily) fibrous crystal (not a crystal at all, but the flexible, durable transpar= ent fleshy tissues of the chameleoleech, a vital component of illusion co= mpounds) Chaotic Magical Creatures Certain monstrous species are varieties of Chaos creature with fairly sta= ble forms and features. As such, they are referred to as "Chaos species" = rather than as Chaos mutants or as spawn of Chaos. Though the dominant ch= aracteristics of these chaos species seem to breed true, there is awide v= ariation in sepcific features, and a wide variation in the quality of mag= ickal properties of their derivatives.Chaos species of monsters are typic= ally rare, found only in remote regions, and perilous for specimen collec= tors. As such, their derivatives are frequently scarce and dear. Type of Reagent: Extraordinary Cost: 100GC Availability: Very Rare-20 =46rom Scratch: 1 specimen yields 2d10 measures; process requires 1d6+3 h= ours. Examples: preserved [species] tissues preserved [species] sight, scent, and hearing organs preserved [species] glandular extracts preserved [species] blood preserved [species] brain tissue preserved [species] vocal chords, lips, and palate [species] wound-weepings preserved eye of basilisk preserved doppleganger tissues preserved venom-sac of jabberwock, manticore preserved harpy glands preserved doppleganger blood (fresh blood is worth 300GC and Very Rare-24= ) preserved hippogriff, griffon, chimera, wyvern lift-glands Daemonic Magical Creatures Any daemonic being captured or slain in the Material World may leave part= of its substance here.Blood, tears, and wound-weepings may be collected = from living specimens. Fleshy parts (including hair, nails, scales, horn,= feathers, etc.) severed BEFORE the daemon perishes and returns to the Vo= id may be collected. The body of the daemon itself, upon its material dea= th, ceases to be material. Note that Daemon Heart, a most precious substa= nce prized for its alchemical properties, is exceptionally difficult to o= btain, since it must be ripped still beating from the unfortunate daemon = donor.Fleshy bits may be flayed from living daemons captured and imprison= ed in enchanted containers. However, daemons generally won't sit around a= nd put up with such abuse unless magically prevented from returning to th= e Void. Type of Reagent: Extraordinary Cost: 500GC (for preserved reagents; fresh reagents are not for sale) Availability: Very Rare-24 =46rom Scratch: 1 specimen yields 2d10 measures; process requires 1d10+10= hours. Examples: preserved [daemon type] glandular extracts preserved [daemon type] wound-weepings preserved [daemon type] blood preserved [daemon type] brain tissue preserved [daemon type] vocal chords, lips, and palate preserved [daemon type] tissues preserved [daemon type] sight, scent, and hearing organs Undead Creatures The substance of divine undead (spirits from the Realm of Khaine manifest= ing as undead creatures) is magical. Collection of such substance, and al= chemical preparations made from such substance, are outlawed by the Guild= s, though some research and experimentation is permitted under charter by= the sovereign and with guild supervision. The substance of undead creatu= res animated from mundane flesh is not magickal, though may be required f= or certain spells, rituals, and compounds. Type of Reagent: Extraordinary Cost: 500GC (for preserved reagents; fresh reagents are not for sale) Availability: Very Rare-24 =46rom Scratch: 1 specimen yields 2d10 measures; process requires 1d10+10= hours. Examples: preserved [undead type] tissues preserved [undead type] wound-weepings Divine Creatures The substance of divine creatures is magickal. Collection of such substan= ce, and alchemical preparations made from such substance, are outlawed by= the Guilds. = Type of Reagent: Extraordinary Cost: not for sale Availability: Very Rare-24 =46rom Scratch: 1 specimen yields 2d10 measures; process requires 1d10+10= hours. Examples: preserved [divine creature type] tissues preserved [divine creature type] wound-weepings preserved [divine creature type] tears preserved [divine creature type] blood Herbs [??] [[Do we open this can of worms in this volume? I suspect we ought to, but= I hate the idea of another = whole section/chapter to draft. Notes follow: Mundane Herbals Type of Reagent: Common Cost: 1/- Availability: Common =46rom Scratch: 1 specimen yields 1d6 measures; process requires 1d3 hour= s. Examples: Herbal condensers of earth, air, fire, water (generic herbal reagents) Oak Resin: tartar of oak sap, combined with asbeston, iron, and quyksilvi= r Bloodsedge Resin: tartar of bloodsedge sap and fibers Live Ash: calcinate of heartwood, coal, and pitch Ironrroot: calcinate of willow root, iron, and brimstone Black Potter Choreous indigo Magical Herbals Type of Reagent: Extraordinary Cost: 1GC Availability: Rare =46rom Scratch: 1 specimen yields 1d6 measures; process requires 1d6+3 ho= urs. Examples: White Limna Gemnella Apthous]] Warpstone-Mutated Magical Creatures Some warpstone-mutated creatures have magical organs with interesting alc= hemical properties. However, rarely do such organs breed true, and theref= ore experimentation with each organ is a unique alchemical process. All p= reparations made from a single organ will have the same properties, but n= o other preparation is likely to have the same properties, and reproducin= g beneficial properties is a hit-or-miss and perilous affair. Collection = of such substance, and alchemical preparations made from such substance, = are outlawed by the Guilds, though some research and experimentation is p= ermitted under charter by the sovereign and with guild supervision. Type of Reagent: Extraordinary Cost: varies greatly Availability: Very Rare-24 =46rom Scratch: 1 specimen yields 2d10 measures; process requires 1d10+10= hours. Examples: preserved [warpstone-mutated creature type] tissues preserved [warpstone-mutated creature type] wound-weepings preserved [warpstone-mutated creature type] blood Chaotic Earths (Warpstone, Warpdust) Warpstone and warpdust are materialized fragments of Chaos released into = the Known World's environment at the time of the collapse of the warp gat= es. They are extremely magickal, and perilous to handle. Collection and p= ossession of warpstone or warpdust is outlawed by the Guild. Type of Reagent: Extraordinary Cost: not for sale Availability: Very Rare-24 =46rom Scratch: 1 specimen yields 1d100 measures; process requires 2d10+2= 0 hours. Examples: warpstone warpdust Noble Works Leprous (impure, mundane) elemental substances may be transmuted by alche= mical processes into noble (pure, magickal) works. Noble works are extrao= rdinary elemental reagents of exceptional purity with powerful magickal p= roperties. Refinement of noble works is a lengthy, painstaking, and tedio= us process; thus noble works are usually scarce and expensive. Type of Reagent: Extraordinary Cost: 2d6 x 1000GC Availability: Very Rare-24 =46rom Scratch: 1 litre volume of leprous elemental matter yields 1d100 m= easures of noble works; process requires 5d10+50 hours. Examples: Noble Airs: Anima Mundi (essence of the life principle in a matrix of essential air) Noble Fires Solifick Fire (essence of sunlight) Lunifick Fire (essence of moonlight) Asterick Fire (essence of starlight) Noble Waters Aqua Archeus (essence of the life principle in a matrix of essential wat= er) Aqua Ambrosia (sweet, superbly nourishing solution of assorted animal and= herbal extracts) Aqua Tofana (solution of noble orpiment; a deadly toxin) Aqua Fortis (solution of noble elements and aethyr salt; a powerful acid)= Aqua Regia (solution of noble elements and void salt; an extremely powerf= ul acid) Noble Earths: Typically known as "noble metals." Noble metals are used in= the manufacture of enchanted weapons. Weapons treated with nobles metals= will injure or wound magickal creatures. Noble metals are also used in d= warven metallury and artifact-craft, and in the ancient rune inscriptions= of Imperial dwarven engineering. True Copper True Iron True Tin True Lead True Mercury True Silver True Gold True Mithril [[Cinnabar, Ceruse, Minium; bogus Egyptian (Pharonic) metals: chesteb (bl= ue stone), mafek (green stone), chenem, hertes, nesenem]] Gems???? [[Who cares? We gotta draw the line somewhere....]] True Elements Durable Elements (Elemental Salts and Sublimates) are moderately pure ele= mental substances, compounded in an inert matrix. The salt form is a fair= ly stable crystaline substance, and may be stored and transported in a no= n-enchanted container. The sublimate form is gaseous, and must be stored = and transported in air-tight, securely-sealed containers. Durable element= s are relatively easy and inexpensive to refine from commonly-available s= ubstances, and are commonly used in elemental-based spells, rituals, and = compounds, particularly in elemental summonings. Type of Reagent: True Elemental Cost: 50GC Availability: Average =46rom Scratch: 1 liter volume of elemental matter yields 1d10 measures; = process requires 2d10+20 hours. Examples: Earth Water Fire Air Aethyr Void Fugacious Elements (Spirits and Essences): Fugacious elements are exquisi= tely pure elemental substances. Spirits are compounded within a neutral f= luid matrix, and must be stored and transported in specially-designed air= -tight, securely-sealed containers. Essences are free, uncompounded, and = extremely volatile; as such, they must be stored and transported in encha= nted containers. Type of Reagent: True Elemental Cost: 2000GC Availability: Average =46rom Scratch: ten measures of durable element yields 1 measure; process= requires 2d10+20 hours. Examples: Earth Water Fire Air Aethyr Void Great Works These substances are the most exalted products of the alchemical arts. Th= e processes are known only to Grandmasters of the Guild (Alchemists 4th R= ank), and are the objects of lifetimes of practice and learning for philo= sophical alchemists.The Great Works of Alchemy are not sought for their p= ractical values, which are unknown and perhaps unknowable, but for their = intrinsic value as paths to enlightment. According to alchemical traditio= n, purity of person consists in the removal of all earthly passions, desi= res, and misconceptions, and through the search for Purity of Substance t= he alchemist grows toward purity of Spirit. Nonetheless, all of these fab= led compounds would be of unimaginable value were they to exist, and alch= emists and adventurers alike have ardently sought after rumors of the exi= stence for centuries. Type of Reagent: Great Works Cost: not available for any price Availability: not available =46rom Scratch: ten measures each of fugacious elements of earth, water, = fire,, air, aethyr, and void yield 1 measure of Great Works; process requ= ires 1d50+250 weeks. Examples: Prima Materia (also known as "quintessence"; in solid form, referred to a= s the "Philosopher's Stone"): A pure form of the substance from which ear= th, water, fire, air, aethyr, and void is derived. Said to bring the alch= emist who refines it a state of total enlightnement. The magickal powers = of such a substance are subjects of legend. Panacea: A cure for all known illnesses and disease. Elixir of Life: The Secret of Immortality. Perfect Gold: The ultimate ideal of all physical substances. [[Notes below]] Alchemical Texts and Ancient Writings Turba Philosophorum: Philosophical Disputes. Mutus Liber (Dumb Book): all without text, but in symbols of engravings Rosarius Magnus, Rosarium Philosophorum (rosegarden) Tarot (The Book of Thoth): Bohemian Hermetic philosophy Azoth (Philosopher's Stone, beginning and end of alphabet) Book of Twelve Gates Corpus Hermeticum Summa Perfectionis Magisterii Emerald Table (Tabula Smaragdina): Complete text Mysterium Magnum De Alchimia Archidox Magicus Secondary Reagent Stuff Reagents * =3D Extraordinary Reagent. Extraordinary Reagents are scarce and valuab= le, and their use in spellcasting and alchemical compounds must be accoun= ted for. See Table for prices and availability. Animal and Humanoid Creatures Animal Derivatives: Fresh materials are the most potent, though preserved= materials or extracts are sufficient for most alchemical purposes (excep= t when fresh substances are specifically required for a compound formula = or spell, ritual or artifact enchantment. Humanoid Derivatives: When humanoid derivatives are substituted for beast= derivatives in compounds, the compound is usually more effective when ap= plied to a humanoid. However, pragmatic, moral, and ethical consideration= s other limit the supply of such humanoid derivatives in civilized societ= y. However, in remote and wilderness regions, and on the black market, su= ch humanoid derivatives may be obtainable for high prices, and may also b= e available to the Guild for experimentation and priority projects. Bezoar: jewel-like stone from stomach or gall-bladder of goat or antelope= (poison antidote) Gagites: stones from stomach of eagle (medicinal) Ogre dung Scorpion tail Fish eggs Goose down Hawk tissues Mule Jaw Beetle Husks Tortoise Shell Ogre olfactory organs Monstrous Creature Elemental Creatures: Most monstrous beings are of an elemental nature. As= such, they are magickal in origin, though they may or may not have any m= agickal properties of interest to sorcerors and alchemists. Daemonic Creature: The tissues and fluids of all monstrous beings of a da= emonic nature yield derivatives of significant magickal properties. = Undead Creature: Lesser undead animated by sorcery do not yield derivativ= es with magickal properties. Carrion, ghoul, liche, vampire, and wight t= issues are valued as reagents. Aethyrial substances of ghosts, specters, = and wraiths, while extremely difficult to collect, have great alchemical = value. Divine Creature: The tissues, fluids, and aethyrial substances of all mon= strous beings of a divine nature yield derivatives of significant magicka= l properties. Chaotic Creature: The tissues, fluids, and aethyrial substances of all Ch= aos creatures yield derivatives of powerful but inconsistent and unreliab= le magickal properties. Amoeba Maximus: giant amoeba (slow, but powerful, acid; no effect on meta= l or mineral, but dissolves plant and animal substances easily) Basilisk Eye: Bog Octopus: ? Fibrous Crystal: Not a crystal at all, but the flexible, durable transpar= ent fleshy tissues of the Chameleoleech. (Illusion) Aetities: gagites from giant eagle (medicinal) Mundane Herbal Oak Resin: tartar of oak sap, combined with asbeston, iron, and quyksilvi= r Bloodsedge Resin: tartar of bloodsedge sap and fibers Live Ash: calcinate of heartwood, coal, and pitch Ironrroot: calcinate of willow root, iron, and brimstone Black Potter Choreous indigo Magical Herbal White Limna Gemnella Apthous Leprous Substance (Impure, Mundane): Almost all Leprous Airs, Fires, and = Waters are Common Reagents -- inexpensive and easily-obtainable. Even the= less common of these substances are required in such small quantities fo= r alchemical purposes that the cost is negligible. On the other hand, som= e Leprous Earths are difficult and expensive to refine, and are valuable = for other uses than alchemy (ie, iron for weapons and gold for jewelry an= d coin). Leprous Airs: Includes a wide variety of airs, vapors, and gases. Leprous Fires: Leprous Waters: alchohol Leprous Earths Minerals: Clay, Clabrous Crystal Asbeston: Lodestone* (magnetite), Magnesium*, Phosphorus*, Arsenic (Orpi= ment)*, Sulphur (brimstone)*, Sal armoniac*, Mercury (quiksilver)* Rare Earth (Minerals) Metals: Metallic Glass*, Cuprum (Copper)*, Isen (Iron)*, white iron, gra= y iron, specular iron (crystaline), Tin*, Lead*, (Mercury* -- a mineral?)= ,Silver* ,Gold*, pinchbeck*: false gold Rare Metal Gems: Though prized for their beauty, naturally-occurring gems rarely hav= e any alchemical value, since they are formed from impure substances. Nob= le Gems, on the other hand -- gems formed artificially from noble mineral= s -- are extremely valuable in the manufacture of magickal artifacts, sin= ce magickal properties may adhere to them for extended periods. Chaotic Earths: Noble Substance (Pure, Magical) Noble Airs: Noble Fires: Solifick Light: Lunifick Light: Asterick Light: Noble Waters: Water of Archeus: solution of life principle in noble water (healing, cur= ing disease) Water of Ambrosia: sweet, superbly nourishing solution of assorted animal= and herbal extracts (nourishment) Aqua Tofana: solution of orpiment (deadly toxin) Aqua Fortis: solution of noble elements and Aethyr Salt (strong acid) Aqua Regia: solution of noble elements and Void Salt (exceptionally stron= g acid) Noble Earths Noble Metal: Used for magickal artifact enchantments and some alchemical = compounds. Noble Metal: Used for magickal artifact enchantments and some alchemical = compounds. True Copper True Iron True Tin True Lead True Mercury True Silver True Gold Noble Gems: Used for magickal artifact enchantments and some alchemical c= ompounds. Noble Warpstone: Void True Elements are refined from this substance. True Element: The four Mundane Elements (Earth Air, Fire, Water) are rela= tively easy to refine. Aethyr (Magic) and Void (Raw Chaos) are exceptiona= lly difficult to refine and capture in a stable form, and Void is, in add= ition, extremely dangerous to work with. However, since aethyr and void s= alts, sublimates, spirits, and essences are crucial reagents in many ritu= als and compounds, master alchemists are often well-stocked, and well-com= pensated, for these products. = Toxin Deleriant VenomSorcery Spell and Ritual Lists Listings Format Runes: Runes which must be engraved upon the wizard's focus in order to c= ast the spell or ritual. Combined with the "I Wizard" runes on the focus= , the casting reagents, and the mystical state in the caster created by s= poken phrases and silent meditations upon the essences and aethyrs repres= ented by the runes, the runes complete the magickal sentence which trigge= rs the unleashing of the desired magical effect. Spell/Ritual Name: Spell or ritual title. Often a rough translation of th= e rune significations. Discipline/ Level: Type of magick discipline casting and mastery level = of the spell/ritual. Preparation: Rounds required to prepare for ritual castings (rituals only= ). Typically 1d6+3 rounds. Magick Points: Magick point cost for casting. Range: Maximum distance from caster that spell effect can be delivered. T= ypically a number of yards equal to the character's Base Magick Points Sc= ore (indicated as "BMP yds."). NA =3D Not Applicable. Area of Effect: Maximum area affected by casting. In some cases defined a= s an area or volume of space; in others defined as the subject or target = that may be affected. Reagents: All spells and rituals require reagents. Casters are assumed to= have ample supplies of Common Reagents. Extraordinary and True Elemental= Reagents are marked with an asterisk (*). Supplies and expenditures of E= xtraordinary and True Elemental must be recorded. (See Chap. 2a, "Alchemi= cal Reagents," page ??.) Resistance: Conditions of Magickal Resistance Test, if allowed for the ca= sting. Rationale: Pseudo-technical gobbletygook explaining basic principles of t= he casting's effect. Charming fantasy color, and a guideline for player a= nd GM interpretations of the casting and its effects. Magick Effects: What the spell/casting does, in game and roleplaying term= s. Spell Commentaries At the end of the castings lists for each discipline, a section of spell = commentaries offers additional background information and interpretation = guidelines for various spells and rituals. These commentaries fall into t= hree categories: Background: Known history of the spell or ritual. Notes: Player and GM guidelines for interpreting the casting's magical ef= fects. Variants: Similar castings that might be encountered in a Warhammer campa= ign, at the GM's discretion. Spell Variants For some spells we suggest some variants of the listed spells that might = be encountered in some WFRP campaigns. CAUTION! We have not tested these = variants in play. We may add them to the offical lists at some future dat= e, but in the meantime, use your judgement about whether they belong in y= our campaign. These are just suggestions to encourage creative experiment= ation on your part. Even if you never introduce any variants to your camp= aign, Realm of Sorcerous Magick provides plenty of magick spells and ritu= als for a nifty fantasy roleplaying campaign. NPC Use: The GM may allow NPCs to use these variants. Hedgewizards with e= ccentric masters or academic sorcerors of foreign or primitive cultures m= ight be expected to have different spells and rituals from those the play= er characters have learned. The GM should adapt restrictions on the casti= ngs (Magick Point cost, Range, Magick Effects, etc.) to suit his fancy. PC Use: If the GM wishes to permit use of variants to player characters, = full spell descriptions must be prepared by the players and/or the GM, a= nd approved for use by the GM. (See below under "Adding New Spells and Ri= tuals to Your Campaign.") WARNING! Beware of potential abuses of new and= untested spells. Be prepared to alter or delete any variants which produ= ce excessively powerful magickal effects for relatively low cost. (See "S= taging Magick," page ??, for hints on controlling inflation of magickal p= owers in your campaign.) Adding New Spells and Rituals to Your Campaign These lists are by no means a complete listing of all the spells and ritu= als in the Warhammer World. Nosirree. There are jillions of sorcerous spe= lls and rituals out there, just waiting to be discovered by intrepid adve= nturers and diligent researchers. These are just the castings most likely= to be learned by wizards in the Old World, either because they are easy = and reliable, or really useful, or thought by the magickal guilds and ac= ademies to be essential examples of the spellcasting art.We are going to = publish lots and lots of new spells every chance we get, partly because y= ou want them, and partly because we like to whip them up. Watch for futur= e WFRP supplements and articles in White Dwarf.We also suspect you're goi= ng to make up your own spells and rituals. We love the idea. We couldn't = stop you if we tried.Here are some suggestions for avoiding the kinds of = trouble that introducing homemade spells and rituals can produce in your = campaign. 1. Beware the power-mad rules chiseling impulse. Even nice players someti= mes wish they had a cheap "Enemies Explode" spell that always works and k= ills every nasty thing for miles around. When introducing a new spell, ma= ke sure it is neither cheaper nor more effective than any other spell cur= rently allowed in your campaign. 2. Encourage new spells and rituals which satisfy roleplaying needs more = than wargaming needs. In general, any time a player wants a spell that is= less powerful and more expensive than currently available spells, but is= somehow essential to his sense of his character's role as a spellcaster,= it's probably a safe bet. For example, if a player wants a spell that li= nks him with an animal familiar ( "Oh, c'mon...pleeease? ALL wizards have= familiars..."), but the spell effects are no more powerful than a modest= petty spell, try to find a way to permit him a little toad guy to stick = in his pocket and talk to on long wilderness campfire watches. Symbol Key Risk of Casting Injury Risk of Harmful Side Efects May be cast into a Lesser or Great Circle May be cast into a Lesser or Great Triangle May be cast into a Lesser or Great Square Petty magic Spells 1. Bond Elements = Discipline/ Level: Petty Ritual Preparation: 1d6+3 rounds Magick Points: 2 Range: BMP yds. Duration: 2d6+6 turns Area of Effect: 1yd. radius sphere max. Reagents: Elemental Sublimates* Resistance: None Temporarily binds solid objects together. When magick effect ends, magick= bond ends. Living substances cannot be bonded. Non-living plant or flesh= bodies (i.e., wood, cloth, meat) can be bonded. Sorcerous undead may be = affected by Bond Elements.A door or lid temporarily sealed shut with this= ritual is as durable as the material surrounding the magickal bond. Typi= cal uses for magical glue include emergency repairs, fastening ropes to s= heer surfaces, improvising tools, setting time-delayed booby-traps, and s= o forth.Physically separate Bonded materials as for "Breaking Down Doors,= " WFRP, p. 77. The bond has the Toughness and Damage of the weakest subst= ance of the bonding.Reversing of this ritual permanently dispels the bond= ing effect. The caster may not interrupt and reestablish the bond without= casting further Bond Elements rituals, nor may he interrupt his own bond= ing effect without a reverse casting of the ritual. = 2. Deepsleep = Discipline/ Level: Petty Spell Preparation: None Magick Points: 2 Range: Touch Duration: 1d6+3 turns Area of Effect: one victim Reagents: Common, 1/20 dose deleriant Resistance: None/WP Projects a Deepsleep suggestion through a physical contact with the subje= ct's body. For three rounds the victim is drowsy, but awake. All Initiati= ve, WS, BS, and skill tests are taken at a -20 penalty. At the end of thr= ee rounds, victims may test to resist at the GM's discretion. If spell ta= kes effect, victim falls into a deep, magical sleep, and cannot be arouse= d by normal means (shaking, loud noises, etc.). Victim awakens if he rece= ives a wound (or if violently affected in some other manner, at the GM's = discretion).If cast when a victim would not normally fall asleep (ie, whi= le in combat, in conversation, or other vigorous activity), the victim ma= y resist the suggestion. If cast when a victim plausibly might fall aslee= p (ie, on watch, alone in a comfortable chair, while exhausted), the vict= im usually does not resist. Affects only creatures with minds similar in = nature and complexity to that of the caster. Most man-sized intelligent h= umanoids are affected normally. Other animals, monstrous creatures, magic= al beings, giants, etc. are generally not affected. 3. Detect Magick = Discipline/ Level: Petty Spell Preparation: None Magick Points: 1 Range: Self Duration: Instantaneous Area of Effect: BMP yds. radius Reagents: Common Resistance: None Reveals the presence of sorcerous and divine spell, ritual, and artifact = magical effects in the area of effect. Does not indicate sorcerors, pries= ts, or other beings with the ability to do sorcery (except beings of a ma= gickal nature, like dragons and demons). Does not indicate an unblessed c= ult token. Does indicate permanent and temporary holy ground. Does indica= te the presence of runes, and therefore reveals a sorceror's focus, thaum= aturgic forms, and other enchanted artifacts, whether currently active or= inactive.Like Sense Magick skill, not subject to skill check. The Divine= Detect Magick Petty Spell is smilar in effect. The spell does not detect= Spirits of the living, which are aethyrial, but not magickal, in their n= ature, nor does it detect magickal potential as measured by Magick Points= =2EThis spell is not blocked by mundane substances. A caster may detect a= n magick object that is not visible; in this case he would have no notion= of its nature or form other than its presence and approximate location.P= owerful aethyrial disturbances (daemons, some greater artifacts, warpston= e, Void portals and gates, etc.) may obscure lesser magickal effects from= this spell. One strategy for foiling this spell would involve keeping " = noisy" magickal effects in the vicinity. Manifest False Aethyr (Illusioni= st 3rd level) masks magickal effects from Detect Magick. 4. Rend Flesh !?! Discipline/ Level: Petty Spell Preparation: None Magick Points: 3 Range: BMP yds. Duration: Instantaneous Area of Effect: One Victim Reagents: Common Resistance: None Causes 1 hit (d6 wounds) at Strength 2 in location chosen by caster. Subt= ract victim's Toughness, but not armor protection. Animated undead (skele= tons, zombies, mummies, etc.) are affected. Etherial undead are not affe= cted. Substantial beings with magical natures (dragons, unicorns, etc.) = and magical beings which take on fleshly forms (elementals, daemons, etc.= ) test to resist effects. A roll of natural 6 does NOT permit chance of e= xtra damage. WARNING: Risk of Casting Injury! 5. Distract Awareness = Discipline/ Level: Petty Spell Preparation: None Magick Points: 1 Range: MP x 2yds. Duration: 1d6+3 rounds Area of Effect: One victim Reagents: Common Resistance: None/WP Caster projects into the mind of the victim a vague impression of an unse= en danger threatening from the flank or the rear. Victim feels certain so= mething is there, even if it can't be seen. Distraction from this non-exi= stent threat causes a -30 penalty to Initiative and -10 penalty to WS and= BS for duration of effect.Animals may not test to resist. Stupid humanoi= ds and intelligent beings unfamiliar with magick may test to resist at th= e GM's discretion. GM may choose to test Intelligence to determine whethe= r an individual being is smart enough to test to resist the spell's effec= ts. Beings familiar with magick may test to resist each round. A successf= ul WP test ends spell effects. 6. Distract Memory = Discipline/ Level: Petty Spell Preparation: None Magick Points: 3 Range: BMP yds. Duration: 1d6+3 turns Area of Effect: one victim Reagents: Common Resistance: None/WP Caster superimposes a mental block against recall of events that have occ= urred in the past turn (1 minute). This does not create or alter memories= , but interrupts them by triggering in the victim a common memory fault -= - "drawing a blank," as folks say. Victim cannot recall the events of the= previous minute. Victim is certain that he remembers just what happened,= except, that, well, for some reason, it's, just, uh.... When the spell e= ffect ends, the victim remembers events normally.Animals, monstrous being= s, and stupid humanoids may not test to resist. Intelligent beings may t= est to resist at the GM's discretion. A successful WP test ends spell eff= ects. 7. Lesser Circle Discipline/ Level: PettyRitual Preparation: 1d6+3 rounds for form; +3 rounds per = castings' runes inscribed Magick Points: 4 (+4 per extension) Range: NA Duration: 24 hours (extendible) Area of Effect: 2 yd. square; 3 yd.high Reagents: Void Salts Resistance: NA A thaumaturgic circle may be inscribed with runes of certain spells and r= ituals (see list). The Caster may charge the circle with such spells and = rituals as he knows, and the circle will retain the spell or ritual effec= ts, discharging them only when a living being enters the circle's area of= effect.Creating a thaumaturgic form requires three steps: 1. inscribing the form pattern, 2. inscribing the rune inscription upon the form pattern, and 3. casting the form ritual, when spells or rituals are stored in the form= and the form is activated by the completion of the form ritual. 8. Lesser Pentagram Discipline/ Level: Petty Ritual Preparation: 1d6+3 rounds; +3 rounds per spell or ritual = runes inscribed Magick Points: 4 (+4 per extension) Range: NA Duration: 24 hours (extendible) Area of Effect: 2 yards square; 3 yards high Reagents: Void Salts, Elemental Sublimates Resistance: None Protects those within its bounds from elementals and daemons of 25MP or f= ewer. Elemental and daemonic beings may not cross the boundaries of the p= entagram, nor may cause harm by physical or magical means across those bo= undaries. The pentagram's duration may be extended 24 hours per each extr= a 4 MP cast into the form when it is activated.Summoning elementals and d= aemons without a pentagram receives a -50 penalty to WP for the Control t= est. 9. Perceive Spirit = Discipline/ Level: Petty Spell Preparation: None Magick Points: 2 Range: Self Duration: 1d6+3 rounds Area of Effect: BMP yds. radius Reagents: Common Resistance: None Caster is aware of living beings (plant or flesh) and magical beings with= 1 or more Base Magic Points within area of effect. This includes all hum= anoid creatures (as listed in the WFRP Bestiary), and most living animals= and monsters of Intelligence 10 or greater. Creatures are not distingui= shed by species or individual; caster perceives only the vague, indistinc= t Spirit source itself. Distance and direction are not indicated accurate= ly enough to permit casting spells against perceived but unseen opponents= =2E This spell is not blocked by mundane substances. A caster detecting a= Spirit source within the range of the spell, but beyond a solid physical= barrier, would know only a Spirit's presence and approximate location.Mo= st animated undead (skeletons, zombies, mummies, etc.) possess bound spir= its, and may be detected by this spell, but a corpse animated without a s= pirit (ie, a golem or corpse robot) will not be detected. This spell is a= lso useful for detecting the presence of aetherial beings (ghosts, fairie= s, and divine beings) or magical beings not presently manifesting a subst= antial body (eg., daemons in aethyrial form). 10. Powerlink Artifact Discipline/ Level: Petty Ritual Preparation: 1d6+3 rounds Magick Points: 1 Range: touch being and artifact Duration: Indefinite Area of Effect: one being Ingredients: Aethyr Salts* Resistance: None Links the subject's Spirit with the runes of magickal artifacts, permitti= ng the subject's magickal power to activate the artifact's enchantments. = This ritual is necessary to link a sorceror with his focus, or to link an= y being with a Lesser or Greater Enchanted Artifact. The focus (i.e., so= rceror's staff), Lesser Artifact, or Greater Artifact becomes Active and = is linked to the magic points reservoir of the subject, permitting a focu= s to be used to cast spells and rituals, and Lesser or Greater Artifacts = to be powered by a linked user's MP.When Powerlinked with a focus, Lesser= Artifact, or Greater Artifact, Magick Points are automatically drained f= rom the Powerlinked subject to power the item's magickal effects when the= linked user activates the artifact. If an Artifact is activated "on stan= dby," the draining of the magick points to power the magick effect is aut= omatic and involuntary. Non-sorcerors require the services of a sorceror= to link them with magickal artifacts they possess. Typically the service= s are provided for a small fee (10-100GC), though among friends, trusted = acquaintances, and hirelings, the services are generally free of charge.M= ost artifacts may be linked to no more than one user at a time. A user re= mains powerlinked to the artifact indefinitely, until he dies, or the art= ifact is destroyed, or the artifact is linked to another user, or the rit= ual is reversed upon the linked artifact and user.Once powerlinked to a u= ser, an artifact is Active, and is sensed as magickal with the Sense Magi= ck skill or a Detect Magick spell. Typically an artifact must be in flesh= contact with the user to draw magickal power from the user, but some exc= eptional artifacts may be powered if within the user's Spirit field, or i= n rare cases, from remote locations via links through the Void. 11. Summon Elemental Node = Discipline/ Level: Petty Ritual Preparation: 1d6+3 rounds Magick Points: 5 Range: Base MP yds. (to control) Duration: 1d6+3 minutes Area of Effect: one elemental node Reagents: Elemental Sublimates Resistance: None An elemental node of one of the four Elemental Domains (Earth, Air, Fire,= Water) is summoned from the Aethyr. The caster tests to Control the elem= ental. If successful, the node is bound to the caster's service for the r= itual duration, and may be commanded to perform tasks at the caster's req= uest. The response of the node to each command is determined by Service t= ests against the node's Faithful and Vengeful scores.Summoning nodes as a= t a +60 bonus to WP for Control test. The GM may require additional tests= against the elemental's INT to determine how well the caster's commands = are understood.Only one elemental node per caster mastery level may be su= mmoned and in the service of an elementalist at any one time. Other caree= rs are limited to a maximum of one node summoned at a time. WARNING: Risk of Casting Injury! 12. Toughen Flesh = Discipline/ Level: Petty Spell Preparation: None Magick Points: 1 Range: BMP yds. Duration: 1d6+3 minutes Area of Effect: one flesh being Reagents: Common Resistance: WP Adds 1 point of Toughness for duration of spell. Effects reduce flexibili= ty and dexterity of subject, causing -20 point penalty to Initiative and = Dexterity and a - 1 point penalty to Movement. Subject may test to resist= at the end of each round. Successful test removes all spell effects. WARNING: Chance of Harmful Side Effects! When spell effect ends, test vs.= Toughness x 10. If failed, suffer Exhaustion for 1d6+3 turns. 13. Vaporbloom = Discipline/ Level: Petty Spell Preparation: None Magick Points: 1 Range: BMP yds. Duration: 1d6+3 rounds Area of Effect: 4yd. radius sphere Reagents: Common Resistance: None Summons many air nodes from Aethyr into a relatively compact sphere, form= ing a small cloud. Within the cloud: Visibility is 2 yards maximum. Melee combat within the cloud is at a -30 penalty to WS. Standard and Run movements require INIT and INIT-10 tests respectively. = Failure of a test may result in a stumble or collision with an obstacle, = with game effects at the GM's discretion according to surface underfoot a= nd potential obstacles in the cloud. Vaporblooms are similar in appearance to more potent spell effects like T= oxicbloom, Lungfirebloom, and Corrsionbloom, making them popular bluffs f= or hedgewizards posing as big-time sorcerors. However, many animals, mons= ters and humanoids are too dumb to be bluffed, and brighter creatures are= n't likely to be fooled more than once. A character with Alchemical Lore = can immediately identify a Vaporball as harmless with a single sniff. 14. Voidsend Message Discipline/ Level: Petty Ritual Preparation: 1d6+3 rounds Magick Points: 4 Range: Indefinite Duration: 1 round Area of Effect: chosen focus of caster Reagents: Void Salts* Resistance: None Two or more foci are treated with Void Salts. Then, when the Voidsend Mes= sage ritual is completed, a pinhole through the Void links the foci. Word= s spoken in the presence of the focus held by the caster may be heard at = the location of the other Void-Salt-treated foci. A spoken message of 10 = seconds duration can be spoken at the caster's focus, and heard at the sa= me volume at the location of other Void-Salt-treated foci. The range is t= heoretically infinite, though in practice instabilities in the Void mediu= m limit the range to 1d100 miles. = 15. Burning Blade = Discipline/Level: Petty Spell Magick Points: 4 Range: touch Duration: 1d6+3 rounds Area of Effect: palm-sized area Reagents: fire sublimate* Resistance: none Binds a fire elemental node to a surface and ignites it. Fire extinguishe= d at end of duration.If bound to a hand-held weapon, attacks are at +1 St= rength, with an additional 1d4 damage to flammable targets, and are effec= tive against creatures affected only by magical weapons. If bound to a fl= ammable surface, does 1d4+1 damage each round.If bound to a non-flammable= surface, burns without fuel for duration. WARNING: Risk of Casting Injury! 16. Discorporate Flesh = Discipline/ Level: Petty Spell Preparation: None Magick Points: 2 Range: BMP yds. Duration: Instantaneous Area of Effect: One Victim Reagents: Common Resistance: None Causes 1d3+1 wounds at Strength 2 in location chosen by caster. Subtract = victim's Toughness, but not armor protection. Animated undead (skeletons,= zombies, mummies, etc.) are affected. Etherial undead are not affected.= Substantial beings with magical natures (dragons, unicorns, etc.) and m= agical beings which take on fleshly forms (elementals, daemons, etc.) tes= t to resist effects. A roll of natural 6 does NOT permit chance of extra = damage. 17. Aethyr Shock = Discipline/ Level: Petty Spell Preparation: None Magick Points: 2 Range: BMP yds. Duration: Instantaneous Area of Effect: One Victim Reagents: Deleriants (1/20 dose) Resistance: WP Subject tests WP to resist. If test is failed, subject's spirit is stunne= d for following round, and may take no action but parrying or fleeing for= that round. Hand-to-hand opponent of aethyr-shocked subject may leave co= mbat without fleeing IF notified of spell effects in time AND IF the subj= ect fails to resist.Undead, magickal beings (ie, daemons, elementals), mo= nstrous creatures, and giant-sized humanoids are not affected. Normal cre= atures and man-sized humanoids are affected. WARNING: Risk of Casting Injury!Level 1 Spells: Battle Magic Spells Level 1 Spells: 1. Accelerate Flesh = Discipline/Level: Battle Magick 1 Ritual Preparation: 1d6+3 round Magick Points: 4 Range: touch condensers with focus Duration: 1d6+3 turns Area of Effect: one subject Reagents: air & fire herbal condensers Resistance: None A potion charged by the ritual is immediately drunk by the subject. The m= agickally-altered reagents combine with the subject's blood and flesh, te= mporarily enhancing his speed and reactions. Subject's Move is increased = by +1, and Initiative is increased by +20. = WARNING: Chance of Harmful Side Effects! When spell effect ends, test vs.= Toughness x 10. If failed, suffer Exhaustion for 2d6+6 turns. If Accele= rate Flesh, Accelerate Self, or Fleshfrenzy are cast upon an Exhausted c= haracter, the character is affected by both the casting's bonuses AND Exh= austion's penalties. 2. Accelerate Healing Discipline/Level: Battle Magick 1 Ritual Preparation: 1d6+3 rounds Magick Points: 4 Range: touch subject with focus Duration: 1d6 rounds Area of Effect: one subject Reagents: earth and water herbal condensers Resistance: None For each round of duration the ritual heals 1 wound point. If interrupted= during the healing, the ritual is spoiled, and magickal healing ends imm= ediately. Effective for most humanoids and warm-blooded creatures; at th= e GM's discretion, it may be less effective or ineffective with exotic hu= manoids or monstous beings. Magical beings with fleshy bodies (eg, daemon= s and elementals) are affected; aethyrial beings are not. Automatically = stops terminal bleeding. Wounded beings already treated with herbal heali= ng receive no benefits from this spell, and wounded beings treated with t= his spell receive no benefits from herbal healing. 3. Command = Discipline/Level: Battle Magick 1 Spell Preparation: None Magick Points: 3 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: one victim Reagents: Deleriant (1/20 dose) Resistance: WP at GM discretion Caster imposes a short imperative compulsion in victim's conscious mind. = This is a shallow mental compulsion, not subtly woven into victim's deepe= r thoughts and impulses, and not rationalized for the victim, thus easily= detected as mental tampering, and resisted. Caster slips a six-syllable = command into the victim's mind. Must be in a language the victim understa= nds. In the first round the victim unquestioningly treats the command as = if it were his own thought, and does what it tells him to do. In subseque= nt rounds, the victim may consider the command. If the command seems like= a perfectly normal thought for him to have, he may continue doing what i= t tells him to do, without trying to resist. Unsuspecting victims are les= s likely to resist than victims familiar with magickal compulsion, and an= ticipating such tampering.If the victim doubts the wisdom of the command,= he may test to resist each round. PCs, being adventurers and naturally c= autious and suspicious, often deserve a test to resist this spell. A succ= essful WP test ends the spell effects. Victims commanded to injure thems= elves or companions, or to damage or abandon prized possessions, are most= likely to test to resist. Victims unaware of the presence of enemies, an= d dim-witted humanoids like orcs and goblins, are least likely to test to= resist. When in doubt, test against the victim's INT, with appropriate = modifiers reflecting the nature of the command, as a guide to whether the= victim is suspicious of the command and deserves to test to resist. 4. Excite Enmity [Hostility?] = Discipline/Level: Battle Magick 1 Spell Preparation: None Magick Points: 4 Range: BMP yards Duration: instantaneous Area of Effect: one subject Ingredients: fire herbal condensers Resistance: WP Stimulates subject's hostility toward a specified being, species, nationa= lity, or race while suppressing the inhibitions of the subject's consciou= s mind. The behavior of the subject depends on the emotions the caster ch= ooses to excite. The caster declares the being, species, nationality, or= race as the object of the subject's hostility, and which emotion, Animos= ity, Frenzy, or Hatred, he wishes to excite in the subject. The subject = MAY CHOOSE to test vs. WP to resist; if the test is successful, the spell= has no effect. If the individual fails to resist, he is immediately ove= rcome with Animosity, Frenzy, or Hatred for the duration of the spell, ju= st as if he had failed a Cool test for the Animosity, Frenzy, or Hatred S= tandard Tests (see WFRP, p. 67, 68 and 69, respectively). At the end of = the spell's duration, the Animosity, Frenzy, or Hatred ends, and the spel= l has no further effect. If the affected subject is normally subject to = an Animosity, Frenzy, or Hatred test, even without the added incitement o= f this spell, the Animosity, Frenzy, or Hatred continues to the end of th= e encounter. 5. FarSleep = Discipline/Level: Battle Magick 1 Spell Magick Points: 4 Range: BMP yards Duration: 1d6+3 turns Area of Effect: one subject Reagents: 1 dose deleriant* Resistance: None/WP For 3 rounds the subject is drowsy, but awake. All Initiative, WS, BS, sk= ill, characteristic, and standard tests receive a -40 penalty.At the end = of the third round of effect, the subject may test vs. WP to resist at th= e GM's discretion. If the test is passed, no further effect. If the test= is failed, subject falls into a deep, magickal sleep, and cannot be rous= ed by normal means (eg, shaking, loud noises, etc.). Subject awakens if h= e receives a wound (or if violently affected in some other manner, at GM = discretion). If cast when a victim would not normally fall asleep (ie, w= hile in combat, in conversation, or other vigorous activity), the victim = may resist the suggestion. If cast when a victim plausibly might fall asl= eep (ie, on watch, alone in a comfortable chair, while exhausted), the vi= ctim usually does not resist. Affects only creatures with minds similar i= n nature and complexity to that of the caster. Most man-sized intelligent= humanoids are affected normally. Other animals, monstrous creatures, mag= ical beings, giants, etc. are generally not affected. 6. Fireball = Discipline/Level: Battle Magick 1 Spell Preparation: None Magick Points: 2 per fireball Range: BMP yards Duration: instantaneous Area of Effect: one victim Reagents: Fire sublimates Resistance: None One or more fire nodes are conjured and propelled toward a target. One fi= reball per level per round may be cast at a single target within range. A= fireball causes 1d10 wounds at Strength 1 immediately on a randomly dete= rmined body location. Damage is reduced by armor but not by Toughness. Fl= ammable targets also suffer an additional 1d4 wounds in that location. Cr= eatures subject to fear of fire or magic must make a Fear test (WFRP, p. = 68). Fireballs are magic missiles. Targets of fireballs may attempt to d= odge the blast by testing against Initiative. If successful, the charact= er takes only half damage. If cast at an object, structure, or non-flesh= y body, damage is reduced to 1d4 wounds, with additional 1d4 wounds of fi= re damage if the object, structure, or non-fleshy body is flammable. WARNING: Risk of Casting Injury! 7. Flight Minor Discipline/Level: Battle Magick 1 Spell Preparation: None Magick Points: 3 (+3MP per extension) Range: Caster Duration: 1 round (extendible) Area of Effect: Caster Reagents: Durable Air* Resistance: None The caster summons and is borne by a horde of air elemental nodes. The ca= ster commands and coordinates the movement of the nodes instinctively thr= ough a mental link between his Spirit and the nodes. The caster is carrie= d up to 48 yards in any direction. Flight may be sustained for additional= rounds by expending 3 MP per round, but no action other than flight is p= ermitted during these rounds. Caster may also tow and guide two Levitated= characters; hands of Flying caster and Levitated character must be secur= ely clasped. The caster may carry up to half his normal, non-penalty enc= umbrance while in flight (see Armor and Encumbrance WFRP, page 75). Attem= pts to carry more may end in disaster. Straight-line or gentle curve mane= uvers are fairly simple. Fancy flying requires skill and dexterity, and t= he GM may assess one or more Initiative tests, according to the complexit= y of the proposed maneuvers. Flying takes concentration. Fliers cannot us= e magical devices, or drop bombs, or relay intelligence reports -- they a= re too busy keeping the air nodes under control and on course. Fliers ca= rrying more than half their normal encumbrance may be required to make In= itiative tests at -50 penalties or more, according to the weight and bulk= of the encumbrance. Failed testers may be cheerfully and colorfully kill= ed using the Falling rules (WFRP, page 75). At his discretion, the GM may= rule more modest penalties for very simple, very short, very desperate f= lights. 8. Harmonize Minds Discipline/Level: Battle Magick 1 Spell Preparation: None Magick Points: 2 MP Range: BMP yards Duration: 1d6+3 rounds Area of Effect: one victim Reagents: Deleriants (1/20 dose) Resistance: None Rationale: Caster allows his mind to slip into sympathy with the flow of = the victim's thoughts. By resting gently on the surface of the thoughts, = and not attempting to steer the thoughts or tamper with them, the caster = avoids announcing his presence to the victim. The caster is aware of the= thoughts and impressions of the victim's conscious mind for the duration= of the spell. If the victim is speaking, the caster will know the victi= m's words as he speaks. The caster will also know whether the victim's sp= oken words are thought by the victim to be true or false, or whether the = victim is consciously trying to conceal or misrepresent the truth. If t= he victim is not speaking, the caster will know the nature of the victim=D5= s conscious thoughts in the form of a stream of more-or-less coherent phr= ases. Victims aware of this probing caster may fool the caster, as one m= ay fool a lie detector machine, by passing an INT test. 9. Lesser Square Disc/Level: Battle Magick 1 Ritual Preparation: 1d6+3 rounds for square; +3 rounds per = spell or ritual runes inscribed Magick points: 4 (+ 4MP per each 24-hour period of = extended duration) Range: NA Duration: 24 hours (extendible) Area of Effect: 2 yd. square; 3 yd,. high Ingredients: Void Salts Resistance: NA A thaumaturgic square may be inscribed with the runes of certain spells a= nd rituals (see list). The caster may charge the square with such spells = and rituals as he knows, and the square will retain the spell or ritual e= ffect,s discharging them only when a living being enters the square's are= a of effect. Creating a thaumaturgic square requires three steps: 1. inscribing the form pattern, 2. inscribing the rune inscriptions upon the pattern, 3. casting the form ritual, when all spells and rituals are stored in the= form; the form is activated by the completion of the ritual By placing his focus across a boundary of a square, the caster may permit= travel across that boundary without triggering the stored spell or ritua= l effects. 10. Lesser Triangle Ritual Discipline/Level: Battle Magick 1 Ritual Preparation: 1d6+3 rounds for triangle; +3 rounds per = spell or ritual runes inscribed Magick points: 4 (+ 4MP per each 24-hour period of = extended duration) Range: NA Duration: 24 hours (extendible) Area of Effect: 2 yards square; 3 yards high Ingredients: Void Salts* Resistance: NA The caster places reversed castings of spells and rituals into the thauma= turgic triangle. The reversed spell and ritual effects are then stored in= the triangle until the area of effect is contacted by a corresponding ma= gickal effect. The entrance of the corresponding effect triggers a disch= arge of the reverse magick effect, which cancels the incoming magickal ef= fect. Creating a thaumaturgic triangle requires three steps: 1. inscribing the form pattern, 2. inscribing the rune inscriptions upon the pattern, 3. casting the form ritual, when all reversed spells and rituals are stor= ed in the form; the form is activated by the completion of the ritual Triangles may be inscribed with runes of certain spells and rituals (see = list). The caster may charge the triangle with the reverse castings of an= y spells and rituals as he knows, and the circle will retain the cancelli= ng spell or ritual effects, discharging them only when the corresponding = magick effect contacts the triangle's area of effect. Each reversed cast= ing charged into a triangle will cancel the effects of one casting. Rever= sed castings will only cancel the effects of the standard casting of thei= r own spell or ritual (ie, a reverse casting of DeepSleep will cancel a c= asting of Deepsleep, but not a casting of any other spell or ritual). Wh= en a spell effect contacts a thaumaturgic triangle and triggers a reverse= effect, the spell effect is completely cancelled -- not just in the area= of the triangle. When a reversed casting cancels the effects of an inco= ming spell or ritual, it is expended from the triangle. 11. MuscleMight Discipline/Level: Battle Magick 1 Spell Preparation: None Magick Points: 2 Range: touch subject with focus Duration: 1d6+3 rounds Area of Effect: one subject Reagents: earth herbal condenser Resistance: None The subject's Strength is increased +1 for the duration of the spell effe= ct. Not stackable. 12. PainMind = Discipline/Level: Battle Magick 1 Spell Preparation: None Magick Points: 4 Range: BMP yards Duration: Instantaneous Area of Effect: one subject Reagents: Deleriants (1/20 dose) Resistance: WP Rationale: Caster projects an impression of agonizing pain in the conscio= us mind of the victim. The victim's mind may recognize the pain as unreal= , and ignore the effect; otherwise, the victim is briefly overcome by the= = painful sensations.Subject tests WP to resist. If resistance is successfu= l, spell has no effect. If resistance fails, subject involuntarily retrea= ts (as if pushed back after losing a round of combat), is stunned for the= remainer of this round and for 1d3 further rounds, and may do nothing bu= t parry for the duration of the effect. (Attackers do not receive WS bonu= s for pushing the subject back.) This spell has no effect on creatures w= ith Toughness 6 or greater. Neither sorcerous nor divine undead are affec= ted by this spell. WARNING: Risk of Casting Injury! 13. SpiritShield = Discipline/Level: Battle Magick 1 Spell Preparation: None Magick Points: 1 Range: Self Duration: 1d6+3 rounds Area of Effect: See below Reagents: Aethyr Salts* Resistance: None Reforms the bulk of the Spirit into a shield-like field which magickally = resists an attack perceived by the caster. Reduces damage of a single phy= sical attack (melee or missile) by 1 point. Effective only against an att= ack to the front or side of the caster, and only if the attack is perceiv= ed by the caster. Does not protect vs. rear attacks, or against other att= acks not perceived by the caster. Can be used in conjunction with a physi= cal weapon parry. Against enchanted weapons, the SpiritShield is especi= ally effective, reducing damage by 1 point and dissipating the arcane ene= rgies of the enchanted weapon, negating its magickal effects. 14. Toxicbloom = Discipline/Level: Battle Magick 1 Spell Preparation: None Magick Points: 3 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: 6 yds. radius sphere Reagents: 1 dose of a specific toxin* Resistance: None Identical to effects of Vaporbloom (Petty Sorcery). In addition, in the = second and subsequent rounds, any being remaining within the bloom for mo= re than one round is affected as with a single dose of the specific toxin= (WFRP pp. 81-82) used as a reagent. Victims are affected by only one dos= e, regardless of time exposed to the ToxinBloom. The caster specifies the= toxin before casting, and must have the appropriate toxin ingredient to = produce a toxic effect.In the first round victims may either instinctivel= y hold their breath (test INIT), or try to exit the cloud. They may not a= ttempt both. Those who have already performed actions in Initiative order= during the round cannot either hold their breath or try to exit the clou= d. WARNING: Risk of Casting Injury 15. WildWind Discipline/Level: Battle Magick 1 Preparation: None Magick Points: 3 Range: BMP yards (Special) Duration: 1d6+3 rounds (Special) Area of Effect: Special Reagents: Air Sublimates* Resistance: None Rationale: A horde of air elemental nodes are summoned and controlled to = form a buffeting wind. A lateral column of wind is created 6 yards wide, = extending BMP yards from caster. Missile fire in the area of effect is at= a -50 penalty to BS. Victims are staggered in the first round, must fi= ght to maintain balance, and may perform no other actions. In subsequen= t rounds, victims must test STR x 5 to move toward caster at 1/2 standard= rate maximum. Other movement is not affected. The caster may swing the = column of wind from side to side or up and down up to 90' each round. New= ly affected victims fight for balance in first round, then move toward ca= ster at reduced rate, and only if they pass STR x 5 test. This spell can= cause immeasurable mischief in settled districts, particularly in enclos= ed spaces. The effect is similar to a mini-hurricane, scattering light ob= jects everywhere. The GM should improvise additional damage and disorder = to the setting according to the circumstances. 16. Accelerate Self = Discipline/Level: Battle Magick 1 Spell Preparation: none Magick Points: 4 Range: touch condensers with focus Duration: 2d6+6 rounds Area of Effect: caster Reagents: air & fire herbal condensers Resistance: None Caster's Move is increased by +1, and Initiative is increased by +20. (Si= milar to Accelerate Flesh, but caster transmits spell effects through his= own spirit. No potion, no ritual, no risk of Harmful Side Effects.) WARNING: Risk of Casting Injury! 17. Earthball = Discipline/Level: Battle Magick 1 Spell Preparation: None Magick Points: 2 per earthball Range: BMP yards Duration: instantaneous Area of Effect: one victim Reagents: earth sublimates Resistance: None One or more earth nodes are conjured and propelled toward a target. One e= arthball per level may be cast at a single target within range. An earthb= all causes 1d10 wounds at Strength 3 immediately on a randomly determined= body location. Damage is reduced by Toughness, but not by armor. Earthb= alls are magic missiles. Targets of earthballs may attempt to dodge them= by testing against Initiative. If successful, the character takes only = half damage. WARNING: Risk of Casting Injury 18. Iceball = Discipline/Level: Battle Magick 1 Spell Preparation: None Magick Points: 1 per iceball Range: BMP yards Duration: instantaneous Area of Effect: one victim Reagents: water sublimates Resistance: None One or more water nodes are conjured and propelled toward a target. Just = before striking the target, the water freezes and shatters into thousands= of tiny needle-sharp ice shards. One iceball per level may be cast at a = single target within range. An iceball causes 1d3 wounds at Strength 0 (i= e, 1d3 wounds). For purposes of critical hit location, damage is to the h= ead (since the eyes are most vulnerable to this attack). Iceballs are ma= gic missiles. Targets of iceballs may attempt to dodge them by testing a= gainst Initiative. If successful, the character takes only half damage. 19. Lightball = Discipline/Level: Battle Magick 1 Spell Preparation: None Magick Points: 1 per lightball Range: BMP yards Duration: instantaneous Area of Effect: one victim Reagents: air sublimates Resistance: None One or more air nodes are conjured and propelled toward a target. One lig= htball per level may be cast at a single target within range. A lightball= blinds its victim for one round; if more than one lightball is cast, vic= tim is affected by that many lightballs. Lightballs are magic missiles. = Targets of lightballs may attempt to dodge each lightball cast at them by= testing against Initiative for each lightball. For each successful test,= the character has dodged one lightball, and is not blinded by it. Any li= ghtballs not dodged blind the target for one round, as described above. 20. Levitate [Float?] Discipline/Level: Battle Magick 1 Spell Preparation: None Magick Points: 1 (+1MP per extension) Range: touch Duration: 1 round (extendible) Area of Effect: man-sized subject or object Reagents: Durable Air* Resistance: WP (at subject's option) The subject or object is borne up by a horde of air elemental nodes, beco= ming effectively as buoyant and weightless as a soap bubble. The subject = or object may be thrown or shoved about as far as a soap bubble -- that i= s, not very far. However, it may towed or pushed easily. The subject or = object must be no greater in dimensions or weight than a normal human wit= h clothing and light trappings. No armor or shields may be borne; no more= than two hand -weapons or one large weapon may be borne. Air nodes will= simply refuse to lift any subject or object heavier or larger than the s= pellcaster. One or two characters affected by this spell may link hands = with a spellcaster affected by the Flight Minor or Flight Major spells a= nd may be towed and guided through the air as in flight. If the spellcast= er crashes, so do the towed characters, who suffer damage from falling as= does the crashing spellcaster. (See the Flight Minor spell). One or two = man-sized cargoes may also be towed and guided by the spellcaster.Charact= ers or cargoes separated from the guiding spellcaster float aimlessly for= the duration of the Levitate spell, then crash to the ground and take Fa= lling damage. The spellcaster cannot aim them like bombs; they crash to = the ground at the GM's convenience.Move is reduced to 0; WS, BS, and Init= =2E are reduced to 05 for characters affected by a Levitate spell.Flying = spellcasters who successfully grapples (see WFRP, page 119) a Levitated o= pponent may drag him into the air, intending to abandon the victim there = to plunge to his doom when the Levitate effect ends. However, if the oppo= nent passes an Initiative test, he may cling to the flying spellcaster so= that both crash to the ground together when the Levitate spell effect en= ds. 21. Detect Magick Trance Discipline/ Level: Battle Magick 1 Ritual Preparation: 1d6+3 rounds Magick Points: 2 Range: Self Duration: 1d6+3 turns Area of Effect: BMP yds. radius Reagents: Common Resistance: None The caster enters a light trance, during which he can detect magick as wi= th the Petty spell. (See page ??.) While in this trance he is blind to th= e Material Realm, though his other senses are not affected. While in the = trance, he may move and act as a blind person (eg, he may be led by anoth= er, and may instinctively dodge an anticipated attack).The caster may int= errupt the effect at any time; if he does, the trance ends, and may not b= e resumed without recasting the ritual. Level 2 Spells: 1. Aethyrward = Discipline/Level: Battle Magick 2 Spell Preparation: None Magick Points: 4 Range: Caster Duration: 1d6+3 Area of Effect: Caster Reagents: Aethyr Salts* Resistance: None The caster forms an Aethyrward, shaping his Spirit into a single, coheren= t magickal shield against physical attacks. One front or side attack per = round may be automatically parried, reducing damage by 1d6+3 points. Agai= nst enchanted weapons, the Aethyrward is especially effective, reducing d= amage by 1d6+3 points and dissipating the arcane energies of the enchante= d weapon, negating any magickal effects associated with the artifact.(The= Aethyrward itself takes the form of an intensifying of the Spirit body a= long the surface of the caster,s palm. To an observer, it appears as if t= he caster is parrying blows and missiles with hand gestures. When an atta= ck is blocked, there is a brief flash of light at the caster's palm, repr= esenting the energy magically dispersed with the parrying of the attack.)= 2. DimWit = Discipline/Level: Battle Magick 2 Spell Preparation: None Magick Points: 3 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: one victim Reagents: Deleriants (1/10 dose) Resistance: WP The caster triggers a chain of scrambled communications between various p= arts of the mind, causing odd and impulsive behaviors similar to those ex= pected from very stupid beings. The victim may test vs. WP to resist. If = successful, the spell has no effect. If failed, the victim is immediately= overcome with Stupidity for the duration of the spell, just as if he had= failed an Intelligence test to avoid Stupidity (see WFRP, p 71). Roll ea= ch round against the Stupidity Chart (WFRP, p. 71) to determine the affec= ted victim's actions. 3. Excite Panic = Discipline/Level: Battle Magick 2 Spell Preparation: None Magick Points: 4 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: one subject Reagents: Deleriants (1/10 dose) Resistance: WP The caster triggers a panic reflex in the subject. The subject impulsivel= y flees from real or imagined threats. The subject may test vs. WP to res= ist. If successful, the spell has no effect. If failed, the victim is ove= rcome with panic, and flees as if fleeing from combat (see WFRP, "Fleeing= ," page 119). The subject flees from the most dangerous beings or circums= tances in sight, or, if nothing dangerous is in sight, he flees from an i= magined danger in the direction he was facing when affected by the spell.= All tests against Intelligence, Will Power, Cool, or Leadership are auto= matically failed for the duration of the spell.If attacked in melee while= fleeing, the reflex of self-defense permits the subject to test vs. Cool= to stand and attack and defend himself normally. However, when no longer= attacked in melee, the subject will once again flee until the spell's du= ration is ended. 4. Flight Major Discipline/Level: Battle Magick 2 Ritual Preparation: 1d6+3 Magick Points: 5 (+5 per extension) Range: Caster Duration: 1d6+3 rounds (extendible) Area of Effect: Caster Reagents: Air elemental sublimates* Resistance: None As with Flight Minor, the Level 1 Battle spell, but the reward for the be= aring air nodes is more generous, and their cooperation of longer duratio= n. The caster is borne in flight up to 48 yards each round in any directi= on. No action other than flight is permitted during these rounds. Duratio= n may be extended for additional periods of 1d6+3 rounds at the cost of 5= MP per extension. The caster may carry up to half his normal, non-penalt= y encumbrance while in flight (see Armor and Encumbrance, WFRP, page 75).= Attempts to carry more often end in disaster. 5. Greater Pentagram Discipline/Level: Battle Magick 2 Ritual Preparation: 2d6+6 rounds Magick points: 6 (+4 per extension) Range: NA Duration: 24 hours (extendible) Area of Effect: area 4x4 yds. square, 3 yards high Reagents: Void Salts*, Elemental Sublimates* Resistance: None This thaumaturgic form creates a structure of magickally-charged Void ene= rgies which defends the caster from attacks of daemons and elementals by = aethyrial wards conforming to the boundaries of the inscribed pentagram. = Protects the caster from elementals and daemons of 100 WP or fewer. Eleme= ntal and daemonic beings may not cross boundaries of the pentagram, nor m= ay cause harm by physical or magickal means across those boundaries.The p= entagram's duration may be extended 24 hours per each extra 4 MP cast int= o the form when it is activated.The form pattern and runes of a Greater P= entagram may be erased by the caster after the form is activated. The dur= ation of a Greater Pentagram with erased form pattern and runes is a maxi= mum of 4 hours, but it is not detectable by visual search.Summoning eleme= ntals and daemons without a pentagram receives a -50 penalty to WP for th= e Control Test. (See Chapter 2c: Forms and Summonings, page ?? for a deta= iled discussion of thaumaturgic forms, pentagrams, and daemon and element= al summonings.) 6. Inspire Heroism = Discipline/Level: Battle Magick 2 Ritual Preparation: 1d6+3 Magick Points: 4 Range: Special Duration: 1d6+6 minutes Area of Effect: one subject Reagents: preserved Hero Blood*, fire and earth = herbal condensers Resistance: None A potion charged by the ritual is immediately drunk by the subject. The m= agickally-catalyzed reagents combine with the subject's blood and flesh, = temporarily giving him heroic attributes. The subject's WS & BS are tempo= rarily increased by +10, and the subject gains 1d6+3 extra wounds for the= duration of the magickal effect. WARNING: Chance of Harmful Side Effects! When spell effect ends, test vs.= Toughness x 10. If failed, suffer Exhaustion for 2d6+6 turns.Other WS-, = BS-, and wounds-enhancing spells, rituals, alchemical compounds, and ench= anted artifacts have no effect on characters affected by this ritual, and= effects of this rituals have no effect on characters affected by other W= S-, BS-, and wounds-enhancing spells, rituals, alchemical compounds, and = enchanted artifacts.[[EDITORS: This would be a good piece of boiler plate= to attach to all such WS-, BS-, and wounds-enhancing spells.]] 7. Lightning = Discipline/Level: Battle Magick 2 Preparation: None Magick Points: 2 per bolt Range: BMP yards Duration: 1 round Area of Effect: one subject Reagents: Air and Fire Sublimates* Resistance: None The caster draws electrical energy from neighboring air and fire nodes an= d directs it at a target. The nodes along the path to the target transfer= the electrical energy to the subject. One lightning bolt per caster leve= l per round may be cast a single target within range. A lightning bolt ca= uses 1d10 wounds at Strength 4 immediately on a randomly determined body = location, disregarding armor. Flammable targets also suffer 1d8 wounds in= that location, regardless of armor. Creatures subject to fear of fire or= magic must make a Fear test (WFRP, p. 68). Lightning bolts are magic mis= siles. Victims of lightning bolts may attempt to dodge the bolts by testi= ng against Initiative. If successful, the character takes only half damag= e. WARNING: Risk of Casting Injury! 8. Lungfirebloom = Discipline/Level: Battle Magick 2 Preparation:None = Magick Points: 5 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: 4 yard radius sphere Reagents: corrosive compounds Resistance: None Air and water nodes are summoned into a small cloud as with the Vaporbloo= m and Toxicbloom spells. Several nodes summoned at the caster's focus are= imprinted with the corrosive compounds magically consumed and sublimated= at the focus. These imprinted nodes then are dispatched throughout the b= loom to infest the other nodes with the corrosive compounds which attack = the breathing organs of the victim, causing great pain and hemorrhaging.E= ffects identical to those of Vaporbloom (Petty Sorcery spell).In addition= , in the second and subsequent rounds, any being remaining within the blo= om for more than one round receives one hit (1d6 points) to the body at S= trength 3, regardless of armor, but reduced by Toughness, for each additi= onal round he remains within the bloom.Victims are affected by only one d= ose of toxins, regardless of time exposed to the Lungfirebloom. = WARNING: Risk of Casting Injury! 9. Mystic Mist = Discipline/Level: Battle Magick 2 Spell Preparation: None Magick Points: 4 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: BMP yards in diameter Reagents: air and water sublimates* Resistance: None A host of air and water nodes are summoned as a thin cloud of damp mist 3= yards high and BMP yards in diameter. The mist may then be commanded to = move at a maximum of 10 yds. per round in a direction indicated by the ca= ster, or, if the mist remains within BMP yards of the caster, and if cont= inuously controlled by the caster, the mist moves at his bidding. If the = caster takes any actions (ie, moves, parries, attacks, casts a spell), co= ntrol is interrupted, and the mist continues as directed when control was= interrupted.The mist limits visibility to 4 yards. Run movement requires= a Risk test. Other movement and melee combat are not affected. 10. Precipitate Plasm = Discipline/Level: Battle Magick 2 Spell Preparation: None Magick Points: 3 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: 4 yard x 3 yard area Reagents: Void Salts* Resistance: None A section of the boundary between mundane space and the Void is separated= from its matrix and temporarily manifested in the Material Realm. The su= bstance of the boundary manifests as a coherent sheet of adhesive, fibrou= s, semi-solid material called plasm.A one-foot-thick thick sheet of plasm= 4 yards by 4 yards appears within range of the caster. The caster may or= ient the sheet at any angle relative to his position. The sheet of plasm = remains suspended as it appears until the magick effect ends. A being in = contact with the adhesive plasm must test vs STR x 5 to pull free of the = plasm sheet. A being may move through the plasm sheet at Standard Rate if= he tests vs. STR x 5; if he fails, he fails to penetrate the plasm, and = is trapped at the point of first contact for the remainder of the round. = Movement through the plasm sheet does not damage the sheet itself.The sub= stance of a sheet of manifested plasm is similar to wads of freshly-chewe= d bubble gum reinforced by numerous strands of elastic dental floss. The = surface is extremely sticky, adhering to anything that comes into contact= with it. A plasm sheet obscures vision, and blocks arrows, bolts, sling = stones, and other small missiles. The sheet itself cannot be moved by phy= sical force; it is firmly rooted in the Void. The substance can be parted= or pressed through by vigorous actions, but it closes up immediately aft= erward. 11. Sap Will = Discipline/Level: Battle Magick 2 Spell Preparation: None Magick Points: 4 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: one victim Reagents: Deleriants (1/10 dose) Resistance: WP The caster stimulates feelings of doubt and uncertainty in the victim's m= ind, weakening the victim's will, and preventing the victim from putting = full effort into his actions. The subject may test against WP. If success= ful, the spell has no further effect. If failed, the victim's WP is reduc= ed by -20, and Strength and Toughness are reduced by -1 each for the dur= ation of the spell.Most mundane humanoid beings and most animals of intel= ligence 10 or greater are similarly affected by this spell. Magical and a= ethyrial beings (daemons, elementals, divine spirits, etc.) are not affec= ted, since their minds are insufficiently similar to humanoid minds. 12. Shatter Elemental Bonds Discipline/Level: Battle Magick 2 Spell Preparation: None Magick Points: 5 Range: Strike with focus Duration: Instantaneous Area of Effect: point of contact Reagents: Earth Elemental Sublimate Resistance: None Earth nodes struck by the focus are commanded to loosen the bonds binding= their substance. Only solid objects are affected. Living things are not = affected because of the distinctive bonds of substance and Spirit common = to living matter.The caster strikes a door, wall, or other solid object w= ith his focus, and the equivalent of 1D3 hits at Strength 10 are caused a= t that point, as if damaging a section of wall or a door as described in = Buildings and Doors (WFRP, p. 77). 13. Fleshfrenzy = Discipline/Level: Battle Magick 2 Ritual Preparation: 1d6+3 Magick Points: 4 Range: touch condensers with focus Duration: 1d6+3 turns Area of Effect: one subject Reagents: air & fire herbal condensers Resistance: None Subject gains an additional attack per round, his Move is increased by +2= , his Initiative is increase by +20, and he is subject to Frenzy for the = duration of the spell. Caster becomes hyperactive and aggressive. Test ag= ainst Cool to resist impulse to attack any enemy or threatening creature = or being in sight. If none such in sight, test against Cool to search out= or pursue possible enemies or threatening creatures or beings. (Reminder= : A reverse casting of the ritual will end the magick effects.) WARNING: Chance of Harmful Side Effects! When spell effect ends, test vs.= Toughness-2 x 10. If failed, suffer Exhaustion for 2d6+6 turns, AND subj= ect becomes permanently subject to Hatred against species, race, national= ity, cult, or individual of the character's most recent opponent, at the = GM's discretion.If Accelerate Flesh, Accelerate Self, or Fleshfrenzy are= cast upon an Exhausted character, the character is affected by both the = casting's bonuses AND Exhaustion's penalties. WARNING: Risk of Casting Injury! 14. Shatter Flesh = Discipline/ Level: Battle Magic 2 Spell Preparation: None Magick Points: 3 Range: BMP yds. Duration: Instantaneous Area of Effect: One Victim Reagents: earth and fire sublimates* Resistance: None An earth node cast at a target is exploded into fragments. Causes 1d10 wo= unds at Strength 3 in location chosen by caster. Damage is not reduced by= victim's Toughness or armor protection. Animated undead (skeletons, zomb= ies, mummies, etc.) are affected. Etherial undead are not affected. Subs= tantial beings with magical natures (dragons, unicorns, etc.) and magica= l beings which take on fleshly forms (elementals, daemons, etc.) test to = resist effects. A roll of natural 6 does NOT permit chance of extra damag= e. WARNING: Risk of Casting Injury! 15. Scald Flesh = Discipline/ Level: Battle Magic 2 Spell Preparation: None Magick Points: 3 Range: BMP yds. Duration: Instantaneous Area of Effect: One Victim Reagents: water and fire sublimates* Resistance: None A water node cast at a target is burst into steam. Causes 1d10 wounds at = Strength 1 in location chosen by caster. Damage is not reduced by victim'= s Toughness or armor protection. Animated undead (skeletons, zombies, mu= mmies, etc.) are NOT affected (pain is major component of damage; structu= ral tissue damage is relatively superficial). Etherial undead are not aff= ected. Substantial beings with magical natures (dragons, unicorns, etc.)= and magical beings which take on fleshly forms (elementals, daemons, etc= =2E) test to resist effects. A roll of natural 6 does NOT permit chance o= f extra damage. 16. Aethyr Grapple = Discipline/ Level: Battle Magic 2 Spell Preparation: None Magick Points: 4 to cast; 1 or more per round Range: BMP yds. Duration: Special Area of Effect: One Victim Reagents: water and fire sublimates* Resistance: WP The caster projects his spirit into a wrestling match with the victim's s= pirit.The victim may test WP-20 to resist each round. If successful, the = spell has no further effect. If failed, the caster may drain the victim's= magickal reservoirs.For each MP spent per round by the caster, the victi= m's CMP is reduced by 1 MP. The caster must spend at least 1 MP per round= , and may spend a maximum of 10 MP per round. The spell effect continues = until the caster fails to spend at least 1MP to sustain it. Neither the c= aster nor the victim may take any action other than resisting or sustaini= ng the spell for the spell's duration.If the victim OR caster is reduced = to zero CMP by this spell, the character is aethyr-shocked for 1d6+3 roun= ds, is stunned, and may take no action but parrying or fleeing for those = rounds. WARNING: Risk of Casting Injury! Fleshfrenzy Self spell? Level 3 Spells: 1. Cause Instability = Discipline/Level: Battle Magick 3 Spell Preparation: None Magick Points: 5 Range: a focus in contact with the caster Duration: instantaneous Area of Effect: BMP yards Reagents: Void Salts Resistance: WP The caster releases a brief, intense pulse of aethyrial energy through hi= s Spirit, disturbing the equilibrium of the voidmembrane along the surfac= e of the caster's Spirit. Energy flux may be into or out of the Material = Realm, affecting creatures from the Void in an unpredictable manner.All b= eings subject to instability within range of the caster's focus test vs. = WP or become unstable. Roll 1d6 and consult the Instability Table (see Ch= apter 2a, "Terms/Rules," page ??).Note: The aethyrial fields (Spirits) of= beings from beyond the mundane world often spontaneously trigger instabi= lities in the membrane separating our world from the Void. This spell exa= ggerates this natural tendency, making the voidmembrane exceptionally sen= sitive to the aethyrial disturbances called instability. Elementals are n= ot subject to instability. Daemons, divine entities, and divine undead ar= e subject to instability. WARNING: Risk of Casting Injury! 2. Chaos Wormhole = Discipline/Level: Battle Magick 3 Spell Preparation: None Magick Points: 5 Range: focus Duration: 1d6+3 rounds Area of Effect: 2 yard diameter sphere Reagents: Void Salts Resistance: None The caster opens a temporary pinhole through the voidmembrane into the Vo= id. Through this pinhole a number of minute vortices are everted from the= Chaos Realm into the Material Realm, and from the Material Realm into th= e Chaos Realm. Contact between these vortices of Chaos and mundane matter= results in destructive disordering of the mundane matter.A Chaos pinhole= opens at the tip of the caster's focus. From the pinhole a mass of minut= e vortices form a two-yard-diameter sphere of destruction. In the first = round the wormhole forms at the tip of the caster's focus, and may be dir= ected to move 2d6 yards in a direction chosen by the caster. In subsequen= t rounds the wormhole moves 1d6 yds in a random direction (roll 1d12), da= maging anything it touches along its path.Any object, surface, or being t= hat contacts the sphere of destruction receives 3d6 points of damage, reg= ardless of armor, but reduced by Toughness.Note: Matter contacted by one = of the writhing tendril-like vortices surrounding the Chaos pinholes is a= bruptly disorganized, sometimes causing the matter to explode into its co= mponent substances, liquids, and gases, sometimes causing solid matter to= liquify and swirl like boiling porridge, sometimes causing the matter to= disappear into the pinhole. The pinhole is accompanied by a loud, pierci= ng, squealing noise caused by the violent flow of matter from the mundane= world into Chaos, and the sharp sizzling as the vortices destroy bits of= mundane matter.The flux of mundane matter into Chaos through the pinhole= causes ossification of Chaos, a condition as greatly dreaded by beings o= f Chaos as the destructive effects of Chaos are to the mundane world. Thi= s effect prevents Chaos beings from using the pinhole as a conduit to our= plane, though its presence unfortunately may serve as a landmark to bein= gs searching for potential points of entry into our world.The vortex itse= lf looks a little like the halo of lightning tendrils formed around a Van= Der Graf generator, with the tendrils flicking and dancing about, spitti= ng bits of disordered matter and sizzling whenever it touches anything. WARNING: Risk of Casting Injury! 3. Corrosionbloom = Discipline/Level: Battle Magick 3 Spell Preparation: None Magick Points: 5 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: 6 yards radius sphere Reagents: common, corrosive compounds Resistance: None Air and water nodes are summoned into a small cloud as with the Vaporbloo= m, Toxicbloom, and Lungfirebloom spells. Several nodes summoned at the c= aster's focus are imprinted with the corrosive compounds magically consum= ed and sublimated at the focus. These imprinted nodes then are dispatched= throughout the bloom to infest the other nodes with the corrosive compou= nds. These compounds combine with the water nodes, causing a dramatically= accelerated process of rust and corrosion to metal objects.Identical to = effects of Conjure Vaporbloom (Petty Sorcery). In addition, in the second= and subsequent rounds any exposed metallic object remaining within the b= loom for more than one round is weakened by corrosion. Weapons crumple an= d collapse when a 5 or 6 is rolled on the 1d6 damage roll in combat. Meta= l shields or weapons used for a successful parry will crumple and collaps= e on a roll of 5 or 6 on a d6. When metal armor is struck in a location w= here 5 or more points of damage have been delivered (regardless of damage= reduced by Toguhness), the armor cumples and collapses on a roll of 5 or= 6 on a d6. If subjected to stress, other metal items will crumple and co= llapse on a roll of 5 or 6 on a d6. This effect on metal is permanent, an= d may not be reversed by metalsmithing or other physical means, or by rev= ersing the spell. Enchanted metal objects are NOT affected. = WARNING: Chance of Harmful Side Effects! When spell is cast, test vs. Tou= ghness x 10. If failed, suffer Mildly Toxic effects (1d3 wounds disregard= ing Toughness and armor). 4. Darken Reflection = Discipline/Level: Battle Magick 3 Spell Preparation: None Magick Points: 4 Range: touch with focus Duration: 1d6+3 rounds Area of Effect: 10 yards diameter sphere Reagents: air and earth sublimates* Resistance: None The caster summons air nodes to form a spherical shell around the tip of = the focus. The nodes reflect a significant portion of light from the surf= ace of the sphere, making the surface appear as a mirror to outside obser= vers, while not interfering with the vision of those within the sphere, t= hough the inner surface of the sphere appears to shimmer slightly. Object= s and magical effects may pass through this spherical surface without int= erference.Since much light is reflected away from the interior of the sph= ere, the interior is only dimly lit from exterior light, though this does= not significantly affect the clarity of vision for observers looking fro= m within the sphere outward. Light sources within the sphere, such as tor= ches or lanterns, illuminate the interior of the sphere, and may be seem = dimly from the exterior as dull points of light. 5. Enchant Lesser Armor Discipline/Level: Battle Magick 3 Ritual Preparation: 1d6+3 rounds Magick Points: 2 MP per armor enchanted Range: touch with focus Duration: 1 hour Area of Effect: 1 item per 2 MP Reagents: Essential Earths* Resistance: None A temporary enchantment placed on a non-living object absorbs and deflect= s the energy from attacks, making armor more effective. The caster perfor= ms the ritual, brings his focus in contact with the Essential Earths, the= n immediately touches the items to be affected with the focus. For each 2= MP spent, the value of one piece of armor is increased by 1 armor point = for the duration of the spell. No piece can be increased by more than one= point (ie, the ritual's effect is not stackable). Each of the following = is defined as one piece of armor for the purposes of this ritual: shield,= mail shirt, sleeved mail shirt, mail coat, sleeved mail coat, mail coif,= breastplate, plate or mail arm bracer, plate or mail legging, helmet, le= ather jerkin, leather jack, leather coif. The leather jerkin, leather jac= k, and leather coif are increased from 0/1 armor points to 2 full armor p= oints by this spell.Enchanted armor, whether permanently enchanted, or te= mporarily enchanted, cannot be further enchanted by this ritual. 6. Enchant Lesser Weapon Discipline/Level: Battle Magick 3 Ritual Preparation: 1d6+3 rounds Magick Points: 3 Range: touch with focus Duration: 1 hour Area of Effect: 1 weapon Reagents: Essential Earths* Resistance: None A temporary enchantment placed on a weapon discharges aethyrial energy at= the point of contact with a target, weakening the target and increasing = the damage done. The caster performs the ritual, brings his focus in cont= act with the Essential Earths, then immediately touches the weapon to be = affected with the focus. The affected weapon does +1 damage for the durat= ion of the spell. The weapon is also effective against magickal creatures= , if enchanted weapons are necessary to injure the magickal creature.Ench= anted weapons, whether permanently enchanted, or temporarily enchanted, c= annot be further enchanted by this ritual. 7. Ensorcel Mind = Discipline/Level: Battle Magick 3 Ritual Preparation: 1d6+3 rounds Magick Points: 5 Range: BMP yards Duration: indefinite Area of Effect: one victim Reagents: Deleriants Resistance: WP The caster stimulates pleasure centers in the victim's brain, associating= great pleasure with the caster's influence, and making the victim extrem= ely suggestible to statements and commands of the caster.The victim desir= es to remain near the caster, and wishes to serve him. The victim treats = the caster like a trusted superior, and attempts earnestly to follow any = commands of the caster. As long as the victim remains in range of the cas= ter's Spirit, the ensorcelment is reinforced. The victim's loyalty is no= t complete; if told to believe something unbelievable, or told to follow = a command that conflicts with the victim's personal beliefs or threatens = his welfare, the victim may make a WP test to resist and terminate the ma= gickal ensorcelement.If the victim leaves the caster's range of influence= (BMP yards), the victim may make a WP test to terminate the magickal ens= orcelment.The victim may test WP at least once a day to resist and termin= ate the magickal ensorcelment, usually when the caster goes to sleep, but= , at the GM's discretion, at any other time when the victim is confronted= with circumstances which cause him to suspect that he may be ensorceled.= For example, if a victim is ordered to attack a former ally to defend th= e caster, the victim is entitled to a WP test. At the GM's discretion, th= e victim may receive more than one WP test per day, if circumstances warr= ant. 8. Excite Terror = Discipline/Level: Battle Magick 3 Spell Preparation: None Magick Points: 4 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: one victim Reagents: Deleriants Resistance: WP The caster triggers intense terror in the mind of the victim while suppre= ssing the will of the victim's conscious mind to resist the emotions.The = victim may test vs. WP to resist; if the test is successful, the spell ha= s no effect. If the victim fails to resist, he is immediately overcome wi= th Terror for the duration of the spell, just as if he had failed a Cool = test to resist Terror (see WFRP, p 72). He makes all tests vs. Cool at a = -20 penalty for the duration of the spell, and gains +1 Insanity points.A= t the end of the spell's duration, the Terror ends, and the spell has no = further effect. 9. Freeze Mind = Discipline/Level: Battle Magick 3 Spell Preparation: None Magick Points: 4 Range: BMP yards Duration: indefinite Area of Effect: one subject Reagents: Deleriants Resistance: WP The caster tricks the flow of thoughts and sensations in the mind of the = subject, replaying over and over again a fraction of a second of experien= ce. The subject stops in his tracks, unaware of the passage of time or ev= ents around him. His mind ignores all sensations during the spell, even a= cute pain and discomfort.The subject may test vs. WP to resist the spell'= s effects. If the test is successful, the spell has no further effect. If= the test fails, the subject's mind is frozen in the moment, and his musc= les become rigid, holding the body in its current position as if paralyze= d.Once affected by the spell, the subject remains frozen in mind and posi= tion until his muscles and mind become exhausted and he collapses. Test a= gainst Toughness x 5 at the end of each hour after the spell takes effect= =2E If the subject fails, he collapses, and the spell's effect is broken,= leaving the victim prone, but once against in possession of his mind and= body. If the test passes, the subject remains frozen.The victim affected= by this spell is a STATIC target for melee attacks (see WFRP, p. 116). = Notes: Ironically, the Tougher the subject, the longer he resists collaps= ing -- and the longer he is paralyzed by the spell. Another method of int= errupting the effects of this spell is rendering the subject unconscious,= either by physical blows, or, more prudently, with a DeepSleep spell. Wh= en the victim regains control of his body and mind, he is unaware of the = intervening events and passage of time, just as if time had stopped for h= im during the spell's duration. 10. Greater Circle Discipline/Level: Battle Magick 3 Ritual Preparation: 2d6+6 rounds for circle; +3 rounds per = spell or ritual runes inscribed Magick points: 6 (+ 4MP per each 24-hour period of = extended duration) Range: NA Duration: 24 hours (extendible) Area of Effect: area 4x4 yds. square, 3 yards high Ingredients: Void Salts* Resistance: NA This thaumaturgic form erects a structure of void energies into which a c= aster places magickal effects. The magickal effects are then held in the = energy matrix until the area is entered by a being with a spirit, whose e= ntrance triggers a discharge of the magick effect. Circles may be inscri= bed with runes of certain spells and rituals. The caster may charge the c= ircle with such spells and rituals as he knows, and the circle will retai= n the spell effects, discharging them only when a being enters the circle= 's area of effect.The circle's duration may be extended 24 hours per each= extra 4 MP cast into the form when it is activated.The form pattern and = runes of a Greater Circle may be erased by the caster after the form is a= ctivated. The duration of a Greater Circle with erased form pattern and r= unes is a maximum of 4 hours, but it is not detectable by visual search.N= ot all spell and ritual effects can be stored in a thaumatugic circle. Se= e the list of permitted spells and rituals in "Spell Commentaries" below.= (See Chapter 2c: Forms and Summonings, page ??, for a detailed discussio= n of the thaumaturgic circle.) [Editors: Could place a table of all spells and rituals usable with thaum= aturgic forms in the Chapter 2c section. Don't want the list here; bad re= ading and reference!] 11. Precipitate Plasm Bridge Discipline/Level: Battle Magick 3 Ritual Preparation: 1d6+3 rounds Magick Points: 6 Range: touch of caster=D5s focus Duration: 1d6+6 minutes Area of Effect: 12 yard x 6 yard area Reagents: 4 measures each Void Salts and Earth = sublimates Resistance: None A section of the boundary between the Material Realm and the Void is sepa= rated from its matrix and temporarily manifested in the Material Realm. T= he substance of the boundary manifests as a coherent sheet of adhesive, f= ibrous, semi-solid material called plasm. The surface and structure of th= e plasm is stabilized and reinforced by elemental earth, producing a smoo= th, non-adhesive, durable surface suitable for use as a temporary bridge.= A one-foot-thick thick sheet of reinforced plasm up to 36 yards long and = up to 12 yards wide expands from a point at the tip of the caster's focus= =2E The caster may orient the sheet at any angle relative to his position= =2E The sheet of reinforced plasm remains suspended where it is placed un= til the magick effect ends.Since the sheet of reinforced plasm may be ori= ented at any angle relative to the caster, and since the sheet remains su= spended in place without external support, it may be improvised for use a= s a barrier, a wall, a ramp, etc. In the round immediately preceding the = reabsorption of the plasm back into the Void (ie, the disappearance of th= e sheet), the plasm vibrates and becomes transparent -- the only warning = one receives of the plasm's impending disappearance.When placed on a thau= maturgic form, the effect conforms to fit the form pattern (rather than f= orming at the caster's command). If Lesser or Greater Squares are linked = (ie, touching), the effect may conform to other squares to the limits of = its area of effect.The substance of a sheet of reinforced plasm is simila= r in texture and durability to seasoned oak (Toughness 8, Damage 30), but= of a bright green color with a luminous sheen. Even when punctured, the = surface closes up afterward in 1d6 rounds. The sheet itself cannot be mov= ed by physical force; it is firmly rooted in the Void.While forming, a sh= eet will not displace solid or living matter, but will displace fire, wat= er, or air. A sheet will not form around an obstacle; it stops expanding = from the caster when it encounters a solid obstacle. [[illustration?]] 12. Speak in Mind Discipline/Level: Battle Magick 3 Spell Preparation: None Magick Points: 3 Range: Caster Duration: 1d6+3 rounds Area of Effect: BMP yards Reagents: Deleriants (1/20 dose) Resistance: WP The caster forms thoughts and projects them through his Spirit into the m= ind of another being. The being's mind processes the thoughts as if they = were its own, though the mind recognizes the thoughts as having been intr= oduced from another source, as if someone were speaking directly into the= being's mind, phrased in the being's own language and imagery, in a voic= e similar to the being's own voice. Each round the caster may form thoug= hts and project them into the mind of a single being in range. A new bein= g may be chosen in each succeeding round. The caster's projected thoughts= are limited to phrases which may be stated verbally in six seconds. The = target being instinctively translates the transmitted thoughts into terms= he can best understand. Concepts beyond his comprehension are translated= as incomprehensible jibberish.This spell is effective only with beings w= hich have speech. Animals and other speechless beings perceive the projec= ted thoughts as incoherent noise.The GM may judge how comprehensible proj= ected thoughts are to their receivers. For example, "Give up! You're surr= ounded," projected into the mind of a goblin will translate exactly, but = "Hey, that's cruel and dishonorable!" is likely to be misunderstood by a = goblin as praise and admiration. 13. Voidlink Message Discipline/Level: Battle Magick 3 Ritual Preparation: 1d6+3 rounds Magick Points: 6 Range: Indefinite Duration: 1d6+3 turns Area of Effect: chosen focus of caster Reagents: Void Salts Resistance: None Two or more focuses are treated with Void Salts. Then, when the Voidlink = Message ritual is completed, a pinhole through the Void links the focuses= =2E Words spoken in the presence of the focus held by the caster may be h= eard at the location of the other Void-Salt-treated focuses. Similar to V= oidsend Message, a Petty spell, but of longer duration. For the duration = of the magick effect, messages spoken at any of the caster's Void-Salt-tr= eated focuses may be heard at the same volume at the location of other Vo= id-Salt-treated focuses.The range is theoretically infinite, though in pr= actice instabilities in the Void medium limit the range to 1d100 miles. = 14. Winddeflection = Discipline/Level: Battle Magick 3 Spell Preparation: None Magick Points: 4 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: the subject Reagents: Air Sublimates Resistance: None Air nodes are summoned and commanded to deflect aerial objects away from = the caster.Deflects all minor missiles (arrows, crossbows, thrown weapons= ) OR one major missile (ballista bolt, giant-propelled boulder, etc.) fro= m the caster per round. The caster must elect whether to deflect all mino= r missiles OR one major missile at the beginning of each round. This spel= l does not provide any protection against magical missiles like Fireballs= , Lightning, or enchanted arrows. This spell offers no protection to comp= anions nearby, since the air nodes are compelled to divert the missiles a= way from the subject only. Cannot be used to direct missiles toward anoth= er target. 15. Precipitate Fiery Plasm Discipline/Level: Battle Magick 3 Spell Preparation: none Magick Points: 6 Range: touch of caster=D5s focus Duration: 1d6+3 rounds Area of Effect: 6 yard x 4 yard area Reagents: 2 measures each Void Salts and Fire = sublimates Resistance: None A section of the boundary between the Material Realm and the Void is sepa= rated from its matrix and temporarily manifested in the Material Realm. T= he substance of the boundary manifests as a coherent sheet of adhesive, f= ibrous, semi-solid material called plasm. The surface and structure of th= e plasm is cloaked by elemental Fire, producing a burning barrier.A one-f= oot-thick thick sheet of fiery plasm up to 6 yards long and up to 4 yards= wide expands from a point at the tip of the caster's focus. The caster m= ay orient the sheet at any angle relative to his position. The sheet of f= iery plasm remains suspended where it is placed until the magick effect e= nds.Any being or material coming in contact with the surface of the plasm= receives 1d4 damage points at Strength 3, with 1d4 additional points of = damage if the material is flammable.A being may attempt to move through t= he fiery plasm sheet at standard rate if he tests vs. STR x 5; if he fail= s, he is trapped at the point of first contact for the remainder of the r= ound. In subsequent rounds he must tests vs. STR x 5 to move through or t= o withdraw from the fiery plasm sheet. Each round that he is in contact w= ith the fiery plasm sheet he takes damage as described above.The sheet of= fiery plasm may be oriented at any angle relative to the caster, and rem= ains suspended in place without external support. In the round immediatel= y preceding the reabsorption of the fiery plasm back into the Void (ie, t= he disappearance of the sheet), the fiery plasm vibrates and becomes tran= sparent -- the only warning one receives of the fiery plasm's impending d= isappearance.When placed on a thaumaturgic form, the effect conforms to f= it the form pattern (rather than forming at the caster's command). If Les= ser or Greater Squares are linked (ie, touching), the effect may conform = to other squares to the limits of its area of effect.The substance of a s= heet of fiery plasm is similar to wads of freshly-chewed bubble gum reinf= orced by numerous strands of elastic dental floss and coated with burning= oil. The surface is extremely sticky, adhering to anything that comes in= to contact with it. A fiery plasm sheet obscures vision, and blocks arrow= s, bolts, sling stones, and other small missiles. The sheet itself cannot= be moved by physical force; it is firmly rooted in the Void. The substan= ce can be parted or pressed through by vigorous actions, but it closes up= immediately afterward.While forming, a sheet will not displace solid or = living matter, but will displace fire, water, or air. Fiery plasm cannot = be extinguished by normal means; if submerged in water, the fiery plasm c= auses no damage, but continues to burn. A sheet will not form around an o= bstacle; it stops expanding from the caster when it encounters a solid ob= stacle. [illo?] 16. Aethyrblast = Discipline/ Level: Battle Magick 3 Spell Preparation: None Magick Points: 8 Range: BMP yds. Duration: Instantaneous Area of Effect: all subjects within range Reagents: Deleriants (1 dose) Resistance: WP All subjects within range test WP to resist. If test is failed, the subje= ct's spirit is stunned for 1d3 rounds, and may take no action but parryin= g or fleeing for that round. Hand-to-hand opponents of aethyr-shocked sub= ject may leave combat without fleeing IF notified of spell effects in tim= e AND IF the subject fails to resist.Undead and magickal beings (ie, daem= ons, elementals) are not affected. Normal creatures and man-sized intelli= gent beings are affected. Monstrous creatures and giant-sized humanoids a= re affected, but receive a +40 bonus to their WP test to resist. Note: All subjects within range, INCLUDING companions and allies of the c= aster, are affected. The caster may not choose to avoid affecting any cre= ature within range. WARNING: Risk of Casting Injury! 17. Voidflare = Discipline/Level: Battle Magick 3 Spell Preparation: None Magick Points: 8 Range: focus Duration: instantaneous Area of Effect: victim touched by focus Reagents: Void Salts Resistance: None The caster channels a momentary pinhole from the Void through the voidmem= brane to the tip of his focus. Mundane matter touched by this pinhole is = violently disordered.Any object, surface, or being contacted by the focus= receives 2d6+6 points of damage, regardless of armor, but reduced by Tou= ghness. Any target within 2 yards is touched automatically. The target ma= y not parry, but may dodge; a successful dodge reduces damage by 1d6 poin= ts. Man-sized targets are thrown 1d3 yards by the blast and stunned for o= ne round, during which they may take no other action than parry. Giant-si= zed targets are pushed back 1 yard.The caster himself also receives 1d6 p= oints of damage, regardless of armor, but reduced by Toughness, from the = aethyrial backblast of this spell.The forces released by this spell may d= amage the caster's focus. Each time the spell is used, roll 1d6; on a rol= l of 6, the focus is destroyed, and may not be used for further castings.= Note: A successful attack against the caster does NOT interrupt this spel= l. This is a unique exception to the rules in Chapter 2a, Terms and Rules= , "Casting a Spell or Ritual." The caster may still voluntarily interrupt= the spell. WARNING: Risk of Casting Injury! Level 4 Spells: 1. Block Emotion Discipline/Level: Battle Magick 4 Spell Preparation: None Magick Points: 2 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: one subject Reagents: Deleriants Resistance: WP The caster places a temporary block in the subject's mind, preventing psy= chological reactions like fear, terror, hate, panic, stupidity, etc. from= affecting the subject's thoughts and behaviors.The subject may test vs. = WP to resist. If successful, the spell has no effect.If resistance fails,= or if the subject does not resist, the affected subject is immune to all= psychological tests for the duration of the spell effect. = 2. Drain Spirit = Discipline/Level: Battle Magick 4 Spell Preparation: none Magick Points: 12 Range: BMP yards Duration: Instantaneous Area of Effect: One subject Reagents: Aethyr Salts* Resistance: WP The caster causes a convulsive discharge of the victim's magickal energy = reservoir into the surrounding aethyr. The victim may test vs. WP to resi= st. If successful, the spell has no effect. If the victim fails to resist= , his MP are immediately reduced to zero.Undead animated by spirits cease= to be animated (ie, skeletons, zombies, mummies, etc., collapse; if the = body was magickally sustained, it may decompose in a matter of seconds).A= ethyrial undead, elementals, and daemons are not destroyed, but robbed of= their magickal power, they cannot manifest in the Material Realm, nor af= fect the Material Realm in any way. In game terms, they disappear, while = their Spiritual essences are drawn into the Void.To beings which sense ma= gick, either successfully as a skill, or through a magical spell or abili= ty, the aethyrial discharge is a spectacular visual display -- a blinding= flash of corruscating brilliance. Otherwise, there are no observable eff= ects in the mundane world. The victim is aware of the draining as a sensa= tion similar to having the breath knocked out of one. Spellcasters, owner= s of magical artifacts, and other beings familiar with voluntary discharg= e of magickal energy through spells, rituals, and activation of magickal = artifacts will recognize that their magickal reservoir (their MP) have be= en drained; other beings unfamiliar with voluntary creation of magickal e= ffects may not understand that their MP have been drained.This spell is m= ost effective against spellcasters, but is also notably effective against= non-spellcasters armed with magickal artifacts. Robbed of their MP, non-= spellcasters cannot activate their magical artifacts. WARNING: Risk of Casting Injury! 3. Fortify Flesh = Discipline/Level: Battle Magick 4 Ritual Preparation: 1d6+3 rounds Magick Points: variable Range: touch with focus Duration: 1 hour Area of Effect: one subject Reagents: ogre generative organs*, herbal = condensers, aethyr salts* Resistance: WP The subject's flesh is temporarily altered to imitate ogre flesh. The gre= ater the quantity of magickal energy used to reinforce the altered ogre-l= ike flesh, the more durable it becomes.The ritual adds 1 extra wound poin= t for each MP spent for the duration of the ritual effect. Maximum increa= se: Wound points may not exceed twice the subject's basic wound score. WARNING: Chance of Harmful Side Effects! When spell is cast, test vs. Tou= ghness x 10. If failed, suffer Toxic effects (1d6 wounds disregarding Tou= ghness and armor). 4. Greater Square Disc/Level: Battle Magick 4 Ritual Preparation: 2d6+6 rounds for square; +3 rounds per = spell or ritual runes inscribed Magick points: 6 (+ 4MP per each 24-hour period of = extended duration) Range: NA Duration: 24 hours (extendible) Area of Effect: area 4x4 yds. square, 3 yards high Ingredients: Void Salts* Resistance: NA The caster erects a structure of void energies, into which he places magi= ckal effects from certain spells and rituals. The magickal effects are th= en held in the matrix of void energies until the matrix's surface is touc= hed by a being with a spirit. The touch of the being triggers a discharge= of the magick effect.If the caster's focus lies across the surface of on= e or more of the sides of the square, those sides of the square are inact= ive, and may be crossed without triggering the magick effect. When the fo= cus is removed, the sides of the square become active again.The square's = duration may be extended 24 hours per each extra 4 MP cast into the form = when it is activated.The form pattern and runes of a Greater Square may b= e erased by the caster after the form is activated. The duration of a Gre= ater Square with erased form pattern and runes is a maximum of 4 hours, b= ut it is not detectable by visual search.Not all spell and ritual effects= can be stored in a thaumatugic square. See the list of permitted spells = and rituals on page ??. [[assemble from notes and draft]](See Chapter 2c:= "Forms and Summonings," page ??, for a detailed discussion of the thauma= turgic square.) 5. Greater Triangle Ritual Discipline/Level: Battle Magick 4 Ritual Preparation: 2d6+6 rounds for triangle; +3 rounds per = spell or ritual runes inscribed Magick points: 6 (+ 4MP per each 24-hour period of = extended duration) Range: NA Duration: 24 hours (extendible) Area of Effect: area 4x4 yds. square, 3 yards high Ingredients: Void Salts* Resistance: NA This thaumaturgic form erects a structure of void energies, into which th= e caster places reversed castings of spells and rituals. The reversed spe= ll and ritual effects are then held in the matrix of void energies until = the area of effect is contacted by a corresponding magickal effect. The e= ntrance of the corresponding effect triggers a discharge of the reverse m= agick effect, which cancels the incoming magickal effect. Each reversed c= asting charged into a triangle will cancel the effects of one casting. Re= versed castings will only cancel the effects of the standard casting of t= heir own spell or ritual (ie, a reverse casting of DeepSleep will cancel = a casting of Deepsleep, but not a casting of any other spell or ritual). = When a reversed casting cancels the effects of an incoming spell or ritua= l, it is expended from the triangle. The triangle's duration may be exten= ded 24 hours per each extra 4 MP cast into the form when it is activated.= The form pattern and runes of a Greater Triangle may be erased by the ca= ster after the form is activated. The duration of a Greater Triangle with= erased form pattern and runes is a maximum of 4 hours, but it is not det= ectable by visual search. Not all spell and ritual effects can be stored = in a thaumatugic triangle. See the list of permitted spells and rituals o= n page ??.See Chapter 2c, "Thaumaturgic Forms," page ??, for a detailed d= iscussion of the Thaumaturgic Triangle. Note: When a spell effect contacts a thaumaturgic triangle and triggers a= reverse effect, the spell effect is completely cancelled -- not just in = the area of the triangle. 6. Ignite Vaporbloom Discipline/Level: Battle Magick 4 Spell Preparation: None = Magick Points: 10 Range: BMP yards Duration: instantaneous Area of Effect: 6 yd. radius sphere Reagents: air and fire sublimates* Resistance: None Air and fire nodes are summoned into two tiny, compact clouds. Each is im= printed with active compounds, then dispatched to a target, where they co= mbine and explode in a violent fireball.The tiny clouds form at the caste= r's focus and travel instantly to the chosen target, where they combine a= nd explode, expanding instantaneously to a 6 yard radius sphere. Target r= estrictions apply in the same way as for normal missile fire.Victims with= in the volume of the fireball receive 1d6 wounds at Strength 6 and 2d4 ad= ditional wounds on flammable targets. Armor does not reduce damage; Tough= ness does reduce damage. Creatures test to resist fear of fire and/or mag= ick if appropriate.Victims may attempt to dodge the full effects. If an I= nitiative test is passed, the victim may move 1d3 yds. If this carries th= e victim out of the fireball, then the victim takes only half damage. 7. Null Aethyr Discipline/Level: Battle Magick 4 Ritual Preparation: 1d6+3 rounds Magick Points: 6 Range: focus Duration: 1d6+6 minutes Area of Effect: 4 yd. radius sphere Reagents: aethyr salts*, void salts* Resistance: None The aethyr within the magical effect is excited, causing it to discharge = its energy, which is diffused through the voidbarrier into the Void. For = the duration of the effect, all aethyrial energy in range is drained, pre= cluding its use in producing magickal effects. Within the affected volume= , all current spell or ritual magickal effects are interrupted and all ma= gickal effects of enchanted artifacts are suppressed for the duration of = the ritual. All magickal spells or rituals in the area of effect are inte= rrupted, ending their duration. No new spell or magickal effect can be ca= st within the area of effect for the duration, and any spell or ritual ef= fects entering the area are also interrupted and terminated.All active en= chanted artifacts are deactivated when present within the area of effect.= No artifact may be activated while within the area of effect.Magickal an= d aethyrial beings within range at the beginning of the ritual are immedi= ately displaced to the edge of the area affected by the ritual. Magickal = and aethyrial beings can not enter the affected area.Spirits (the aethyri= al bodies of living, undead, and magical beings) are reflexively compress= ed within the limits of the physical body while within the area of affect= =2E Magickal artifacts are not permanently affected by this ritual, thoug= h their functions are temporarily suppressed. Spell and ritual effects, h= owever, are permanently terminated, and do not resume after the ritual ef= fects have ended.Aethyrial beings can not enter the area of affect. Thus,= numerous spell effects dependent on conjured beings are repelled by the = ritual, including fireballs (fire and air nodes), vaporblooms (water and = air nodes), etc. [[list?]]No spell or ritual effects are known to dispell= magickal effects, other than reversing the spell or ritual to be dispell= ed. Theorists propose that no such spell or ritual effects are possible. = This ritual does not dispel magickal effects; rather, it denies them the = source of magickal energy necessary to maintain their effects by shunting= that energy into the void. 8. Regeneration = Discipline/Level: Battle Magick 4 Ritual Preparation: 1d6+3 rounds Magick Points: 10 Range: touch with focus Duration: 1d6+3 rounds Area of Effect: one subject Reagents: troll generative organs*, aethyr salts* Resistance: None A compound of troll generative organs and aethyr salts is administered to= an injured subject, then activated by this ritual. The active ingredient= s in the potion cause the subject's flesh to regenerate like a troll whil= e the caster monitors and guides the healing action through contact betwe= ens the aethyr salts and the caster's Spirit.The ritual heals all of the = subject's wounds and removes all effects of critical hits tables, includi= ng amputation. This takes 1d6+3 rounds, during which all injuries heal, b= roken bones knit, and limbs are regrown.The caster must concentrate on th= is effect during the preparation and duration of the spell, and may take = no other action during this period.This ritual is effective for any singl= e living being which has wound points. It will not restore wounds or repa= ir damage to skeletons, zombies, or other Undead. It will not restore wou= nds above a creature's characteristic score. It will not affect dead bodi= es (bodies, that is, from which the Spirit has escaped). It will remove a= ny effects of poisons, toxins, or deliriants, but does not cure disease -= - though it will restore any wounds lost to disease. Note: This is a fun ritual to watch. The subject's body is surrounded by = an aethyrial glow. The caster directs the healing by pointing the focus a= nd concentrating his mind on the injury to be healed. The visual effect o= f wounds healing and lost limbs regrowing in seconds is a real show stopp= er. [[colorful description here?]] WARNING: Chance of Harmful Side Effects! When spell is cast, test vs. Tou= ghness x 10. If failed, suffer Shock effects (subject stunned, receives 1= Insanity Point, falls into deep autistic trance for 1d6 hours). 9. SpiritWalk Discipline/Level: Battle Magick 4 Ritual Preparation: 1d6+3 rounds Magick Points: 8 (6 per extension) Range: Caster Duration: 1d6+6 minutes (extendible) Area of Effect: Caster Reagents: Aethyr Salts* Resistance: None The caster places his body functions on automatic, separates his Spirit f= rom his body, and cruises around like an aethyrial being. The ritual main= tains the body in a deep trance, sustains the integrity of the Spirit so = that it remains self-aware, provides the Spirit with mobility, and permit= s the Spirit to rejoin with the body on its return.The body remains at th= e site of the ritual within the ceremonial boundaries. Bereft of its Spir= it, the body is extremely vulnerable. It is attacked physically as prone,= and it may not test to resist any magical, psychological, physical, or o= ther ability tests. The independent Spirit is not magically linked to the= body, and has no special way of knowing if the body is attacked or inter= fered with.The Spirit of the caster is manifested as an insubstantial, in= visible form otherwise identical to the naked body of the caster. This fo= rm may move about normally as if it had a body. (For example, it has the = same characteristics as the original character.)Only magical or enchanted= objects may accompany the caster's spirit. If fact, only the aethyrial n= atures of these magical or enchanted objects accompany the caster; the re= al objects remain with the caster's body. No other equipment or substance= s may accompany the caster. For example, an independent Spirit may be acc= ompanied by his focus and an enchanted talisman, but may not be accompani= ed by the ingredients or paraphenalia necessary for spell and ritual cast= ings. (Note that this severely limits the caster's ability to cast spells= , and prohibits the casting of rituals, while manifested as an independen= t spirit.)To perform any activity not possible for a normal body, but pos= sible for an aethyrial being, the caster must first pass a WP test to ove= rcome the psychological resistance to performing impossible actions. For = example, the caster may fly or pass through solid objects if he passes a = WP test. Failure of the test means the caster cannot force his body to fo= llow his imagination; the task seems impossible.While an independent Spir= it, the caster may not interact with the Material Realm except through ma= gical means. The caster may, however, interact normally with aethyrial an= d magical beings. (For example, the caster might grapple with a ghost.) Clairvoyance: In conjunction with Voidlink Message, this ritual permits = a form of clairvoyance. The caster's Spirit enters the void through the a= peture created by the spell, and uses the magical Voidlink Message connec= tion between the caster's focuses as lifelines. The big problem with this= clairvoyance is navigation in the Void. The route of the Spirit to a lin= ked focus is infallible and instantaneous (that is, takes one round).Othe= r routes require cautious void navigation. The duration of the Void trave= l is limited to the duration of the Voidlink Message effect. The Spirit c= an travel 100 miles in the Material Realm per round. Over familiar routes= , there is only a 1% risk of getting lost. A familiar route is a route wh= ich has been traveled over 10 times by the caster while in the real world= (or as otherwise defined at the GM's discretion). Over known but unfamil= iar routes, there is a 10% risk of getting lost. A known route is one whi= ch has been traveled fewer than 10 times by the caster in the real world,= or which the caster has never traveled, but for which he has detailed in= formation about the route through maps or detailed directions. Over unkno= wn routes, there is a 50% risk of getting lost. An unknown route is one t= hat has never been traveled by the caster, and for which the caster has n= o reliable maps or directions.For each round that a caster is lost, he ma= y test INT to recover his way. A caster who is still lost when the Voidli= nk Message or Spiritwalk effects expire becomes a ghost (a permanently in= dependent spirit), and his body dies.At the GM's discretion, a caster can= practice and familiarize himself with an unfamiliar route in out-of-sess= ion play. 10. Strengthen Mind = Discipline/Level: Battle Magick 4 Ritual Preparation: 1d6+3 rounds Magick Points: 4 Range: caster Duration: 1d6+3 hours Area of Effect: caster Reagents: air, fire, water, earth herbal condensers and 1 dose deleriant Resistance: none A compound of normally toxic psychotropic deleriants and herbal condenser= s is prepared and ingested. The caster alters the effects of these substa= nces on his mind as the compound is metabolized, producing a temporary in= crease in the intensity and efficiency of the mind's functions.The caster= may increase the value of no more than one of the following profile char= acteristics by a maximum of +10: Ld, Int, Cl, or WP. The characteristic c= hosen may not be raised above 100. Casting a subsequent Strenthen Mind sp= ell cancels the effect of a previously cast Strengthen Mind spell. Notes: The ingredients vary according to the characteristic to be affecte= d; thus, casters should carry four separate mixtures of reagents for the = deleriant potions. Unless used with this ritual, the compounds themselves= are powerful toxins and deleriants, equivalent to twin doses each of a r= ace-specific toxin AND the Black Lotus deleriant. WARNING: Chance of Harmful Side Effects! When spell is cast, test vs. Tou= ghness x 10. If failed, suffer Toxic effects (1d6 wounds disregarding Tou= ghness and armor). 11. VoidTravel = Discipline/Level: Battle Magick 4 Ritual Preparation: 1d6+3 Magick Points: 10 Range: Caster Duration: instantaneous Area of Effect: caster Reagents: void salts* (1 measure per focus treated) Resistance: None The caster opens a portal to the void. A navigational link between two of= the caster's foccuses -- one in his possession, the other at this intend= ed destination -- is created. The caster steps into the void, travels ins= tantaneously along the established link to the focus at the intended dest= ination, where another void portal has been opened. The caster steps thro= ugh the second void portal at the location of the second focus that has b= een treated with void salts as prescribed by the ritual. The void portals= instantly close after the instantaneous transit of the caster from one l= ocation to the other. This instantaneous travel effect is called teleport= ation."The void portal assumes the proportions of the being who steps int= o it. If a being other than the ritual caster steps into the void portal,= the being is instantly lost in the void (unless it has some means of mov= ing and navigating in the void), and the void portal closes, ending the s= pell effect.There are no limitations on the gear that may be carried by t= he caster, other than the caster's ability to carry the weight and bulk. = Any living being carried by the caster also arrives with the caster at th= e intended location. Any living being in contact with, but not carried, b= y the caster as he steps through the portal has a 50% chance of arriving = at the intended location. If such a being fails to arrive with the caster= , he is presumed to have become lost in the void, or to have been eaten b= y a daemon, or to have been dropped into another dimension by accident. Box Text for Color: Teleport Research "Look. You guys hot to get an effective mass teleport ritual from the Aca= demy have to realize the limitations we're working under. "It's not like we could send orcs through to test these rituals. You got = to send 4th level sorcerors. Lose just one, and we got a Guild incident o= n our hands. "And we already tried sending a lower rank wizard through with a 4th Rank= er's focus. A portal opened at the other location, sure enough, but no sp= ellcaster showed up. Listed as Missing in Action. "Once one foreigner -- wizard from Cathay, far as we can tell -- showed u= p at someone else's void-salt treated focus. Nobody knows why. Guy was bu= rnt to crisp. Could be similiarities in rune styles. As usual, our imp in= formants claim responsibility, but nobody believes them anyway. "Once a caster showed up tucked under the arm of a daemon -- six years af= ter the caster disappeared. Nice daemon had found the guy floating around= , and brought him home as a favor -- for a fat fee, of course, but quite = reasonable under the circumstances." 12. Convulse Aethyr = Discipline/Level: Battle Magick 4 Spell Preparation: none Magick Points: 6 Range: focus Duration: 1d6+3 rounds Area of Effect: caster Reagents: aethyr salts* Resistance: None The aethyr within the area of effect is excited, causing it to discharge = magickal energy. The magickal energy is channeled through the focus into = the spirit of the caster.Caster gains 1d6 MP at the beginning of this and= subsequent rounds for duration. Caster must keep focus in hand; energy i= s conducted from surroundings through focus into spirit. CMP may not be r= aised above BMP with this spell.Because of local disturbance in aethyr, a= ll spells and rituals cast within 4 yd. radius sphere of the caster's foc= us have a risk of Casting Injury. Includes spells and rituals cast by cas= ter or any other sorceror; divine spells and spells from artifacts or scr= olls are not affected.The area of effect is visible as dimly glowing, irr= idescent, smokelike vortices of aethyric energy roiling around the tip of= the focus, extending out as whirling tendrils and arms, as the arms from= a spiral galaxy, out to the perimeter of the area of effect. WARNING: Risk of Casting Injury! 13. DreadWave = Discipline/ Level: Battle Magick 4 Spell Preparation: None Magick Points: 10 Range: BMP yds. Duration: Instantaneous Area of Effect: all subjects within range Reagents: Deleriants (1 dose) Resistance: WP All subjects within range test vs. WP-30 to resist. If test is failed, ea= ch subject flees from the caster at cautious rate for 1d3 rounds, and may= take no other actions during those rounds. Hand-to-hand opponents of fle= eing subjects may strike one "free" blow as described in WFRP, Combat, "F= leeing,"Undead and magickal beings (ie, daemons, elementals) are not affe= cted. Normal creatures and man-sized intelligent beings are affected. Mon= strous creatures and giant-sized humanoids are affected, but receive a +4= 0 bonus to their WP test to resist. Note: All subjects within range, INCLUDING companions and allies of the c= aster, are affected. The caster may not choose to avoid affecting any cre= ature within range. WARNING: Risk of Casting Injury! Elemental Spells Level 1 Spells : 1. Assault of Stone Discipline/Level: Elemental 1 Spell Preparation: none Magick Points: 3 Range: BMP yards Duration: Instantaneous Area of Effect: 2 yard radius circle Reagents: earth sublimates* Resistance: None Rationale: Earth elemental nodes hurl themselves from the ground at the c= aster's feet, into the air, and down upon the area indicated by the caste= r. Magick Effects: Beings and structures within the area of effect receive 1= d6 wounds at Strength 4 on a randomly determined body location. Armor pro= tects as normal. This is a magic missile attack, causing damage like miss= ile weapons. Target restrictions apply in the same way as for normal miss= ile fire. Each victim of Assault of Stones may attempt to dodge the hail = of stones by testing against initiative. If successful, the victim's woun= d damage is reduced by one-half. Background: = Notes: If no earth or stone is within range, the elemental missiles may a= ctually composed of dead wood or other non-living solid materials nearby.= If no non-living solid materials are nearby (eg, if the caster is floati= ng in a pond), the MP points are lost, but there is no Assault of Stones.= Attempts to use this spell to hurl armored opponents into the air with = this spell have been unsuccessful. Variants: 2. Blinding Light Discipline/Level: Elemental 1 Spell Preparation: none Magick Points: 1 Range: BMP yards Duration: Instantaneous Area of Effect: 2 yd. radius circle Reagents: air sublimates* Resistance: none Rationale: Air nodes release a sudden blinding flash of light in an area = determined by the caster. Magick Effects: All creatures within the area of effect are blinded for o= ne round, and may take no action for that round other than dodging or fle= eing. Creatures recover automatically in the following round. Background: Notes: Dodging or fleeing creatures may need to test vs. Init to avoid st= umbling while moving and blinded, with penalties if on difficult ground o= r in cramped quarters. Creatures which anticipate the Blinding Light atta= ck, and which have closed their eyes in the previous round, and kept them= closed during the round attacked by Blinding Light, are not affected by = the spell. Variants: 3. Breathe Under Water Discipline/Level: Elemental 1 Spell Preparation: None Magick Points: 1 per hour Range: BMP yards Duration: 1 hour per MP spent Area of Effect: 1 creature Reagents: air and water sublimates* Resistance: None Rationale: Air and water elemental nodes enter the mouth and lungs of the= subject, sealing the mouth and nostrils. Subject's receives sufficient a= ir without breathing, permitting activity underwater or in poisonous air = for the spell's duration. Magick Effects: Subject is provided with necessary oxygen without breathi= ng for the duration of the spell. Permits normal activity underwater and = in poisonous atmospheres, even in a vaccum. Subject is not affected by ai= rborne poisons. Subject may not speak, eat, drink, or smell during spell = effect, since mouth and nostrils are sealed by elemental nodes. If subjec= t does speak, eat, drink, or smell during spell, spell effect ends immedi= ately. Background: Notes: This spell confers no special abilities in the subject to perform = effectively under water. In fact, those not familiar with the experience = must test vs. Cool or panic when first submerged in the water, and therea= fter if confronted with threatening or unfamiliar circumstances. Creature= s that practice with this spell may gain +10 bonuses to their Cool tests = for each successful or unsuccessful use of the spell if they pass an INT = test to learn from their experiences. Use of skills and abilities underw= ater receive substantial penalties according to circumstances. For exampl= e, a -30 penalty to WS underwater might be reasonable, while a -70 penalt= y to BS, or a prohibition against missile weapons, might be appropriate a= ccording to circumstances. Note that creatures with the Swim skill receiv= e a +20 bonus in the water, which may reduce the total penalties consider= ably. Variants: A variant which fills the victim=D5s mouth and lungs with a poi= sonous atmosphere is thought to have been suppressed by the Magickschulen= Elementary of Dusseldorf. 4. Burrow Discipline/Level: Elemental 1 Spell Preparation: none Magick Points: 3 Range: touch with focus Duration: 1d6+3 rounds Area of Effect: 1 sq. ft. per round Reagents: earth sublimates* Resistance: None Rationale: Earth nodes are conjured and directed by caster to excavate ea= rth or stone. Magick Effects: Earth nodes excavate 1 cubic foot of earth or stone per r= ound for the duration of the spell. Earth and stone are displaced, not de= stroyed. Excavations made in stable earth or stone remain after spell eff= ect. Excavations made in unstable earth or stone (ie, sand, mud, crumbly = soil, etc.) may collapse under their own weight when spell effect ends. Background: Possibly derived from ancient Dwarven stonemagicks, though pi= tifully slow and inefficient by comparison, if Imperial Dwarven cities ar= e any evidence. Notes: Uneconomical for construction, since an army of laborers are foot-= for-foot cheaper than hiring elemental sorcerors. Not effective in tunnel= ing through wood or other non-living solids, but does tunnel through meta= ls. Variants: See Tunnel Through Stone, Level 4. 5. Hand of Fire Discipline/Level: Battle Magick 1 Preparation: 1d6+3 rounds Magick Points: 2 Range: caster Duration: 1 hour Area of Effect: hand or hand-held weapon Reagents: fire sublimate* Resistance: none Rationale: Binds a fire elemental node to the caster's hand, or a weapon = held in the caster's hand. Does not damage the hand or hand-held object, = but burns all else it contacts as normal fire. = Magick Effects: Hand or hand-held weapon burns with a magical fire. Light= is equivalent to a candle's light. Attacks made with hand or hand-held w= eapons are at +1 Strength, with an additional 1d4 damage to flammable tar= gets, and are effective against creatures affected only by magical weapon= s. If cast upon a hand-held object, the magical effect is ended if contac= t between the caster's hand and the hand-held object is broken. Background: Notes: Variants: 6. Magic Light Discipline/Level: Elemental 1 ritual Preparation: 1d6+3 rounds Magick Points: 1 Range: caster Duration: 1 hour Area of Effect: hand or hand-held object Reagents: air sublimates* Resistance: none Rationale: Air nodes release a constant, steady light from the area of th= e caster's hand or a hand-held object. Magick Effects: A light equivalent to a lantern's light is produced on th= e caster's hand or hand-held object. The light may be shrouded by placing= a cover (glove, sheath, etc.) over the hand or hand-held object. If cast= upon a hand-held object, the magical effect is ended if contact between = the caster's hand and the hand-held object is broken. Background: Notes: Variants: 7. Muffle Sound Discipline/Level: Elemental 1 ritual Preparation: none = Magick Points: 6 Range: caster Duration: 1 hour Area of Effect: 6 yd. diameter sphere Reagents: air sublimates* Resistance: None Rationale: Air nodes muffle sounds and reflect them toward the caster wit= hin the area of effect. = Magick Effects: Sounds within the sphere of effect cannot be heard by bei= ngs outside the sphere of effect. Beings within the sphere of effect can = hear one another, though at a greatly reduced volume. Caster hears all so= unds clearly at an amplified volume within area of effect. Background: Notes: Sounds are actually not completely muffled to outside observers, b= ut are reduced a hundredfold. Thus a lion roaring within the sphere of ef= fect might be heard as a gentle hum outside. Nonetheless, the effect is s= ufficient to mask dialog, footsteps, and other activities when moving ste= althily. The casting of spells and rituals is unaffected by this ritual = effect, since the caster's spoken words are not actually eliminated -- on= ly greatly reduced in volume. Variants: 8. Summon Least Elemental Discipline/Level: Elemental 1 Ritual Preparation: 1d6+3 rounds Magick Points: 3 Range: BMP yards (to control) Duration: 2d6+6 minutes Area of Effect: one least elemental Reagents: Elemental Sublimate* (as per domain) Resistance: none Rationale: A Least Elemental Sprite of one of the four Elemental Domains = (Earth, Air, Fire, Water) is summoned from the aethyr and manifested as a= substantial form. = Magick Effects: A least elemental is summoned from the aethyr, and may be= commanded to service. If controlled by the caster, the Least Elemental = is bound to serve the caster for the duration of the ritual effect. Summo= n Least Elemental is at a +40 to WP for Control Tests. The response of th= e least elemental to each command is determined by Service Tests against = the least elemental's Faithful and Vengeful traits. If not controlled, t= he least elemental is unrestrained, and may return to the aethyr, or atta= ck the caster or wreak havoc for the duration of the ritual. The element= al source of the least elemental must be at least 1 cubic yard in volume,= or the elemental cannot be summoned. Absence of the necessary volume of = elemental material results in loss of MP expended for the ritual but the = failure of the ritual. See Chapter 2c: Forms and Summonings, page ??, an= d Chapter ??: Elemental Beings, page ??, for detailed discussions of elem= ental summonings, Control Tests, Service Tests, and descriptions and abil= ities of elementals. The ritual requires appropriate sublimates to the s= ummoned elemental's Domain (ie, earth sublimate to summon geonomes). Background: Ancient, origin obscure, possibly Druidic. Notes: The GM may require additional tests against the elemental's INT to= determine if the caster's commands have been understood. Variants: 9. WaterWalk Discipline/Level: Elemental 1 ritual Preparation: 1d6+3 rounds Magick Points: 1 Range: BMP yards Duration: 1 hour Area of Effect: one subject Reagents: water sublimates* Resistance: None Rationale: The caster summons a horde of water elemental nodes to bear th= e subject (or subjects). The caster commands and coordinates the movement= of the nodes instinctively through a mental link between his Spirit and = the nodes, so water-node-borne subjects must remain within caster's range= of control. Magick Effects: The subject is borne along the surface of water (or simil= ar fluids) at a rate of 8 yards per round. The subject may carry up to h= alf his normal, non-penalty encumbrance while borne along the water surfa= ce (seeArmor and Encumbrance, WFRP, page 75). Attempts to carry more ofte= n end in disaster. The subject must take a risk test to perform any actio= n or skill (attack, fire a missile weapon, cast a spell, etc.) while born= e by water nodes. Failure indicates that the subject falls into the water= , and the spell effect is ended. Background: Known to the Wood Elves and Sea Elves for millenia. Only prac= ticed among modern Old World human elementalists in the past fifty years.= Notes: Straight-line or gentle curve maneuvers are fairly simple. Fancy m= aneuvers require skill and agility, and the GM may assess one or more Ini= tiative tests, according to the complexity of the proposed maneuver. Variants: Other Elemental 1 Spells and Rituals (For spell and ritual descriptions, see listed reference.) Fireball spell (Battle 1, page ??) Toxicbloom spell (Battle 1, page ??) WildWind spell (Battle 1, page ??) Winddeflection spell (Battle 3, page ??) Flight Minor spell (Battle 1, page ??) Lesser Square ritual (Battle 1, page ??) Lesser Triangle ritual (Battle 1, page ??) Level 2 Spells: 1. Distract Elemental Discipline/Level: Elemental 1 Spell Preparation: none Magick Points: 3 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: one elemental being per level Reagents: elemental sublimate* (as per elemental domain) Resistance: WP Rationale: The caster attempts to distract and confuse an elemental by di= srupting and and disordering the aethyrial field from which the elemental= draws the magickal energy to support its manifested form. Magick Effects: As many as one elemental being per caster level may be af= fected. Each elemental being may test vs. WP to resist the effects of the= spell. A successful test means the spell has no effect on that being. A = failed test means the being is affected by the spell. Affected beings are= incapable of movement, attacks, spellcasting, speech, or any other actio= n for the duration of the spell, and count as prone targets if attacked. = The spell requires appropriate sublimates to the affected elemental's Do= main (ie, earth sublimate to distract geonomes). Background: Notes: Elementals may not be banished to the Void, like daemons, since th= ey are manifestations of the Aethyrial Domain of our own Material Realm. = Further, they may not be Held, like daemons, since they draw their magick= al power from the aethyr of this plane. However, their ability to draw on= that magickal power may be disrupted by sorcerous interference. If the e= lemental is successfully distracted, it is temporarily unable to sustain = its manifestation with power from the aethyr, and therefore helpless. Variants: 2. Extinguish Fire Discipline/Level: Elemental 2 Spell Preparation: none Magick Points: 3 Range: BMP yards Duration: instantaneous Area of Effect: 2 yd. radius sphere Reagents: air and water sublimates* Resistance: None Rationale: Air and water nodes are directed to smother fires in the area = of effect. Magick Effects: All normal fires within the area of effect are immediatel= y extinguished. Magickal fires are unaffected. Background: Notes: While primarily devised to extinguish destructive fires, this spel= l is also effective in extinguishing torches, lanterns, lamps, and other = lighting sources. = Variants: 3. Favorable Winds Discipline/Level: Elemental 2 ritual Preparation: 1d6+3 rounds Magick Points: 6 Range: caster Duration: 1 hour Area of Effect: 4 yd. diameter sphere Reagents: air sublimates* Resistance: None Rationale: Air nodes divert local wind patterns to create a wind flow aro= und the caster according to his directions. Magick Effects: The caster has limited control over the wind within the a= rea of the effect. If there is no wind, he can cause a modest but steady = breeze. If there is a light or moderate wind, he can make the wind steady= and somewhat stronger or weaker. If there is a strong wind, he can moder= ate it. In any case, he can control the direction of the wind in the area= of effect. Background: Notes: Only the air in the area is affected; outside the area of effect, = the wind may be blowing in any direction at any strength. The ritual is p= rimarily of use to sailors of small sailboats, though it can be used to a= bate the effects of storm winds, or to counter the effects of Conjure Win= d and other similar spells. Variants: 4. FireFlare Discipline/Level: Elemental 2 Spell Preparation: none Magick Points: 4 Range: BMP yards Duration: instantaneous Area of Effect: 1 yd. diameter sphere Reagents: fire sublimates Resistance: None Rationale: Caster conjures fire nodes to converge in a compact area, caus= ing them to ignite and burn flammable materials in a very intense, high-t= emperature fire. Magick Effects: All flammable materials within the area of effect instant= ly burst into flames, causing 1d6+10 wounds of damage to the materials. I= f a creature is naturally flammable (ie, covered with hair), or wearing f= lammable garments (including leather), the creature also takes 1d6+10 wou= nds of damage. The flammable material (and flammable creature, or creatu= re wearing a flammable garment) will continue to burn in succeeding round= s, taking 2d4 damage each round, until the fire is extinguished. (See Fir= e, WFRP, page 80, for further details on wounds from fire.) Background: Notes: This is a sort of super fireball. It is not subject to the targeti= ng limitations of the fireball, nor can the target dodge to reduce damage= =2E The GM must determine what is flammable, according to circumstances.= A being's hair or garments, when soaked with water, are not flammable. F= lammable materials enclosed in non-flammable containers, or covered in no= n-flammable material (ie, metal armor), are not ignited by this spell. Variants: 5. Reproduce Sound Discipline/Level: Elemental 2 ritual Preparation: 1d6+3 rounds Magick Points: 6 Range: Special Duration: special Area of Effect: special Reagents: air sublimates Resistance: none Rationale: Air nodes are taught to reproduce a series of sounds. = Magick Effects: This ritual produces one of two types of effect: 1. A single sound may be produced for one round at an greatly amplified v= olume. Creatures subject to stupidity and creatures of Intelligence 3 or = less must test vs. fear as though attacked by something they fear. Creatu= res of Intelligence 4 or greater are stunned for one round, and may do no= thing other than parry for that round. The nodes will remember the sound = for a maximum of 1d6+3 hours, and can be directed to produce the sound on= a command by the caster, on hearing a given keyword or noise, or at a sp= ecific time. 2. A series of sounds may be reproduced at a normal volume. The series of= sounds may be speech, music, or any noises. The sounds must be produced = during the ritual, so the nodes can learn the sounds. The nodes can learn= a sequence of sounds up to 10 rounds in length. The nodes will remember = the sequence of sounds for a maximum of 1d6+3 hours, and can be directed = to produce those sounds on a command by the caster, on hearing a given ke= yword, or at a specific time. Background: Notes: The first effect is commonly used as an alarm against intruders, p= roviding both a nasty shock for the intruder and a warning alarm for the = the caster. The second effect is often used to leave messages for friend= s and companions, who know the keyword the elementalist leaves for his ma= gickal messages. It can also be used to produce sounds to misdirect attac= kers or pursuers. Consider this spell to be the equivalent of a magickal= tape recorder. It can only reproduce what it hears, and only as it hears= it. It cannot disguise a voice, or create sounds. A clever caster may be= able to mimic sounds; if the player does a good job producing a sound, g= ive his character credit for it. Nodes are pretty dumb. They cannot be t= rained to recognize creatures or persons or objects, so they can=D5t be t= rained to produce the sounds upon the arrival of specific creatures, pers= ons, or objects. Variants: 6. Resist Cold Discipline/Level: Elemental 2 ritual Preparation: 1d6+3 round Magick Points: 3 Range: touch with focus Duration: 1 hour per level Area of Effect: one subject Reagents: fire sublimates Resistance: none Rationale: Fire nodes form a protective surface on the subject's body. = Magick Effects: The subject's body is covered with a flickering blue-flam= ed magical fire. The subject is immune to normal and magickal cold damage= for the duration of the spell. The fire nodes are restrained from ignit= ing the subject's garments and possessions. The fire nodes are almost ef= fectively restrained from igniting the subject's garments and possessions= ; however, there is a 10% chance that at some time during each hour the n= odes will get impish and try to set the caster's garments on fire. (GM: D= etermine time of incident at random.) The caster generally gets some warn= ing (ie, his clothing begins to smoulder), and need only pass a WP test t= o get the fire nodes back under control. Background: Notes: Variants: 7. Resist Fire Discipline/Level: Elemental 2 ritual Preparation: 1d6+3 round Magick Points: 3 Range: touch with focus Duration: 1 hour per level Area of Effect: one subject Reagents: water sublimates* Resistance: none Rationale: Water nodes form a protective surface on the subject, his garm= ents, his burdens, and hand-held possessions. = Magick Effects: The subject and his immediate possessions are immune to n= ormal and magickal fire damage for the duration of the spell. Background: Notes: Variants: 8. Smother Discipline/Level: Elemental 2 Spell Preparation: none = Magick Points: 2 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: one victim Reagents: air and water sublimates* Resistance: none Rationale: Air and water nodes enter the victim's lungs and prevent him f= rom breathing. Magick Effects: When affected by a Smother spell, the victim must test vs= =2E Cool or be affected by Fear (WFRP, page 68). While smothering, victim= s cannot speak or cry out, but can make noise or raise alarms by other me= ans. Smothering characters lose 1 wound per round. Creatures reduced to 0= wounds fall unconscious, and lose no more wound points, but for the rema= inder of the duration of the effect a 1d100 is rolled; a 91-00 indicates = the creature has died of suffocation. Unconscious victims remain unconsci= ous for 3d6+6 rounds after the effect has ended. Background: Notes: This is not typically a killing attack, unless a series of Smother= spells are cast at a single creature. Elementalists generally prefer thi= s spell to killing attacks in self-defense, especially for disabling dang= erous wild creatures. Variants: 9. Summon Lesser Elemental Discipline/Level: Elemental 2 ritual Preparation: 1d6+3 rounds Magick Points: 5 Range: BMP yards (to control) Duration: 2d6+6 minutes Area of Effect: one lesser elemental Reagents: Elemental Sublimates* Resistance: none Rationale: A Lesser Elemental Sprite of one of the four Elemental Domains= (Earth, Air, Fire, Water) is summoned from the aethyr and manifested as = a substantial form. = Magick Effects: A Lesser Elemental is summoned from the aethyr, and may b= e commanded to service. If controlled by the caster, the Lesser Elementa= l is bound to serve the caster for the duration of the ritual effect. Sum= mon Least Elemental is at a +30 to WP for Control Tests. The response of = the Lesser Elemental to each command is determined by Service Tests again= st the Lesser Elemental's Faithful and Vengeful traits. If not controlle= d, the Lesser Elemental is unrestrained, and may return to the aethyr, or= attack the caster or wreak havoc for the duration of the ritual. If dir= ected to move or attack beyond BMP yards, test each round vs. the caster'= s WP. If successful, the Lesser Elemental remains under the caster's cont= rol. If failed, the Lesser Elemental instantly disappears. The elemental= source of the Lesser Elemental must be at least 1 cubic yard in volume, = or the elemental cannot be summoned. Absence of the necessary volume of e= lemental material results in loss of MP expended for the ritual but the f= ailure of the ritual. The ritual requires appropriate sublimates to the = summoned elemental's Domain (ie, earth sublimate to summon geonomes). Se= e Chapter 2c: Forms and Summonings, page ??, and Chapter ??: Elemental Be= ings, page = ??, for detailed discussions of elemental summonings, Control Tests, Serv= ice Tests, and descriptions and abilities of elementals. Background: Ancient, origin obscure, possibly Druidic. Notes: The GM may require additional tests against the elemental's INT to= determine if the caster's commands have been understood. Only one Lesse= r Elemental per caster level may be summoned and in the service of an ele= mentalist at any one time. Variants: 10. WaterWard Discipline/Level: Elemental 2 Spell Preparation: none = Magick Points: 4 Range: caster Duration: 1d6+3 rounds Area of Effect: 4 yd. diameter sphere Reagents: air and water sublimates* Resistance: none Rationale: Air and water nodes form a sphere of air around the caster whi= le directing water away from the sphere. Magick Effects: A sphere of air is formed around the caster. This sphere = moves with the caster at its center. Rain, mist, fog, snow, hail, and oth= er forms of precipitation (natural or magical) are prevented from enterin= g the sphere. Pools, streams, rivers, and other bodies of water withdraw = from the caster to the dimensions of the sphere, thus enabling the caster= (and companions) to walk across the dry bottoms of shallow bodies of wat= er. Background: Notes: Variants: Other Elemental 2 Spells and Rituals (For spell and ritual descriptions, see listed reference.) Flight Major (Battle 2, page ??) Lungfirebloom (Battle 2, page ??) Lightning (Battle 2, page ??) Mystic Mist (Battle 2, page ??):An Elementalist may also produce with thi= s spell, at the caster=D5s option, a steady rainfall in the area of effec= t for the duration of the spell. Each round the rain will reduce fire dam= age by 2d4 points, thereby possibly extinguishing the fire. (See Putting = Fires Out, WFRP, page 80.) Flaming magical weapons are deactivated for th= e spell duration, and gunpowder weapons become waterlogged and unable to = fire until dried out. Shatter Elemental Bonds (Battle 2, page ??) Greater Pentagram (Battle 2, page ??) Level 3 Spells : 1. Banish Lesser Elemental Discipline/Level: Elemental 3 Spell Preparation: none Magick Points: 10 Range: BMP yards Duration: instantaneous Area of Effect: one lesser elemental Reagents: elemental sublimates* Resistance: WP Rationale: The caster attempts to prevent a lesser elemental from bleedin= g off the aethyrial field from which it derives the magickal energy to su= pport its manifested form. If successful, the elemental's manifestation c= ollapses, and the being is temporarily unable to manifest in the Material= Realm for an extended period. Magick Effects: This spell affects elemental nodes, least elementals, and= lesser elementals. The elemental being may test vs. WP to resist the eff= ects of the spell. A successful test means the spell has no effect on tha= t being. A failed test means the being is affected by the spell. An affe= cted elemental being immediately loses its manifested form (ie, disappear= s) and temporarily ceases to recognize itself as a being (ie, becomes unc= onscious). The being remains in this disordered state for 1d6+3 days. Th= e spell requires appropriate sublimates to the affected elemental's Domai= n (ie, earth sublimate to banish geonomes). Background: Notes: The great virtue of this spell is that the affected elemental typi= cally suffers amnesia concerning the events leading to his disordering. T= hus the elementalist is less fearful that the being, or other beings of i= ts domain, might bear a grudge against the elementalist for rough or disr= espectful treatment. (An elemental being has only his INT divided by 10 a= s a percentage to remember the identity of the elementalist who disordere= d him.) Variants: 2. Crumble Stone Discipline/Level: Elemental 3 Spell Preparation: none Magick Points: 9 Range: touch with focus Duration: 2d6+6 rounds Area of Effect: special Reagents: aqua fortis* Resistance: None Rationale: Earth nodes distribute aqua fortis through stone, causing its = bonds to dissolve, and the stone to crumble. Magick Effects: Causes 1d6+3 points of damage per round to stone or stone= structures at the point touched by the caster's focus. This damage is NO= T reduced by the structure's Toughness. The affected stone turns to sand.= This spell has no effect on organic substances (living beings, wood, et= c.) or on metal. Background: Notes: A major feature of this spell is that it crumbles the stone almost= silently. Thus a structure may be seriously undermined without alerting = persons nearby. Of course, when the structure is breeched (ie, when its d= amage value is exceeded), the structure will collapse noisily. The risk t= o the elementalist during collapse of stone formations or structures warr= ants great prudence in the application of this spell. Unlike the careful= and deliberate Burrow and Tunnel rituals, this fast-and-dirty spell is u= seful only for destroying stone walls and similar structures. It is usele= ss for tunneling or construction, since it leaves the affected stone in a= n unstable state, and liable to catastrophic collapse without warning. Variants: 3. Dust Storm Discipline/Level: Elemental 3 spell Preparation: none Magick Points: 5 Range: BMP yards Duration: 2d6+6 rounds Area of Effect: radius 6 yds. Reagents: air and earth sublimates* Resistance: none Rationale: Earth nodes provide fragments of material from environment. Ai= r nodes take these fragments and whirl them around in a miniature tornado= =2E Magick Effects: The Dust Storm forms immediately within range, and may be= moved by the caster in subsequent rounds at a rate of 12 yds. per round.= The Dust Storm will not move beyond BMP yards from the caster. The caste= r may move at a Cautious pace during subsequent rounds while controlling = the Dust Storm's path. Any creature within the area of effect, or passed= over by the Dust Storm during movement, receives 1d6 wounds to the head = at a Strength of 2, with usual modifiers for Toughness and head protectio= n. Any creature within the area of effect is also blinded, and incapable = of any action but movement in a random direction (roll 1d6) at 1/4 normal= rate. Creatures which are only passed over (that is, not in the area of = effect of the storm when its movement is finished) are not affected by bl= indness. Creatures may neither make Magic tests nor dodge to avoid effec= ts of this spell. Background: Notes: Variants: 3. Elemental Manifestation Discipline/Level: Elemental 3 ritual Preparation: 1d6+3 rounds Magick Points: 15 Range: caster Duration: 2d6+6 minutes Area of Effect: caster only Reagents: air, earth, water, fire sublimates* Resistance: none Rationale: The caster sub-divides his elemental substance into four eleme= ntal manifestations, one each for earth, air, fire, and water. He may ani= mate any one of these manifestations at a time, while the other three man= ifestations remain inert. Magick Effects: The caster's body is divided into four elemental manifest= ations, one each for earth, air, fire, and water. The caster's Spirit may= inhabit any one of those beings. The other three beings remain inert at = the casting point. The caster may transfer his Spirit to another of his e= lemental manifestations, so long as all four manifestations are together = at the casting point. The four sub-divisions of the caster's body manife= st in the form of Lesser Elementals. While animating one of these forms, = the caster is limited to the abilities and profile of that form, with the= exception of Int and WP, which remain the same as the caster's. At the = end of the ritual's duration, the caster's Spirit and all four forms of t= he caster's body MUST be present to reform as the caster, or the caster's= body suffers great harm. If the Spirit is within BMP of the casting poi= nt at the end of the duration, the Spirit returns to the casting point to= re-inhabit the other parts of the body. If not, the Spirit is lost, beco= ming a ghost. The body dies, as does the caster. If one form of the body= is not present when the body reforms, the body is recomposed from whatev= er elements are in the environment. The caster immediately loses one-tent= h of the value of each characteristic, rounded up. If more than one form= is missing when the body is reformed, the caster's body fails to recompo= se properly. The caster immediately loses one-half of the value of each c= haracteristic, rounded up. Background: Notes: Essentially a Shapechange into elemental form. Transformation of b= ody is relatively easy. Tools, clothing, magical devices, etc. cannot be = transformed. (Note that elementals are not tools users, nor do they have = a real notion of property or possessions, other than as manifestations of= their own substance. That is, they understand me and not me, but not not= me, but mine nonetheless.) While in elemental form, a caster may perfor= m a wide range of magickal feats. For example, as an air elemental, he ca= n fly, and may move invisibly. As a water elemental, he can flow through = narrow spaces. As a fire elemental, he can cause fearsome damage. As an e= arth elemental, he can pass through solid objects. [[This spell replaces the Become Etherial spell, reproducing many of its = effects, though with greater limitations, and without the troubling parad= ox of being able to make a caster's possessions etherial, but not being a= ble to make any other objects etherial.]] A sorceror may be affected by a Banish Elemental Being spell while in ele= mental form. His Spirit abandons the single form he inhabits and immediat= ely returns to the other three forms, which reform with the Spirit as des= cribed above. Variants: 5. FireBreath Discipline/Level: Elemental 3 Spell Preparation: none Magick Points: 10 Range: caster Duration: 2d6+6 rounds Area of Effect: cone 24 yds. long, 4 yd. base [[template??]] Reagents: preserved dragon saliva compound* (or fugacious fire*) Resistance: none Rationale: Caster drinks dragon saliva. This saliva combines with the cas= ter's saliva. The breath of the caster ignites on contact with the caster= 's focus, producing a gout of gaseous flame like a dragon's breath. Magick Effects: Caster can breathe fire three times during duration of th= e spell. Area of effect is a cone, the narrow tip beginning at the caster= and extending 24 yds., with a base 4 yds. wide. All targets within this = area are automatically hit and suffer 2d4 wound with a Strength of 4. Fla= mmable targets take extra damage (see WFRP, Fire, page 80). Victims who m= ake a successful Initiative test (that is, successfully react to dodge or= cover up vulnerable areas) take only half damage = Background: Notes: Variants: 6. FlameWall Discipline/Level: Elemental 3 Spell Preparation: none Magick Points: 12 Range: special Duration: special Area of Effect: special Reagents: preserved firedrake saliva compound* (or fugacious fire*) Resistance: none Rationale: The compound is spread on a surface in an even, unbroken line.= The caster then magically ignites the compound, which burns with unnatur= al intensity, even in the absence of flammable materials. Magick Effects: One potion will form a line 6 yds. long. Before the spell= is cast, the caster must walk along, pouring the compound in a line of a= ny configuation, so long as the line remains unbroken. More than one comp= ound may be laid to make longer lines. The caster then touches the line = with his focus, igniting the line. The line burns intensely in an area 2 = yards wide, and as long as the potion has been laid, for 1d6+3 rounds, or= , if on a flammable surface, for 2d6+6 rounds. Any creature within the li= ne of fire, or attempting to cross it, suffers 2d4 wounds at Strength 4. = Flammable targets take additional damage (see WFRP, Setting Fire to Thing= s, p. 80). The intense flames reach high enough to affect any creatures f= lying within 10 yards of the burning surface. Background: Notes: Variants: 7. Floatstone Discipline/Level: Elemental 3 ritual Preparation: 1d6+3 rounds Magick Points: 10 Range: touch with focus Duration: 1d6+3 rounds Area of Effect: 1 cubic foot per round Reagents: fire, earth, water, and air sublimates* Resistance: Rationale: Fire, water, and earth nodes melt and dissolve small volumes o= f stone, and air nodes fill altered stone with tiny air bubbles. Finished= product is light enough to float, weighs no more than wood, but is stron= ger than wood, and can be cast in earth or stone molds while still molten= =2E Magick Effects: Caster can produce 1 cubic foot per round of floatstone. = Commonly produced in 1 foot cubic blocks, or 6x1x2 planks. More complex f= orms may be improvised by digging molds in the earth. Molten floatstone c= ools in 10 rounds. Background: Notes: Still experimental. Planks may be bound together with rope to impr= ovise a raft. Can also be used to improvise shelters, bridges, doors, and= other structures. Currently too expensive for widespread use, but may ha= ve valuable commercial applications. Variants: 8. Quicksand Discipline/Level: Elemental 3 Spell Preparation: none Magick Points: 9 Range: BMP yards Duration: 1 hour Area of Effect: 6 yard radius area Reagents: water and earth sublimates Resistance: none Rationale: Water and earth nodes churn up soil, creating a quicksand. Magick Effects: Caster can create quicksand in soil or earth, but not in = stone (natural bedrock, pavement, etc.). All creatures within area of ef= fect must pass an immediate Initiative test. Success permits movement th= rough the area at 1/4 of normal rate. Failure means the creatures are tr= apped in the quicksand. Each creature must test vs. Cool. Failure means c= reature panicks, and sinks beneath surface and will suffocate in 1d6+3 ro= unds unless rescued. Success means creature remains Cool, and floats on s= urface of quicksand. Escape from quicksand requires a Strength of 3 or mo= re AND a secure mooring to move 1 yard per round. Background: Notes: This spell is effective in delaying attackers or blocking movement= at choke points. It is also effective in creating sitting ducks for miss= ile and spell abuse when cast directly beneath attacking opponents. Variants: 9. Summon Greater Elemental Discipline/Level: Elemental 3 ritual Preparation: 1d6+3 rounds Magick Points: 10 Range: BMP yards (to control) Duration: 2d6+6 rounds Area of Effect: one Greater Elemental Reagents: Elemental Essences* (as per elemental domain) Resistance: none Rationale: A Greater Elemental Sprite of one of the four Elemental Domain= s (Earth, Air, Fire, Water) is summoned from the aethyr and manifested as= a substantial form. = Magick Effects: A Greater Elemental is summoned from the aethyr, and may = be commanded to service. If controlled by the caster, the Greater Elemen= tal is bound to serve the caster for the duration of the ritual effect. S= ummon Greater Elemental is at a +10 to WP for Control Tests. The response= of the Greater Elemental to each command is determined by Service Tests = against the Greater Elemental's Faithful and Vengeful traits. If not con= trolled, the Greater Elemental is unrestrained, and may return to the aet= hyr, or = attack the caster or wreak havoc for the duration of the ritual. If dire= cted to move or attack beyond BMP yards, test each round vs. the caster's= WP. If successful, the Greater Elemental remains under the caster's cont= rol. If failed, the Greater Elemental instantly disappears. The elementa= l source of the Greater Elemental must be at least 1 cubic yard in volume= , or the elemental cannot be summoned. Absence of the necessary volume of= elemental material results in loss of MP expended for the ritual but the= failure of the ritual. The ritual requires appropriate essences to the = summoned elemental's Domain (ie, earth = essence to summon geonomes). See Chapter 2c: Forms and Summonings, page = ??, and Chapter ??: Elemental Beings, page ??, for detailed discussions o= f elemental summonings, Control Tests, Service Tests, and descriptions an= d abilities of elementals. Background: Ancient, origin obscure, possibly Druidic. Notes: The GM may require additional tests against the elemental's INT to= determine if the caster's commands have been understood. Only one Great= er Elemental per caster level may be summoned and in the service of an el= ementalist at any one time. Variants: Other Elemental 3 Spells and Rituals = (For spell and ritual descriptions, see listed reference.) Corrosionbloom (Battle 3, page ??) Darken Reflection (Battle 3, page ??) Enchant Lesser Weapon (Battle, page ??) Enchant Lesser Armor (Battle, page ??) Greater Circle (Battle 3, page ??) Level 4 Spells : 1. Banish Elemental Powers Discipline/Level: Elemental 4 Spell Preparation: none Magick Points: 20 Range: BMP yards Duration: instantaneous Area of Effect: 6 yard radius sphere Reagents: elemental essences and spirits* (as per elemental domain) Resistance: WP Rationale: The caster attempts to prevent elemental beings within the aff= ected area from drawing on the aethyrial field from which they derive mag= ickal energy to support their manifested forms. Any elemental beings unsu= ccessful in resisting the spell's effects disappear into the aethyr, and = are temporarily unable to manifest in the Material Realm for an extended = period. Magick Effects: This spell affects elemental nodes, least, lesser, and gr= eater elementals, and wisentlich. All elemental beings within the area o= f effect may test vs. WP to resist the effects of the spell. A successful= test means the spell has no effect on that being. A failed test means th= e being is affected by the spell. An affected elemental being immediatel= y loses its manifested form (ie, disappears) and returns to the Aethyrial= Domain, where it temporarily ceases to recognize itself as a being (ie, = becomes unconscious). The being remains in this disordered state for 1d6+= 3 days. Background: Notes: When cast against elementals with high WP scores, like Greater Ele= mentals and Wisentlich, casters must usually expend extra MP to have a ch= ance of affecting these beings. Likewise, these beings often dedicate MP = to strengthening their resistance. See Chapter 2a: Terms Rules, "Modifyin= g Magickal Resistance Tests," page ??. Affected elementals typically suf= fer amnesia concerning the events leading to their disordering. An elemen= tal being has only his Intelligence divided by 10 as a percentage to reme= mber the identity of the elementalist who disordered him. Variants: 2. Bind Elemental Servant ritual Discipline/Level: Elemental 4 ritual Preparation: 1d6+3 rounds Magick Points: 20 Range: special Duration: 1 day Area of Effect: 1 Least Elemental Reagents: elemental essences and spirits* (as per elemental domain) Resistance: None Rationale: This ritual permits a Least Elemental summoned by a Summon Lea= st Elemental ritual to be bound to serve the caster for one day. With th= is spell, the caster claims the authority of a Wisentlich of the elementa= l's domain, and the Least Elemental may not refuse this service. Magick Effects: An elemental servant summoned while this ritual is in eff= ect is bound to the service of the caster for one day. During that day th= e servant follows the caster's commands as though the caster were its ele= mental master. The response of the Least Elemental to each command is det= ermined by Service Tests against the Least Elemental's Faithful and Venge= ful traits. If directed to move or attack, or to perform any other servi= ce, beyond BMP yards, the Least Elemental automatically remains under the= caster's control. (Note: This is the only Summon Elemental ritual effect= which permits a caster to control an elemental beyond BMP yards without = passing a WP test to control the elemental.) A maximum of 1 elemental se= rvant per elemental domain may be bound to the service of an elementalist= at any one time. Background: Notes: To use this spell, a caster must first have summoned a Wisentlich = of the appropriate elemental domain and obtained permission and authority= to bind an elemental servant in the Wisentlich's name. That is, the cast= er must have summoned and successfully Controlled the Wisentlich, thereby= earning the right to request this service. Once granted, permission and = authority continue until formally withdrawn by the Wisentlich -- an event= typically following only the most offensive of abuses of the elemental s= ervant. A caster who uses this spell without the authority of a Wisentli= ch of the proper elemental domain must roll 1d100 against the following t= able: 01-50: The Wisentlich does not notice this arrogant intrusion upon his so= vereignty, and no other being calls it to his notice. The caster has gott= en away with it this time. 51-90: The Wisentlich does not notice the affront immediately, but a subo= rdinate elemental being reports the event to the Master. The GM makes a n= ote to have a Wisentlich pop in on the caster sometime for a nasty heart-= to-heart chat. 91-00: The summoned Least Elemental protests immediately to his Wisentlic= h. The Wisentlich appears instead of the Least Elemental and cordially ch= astizes the caster within an inch of his life -- or beyond. Variants: 3. Command Lesser Elementals spell Discipline/Level: Elemental 4 spell Preparation: none Magick Points: 10 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: 1d3+1 lesser elemental Reagents: elemental essences and spirits* (as per elemental domain) Resistance: None Rationale: A group of lesser elementals are summoned from the aethyr and = commanded to service. With this spell, the caster claims the authority of= a Wisentlich of the elemental's domain, and the lesser elementals may no= t refuse this service. Magick Effects: 1d3+1 lesser elementals of a single elemental domain appe= ar immediately and follow the caster's commands. The response of the less= er elementals to each command is determined by Service Tests against each= lesser elemental's Faithful and Vengeful traits. If a lesser elemental = is directed to move or attack beyond BMP yards, test each round vs. the c= aster's WP. If successful, the elemental remains under the caster's contr= ol. If failed, the elemental instantly disappears. The ritual requires a= ppropriate essences to the summoned elementals' Domain (ie, earth essence= to command geonomes). As a result of casting several of these spells in= sequence, a caster may command several different groups of lesser elemen= tals of different domains at one time without penalty. Background: Notes: This is unique in that it permits summoning of elementals as a spe= ll, rather than as a ritual. To use this spell, a caster must first have= summoned a Wisentlich of the appropriate elemental domain and obtained p= ermission and authority to command lesser elementals in the Wisentlich's = name. That is, the caster must have summoned and successfully Controlled = the Wisentlich, thereby earning the right to request this service. Once g= ranted, permission and authority continue until formally withdrawn by the= Wisentlich -- an event typically following only the most offensive of ab= uses of the summoned elementals.A caster who uses this spell without the = authority of a Wisentlich of the proper elemental domain must roll 1d100 = against the following table: 01-50: The Wisentlich does not notice this arrogant intrusion upon his so= vereignty, and no other being calls it to his notice. The caster has gott= en away with it this time. 51-90: The Wisentlich does not notice the affront immediately, but a less= er elemental being reports the event to the Master. The GM makes a note t= o have a Wisentlich pop up on the caster sometime for a nasty heart-to-he= art chat. 91-00: The summoned Least Elementals protest immediately to their Wisentl= ich. The Wisentlich appears instead of the lesser elementals and cordiall= y chastizes the caster within an inch of his life -- or beyond. Variants: 4. Earthquake Discipline/Level: Elemental 4 Spell Preparation: none Magick Points: 16 Range: BMP yards Duration: instantaneous Area of Effect: 24 x 24 yd. area Reagents: earth sublimates* Resistance: none Rationale: Earth nodes cause a minor earthquake in the area indicated by = the caster. Magick Effects: 2d6+6 damage at Strength 10 is taken by all structures wi= thin the affected area. Toughness does NOT reduce damage. All creatures w= ith the affected area are knocked prone immediately and incapable of any = action for 1d4 rounds. Creatures inside a collapsing structure receive 1d= 6 hits at Strength 3. Creatures inside a collapsing tunnel or underground= structure take 2d6+6 hits at Strength 6. Background: Notes: No reason this can't be used to collapse tunnels and dungeons. See= "Destroying Buildings," WFRP, page 77 with the following additional note= s on Toughness and Damage values: Earth tunnels: Toughness 7, Damage 10-30 Reinforced tunnels (timber and stone): Toughness 8, Damage 40 Bedrock tunnels: Toughness 10, Damage 60 Variants: 5. Hellstorm Discipline/Level: Elemental 4 spell Preparation: None = Magick Points: 20 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: 10 yds. radius cylinder 3 yd. tall Reagents: earth, air, fire, water elemental sublimates* Resistance: None Rationale: Air, water, earth, and fire nodes are summoned into a compact = elemental stormcloud -- a whirling cyclonic cylinder like a squat mini-to= rnado -- which batters, drenches, and burns all in its path. Magick Effects: Victims and structures within the storm receive 1d4 hits = (1d6 wounds each) at Strength 5 (for victims, in randomly determined body= locations) each round they remain in the area of effect. Armor and Tough= ness reduce wounds normally. In the area of effect, all normal fires are= extinguished immediately, and none may be kindled. Furthermore, all mele= e combat and missile fire, including magickal missile fire, becomes impos= sible. Visibility is reduced to 1 foot. Movement rates are normal, with a= risk tests each round for standard and run rates. Victims who fail a ris= k test take damage normally, and fall prone, and must pass a Dex test to = stand and move in the next round. Background: Ancient, a Dark Elven variant of the High Elven Vaporbloom fa= mily of spell effects.Notes: This spell combines an area destructive effe= ct with screening and disruption of melee and missile combat. In confined= areas it is especially deadly in attack and defense. Modest structures (= huts, fences, walls, doors, etc.) are often destroyed, and repeated appli= cations may be effective against more durable structures. However, damag= e per round per victim or structure varies greatly according to chance; t= his unpredictability of effect is the major weakness of the spell. A luck= y opponent might conceivably run right through a hellstorm in one or two = rounds, taking only minor damage. In addition to the damage specified fo= r victims and structures, GMs may also improvise details of disorder and = damage to the surroundings according to circumstances. Variants: A moveable Hellstorm costs 25 MP, and moves 1d10 yds. in a dire= ction indicated by the caster each round. For game purposes, the position= of the storm after its movement is considered the area of effect; the pa= th of the moving storm is not considered the area of effect. 6. Summon Great Wave Discipline/Level: Elemental 4 Spell Preparation: none Magick Points: 16 Range: special Duration: 1d6+3 rounds Area of Effect: special Reagents: water essences* Resistance: none Rationale: A host of water nodes are summoned to create and guide a serie= s of massive waves to crest and crash against a target selected by the ca= ster. Magick Effects: Each round a great wave 3 yards tall, 3 yards thick at th= e base, and 10 yards wide is summoned from a body of water. The body of w= ater must be at least large enough to provide the water for the great wav= es. The great waves may travel a maximum of 1000 yards over open water, = but once they reach land, they can travel a maximum of 24 yds. All creat= ures or structures struck by a great wave take 1d6+3 damage at Strength 6= =2E Background: Notes: The GM may limit the number of great waves a body of water can pro= duce according to its size. For example, few man-made pools or fountains = will provide enough water for even one great wave. Variants: 7. Summon Wisentlich Discipline/Level: Elemental 4 ritual Preparation: 1d6+3 rounds Magick Points: 15 Range: BMP yards (to control) Duration: 2d6+6 rounds Area of Effect: one Wisentlich Reagents: Elemental Essences* (as per elemental domain) Resistance: none Rationale: A Wisentlich of one of the four Elemental Domains (Earth, Air,= Fire, Water) is summoned from the aethyr and manifested as a substantial= form. = Magick Effects: A Wisentlich is summoned from the aethyr, and may be peti= tioned for a favor. If controlled by the caster, the Wisentlich may gran= t the caster a favor. Summon Wisentlich is at a -50 to WP for Control Tes= ts. The response of the Wisentlich to each petition is determined by Serv= ice Tests against the Wisentlich's Faithful and Vengeful traits. If not = controlled, the Wisentlich is unrestrained, and may return to the aethyr,= or attack the caster or wreak havoc for the duration of the ritual. The= elemental source of the Wisentlich must be at least 1 cubic yard in volu= me, or the elemental cannot be summoned. Absence of the necessary volume = of elemental material results in loss of MP expended for the ritual but t= he failure of the ritual. The ritual requires appropriate essences to th= e summoned elemental's Domain (ie, earth essence to summon geonomes). Se= e Chapter 2c: Forms and Summonings, page ??, and Chapter ??: Elemental Be= ings, page ??, for detailed discussions of elemental summonings, Control = Tests, Service Tests, and descriptions and abilities of elementals. Background: Ancient, origin obscure, possibly Druidic. Notes: Two Elemental Fourth Level castings -- Bind Elemental Servant and = Command Least Elementals -- require the previous summoning of a Wisentlic= h, and the obtaining of permission and authority to use those castings. F= ailure to obtain that permission and authority in advance may result in p= unitive actions of the Wisentlich. Only casters with very high BMP score= s can summon and control a Wisentlich without substantial risk of a failu= re to control, and a consequent risk of extermination at the hands of the= Wisentlich. Less fortunately-endowed casters must take their chances, an= d rely on tough skin and skilled assistance in defending themselves from = uncontrolled Wisentlich. For example, a second Level Four Elementalist co= uld hang around with a Banish Elemental Power spell handy, keeping plenty= of MP in reserve to spend to overcome the Wisentlich's magick resistance= =2EOnly one Wisentlich per caster level may be summoned and in the servic= e of an elementalist at any one time. Variants: 8. Tunnel Through Stone Discipline/Level: Elemental 4 ritual Preparation: 1d6+3 rounds Magick Points: 18 Range: special Duration: 2d6+6 minutes Area of Effect: special Reagents: earth sublimates* Resistance: none Rationale: The caster commands earth nodes to excavate a tunnel through e= arth, and to support the walls, floor, and roof of that tunnel for the du= ration of the spell. Magick Effects: For the duration of the ritual, the caster may move throu= gh sand, mud, soil, earth, or stone at a Cautious pace, leaving behind hi= m a tunnel 2 x 2 yds. in size. The tunnel thus created is magickally-supp= orted. While magickally supported, this tunnel does NOT cause damage to = structures, nor cause them to collapse. However, when the magickal suppor= t ceases after the ritual effect ends, the tunnel will collapse, if it is= in unstable material like mud or sand or loose earth or soil, and struct= ures that have been tunneled through by this spell must test vs. 10 x Tou= ghness as a percentage to avoid collapse (unless the caster INTENDED that= the structure collapse afterwards, in which case collapse is automatic).= Background: Notes: Variants: Other Elemental 4 Spells and Rituals (For spell and ritual descriptions, see listed reference.) Ignite Vaporbloom (Battle 4, page ??) Null Aethyr (Battle 4, page ??) Greater Triangle (Battle 4, page ??) Greater Square (Battle 4, page ??) Illusion Spells GM Notes for Judging Illusions [[To rules miscellany]] Blindness and total darkness: WS is at a -25 penalty. BS is at BS divided= by 10. Testing to detect manifested illusions: Characters who suspect they are v= iewing an illusion may use one of the following three testing procedures.= A successful test means the character is convinced that he is viewing an= illusion. A failed test means the character cannot find any evidence tha= t he is viewing an illusion; he still may be skeptical, and may act accor= dingly. Suggested modifiers for each of the three different tests are giv= en in many of the illusion spell and ritual descriptions. Visual Test: Visual observation only. The character looks for visual faul= ts or implausible details that reveal the presence of an illusion. Remote Physical Test: The character successfully hits the suspected illus= ion with a missile attack (ie, throws a rock, or shoots an arrow). Plausi= bly simulating the interaction of an external object and a manifested ill= usion is extremely difficult, even for the finest illusionist; such a tes= t greatly increases the chance that an observer will detect the illusion.= Touch Test: Touching a suspected illusion almost always reveals its illus= ory nature, except with illusions of the highest mastery level (ie, Manif= est Phantasm). Illusions in Melee: Characters and creatures who suspect they are in mele= e with an illusion may always employ a Visual Test to discern an illusion= =2E A character must make a successful BS test as an attack (eg, a throw = weapon attack) to employ a Remote Physical Test for illusion while in mel= ee. A character must make a successful WS test as an attack to employ a T= ouch Test for illusion while in melee. Characters and creatures who do not suspect they are in melee with an ill= usion -- typically dopey NPC cannon fodder, but occasionally PCs upon who= m the GM has successfully pulled a fast one -- do not make Visual tests. = They may be permitted a Remote Physical Test IF they successfully score a= BS attack AND IF they successfully make an INT test to notice that somet= hing was fishy about the way the missile behaved when it struck the targe= t. They may be permitted a Touch Test IF they successfully score a WS att= ack AND IF they successfully make an INT test to notice that something wa= s fishy about the way the target reacted and the way the attack felt when= it landed. GM Bonuses and Penalties to Tests to Discern Illusions: At your discretio= n, tests to discern illusions may be modified according to complexity of = illusion, circumstances and setting, and rehearsal by the caster. To disc= ourage undignified pleading and rule-lawyering, avoid applying such modif= iers in combat situations. Level 1 Spells: 1. Darkscreen Discipline/Level: Illusion 1 Spell Preparation: none Magick Points: 3 Range: within BMP yards of caster Duration: 1d6+3 rounds Area of Effect: 4-yard-by-2-yard screen Reagents: air sublimates*, lampblack Resistance: none Rationale: Air nodes form a thin, rigid, sheet-like opaque frame made opa= que by particles of lampblack in suspension. The nodes forming this opaqu= e screen move at the caster's command. Magick Effects: This magickal black screen obscures vision from both side= s. The four-yard-wide, two-yard-high opaque screen may be moved instantan= eously within the caster's control range at the beginning of each round (= ie, no part of the screen may extend farther than the caster's BMP). WS a= nd BS are halved for melee and missile attacks and parries by characters = on opposite sides of the screen. Casting magic missiles at targets obscur= ed by this screen requires a successful BS test. A caster may not maintain more than one of the following spells at the sa= me time: = Darkscreen, Colorscreen, Lightscreen. Subsequent casting of one of these = spells immediately interrupts the previously cast spell. Background: = Notes: The BS test for casting magic missiles through a Darkscreen reflec= ts the caster's chance to guess the location of his target. Variants: Colorscreen and Lightscreen (Illusion 2). Colorscreen is identi= cal to Darkscreen, except that the screen is a chaotic swirl of colors, a= nd requires an expensive pallet of powdery pigmented glass glazes. At thi= s mastery level, colors and forms of the colors are not controllable by t= he caster. Colorscreen is often used as a backdrop to enhance dramatic, m= usical, and visual performances. = 2. Divert Attention Discipline/Level: Illusion 1 Spell Preparation: none Magick Points: 2 Range: BMP yds. Duration: 1d6+3 rounds Area of Effect: one victim Reagents: deleriants (1/20 dose) Resistance: See Magick Effects Rationale: The caster projects an impulse into a victim's mind, directing= the victim's attention in a desired direction. Magick Effects: This spell draws the victim's attention in the direction = chosen by the caster. Automatically effective for one round, and victim i= s unaware of tampering. If maintained for more than one round, the victim= tests vs. WP to resist each round. If the test is successful, he realize= s the unnatural compulsion, and instinctively searches for the source of = tampering. A being affected by this spell receives a -20 penalty to WS a= nd BS for the duration of the spell effect. Background: = Notes: This is typically used to mislead a victim -- to draw attention aw= ay from something the caster desires to conceal (ie, an intruder attempti= ng to sneak across a sentry's field of vision). In this sense, it is a so= rt of invisibility spell; one, however, which affects only one victim at = a time, and which unfortunately is easily sensed by the victim, and which= may eventually draw attention to the very thing the caster is trying to = conceal. However, it can also be used as a sort of silent telepathic mes= sage to a companion, drawing the companion's attention to a possible thre= at or important detail (eg, an ambusher behind a curtain, or a figure fin= gering a ring) without alerting observers to the passing of the message. = In melee or missile combat, the victim is distracted from observing his t= arget, and is consequently less accurate in his attacks. Variants: = 3. Disrupt Image Discipline/Level: Illusion 1 Spell Preparation: none Magick Points: 2 Range: BMP yds. Duration: instantaneous Area of Effect: one illusion magick effect Reagents: air sublimates* Resistance: none Rationale: Air nodes are conjured and directed to disrupt other air nodes= being used to produce a manifested image. Magick Effects: This spell interrupts the effects of the following manife= sted illusion spells: Darkscreen, Mask, Camouflage, Lightscreen, Improvis= ed Image, Rehearsed Image, Improvised Eidolon, Rehearsed Eidolon, Manifes= t Humanoid Appearance, Manifest Monstrous Appearance, Manifest Phantasm.I= f the caster has recognized the presence of the effects of one or more of= these spells through a visual, remote physical, or touch test, he may sp= ecify which spell he wishes disrupted. Otherwise, the spell disrupts any = single spell within range, selected at random. Background: = Notes: As a defense against this spell, illusionists may cast multiple ve= rsions of the cheaper Improvised Illusion spell as decoys to protect thei= r more sophisticated illusions from disruption.Note that illusions projec= ted into the mind of a subject cannot be disrupted unless by a subject's = successful test vs. WP to resist or a Null Aethyr ritual. Variants: = 4. Hallucination Discipline/Level: Illusion 1 Spell Preparation: none Magick Points: 1 Range: BMP yds. Duration: 1d6+3 rounds Area of Effect: one subject Reagents: deleriants (1/10 dose) Resistance: WP Rationale: An image is evoked at random from the mind of the subject. The= subject sees nothing but that image, and is effectively blinded, for the= duration of the spell Magick Effects: The subject is blinded by a random image from his own min= d. The subject may test vs. WP to resist the spell's effect only once, in= the first round. A successful test means the spell has no further effect= =2E A failed test means the subject is blinded by the hallucination for t= he full 1d6+3 rounds of the spell. Background: = Notes: Though less reliable than Blinding Light, and affecting only a sin= gle victim, Hallucination has the potential of a longer duration -- a cri= tical value in a melee with numerous opponents. Opposing spellcasters and= missile experts are good targets for this spell.Creatures of low intelli= gence or less intelligent humanoids unfamiliar with magick may be frighte= ned by such unnatural and bewildering phenomena. At the GM's discretion, = the subject may be required to make a Fear test. Variants: = 5. Mask Box Stats Discipline/Level: Illusion 1 Ritual Preparation: 1d6+3 Magick Points: 6 Range: caster Duration: 1d6+3 rounds Area of Effect: caster=D5s face Reagents: air sublimates*, pigmented glazes Resistance: See Magick Effects Rationale: Air nodes form a mask over the caster's face, upon which the c= aster manifest's the likeness of another humanoid. The caster directs the= nodes to shape and order pigmented glaze particles to simulate the color= s and textures of the humanoid to be imitated. Magick Effects: The caster creates a colored, textured magickal mask over= his own facial features. The mask may present the appearance of any know= n or imagined humanoid being. Lips, eyes, and other facial features of th= e mask move in response to the movements of the caster's facial features.= Since the mask is rehearsed during preparation, the illusion is relative= ly detailed and persuasive. Maintaining the mask during the ritual's dura= tion does not require caster supervision; other actions may be taken with= out interrupting the magickal effect. Visual test for faults: Int-20. Rem= ote physical test: Int. = Touch test: Automatic. Penalty for representing an imagined being or a sp= ecific individual the caster has never seen: +30 to the viewer's visual t= est for faults. Background: = Notes: Since this spell only creates a facial mask, other features of a h= umanoid's head (hair, horns, etc.) must be created with physical trapping= s, or concealed with cloaks, helms, hats. etc. Variants: This is a simple, restricted version of the more complicated Re= hearsed Image ritual (Illusion 2). 6. Muddle Mind Discipline/Level: Illusion 1 Spell Preparation: None Magick Points: 4 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: one victim Reagents: deleriants* (1/20 dose) Resistance: WP Rationale: The caster places a temporary block between the victim's consc= ious mind and his body, permitting the subconscious mind to direct the bo= dy's activities. Thus the victim's more primitive, animalistic impulses a= re indulged. Magick Effects: The victim continues to think clearly, but cannot speak o= r control his body with his thoughts. His body cheerfully does whatever i= t would like to do if its mind weren't always telling it what to do. If = undisturbed and unchallenged, the victim will loaf, sit and chew on his t= unic, chase butterflies, or try to get a date with anything of the opposi= te sex. If challenged, or physically threated or attacked, the victim fe= rociously attacks the challenger, regardless of the challenger's identity= or the circumstances. Background: Traceable to Old Slann; identical to spell still used by prim= itive Slann of Lustria. Extremely ancient, very popular with High Elven,= Dark Elven, and all their successors. Notes: Equally effective for avoiding direct confrontation and for reduci= ng the odds in small unit fights. Its use by thieves, bandits, and raider= s is so widespread that precautions against it are routine in urban areas= and in military situations. The most commonly purchased defensive charm = is the Resist Muddle Mind lesser talisman. Even primitive humanoids are g= enerally aware of the vulnerability of isolated guards or scouts to this = spell. Variants: 7. Read Sound Discipline/Level: Illusion 1 Spell Preparation: none Magick Points: 2 Range: BMP yds. Duration: 1d6+3 rounds Area of Effect: one subject Reagents: deleriants (1/10 dose) Resistance: none Rationale: The caster monitors the aural impressions of the subject as th= ough the caster were hearing through the subject's ears. Magick Effect: The caster hears what the subject hears. The caster has no= control over how carefully the subject is listening. If the subject is n= ot paying attention to the sounds he hears, the caster may not hear them = (unless they are louder than other sounds in the listener's environment).= The subject is not aware of the caster's monitoring of the subject's hea= ring. Background: Notes: VAriants: Other Illusion 1 Spells and Rituals (For spell and ritual descriptions, see listed reference.) Command Victim (Battle 1, page ??) Excite Enmity [Hostility?] (Battle 1, page ??) Harmonize Minds (Battle 1, page ??) Pain Mind (Battle 1, page ??) Lesser Square ritual (Battle 1, page ??) Lesser Triangle ritual (Battle 1, page ??) Level 2 Spells : 1. Hypnotic Command ritual Discipline/Level: Illusion 2 Preparation: 1d6+3 rounds Magick Points: 6 Range: BMP yds. Duration: 1d6 hours Area of Effect: one subject Reagents: deleriants* (full dose) Resistance: WP Rationale: The caster implants a command in the unconscious mind of the t= he subject. For the duration of the ritual's effect, the subject unconsci= ously but intently attempts to follow the command. Magick Effects: The caster gives the subject a ten-syllable command. The= subject tests vs. WP to resist the compulsion to obey the command. If su= ccessful, the ritual has no further effect, though the subject has resist= ed the compulsion unconsciously, and is unaware of the mental intrusion. = If the test fails, the ritual takes effect, and the subject unconsciousl= y attempts to follow the command for the duration of the magick effect. Background: Notes: Because the ritual and its trappings are fairly obtrusive, casting= a Hypnotic Command stealthily is very difficult. It is most easily pract= iced on victims which have been rendered unconscious or unaware by some o= ther means (eg, Deepsleep or Dimwit spells, combats stuns, etc.). Sleepin= g victims are also easy marks, as are prisoners, unsuspecting guests, and= characters in adjoining rooms. If the Hypnotic Command is to perform so= me action that the subject normally would never do without serious consid= eration (ie, kill himself, burn down an orphanage, kiss a dwarf, pay too = much for lodgings, etc.), the subject is entitled to a new WP test each t= ime he tries to follow the command. In some cases the subject might deser= ve a WP test each round, if the command is particularly offensive or dang= erous, or if the action is repetitive. Variant: Variants with longer duration are known, but require exotic subs= tances (known to herbalists or alchemists, but scarce and expensive) whic= h render the subject's mind more succeptible. (GM Note: That is, usually = these substances are only available to NPC villains.) 2. Improvised Image Discipline/Level: Illusion 2 spell Preparation: none Magick Points: 3 Range: BMP yds. Duration: 1d6+3 rounds Area of Effect: 4-yard-by-2-yard frame Reagents: air sublimates*, pigmented glazes, air herbal condensers Resistance: See Magick Effects Rationale: Air nodes form a thin, rigid, sheet-like opaque frame which ra= diates light through patterns of pigmented glazes suspended in the nodes,= producing the colors and forms of a visual image. Herbal condensers prov= ide limited odor effects, while air node produce limited sound effects. Magick Effects: A full-color animated image analogous to a motion picture= is manifested on a magickal frame 4x2 yds in area. The frame may not be = moved during the spell. Sounds and odors may be produced, but the fidelit= y of these sensations is poor. This spell may be cast in two ways: as a = supervised illusion, and as a programmed illusion. The caster may superv= ise the image during the effect's duration, altering visual, aural, and s= cent details at will. To supervise the improvised image, the caster must = supervise the illusion without interruption for the duration of the effec= t. During that period he may take no other actions, and if interrupted, h= is supervision of the illusion ends immediately, though the illusion cont= inues for the rest of the effect duration, displaying whatever images, so= unds, and scents it was displaying when the caster was interrupted. The = caster may alternatively choose to program the visual, aural, and scent d= etails of the illusion as he casts it. The caster need not supervise the = illusion, and may perform other actions without interrupting the illusion= effects. The illusion itself will alter according to the programmed inst= ructions of caster for the duration of the effect. The player must descri= be the visual, aural, and scent details he wishes programmed into the ill= usion when the spell is cast; thereafter, the GM interprets the player's = instructions in judging the round-by-round presentation of the illusion. = Improvised on short notice, an Improvised Image is less detailed and per= suasive than a Rehearsed Image. Visual Test: INT. Remote Physical Test: I= nt+20. Touch Test: Automatic. If programmed: +20 bonus to all INT tests. = A successful test reveals the image as illusory, but does not permit the= viewer to see through the opaque frame. WS and BS are halved for melee a= nd missile attacks and parries by characters on opposite sides of the ima= ge. Casting magic missiles at targets obscured by this image requires a s= uccessful BS test. The caster, or any other object or being, may pass thr= ough the image without interrupting the spell. Background: = Notes: Since this spell does not reliably fool most intelligent observers= , it is primarily used when urgency or economy prohibits the casting of t= he more satisfactory Rehearsed Image ritual. Fortunately, even if the ima= ge fails to fool an observer, it provides some screening protection from = melee and missile attacks, and distracts and delays those who test to dis= cern the illusion. Variants: = 3. Lightscreen Discipline/Level: Illusion 2 spell Preparation: none Magick Points: 3 Range: BMP yds. Duration: 1d6+3 rounds Area of Effect: 4yd. x 2 yd. screen Reagents: air essences* Resistance: none Rationale: Air nodes form a thin, rigid, sheet-like transparent frame whi= ch radiates light. The nodes forming this radiant screen move at the cast= er's command. Magick Effects: This magickal glowing screen is transparent to observers = on the caster's side of the screen, while opaque to observers on the oppo= site side of the screen. The screen illuminates as a lantern (ie, a 15 ya= rd radius illuminated, with structural details visible as vague forms at = up to 45 yds.). The four-yard-wide, two-yard-high glowing screen may be = moved instantaneously within the caster's control range at the beginning = of each round. WS and BS are halved for melee and missiles attacks and pa= rries by characters facing the opaque side of the screen; characters on t= he caster's side of the screen suffer no penalties to WS or BS. Casting m= agic missiles at targets obscured by this screen requires a successful BS= test. A caster may perform no other action than movement at a Cautious = pace while maintaining this spell effect. If interrupted, the spell effec= t ends. A caster may not maintain more than one of the following spells a= t the same time: Darkscreen, Lightscreen. Subsequent casting of one of th= ese spells immediately interrupts the previously cast spell. Background: = Notes: Like one-way glass from caster's point of view. Originally design= ed as lighting and backdrop for outdoor entertainment, the Lightscreen sp= ell has great potential in support of melee and missile troops, though th= e War College has failed to devise a more simple, unsupervised version fo= r War Wizards. Variants: = 4. ManForm = Discipline/Level: Illusion 2 ritual Preparation: 1d6+3 rounds Magick Points: 6 Range: self Duration: 2d6+6 minutes Area of Effect: caster Reagents: air sublimates*, pigmented glazes Resistance: none Rationale: Air nodes form a mask covering the caster's entire body, inclu= ding clothing and a modest volume of trapping, armor, or weapons. Upon th= is mask the caster manifests the appearance of any known or imagined huma= noid being. Once formed, this illusory appearance may move with the caste= r, concealing the caster's true appearance, or it may directed as a mobil= e illusion within control range of the caster. Magick Effects: The caster clothes his form in an illusion of a humanoid = being. The ManForm must have the same basic body proportions as the caste= r. When retained upon the caster's person, the ManForm moves automatical= ly in response to the movements of the caster's body, appendages, and tra= ppings, and the image moves accordingly. The caster may move at a cautiou= s rate and speak normally without penalty. Movement at a faster rate, tes= ts against WS or BS, casting a spell or ritual, using an alchemical compo= und or magickal artifact, or other similar actions permit a +20 bonus to = tests vs. the illusion. However, since the image may be rehearsed during = preparation, and the ManForm's limbs, torso, head, and trappings are move= d smoothly and efficiently, the image is relatively persuasive. Visual Te= st for Faults: Int-20. Remote Physical Test: Int-10. Touch test: Int. A = ManForm may be directed to move away from the caster as an independent il= lusion, but if it moves beyond BMP yards from the caster, the magick effe= ct ends immediately. While supervising the movement of a ManForm away fro= m the caster's body, the caster may not move nor perform any other action= =2E When moving independently from the caster, ManForms are more difficul= t to move smoothly, and so are less persuasive than when moving with the = caster. Visual Test for Faults: INT. Remote Physical Test: INT+20. Touch = test: Automatic. Background: = Notes: This is essentially a full-body version of the Mask ritual (Illusi= onist 1). The illusion covers normal clothing, small weapons, and other = hand-held trapping with ease. Bulky clothing (winter furs and cloaks) and= larger trappings (greatswords, shields, backpacks, pikes) are more diffi= cult to mask. Make a Risk test for each article of bulky clothing and eac= h larger trapping; if the test fails, that clothing or trapping is inadeq= uately concealed in the illusion, and its true nature is immediately obvi= ous to any observer. Controlling more than one ManForm at a time is extr= emely difficult. For each additional ManForm controlled each round, make = one test vs. INT. A failed test means one randomly-selected ManForm is se= riously flawed for the duration of the effect, with a +20 bonus to a INT = tests to discern illusions. With tabletop displays, a ManForm is represe= nted by an additional figure on the display. Note, however, that the ManF= orm is insubstantial, and that, for example, missiles weapons may be fire= d through the illusory figure. Variants: = 5. Read Mind Discipline/Level: Illusion 2 ritual Preparation: 1d6+3 rounds Magick Points: 6 Range: BMP yds. Duration: 1d6+3 rounds Area of Effect: one subject Reagents: deleriants (1/10 dose) Resistance: WP Rationale: Caster contacts the subject's mind and suggests a topic. The s= ubject unconsciously summons up thoughts, impressions, and emotions conce= rning that topic, which the caster monitors as they cross the subject's m= ind. Magick Effects: Each round the subject calls to mind a thought, impressio= n, or emotion concerning the topic suggested by the caster. Typically the= response is to bring to mind the most obvious thought, impression, or em= otion associated with the suggested topic. The response is usually in the= form of a short sentence or an image which may include sound, smell, tas= te, and touch. If the subject passes a WP test, he is unconsciously resi= stant to the caster's suggestion. The subject does not realize his mind h= as been contacted, but the ritual effect fails. Background: Notes: Casting a Read Mind spell stealthily is somewhat difficult. It is = most easily practiced on victims which have been rendered unconscious or = unaware by some other means (eg, Deepsleep or Dimwit spells, combats stun= s, etc.). Sleeping victims are also easy marks, as are prisoners, unsuspe= cting guests, and characters in adjoining rooms. Variants: 6. Read Vision Discipline/Level: Illusion 2 spell Preparation: none Magick Points: 2 Range: BMP yds. Duration: 1d6+3 rounds Area of Effect: one subject Reagents: deleriants* (1/10 dose) Resistance: none Rationale: The caster monitors the visual impressions of the subject as t= hough the caster were seeing through the subject's eyes. Magick Effect: The caster sees what the subject sees. The caster has no c= ontrol over what the subject looks at. The subject is not aware of the ca= ster's monitoring of the subject's vision. Background: Notes: Casting a Read Vision spell stealthily can be difficult. However, = if the caster is concealed from the subject, or if the subject is distrac= ted, chances are excellent that the caster will not be detected. Variants: 7. Rehearsed Image Discipline/Level: Illusion 2 ritual Preparation: 1d6+3 rounds Magick Points: 6 Range: BMP yds. Duration: 1d6+3 rounds Area of Effect: 4-yard-by-2-yard frame Reagents: air sublimates*, pigmented glazes, air herbal condensers Resistance: See Magick Effects Rationale: Air nodes form a thin, rigid, sheet-like opaque frame which ra= diates light through patterns of pigmented glazes suspended in the nodes,= producing the colors and forms of a visual image. Herbal condensers prov= ide limited odor effects, while air node produce limited sound effects. Magick Effects: Identical to the Improvised Image spell (see above), exce= pt the longer preparation of this effect gives it greater detail and pers= uasiveness, so that observers are less likely to recognize the image as a= n illusion. Visual Test: INT-20. Remote Physical Test: Int. Touch Test: A= utomatic. If programmed: +20 bonus to all INT tests. A successful test r= eveals the image as illusory, but does not permit the viewer to see throu= gh the opaque frame. WS and BS are halved for melee and missile attacks a= nd parries by characters on opposite sides of the image. Casting magic mi= ssiles at targets obscured by this image requires a successful BS test. T= he caster, or any other object or being, may pass through the image witho= ut interrupting the spell. Background: = Notes: The quality of this illusion makes it especially effective against= unintelligent beasts and dim-witted humanoids and monsters when they rem= ain at a distance. Variants: = 8. Suggestion Discipline/Level: Illusion 2 Ritual Preparation: 1d6+3 Magick Points: 4 Range: BMP yards Duration: Indefinite Area of Effect: one subject Reagents: deleriants (1/20 dose) Resistance: WP/hour Rationale: The caster introduces to the subject's mind one idea about a r= ecent event, experience, or piece of information. The idea may be true, f= alse, or misleading. The subject's mind is then compelled to accept the i= dea as an idea of his own. = Magick Effects: An idea expressed by the caster in ten words or fewer is = planted in the subject's mind, and accepted by the subject as accurate an= d genuine. Each hour (or more frequently, at the GM's discretion) the sub= ject tests vs. WP to resist the magick effect. If successful, the subject= realizes the implanted idea is not his own, and is no longer magickally = mislead. Background: Ancient High Elven. Though the magick effect itself is reliab= le and well-understood, the personal beliefs and mental abilities of the = victims vary widely, and the implanted ideas vary in complexity and plaus= ibility, so the duration and results are somewhat unpredictable. = Notes: Under magickal compulsion, the subject's mind tries to shape the i= ntroduced idea so it appears to fit with the subject's other ideas and pe= rsonal beliefs. The more appropriate the introduced idea to the subject's= own ideas and personal beliefs, the more likely is the subject to accept= it as genuinely his own. A WP test per hour is the minimum; the GM may = judge that more frequent tests are appropriate, particularly if the impla= nted idea is challenged by experience or by cross-examination by others. = For example, if an orc is given the idea that his boar-boyz-buddies is go= ne home, contrary evidence (like running into his buddies) or contrary te= stimony (an orc leader of another unit tells him that none of the boyz is= gone home), the victim may be entitled to an immediate WP test. Excepti= onally plausible ideas that fit neatly with the victim's personal beliefs= , or exceptionally implausible ideas that don't fit at all with victim's = personal beliefs, may require that the GM assess modifiers to each WP tes= t. For example, an orc is told that he has single-handedly wiped out the= PC party he was sent to find. Orcs is great! and the orc WANTS to think = he's a hero, so the WP test might be at -10 or -20 penalty. On the other = hand, a smart PC wizard is told by a nasty villain wizard that his buddie= s have abandoned him. The smart PC wizard knows his buddies have been wit= h him for years, and would never abandon him, and futhermore, the smart P= C wizard is smart enough to distrust odd ideas that might have been slipp= ed into his mind magickally, so a +10 or +20 bonus to the WP test might b= e appropriate. Variants: 9. Wary Mind Discipline/Level: Illusion 2 ritual Preparation: 1d6+3 rounds Magick Points: 6 Range: self Duration: 1d6 hours Area of Effect: caster Reagents: deleriants (1/20 dose) Resistance: none Rationale: The caster composes his mind so as to be aware of any intrusio= n from the mind of another being. Upon becoming aware of the intrusion, t= he caster automatically shuts off access to his mind. Magick Effects: Confers a bonus of +20 to any test vs. WP against any spe= ll or ritual effect that permits a resistance test. While this ritual ef= fect is active, the caster may not cast any spells or rituals, nor may he= maintain or supervise the effects of any previously cast spell or ritual= (eg, he may not control a summoned elemental). Casting a spell or ritual= , or using a magickal artifact or alchemical compound, immediately interr= upts this ritual's effect. Background: Notes: The defensive posture of the mind created by this ritual effect is= incompatible with a spellcaster's production and control of magick effec= ts. The caster must first voluntarily interrupt the Wary Mind effect befo= re he can produce and control any other magick effect. Therefore, this ef= fect can provide some protection against ambushes or stealthy magic attac= ks, but is of little use in a confrontation. The +20 bonus for WP tests = to resist magick effects is in addition to a +20 bonus for a successful u= se of the Magick Resistance skill. Variants: = Other Illusion 2 Spells and Rituals (For spell and ritual descriptions, see listed reference.) DimWit (Battle 2, page ??): For Illusionists, Magic Point cost is 1, not = 3. Excite Panic (Battle 2, page ??) Sap Will (Battle 2, page ??): For Illusionists, Magic Point cost is 2, no= t 4. Darken Reflection (Battle 3, page ??) Greater Pentagram ritual (Battle 2, page ??) Level 3 Spells : 1. Dream Sending Discipline/Level: Illusion 3 ritual Preparation: 1d6+3 rounds Magick Points: 6 Range: BMP yds. Duration: 2d6+6 rounds Area of Effect: one subject within range Reagents: deleriants (1 dose) Resistance: WP Rationale: The caster prepares a dream sequence illusion in his own mind,= then enters into the mind of the subject and implants that dream sequenc= e within the subject's imagination. Magick Effects: If the subject is asleep during the spell effect, the sub= ject has the dream immediately. If the subject is awake, the subject has = the dream the next time he falls asleep. The dream actually only last fo= r 2d6+6 rounds, but from the subject's perspective, the duration of the d= ream may seem much longer. The subject may unconsciously attempt to resi= st the dream sending. Test vs. WP to resist. A successful test means the = subject remains asleep and dreaming, but is aware that he's having a drea= m. The subject may then choose to wake up and interrupt the dream, or con= tinue to observe the dream in a conscious manner. A failed test means the= subject remembers the dream after he awakes, and is convinced that the d= ream is his own, and that it has some deep significance. Background: = Notes: In combination with the Voidsend Mind ritual, the dream may be sen= t to a subject within range of a caster's remote focus, which might easil= y be hidden in the subject's sleeping quarters. At the gamemaster's opti= on, if the dream sending is nightmarish and horrific, he may give the sub= ject an Insanity Point unless the subject makes a Cool test to resist. Re= peated nightmares have diminished effect, however. A subject should recei= ve no more than a maximum of 6 Insanity Points as a direct result of Drea= m Sendings. Other possible effects of dreams will vary according to the = subject and the circumstances, and must be judged by the GM at his discre= tion. For example: In a dream, the subject is attacked by an assassin. If a dagger is close = to hand, the subject may suffer from a self-inflicted wound unless he mak= es a WP test. The subject receives a series of bogus divine visions. The subject must t= est vs. WP or become deeply disturbed and obsessed by these visions. The = subject may or may not be convinced that these divine visions are genuine= , but if he does not believe them genuine, he may suspect some malign for= ce within himself producing the visions. The subject receives a series of dreams featuring horrible atrocities per= formed by dwarves. Each time he receives such a dream, he tests vs. WP or= gains 1 point of Dwarf Obsession. When he accumulates 10 points of Dwarf= Obsession, he gains a Hatred of dwarves. Against ignorant or unsophisticated subjects, or mentally-unstable subjec= ts, this magick effect should be a dangerous and effective weapon. Agains= t experienced spellcasters, adventurers, and other tough-minded character= s, this should be less effective, with bonuses to tests to resist.Note th= at someone who suspects himself a target of dream sendings can protect hi= mself -- and convince himself that the sendings are sorcerous attacks -- = by isolating himself from possible contact with sorcerors, and by Detect = Magick searches of his sleeping quarters for remote focuses. Variants: = 2. Improvised Eidolon Discipline/Level: Illusion 3 spell Preparation: none Magick Points: 6 Range: BMP yds. Duration: 1d6+3 rounds Area of Effect: 4-yard-by-2-yard-by-2-yard image field Reagents: air sublimates* (4 measures), water, earth sublimates*, pigment= ed glazes, air herbal condensers Resistance: See Magick Effects Rationale: Air nodes form a three-dimensional image field called an eidol= on which radiates light through patterns of pigmented glazes suspended in= the nodes, producing the colors and forms of a 3-D visual image. Herbal = condensers and earth and water sublimates provide limited odor and tactil= e effects, while air node produce limited sound effects. Magick Effects: A full-color, animated three-dimensional eidolon analogou= s to a motion hologram is manifested in a magickal image field 4x2x2 yard= s in volume. The image field may not be moved during the spell, but the d= etails of the image represented may be altered during the spell to create= the illusion of movement. Sounds, odors, and tactile impressions may be = produced, but the fidelity of these sensations is poor. This spell may b= e cast in two ways: as a supervised illusion, and as a programmed illusio= n. The caster may supervise the Improvised Eidolon during the effect's = duration, altering visual, aural, scent, and tactile details at will. To = supervise the Improvised Eidolon, the caster must supervise the illusion = without interruption for the duration of the effect. During that period h= e may take no other actions, and if interrupted, his supervision of the I= mprovised Eidolon ends immediately, though the illusion continues for the= rest of the effect duration, displaying whatever images, sounds, scents,= and tactile effects it was displaying when the caster was interrupted. = The caster may alternatively choose to program the visual, aural, and sce= nt details of the Improvised Eidolon as he casts it. The caster need not = supervise the illusion, and may perform other actions without interruptin= g the illusion effects. The Improvised Eidolon itself will alter accordin= g to the programmed instructions of caster for the duration of the effect= =2E The player must describe the visual, aural, scent, and tactile effect= details he wishes programmed into the Improvised Eidolon when the spell = is cast; thereafter, the GM interprets the player's instructions in judgi= ng the round-by-round presentation of the illusion. Whether supervised o= r programmed, an Improvised Eidolon may be made transparent or opaque -- = that is, observers may see the background through a transparent Eidolon, = but will only see the represented illusion in an opaque Eidolon. An opaqu= e Eidolon blocks line-of-sight, but Visual Tests to discern illusion in a= n Eidolon are made at a +20 bonus. The image is improvised on short noti= ce, and the caster usually cannot see the eidolon as the subject might se= e it, so the image is less detailed and persuasive than a Rehearsed Eidol= on. Visual Test: INT. Remote Physical Test: INT+10. Touch Test: Automatic= =2E If programmed: +20 bonus to all INT tests. A successful test reve= als the image as illusory. Unless the caster specifically supervises or p= rograms the Improvised Eidolon to be opaque, the illusion is transparent = except where objects and structures are represented in the image. BS is= halved for missile attacks by characters firing into, through, or beyond= the image. WS is halved for melee attacks and parries by characters with= in the image. Casting magic missiles at targets obscured by this image re= quires a successful BS test. The caster, or any other object or being, ma= y pass through the image without interrupting the spell. Background: = Notes: One or two normal-sized humanoid figures standing side by side, or= 1 large non-humanoid creature, may be represented in a 4x2x2 yard image = field on a tabletop display. Of course, more humanoids could conceivably = cram into a volume that large, but rarely would humanoids do so voluntari= ly. Variants: = 3. Manifest False Aethyr Discipline/Level: Illusion 3 ritual Preparation: 1d6+3 rounds Magick Points: 6 Range: caster Duration: 2d6+6 minutes Area of Effect: caster Reagents: aethyr salts*, deleriants (1/20 dose) Resistance: none Rationale: The caster manipulates the aethyrial forms and energies of his= mind so as to create an aethyrial illusion of a magickal effect or a spi= rit. Creatures that can perceive the Aethyrial Domain, as with the Sense = Magick skill, and Detect Magick spell, may perceive false but persuasive = impressions of magickal phenomena, or may fail to perceive real magickal = phenomena concealed by aethyrial illusions. Magick Effects: The caster creates false aethyrial images detectable to b= eings which sense or detect magick. These aethyrial illusions are detecta= ble only to those who sense or detect magick. Aethyrial illusions canno= t be discerned from authentic aethyrial phenomena except by the effects t= hey produce. For example, there is no way to discern between a sword with= an illusory aethyrial effect and a magickal sword except by testing the = sword to see if it produces a magickal effect. This spell can make a non= -magickal artifact appear to be a magickal artifact, or can make a magick= al artifact appear to be a non-magickal artifact. This spell can also mas= k the presence of a spell, ritual, or other magickal effect upon a being = or object, or can make a being or object appear to be under the influence= of a spell, ritual, or other magickal effect. Aethyrial effects cannot = be distinguished from one another by observation except by their effects.= Just as one type of magickal artifact cannot be distinguished from anoth= er by Sense Magick or Detect Magick, so aethyrial phenomena and aethyrial= illusions cannot be distinguished from one another by Sense Magick or De= tect Magick. Background: = Notes: Magick effects are discernable in the aethyr by their form (ie, th= e shape of a sword, a ring, a thaumaturgic form, etc.) but not by the nat= ure of their magick effect or enchantment. A victim of the Ensorcel Mind = ritual looks just the same as a victim of the DimWit spell when perceived= in the Aethyrial Domain by a Sense Magic skill or Detect Magick Spell. = A gift for subtle bluffing is useful for effective use of this spell. To = some gullible observers, appearing to be wearing magickal armor, carrying= a magickal sword, and wearing a couple dozen magickal baubles may be per= fectly plausible; to other more skeptical observers, such magickal riches= are likely to be perceived as bluff, particularly when an Illusionist is= known to be involved. A more effective use of the spell might be in conc= ealing the presence or location of spell and ritual effects, magickal art= ifacts, and alchemical compounds. See Mask Aethyr below. Mask Aethyr is = most useful in a direct conflict against other magick-sensing or detectin= g opponents. Manifest False Aethyr is most effective for bluffing or stea= lth against curious, skeptical, or hostile magick-sensing or detecting ob= servers. Variants: = 4. Mask Aethyr Discipline/Level: Illusion 3 spell Preparation: none Magick Points: 3 Range: caster Duration: 1d6+3 rounds Area of Effect: BMP yds. radius sphere Reagents: aethyr salts* Resistance: none Rationale: Caster creates turbulence in the aethyrial structure of his mi= nd. This turbulence interferes with perception of aethyrial forms and ess= ences within range of the caster's mind. Magick Effects: This spell obscures perception of aethyrial forms (spirit= s) or energies (magick effects) within range of the caster's mind. To bei= ngs which can perceive the aethyr, either through the skill Detect Magick= , through spells, rituals, or magickal artifacts (ie, Detect Magick, Perc= eive Spirit) or through natural abilities (elementals, daemons, wraiths, = and other magickal beings), the volume of the caster's mind is perceived = as an opaque, impenetrable sphere of chaotic magickal energies, waxing an= d waning at random. Within the area of effect, no source of magickal ener= gy can be distinguished, nor can any judgements about the nature of the m= agickal energy be made. This spell also blocks perception of the aethyr = in line-of-sight beyond an observer. Within the volume of the effect, all= perception of aethyrial and magickal phenomena is blocked, and the volum= e is like a solid object blocking perception to an outside observer. Background: = Notes: This is the equivalent of dumping aethyrial chaff into magickal ra= dar. Magickal vision is impossible for those within the volume of effect,= and magickal vision through the volume of effect is impossible.See Manif= est False Aethyr above. Mask Aethyr is most useful in a direct conflict a= gainst other magick-sensing or detecting opponents. Manifest False Aethyr= is most effective for bluffing or stealth against curious, skeptical, or= hostile magick-sensing or detecting observers. Variants: = 5. PainWave Discipline/Level: Illusion 3 spell Preparation: none Magick Points: 8 Range: self Duration: Instantaneous Area of Effect: BMP radius sphere Reagents: deleriants, aethyr salts* Resistance: WP Rationale: The caster broadcasts an impression of agonizing pain that ins= tantaneously sweeps in a wave out from the caster in an expanding circle = to the limits of the caster's range. Those unable to withstand the shock = are temporarily overcome with pain. Magick Effect: All humanoids within range of the caster are be affected a= s with the Battle 1st Level spell PainMind. All humanoids may test vs. W= P to avoid the effects of the spell. Humanoids who do nothing during the= round the spell is cast but brace to resist the pain may also test vs. C= ool to avoid the effects of the spell. Background: Notes: Humanoids who are forewarned of the coming PainWave by a friendly = caster, or who anticipate a PainWave attack, can brace themselves for the= shock, and though they do not avoid the pain, they have a chance to mast= er the pain and avoid being stunned. Non-humanoids creatures are not aff= ected, because their minds are too dissimilar to humanoid minds. Variants: 6. Projected Illusion Discipline/Level: Illusion 3 ritual Preparation: 1d6+3 rounds Magick Points: 8 Range: BMP yds. Duration: 1d6+3 rounds Area of Effect: one subject Reagents: deleriants (1 dose) Resistance: WP Rationale: The caster establishes a link with the subject's mind (similar= to the Read Vision ritual). Then the caster gradually alters elements in= the subject's perceptions to produce a plausible illusion in the subject= 's mind. Since the caster enlists the subject's other senses as well as v= ision to reinforce the illusion, the image is very persuasive. Magick Effects: The subject tests vs. WP to resist the magick effect. If = successful, the subject subconsciously resists the effects of the ritual = but is not conscious of the mental intrusion. If the test fails, the subj= ect is affect by the ritual. Each round the caster may alter the subject= 's perception of one element of his surroundings. The element to be alter= ed and the alteration to be made are stated as a simple sentence (eg, The= door appears to open, The prisoner appears to move into the cell, etc.).= The caster must monitor the subject's perceptions throughout the duratio= n of the ritual, and cannot perform any other action without interrupting= the spell effects. If the altered element is judged by the GM to be pla= usible to the subject, the subject receives no further test vs. WP to res= ist. (The notebook that Dieter stole appears to still be lying on the des= k.) If the altered element is judged by the GM to be somewhat implausibl= e, the subject receives an immediate test vs. WP to resist. (A daemon app= ears in the lower branches of the oak tree. An orc appears suddenly from = behind the wardrobe and attacks you.) If the altered element is judged b= y the GM to be completely implausible, the subject receives an immediate = test vs. WP to resist, with appropriate GM modifiers, or an automatically= successful test to resist, at the GM's option. (A dozen orcs appear sudd= enly from within the wardrobe and attack you. The mage gestures, and the = city outside the window falls upward into the sky.) Background: = Notes: In a world where sorcerors, divine spellcasters, aethyrial beings,= and gods are commonplace knowledge, many events that would otherwise see= m implausible might be interpreted as plausible if a magickal agency were= involved. Projected images have no affect whatsoever on the real world.= However, since a project image includes the sense of touch, including pa= in from imagined injuries, a subject may think himself physically affecte= d as by a real event. Further, since injuries in combat are especially pl= ausible in many circumstances, the subject is unlikely to receive a test = vs. WP to resist. For example, a subject may be told that an arrow strik= es him. At the caster's option, he may choose to have the subject feels a= s though he were slightly wounded, seriously wounded, or even as affected= by the Critical Hit Effects table. For the duration of the spell effect,= the subject is more or less likely to believe he has indeed suffered an = injury. Of course, if the illusionary injury is implausible according to = the circumstances (The snotling drives his dagger through your shield and= plate mail, delivering a critical hit to your chest.), the subject deser= ves a test vs. WP to resist the illusion. Judging the effects of this ri= tual require the improvisational genius and good graces of both the GM an= d the player. In general, the more simple and subtle the projected illusi= on, the more likely it is to be persuasive, while the more gross and dram= atic the illusion, the less likely the subject will be persuaded. Really = stupid, ignorant, and superstitious subjects are easily flummoxed, while = sophisticated, experienced sorcerors, adventurers, and tough-minded skept= ics are going to be tough to fool. If this means the PCs can abuse dopey = NPCs at will, while NPC villains have a hard time suckering PCs, so be it= =2E Variants: = 7. Rehearsed Eidolon Discipline/Level: Illusion 3 ritual Preparation: 1d6+3 rounds Magick Points: 9 Range: BMP yds. Duration: 2d6+6 rounds Area of Effect: 4-yard-by-2-yard-by-2-yard image field Reagents: air sublimates* (4 measures), water, earth sublimates*, pigment= ed glazes, air herbal condensers, = deleriants Resistance: See Magick Effects Rationale: Air nodes form a three-dimensional image field called an eidol= on which radiates light through patterns of pigmented glazes suspended in= the nodes, producing the colors and forms of a 3-D visual image. Herbal = condensers and earth and water sublimates provide detailed odor and tacti= le effects, while air node produce detailed sound effects. Magick Effects: Identical to the Improvised Eidolon (see above), except f= or the following improvements: 1. the caster rehearses the Eidolon before= presenting it, producing sounds, odors, and tactile impressions of super= ior fidelity, 2. the illusion's duration is greater, and 3. the Eidolon m= ay be moved without restriction each round, so long as it is not moved be= yond the caster's BMP yards range. This spell may only be cast as a supe= rvised illusion. The caster may alter visual, aural, scent, and tactile d= etails at will. To supervise the Rehearsed Eidolon, the caster must super= vise the illusion without interruption for the duration of the effect. Du= ring that period he may take no other actions, and if interrupted, his su= pervision of the Rehearsed Eidolon ends immediately, though the illusion = continues for the rest of the effect duration, displaying whatever images= , sounds, scents, and tactile effects it was displaying when the caster w= as interrupted. A Rehearsed Eidolon may be made transparent or opaque --= that is, observers may see the background through a transparent Eidolon,= but will only see the represented illusion in an opaque Eidolon. An opaq= ue Eidolon blocks line-of-sight, but Visual Tests to discern illusion in = an Eidolon are made at a +20 bonus. The illusion is rehearsed and detail= ed, so the image is exceptionally detailed and persuasive. Visual test fo= r faults: Int-30. Remote physical test: Int-10. Touch test: Int. A succe= ssful test reveals the image as illusory. Unless the caster specifically = supervises or programs the Rehearsed Eidolon to be opaque, the illusion i= s transparent except where objects and structures are represented in the = image. BS is halved for missile attacks by characters firing into, thro= ugh, or beyond the image. WS is halved for melee attacks and parries by c= haracters within the image. Casting magic missiles at targets obscured by= this image requires a successful BS test. The caster may not move duri= ng the spell, but any other object or being may pass through the image wi= thout interrupting the spell. Background: = Notes: One or two normal-sized humanoid figures standing side by side, or= 1 large non-humanoid creature, may be represented in a 4x2x2 yard image = field on a tabletop display. Of course, more humanoids could conceivably = cram into a volume that large, but rarely would humanoids do so voluntari= ly. Variants: = Other Illusion 3 Spells and Rituals (For spell and ritual descriptions, see listed reference.) Ensorcel Mind (Battle 3, page ??) Excite Terror (Battle 3, page ??) Enchant Lesser Weapon (Battle 3, page ??) Enchant Lesser Armor (Battle 3, page ??) Freeze Mind (Battle 3, page ??) Speak in Mind (Battle 3, page ??) Greater Circle (Battle 3, page ??) Level 4 Spells : 1. ManPuppet Discipline/Level: Illusion 4 Preparation: 1d6+3 rounds Magick Points: 10 Range: BMP yds. Duration: 2d6+6 rounds Area of Effect: one subject Reagents: deleriants (1 dose), aethyr salts* Resistance: See Magick Effects Rationale: The caster takes over control of a humanoid subject's mind. Fo= r the duration of the ritual's effect, the subject's mind and body follow= directions from the caster's mind. Magick Effects: The humanoid subject becomes a puppet under the caster's = control. The caster must maintain control throughout the spell's duration= , and can perform no other action without interrupting the spell effects.= The subject is immediately aware that his mind has been taken over by an = outside force, but he does not know the nature or identity of the control= ling force. The subject may test to resist in the second round after the= spell takes effect. The subject's chance to resist is the subject's WP s= core minus the caster's WP score, or 05, whichever is greater. A successf= ul test to resist means the spell has no further effect. A failed test me= ans the spell takes effect normally. Background: Notes: The caster sees through the subject's eyes, and is aware of the su= bject's surroundings through the subject's senses. Unfortunately, this me= ans the caster is unaware of events in his own surroundings, and is helpl= ess against an attack. If the caster receives any strong stimulus to his = own senses (a sharp blow, a painful burn, a loud shout in an ear, etc.), = the caster must test vs. WP or be startled out of concentration, thus int= errupting the spell effect. Variant: Variants with longer duration are known, but require exotic Reag= ents (known to herbalists or alchemists, but scarce and expensive) which = render the subject's mind more succeptible. (GM Note: That is, usually th= ese substances are only available to NPC villains.) 2. MonsterForm Discipline/Level: Illusion 4 ritual Preparation: 1d6+3 rounds Magick Points: 12 Range: self Duration: 2d6+6 minutes Area of Effect: caster Reagents: air sublimates* (8 measures), water, earth, & fire sublimates* = (2 measures each), pigmented = glazes, air herbal condensers, deleriants Resistance: none Rationale: Air nodes form a mask following the general outlines of the ca= ster's own body. Upon this mask the caster manifests the appearance of an= y known or imagined monstrous being. Once formed, this illusory appearanc= e may move with the caster, concealing the caster's true appearance, or i= t may directed as a mobile illusion within control range of the caster. T= he illusion includes detailed sound, odor, and tactile effects. Magick Effects: The caster clothes his form in an illusion of a monstrous= being. The ManForm must have the same basic body proportions as the cast= er. When retained upon the caster's person, the MonsterForm moves automa= tically in response to the movements of the caster's body, appendages, an= d trappings, and the image moves accordingly. If the monster represented = has non-humanoid limbs, appendages, wings, tails, extra heads, etc., the = caster must control their appearance and movements directly. The caster m= ay move, speak, and perform actions normally without penalty. The image m= ay be rehearsed during preparation, sound, odor, and tactile effects are = included, and the MonsterForm's appendages are moved smoothly and efficie= ntly, so the image is very persuasive. Visual Test for Faults: Int-30. Re= mote Physical Test: Int-20. Touch test: Int-10. A MonsterForm may be dir= ected to move away from the caster as an independent illusion, but if it = moves beyond BMP yards from the caster, the magick effect ends immediatel= y. While supervising the movement of a MonsterForm away from the caster's= body, the caster may not move nor perform any other action. When moving = independently from the caster, MonsterForms are more difficult to move sm= oothly, and so are less persuasive than when moving with the caster. Visu= al Test for Faults: INT. Remote Physical Test: INT+20. Touch test: Automa= tic. Background: = Notes: Dragons, daemons, elementals, giants, and other large creatures ma= y be mimicked with this ritual. Creatures larger than 10 feet in any dime= nsion are difficult to present, with bonuses to tests to discern illusion= s at the GM's discretion. Magickal abilities of monsters are not represen= ted with this ritual, though clever casters may be able to use various sp= ells to mimick magickal abilities -- for example, the use of a Fireball s= pell to mimick a dragon's breath, and a Flight Minor spell to produce the= dragon's flight. Controlling more than one MonsterForm at a time is ext= remely difficult. For each additional MonsterForm controlled each round, = make one test vs. INT. A failed test means one randomly-selected MonsterF= orm is seriously flawed for the duration of the effect, with a +20 bonus = to a INT tests to discern illusions. With tabletop displays, a MonsterFo= rm is represented by a suitable figure on the display. Note, however, tha= t the MonsterForm is insubstantial, and that, for example, missiles weapo= ns may be fired through the illusory figure. Variants: = 3. Phantasm Discipline/Level: Illusion 4 Preparation: 1d6+3 rounds Magick Points: 12 Range: BMP yds. Duration: 2d6+6 minutes Area of Effect: illusion of one animate being Reagents: air water, earth, & fire sublimates* (2 measures each), pigment= ed glazes, air herbal condensers, = deleriants Resistance: none Rationale: Various elemental nodes form a substantial framework. Upon thi= s framework the caster forms the illusion of a substantial humanoid being= which can speak, move, and manipulate objects. Magick Effects: A temporary three-dimensional, substantial illusion of a = humanoid being is created. This illusion must be supervised and directed = by the caster for the duration of the spell; no other actions may be perf= ormed. The spell is interrupted if the caster is disturbed. The illusion= itself can perform most physical actions that the imitated humanoid coul= d perform, except that it cannot exercise any skills or abilities that th= e caster himself does not possess, and actions are limited by the charact= eristics and abilities of the caster, not the being represented. (That is= , a phantasm of Conan the Barbarian would be able to wield a sword, but o= nly at the WS of the caster creating the phantasm of Conan.) The phantasm= cannot cast spells or employ magickal devices, though it can manipulate = and use mundane trappings. The phantasm employs the energies of the elem= ental nodes to perform actions. The phantasm itself does not have the bod= y structure of the imitated being; to the touch, the phantasm feels norma= l, but if cut open, the phantasm's interior appears as a damp, grey, clay= -like substance. Visually and tactilely the phantasm is very detailed an= d persuasive. Visual test for faults: Int-60. Remote physical test: Int-6= 0. Touch test: Int-40. = Background: Notes: Those tests which may reveal flaws in many other less sophisticate= d illusions are not very effective against a phantasm. Two events may rev= eal a phantasm as an illusion : 1. a wound or injury that reveals that th= e being is not of flesh and blood, and 2. the failure of the phantasm to = perform an action that the real being could perform (ie, a phantasm of a = spellcaster cannot cast a spell; a phantasm of a warrior known to use a 2= -handed axe cannot use the 2-handed axe if the illusionist creating the p= hantasm doesn=D5t know how to use the 2-handed axe). Variants: 4. Projected Illusion Sequence Discipline/Level: Illusion 4 spell Preparation: none Magick Points: 6 Range: BMP yds. Duration: 1d6+3 rounds Area of Effect: one subject Reagents: deleriants (1 dose) Resistance: WP Rationale: The caster establishes a link with the subject's mind (similar= to the Read Vision ritual), then projects a sequence of altered elements= in the subject's perceptions to produce a plausible illusion in the subj= ect's mind. Since the caster enlists the subject's other senses as well a= s vision to reinforce the illusion, the image is very persuasive. Magick Effects: The subject tests vs. WP to resist the magick effect. If = successful, the subject subconsciously resists the effects of the spell b= ut is not conscious of the mental intrusion. If the test fails, the spell= takes effect. In the successive rounds of the spell's effect, a series = of elements are altered in the subject's perception. When the spell is ca= st, the caster specifies which elements are to be altered, how they are t= o be altered, and in what sequence. The player must list the elements to = be altered in each round, with a brief description of how they are to be = altered (see Notes below for an example).Once the spell is cast, the cast= er need no longer supervise the spell, and may perform other actions with= out penalty. Otherwise, this spell's effects are identical to those of t= he Project Illusion ritual (Illusionist 3). See that description for deta= ils. Background: = Notes: This spell will permit a caster to project illusions upon a number= of subjects in successive rounds, or to project a programmed sequence of= illusory events upon a victim, leaving the caster free for other actions= =2E When the spell is cast, the player should note down the sequence of = illusions the subject experiences, or describe the sequence of illusions = to the GM. The more detailed the notes and description, the more satisfyi= ng the illusion, but remember: this is a spell that is cast in a few seco= nds, and only a limited amount of detail should be possible. Either notes= or description should take no longer than one or two minutes, or the GM = may judge that the spell is delayed until a following round. Here's an example of notes on the sequence of illusions: Round 1, the side door opens Round 2, two armored Dark Elves revealed by the opening door fire their b= ows at our evil enemies, missing their targets (of course, since they're = illusory arrows) Round 3, a Dark Elf Lord with a glowing runesword appears in the door as = the two armored Dark Elves withdraw, and behind the Dark Elf Lord is a Ne= cromancer pointing his staff and mumbling Round 4, a wall of darkness forms in front of our enemies, and a shrill k= eening sound like a soul in torment washes over our enemies Rounds 5-8, same as round 4. Variants: = 5. SleepWave Discipline/Level: Illusion 4 spell Preparation: none Magick Points: 6 Range: self Duration: 1d6 hours Area of Effect: BMP radius sphere Reagents: deleriants (3 doses), aethyr salts* Resistance: none/WP Rationale: The caster broadcasts a FarSleep compulsion that instantaneous= ly sweeps in a wave out from the caster in an expanding circle to the lim= its of the caster's range. Those unable to withstand the FarSleep compuls= ion are overcome with drowsiness, then fall into a magickal sleep. Magick Effect: All man-sized humanoids within BMP yards range of the cast= er are be affected as with the Battle 1st Level spell FarSleep. Man-size= d humanoids who do nothing during the round the spell is cast but concent= rate on resisting the Far Sleep compulsion may test vs. Cool to avoid the= effects of the spell. Those who fail this Cool test are affected by the = spell as follows. For three rounds affected subjects are drowsy, but awa= ke. All Initiative, WS, BS, skill, characteristic, and standard tests rec= eive a -40 penalty. At the end of the third round of effect, the subject= may test vs. WP to resist at the GM's discretion (see Notes). If test is= passed, no further effect. If test is failed, subject falls into a deep,= magickal sleep, and cannot be roused by normal means (eg, shaking, loud = noises, etc.). Subject awakens if he receives a wound (or if violently af= fected in some other manner, at GM discretion). Background: Modern adaptation of Ancient High Elven spell. Notes: See Notes for Deepsleep Petty spell. Subjects who are forewarned = of the coming SleepWave by a friendly caster, or who anticipate a SleepWa= ve attack, can brace themselves against the FarSleep compulsion, and have= a chance to avoid its effects. Non-humanoids creatures are not affected= , because their minds are too dissimilar to humanoid minds. Variants: 6. Voidsend Mind [Better check this against the complete list of spells for unanticipated = interactions!] Discipline/Level: Illusion 4 ritual Preparation: 1d6+3 rounds Magick Points: 6 Range: self Duration: 2d6+6 rounds Area of Effect: BMP radius sphere Reagents: = Resistance: Rationale: The caster projects his spirit along a link between a hand-hel= d focus and a remote focus. The caster's spirit then focuses itself into = the hand-held focus and through a magick connection through the void to t= he remote focus. At the focus the caster's spirit extends from the remote= focus into the surroundings as though the caster were present at the rem= ote focus. Magick Effects: The caster may use the Sense Magick skill or spells like = Detect Magick and Perceive Spirit with a range of BMP yds. from the remot= e focus; these spells may be used to locate other beings. Once other bein= gs are located in this fashion, spells and rituals can be cast at the loc= ation of this remote focus as if the caster were present at the remote fo= cus. This spell DOES NOT permit the caster to view the location of the r= emote focus with normal senses (sight, hearing, touch, etc.). The caster'= s spirit, not the caster's body, is present at the remote focus. The cast= er must use Sense Magic, Detect Magick, Perceive Spirit, or other similar= spells to perceive the remote location. Note that the caster's spirit c= annot be in two places at once. When the spirit moves at the location of = the remote focus, any magickal effects dependent on the caster's supervis= ion or magickal energy are immediately interrupted and ended. = Background: Notes: To activate the magickal effect, the caster performs the ritual, t= hen touches his focus to his forehead. The caster at this point becomes u= naware of events at the location of his body and at the location of the r= emote focus. The caster may continue using his body and mind to cast spel= ls and rituals, though they will take effect as though the caster was pre= sent at the remote location with the remote focus in his hand. The caste= r may use the Sense Magick skill or Detect Magick or Perceive Spirit spel= ls to view the aethyr at the remote location. Mental spells and rituals w= hich affect a single subject require that the subject be perceived by ski= ll, spell, or ritual, so without using a Perceive Spirit, beings at the r= emote location cannot be perceived as subjects. However, spells and ritua= ls that affect an area (eg, SleepWave, PainWave) may be cast to affect al= l beings within the spell or ritual's range from the remote focus, regard= less of whether the caster has viewed the aethyr of the remote location. Variants: Other Illusion 4 Spells and Rituals (For spell and ritual descriptions, see listed reference.) Block Emotion spell (Battle 4, page ??) Drain Spirit spell (Battle 4, page ??) Null Aethyr ritual (Battle 4, page ??) Spirit Walk ritual (Battle 4, page ??) Greater Square (Battle 4, page ??) Greater Triangle (Battle 4, page ??) Daemon Spells Level 1 Spells : 1. Banish Lesser Daemon Discipline/Level: Daemon 1st Level spell Preparation: none Magick Points: 3 Range: BMP yards Duration: instantaneous Area of Effect: one daemon Reagents: void salts* Resistance: WP Rationale: The caster destabilizes the void boundary adjacent to the targ= et daemon. Unless the daemon resists successfully, it is drawn through th= e void boundary into the void, where it is instantly drawn back to its ow= n shadowrealm. Magick Effects: A single lesser daemon, daemon creature, daemon steed, or= imp may be affected. The target may test WP to resist. If successful, th= e spell has no effect. If the test is failed, the target vanishes from t= he Material Realm and is returned instantly to its own shadowrealm. Background: Ancient. High Elven. Notes: This spell does not require the subject to make an Instability tes= t. The magick effect is similar, but is specifically tailored to ejecting= a daemon through the void barrier from the Material Realm, and is under = the control of the caster. Thus, suppress instability does not protect a = daemon from this spell's effects. Variants: See banish daemon horde and banish greater daemon. 2. Daemonfire Discipline/Level: Daemon 1st Level spell Preparation: none Magick Points: 3 Range: BMP yards Duration: instantaneous Area of Effect: one daemon Reagents: void salts* Resistance: None Rationale: An invisible globe of chaotic aethyrial energy is conjured and= disordered by contamination with the void salts. This globe is instantan= eously cast at the daemon as a direct attack upon the daemon's aethyrial = substance. Magick Effects: One daemonfire globe per round may be cast at a daemon ta= rget specified by the caster and within range. A daemonfire globe causes = a daemonic being 2 hits, each at Strength 3 in a randomly determined body= location, disregarding armor, but reduced by Toughness. Daemonfire glob= es are magic missiles. Victims may attempt to dodge the attack by testin= g against Initiative. If successful, the daemon takes only half damage. = Daemonfire harms ONLY daemonic beings. Other beings are not affected. Da= emonfire globes are not blocked by material substance, nor do they cause = any harm to material substance. Background: The lost Dark Elven manuscript containing this spell and the = similar spell, daemonwrack, allegedly contained an account of the purchas= e of these spells from a greater daemon. Several obscure magickal princip= les are unique to these two spells, having been found nowhere else in dae= monic lore. Notes: This spell may be fired into a melee with no fear of injuring non-= daemonic allies, and is especially effective against daemons in cover, in= forests, or other crowded settings. It is also a method of testing wheth= er a being is really a daemon in disguise. (However, the daemon may make = a Toughness test to avoid betraying the pain he feels, thus maintaining t= he imposture.) Variants: 3. Hold Daemon Discipline/Level: Daemon 1st Level spell Preparation: none Magick Points: 6 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: 4 yard radius sphere Reagents: void salts* Resistance: WP Rationale: The void boundaries are temporarily distorted, trapping daemon= ic beings in folds between the void and real world, briefly paralyzing th= eir substantial manifestations in the Material Realm. Magick Effects: A single greater daemon, or up to 1d6 lesser daemons, dae= mon creatures, daemon steeds, or imps within the area of effect are held = immobilized and rendered powerless for the duration of the effect. If mor= e than one daemon is within the area of effect, the caster chooses which = shall be affected. Each daemon tests vs. WP to resist. If successful, th= e spell has no further effect. If the test is failed, daemons are unable= to take any action for the duration of the spell. Affected daemons are i= ncapable of movement, spellcasting, speech, or any other action, and coun= t as prone targets if attacked. Background: Ancient, High Elven. Notes: Warning: Clever daemons not affected by the spell may feign immobi= lity, then slaughter attackers which close to melee with a supposedly hel= pless daemon. Variants: The historical failure of attempts to develop versions with ext= ended durations suggest that the current limitations are inherent in the = physical nature of void boundary. 4. Summon Imp Ritual Discipline/Level: Daemonic 1st Level Ritual Preparation: 1d6+3 rounds Magick Points: 7 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: one imp Reagents: void salts*, 2 measures fresh caster's blood Resistance: None Rationale: An imp is summoned from the Void and manifested in substantial= form. Magick Effects: One imp is summoned from a shadowrealm. If a specific im= p is identified by use name, it may be specifically summoned; otherwise, = use the "Imp Creation Table," page ??, to determine the profile and abili= ties of the summoned imp. If controlled by the caster, the imp is bound = to serve the caster for the duration of the ritual effect, and may be com= manded to perform tasks at the caster's request. Summon imp is at a +60 t= o WP for Control tests. The response of the imp to each command is determ= ined by Service tests against the imp's Faithful and Vengeful trait score= s. If not controlled, the imp is unrestrained, and may return to the Voi= d, or attack the caster and wreak havoc for the duration of the ritual. = See Chapter 2c: Forms and Summonings, page ??, and Chapter ??: Daemonic E= ntities, page ??, for detailed discussions of daemon summonings, Control = tests, Service tests, and abilities of imps. The ritual requires 2 measu= res of fresh blood from the caster. The caster subtracts 3 Wounds from hi= s Wounds score when he begins the preparations for the ritual casting. Th= ese Wounds may be recovered normally. Background: Ancient, obscure, possibly of Old Slann origin. Notes: See Chapter ??: Daemonic Entities for staging tips and examples. Variants: 5. Summon Steed = Discipline/Level: Daemon 1st Level ritual Preparation: 1d6+3 rounds Magick Points: 10 Range: BMP yards Duration: 1 hour per level Area of Effect: one daemon steed Reagents: void salts*, 3 measures fresh caster's blood Resistance: None Rationale: A daemonic steed is summoned from the Void and manifested in s= ubstantial form. Magick Effects: One daemon steed is summoned from a shadowrealm. If a sp= ecific type of daemon steed is identified, it may be specifically summone= d; otherwise, use the "Daemon Steed Creation Table," page ??, to determin= e the profile and abilities of the summoned daemon steed. If controlled = by the caster, the daemon steed is bound to serve the caster for the dura= tion of the ritual effect, and may be commanded to perform tasks at the c= aster's request. Summon daemon steed is at a +40 to WP for Control tests.= The response of the daemon steed to each command is determined by Servic= e tests against the daemon steed's Faithful and Vengeful trait scores. I= f not controlled, the daemon steed is unrestrained, and may return to the= Void, or attack the caster and wreak havoc for the duration of the ritua= l. See Chapter 2c: Forms and Summonings, page ??, and Chapter ??: Daemon= ic Entities, page ??, for detailed discussions of daemon summonings, Cont= rol tests, Service tests, and abilities of daemon steeds. The ritual req= uires 3 measures of fresh blood from the caster. The caster subtracts 3 W= ounds from his Wounds score when he begins the preparations for the ritua= l casting. These Wounds may be recovered normally. Background: Ancient, obscure, possibly of Old Slann origin. Notes: See Chapter ??: Daemonic Entities for staging tips and examples. = Examples of specific types of daemon steeds include: Juggernauts, Steeds = of Slaneesh, and [[what else??]] (see Slaves to Darkness and The Lost and= the Damned.) = Variants: Other Daemon 1 Spells and Rituals (For spell and ritual descriptions, see listed references.) Command (Battle 1, page ??) Spiritshield (Battle 1, page ??) Muddle Mind (Illusionist 1, page ??) PainMind (Battle 1, page ??) Lesser Square (Battle 1, page ??) Lesser Triangle (Battle 1, page ??) Level 2 Spells : 1. Banish Daemon Horde Discipline/Level: Daemonic 3rd Level Spell Preparation: none Magick Points: 10 Range: caster Duration: instantaneous Area of Effect: BMP yards radius sphere Reagents: 2 measures void salts* Resistance: WP Rationale: The caster destabilizes the nearby void boundary. Unless daemo= ns resist successfully, they are drawn through the void boundary into the= Void, where they instantly are instantly drawn back to their own shadowr= ealms. Magick Effects: A maximum of 2d6+3 imps, daemon steeds, daemon creatures,= and lesser daemons may be affected. Roll to determine the number of daem= ons that may be affected. If more than one daemon is within the area of e= ffect, the caster chooses which shall be affected. Each chosen daemon ma= y individually test vs. WP to resist. The spell has no effect on daemons = that successfully test to resist. If a chosen daemon target fails to res= ist, it vanishes from the Material Realm and is returned instantly to its= own dreamworld. Background: Ancient. High Elven. Notes: This spell does not cause instability. The magick effect is simila= r, but is specifically tailored to ejecting daemons from the Material Rea= lm, and is under the control of the caster. Thus, suppress instability do= es not protect a daemon from this spell's effects. Variants: See banish lesser daemon and banish greater daemon. 2. Extend Service Discipline/Level: Daemon 2nd Level ritual Preparation: 1d6+3 rounds Magick Points: 6 Range: BMP yards Duration: 1 hour per measure of fresh caster blood Area of Effect: 1 imp, daemon steed, or daemon creature Reagents: one or more measures of fresh caster blood Resistance: None Rationale: In return for gifts of fresh blood of the caster, an imp, daem= on steed, or daemon creature already summoned and controlled agrees to se= rve its summoner for an extended period. Magick Effects: Once an imp, daemon steed, or daemon creature has been su= mmoned and successfully Controlled, this ritual may be used to extend the= duration of the daemon being's presence in the Material Realm as the ser= vant of the caster. For each measure of fresh caster's blood offered to = the daemon being, the daemon being agrees to remain in the Material Realm= and continue to serve the caster, and to perform tasks at the caster's r= equest. The response of the daemon being to each command is determined by= Service tests against the daemon being's Faithful and Vengeful trait sco= res. The ritual requires 1 measure of fresh blood from the caster for ea= ch hour the service is extended. The caster subtracts 1 Wound from his Wo= und score per each measure of fresh blood offered when he begins the prep= arations for the ritual casting. These Wounds may be recovered normally. Background: Ancient. Dark Elven. Notes: A caster cannot reduce his wounds score below 0 with this ritual. Variants: 3. Fiendish Horde Discipline/Level: Daemon 2nd Level spell Preparation: none Magick Points: 10 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: 1d6 daemon creatures Reagents: void salts*, 1 measure fresh caster blood Resistance: None Rationale: The caster opens a temporary portal through the void barrier t= o the Void. The scent of fresh caster's blood lures a group of daemon cre= atures through the portal into the Material Realm. The daemon creatures s= avagely attack the first living creatures they encounter for the duration= of the spell effect. Magick Effects: Roll 1d6 to determine the number of daemon creatures that= appear. The variety of daemon creature to appear is not under the caster= 's control. Use the "Daemon Creature Creation Table," page ??, to determi= ne the profile and abilities of the summoned daemon creatures.The daemon = creatures arrive as a closely-packed group within BMP yards of the caster= =2E The caster may choose where the group arrives, and the direction they= are facing when they arrive. They will immediately move to attack the ne= arest living creatures visible to the front or the side. If no living cre= atures are visible to the front or sides, they will turn and move to atta= ck living creatures visible to their rear. If no living creatures are vis= ible, they will move at random seeking out creatures to attack. The ritu= al requires 1 measure of fresh blood from the caster. The caster subtract= s 1 Wound from his Wound score when he casts the spell. These Wounds may = be recovered normally. Background: Ancient. Dark Elven. Notes: This is not a summoning ritual: the caster does not test to Contro= l the daemon creatures. The caster has no control over the daemon creatur= es, other than the placement of the portal through which they enter the M= aterial Realm. Given that the daemon creatures are not controlled, the sh= ort duration of the spell is as much a virtue as a limitation. However, a= caster standing within a pentagram is protected from the daemon creature= s he has summoned.The daemon creatures appear through the temporary porta= l instantly, and the portal immediately closes behind them. At the end of= the spell duration, the magickal energy sustaining the daemon creatures = in the Material Realm has been exhausted, and they disappear back into th= e Void through the void barrier.This spell and the daemon portal spell ar= e the only Academy-approved sorcerous spells that permit daemons entry in= to the Material World without an attempt to control them. Chartered daemo= nologists are strongly warned against careless use of this spell, particu= larly when witnesses of critical political factions are present. = Examples of specific types of daemon creatures include: Fleshhounds, Fien= ds, Horrors, and [[what else??]] (see Slaves to Darkness and The Lost and= the Damned.) Dim-witted but ferocious bodyguards -- like Rotweilers from= the Dog Pounds of Hell. Variants: 4. Summon Daemonic Energy Discipline/Level: Daemonic 2nd Level spell Preparation: none Magick Points: 3 Range: self Duration: instantaneous Area of Effect: the caster Reagents: void salts*, 1 measure fresh caster's blood Resistance: None Rationale: The caster draws a host of non-sentient, primitive daemonic li= fe forms from the Void, then drains them of magick power to recharge his = own magickal reservoirs. Magick Effects: The caster tests vs. WP. If successful, the caster draws = the daemonic energy into his own Spirit, gaining immediately 4d6 MP. The = caster's MP total may be raised to a maximum of his BMP with this spell.I= f the WP test is unsuccessful, the caster's Spirit is overwhelmed by the = magickal energy, and the caster is shocked into a trance for 2d6 rounds. = The caster may not be awakened from this trance by any means during the 2= d6 rounds, and when the caster awakens, he has suffered an increase of 1 = Insanity Point. The ritual requires 1 measure of fresh blood from the cas= ter for each hour the service is extended. The caster subtracts 1 Wound f= rom his Wound score when he begins the preparations for the ritual castin= g. These Wounds may be recovered normally. Background: Ancient. Dark Elven. Notes: The primitive life forms of the Void are without consciousness or = volition, but nonetheless some encounters may represent unconscious force= s of intense malevolence and unimaginable perversity. Acceptance of such= forces into an undefended mind and spirit inevitably is an intolerable s= hock to a caster's delicate sensibilities. Variants: 5. Summon Daemon Creature Discipline/Level: Daemon 2nd Level ritual Preparation: 1d6+3 rounds Magick Points: 5 Range: BMP yards Duration: 1d6+6 minutes Area of Effect: one daemon creature Reagents: void salts*, 3 measures caster's blood Resistance: None Rationale: A daemon creature is summoned from the Void and manifested in = substantial form. Magick Effects: One daemon creature is summoned from a shadowrealm. If a = specific type of daemon creature is identitified by name, it may be speci= fically summoned; otherwise, use the "Daemon Creature Creation Table," pa= ge ??, to determine the profile and abilities of the summoned daemon crea= ture. If controlled by the caster, the daemon creature is bound to serve= the caster for the duration of the ritual effect, and may be commanded t= o perform tasks at the caster's request. Summon daemon creature is at a += 30 to WP for Control tests. The response of the daemon creature to each c= ommand is determined by Service tests against the daemon creature's Faith= ful and Vengeful trait scores. If not controlled, the daemon creature is= unrestrained, and may return to the Void, or attack the caster and wreak= havoc for the duration of the ritual. See Chapter 2c: Forms and Summoni= ngs, page ??, and Chapter ??: Daemonic Entities, page ??, for detailed di= scussions of daemon summonings, Control tests, Service tests, and abiliti= es of daemon creatures. The ritual requires 3 measures of fresh blood fr= om the caster. The caster subtracts 3 Wounds from his Wounds score when h= e begins the preparations for the ritual casting. These Wounds may be rec= overed normally. Background: Ancient. Dark Elven. Notes: Examples of specific types of daemon creatures include: Fleshhound= s, Fiends, Horrors, and [[what else??]] (see Slaves to Darkness and The L= ost and the Damned.) Variants: 6. Suppress Instability Discipline/Level: Daemonic 2nd Level Spell Preparation: none Magick Points: 3 Range: BMP yards Duration: indefinite; maximum, 1 hour Area of Effect: one daemonic being Reagents: void salts*, aethyr salts* Resistance: None Rationale: Temporarily reinforces boundary between Material Realm and the= Void, suppressing the tendency of the void boundary to pinhole or spike.= Does not restrict summonations, which purposefully and precisely penetra= te void boundaries. Magick Effects: Daemonic beings affected by this spell are protected from= the effects of one subsequent spontaneous or magickally-induced period o= f instability. The magickal effect's duration ends after the spell has pr= otected against test for Instability. A daemonic being may be protected b= y no more than one of these spells at a time. Background: Ancient. High Elven. Notes: Daemonologists routinely protect bound daemons with this spell, si= nce a bound daemon drawn back into the Void by instability is no longer b= ound to the service of his master. Bound daemons are known to purposely s= eek out conditions that cause instability in order to be free of their bo= nds. This spell also protects divine undead and other divine beings fro= m instability. Variants: A ritual version of longer duration for the protection of bound= daemons from the random periods of instability has been rumored to exist= among outlaw practitioners, though the Guild denies knowledge of such a = ritual. Other Daemon 2 Spells and Rituals (For spell and ritual descriptions, see listed references.) Cause Instability (Battle 3, page ??) Chaos Wormhole (Battle 3, page ??) Precipitate Plasm (Battle 2, page ??) Shape Aethyrward (Battle 2, page ??) Greater Pentagram (Battle 2, page ??) Level 3 Spells : 1. Bind Daemon Discipline/Level: Daemonic 3rd Level ritual Preparation: 1d6+3 rounds Magick Points: 10 Range: special Duration: special Area of Effect: 5 x 5 yard area Reagents: 4 measures void salts*, 2 measures each elemental essence and s= pirit of earth, air, fire, water* Resistance: None Rationale: When cast in conjunction with a summoning ritual, this ritual = permits the caster to bind the summoned daemon to a period of service of = 101 days and nights. If the caster fails to control the daemon, the caste= r is bound to the service of the daemon for 101 days and nights. Magick Effects: The caster casts this ritual immediately before casting a= daemon summoning ritual. The caster tests to Control the summoned daemon= as usual. If controlled by the caster, the daemon is bound to serve the= caster for 101 days and nights, and may be commanded to perform tasks at= the caster's request. As usual, the daemon's response to each command is= determined by Service tests against the daemon's Faithful and Vengeful t= raits. The daemon remains in the Material Realm for this period at no fu= rther magickal cost to the caster. The caster must, however, provide sust= inence for the daemon during its servitude -- a measure of fresh caster's= blood per day. The daemon is, however, subject to instability as usual. = Alternatively, the daemon may be allowed to return to his shadowrealm, fr= om which he may be summoned with a summoning ritual; such a daemon is aut= omatically Controlled when summoned. No more than one daemon may be boun= d to the service of a caster at any one time. If a second daemon is bound= , the first daemon is instantly released from service, and immediately re= turns to its shadowrealm. If the daemon is not controlled by the caster,= the caster is bound to serve the caster for 101 days and nights, and may= be commanded to perform tasks at the daemon's request. The daemon may re= main in the Material Realm to enjoy the caster's period of servitude, or = he may choose to return to his own shadowrealm, taking the caster with hi= m to serve there. At the end of the 101 days and nights, the caster is re= turned to the Material World at the location of the original summons. The= caster gains 2d6 Insanity points at this time. = Background: Ancient, obscure, possibly of Old Slann origin. Notes: Sane daemonologists (ie, PC daemonologists) hesitate to risk bindi= ng lesser or greater daemons. Insane daemonologists ( ie, NPC villains) h= ave no such reservations. Variants: 2. Daemonwrack Discipline/Level: Daemonic 3rd Level spell Preparation: none Magick Points: 6 Range: BMP yards Duration: instantaneous Area of Effect: one daemon Reagents: void salts* Resistance: None Rationale: An bolt of aethyrial energy is conjured and discharged at a da= emonic being. This energy is exceptionally destructive of a daemon's subs= tance, while completely harmless to beings and substance of the Material = Realm. Magick Effects: One daemonwrack bolt per round may be cast at a daemon ta= rget specified by the caster and within range. A daemonwrack bolt causes = a daemonic being 4 hits (1d6 each) at Strength 5 on randomly determined b= ody locations, disregarding armor, but reduced by Toughness. Daemonwrack= bolts are magic missiles. Victims may attempt to dodge the attack by te= sting against Initiative. If successful, the daemon takes only half damag= e. Daemonwrack harms ONLY daemonic beings. Other beings are not affected= =2E Daemonwrack bolts are not blocked by material substance, nor do they= cause any harm to material substance. Background: The lost Dark Elven manuscript containing this spell and the = similar spell, cast daemonfire, allegedly contained an account of the pur= chase of these spells from a Greater Daemon. Several obscure magickal pri= nciples are unique to these spells, being found no where else in daemonic= lore. Notes: This spell may be fired into a melee with no fear of injuring non-= daemonic allies, and is especially effective against daemons in cover, in= forests, or other crowded settings. It is also a method of testing wheth= er a being is really a daemon in disguise. (However, the daemon may make = a Toughness test to avoid betraying the pain he feels, thus maintaining t= he imposture.) Variants: 3. Destroy Spirit Discipline/Level: Daemonic 3rd Level spell Preparation: none Magick Points: 12 Range: BMP yards Duration: Special Area of Effect: One victim Reagents: void salts* Resistance: WP Rationale: The caster opens a void pinhole and causes a funnel of daemoni= c energy to thrust itself into the spirit of a victim. Unless the victim'= s spirit is strong enough to resist this attack, the victim's Spirit is g= radually reduced and destroyed. Magick Effects: The victim immediately tests vs. Terror. If successful, t= here are no further Terror effects. If failed, the victim is overcome wit= h Terror, and immediately gains 1 Insanity Point. In addition, each roun= d the victim must test vs. WP. If successful, the spell ends, and has no = further effect. If the test fails, 1d6 of the victim's MP are drained. Th= e draining continues in following rounds until the victim successfully te= sts vs. WP, or until the victim's current MP score is reduced to zero. If= the victim's MP are reduced to zero by this spell, the victim's spirit i= s destroyed, and the victim is dead. Since the victim's spirit is destroy= ed, the victim is permanently and irreversably dead. Undead animated by = spirits cease to be animated (ie, skeletons, zombies, mummies, etc., coll= apse; if the body was magickally sustained, it may decompose in a matter = of seconds). Aethyrial undead and daemons are not destroyed, but robbed = of their magickal power, they cannot manifest in the mundane world, nor a= ffect the mundane world in any way. In game terms, they disappear, while = their spiritual essences are cast into the Void. Background: Ancient, High Elven. Notes: The victim is terrified by the indescribable sensation of his soul= being destroyed. Even if overcome with terror, however, the victim's spi= rit continues to resist destruction each round as it tests vs. WP.This sp= ell is particularly effective against non-spellcasters, who don't have ma= ny MP to start with. Variants: 4. Spread Insanity Discipline/Level: Daemonic 3rd Level spell Preparation: none Magick Points: 8 Range: caster Duration: instantaneous Area of Effect: BMP yards radius sphere Reagents: deleriants (1 dose), void salts* Resistance: WP Rationale: The caster opens his mind to a shadowrealm and directly views = the madness there. Through his spirit, he shares this glimpse of the shad= owrealm with those within range who do not manage to resist the vision. V= iewing a shadowrealm directly is a terrifying and unbearable shock for mo= st mortal minds. Magick Effects: Each living creature within range may test vs. WP to resi= st. The spell has no further effect on those who successfully test to res= ist. Creatures within range who fail to resist acquire 1 Insanity point,= and must test against Cool. Victims failing the Cool test instantly flee= from the caster and will not return for at least 10d6 game turns. The c= aster acquires 1 Insanity point each time he casts this spell. Daemons, = elementals, divine undead, and divine beings are unaffected by this spell= =2E Background: Notes: Only those who are somewhat deranged would consider using this spe= ll. The demented appearance of one casting this spell is almost as horrif= ying as the insane sensations of the Void experienced by the victims. The= caster's eyes protrude, the jaws open in a rictus of horror and delight,= noises of unearthy incomprehensibility erupt from the caster's lips, and= the body is frozen into a contortion of ecstacy. Variants: 5. Summon Greater Power Discipline/Level: Daemonic 3rd Level spell Preparation: none Magick Points: 6 Range: NA Duration: 1d6+6 minutes Area of Effect: caster Reagents: void salts*, deleriants (1 dose), earth, air, fire, water subli= mates* Resistance: WP Rationale: Caster draws daemonic energy from the void directly into his s= pirit. The caster's essential nature is temporarily changed into a half-m= ortal, half-daemonic form. = Magick Effects: The caster must test vs. WP. If the test is successful, = all the caster's characteristics increase +1 or +10 as appropriate for th= e duration of the spell. This may take characteristics above the normal m= aximums. (The BMP score is not affected.) The caster cannot be harmed exc= ept with magickal attacks or truesilvered weapons. The caster causes Fear= as a daemonic being. The caster immediately gains 2 Insanity Points. If= the test is failed, the caster is overcome by the shock of the alteratio= n of his essential nature. The caster gains no benefits from the spell. T= he caster's characteristics are reduced by -1 or -10, as appropriate, AND= the caster is subject to Stupidity, for 1d6+6 minutes. The caster immedi= ately gains 4 Insanity points. Background: Notes: Even though daemonologists with high WP scores can use this spell = with some confidence, only those already insane are likely to cast it wit= hout desperate need. Variants: 6. Summon Lesser Daemon Discipline/Level: Daemonic 3rd Level spell Preparation: none Magick Points: 10 Range: BMP yards Duration: 1d6+6 minutes Area of Effect: one lesser daemon Reagents: void salts*, 5 measures caster's blood Resistance: None Rationale: A lesser daemon is summoned from the Void and manifested in su= bstantial form. Magick Effects: One lesser daemon is summoned from a shadowrealm. If a sp= ecific type of lesser daemon is identitified by name, it may be specifica= lly summoned; otherwise, use the "Lesser Daemon Creation Table," page ??,= to determine the profile and abilities of the summoned lesser daemon. I= f controlled by the caster, the lesser daemon is bound to serve the caste= r for the duration of the ritual effect, and may be commanded to perform = tasks at the caster's request. Summon lesser daemon is at no bonus or pen= alty to WP for Control tests. The response of the lesser daemon to each c= ommand is determined by Service tests against the lesser daemon's Faithfu= l and Vengeful trait scores. If not controlled, the lesser daemon is unr= estrained, and may return to the Void, or attack the caster and wreak hav= oc for the duration of the ritual. See Chapter 2c: Forms and Summonings,= page ??, and Chapter ??: Daemonic Entities, page ??, for detailed discus= sions of daemon summonings, Control tests, Service tests, and abilities o= f lesser daemons. The ritual requires 5 measures of fresh blood from the= caster. The caster subtracts 5 Wounds from his Wounds score when he begi= ns the preparations for the ritual casting. These Wounds may be recovered= normally. Background: Ancient. Dark Elven. Notes: Examples of specific types of lesser daemons include: Bloodletters= , Daemonettes, and [[what else??]] (see Slaves to Darkness and The Lost a= nd the Damned.) Variants: 7. Summon Sorcerous Aid Discipline/Level: Daemonic 3rd Level ritual Preparation: 1d6+3 rounds Magick Points: 3 Range: BMP yards Duration: instantaneous Area of Effect: one lesser daemon Reagents: void salts*, 2 measures of fresh caster's blood Resistance: None Rationale: A Lesser Daemon of known sorcerous spellcasting expertise is p= etitioned to provide the summoner with the casting of a single spell as a= service. Magick Effects: The caster summons the lesser daemon and requests the cas= ting of a specific spell or ritual by name. The response of the daemon is= determined by rolling 1d6 and consulting the following chart: 1-2: The daemon agrees to guide the caster in casting any spell or ritual= of any discipline, provided it is at the summoner's mastery level or low= er. If a spell or ritual of a higher mastery level is requested, the daem= on declines, and peaceably returns to its own dreamworld. 3-4: The daemon agrees to guide the caster in casting any spell or ritual= of any level of any discipline. 5-6: The daemon refuses to guide the caster in the casting of the request= ed spell or ritual. If the spell or ritual requested was above the summon= er's mastery level, the daemon attacks the summoner; otherwise, the daemo= n returns peaceably to it own dreamworld. If the daemon agrees to guide the caster in the casting of the spell or r= itual, it does so immediately according the the caster's request, then re= turns to its dreamworld. (Note: the daemon will refuse to cast any spell = or ritual which it believes will bring harm to itself.)The ritual require= s 2 measures of fresh blood from the caster. The caster subtracts 2 Wound= s from his Wounds score when he begins the preparations for the ritual ca= sting. These Wounds may be recovered normally. There are two previous requirements for the successful casting of this ri= tual: 1. The caster must have first summoned a lesser daemon, Controlled the le= sser daemon, and requested as a service the use name of another lesser da= emon with spellcasting expertise. 2. The caster must have summoned the lesser daemon with spellcasting expe= rtise, Controlled that lesser daemon, then requested that that lesser dae= mon might offer spellcasting aid in the future for the agreed-upon paymen= t (ie, the 2 measures of fresh caster's blood). (Such bargains are greatl= y to a lesser daemon's liking, and almost always faithfully served.) Background: Ancient. High Elven. Notes: = Variants: This ritual may serve as a model for other standard contracts f= or various types of daemon services. For example, a lesser daemon might c= heerfully agree to waive a Control test when summoned to combat in the Ma= terial Realm, so long as a satisfactory payment of fresh caster's blood, = or any other substance or service desirable by the lesser daemon, is guar= anteed. Other Daemon 3 Spells and Rituals (For spell and ritual descriptions, see listed references.) Enchant Lesser Weapon (Battle 3, page ??) Enchant Lesser Armor (Battle 3, page ??) Precipitate Plasm Bridge (Battle 3, page ??) Voidlink Message (Battle 3, page ??) Greater Circle (Battle 3, page ??) Level 4 Spells : 1. Banish Greater Daemon Discipline/Level: Daemonic 4th Level Spell Preparation: none Magick Points: 25 Range: BMP yards Duration: instantaneous Area of Effect: one greater daemon Reagents: 4 measures void salts* Resistance: WP Rationale: The caster destabilizes the nearby void boundary. Unless a gre= ater daemon resists effectively, it is drawn through the void boundary in= to the void, from whence it is instantly transported back to its own drea= mworld. Magick Effects: A single greater daemon may be affected. The target may t= est WP to resist. If successful, the spell has no effect. If the test is= failed, the target vanishs from the Material Realm and is returned insta= ntly to its own shadowrealm. Background: Ancient. High Elven. Notes: This spell does not require the subject to make an Instability tes= t. The magick effect is similar, but is specifically tailored to ejecting= a greater daemon through the void barrier from the Material Realm, and i= s under the control of the caster. Thus, suppress instability does not pr= otect a daemon from this spell's effects. Variants: See banish daemon horde and banish lesser daemon. 2. Demonic Portal spell Discipline/Level: Daemonic 4th Level Spell Preparation: none Magick Points: 20 Range: BMP yards Duration: 2d6+6 rounds Area of Effect: special Reagents: 4 measures void salts*, 4 measures of fresh caster's blood Resistance: none Rationale: The caster opens a temporary portal through the void barrier t= o the Void. The scent of fresh caster's blood lures a greater daemon and = his retinue through the portal into the Material Realm. The greater daemo= n and his minons are free to act as they please in the Material Realm for= the duration of the spell effect. Magick Effects: One greater daemon, 1d3 lesser daemons, and 1d6 daemon cr= eatures enter through the portal. The variety of daemon beings to appear = is not under the caster's control. Use the "Greater Daemon Creation Table= ," page ??, "Lesser Daemon Creation Table," page ??, and "Daemon Creature= Creation Table," page ??, to determine the profiles and abilities of the= summoned daemon creatures. The daemon creatures arrive as a closely-pac= ked group, with the greater daemon in the center of the group, within BMP= yards of the caster. The caster may choose where the group arrives, and = the direction they are facing when they arrive. The actions of the daemo= n creatures are unpredictable. Greater daemons are intelligent, subtle, a= nd self-interested. Typically the greater daemon will order his retinue t= o attack or defend against any possible opponent in sight, while the grea= ter daemon himself will search for the caster which summoned him. If the= greater daemon is pleased by circumstances (ie, this visit to the Materi= al Realms suits his plans, or fits his whimsy), the greater daemon may sa= lute the caster and wreak havoc at his discretion (presumably the purpose= for which a greater daemon might be summoned). If the greater daemon is = displeased by circumstances (ie, the greater daemon finds itself in great= danger, or has been distracted from a favorite private project in its sh= adowrealm), the greater daemon will probably seek out and attempt to dest= roy or possess the caster. The ritual requires 4 measures of fresh blood= from the caster. The caster subtracts 4 Wounds from his Wound score when= he casts the spell. These Wounds may be recovered normally. Background: Notes: This is not a summoning ritual: the caster does not test to Contro= l the daemons. The caster has no control over the daemons, other than the= placement of the portal through which they enter the Material Realm. Giv= en that the daemons are not controlled, the short duration of the spell i= s as much a virtue as a limitation. However, a caster standing within a p= entagram is protected from the daemons he has summoned. The daemon creat= ures appear through the temporary portal instantly, and the portal immedi= ately closes behind them. At the end of the spell duration, the magickal = energy sustaining the daemons in the Material Realm has been exhausted, a= nd they disappear back into the Void through the void barrier. This spel= l and the fiendish horde spell are the only Academy-approved sorcerous sp= ells that permit daemons entry into the Material World without an attempt= to control them. Typically, this is a sure recipe for instant destructi= on and confusion. No lengthy ritual preparations for pentagrams or summon= ings are necessary. The chances of being attacked by the daemons which ap= pear is not much greater than if the daemons were summoned normally -- an= d certainly a lot more of them show up at one time. The one drawback -- a= nd it is a major one -- is that without a pentagram the caster has absolu= tely no control over the daemons, and absolutely no protection against th= eir attacks. Still, most daemonologists at this level are completely ins= ane anyway, and are likely to actually enjoy the thrill of personal risk = as much as the thrill of watching unrestrained daemons at work slaughteri= ng and destroying. Greater daemons also seem to recognize their own self = interest in preserving the life of casters crazy enough to let them into = the Material Realm without restraint. However, if the Greater Daemon bear= s a grudge toward the caster -- well, there's going to be a lot of Daemon= ologist hamburger in a jiffy. Variants: 3. Summon Djinn Discipline/Level: Daemonic 4th Level ritual Preparation: 1d6+3 rounds Magick Points: 25 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: one Djinn Reagents: void salts*, air, earth, fire, water essences and spirits* Resistance: none Rationale: The caster summons a djinn and requests the granting of a wish= =2E If the djinn is impressed with the power, wisdom, and dignity of the = summoner, he may grant the wish. Otherwise, he attacks the caster to puni= sh him for his presumption, then returns to his own shadowrealm without b= enefiting the caster. Magick Effects: A single djinn is summoned. See the description of Djinn,= Daemonic Entities, page ??. Roll 1d6 secretly to determine the djinn's= alignment. 1 - Good. 2 - Evil. 3 & 4 - Neutral. 5 - Law. 6 - Chaos. If= Controlled by the caster, the djinn agrees to grant the caster a wish. S= ummon djinn is at a -25 to WP for Control tests. Good- and Law-aligned dj= inn will attempt to grant the wish, twisting its results to benefit the a= lignment they favor. Evil- and Chaos-aligned djinn will attempt to grant = the wish, twisting it to fit their cruel and destructive impulses. Neutra= l-aligned djinn will attempt to grant the wish, interpreting the request = as closely to the wording of the wish as possible. Djinn of all alignmen= ts interpret the wish as narrowly as possible, both to limit the amount o= f work they must do, and to discourage greedy mortals from calling upon t= hem too frequently. If not Controlled by the caster, the djinn attacks t= he caster for the duration of the ritual to punish the caster for his pre= sumption, then returns to his own shadowrealm. Background: This spell is known from the ancient sorcerous practices of d= istant Araby. The djinn are great daemons which were once worshipped as g= ods by the primitive Arabian peoples, but which are now regarded only as = daemons, and treated as such by sorcerors and divines. Summonation of dji= nn in the Old World is practiced with caution, since the manners and cust= oms of the djinn are poorly understood by those of Old World cultures. Notes: The simpler and more modest the wish, the more likely the wish wil= l be granted in a fashion likely to please the caster. The more gross and= greedy the wish, or the more disrespectful of fate, justice, time, and t= he natural order the request is, the more likely the wish will be granted= in a fashion that will cause the caster to regret his wish. [Remember th= e tale of the Monkey=D5s Paw.] If the WP tests fails, the djinn loudly a= dmonishes the caster throughout the attack, advising him of his foolishne= ss in summoning djinn with foolish requests and boorish manners. Regardle= ss of their alignments, all djinn enjoy giving presumptuous mortals a goo= d thwacking in payment for bothering them with their silly requests. If t= he mortal dies during the moral lesson, so much the better -- That'll tea= ch the bothersome fool a lesson he'll NEVER forget. Djinn are not necessa= rily nasty folk -- they just don't appreciate mortal resentments against = being murdered, since djinn themselves can't be murdered, and have no ide= a what it would be like to be killed. Variants: 4. Summon Greater Demon Discipline/Level: Daemonic 4th Level ritual Preparation: 1d6+3 rounds Magick Points: 25 Range: BMP yards Duration: 1d6+6 rounds Area of Effect: 1 Greater Daemon Reagents: void salts*, 9 measures caster's blood Resistance: None Rationale: A greater daemon is summoned from the Void and manifested in s= ubstantial form. Magick Effects: One greater daemon is summoned from a shadowrealm. If a s= pecific type of greater daemon is identitified by name, it may be specifi= cally summoned; otherwise, use the "Greater Daemon Creation Table," page = ??, to determine the profile and abilities of the summoned greater daemon= =2E If controlled by the caster, the greater daemon is bound to serve th= e caster for the duration of the ritual effect, and may be commanded to p= erform tasks at the caster's request. Summon greater daemon is at a -50 p= enalty to WP for Control tests. The response of the greater daemon to eac= h command is determined by Service tests against the greater daemon's Fai= thful and Vengeful trait scores. If not controlled, the greater daemon i= s unrestrained, and may return to the Void, or attack the caster and wrea= k havoc for the duration of the ritual. See Chapter 2c: Forms and Summon= ings, page ??, and Chapter ??: Daemonic Entities, page ??, for detailed d= iscussions of daemon summonings, Control tests, Service tests, and abilit= ies of greater daemons. The ritual requires 9 measures of fresh blood fr= om the caster. The caster subtracts 9 Wounds from his Wounds score when h= e begins the preparations for the ritual casting. These Wounds may be rec= overed normally. Background: Ancient. Dark Elven. Notes: Examples of specific types of greater daemons include: Bloodthirst= ers, Keepers of Secrets, and [[what else??]] (see Slaves to Darkness and = The Lost and the Damned.) Variants: 5. Summon Total Power Discipline/Level: Daemonic 4th Level Spell Preparation: none Magick Points: 20 Range: NA Duration: 1d6+6 minutes Area of Effect: caster Reagents: 2 measures void salts*, deleriants (2 doses), 2 measures earth,= air, fire, water sublimates* Resistance: None Rationale: Caster draws daemonic energy from the void directly into his s= pirit. The caster's essential nature is temporarily changed into a half-m= ortal, half-daemonic form. Magick Effects: The caster must test vs. WP. If the test is successful, = all the caster's characteristics increase +2 or +20 as appropriate for th= e duration of the spell. This may take characteristics above the normal m= aximums. In addition, the caster's current MP score is increased by 10d6 = points. This may increase the caster's current MP score above his BMP sco= re. (However, this spell cannot be successfully cast if the caster's curr= ent MP score is already above the character's BMP; power of such magnitud= e would fry the caster's brain like an egg.) The caster cannot be harmed = except with magickal attacks or truesilvered weapons. The caster causes F= ear as a daemonic being. The caster immediately gains 3 Insanity Points. = If the test is failed, the caster is overcome by the shock of the altera= tion of his essential nature and the overwhelming surge of magickal power= =2E The caster gains no benefits from the spell. The caster's characteris= tics are reduced by -2 or -20, as appropriate, AND the caster is subject = to Stupidity, for 2d6+6 minutes. The caster immediately gains 1d6+3 Insan= ity points. Background: Notes: Even though daemonologists with high WP scores can use this spell = with some confidence, only those already insane are likely to cast it wit= hout desperate need. Variants: 6. Welcome Possession Discipline/Level: Daemonic 4th Level spell Preparation: none Magick Points: 10 Range: caster Duration: 24 hours Area of Effect: one daemon Reagents: void salts*, earth, air, fire, water sublimates* Resistance: none Rationale: The caster summons a daemonic being. The daemon is permitted t= o take possession of the caster immediately, without a spirit combat, for= the duration of the spell effect. The daemon may do whatever he wishes, = as long as it does not directly cause harm to the caster. The daemon retu= rns to its plane when the spell ends. Magick Effects: A specific type of daemon may be summoned, or a specific = individual daemon may be summoned by usename. If no type of individual is= specifically summoned, use the "Greater Daemon Creation Table," page ??,= to determine the profile and abilities of the daemon that posssesses the= character. The summoned daemon immediately possesses the caster for the= duration of the spell. See Chapter 2c: Forms and Summonings, "Possessed = Characters," page ??, for a discussion of daemon possession. At the end = of the spell, the daemon is automatically drawn from the character back t= o its dreamworld, and the caster is no longer possessed. At this time, th= e caster tests vs. Cool or gains 1d3 Insanity Points. While possessing t= he caster, the daemon may use any of the caster's abilities as if they we= re the daemon's own. In addition, the daemon can use any of his own magic= kal abilities while possessing the body of the caster. Background: Ancient. Dark Elven. Notes: A caster who uses this spell to allow possession by a daemon with = similar motives and goals may reasonably expect that the daemon's abiliti= es, combined with the caster's, will create a being of exceptional magick= al power. In an emergency, when the caster is alone and attacked by many = enemies, or when the caster is in circumstances from which he cannot esca= pe by himself, the risk of welcoming a daemon to possess him may be well-= justified. Generally it is in the daemon's best interest to aid the caste= r, thus encouraging the caster to permit the daemon future access to the = real world. However, the daemon is also almost certain to satisfy his own= desires at the expense of the caster whenever the caster may be kept ign= orant of the consequences, or when the significance of the daemons' actio= ns may not be appreciated by the caster. Thus the use of this spell is us= ually either a sign of the caster's foolishness or deranged mind, or a re= sponse to an emergency when no other action will suffice. This summoning= may be cast instantly, without a ritual or pentagram, with some expectat= ion that the caster will survive the experience. It costs the caster a sa= nity point, and it risks the chance that the daemon will leave the caster= in a precarious position when it leaves for its own plane. However, daem= ons generally do not mind an opportunity to fool around a while in the re= al world, with the present of a 4th level daemonologist's body to ride. A= nd the powers of the daemon will be used to protect the caster's possesse= d body -- the daemon can be counted on to act in its own = self-interest. Further, daemons are eager to encourage the use of this sp= ell by showing the caster a good time. The expectation is that each time = the caster permits himself to be possessed, he slips further from sanity,= and closer to the clutches of the prospective daemon possessor. Variants: Other Daemon 4 Spells and Rituals (For spell and ritual descriptions, see listed references.) Greater Triangle (Battle 4, page ??) Greater Square (Battle 4, page ??) Null Aethyr (Battle 4, page ??) Spiritwalk (Battle 4, page ??) VoidTravel (Battle 4, page ??) (Note to WH40K players: This ritual opens = an entrance to Warp Space. With voidlink message as a pathfinding guide, = it may serve as an effective teleport spell. With a compliant daemon serv= ant as a guide, may be used for travel from the material Realm to a shado= wrealm. With a Navigator (WH40K), one might travel among travel between t= he real worlds of the Imperium.) Necromancer Spells Notes on Necromancy [[To be presented at the beginning of the Spell Notes and Commentaries se= ction for NecromancyMaybe a similar bit of introductory text at the begin= ning of each discipline spell list would be effective. It could as eaily = go in the Intro chapter, or in the Career intros.]] = Necromancers are unique among sorcerors in that many of their magical pow= ers create long-lasting magickal effects (ie, undead), and in that most o= f their tactical power depends on preparing these dead guys ahead of time= =2E Otherwise, they are mostly defensive support against necromancer atta= cks, and also provide a kind of healing support in desperate circumstance= s. They do have some nasty attack spells derived from their knowledge of = magick, the spirit, and the body. POWER: Most necromantic spells are only useful if their effects are long-= lasting. Thus, the good spells are rituals, they provide for self-powerin= g (spirits that absorb aethyrial power) or leave the magickal power inact= ive until the magickal effect is triggered (ie, the dead guy stands by th= e wall inactive until ordered or otherwise triggered, then he leaps into = action for 1d6+3 rounds). Meat with bound spirits are self-recharging, ba= ttery-powered. Quicky animated meat is elemental magick (primarily earth,= with a touch of the other elements), and modest in power and duration. HISTORY: Necromancy is the most arcane and obscure of the sorcerous arts.= Based on poorly-understood Slannish, Pharonic, and Dark Elven practices,= almost all necromantic spells and rituals are of ancient origin and bewi= lderingly complex. Cult and popular prejudice against necromancers have g= reatly circumscribed the freedom of modern necromantic studies, but, in a= ny case, the abstruse and demanding nature of the subject matter would di= scourage all but the most gifted and persistent students and practitioner= s.Further, death cultists gain access to cult spells with powers similar = to necromanctic sorcery with relative ease. Those seeking necromatic powe= r will find the death cult route the path of least resistance.Nonetheless= , there have always been a few sorcerors eager to seek the mysteries of l= ife and death, and loathe to accept the obligations forced upon followers= of the death cults. The ability to prolong life is the ultimate goal of = most such sorcerors; accounts of centuries-old Elven and Dark Elven necro= mancers are common in the myths and tales of adventurers and fortune-hunt= ers, and those looking for evidence of the existence of such elusive figu= res find much to support it in the arcane manuscript collections of the g= reat magick guilds and universities. Important Rules Note!: The spirit remains in the Aethyrial Realm within 4= yards of the body in the = Material World for WP turns (minutes) after death. Level 1 Spells : 1. Animate Corpse Discipline/Level: Necromancer 1 ritual Preparation: 1d6+3 rounds Magick Points: 2 Range: touch with focus Duration: see below Area of Effect: one humanoid corpse Reagents: anima mundi*, void salts*, preserved humanoid blood Resistance: none Rationale: The caster summons a random humanoid spirit (a lost soul) from= the Void and binds it to a humanoid corpse. The corpse is temporarily an= imated until the spirit's magickal energy is exhausted, when the corpse c= ollapses, and the spirit returns to the void. Magick Effects: The corpse with bound spirit is capable of animating and = may be given simple commands by the caster. The caster, and none other, c= an communicate mentally with the bound spirit of the corpse if within BMP= yards. The bound spirit of the corpse cannot communicate. The bound spir= it is at best only as intelligent as a severely dim-witted adult, and the= body under command of the bound spirit is slow and clumsy. Upon the co= mpletion of the ritual, the caster may give the bound spirit commands at = any time for the duration of the ritual effect. Without commands the corp= se remains inert. The corpse remains inert until the caster commands it = to animate. The corpse may be animated by a mental command of the caster = if the caster is within BMP yds. of the corpse, or it may be commanded to= animate itself when it senses the presence of another spirit (typically = a humanoid spirit). When animated, the corpse moves like a humanoid bein= g for 2d6+6 rounds, attempting to follow the commands given it by the cas= ter. At the end of this period, the bound spirit's magickal energy is exh= austed. The corpse collapses, the bound spirit returns to the void, and t= he corpse is no longer magickally animated. Background: Pharonic. Earliest references are as Ancient Egyptian guardia= ns for tombs and royal precincts. Notes: Animated corpses are NOT zombies. An animated corpse is powered by= a spirit, but the spirit is not the original spirit that inhabited the c= orpse, and is absolutely without awareness of its former condition as a l= iving being. The caster may not stop and start the corpse on command. On= ce activated, the corpse is activated until it runs out of magickal power= =2E Animated corpses are only reliable when commanded to sense and attac= k humanoid life. Lost souls have an insane, ferocious hatred for the livi= ng, and instinctively attack. Other simple commands (Pull the lever, Ring= the bell, etc.) are also fairly safe, making animated corpses popular as= trap triggers and alarm systems. However, more complicated commands, or= sequences of commands, are seldom comprehended or followed. Test vs. the= zombie's Int (typically 15). If failed, the animated corpse remains inac= tive. If passed, the animated corpse activates and does something. Depend= ing on how ambitious and complicated the caster's command, the animated c= orpse may perform some or all of the expected task as desired. GM: Animat= ed corpses are very stupid and lacking normal humanoid senses and judgeme= nt. Treat them as subject to Stupidity, if it strikes your fancy. Variants: 2. Animate Lesser Skeleton Discipline/Level: Necromancer 1 ritual Preparation: 1d6+3 rounds Magick Points: 2 Range: touch with focus Duration: see below Area of Effect: one humanoid skeleton Reagents: anima mundi*, void salts*, preserved humanoid blood Resistance: none Rationale: The caster summons a random humanoid spirit (a lost soul) from= the Void and binds it to a humanoid skeleton. The lesser skeleton is tem= porarily animated until the spirit's magickal energy is exhausted, when t= he lesser skeleton collapses, and the spirit returns to the void. Magick Effects: The lesser skeleton with bound spirit is capable of anima= ting and may be given simple commands by the caster. The caster, and none= other, can communicate mentally to the bound spirit of the lesser skelet= on if within BMP yards. The bound spirit of the lesser skeleton cannot co= mmunicate. The bound spirit is at best only as intelligent as a severely = dim-witted adult, and the lesser skeleton under command of the bound spir= it is slow and clumsy. Upon the completion of the ritual, the caster ma= y give the bound spirit commands at any time for the duration of the ritu= al effect. Without commands the lesser skeleton remains inert. The lesse= r skeleton remains inert until the caster commands it to animate. The les= ser skeleton may be animated by a mental command of the caster if the cas= ter is within BMP yds. of the lesser skeleton, or it may be commanded to = animate itself when it senses the presence of another spirit (typically a= humanoid spirit). When animated, the lesser skeleton moves like a human= oid being for 2d6+6 rounds, attempting to follow the commands given it by= the caster. At the end of this period, the bound spirit's magickal energ= y is exhausted. The lesser skeleton collapses, the bound spirit returns t= o the void, and the skeleton is no longer magickally animated. Background: Pharonic. Earliest references are as Ancient Egyptian guardia= ns for tombs and royal precincts. Notes: The caster may not stop and start the lesser skeleton on command. = Once activated, the lesser skeleton is activated until it runs out of mag= ickal power. Lesser skeletons, like most undead, have no sense of time, = and cannot be given commands to perform at a specific later time. However= , they can be programmed to begin following a sequence of commands when t= he skeleton senses a spirit coming within range. [diagram here?] Lesser = skeletons are only reliable when commanded to sense and attack humanoid l= ife. Lost souls have an insane, ferocious hatred for the living, and inst= inctively attack. Other simple commands (Pull the lever, Ring the bell, e= tc.) are also fairly safe, making animated skeletons popular trap trigger= s and alarm systems. However, more complicated commands, or sequences of= commands, are seldom comprehended or followed. Test vs. the lesser skele= ton's Int (typically 15). If failed, the lesser skeleton remains inactive= =2E If passed, the lesser skeleton activates and does something. Dependin= g on how ambitious and complicated the caster's command, the lesser skele= ton may perform some or all of the expected task as desired. GM: Lesser s= keletons are very stupid and lacking normal humanoid senses and judgement= =2E Treat them as subject to Stupidity, if it strikes your fancy. Variants: Many adventurers report encounters with skeletons animated for = much longer periods than those produced by this ritual. See animate great= er skeleton. Also, divine necromantic magicks or obscure Pharonic and Dar= k Elven variants may be responsible for these more vigorous animated skel= etons. 3. Banish Haunt/Spectre Discipline/Level: Necromancer 1 ritual Preparation: 1d6+3 rounds Magick Points: 4 Range: BMP yards Duration: instantaneous Area of Effect: one haunt or spectre Reagents: void salts*, aethyr salts*, graveroot condenser Resistance: WP Rationale: The caster opens a hole in the void boundary and forces the ha= unt or spectre into the Void, where the undead spirit becomes a lost soul= =2E Magick Effects: The haunt or spectre tests vs. WP to resist. If the test = succeeds, the ritual has no effect. If the haunt or spectre fails to res= ist, it is forced from the Material World into the Void. Background: = Notes: Haunts typically resist banishment because of unfinished business.= Compassionate sorcerors, and cultists of the Morr and the Young Gods, wo= uld prefer to ease the spirit of a haunt, permitting it to leave the Mate= rial Realm for a shadowrealm on its own account. Spectres, on the other = hand, are typically malevolent spirits, or weak spirits in the control of= a strong evil necromancer, with motives unworthy of the sympathy of the = living. Banishing a spectre to become a lost soul in the void is therefor= e often a harsh but justifiable expediency. Variants: 4. Disrupt Animation Discipline/Level: Necromancer 1 spell Preparation: none Magick Points: 2 Range: BMP yards Duration: instantaneous Area of Effect: one lesser skeleton or animated corpse Reagents: aethyr salts*, graveroot condenser Resistance: none Rationale: The caster causes the bound spirit animating the skeleton or a= nimated corpse to discharge its magickal energy into the surrounding aeth= yr, ending the animation magickal effect. Magick Effects: One lesser skeleton or animated corpse within range cease= s to be animated. If more than one is within range, the caster chooses wh= ich is affected. Both sorcerous and divine lesser skeletons and animated = corpses are affected by this spell. Background: = Notes: Spirits bound into lesser skeletons or animated corpses are not st= rictly conscious, and do not instinctively resist magickal attacks; there= fore, disrupting lesser skeleton or animated corpse animation is relative= ly easy. Disrupting animation of undead with conscious, self-aware spirit= s is more difficult process based on more-ambitious principles. (See disr= upt zombie/greater skeleton.) Variants: 5. Fountain of Blood Discipline/Level: Necromancer 1 spell Preparation: none Magick Points: 4 Range: Touch with focus Duration: special Area of Effect: one subject Reagents: earth sublimate*, leech-bloodworm compound Resistance: none Rationale: The caster causes a major artery to burst through the skin of = the subject in the region touched by the caster. The artery bleeds profus= ely unless treated. Magick Effects: The caster attacks a subject with his focus (typically a = staff). If the attack (ie, test vs. WS) is successful, and the attack is = not parried, a nice little fountain of blood spurts from the location tou= ched. The victim loses one wound point per round, and is suffering from T= erminal Bleeding (see WFRP, p. 130). Unless treated successfully with an = appropriate skill test or with a healing magick, the bleeding continues u= ntil the victim dies (ie, each round roll on the +1 column of the "Sudden= Death Critical Hit Table," WFRP, p. 125). Background: = Notes: Known commonly among the troops as Spurt-spurt, and closely identi= fied in the popular imagination with the ruthless and bloodthirsty reputa= tion of necromancers. A necromancer attempting to strike an opponent wit= h a staff may or may not be attempting to cast this spell, but a defender= cannot afford to take a chance, and must parry as if a successful hit co= uld cause terminal bleeding. For this reason, informed folk are understan= dably reluctant to come within striking distance of a necromancer. Undea= d are, of course, unaffected by this spell. Variants: 6. Gash Spirit Minor Discipline/Level: Necromancer 1 Spell Preparation: none Magick Points: 4 Range: BMP yards Duration: instantaneous Area of Effect: one humanoid Reagents: deleriant (1/20 dose), aethyr salts* Resistance: WP Rationale: The caster uses his own spirit to strike directly at the human= oid's spirit. Unless the humanoid successfully resists this magickal atta= ck, he looses magickal energy from his spirit, and may suffer serious men= tal damage from the mental shock. Magick Effects: The caster lashes out with a direct magickal attack again= st the spirit of a chosen humanoid within range.The humanoid tests vs. WP= to resist. If successful, the spell has no further effect.If failed, the= spell takes effect. The humanoid loses 1d4 MP. A humanoid reduced to zer= o MP by this spell is affected as with Terror and gains one Insanity Poin= t. Background: = Notes: A subkject may not be reduced below 0 MP with this spell. This att= ack is not detectable to an observer. If the caster concealed his focus, = he might attack repeatedly without ever revealing himself as an attacker.= Variants: See gash spirit major. 7. Seal Wound Discipline/Level: Necromancer 1 spell Preparation: none Magick Points: 4 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: one hit location Reagents: aethyr salts*, anima mundi* Resistance: none Rationale: The caster enlists the subject's aethyrial energy reserves to = temporarily bind a serious wound and permit the subject to function in sp= ite of the injury. The wound is not healed, and the subject suffers the f= ull effects of the injury when the magickal effect ends. Magick Effects: This spell permits the subject to ignore temporarily the = consequences of any one result on a critical hits table. In effect, the s= ubject's flesh and bone is temporarily sustained by the aethyrial energy = of the subject's spirit. Background: = Notes: The damaged portion of the body is animated temporarily in a proce= ss similar to the animation of a corpse. At GM discretion, specific effe= cts of this spell may vary according to the critical hit received. For in= stance, a severed hand may no longer hold a weapon, but the subject might= stand and fight with the other hand, or run, while bleeding from the sev= ered artery ceases instantly. Note that, since the spirit as well as the = brain are the seats of consciousness in Warhammer World, that this spell = might permit a beheaded man to continue to fight intelligently regardless= of the loss of his head. Variants: 8. Spiritward Discipline/Level: Necromancer 1 spell Preparation: none Magick Points: 2 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: one subject Reagents: deleriant (1/20 dose) Resistance: = Rationale: The caster focuses the natural resistance of subject's mind ag= ainst magickal attacks directed against the subject's spirit. Magick Effects: The subject's spirit is totally protected against the fol= lowing types of attack: Fear or Terror caused by undead like skeletons, mummies, zombies, etc., h= ave no effect on the subject the following spells have no effect on the subject -- gash spirit, evil e= ye, steal vitality, gash spirit major, sever spirit -- with the exception= that spiritward cannot protect against more than one spell per round (su= bject's choice of which spell to protect against). In addition, a subject protected by this spell may test vs. WP to resist = the paralysis effects of a spectre's attack or the Strength-loss attacks = of Wights and Wraiths. = Background: = Notes: Variants: Other Necromancer 1 Spells and Rituals (For spell and ritual descriptions, see listed references.) Spiritshield (Battle 1, page ??) Accelerate Flesh (Battle 1, page ??) Accelerate Healing (Battle 1, page ??) Pain Mind (Battle 1, page ??) Musclemight (Battle 1, page ??) Lesser Square (Battle 1, page ??) Lesser Triangle (Battle 1, page ??) Level 2 Spells : 1. Animate Greater Skeleton Discipline/Level: Necromancer 2 ritual Preparation: 1d6+3 rounds Magick Points: 10 Range: touch with focus Duration: see below Area of Effect: one skeleton of a zombie Reagents: anima mundi*, void salts*, earth sublimates*, preserved humanoi= d blood Resistance: none Rationale: The bound spirit of a zombie is strengthened and clarified whi= le the zombie's skeleton, divested of its fleshy tissues, is magickally t= oughened and articulated. The result is an animated skeleton of superior = speed, durability, coordination, and intelligence. Magick Effects: The caster creates a greater skeleton from the skeleton o= f a zombie. The greater skeleton remains an animated undead creature unti= l its spirit is severed from its skeletal remains. The caster, and none o= ther, can communicate mentally to the bound spirit of the greater skeleto= n if within BMP yards. The bound spirit of the greater skeleton cannot co= mmunicate with the caster, or with any other being. The greater skeleton= remains inactive until commanded to act by its master. It can respond to= direct commands while active. It can also be given commands to follow wh= en it senses the presence of another spirit. A greater skeleton is capa= ble of vigorous activity (ie, combat, heavy labor) for 3d6+9 rounds at a = time, and moderate exercise (ie, walking, light labor) for no more than a= n hour, after which it must remain inactive for one hour as its bound spi= rit regains energy from the aethyr. (See description of greater skeleton,= page ??) Background: Pharonic. Earliest references are as Ancient Egyptian guardia= ns for tombs and royal precincts. Notes: Preparation for the ritual is only 1d6+3 rounds; however, preparat= ion of the zombie skeleton takes considerably longer -- often 4-6 hours o= r labor. The flesh must be removed while the zombie is still animated, an= d though it is routinely restrained by cords or straps, the surgery is no= netheless made quite difficult by the creature's panicked thrashings. The= n the skeleton must be painted with a solution of earth sublimates and pr= eserved humanoid blood. Greater Skeletons, like most undead, have no sen= se of time, and cannot be given commands to perform at a specific later t= ime. However, they can be programmed to begin following a sequence of com= mands when the greater skeleton senses a spirit coming within range. [dia= gram here?] Variants: = 2. Capture Humanoid Spirit Discipline/Level: Necromancer 2 Ritual Preparation: 1d6+3 rounds Magick Points: 1 (4 if captured from void; 10 if bound as a greater haunt= ) Range: BMP yards (see Magick Effects) Duration: 2d6+6 minutes Area of Effect: one humanoid spirit Reagents: aethyr salts*, void salts*, deleriants (1/20 dose) Resistance: = Rationale: A random humanoid spirit within range of the caster's spirit i= s snared and restrained. If no spirit is within range on this plane, addi= tional energy may be expended, and a pinhole to the void may be opened, a= nd a lost soul snared from the void. Magick Effects: A spirit within BMP yards of the caster, or lost in the V= oid, is captured and fixed at a point within 4 yards of the caster. The c= aptured spirit may then be bound into a body with the create lesser golem= ritual, or may remain bound to the designated point as a lesser haunt. T= he lesser haunt remains within 4 yards of the point where the caster capt= ured it for the duration of the ritual effect. See the description of les= ser haunt, page ??. If a spirit is within range on this plane, the cost = is 1 MP. If no spirit is within range, and a pinhole to the void must be= opened to obtain a spirit, the cost is 4 MP. When reaching into the Void= for a lost soul, the range is effectively infinite, since distance is an= irrelevant concept in terms of the Void. If the spirit captured by this= ritual is the spirit of a humanoid which was slain during the preparatio= ns of the ritual, it may be bound indefinitely as a greater haunt, or gho= st. The cost is 10 MP, which includes the cost of capturing the spirit. = The spirit of the slain humanoid tests vs. the WP the humanoid had in lif= e. If the test is successful, the spirit breaks free and escapes into the= Void, where it may not be further pursued without either the voidsend sp= irit communication or summon known spirit rituals. If the test fails, th= e spirit is bound at the point designated by the caster as a greater haun= t, remaining there indefinitely until released by a banish haunt/spectre,= magickal attacks, or satisfaction of the spirit's desire for vengeance a= gainst the caster which bound it. Background: = Notes: Note that spirits linger in the Aethyrial Realm within 4 yards of = the deceased's remains in the Material Realm for WP turns (minutes) after= the body's death; thereafter, the spirit leaves the Aethyrial and Materi= al Realms for the Void. Thus a necromancer is sure to find a spirit handy= at a freshly-dead humanoid's corpse. Less scrupulous necromancers have l= ittle compunction about personally arranging for the freshly-dead corpses= necessary for creating a greater haunt, but this practice is strictly fo= rbidden by the Guild. The lesser haunt is the equivalent of a temporary = ghost which may be bound to a location to frighten the living. Necromance= rs may use this to discourage pursuit or to disorder and demoralize an en= emy. The captured spirit is not self-aware. If released on this plane as= a haunt, it indiscriminantly attacks any living humanoids that come with= in 4 yards of the location where it is bound. Variants: = 3. Create Zombie ritual Discipline/Level: Necromancer 2 Ritual Preparation: 1d6+3 rounds Magick Points: 4 Range: touch with focus Duration: indefinite Area of Effect: one humanoid corpse and spirit Reagents: aethyr salt*, manbane and graveroot Resistance: none Rationale: The caster binds the departing spirit of a humanoid being into= its corpse at the moment of the being's death. The spirit is invariably = deranged in the process, but has the ability to draw magickal energy from= the aethyr like other living beings. This energy is used to animate the = being's lifeless body. Magick Effects: A humanoid being slain under this ritual becomes a Zombie= and follows simple commands given it by its creator. Zombies are the wil= ling slaves of their creators, and remain animated undead until their spi= rits are severed from their bodies. The zombie remains inactive until th= e caster commands it to act. The zombie may be directed by a verbal comma= nd, or a mental command if the caster is within BMP yds. of the zombie, o= r it may be commanded to act when it senses the presence of another spiri= t (typically a humanoid spirit). A zombie is capable of vigorous activit= y (ie, combat, heavy labor) for 3d6+9 rounds at a time, and moderate exer= cise (ie, walking, light labor) for no more than an hour, after which it = must remain inactive for one hour as its bound spirit regains energy from= the aethyr. See description of zombie, page ??. Background: Pharonic. Earliest references are as Ancient Egyptian guardia= ns for tombs and royal precincts. Notes: The victim is fed progressively stronger doses of white manbane an= d hobblehedge graveroot until it is at the brink of death. Then this ritu= al is cast as final, massive doses of each are administered. Respiration = ceases as the victim's spirit is trapped and bound into its just-deceased= flesh. Decay of physical remains is very slow. Zombies last for several= years of light use, and at least a month of heavy use. Variants: 4. Daunt Spirit spell Discipline/Level: Necromancer 2 Spell Preparation: none Magick Points: 2 Range: caster=D5s focus Duration: 1d6+3 rounds Area of Effect: BMP yards radius sphere Reagents: deleriant (1/20 dose), graveroot Resistance: WP Rationale: The caster's broadcasts strong emotional impressions of the no= thingness and dissolution of the lost soul in the Void, directly stimulat= ing a fear response in spirits animating the undead. The effect is focuse= d and strengthened by the repulsive properties of graveroot consumed magi= ckally at the focus during the casting. Magick Effects: Each undead within the area of effect must test vs. WP to= resist or be compelled to withdraw from the range of the spell's effect.= A successful test means the spell has no effect. A failed test means the= undead being withdraws from the range of the spell for its duration. Spe= ctres, wights, and wraiths test to resist at a +20 bonus to WP. Vampires = and Liches test to resist at +30 bonuses to WP. The caster may move at a= Cautious rate, but may perform no other action without interrupting the = spell. If the caster moves faster, or is interrupted by an attack or by p= erforming another action, the spell's effect ends immediately. Background: = Notes: The undead spirit instinctively fears the annihilation of the lost= soul in the Void. Undead unconsciously scuttle away from a necromancer w= ho seems to threaten them with such a fate. Variants: 5. Dire Surgery Discipline/Level: Necromancer 2 ritual Preparation: 1d6+3 rounds Magick Points: 4 Range: touch with focus Duration: indefinite Area of Effect: one hit location Reagents: anima mundi*, preserved humanoid blood, earth sublimates* Resistance: WP Rationale: The caster uses necromantic techniques to preserve the physica= l structure of a seriously injured humanoid body in order to promote natu= ral healing of injuries otherwise too grievous to heal normally. Magick Effects: The injured humanoid is restored from severely or heavily= wounded status to lightly wounded status. Bones, tissue, and organs des= troyed by injury or combat are stabilized magickally permitting the injur= ies to heal as though they were minor injuries. Severed limbs, crushed ch= ests and pelvises, even severed limbs can be assisted in healing with the= aid of this ritual. NOTE: This ritual does NOT heal the injuries, nor do= es it restore lost Wounds. It does provide the equivalent of a successful= use of the Surgery skill in staunching terminal bleeding and treating br= oken or dislocated bones or limbs, as well as providing the reattaching o= f severed limbs which is NOT possible with Surgery skill. Unfortunately= , a side effect of this treatment is severe pain and emotional distress f= or the subject. The subject must immediately test vs. WP to resist, or ga= in 1d6+1 Insanity Points. Background: = Notes: Natural processes elsewhere in the body, mind, and spirit are temp= orarily halted, focusing all the beings's energies to the location of the= wound. The ritual is experienced by the subject as a lingering, agonizin= g death; the mind and spirit, isolated from normal processes, experience = a timeless, nightmarish nothingness that may disturb the subject's reason= =2E Variants: 6. Disrupt Zombie/Greater Skeleton Discipline/Level: Necromancer 2 spell Preparation: none Magick Points: 4 Range: BMP yds. Duration: instantaneous Area of Effect: one zombie or greater skeleton Reagents: aethyr salts*, graveroot Resistance: none Rationale: The caster unbinds the bound spirit animating the zombie or gr= eater skeleton from its body, releasing the spirit and ending the animati= on of the body. Magick Effects: One zombie or greater skeleton within range is destroyed.= The spirit immediately leaves this plane for the Void or a shadowrealm, = and the bodily remains collapse. This spell is effective against both sor= cerous and divine undead. Background: = Notes: This also disrupts any magickal preservation of the body, so an ol= der corpse may swiftly decay and putrify before your eyes once its spirit= is released. Variants: 7. Evil Eye Discipline/Level: Necromancer 2 spell Preparation: none Magick Points: 8 Range: 4 yards Duration: indefinite Area of Effect: one humanoid being Reagents: deleriants (1/20 dose), aethyr salts* Resistance: WP Rationale: The caster implants a suggestion into the subject's mind which= compels the subject to follow the caster's requests as if they were the = commands of an acknowledged master. Magick Effects: The subject tests vs. WP to resist. If successful, the sp= ell has no effect. If failed, the subject unconsciously regards the caste= r as his master, and treats his master's requests and suggestions as reas= onable commands from an acknowledged superior. A subject affected by the= spell may test to resist at least once a day, upon awaking after a night= 's sleep. The subject is also entitled to further tests to resist in the = following circumstances: 1. if a third party challenges the subject, caus= ing the subject to question his own behavior, and 2. if the caster reques= ts or suggests some action which seems foolhardy (Drink this bottle of po= ison) or morally-repugnant (Kill your friend while he sleeps) to the subj= ect. The spell effect continues until the caster is no longer within 4 y= ards of the subject, or until the subject makes a successful WP test to r= esist. Background: The Evil Eye is associated in popular legend with vampires an= d priests of Hecate, but the earliest documented references to this spell= are found in ancient Pharonic Scrolls of the Dead. Notes: Though a subject may resist a foolhardy or morally-repugnant reque= st, the weight of authority conferred upon the caster by this spell may n= onetheless induce a being to do something against his better judgement. Variants: 8. Hand of Dust Discipline/Level: Necromancer 2 spell Preparation: none Magick Points: 6 Range: touch with focus Duration: 1d6+3 rounds Area of Effect: one victim Reagents: clotbur, white boneset, bloodberry, earth sublimate* Resistance: None Rationale: The caster accelerates and disorders the victim's body functio= ns. The victim suffers self-inflicted injuries as a result of magickally = stimulated and misdirected healing processes. Magick Effects: For the spell's duration, each victim touched (test vs. W= S to hit as normal, ignore unarmed combat modifiers) takes 1d6+6 wounds i= n a location chosen by the caster. Subtract the victim's Toughness, but n= ot armor protection, except that each plus of magickal protection reduces= the damage by 1 point. In addition, the victim must make an immediate D= isease test to avoid infection. (See WFRP, Wound Infection, page 83.) Background: = Notes: This is a more powerful variant of the petty spell Discorporate Fl= esh, with the additional threat of infection. Variants: 9. Voidsend Spirit Communication Discipline/Level: Necromancer 2 ritual Preparation: 1d6+3 rounds Magick Points: 4 Range: Special Duration: 1d6+3 rounds Area of Effect: one deceased spirit Reagents: void salts*, aethyr salts*, (anima mundi* of subject sought) Resistance: automatic (see Magick Effects) Rationale: The caster opens a pinhole to the void, through which he seeks= to contact the spirit of a deceased humanoid in a dreamworld. If the spi= rit is located and willing to respond, the caster may communicate mentall= y with the spirit. Magick Effects: If the name of the deceased being is known, the individua= l's spirit may be sought. If the name is not known, a bit of the individu= al=D5s body may be reduced to anima mundi, then combined with aethyr salt= s, and sent through the Void as a guide to the subject's's spirit. If th= e spirit does not wish to be disturbed, it may choose not to respond. (Th= at is, the spirit automatically resists this magick effect if it chooses = to.) If the spirit chooses to respond, it will answer one simple questio= n per round. It may choose to answer simply yes, no, I don't know, I won'= t tell you, or in a similar fashion. It may answer at length if so inclin= ed. It may lie, if it suits its purposes. In short, it behaves like a typ= ical NPC, except that it is dead, and unlikely to be impressed by promise= s or threats. Background: = Notes: As a guideline, there is a 50% chance that a spirit is willing to = converse with a summoner, modified by the GM's notion of the spirit's per= sonality and motivations, and any statements the caster makes to pique th= e spirit's interest. For example, if the caster mentions in his invocatio= n that he'd like to talk with the spirit about arranging for the violent = and colorful slaughter of the spirit's former arch-enemy, the spirit will= show up in a jiffy and be ever-so-cooperative. On the other hand, a sain= tly soul that has gone to his Great Reward may refuse to be disturbed by = any mortal regardless of the caster's pleading. The caster cannot commun= icate with spirits of the living, but can communicate with decesaed speir= its bound to the Material Plane by necromancy or by normal ghost-creating= circumstances, provided the name of the deceased spirit is known or a bi= t of the deceased spirit's original body is available. Variants: 10. Wither Life Discipline/Level: Necromancer 2 spell Preparation: none Magick Points: 3 Range: BMP yards Duration: instantaneous Area of Effect: one living being or plant Reagents: aethyr salt*, anima mundi*, graveroot Resistance: WP Rationale: The caster disorders and corrupts the aethyrial body (spirit) = of a living thing so that it cannot maintain and restore its life energy = from the surrounding aethyr. Magick Effects: A living thing tests vs. WP to resist. If successful, the= spell has no effect. If failed, the living thing loses 1 wound point. Th= is wound point is lost permanently, or until the spell is reversed, after= which the wound point will heal normally. A living thing reduced to zer= o wound points with this spell lapses into a cataleptic or = dormant state and dies within a number of days equal to its Wound charact= eristic score. Background: = Notes: A necromancer is popularly believed to be able to kill with no mor= e than a glance. This spell is the source of this belief. Indeed, a rat m= ay be killed with no more than a glance. Further, a being affected by thi= s spell cannot heal wounds like a normal being. If a creature's wound po= ints are not specified in rules, the GM shall judge an appropriate number= of point by analogy with creatures of similar size and nature. Plants t= end to be more difficult to kill than creatures. A house plant might have= one wound point. A man-sized tree or shrub might have ten wound points. = An old oak might have 100-200 wound points. Variants: Other Necromancer 2 Spells and Rituals (For spell and ritual descriptions, see listed references.) Excite Terror (Battle 3, page ??) Inspire Heroism (Battle 2, page ??) Sap Will (Battle 2, page ??) Aethyrward (Battle 2, page ??) Greater Pentagram (Battle 2, page ??) Level 3 Spells : 1. Annihilate Animated Undead Discipline/Level: Necromancer 3 spell Preparation: 1d6+3 rounds Magick Points: 12 Range: focus Duration: instantaneous Area of Effect: BMP yards radius sphere Reagents: 4 measures aethyr salts*, graveroot Resistance: none Rationale: The caster disrupts the magickal binding of the spirits animat= ing the bodily remains of undead, freeing the spirits and causing the ani= mated undead to collapse. Magick Effects: All lesser and greater skeletons, animated corpses, and z= ombies within range cease to be animated. The spirits bound into the anim= ated undead are relased into the Void, and the bodily remains collapse. B= oth sorcerous and divine undead are affected. Background: = Notes: This affects neither lesser or greater golems, aethyrial undead, n= or liches and vampires. Variants: 2. Create Lesser Golem Discipline/Level: Necromancer 3 ritual Preparation: 1d6+3 rounds Magick Points: 15 Range: touch with focus Duration: indefinite Area of Effect: one humanoid corpse and one humanoid spirit Reagents: aethyr salt*, anima mundi*, manbane, graveroot, earth, air, fir= e, and water spirits and essences* Resistance: none Rationale: The caster binds a humanoid spirit into a dead body and gives = that spirit limited self-awareness and control over its functions. The un= dead created is similar to a zombie, but preserves some of the instinctiv= e abilities and skills the spirit may have had in life. Magick Effects: A lesser golem is created from a humanoid corpse and a sp= irit obtained with the capture humanoid spirit ritual. (See description o= f lesser golem, page ??) A lesser golem remains animated indefinitely un= til its spirit is destroyed or severed from the body, or the ritual is re= versed. = Background: = Notes: The spirit bound into the body is not the spirit the body had in l= ife, so upon awakening the lesser golem may be extremely awkward and clum= sy. Initiative and Dexterity are at a -20 penalty for the first week of a= lesser golem's existence. The spirit never achieves more than a consider= able fraction of its original mental capacities. Leadership, Intelligence= , Cool, and Will Power are at a permanent -20 (ie, the scores of the spir= it in life minus 20 points). As a result, a recently-created lesser golem= may be hardly more capable than a zombie. As the spirit adapts to its n= ew home, it gains better control of the body, in time achieving agility a= nd dexterity roughly approximating that of the body before death. A less= er golem that is mistreated by its creator, or which suffers physical, me= ntal, or spiritual anguish, may test vs. WP to refuse the commands of its= master, and may turn upon its master in revenge. Modifiers to the test m= ay be improvised by the GM as appropriate. Destruction of the body does = not sever the spirit from the body, though it may effectively disable the= golem. In Dark Elven necropolises, spirits have reportedly remained asso= ciated with fragments of destroyed golems for tens of centuries. There i= s no spell which instantly disrupts the animation of a lesser golem. Howe= ver, reversing the ritual will destroy a lesser golem. This often means d= ismembering or otherwise restraining the body so the golem stays put duri= ng the reversing of the ritual. Variants: 3. Create Wight Discipline/Level: Necromancer 3 ritual Preparation: 1d6+3 rounds Magick Points: 8 Range: touch with focus Duration: indefinite Area of Effect: one spirit of a deceased humanoid Reagents: aethyr salts*, void salts*, anima mundi* Resistance: none Rationale: The caster binds a deceased's spirit to its own earthly remain= s. The spirit is compelled to remain near its earthly remains and to atta= ck any living creatures that approach those remains. Magick Effects: A spirit must first be captured near its earthly remains = with the capture humanoid spirit ritual. Then, with this ritual, the spir= it is strengthened, given self-awareness, and bound to its earthly remain= s, creating a wight. (See description of wight, page ??) Background: Pharonic and Dark Elven sorcery have used tomb wights to prot= ect burials for millenia. 2nd Millenium Dark Elves also used the ritual t= o bind wights to remains, which were then placed as guardians of necropol= ises and strongholds, or carried with necromancers as battle standards or= personal guardians. Notes: Wights are historically associated with graves and tombs, but a sk= ull engraved with the ritual runes can serve as a portable focus for the = wight's guardian instincts. The major difficulty is that wights attack AN= Y living thing within range; the caster is not immune to the wight's atta= ck. Therefore it is customary for a wight's remains to be borne by an und= ead creature, and a necromancer expects to protect himself with the Spiri= tward spell to pass a guardian wight of his own creation. A wight may be= destroyed by reversing the ritual over its earthly remains. Variants: 4. Gash Spirit Major Discipline/Level: Necromancer 3 Spell Preparation: none Magick Points: 12 Range: BMP yds Duration: instantaneous Area of Effect: all humanoids within range Reagents: deleriant (1 dose), 4 measures aethyr salts* Resistance: WP Rationale: The caster uses his own spirit to strike directly at all human= oid spirits within range. Unless a subject successfully resists the magic= kal attack, he looses magickal energy from his spirit, and may suffer ser= ious mental damage from the mental shock. Magick Effects: The caster lashes out with a direct magickal attack again= st the spirit of all humanoid beings within range. Each humanoid within = range tests vs. WP to resist. If successful, the humanoid is not affected= by the spell. If failed, the humanoid loses 1d4 MP. A humanoid reduced t= o zero MP by this spell is affected as with Terror and gains one Insanity= Point. Undead are not affected. Background: = Notes: A victim may not be reduced below 0 MP with this spell. This attac= k is not detectable to an observer. If the caster concealed his focus, he= might attack repeatedly without ever revealing himself as an attacker. Variants: 5. Preserve Vitality Discipline/Level: Necromancer 3 ritual Preparation: 1d6+3 rounds Magick Points: 6 Range: caster Duration: 1 day Area of Effect: caster Reagents: 4 measures fresh, healthy blood of caster's species, 2 measures= anima mundi* Resistance: WP Rationale: The caster's spirit directs his body in eliminating aging toxi= ns by flushing his system with nurturing elements drawn from fresh blood = and magickally enhanced through the ritual. Magick Effects: The caster is protected against aging for 24 hours. Background: = Notes: Consider the righteous fervor and dedication of the health nut. No= w imagine the fervor and dedication of the necromancer in the regular mai= ntenance of his Preserve Vitality rituals. A normal mortal might say, Wha= t's one day, more or less? To a necromancer, whose deepest convictions ar= e founded in his search for the conquest of death and for personal immort= ality, one day saved is one crucial step taken toward eternal life.Varian= ts: Variants that reverse and restore vitality are acknowledged to be in = the keeping and trust of the Guilds, but these variants are restricted fr= om study and practice, reportedly because of the grim nature of the reage= nts required, and the temptation such knowledge might present for a chart= ered necromancer. Necromancers outside the law are, of course, unrestrain= ed by the Guild's strictures. Unverified reports of centuries-old necroma= ncers suggest a wider practice of these variants among outlaw practitione= rs. 6. Sever Spirit Discipline/Level: Necromancer 3 spell Preparation: none Magick Points: 10 Range: touch with focus Duration: 1d6+3 rounds Area of Effect: one humanoid Reagents: deleriants (1 dose), aethyr salts* Resistance: WP Rationale: The caster persuades the spirit of the humanoid that its body = has died, and that the spirit should leave the body. Magick Effects: The humanoid tests vs. WP or is affected as by Terror for= the duration of the spell effect. In addition, the humanoid tests to re= sist vs. WP each round. In each round that the test fails, the humanoid's= MP are reduced by one point. A humanoid reduced to zero MP by this spell= dies of fear. A humanoid who survives this spell receives 1d6 Insanity p= oints. This spell does not affect undead, elementals, daemons, or other = magickal creatures. Background: = Notes: The victim is filled with a terror of death as he feels his spirit= slipping away. Few survive such an experience without deep mental scars.= Variants: 7. Soul Slave Discipline/Level: Necromancer 3 ritual Preparation: 1d6+3 rounds Magick Points: 6 Range: touch with focus Duration: indefinite Area of Effect: one victim Reagents: deleriants (1 dose), aethyr salts* Resistance: WP Rationale: The caster crushes the victim's will to resist by corrupting t= he victim's spirit, making the victim the caster's spiritual slave. Magick Effects: The victim tests vs. WP to resist. If successful, the rit= ual has no effect. If failed, the victim treats ALL requests, suggestions= , and commands from the caster as reasonable. The victim will do whatever= the caster asked him to do, and will believe whatever the caster asks hi= m to believe. Background: = Notes: This is similar to the Evil Eye, except that the victim may not te= st vs. WP to refuse a foolhardy or morally repugnant command. Further, th= e magickal effect is not affected by distance from the caster. The victim= otherwise appears apparently normal to his friends, except for any pecul= iar behavior commanded by his master. The victim himself is unable to rec= ognize the unnatural nature of his compulsion to follow the caster=D5s or= ders. The victim unconsciously attempts to rationalize his actions and pr= esent them as perfectly normal and reasonable; however, such explanations= are likely to appear quite irrational to an observer. The effect of thi= s ritual on the mind is a form of mental disorder, and may be treated as = such (see WFRP, Curing Disorders, page 87). the effect may also be remove= d by reversing the ritual. Variants: Other Necromancer 3 Spells and Rituals (For spell and ritual descriptions, see listed references.) Cause Instability (Battle 3, page ??) This spell is a precarious and unreliable area attack form vs. divine und= ead. = Drain Spirit (Battle 4, page ??) Ensorcel Mind (Battle 3, page ??) Spiritwalk (Battle 4, page ??) Regeneration (Battle 4, page ??) Greater Circle (Battle 3, page ??) Enchant Lesser Armor (Battle 3, page ??) Enchant Lesser Weapon (Battle 3, page ??) Level 4 Spells : 1. Blight Life Discipline/Level: Necromancer 4 Spell Preparation: none Magick Points: 10 Range: caster's focus Duration: instantaneous Area of Effect: 8 yards radius sphere Reagents: 4 measures aethyr salt*, anima mundi*, graveroot Resistance: WP Rationale: The caster disorders and corrupts the aethyrial body (spirit) = of all living things in range so that they cannot maintain and restore th= eir life energy from the surrounding aethyr. Magick Effects: All living things within range test vs. WP to resist. If = successful, the spell has no effect. If failed, the living thing loses 1d= 6 wound points. These wound points are lost permanently, or until the spe= ll is reversed, after which the wound points will heal normally. A livin= g thing reduced to zero wound points with this spell lapses into a catale= ptic or dormant state and dies within a number of days equal to its wound= characteristic score (not its current wound score). Background: = Notes: This large-scale version of the Wither Life spell is only of modes= t value in combat, but it is very effective in terrorizing the layman. I= f a creature's wound points are not specified in rules, the GM shall judg= e an appropriate number of point by analogy with creatures of similar siz= e and nature. Plants tend to be more difficult to kill than creatures. A= house plant might have one wound point. A man-sized tree or shrub might = have ten wound points. An old oak might have 100-200 wound points. Variants: 2. Create Greater Golem Discipline/Level: Necromancer 3 ritual Preparation: 1d6+3 rounds Magick Points: 16 Range: touch with focus Duration: indefinite Area of Effect: one humanoid corpse and its associated humanoid spirit Reagents: aethyr salt*, anima mundi*, manbane, graveroot, earth, air, fir= e, and water spirits and essences* Resistance: none Rationale: The caster binds a humanoid spirit into the body it formerly i= nhabited and gives that spirit self-awareness and control over its functi= ons. The undead created is similar to a zombie, but retains most of the i= nstinctive and intellectual abilities and skills the deceased being may h= ave had in life. Magick Effects: A greater golem is created from a humanoid corpse and its= spirit obtained with the capture humanoid spirit or summon known spirit = rituals. (See description of greater golem, page ??) A greater golem rem= ains animated indefinitely until its spirit is destroyed or severed from = the body, or the ritual is is reversed. = Background: = Notes: The spirit bound into the body is the spirit the body had in life,= so upon awakening a Greater Golem often believes its self to have awaken= ed from sleep. The spirit generally recalls little of its existence after= death other than a nightmarish period of strange and incomprehensible dr= eams. Greater golems typically suffer from a number of mental disorders = -- the result of the mind attempting to come to grips with the prospect o= f being undead. Some are well-pleased with immortality --too-pleased alto= gether. Other are horrified, shocked, or depressed. (See greater golem de= scription, page ??) Destruction of the body does not sever the spirit fr= om the bodly remains, though it may effectively disable the golem. In Dar= k Elven necropolises, spirits have reportedly remained associated with fr= agments of destroyed golems for tens of centuries. Variants: The ancient mummies of Araby were created by a variant of this = ritual. Reports of tomb robbers, however, suggest that mummies are usuall= y fairly unsubtle examples of the necromantic art. Whether the original r= itual itself was less powerful in preserving the abilities and mind of th= e deceased, or whether the abilities and mind of the mummies have deterio= rated over the centuries, is a matter of scholarly conjecture. 3. Lichelife Discipline/Level: Necromancer 4 spell Preparation: 2d6+6 rounds Magick Points: 30 Range: contact with host body Duration: indefinite Area of Effect: caster and host Reagents: aethyr salt*, anima mundi*, manbane, graveroot, earth, air, fir= e, and water spirits and essences* Resistance: none Rationale: The caster separates his spirit from his body, then binds his = spirit into a body vacated of a spirit by death (his own body, or the bod= y of another slain in the ritual). Henceforth the caster is not a living = being, but an undead being. Magick Effects: The caster becomes a liche -- an immortal undead being. (= See description on page ??) With this ritual a liche may also transfer hi= s spirit from a current body to a new body. Background: = Notes: Liches typically transfer their spirits to a new host corpse only = when the current corpse becomes too decayed or damaged to function (ie, w= hen limbs fall off, or fingers rot away). Liches seem to find their own r= otting bodies useful in terrifying victims, as well as a personally-satis= fying display of their power over death. Variants: Vampires are thought to be a superior form of liche. The Vampir= e ritual, however, is thought to be known only among the brotherhood of v= ampires, though references in various sources suggest that such a ritual = was known to the 2nd Millenium Dark Elves. 4. Possession Discipline/Level: Necromancer 4 spell Preparation: none Magick Points: 10 Range: BMP yards of caster's focus Duration: indefinite Area of Effect: the caster Reagents: aethyr salts*, anima mundi*, deleriants (1 dose) Resistance: WP Rationale: The caster's spirit may voluntarily abandon its current body a= nd enter the body of a humanoid within range. The victim's spirit is supp= ressed by the caster's spirit, and the victim's body becomes the possessi= on of the caster. Magick Effects: The caster's disembodied spirit must remain within BMP ya= rds of his focus. It may at any time attempt to possess any humanoid bein= g within range. The humanoid victim tests vs. WP to resist. If successfu= l, the caster may not inhabit that body, and may make no further attempt = to possess that victim for 24 hours. Subsequent attempts to possess that = victim are at a -50 penalty. If failed the caster may possess the victim= 's body. The caster's spirit possesses the body of the victim and control= s that body as if it were its own. The caster retains all his skills, abi= lities, and personal profile, with the exception of Move, Strength, Tough= ness, Wounds, and Dexterity, which are as that of the possessed body. The= caster may cast spells and rituals, BUT only if in possession of his OWN= focus. When the caster succeeds in possessing a new body, the spell eff= ect ends. To transfer to a new body, a new spell must be cast. The victi= m's spirit is not destroyed, but suppressed in a dreaming state of uncons= ciousness. The spellcaster does not gain access to the thoughts, memories= , or knowledge of the victim. If the caster ever leaves, or is driven fro= m, the victim's body, the victim's spirit regains full control. If the v= ictim's body is slain while possessed, both the victim's spirit and the c= aster's spirit are severed from the body in death. The caster's spirit re= mains aware, but cannot cast spells, since it cannot use its focus; there= fore, the caster may remain as a ghost, or may be cast out into the void = or to a dreamworld, just like the spirit of any other deceased being. Wh= en abandoned, the caster's body remains in a cataleptic trance for a numb= er of hours equal to the caster's WP characteristic. Then the caster's bo= dy slips from the trance into death. The caster may return to his own bod= y IF while in the possessed body he has his own focus for casting this sp= ell, and IF he is within range of his body when he casts this spell. Background: = Notes: The caster's spirit may attempt immediately to possess a nearby hu= manoid, OR it may choose to wait indefinitely for a host of more satisfac= tory features. The caster's spirit will remain bound within BMP yards of = the caster's focus; if the focus is moved, the spirit will follow. An adv= enturer investigating a sorceror's staff may find, to his dismay, that it= belonged to a necromancer -- after they've been possessed by that necrom= ancer's spirit. Destruction of the caster's focus disrupts the spell's ef= fect, and the caster's spirit may be sucked into the void to become a los= t soul, or may remain on this plane as a ghost or wraith. Variants: 5. Raise Dead Discipline/Level: Necromancer 4 spell Preparation: none Magick Points: 10 Range: caster's focus Duration: 2d6+6 minutes Area of Effect: 10 yard radius sphere Reagents: 4 measures anima mundi*, aethyr salts*, preserved humanoid bloo= d Resistance: none Rationale: The caster guides the spirits of the recently-dead within rang= e back to their bodies and animates the bodies using these spirits. The a= nimated corpses thus created are undead, not revived living beings. When= the spell effect ends, the spirits are freed from their bodies, and the = corpses collapse. Magick Effects: All humanoids within range that have died within the last= 30 minutes are reunited with their souls as animated corpses under the c= aster's command. Background: = Notes: This is most effective on the field of combat where one is surroun= ded with freshly dead allies and opponents. A popular ploy is to hit the = enemy with a Weeping Wounds spell, then Raise Dead on the victims that ex= pire from terminal bleeding. Necromancers who use goblins, orcs, and oth= er humanoids as shock troops can get double duty from them -- first as li= ving cannon fodder, then as undead minions. Spirits remain near the dece= ased's remains for a number of minutes equal to the deceased's WP score. = The GM may use the arbitrary 30-minute limit for all deceased, or may con= sider each individual deceased's WP scores, at his discretion. When the = spell ends, the released spirits will leave this plane for the void or a = dreamworld, just as if their schedule had not been interrupted. Variants: 6. Steal Vitality Discipline/Level: Necromancer 4 spell Preparation: none Magick Points: 5 Range: BMP yards Duration: 1d6+3 rounds Area of Effect: caster Reagents: 2 measures aethyr salts*, earth essences*, deleriants (1 dose) Resistance: WP Rationale: The caster focuses his spirit to draw vital and magickal energ= y from another humanoid's spirit. The victim's spirit is weakened, and th= e caster's physical and aethyrial energy reserves are strengthened. Magick Effects: Each round the caster may attack the spirit of one humano= id within range. The humanoid may test vs. WP to resist. If successful, t= he humanoid is not affected by the spell for that round only. If failed= , the humanoid suffers the spell effects. Deduct 1 point from both the vi= ctim's Strength and Toughness. Victims reduced to zero Strength or Toughn= ess by this spell are slain. For each successful attack, add 1 point to t= he caster's Toughness (maximum 6) and 1d10 points to the caster's MP. St= rength and Toughness lost to a victim are recovered at a rate of 1 point = each per week of complete rest with successful treatment of a herbalist. Background: = Notes: Victims of this spell are not actually physically injured; the inj= ury is to their spirit. As such, recovery requires skilled administration= of the deleriant nightshade, which keeps the victim in a drugged trance = while his spirit heals. Variants: 7. Summon Known Spirit Discipline/Level: Necromancer 4 ritual Preparation: 1d6+3 rounds Magick Points: 10 Range: BMP yds. (see Magick Effects) Duration: 2d6+6 rounds Area of Effect: one spirit of a deceased humanoid Reagents: void salts*, aethyr salts*, (anima mundi* of subject sought) Resistance: automatic Rationale: The caster contacts and attempts to summon the spirit of a spe= cific deceased humanoid from the void or beyond. Magick Effects: If the name of the deceased being is known, the individua= l's spirit may be summoned. If the name is not known, a bit of the indivi= dual's remains may be reduced to anima mundi, then combined with aethyr s= alts, and sent through the void as a guide to the spirit. If the spirit = does not wish to be disturbed, it may choose not to answer the summons. = If the spirit chooses to answer the summons, it arrives in the Material R= ealm and remains within range of the caster for the duration of the spell= , during which time the caster may attempt to converse with the spirit, t= o use it to create an undead (eg, Greater Golem), or to bind it into an e= nchanted artifact. Background: = Notes: Most righteous and decent spirits wouldn't want to leave their dre= amworlds to return to the real world. On the other hand, really nasty, po= wer-hungry, insane, and otherwise undesirable spirits would LOVE to retur= n to the real world and cause more mischief. Scrupulous users of this rit= ual are caught in a dilemma: most of the beings they would want to summon= are unwilling to answer, and most of the beings that will answer the sum= mons are treacherous or deranged. Nonetheless, necromancers throughout th= e ages have dreamed of bringing back the great heroes, leaders, and sorce= rors of the past and binding them as their servants, and the risks seem o= utweighed by the potential gains to those who attempt this ritual. As a = guideline, there's a basic 5% chance that a being will answer any such su= mmons, with GM modifiers to reflect the spirit's resistance to summons an= d the necromancer's persuasiveness in offering the spirit tempting opport= unities. Variants: 8. Weeping Wounds Discipline/Level: Necromancer 4 spell Preparation: none Magick Points: 16 Range: caster's focus Duration: instantaneous Area of Effect: 6 yards radius sphere Reagents: aethyr salts*, earth sublimates*, leech-bloodworm compound Resistance: WP Rationale: The caster compels the spirits of victims within range to over= load a blood vessel, causing that blood vessel to burst and bleed freely.= Magick Effects: Subjects within range may test vs. WP to resist. If succe= ssful, the subject is not affected by the spell. If failed, the victim su= ffers the effects of the spell. A wound opens in a random hit location. = The victim loses one wound point per round from this wound, and is suffer= ing from Terminal Bleeding (see WFRP, p. 130). Unless treated successfull= y with an appropriate skill test or with a healing magick, the bleeding c= ontinues until the victim dies. Background: = Notes: This is a large-scale area-effect version of the Fountain of Blood= spell (Necromancer, Level 1). Variants: Other Necromancer 4 Spells and Rituals (For spell and ritual descriptions, see listed references.) Fortify Flesh (Battle 4, page ??) Null Aethyr (Battle 4, page ??) Strengthen Mind (Battle 4, page ??) Greater Triangle (Battle 4, page ??) Greater Square (Battle 4, page ??)Staging Magic = Keeping Magick Magickal The magic we've talked about in the previous ?? chapters -- spells, ritua= ls, potions, and all -- is magic from the perspective of the player chara= cter, sure enough, but a lot of the "magic" of magic -- the mystery and w= onderful surprise of magic -- is gone for most players, since if they rea= d the rules and spell descriptions, none of this magic is going to surpri= se them very much when they encounter it. Actually, that's good, in a way= , because playing in a game where a piece of your personality can get kil= led isn't much fun if you don't know the rules, and don't have a pretty g= ood idea of the kinds of abilities you have and the dangers your characte= r might face. But a big part of the fantasy atmosphere in fantasy rolepla= ying comes from magic, and if all the magic in your campaign comes straig= ht out of this book, your campaign isn't going to give you and your playe= rs the kind of satisfaction you get from the magical flavor in the best f= antasy books, films, and art.So at least some of your magic shouldn't fol= low the rules -- at least, your players shouldn't be able to predict what= will happen every time they encounter magic.This book covers a fraction = of the disciplines and practices of Old World sorcery -- only one of the = many sources of magic in the Warhammer World. The companion volume, Divin= e Magick, covers a second source of magic -- the better-known divine and = lesser spirit powers of the Old World. If you want to present your player= s with unpredictable, mysterious, marvelous magic in a Warhammer campaign= , here are a number suggestions. Foreign, Obscure, or Unknown Old World Sorceries The spells, rituals, and magical items in this volume are primarily those= commonly practiced in the Empire. Other Old World cultures and magic col= leges have many unique magic spells, rituals, and practices, and many dis= tinctive variations on common Imperial sorcerous practices. For example, = academic magic in Kislev has been heavily influenced by Oriental spells a= nd rituals brought by the Ungol nomads ((sp?)), whose empire once stretch= ed across the Steppes to Far Cathay and Tetsubo ((??)). (GMs should run r= ight out and buy Tetsubo and stick lots of weird Oriental magics into a K= islevan campaign.) A further example is the prohibition against fire mag= icks in heavily-urbanized Tilea -- the consequence of numerous disastrous= accidental and malevolent urban fires, occasionally leveling whole citie= s. As a result, Tilean War Colleges specialize in numerous elaborations o= f the painball Battle spell, rather than the fire-based Battle spells fav= ored by the Imperial War College.There are also numerous spells, rituals,= and devices unknown to the Academic Colleges and Guilds. Many are propri= etary practices, developed by an individual wizards, and available only i= f you can afford the steep prices they charge for their exclusive service= s. Other magicks have been neglected, either because they are too risky, = or peculiar, or because they've been outlawed for centuries. Necromancy a= nd Demonology, for example, have been practiced in secret for centuries, = and many spells, rituals, and devices have been lost when their inventors= has passed away or fallen prey to their own researches. Further, there a= re many experimental and oddball magical practices that are duly recorded= in the journals and logs of the colleges and guilds, but which, because = of their doubtful reliability or provenance, or because of the daunting m= ischances attending the death and dismemberment of their authors, seldom = come to light without the diligent and persistent scholarly research of e= ager-beaver graduate students and charter-jumpers. Obscure and Minor Divine Magicks The gods move in mysterious ways. For every well-known, canonical cult pr= ayer, there are several dozen obscure, peculiar, and idiosyncratic specia= l prayers, some only granted once to a single historical cultist, others = granted only to mysterious, secret sub-cults unknown to the majority of m= ain cult worshippers and clerics. For example, there are the Defenders of= Mercy, a secret cub-cult of Shallya, which takes a peculiarly narrow int= erpretation of the strictures against taking a life, and which have been = granted a number of prayers which cause excruciating agony, occasionally = including mental derangement, without endangering a victim's life. (The D= efenders of Mercy have accepted Shallya's mission to pursue and punish th= ose who do harm to Shallya's healing servants; this sub-cult is probably = the enforcement vehicle supporting the superstition that those who harm a= Shallya cleric may fall under a terrible curse.)There are also many obsc= ure minor divine spirits, most associated with creatures, plants, and sit= es sacred to the Earth Mother. Even the weakest of these beings have cons= iderable personal magical power, and often have unique magical abilities = nowhere duplicated in Old World sorcery or divine magic. For example, con= sider the Spirit of the Unicorn Grove, fabled to be a bubbling fountain t= hat heals all wounds, physical and mental, of the virgin immersed there, = but which turns the unchaste into tiny water-skaters skimming about on th= e surface of the pool. = Magical Beings Many creatures in the WFRP Bestiary have magical powers. Whenever possibl= e, these powers are described in terms of Sorcerous or Divine magical abi= lities, but these beings ought also to have special magical abilities not= limited to those specific game magical effects. See White Dwarfs, campai= gn and adventure supplements, and other Warhammer products for examples o= f special magical abilities. For example, The Old Slann The Old Slann are perfect sources for unusual magical artifacts. Old Slan= n magical devices should generally be an incomprehensible blend of magic = and technology, which, of course, to a wizard will seem to be be simply a= n extremely bizarre and obscure form of sorcery. High Elves, Dark Elves, and Imperial Dwarves Lost arts of the off-stage races. Their stuff is lying around in tunnels = and ruins, available from Sea Elf traders, and carried around in the Old = World by descendants (or by necromantically-sustained ancients) from the = occupations in the past centuries. Elemental and Demonic Magicks Elemental and daemonic beings have magic points and magical abilities bey= ond the wildest dreams of Old World sorcerors. All you have to do to dump= this rich and rule-less variety of magic into your campaign is let the c= ampaign villains summon up a couple of daemons who successfully resist th= eir summoners' control and go for a stroll. It happens all the time -- I = bet they have daemon drills (instead of fire drills) at magic colleges on= a regular basis., and a volunteer daemon-fighting department that is Joh= nny-on-the-spot.I bet there are also scads of rude daemons running around= on the planet, let loose by careless sorcerors over the centuries. Not = to mention the zillions of oddball magics the Chaos daemons themselves ha= ve. And, for that matter... Chaos Is Chaos magic weird? Do pigs like truffles? = Chaos magic is the GM's blank check. Wanta surprise your players with som= e magic stuff they don't expect? Trot out some Chaos sorcerors, or some C= haos daemons on a long leash. Hail of jellyfish? A cloud of whipped cream= where PC spells automatically backfire? No problem. Let 'er rip. Villains Opponents ought to have lots of funny magics the players have never seen.= Monstrous races like the goblinoids, lizardmen, fimir, etc. have their o= wn special sorceries and cult magics, all of it a big surprise to the PCs= =2E We publish plenty of examples of off-brand monster magics (see, for e= xample, the goblin cult magics in Divine Magics), but your player can get= hold of that stuff and read it, spoiling all your fun. No reason why you= r orcs can't have some special magics that don't show up in our nifty pro= ducts.And the bad guy sorcerors and priests the PCs encounter are general= ly an anti-social lot. They rarely learned the same spells that decent fo= lk like PCs learn; they have their own neat spells that don't work quite = the way the PCs expected them to. Surprise! The Role of Magick in the Warhammer Setting One of the distinctive charms of first edition Warhammer Fantasy Roleplay= was the limited role that sorcerors and divine spellcasters played in th= e campaign. This encouraged the development of characters with a variety = of career backgrounds, giving a distinctive flavor to Warhammer fantasy r= oleplaying.Is Sorcerous Magick, with its abundant riches of spells, ritua= ls, alchemical compounds, and other magick effects, going to weaken that = distinctive scarce-magick feel of the Warhammer campaign?For beginning an= d low-experience player characters, the increase in magick available is v= ery modest. Sorcerors are only slightly more common as beginning characte= rs than with first edition WFRP, and the spells and rituals available for= them are in some ways more restricted than the original spells. For exam= ple, rituals which require 1d6+3 rounds to prepare are somewhat less hand= y than the old instant spell castings. The most distinctive change is the= availability of alchemical compounds for sale. This makes modest magick = available, most significantly to non-spellcasting characters; however, th= e compounds are expensive and scarce, and finally it is up to the GM to d= ecide how commonly available they are, and how much cash he lets slip int= o the hands of player characters.At moderate- and high-experience levels,= too, the spells and rituals are in most cases actually less powerful tha= n the first edition spells; nonetheless, the addition of more commonly av= ailable summoned elementals and daemons represents a significant increase= in the powers of sorcerous spellcasters. Initially these increased power= s will only be available to the GM for NPC allies and villains, and as su= ch will be welcome tools for the GM. However, when PCs gain access to the= se powers, they become more and more unpredictable in their use of their = magick, and more difficult for GMs to present adventure challenges game-b= alanced against their abilities.We have come to accept the notion that th= e more complex, detailed -- and interesting -- the roleplaying magick des= ign, the more difficult the gamemastering and roleplaying task in managin= g the impact of that magick on the campaign setting. We believe you want = complex, detailed, and interesting magick -- and that gamemasters and pla= yers are willing to struggle with the task of managing it. The key princi= ples in managing powerful magick we have discovered are as follows: 1. Keep character advancement slow and deliberate. Resist your players' n= atural lust for high-level magick powers. Get to know the lower-level mag= icks intimately before you graduate to more complex, powerful magick. Mak= e each modest advance significant; don't rely on sudden bursts of increas= ed character power for cheap thrills. Fortunately, WFRP gamers seem to pr= efer this style of roleplaying, and have selected WFRP specifically becau= se it doesn't encourage the rapid accumulation of player character wealth= , magickal widgets, and powerful abilities. 2. Review and adapt standard game materials to your own gaming style. Aft= er reading Sorcerous Magick, or after testing its features at low-experie= nce levels in your campaign, you may decide to restrict its use in your c= ampaign. A few obvious strategies are suggested:The gamemaster prohibits = daemonologists and necromancers as player characters. This greatly reduce= s the variety of magick available to player characters, and limits the us= e of these complex and potentially powerful magick disciplines to your NP= C villains.The Magick Guilds prohibit the use of or alter the mastery lev= els required for various magickal practices. The Guilds have the power to= regulate the practice of sorcery and alchemy within their jurisdictions.= With this rationale, the GM can delete or alter the level of various spe= lls, rituals, alchemical formulae, and other magickal powers. For example= , one GM uncomfortable with the widespread practice of summoning elementa= ls and daemons might shift all summoning rituals up one level, while anot= her GM with reservations about thaumaturgic circles, triangles, and squar= es might announce that the Guilds had declared a temporary (ie, indefinit= e) moratorium on the use of such rituals in consequence of recent researc= h showing that such practices weaken the voidmembrane and encourage the p= enetration of daemonic forces into the Material Realm. 3. Be patient. Expect problems. Count on the good will of GM and players = to resolve conflicts. There are no perfect roleplaying systems, there wil= l be no perfect roleplaying systems, and the least perfect of all rolepla= ying systems are magick systems, simply because of the wonderful and myst= erious fantastic phenomena they attempt to portray. Don't get excited whe= n problems arise in the campaign with magick use. Solicit suggestions fro= m players, GMs, but understand it is finally your responsibility to resol= ve issues in the best interests of the players, the campaign, and the GM'= s peace of mind. Offer suggestions to the GM, players, but remember it is= finally your responsibility to support and appreciate your GM's labors i= n running this imaginary universe for your amusement. Judging Tasks Requested of Summoned Beings What will a summoned being do? What can an summoned being do? Desperate p= layers will constantly try out new uses of summoned beings for problem so= lving. In resolving such questions, the GM is encouraged to prohibit uses= of summoned beings which seem to focus on tricky or out-of-character ext= ensions of the rules, but to encourage uses which extend or develop the d= ramatic flavor of summoned beings.For example, a daemonologist and an ele= mentalist want to scout the forest ahead of the adventuring group. They i= magine the equivalent of an intelligent robot reconnaissance drone. One s= uggests summoning an imp, then summoning a least elemental of air in eagl= e form to fly the imp ahead then return to make a scouting report.This is= just a typical judging nightmare for the GM. How many encumbrance points= is an imp worth? (It's not in these rules, pal -- don't bother looking.)= And would a least elemental submit to carrying an imp around? And would = an imp be willing to dangle beneath a least elemental as it zooms through= the forest? And how much can an imp steer the elemental if it wishes to = check out some interesting feature?Here's a scheme for handling these que= stions.First, visualize the task requested of the summoned being. Imagine= the details of how the task's performance would appear from the point of= view of the summoned being. In this case, the summoned eagle would likel= y have some trouble flying and maneuvering with a heavy burden, particula= rly a wiggling, frightened one, and worst of all would be the return land= ing. From the imp's point of view, dangling in the talons of a summoned e= agle might not seem very pleasant, particularly if the imp suspected the = eagle would cheerfully drop him if things got inconvenient.Next, determin= e if the summonation is willing to perform the task. A good first step is= to consider the Service tests made for both the imp and elemental eagle = when presented the proposed task. If either is hesitant or unwilling, the= task will not be successfully completed.Then, determine whether the tas= k is practical. If the imp and elemental have agreed to perform the task,= the GM has to decide how heavy and clumsy a burden the imp would be, and= whether the imp could do any useful scouting while dangling in the eagle= 's talons as it soars above the trees and glides through their branches.F= inally, determine whether the task is appropriate for the Warhammer campa= ign setting. At last, even if you decide the summonations are willing and= that the task is practical, consider whether it is the sort of thing tha= t ought to happen in Warhammer World. Here you should trust your instinct= s more than your reason, because it is impossible during the middle of a = play session to anticipate all the possible ramifications your ruling mig= ht have for the future of your campaign. If it "just doesn't seem right s= omehow," you probably shouldn't allow it. In this case, you just may feel= that Warhammer elementals and daemons are so fundamentally different in = nature and personality that they just couldn't imagine cooperating -- and= certainly wouldn't trust one another, or you may advise your players tha= t the idea of an elementalist asking an elemental summoning to carry a di= sgusting, unnatural daemonic fiend from the Void is just instinctively of= fensive to an elementalist's sense of proper conduct.Once having decided = the task is inappropriate, you need to come up with a good excuse to deny= your player his request. The best excuse is that the summonation isn't w= illing to perform the task, either because of its own personal feelings, = or, better yet, because the summonation's superiors (more powerful elemen= tals or daemons) don't like their subjects to do such things. At this poi= nt it's best to avoid the excuse that the task isn't possible, since play= ers will often energetically argue issues of what is possible, while it i= s difficult to argue issues of what the summonation is willing to do, sin= ce the motivations of the summonation are completely within the control o= f the GM, and rightfully kept secret from the player. Summoned Beings as NPCs Roleplayed by the GM Elemental Beings Summoned elementals beings may be imagined as idealized representations o= f natural creatures and forces. Just as Walt Disney idealizes Bambi as th= e perfect fawn -- shy, timid, and adorable -- and as Rudyard Kipling idea= lizes the wolf as noble, civilized, and courageous, the GM may idealize t= he various creatures and natural forces represented by summoned elemental= beings. Images of animals and personified natural forces can be borrowed= from cartoons, folklore, and fable.Visualize the summoned elemental for = yourself and your players. Exploit the cinematic sense of wonder as a sum= moned elemental forms out of the elements of its domain into an idealized= creature or manifestation of a natural force. For example: = GM: "As Jaeger completes the last phrases and gestures of the ritual, the= surface of the pool begins to stir, swirling gently as in a whirlpool, t= hen suddenly bulging to form a bulbous, transparent, octopus-like head of= clear water. Suddenly the surface of the pool is alive with clear, writh= ing tentacles, each a sinuous tube of water, rising and twisting above th= e surface of the water. Jaeger gestures with an open hand toward the wate= ry form, bidding to establish his control. A watery tentacle reaches for = Jaeger abruptly -- halts -- then extends tentatively and coils docilely i= n the palm of Jaeger's outstretched hand."Characterize through exaggerate= d personality traits and gestures. Give each summoned elemental a name an= d a few descriptive key words. The caster always gets the same elemental = spirit for a given form, so long as it is not destroyed. An elemental rul= er sends a spirit of his choosing, and may, at the GM's discretion, choos= e to send a new spirit. Daemonic Beings Daemonic beings may be idealized as dream and nightmare fantasies, exagge= rations of the most bizarre human traits and behaviors. All daemons are e= ither clearly insane or at least uncomfortable eccentric by human standar= ds, with annoying or terrifying quirks of personality and behavior.One st= rategy is to characterize each daemon as a personification of a single ex= aggerated eccentric or insane trait or behavior. For example, an imp may = be extremely hyperactive and restless, compulsively fidgeting, twitching,= and disturbing his surroundings, while a daemon creature may be the phys= ical embodiment of most ferocious, violent homicidal bloodlusts.With inde= pendent daemons, the more intelligent the daemon, the more sophisticated = and skillfully-deceitful it may be. As such, a powerful daemon may mainta= in the earnest pretense of a noble saint and faithful servant -- right up= to the moment when it tries to slit you open or suck out your soul. On t= he other hand, powerful daemons of the Four Powers (Khorne, Slaneesh, Nur= gle, and Tzeentch) are elaborated characterized in the Realm of Chaos vol= umes, which should serve amply as guides to your portrayal of these being= s. --------------371D3B6B229D

Alchemists for the Human Lands

Basic Principles

Alchemists study the mystical structure of magic in the universe. They are generally weaker than other characters and do not have a good chance of survival at low levels. If they do survive, they can become the most powerful of classes.

Specific Class Details

The prime requisite for Alchemists is Intelligence.

The XP chart for an alchemist is identical to the mage of the same school, except that there is an additional 5% for 2nd level, 3rd level, 5th level, 7th level, and then 9th level.

They wear no armor and can learn any weapon. THACO is 19 with a -2/5 progression.

Alchemists are similar to normal mages (see the magic user for details of developing their school).

Here are the details for alchemy in D&D:

Basic: The character can identify common alchemical substances, potions, and poisons. The

character can also make antidotes for the substances, potions, and poisons. Alchemists

start with this level of skill. Such antidotes should have a price of 10 gp per PP of the

effect they will counteract (with 50% of the cost going for ingredients).

Skilled: The character can make common alchemical substances, potions, and poisons. The

character can also identify uncommon and researched substances, poisons, and potions

after 1d6 hours per power level of the substance being identified in a laboratory. If

identified, the character can research an antidote. Begin gaining 1 Power per level from

this level on. Alchemists gain this mastery at 3rd level. Such potions should have a cost

of 10 gp per PP of the effect they duplicate (with 50% of the cost being for ingredients).

Expert: The character can research new alchemical substances, potions, and poisons. The

character can identify common alchemical devices and constructs. Alchemists gain this

mastery at 5th level. Research of new potions and the like requires 100 gp per day. The

length of time to perform such research is 7 days + 1 day per PP of the substance.

Master: The character can make common alchemical devices and constructs. The character can

recognize true alchemy. Begin gaining 2 Power per level from this level on, this

supersedes the 1 Power gained from Skilled level. Alchemists gain this mastery at 7th

level. Alchemical devices are identical to magic items except that they can only be

dispelled by gods or named spirits. Alchemical constructs are magical machines which

likewise are immune to the dispelling of all but gods and named spirits. The base cost for

creating such things are equal to their initial value x 5. The actual cost will be their initial

cost x the total PP for each operation they perform. Divide this cost by 100 to determine

the number of days required.

Grand Master: The character can begin the Great Work. Alchemists gain this mastery at 9th

level.

1) Development of an alchemical laboratory requiring the expenditure of 1,000 gp.

2) Research the power Detect Metal (detects any metal and provides its type within 120'),

this costs 20 power and 700 gp, and requires 2 full days of research.

3) Produce Philosophical Sulfur, 3 + 1d6 cn produced, requires the expenditure of

1500 gp, takes 22 days. There must be 1 cn of this for each subsequent step. This

will require more than one production run. If the money is not available for this

step time may be substituted: 150 days with a successful Alchemy roll.

4) Produce Magic Oil, 1d6 x 10 cn produced, requires the expenditure of 1500 gp and 1

cn of Philosophical Sulfur, takes 21 days. Adding 1 cn of this oil to any

non-healing potion increases the number of doses by 1d6. Rubbing 1 cn of this

oil onto a focus doubles the effectiveness of the focus (only once). 1 cn of this oil

sprinkled onto an object allows it to be enchanted magically at +10%. Only 1 cn

of this oil may be used on an item or potion. 150 days may be substituted for the

price of the ingredients on a successful Alchemy roll.

5) Produce Philosophical Salt, 1d6 + 3 cn. Requires 1 cn of Philosophical Sulfur and

3000 gp. This takes 37 days. 300 days may be substituted for the price of the

ingredients on a successful Alchemy roll.

6) Produce Water of Wisdom, 1d6 x 10 + 40 doses. Requires 1 cn each of Philosophical

Sulfur and Philosophical Salt, and 3000 gp. This takes 27 days. 1 dose added to

any healing potion increases the doses of the potion by 1d6. Consuming 1 cn

increases the save vs spells/staffs/rods by 3, and the save vs mind attacks by 3 for

1d6 hours. 1 dose applied to leather armor improves its AV by 1. Up to five

applications of this water may be applied to a person, potion, or armor. 300 days

of time can substitute for the cost on a successful Alchemy roll.

7) Produce Great Water of Emerald, 1d6 x 10 + 40 doses. Requires 1 cn each of

Philosophical Sulfur, and Philosophical Salt, and 1500 gp. This takes 22 days.

One dose of this is used to produce the Great Fire (see below). One dose can be

consumed to give the drinker True Sight for 1d6 hours. 150 days of time can

substitute for the cost on a successful Alchemy roll.

8) Produce Alchemist's Emerald, produces a 200 ct emerald. Requires 1 cn each of

Philosophical Sulfur and Philosophical Salt, and 1500 gp. This takes 22 days.

This emerald reduces the saving throw of any target of the caster's mind control or

illusion spells by 1. If the emerald is placed within an object, it improves the

recharge rate of spell effects of the item by one per day. 150 days can substitute

for the cost on a successful Alchemy roll.

9) Produce Great Water of Sapphire, produces 1d6 x 10 + 40 doses. Requires 1 cn each

of Philosophical Sulfur and Philosophical Salt, and 3000 gp. This takes 37

days. One dose of this is used to produce the Great Fire (see below). If one dose

is used on one dose of potions of detection, communication, reading, and speaking

the number of doses in the potion is increased by 1d10. 300 days may substitute

for the cost on a successful Alchemy roll.

10) Produce Alchemist's Sapphire, produces a 200 ct. sapphire. Requires 1 cn each of

Philosophical Sulfur and Philosophical Salt, and 3000 gp. This takes 37 days.

This stone allows any mage to store as many spells related to detection,

communication, and transportation which the mage wishes to store within it.

When these same spells are used against the mage, there is a +1 to save against

them. When placed in a device the recharge rate is improved by 2 per day. 300

days may substitute for the cost on a successful Alchemy roll.

11) Produce Great Water of Ruby, produces 1d6 x 10 + 40 doses. Requires 1 cn each of

Philosophical Sulfur and Philosophical Salt, 4000 gp, and the skins, blood, and

bones of 14 different types of monsters. This takes 47 days. 1 dose is used to

create the Great Fire. 1 dose used in any protective potion increases saves by 2. 1

dose used in any harmful potion doubles the damage. 1 dose consumed by itself

renders the drinker immune to all fear for 1d6 hours. 400 days may substitute for

the cost on a successful Alchemy roll.

12) Produce Alchemist's Ruby, a 200 ct. Ruby. Requires 1 cn each of

Philosophical Sulfur and Philosophical Salt, 4000 gp, and the skins, blood, and

bones of 14 different types of monsters. This takes 47 days. If placed into a

weapon this increases its damage by 1d10, increases the weapon to +2, and adds

an additional attack each round from that weapon. If worn as an amulet by an

engineer or artificer it will reveal weak points in a fortification resulting in a +8 to

hit and damage with any siege engines. If ground up and fed to a warhorse, the

horse becomes a Great Horse in 1d8 weeks. This will breed true 1 time in three,

the offspring will be either Superior or Great. 400 days may substitute for the cost

on a successful Alchemy roll.

13) Produce Great Water of Diamond, produces d6 x 10 + 40 doses. Requires 1 cn each

of Philosophical Salt and Philosophical Sulfur, 4500 gp, and 10 square inches of

dragon hide. This takes 52 days. 1 dose is used in the construction of the Great

Fire (see below). 1 dose, along with 3 cn of magical oil, and 3 doses of Waters of

Wisdom, and 700 gp of ingredients or 7 days on a successful Alchemy roll)

produces a potion which halves the time for enchanting items for the next such

operation performed by the drinker of the potion. The same potion also reduces

the PP cost (in terms of the research cost only) by 6, to a minimum of 1. Once

drunk the Intelligence of the character is raised to 25 for 1d6 hours. 450 days may

substitute for the cost on a successful Alchemy roll.

14) Produce Alchemist's Diamond, produces a 200 ct diamond. Requires 1 cn each of

Philosophical Salt and Philosophical Sulfur, and 4500 gp. This takes 52 days.

When placed into a staff it acts as a +1 spell focus, if placed into a spell focus, it

adds +1. 450 days may substitute for the cost on a successful Alchemy roll.

15) Produce True Lead and Mercury of Lead. Each of these operations requires 1 cn each

of Philosophical Salt and Philosophical Sulfur, and 3000 gp. Each requires 37

days. True Lead produces 100 cn of lead which no spell (even those of named

spirits) can penetrate. When mixed in a ratio of 1:10 with paint, it can be used to

anti-magick a wall or other structure of up to 1000 square feet (though in this

diluted state the spells of named demons can penetrate). It can also be applied to

suit armor to give the wearer a +2 to save vs magic. True lead is necessary to bind

named demons into prisons. The Mercury of Lead is produced in 7 + d100 doses

and is used to create a universal solvent, and is used in the production of a

Philosopher's Stone or Elixir. In either case 300 days can substitute for the cost on

a successful Alchemy roll.

16) Produce Star of Iron and Mercury of Iron. Each of these operations requires 1 cn

each of Philosophical Salt and Sulfur, and 4000 gp. Each requires 47 days. This

metal can be used in making vorpal weapons (which sever body parts on a 75%

critical hit) (8 PP), dancing weapons (which attack by themselves at the skill of

the wielder) (4 PP), holy weapons (+5/+10 vs the enemies of a religion along with

a turning chance as a cleric of similar level or double level if used by a cleric) (16

PP), soul-stealing weapons (on a successful hit the target is life blasted for 1d8)

(8 PP), bane weapons (weapons which automatically kill when they strike)

(16 PP), and greater armor and shields (+4 or better) (4 PP). Each of these is an

alchemical device. The alloy to be used is 1:3 star of iron to iron. The Mercury of

Iron is produced in 7 + d100 doses and is used to create a universal solvent, and is

used in the production of a Philosopher's Stone or Elixir. 400 days may substitute

for the cost in either operation.

17) Produce Star of Copper and Mercury of Copper. Each of these operations requires 1

cn each of Philosophical Salt and Sulfur, and 4000 gp. Each requires 47 days.

This metal can be used in making books and scrolls, reducing the writing time by

half by using it in the ink. When used with any 7 gems or any single alchemical

gem it is increase the recharge rate of magic items by one spell per day. When

used in a focus it will add +1. It may be enchanted as an amulet of protection vs

any six types of spells. It may be enchanted as a talisman for six spells. The

Mercury of Copper is produced in 7 + d100 doses and is used to create a universal

solvent, and is used in the production of a Philosopher's Stone or Elixir. 400 days

may substitute for the cost on a successful Alchemy roll.

18) Produce Star of Silver and Mercury of Silver. Each of these operations requires 1

cn each of Philosophical Salt and Sulfur, and 4000 gp. Each requires 47 days.

This metal can be used in making Magical Mirrors (scrying devices like similar to

a crystal ball) (16PP), Amulets of Night Vision (allow the wearer to see at night

as if it were daylight) (4 PP), Cloaks and Helms of Invisibility (aloowing the

wearer to become invisible at will) (4PP). Used in a holy symbol, it will repel

undead at +3 (2 PP). Used in a device with daily spells, it increases the number of

spells/day by one. Used in a focus the result is a +1. This metal is called True

Silver by some. Weapons forged of it are +2 automatically, and destroy lesser

undead by touch, and do double damage to greater undead. The Mercury of Silver

is produced in 7 + d100 doses and is used to create a universal solvent, and is

used in the production of a Philosopher's Stone or Elixir. 400 days may

substitute for the cost on a successful Alchemy roll.

19) Produce Star of Gold and Mercury of Gold. Each of these operations requires 1

cn each of Philosophical Salt and Sulfur, and 4500 gp. Each requires 52 days.

Devices of fire made from this metal will contain all the list spells automatically

(36 PP)! Rings of spell capture made from this metal have the property of holding

up to 22 spells (36 PP). When used as the setting for magic rings containing

Alchemical Rubies or Emeralds it increases the daily rate of any spells by one,

and triples the number of charges. The Mercury of Gold is produced in 7 + d100

doses and is used to create a universal solvent, and is used in the production of a

Philosopher's Stone or Elixir. 450 days may substitute for the cost on a successful

Alchemy roll.

20) Produce Star of Platinum and Mercury of Platinum. Each of these operations

requires 1 cn each of Philosophical Salt and Sulfur, and 4500 gp. Each requires

52 days. This metal has the virtue of containing all spells of water. When used as

a setting for Alchemical Diamond, it has the property of allowing the diamond to

store 22 spells. Any device made from this combination will recharge at 3 spells

per day with 1000 charges! The Mercury of Copper is produced in 7 + d100 doses

and is used to create a universal solvent, and is used in the production of a

Philosopher's Stone or Elixir. 450 days may substitute for the cost on a successful

alchemy roll.

21) Produce Fixed Mercury and Mercury of Mercury. Each of these operations requires 1

cn each of Philosophical Salt and Sulfur, and 4500 gp. Each requires 52 days.

This remarkable material has the property that it will hold an infinite number of

spells, any device made from it will have 5000 charges and will recharge at 25

charges per day! The Mercury of Mercury is produced in 7 + d100 doses and is

used to create a universal solvent, and is used in the production of a Philosopher's

Stone or Elixir. This solvent is made only when it is to be used and requires one

dose of each of the Mercuries, the result is a substance which will completely

dissolve 1d10 cubic feet of ANYTHING(!!) in 1d100 rounds. 450 days will

substitute for the cost on a successful Alchemy roll.

22) Produce Philosopher's Stone. This requires 7 cn each of Philosophical Salt and

Philosophical Sulfur, 7 doses of each Mercury, 7 doses of the great waters, and

5000 gp. This requires 57 days. 1d10 stones are produced. For the alchemist they

are inert, for now. Other mages may use the stones to store up to 78 elemental

spells. There is also 1d100 doses of white powder which, when added to a potion,

triples the number of doses. 500 days may substitute for the cost on a successful

Alchemy roll.

23) Produce The Elixir. This material requires 7 Philosophical Sulfur, 7 Philosophical

Salt, d6 + 1 of each Mercury, and d8 + 6 doses of Great Water, and 5000 gp.

The operation takes 50 days. The result is 50 + d50 doses of the Elixir of Life.

One dose will cure ANY wound no matter how bad or by what means it was

inflicted. When mixed with any of the great waters (see above) in equal parts

along with the expenditure of 3,000 gp of materials (requiring an Alchemy roll)

1d3 doses of Water of Regeneration will result, which will give the drinker 1

point of regeneration per turn permanently. One dose of the Elixir mixed with any

seven healing potions produces 7 doses of Universal Antidote. By taking 21 doses

of the Universal Antidote mixed with the 21 most deadly poisons, the drinker will

gain immunity to all poisons. Mixing 3 doses of the Elixir with 7 doses of the

Water of Regeneration and 7 Universal Antidotes for seven months you will gain

1d3 doses of Potion of Longevity, which will grant the drinker 300 years of life,

grant immunity to all diseases and poisons, prevent all infirmities of old age, and

grant +1 Con. 500 days may substitute for the cost on a successful Alchemy roll.

24) Produce The Great Fire. This requires drinking 1 dose of each Water and each

Mercury. The alchemist must then research a 10th level spell (30 power) which

will enchant the flame to do the work needed.

25) Produce The Seed of Metals. This requires 10 doses of Philosophical Sulfur, and

4,000 gp. This takes 47 days and is automatically successful. The result is a

seed which when planted in solid rock provides the following (roll d100):

1-5% 100 cn True Lead + 9000 cn Lead

6-35% 35 cn Star of Iron + 7500 cn Iron

36-55% 18 cn Star of Copper + 6000 cn of Copper

56-70% 7 cn Star of Silver + 5000 cn of Silver

71-85% 4 cn Star of Gold + 2500 cn of Gold

86-95% 7 cn Star of Platinum + 100 cn of Platinum

96-100% 1 cn Fixed Mercury + 50 cn Mercury

26) Produce Homonculi. This requires 1 Elixir, 10 doses each of the Great Waters and

Philosophical Salt, and 6,000 gp. This takes 67 days and is automatically

successful. The process results in 21 "beans." Planting these will result in a

being born out of it, 1-25% = Human, 26-60% = Animal, 61-100% = Monster.

If human it becomes the alchemist's child (12 + d6 to all stats). Animals are

totally under the control of the alchemist (no option of exceptions) and have

three times the normal hit points, are considered magic weapons for any target,

and have +4 attacks. Monsters are as animals, except that they are new monsters

25% of the time (the alchemist can write them up).

27) Produce The Great Work. The requires the consumption of the Great Fire and 10

Philosophical Sulfur, and 6,000 gp. This takes 67 days and is automatically

successful. The alchemist becomes an exalted being with Immortal Power equal

to 1/10,000 of their current XP. Upon death the alchemist will become an

Immortal. There is a 10% chance per month that a God will slay the

alchemist for this reason, thus creating a new Immortal.

Experience Awards

Being an alchemist: 2 XP/lvl per day.

Enchantment of items: PP cost/3 (round up) x 1000 as XP.

Researching a Spell: PP cost/3 (round up) x 1000 as XP.

Spell Casting: PP cost/3 (round up) x 10 as XP.

Slay or Defeat Foe: 25% XP award.

Magic Items: 25% XP award.

Contracts: 100% XP award.

Role-play Check-mark: 100 XP.

Creative use of a skill: 100 XP.

Use of a class skill: 10 XP.

Making an Antidote: 1 XP per gp Cost.

Making a potion, substance, or poison: 1 XP per gp Cost.

Researching a potion, substance or poison: 100 XP per day of research.

Creating an alchemical device or construct: 100 XP per day of work.

Gain an alchemical laboratory: 1,000 XP.

Success at researching Detect Metal: 7000 XP

Failure at researching Detect Metal: 3500 XP.

Produce Philosphical Sulfur: 1500 XP.

Produce Magic Oil: 1500 XP.

Produce Philosophical Salt: 3000 XP.

Produce Water of Wisdom: 3000 XP.

Produce Great Water of Emerald: 1500 XP.

Produce Alchemist's Emerals: 1500 XP.

Produce Great Water of Sulfur: 3000 XP.

Produce Alchemist's Sapphire: 3000 XP.

Produce Great Water of Ruby: 4000 XP.

Produce Alchemist's Ruby: 4000 XP.

Produce Great Water of Diamond: 4500 XP.

Produce Alchemist's Diamond: 4500 XP.

Produce True Lead: 3000 XP.

Produce Lead of Mercury: 3000 XP.

Produce Star of Iron: 4000 XP.

Produce Mercury of Iron: 4000 XP.

Produce Star of Copper: 4000 XP.

Produce Mercury of Copper: 4000 XP.

Produce Star of Silver: 4000 XP.

Produce Mercury of Silver: 4000 XP.

Produce Star of Gold: 4500 XP.

Produce Mercury of Gold: 4500 XP.

Produce Star of Platinum: 4500 XP

Produce Mercury of Platinum: 4500 XP.

Produce Fixed Mercury: 4500 XP.

Produce Mercury of Mercury: 4500 XP.

Produce Philosopher's Stone: 5000 XP.

Produce Elixir of Life: 5000 XP.

Produce derivatives of The Elixir of Life: 3000 XP.

Produce Great Fire: 1000 XP.

Produce The Seeds of Metal: 3000 XP.

Produce The Great Work: 6000 XP.

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ALCHEMY

Alchemists have various skills, not all of which concentrate on making potions in a laboratory. They must learn skill which allow them to do prospecting, trading, the building of technical instruments, and sometimes smuggling, espionage and combat training. It all depends on what the given alchemist's background and training orients them toward. The following list of skills includes more than any one alchemist could know. Choosing from the skills and advancing them through levels gives a player a range of options for their characters, from low level through to higher levels.

Examples of alchemical products follow the alchemical rules. These could be used in a game without using any of the remaining. If you do use the Alchemist character class, these products may serve as a set of examples other alchemical products. Each should have a creation time, creation cost, lab requirement, and associated risk associated with it. Special considerations which may be involved are: special materials required (see the list of special materials), special lab instrumentation, danger in storage of the alchemical product, limited duration of the product.

A comprehensive list of types of alchemical product are included in the Alchemist rules. The number of actual "recipes" known to Alchemists in any gaming world, or in any part of it, should be limited, or else a situation of too much alchemy being used in the game will result. A higher level alchemist will of course be able to research his or her own techniques.

Generally costs figure relatively into whatever social context in which Alchemists take part. To include costs is risky, as it is difficult to take the time to adjust each and every cost to fit another scheme. In the following assume that the cost to a family to live for one month would vary from 10 to survive, 50 to maintain a minimal household, 250 to live in luxury and more still to maintain an elite existence (say 500-1000). The costs to produce a batch exceed a normal person's budget. Note that the alchemist will generally sell each dose for the cost of the entire batch, to cover costs. To obtain funding, the alchemist will frequently need to go into debt.

Types of Product
Min Lev
Typical Uses
dose/batch cost
time to make
solvency
Poison
1
Toxins, Mystic Agents
25-100
2d4 days
3d6 weeks
Essence
2
Magic Perfumes, Psycho-
20-150
2d6 days
3d6 weeks
drugs, Sensitive Substances
Substrates
3
Explosives, Triggers, Fuels,
50-180
2d10 days
d10 months
Insulators, Environmental
Modifiers
Ointment
4
Balms, Food/Bio Substitutes,
60-150
3d8 days
2d6 months
Antivenin/toxin, Insulators
Philter
5
Emotional/Mind control,
120-250
3d10 days
3d8 months
Illucinagens
Salves/Oils
6
Anti rot, poison, disease, etc.
150-210
6d6 days
3d10 months
Healing, Magic Sponges
Elixir
7
General magic power,
180-280
6d10 days
3d4 seasons
releaser
Tincture
8
Technic/element control,
200-360
d6 weeks
d4 years
Transform material, Solvent
Extractions
9
Special Materials - Strong
190-500
d8 weeks
2d3 years
and Magically Reactive
Powders
10
Contained Magical Effect:
250-1000
2d6 weeks
2d6 years
External (Dis)Enchantment
Potions
11
Contained Magical Effect:
300-1000
2d6 weeks
2d6 years
Internal (Dis)Enchantment
Descants
12
Neutralizers, Magically
500-1500
3d10 weeks
50 +d50 yrs
Active Materials
Necrostractions
13
Animated/haunted objects,
1000s
3d6 months
permanent
Tailored life and other horrors
Vivocultrance
14
Twisted Horticulture,
1000s
3d8 months
permanent
Mutation, Advanced Healing,
Special Breeding, 'Sentient'
Substances, Controllers
Ubiquivence
16
Shadowstuffs, Universal
10000s
6d8 months
permanent
Solvent, Life Stimulants

Laboratory and facilities: Cost around 100 per level to set up and 1/10 to 1/2 of that each active month to equip and maintain. Less or more will effect the success rate for brewing up alchemy in the lab, and change the danger of lab work. Accidents may destroy or merely damage labs.

Containers: Cost 1/20 to 1/2 the price of the alchemical product. This means that the materials used will remain efficacious for later production and the next identical job will not take as long to set up. It also allows the alchemical product to remain potent up to 50% longer and reduces storage risks by 1/2. Paying less makes these bonuses less. Using no storage at all reverses the bonuses into penalties (lasts 50% as long, storage risks increased by 1/2.)

Materials: Included in the cost of production (1/2 to 3/4 of it.) Availability will vary given the resources of the region (and the market conditions.) Local mining and gathering industries provide most of the materials, but more likely a procurer, merchant or middle man will wholesale the basic commodities. Rarer, more efficacious magical ingredients and specially crafted instruments must be sought by the Alchemist personally. This may cost more in time and effort, but once found, the source will usually meet their needs of production.

Record keeping and Scholarly requirements: Large scale alchemical endeavors require a certain amount of bureaucracy to manage the complex inventories, schedules, suppliers, accounts and care of the goods. Even a small scale operation will require a clerk or two. This is a source for either problems or increased efficiency. Research skills and technical record keeping skills are key here.

Secrecy and Espionage: Alchemical work can be very profitable and often requires very large scale operations and investment. This leads the practitioners into secrecy. As the products, if made well, differ in no way no matter who produces it, Alchemists go to great lengths to protect their methodological know-how, as well as stock, sources of materials and tools. They also spend a certain amount of time spying on each other and reverse alchemizing their competitors' products and trying to outdo each other on the business end.

Skills: Prerequisites are listed in brackets. [4,6] means skill 4 and 6 are prerequisites. Start with 3 skills, gain one per level +15% accumulative of a second skill. (For example 15% at second level of a second skill. If it is not rolled, 30% at third level. Say this number is rolled, then 15% chance of a second skill gained at fourth level.)

  1. Recognize valuable materials - Natural, precious and alchemically active stuff. 60% + 3% per level over.
  2. Gathering - Get useful/valuable materials directly from accessible placement in the environment. [1]
  3. Mining - Extract useful and valuable materials from the environment. May require a great deal of manual labor and installation. First 3 levels, this allows one to mine effectively or lead laborers. 4-6 one can help to install mining equipment. 7-9 one can design mining equipment needed for the task, and have it built. 10 and up, one can design the entire mine. [2]
  4. Prospecting - Hunt for available and potentially mineable alchemical resources. [3]
  5. Refining - Make generally useful stuff pure and readily workable in alchemical productions.
  6. Special containment - Adds a bonus of 25% +5% per level over to safety and duration for alchemical and active or volatile ingredients.
  7. Forging - Allows materials to be shaped into weapons, armor, tools, architectural components, even jewelry.
  8. Artificing - Make objects or devices with stored and dischargable alchemical power. Possibilities include vehicles, weapons, environmental systems, detection equipment, magical field generators (offensive and defensive,) automata, alchemical production tools, refineries, mining equipment, agricultural stuff, siege engines, etc. [7, technical training]
  9. Follow Formula - Take materials through a production sequence and make a viable alchemical product.
  10. Enriching - Allows the formula to be optimized (longer duration, less cost, safer to produce, slightly different results, etc.) This only comes with experience. Figure that one of the above allowed per level over the time the alchemy was first available. [9]
  11. Experimentation - Variations of formulas explored - costly, dangerous uses lots of materials, but new modified formulas possible (beam not cone, etc.) The alchemist can do this only 2 levels after an alchemical form becomes available. [10]
  12. Researchology - Come up with entirely new formulas. Must be at least 3 levels over the level needed to produce similar products. [11]
  13. Magic Analysis - Basically reactive stuffs resonate with the presence of magical force. Base chance 30%+5% per level picking up on it, learn d10% per 2 levels. Bonuses for good or appropriate tools. These tools must be designed by the alchemist.
  14. Analyze Alchemical Product or Reaction - Learn d100% about a product within one's scope (+15% per level over, -15% per level under needed to make the product.) Base chance is 60%. Somewhat dangerous, expensive and time consuming (figure an hour is needed, at the minimum.) [13]
  15. Field Laboratory - Allows basic lab work to be done with portable stuff. Success chance very reduced, time and risk elements the same. The stuff made is often crude, not as potent.
  16. Clerical and Organizational skills - Required for large organizations, dangerous to lack even for small ones.
  17. Large Scale Operations - A refinery, production facilities with assistants and so on. Allows work to be delegated, without quality suffering. Requires (good) assistants. Size of manageable operation depends on how many levels this skill has been developed, not more than one per level squared. [16]
  18. Field Improvisation - Substitute one element for another, use crude tools made from local or found materials and so on. Very advanced, dangerous and imprecise. Chance of success is -33% (+2% per level over). [1, 11, 14, 15]
  19. Defusing - Counter active or latent alchemy with sponges, solvents, etc. even if the solvents are not specifically prepared for that alchemy. Requires analysis before hand and some risk. Alchemy can 'detonate' 35% - 3% per level +13% per level of alchemy over the alchemist's. [6, 14, 22]
  20. Demolitions - Knowledge of structures and destructive forces allows the alchemist to demolish. Chance of success needs adjudication. Figure that the first 4 levels involve destroying walls or bridges, then buildings, then fortifications, and finally entire installations.
  21. Ballistics - Skill of indirect fire, propelling objects over great distances.
  22. Make Lab Equipment - Create, repair, manufacture and research implements. Without this skill damaged equipment must be replaced or a repair person called.
  23. Trading Skills - Buying, selling, bidding, contracting, suppliers and clientele. Note that this will gain a business advantage on average of 2% per level, three times that over those with no business background at all. One can always 'role play' business transactions, but this percentage should be a guide. Others with greater trading skills will have advantage over the alchemist.
  24. Espionage - Paying off assistants (gauging loyalty), deciphering, using thieves to get data and samples, picking through the refuse after a competitor's shop has had an 'accident.'
  25. Damage control - Minimize disasters in labs when the process goes wrong. This skill gains a bonus of up to 25% if that cost is added to the upkeep of the lab at the time of a given experiment or project. The effects of a disaster can be reduced by a tenth + a tenth per 2 levels over the minimum needed to work the alchemical product. [14]
  26. Cargo and Transport skills - Manners of transport, security meanwhile, risks from terrain and moving goods, how to protect volatile stuff. Chance of having an accident varies by terrain and vehicle used. Could be as
  27. Battlefield skills - Area effect use, cover, missile weapon knowledge, mine field techniques, siege engines, military engineering concepts.
  28. Lab security - Encrypting notes, preventing and detecting defection by assistants and colleagues, using locks and traps on laboratory entrances and storage places, using misleading elements, preventing magical scrying, counter espionage. [24]
  29. Expertise - Add 3 levels to 'expertise levels' in other skills, distribute as desired.

Notes on Production (and other lab work):

Alchemists have several demands placed on their work. First, getting formulas, materials and lab equipment. Next, setting up a lab and securing it. Then finding a market for his or her work (to fund it.) Only then does the work commence. Most important to the alchemist is to protect his or her life (as alchemy is dangerous), then the lab and the materials on hand (costly to amass), and finally the current project (which will most likely pay off the debt incurred to undertake the project in the first place.)

To cut corners can save time and cost, but it increases lab risk and the chance of a bad batch. On the roll to be describe below, the following modifiers apply:

time taken
hasty (1/2)
rushed(2/3)
normal
slow(4/3)
painstaking(2)
-30
-15
0
10
15
material cost
minimal(1/2)
stingy (2/3)
normal(1)
fine(3/2)
rare/best(2)
-25
-15
0
10
15

Amount Produced Level of Alchemist - Level required to produce
below -5
-5 -> -4
-3 -> -2
-1
0
+1 -> +2
+3 -> +4
+5 -> +7
+8 -> +10
+11 -> +15
beyond
none
1
1
d2
d3
d6
d8
2d6
3d6
4d6
as desired
(50% = 2)

Lab condition can modify up to +/-25%, large scale operations to -35%, material quality to +/- 15%, +5% per level over needed to produce, -10% per level under.

Effect of work
Roll
Accident %
Dud %
Special %
-50% or less
95
95
none
-31 -> -49
75
80
none
-16 -> -30
66
75
none
-6 -> -15
50
66
none
-1 -> -5
33
50
none
0 -> 5
25
33
1
6 -> 15
20
25
2
16 -> 30
10
20
2
31 -> 50
5
10
3
51 -> 70
3
5
4
71 -> 85
2
3
4
86 -> 95
1
2
5
96 -> 100
none
1
6
101 -> 120
none
none
7
121 -> 150
none
none
8
150 and up
none
none
10

Laboratory accidents: These are completely random - Roll:

  1. Equipment to used for this process damaged 1-100%. Must be fixed or replaced.
  2. As above, completely destroyed. Damage done to those within 5' = 1/10 effect or d6/3 levels.
  3. As above, but all equipment in lab.
  4. As 2, but only for stored materials in the lab.
  5. As for 1, but % of the lab, including stored materials, records, structure, equipment and destructive effect. Roll 1/2 level as d6 effect in a 3d10' radius, and d3 per 3 levels in shrapnel. If it is not obvious what type of effect, roll (1). fire, (2). cold, (3). lightning, (4). sonics, (5). acid, (6). poison gas, (7). crush/shockwave, (8). disintigrate, (9). sand (elemental erosion), (10). combination of two.
  6. Alchemical product, or variant released in a bad way.
  7. Materials corrupt in their worst case way, releasing appropriate effects.
  8. Site is contaminated magically, 20% chance of being alchemically "sterile," otherwise -d20% permanently.
  9. Alchemist contaminated, warped, as per elements involved, cumulative +d3% chance of insanity.
  10. Delayed reaction (33% above, 33% dud work, 33% works, but result is

(1-25%) unpredictable, magical effects modified - unknown

(26-50) volatile, may go off at any time or by specific & unusual triggers.

(51-75) short duration, only lasts a fraction of normal duration, loses potency.

(76-00) leaks 'radiation,' depends on elemental makeup and intended effects, always harmful and polluting.

Special effects when rolling to produce stuff. Note: -1% chance of a special roll on a given process each time that a special is successfully rolled.

  1. Make % more than expected.
  2. Discover a way to reduce time by 3d10% (with this process)
  3. Discover how to reduce cost by 5d10% (with this process and these materials)
  4. Discover the precautions to reduce risk by 2d6% (this process)
  5. Improve lab condition +5 generally, +10 for this process. (Only 3 improvements may be made to the lab, in general.)
  6. Gain a +3d10% knowledge of either this process, type of effect or the materials involved
  7. Improve the results duration by 2d6 times
  8. Discover d4 variations to the formula (requires minimal experimentation)
  9. Discover a way to cheaply refine materials (-d50% cost) with excellent quality (+2d10%)
  10. 2, 3, 4 and 7 above
  11. Choose any three from 1-9, no duplicates
  12. Discover a new formula (requires minimal research), with +d20% bonus to time, cost and risk.

Availability of Materials, Equipment and Formulas: I suggest that these are determined by a game master by answering a sequence of questions:

(i). How major an alchemical 'industry' exists in the region (world, nation, province, city...)? Which? Examples: poison, fueled engines, explosives, healing, illucinagens, sensitives, internal potions, magical materials...)

(ii). For the list of major types, and minor ones (see list above, and the one that was prepared), list the major 1-5 producers in the relevant major regions. Make up names for them, and include a brief description of (a). who or what their supplier of materials and equipment is, (b). what are their affiliations, (c). what is their major aspiration, (d). what is their major challenge at this time (family feud, debt crisis, rivalry with another, etc.) With this information it will be easy to fit a new up and coming alchemist into a bigger context.

(iii) List somewhere between 3 and 10 PRODUCTS of each of the major types and 1 to 4 of the minor types that are commonly known and available on the market. Who produces them? (The top items should either be competitive or jealously monopolized.) Leave one or two unused. These are discoveries waiting to happen.

(iv). For each product listed, consider the components and equipment needed to produce the materials. This is where the majority of the professional concerns of an alchemist lie. Think about material problems, storage considerations, manufacturing risks, legal considerations, the market, hostile competitors. The easiest way to control the access of alchemy to the world in general and to alchemists in particular is through scarcity of the components used for alchemical products. List the rarity of components, you might use a one to ten system, one is common, ten is rare:

  1. available locally, refined
  2. as above, but only through special suppliers or agents
  3. as above, but through special orders (need to prepare some each time), long delays
  4. either as 3, but unpredictable, or limited source with competitors drawing from the same
  5. available only through a long, tenuous trade route. Unpredictable and possibly low quality
  6. as 5, but complicated by border laws, competition or banditry
  7. only specifically obtainable, from far away, requires political maneuvering and connections + long trade route.
  8. only a limited or single source, or one stockpile in existence, fiercely competed over or secretive, must be dealt with
  9. directly
  10. unknown source, requires a hunt and personal involvement
  11. as 9 but not even in the same world/universe (requires interplanar travel and perhaps even years of searching)


Alchemical Products: ideas and examples -

1. Poisons and Toxins: These may be gums, fluids or powders. Minimum level: 1, Production cost: 25-100, time: 2-8 days, Solvency: 3d6 weeks.

  • Toxins: Classic poison does damage in d8, say 2d8 + d8 per 3 levels of alchemist over first level. Effects could also cause biological reactions such as nausea, blindness, paralysis, unconsciousness, disorientation, confusion, weakness.
  • Mystic agents: Administered to a living being these do small magical assaults, ranging to major and complex ones at high level. See the appropriate form of magic for the alchemist's temperament. Spell casting competence is one level of spell for every three alchemist levels, the first level able to use a new spell level, the effect is half strength, the second at three fourths strength, and lastly at full strength. This allows for magical sleep potions, charm powder, web pellets, etc.

2. Essence: fluids which become a gas. Minimum level: 2, Production cost: 20-150, time: 2d6 days, solvency: 3d6 weeks.

  • Magic Perfumes: Fragrances have field and presence effects, usually interpersonal. Raise or lower "reaction rolls", set the stage for confrontation, seduction, being ignored, rational discourse, etc. It may be specifically brewed for one individual to placate, influence, distract, put in some particular mood or state, etc.
  • Psychodrugs: Cure or cause: insanity, delusions, insensateness. Implant or distill out of blood: memories, minor psychic abilities or magical affinities, internal awareness, skills, psychic resistance. Interrogation serums, will diminishing doses, temporary knowledge (language, plan/information, cultural familiarity, how to cast a particular spell, etc.)
  • Sensitives: Do basic detects, either glowing in the presence of what is to be detected, or more sophisticated. In the field experimentation may be done, with the proper materials and tools, to research a particular detect and get detailed information. For instance, a detect undead rig may allow an alchemist to determine the power of the undead "presence" its direction within a limited range (say 500') and the numbers of undead involved. He might also gain information as to the type of undead. Roll 60% + 3% per level over for detects, and d10% information per 2 levels of researcher (bonuses of up to +20% for good equipment, +20% for familiarity with the subject in question, +20% if more time than required is used.) Typical field studies require at least 10 minutes.

3. Substrates: Unstable solids. Production cost: 50-200, time:2d10 days, Solvency 2d6 months.

  • Insulators: for packing alchemical stuff to preserve it, keep magical forces and people from detecting it, keeping it safe from magical forces and trigger effects (particularly!). Also: gas masks, environmental protection gear, flash protection visors, jumpsuits for protecting against one form of magic (10% per level), and so on.
  • Environment Modifiers: Make a climate, type of air, etc., in an enclosed region (at low levels this must be contained in a suit or box, at high levels it effects unbounded spaces of limited radius.) Mists, dust clouds, ice patches.
  • Fuels: Special direct use fuel (lamp oil, firewood, torches) that have enhanced longevity and other magical abilities (as with a different alchemical power. See Mystic Agents above. A spell of one level per 3 levels of alchemist may be woven in.) In the case of Alchemist skill (8): Artificing, this makes the required energy source for the machinery.
  • Triggers: Causes stored magical energy to release, either in a controlled way or completely. Delayed triggers = fuses. Wand/rod/staff dischargers, scroll fuses, trap triggers, magical item power sparkers.
  • Explosives: At first merely physical (possibly with shrapnel), later with a magical attack form (see General Magic notes for magical attack forms. Add +3 levels to the minimum for mages to find the minimum level for use by alchemists. A Fire Bomb, for instance, will do d8 per two levels of alchemist, and the alchemist will need to be at least 8'th level to manufacture it.

4. Ointments: Jelly. Must be administered to a being over the course of a minute. Minimum Level: 4. Production Cost: 75-250, time: 3d8 days, Solvency: 2d6 months.

  • Balms: Remove - pain, fear, confusion, enfeeblement, slow, shock, etc. Only minor, temporary effects (none like paralysis, blindness, mind control, etc.)
  • Food/Bio Substitutes: Alchemeals, blood replenishers, limb fashioning putty (temporary prosthetics), woundfill (temporary healing/life support), water/drink pills.
  • Insulators: As (6) but can give physical protection vs. elemental attacks, force (armor bonus), to contact attacks (slimes, priests), or to glue/slippery effects.
  • Antivenom/Antitoxin: These negate natural toxin damage (generally) or a specific type of magical/alchemical toxin. One die per 2 levels (general), one die per level (specific: as in all paralyzing poisons). These stop the effects from continuing and increase recovery time for the already manifested effects. A higher level effect (as a Potion, Level 10 minimum to produce), is an Antidote. This cures the damage that has already been done, as well.

5. Philter: fluid. Minimum level: 5, Production cost: 120-300, time: 3d10 days, Solvency: 3d8 months.

  • Emotional/Mind Control: Rapture, Despair, Fear, Desolation, Disillusionment, and so on. May influence in these regards, or incapacitate. Mind Control includes specific preprogrammed commands or receptivity, or perhaps mental states (pacific, selfless, complete surrender, uncompromising, as examples). They may also include an IDEAL to which the person will adhere, something to be loyal to for the duration of the effect.
  • Illucinagens: Allows one level of Illusion magic effect per 3 levels of alchemist, as per Mystic Agents. The effects only manifest for those into whom this material is administered. Must be completely defined and specified at the time of production. This is in contrast to most Illusion magic which allows the Illusionist to fashion it impromptu at the time of casting.

6. Salves/Oils: Viscous fluids. These require d6 mt of covering a surface before they take effect. Minimum Level: 6, Production cost: 150-400, Solvency: 3d10 months.

  • Healing: Promote healing (3% faster per level) and stop all effects yet to come from topically administered effects. Healing IN GENERAL can be done 2% faster per level. Specifically for one type: as rot, decay, poison, disease, acid/base, transformatory (slime,) psychotoxins, undead spiritdust, etc. In an oil form, a being or garment may be soaked to temporarily imbue with protective qualities (5% per level, that much damage reduction.)
  • Magic Effect Sponges: The more specific the more efficacious, general magic (3%, 2 pts.), type of magic (4%, 3), specific effect (5%, 4), specific time/caster/place (8% + 1% per item, 5 + 1 per item). Has an absorbing effect on magical force. The absorbed material can be reused as powders with some alchemical treatment (see [26]). Force must be external (beam, bolt, radius, cone, field, environmental, etc.) not internal enchantment - as "explode." Object or being so prepared reduces the effect of the damage by the above percentage, up to the maximum number of points.

7. Elixir, minimum level = 7.

  • - General Magic Power: The base material for transformation into other alchemical substances. Must be manufactured or purchased for alchemical work. Specifically prepared it can provide a spell casting magician with extra mystical energy (as in a small shot to drink while casting such and such a spell, or an urn filled with it to douse some conjuring tool in during a specific incantation) +3% energy per alchemist level or so.
  • Releaser: The philosopher's stone. Reduces magically composed objects and substances into their potential, thus releasing their effect. Has the following uses
    1. Studying and discerning the properties of an unknown alchemy (can release a minute fraction - if successful, see below.)
    2. Trigger - can be made as fast as a mt or as slow as months.
    3. Overcome inhibitory agents, fields and allow magic out.
    4. Can be used with dangerous or volatile stuff to separate into 2 recombinable substances, put them together to activate.
    5. Slowly bleed off a potent magic (not necessarily alchemical) for use or merely to deplete it. Power is on the order of Sponges, listed above.

8. Tincture: Fluids, resins. Minimum Level: 7

  • Elemental control: fire, water, earth, air, Technics - see the general magic spell. Add to this substance (i.e.. make a lot of fire out of a little). Note: volatile alchemy, it can cause violent effects from accidental release up to d8 per level of alchemist (roll to see how severe.) Best used slowly and in calm, otherwise accidents are possible (worst case = 50% - level x 3%).
  • Transformation: Change materials from one specific nonmagical substance to another. (Note no refined or tooled materials can be produced, though refined materials may be used as the source. Also, no living matter may be the source or product.) The quantity of product per wasted raw material is greater the stronger the material. GUIDELINES: Gems (0.01%), Metals (0.1 to 1.0%), Hard stone (1%), Normal Stone (5%), Porous Stone (lava rock, etc.) (10%), rubble, stones, lint (33%), sand (50%), mud/dust (100%). This fraction applies to both source and product: ruby to mud is as bad as mud to ruby. One gem to another would be almost useless. The remains, (untransformed) form a muddy mixture. Extracting products can be costly and time consuming, and unless the transformation is done in a laboratory, the product is often broken up into little fragments. In a lab, the products can be fashioned into a particular shape. 10 cubic feet per level, ideally. Roll d6 + 4 in the field. Takes at least 5 minutes.
  • Solvents: Break down materials as above, to a muddy oil. It does this much faster (d10 mt) but the effect lasts only for minutes, at which time the material reforms! This may also be used to dissolve a particular form of elemental magic that has been controlled (as with a tincture of elemental control.) Used with a MATRIX the oily dissolved matter can be reformed. In other words a wall of fire could be rearchitected with the right tools, or mists recongealed into floating letters (one would need a set of 'type faces') Roll as dispel chance.

9. Extractions: Solids. Minimum Level: 8

  • Special materials - magically strong: Mix with specific materials and get transformations. For instance, shaped clay can be transformed into steel with the magical property that it is resistant to steel and will not allow teleportation in its proximity. Water can be made to stop all astral and negative material (forms a barrier to noncorporeal beings.) Sand could be made into a tearproof cloth. The strength must be adjudicated, with the following trade offs: advantages STRONGER, LONGER DURATION, disadvantages MAX. AMOUNT OF EFFECT IT CAN STOP/EXCLUDE, CHANCE OF SUCCESS, could be merely RESISTANT rather than PROOF.
  • Special materials - Strong magically reactive: Materials with latent powers that react with magic to achieve their results. The power of the effect must be limited to full power of a particular form of magic (elemental and derivative) of alchemist level -5, less 10% effectiveness or (you choose) chance of working per level over.
    Typically the effects MAP one form of magic in a specific way. Maps can include:
    1. Concentration: lessen radius,
    2. Diversion: changes target,
    3. Dispersion: widen radius, scatter effect,
    4. Reverse: turn on source or caster,
    5. Agitation: make control difficult and fumble unlikely,
    6. Attraction: draws force to itself,
    7. Wild Current: draws (d6-1) times the charges/points, for 1/3 that bonus,
    8. Lingering Pocus: attack, sustain, decay, release - control timing of effect.

10. Powders: Minimum Level: 9

  • Contained general magical effect (field, cone, radius), radius enchantment, not internal: An alchemist specializing in a particular elemental type can make powders of that form <as spell> of -3 levels of caster, of each additional 'specialty' know, -1 level in each (up to 3), or general only at -4 levels. This is the 'classic alchemy' of such items as 'powder of invisibility', slip or itching powder, and so on. For targeted spells, the powder must be applied to the victim. No bolts or beams, though regions are OK (see above.)
  • Covering (dis)enchantment: Disenchantment equates to a general dispel magic at -3 levels, a particular type at even on, a particular spell at +2, and a particular enchantment at +5. Enchantment on the other hand allows a specific form of enchantment over beings or alternatively, objects. The control of beings would be paralysis, muscle spasm, stone flesh (+ to AC, - to speed and agility,) 'golemization', shape change. To objects animation, flight (say a carpet,) assembly (weeds become a hut,) control (all items in a room, a set of armor, a ship's mechanical equipment.) Minor elementals can be evoked as well.

11. Potions: fluid, must be drunk, requires d3 mt to take effect. Minimum Level: 10

  • Contained magic effect (internal): See 26, but the effects are internal. Any spell may be transferred.
  • Internal conflict: allows enchantments, possessing entities, etc. to be fought. Resistance roll allowed is at +5% per level of alchemist, or +1 to saving roll die.

12. Descants: solids. Minimum Level: 12

- Neutralizers: See the effectiveness guidelines of Sponges(Salve/Oil) above. Unlike Sponges, neutralizers do not get used up. If they fail they are diminished by d10% per 3 levels of caster. If they succeed, the magic fizzles out. Radius of 1' per 2 levels or magic passing through. Can be utilized by a trained alchemist so that the effect seems to have worked for d6 mt. If it works against a particular caster or item's effect, it will always work against it.

  • - Magically active materials: of a general magical sort, such as portable
  • holes, magic mirrors, portable dimension doors, wand rechargers, etc. There are two general types, passive and active. Ideas for passive (continuously available, though for a finite life span or limited number of uses):
    1. Resistant, to a particular form of ambient magic (as detects, presence, triggers) 5%/level.
    2. Resonates, detecting a particular type of magic 100%-3% per level under 20th. Roll % of that chance = amount learned after 3d4 minutes of study.
    3. Memory, records sounds, movements, spell casting, images, actions in an area for later scrutiny.
    4. Trigger, selectively upon detecting particular person/action/force/etc.
    5. Mask, magical (potential, not active) of an entity or object (to nothing, or AS something).
    6. Storage, allows less volatile store for alchemical materials, can have passive applicator functions (constant exuding, splash when touched)
  • Ideas for Active magical materials. These have a limited number of charges, or can only operate for a finite amount of time with charging up intervals between.
    1. Resist active effects.
    2. Produce sound, magical activity as if a "group" were active.
    3. Applicator - propels, pourously exudes, jet nozzle, eject, magically sharp pierces, etc. alchemical stuffs.
    4. Emit magical force (fire, cold, acid, wind, etc.)
    5. Material property - hardness, sharpness, size, weight, shape can be controlled.
    6. Exude basic components used to concoct essences and substrates.
    7. Animation (walking, talking, etc. though without any capacity for thought.)

13. Necrostractions: Minimum Level: 13.

  • General: A strain of necromancy involves alchemy. See the necromantic "spells" such as Embalming, Zombie Toxin, Reanimation Serum, Ambulthembok's Desercastion, Dread Bloodpooling. Use of this alchemy does of course entail necromantic risks. Alchemist is as -5 level necromancer.
  • Animated/Haunted objects: Anti life and necrointellect suffuses objects. In a (hopefully) controlled fashion, ropes become python sentries, curtains fly giant ghost bat reconnaissance, a gob rises as a multilimbed shambling assassin. General malevolent versions with unknown effects are possible, or carefully prepared and programmatic versions (must use previously arranged materials for best results.) These creatures may have magical/undead abilities.
  • Tailored life and other horrors: Living hosts for undead parts. The former are used up. The latter are controlled with a very simple set of directives or by a sophisticated necrointellect (if the alchemist fails or omits to control the soul parasite.) The effect is hidden from all, including the host, who will "on occasion" manifest, then remember nothing. With each "use," the chance that the victim will fall apart (totally or fully) increases. The rate depends on how powerful and perverse the soul parasite.

14. Vivocultrance: modified plants and their products. Minimum Level 14.

  • Sentient substances: Yes, honestly, objects can think. They lack intuition unless patterned after an entity (takes d12 months). Combined usually with animation (see magically active descant, [7],) or twisted horticulture (see below.) The intelligence is usually 1/2 user level (6= ape, 7= idiot, 8= limited person, 9= below average, 10= average.) Greater intelligence is available only if the intellect is not general, but merely focused on one single domain. In this case, intelligence equals caster level. The obedience of the entity is assured (as with automata) unless, by accident, the object gains a lifeforce (d3 + 1 usually.) In this case it has its own spark of life, creativity and fate. This will be secret and possibly merely latent. Could result in true loyalty or rebellion. Generally has a low total active duration or very little active time per interval, unless "alive," then the activity is limited by the lifeforce (once it becomes expressed.)
  • Controllers: Idea serums (living material) can be added to people, animals or 'sentient' plants and provide a disease based form of mind control. The victim's actions and will are mandated, while the victim's intellect works to make it happen. Can remain hidden for quite a long time until triggered. Damages the victim physically and psychically, even while inactive, and this can provide a clue as to its continued threat.
  • Mutation: Warp living tissue into marvelous new forms. Note this may allow or entail psychic mutations and insanity to control these new 'parts.' Life force is often reduced.
  • Special breeding: The alchemist prepares animals through generations of breeding, diet supplements and assisted fetal development. The progeny become faster, smarter, larger or exaggerated in some respect. They will possibly even have a magical capability (see descant-Materials, above, for ideas.) They will breed true only with others of the same strain unless the alchemist assists. Otherwise 80% chance of a lame runt, 20% of only 20+d50% abilities and qualities. The progeny is 10% fierce and untrainable, 5% slothful and unmotivated. Otherwise, they can be bread for obedience (how successfully, though?)
  • Twisted Horticulture: The sky's the limit here (Jack.) Imagine the horrid hedges and mighty flower arrangements here. The potent herb garden and the roving carnivorous forests. Can be bread for physical capabilities or even magical qualities. These entities always have their own will, they cannot be trained or subjugated except through force.
  • Advanced Healing: Grow organ replacements, limbs, even spines. The process requires the recipient's tissue and 3 to 10 weeks of implant and bathing in special enzymes. Note the new portions have their own lesser life force, aging faster, more susceptible to magic and undead attacks and will not share in general transformation. Could also involve other 'enhanced' parts such as claws, stingers, wings, body pockets, gills, you name it.


15. Ubiquivence: Minimum Level: 16.

  • Shadowstuffs: Semireal agents, beings, substances. These lack essence which can only be "won" for them on the Shadow Plane. These creatures can take on almost any form/role, though usually as completely nonmagical beings or objects. Often this material provides indistinguishable replicas of beings.
  • Universal Solvent: Breaks any substance down to elements. These may be collected, reconstituted, recombined, alchemically studied, utilized and safely destroyed. Note though that some substances are very difficult to handle or destroy, and can even recombine through their own force!

Life Stimulant: Applied to a 'vessel of life,' perished in less than d10 minutes +1 per level of alchemist, the ubiquivence restores life (see resurrection chance and rules.) Note, if time has elapsed, this stimulant has necromantic effects!



The rules above helps to come up with alchemical commodities. Those below, however, do not directly 'fit into' the system described. Designing alchemist's works allows the player great freedom. The rules should provide inspiration and a sense of proportion. The terms for products and so on may be adopted or ignored, as the game master wishes.


Ingredients:

The need for ingredients provides one possible way to enrich the use of alchemy in a gaming context. An alchemist would have to constantly remain on the look out for valuable components, possibly even making excursions to obtain them. The availability or penury of these substances would enable or prevent alchemical production. Finally, the materials have interesting properties in their own right.

  1. Kriyyuk: A clear dense fluid which forms beneath battlefields from bones and weapons in decay. A very active material, it is hard to obtain and difficult to keep. It must be distilled with sea water and iron webbing under starlight, and any sunlight, ever, causes it to become inert.
  2. Limnshrot: The char of the windward side of trees struck by lightning is a strong effervescent, with many air/storm properties. Easy to collect, it is also dangerous to store. In containers without a perfect seal it builds up a strong mystic-static charge.
  3. Sepril Quince: In deep mine shafts where there was silver removed long ago, a violet gelatinous mold occurs. The violet spores contain a universal sensitive agent, but without the suspended gel it is highly toxic in the long run (similar to gaseous mercury). It must be kept cool and moist or it putrefacts, releasing the spores.
  4. Turbid Globules: These oily beads have marble patterns within them which become active with heat. They function as a mixer for incompatible substances, and other diverse alchemical media. They are found in ruins where powerful destructive magic burned paint or patterned glass or tile. If crushed into other alchemical goods, these will often neutralize them.
  5. Wavefroth: The foam of sea water after a strong wind which is collected on a beach has excellent 'motion' abilities, as long as it is kept in constant motion until used. (It must be scooped up as it rolls in).
  6. Rayklem: Melted candle wax obtained in perfectly still air is a 'ubiquitizer.' It must be stored in a container lined with dust and left undisturbed, the more so, the better.
  7. Sikled Tint: The spine of icicles exposed only to twilight for successive days retains a gleam. These, cautiously trimmed while frozen to as near the spine as possible, may be melted to produce a strange and unpredictable sparkling fluid used in some alchemy.
  8. Plise: A highly agitated substance may be obtained from ancient dried blood on weaponry (the older the better). Exposed to skin it causes restlessness and ferocity. In psychic concoctions, it allows violent intrusions and effects. Must be sheltered from noise.
  9. Torrent Plume: Threads of feathers from aerial creatures that have never touched the ground become essential for all alchemy of prolonged flight or weightlessness. They will slip out of any seal and float away, except moistened clay pottery (must be kept from drying and setting).
  10. Seersilk: Aromatic results of burnt clean webs is a powerful substance. It will combine with other gases to form a filament, so it helps store and prepare alchemical components for use. It has other physical properties, such as lubricating locks for easier picking.
  11. Fairy Dust: This twinkling dew is often called dust because it retains its distinct twinkle despite mixing it with other fluids. It occurs around fairy magic, at the first change in natural light in magical areas, and it doesn't last long unless put into special crystal flasks.
  12. Tindergill: A small opalescent worm grows in the soil of magically active regions. The worm has a particularly shiny ring which can be seen only under firelight. If pulled from the ground, the ring may be plucked off (within seconds, only), this iridescent flake may be stored in pure iron. It will function as an active magical catalyst and storage material for any of many forces. It must be handled gingerly, because it may be 'charged' already...
  13. Linguiss: Shredded parchment with often read words, repapered into a drum and exposed to the vibrations of speech (specific chanting rhythms) attains a word magic property. Powdered it becomes the essence required for translation magic and communication qualities: constructs may only speak and understand words if this is added.
  14. Leggat Simmero: A small disk shaped stone found in surfaces exposed to extremely loud sounds for very long periods of time. The stone holds various sonic properties. It does not keep this long once it leaves the particular sound environment from which it originated unless stacked correctly in a well oiled bone container. If crushed or impacted, serious vibrations escape and the Simmero is ruined.
  15. Tarothyre: A bizarre substance of rare and unpredictable occurrence, red crystalline gourds which when sliced have mirrored segments. The first gazer within might have an oracular vision. Chips of this cause abnormal mental states when ingested, increasing the recipients general sensitivity. Without other mediating ingredients, the substance is toxic.
  16. Abyssium: This material occurs only along the walls of abysses, and is therefore difficult to obtain. It allows various metamagical qualities to be worked with by an alchemist (such as dispel magic or anti magic fields, as well as magic storage, and spell turning.)
  17. Prime Material: Found in places of creation. This is matter that has imbued in it the raw potential of any form.
  18. Effluvia: Debris found near gates.
  19. Knowgrist: found in the cracks of ancient libraries of mystic tomes.
  20. Ebonum: dissolved essence in water that has been in darkness at all times.
  21. Netherobelia: Parts of particular demons.
  22. Skorchmef: Active parts of a fire induced catastrophe, (natural fire).
  23. Exsanguinitic Positum: Certain remains of a battlefield.
  24. Site Siftings: Found along the great thoroughfares of ruined empires, as well as their civic centers. These powders have great MASS EFFECT enhancing abilities.
  25. Shuttlent: Found in places where captives were held far too long.
  26. Necrobilia: Parts of particular dead magic beings, or nonmagic beings. These are one of the most common ingredients used in alchemy.
  27. Elemental Tailings: From fire, water, earth and air effects of great magnitude, in some way enhanced by energies from the planes in question.
  28. Historiproxics: Some of the original material of which a history making object was made. The type of event may be specified (i.e.. metal of which the assassinating weapon of an usurper was forged).
  29. Spectroplasm: This excited material comes from the energy of death, either of living or unliving essences. It may only be collected by special religious/technological means. Spectroplasm may power a variety of techno-spiritual devices and is necessary in some alchemy.
  30. Variotope: A morphic metal found in areas of intense magical vulcanism.
  31. Subtractinct: Acidic moisture in concentration able to dissolve all save Orichalcum, found in areas of serious CANCELLATION effects as dew. It must be collected and concentrated to have any potency.
  32. Fluxors: Hard minerals with crystalline structure (tiny/compound) that emit any particular prismatic light, when arranged in the correct geometry. Many alchemical materials require laboratory instruments which function using these resulting magical energy fields. A very finely tooled mechanical apparatus holds the crystals in the correct alignment to produce a magical field. If this alignment is broken, it will no longer by useful as a device to produce alchemic-al materials, and it may explode, releasing dangerous magical energies. Fluxors are found in areas where places of magical power meet, (say between a mountain and a sea, where both are connected to some extent with an elemental plane. Or between a magical expanding swamp and an island which has been preserved through some spiritual protection.)
  33. Rarifich: At the center of a cyclone of a water spout or tornado, a vapor collects. This vapor, hard to collect, possesses great "purification" capabilities.
  34. Seemqueth: Massive illusions which last over time produces a semisolid at the roots of certain vegetation in the area. This adaptive reality trope material functions as a base for many psychic and illusion oriented alchemical concoctions.
  35. Morfium: Natural decay of "stoned" beings produces some 'dream matter.' Trolls are the best source of this. Used for mental alchemy and to imbue alchemical constructs with some (very small) measure of intelligence.

List of Alchemical products, examples and fun for the whole family

The purchasing prices that I include are relative to each other, but should be scaled appropriately to the economy of an individual gaming world. In the following list, purchasing prices indicate cost for those who buy the alchemical product, not the cost of production for the Alchemist.

  1. Norbile Winterquome: a toxin which causes slowing for d6 mt, save to -4 dex and agil only. Effects only nonmagical creatures. [100/dose]
  2. Womdass Trenchmusk: causes those hit to save (20 - CON/2) or "die" for d3 mt, and then attack and defense -4 the first round, -3 the second, and so on. Only the latter happens if a save is made. [250/dose]
  3. Devenomizer Grelk: up to 8 dice of remaining vemom in a being's system is reduced in effect by 50%. Allows d6 per day healing of all of venom damage. Applied by an injector stick with a tear shaped sack of white-green swirly goo. [50/dose]
  4. 4. Plunt: adds +2 to the damage done on missile weapons due to magical crunching. [20/dose]
  5. Voldami Demontears: Powerful toxin which causes a victim to burst cracks which bleed acid, doing 3d12 acid + d8 burst. Acid damage is 1/2 initial and the rest over 2 mt. Save is at -2, (to no burst), and vs. the acid (to 1/2 damage) is at -3. [450/dose]
  6. Funchstones: Used in a sling, they explode on impact for +d10 fragmentation. 25% chance of getting the full 10 points if a direct hit is made.
  7. Melkzo: Solidified toxin arrowheads that melt in a wound (if left in more than d3 mt, and do 2d8+1 poison
  8. Swalt: A shaker with powder that becomes a snow cone, 3d6 cold in a 20' by 10' area. Without expertise it will become a 5' r. blizzard around the user (roll DEX*3 without knowledge to be OK.)
  9. Squozo: A tube of paste that expands, 1" becomes 1' and it shoots 60" per mt (up to a 1/8" stream), with a range of 30'. A maximum of 600" within the tube. It hardens after expanding in 1 mt after squirting. It becomes a cracky whitish blue powder rock in 10 minutes, as strong as sheetrock.
  10. Acid flask: connect to a flexible weapon such as a whip, net, flail, etc. and bleeds for acid damage. Ability to splash it.
  11. Vortex gauntlets: stored wind spirals in reinforced gloves and wrist reservoirs. Allows controlled flight at 100' per turn, 30' max height. Requires practice.
  12. Engraver's Shards: These are made primarily of black jade, so they are very costly to construct. [300] They require 3 days to make. When they are rubbed vigorously together then exposed to a high temperature, the tip comes off and a 10' long by 3' wide cone of black shards sprays for 5 minutes. Each 15 seconds will dissolve one cubic foot of stone, for 20 cubic feet total. They are 8 inches long and an inch in diameter with a point at one end.
  13. Expando Phome: This blue-black gel will expand upon exposure to air to a 10' radius per oz. It expands in one mt, but is soft (like shaving cream) for another 19 mt. After that it will harden to a Styrofoam consistency. (During the soft phase it may be sculpted.) It lasts 3d10 hours, floats with up to 2,500 lbs. buoyancy per oz., and insulates against cold 75%. It requires 3 weeks of hard labor to aerate properly. [195 material cost]
  14. Frigigas: Upon exposure to air, it will freeze and form crystals. The damage done is d10 cold and d6 laceration. Each 1/10th oz makes a 10' diameter sphere of the gas. More gas does no more damage, but increases the radius. Damage is not divided among those in the cloud and there is no save (the effect is not magical.) Takes 3 days and [1800] per oz.
  15. Cussor Grenades: Each egg shaped/sized coppery egg is triggered by touching to a pitchfork (or at the precise pitch!), 1 mt later. They then explode doing d10 in a 5' radius, +1000 foot-lbs. telekinesis, d6 and 500 foot-lbs. telekinesis in a 10'r. The telekinetic shockwave does no extra damage, but it will throw all nearby away, (the distance is obtained by dividing by the weight of those within range. Takes 1 day and [250] to make, but 10% they will detonate, each, while making.
  16. Oslettik Poison: Does d8+1 magical chemo-electrical damage. It can be made directly by directing lightning through an icicle made out of dripping snake fat.
  17. Secherent Drops: One drop covers 5 square feet or one HD of slime with steel like hardness, remaining on the fluids surface for 10 min. It forms in 1 mt.
  18. Gastrap Granules: Spread out, or left lying in a pile (1 oz. will absorb a thirty foot cube or 35' radius of gas or mist. If there is more than this amount, it will proportionately thin out. This requires 1 mt with a 1 mt delay. Gaseous breath weapons effects will be absorbed 75% -5% per level of effect. Permanent.
  19. Dopplegoop: Clay of twice the volume of a given object is required, weighing 50 lbs. per cubic foot. An object is encased, left for 10 minutes. The hardened clay is carefully cracked open and the object is removed. They casting of the object is reassembled and a special oil is poured in, one drop per cubic foot of the object (or fraction thereof.) In d10 minutes, a physical replica of the original is created, with perfect accuracy. It lasts 21 days, but with none of the original's special properties.
  20. Grounding Fluid: One drop forms a 10' circle into which all airborne objects fall. Any missile weapons passing within 30' above the circle will fall into it directly. Flying beings must save or plummet up to 60' above. The effect lasts 10 minutes.
  21. Squeeze Oil: A spattering coats a living being, who can then squeeze themselves through gaps down to 1" per 3' tall. They may also wear garments or armor of those much smaller than themselves, slither through pipes, and so on. Movement in an elongated form is 10' per turn, and the only sense perception available comes from tactile senses. Accouterments are carried along as well.
  22. Hyperplosive Crystals: Kept in a box with hot coals, they will explode in a 5' r. doing 3d6 sonics and 2d8 fragmentation to all in the region once they are removed from the heat. Each point of cold detonates them 10%, unless insulated well (still 3% per point). Maximum of twice the effect in a 5' r., after that additional crystals add a 2' radius to the doubled effect.
  23. Veinfiber Drops: Each falls for 100', leaving a clear tube 1/10th of an inch in diameter. This will transmit fluids in either direction at the rate of a cubic foot per second (about 10 gallons), or 60 gallons per mt, for 5 minutes. Turns on and off and aims by gripping it in different ways.
  24. Necropoltice: A brew which causes the drinkers flesh to roil into foul gasses into ebony skull eye sockets. In one violent mt, he or she is transformed into a free willed skeleton for 10 minutes. Damage inflicted upon the skeleton is twice as severe to the drinker upon reverting to a living being when the duration ends.
  25. Miregel: Trailed in one's tracks, any who approach them within 20' and follow them for 100' must save or sink into the tracks d20 inches (or the ground nearby). The victim remains mystically immobilized for 10 + d10 hours, unless the effect is dispelled (a "7th level effectiveness" enchantment.) Lasts 1000' of footsteps per dose, and doses may be applied more than one at a time. The victim must know that he or she is tracking the one using the Miregel for it to effect them.
  26. Eyesalve and Song: One dose blinds the recipient, who then hums or sings and is able to sonicly perceive in the visual field. Immaterial beings are invisible, but invisible entities are clearly seen. Immobile objects are out of focus and appear as in a featureless background. This lasts for one hour or until a countersalve is applied (takes effect in d6 mt).
  27. Spacepocket Spray: One puff of an aerator spray creates a 10' bubble of shafts of distorted light (white). All teleporting entities, to or from within 200' of the pocket appear inside it 100% - 5% per level of caster of the teleportation, if an artifact caused the teleport, it works 75%, if a demonic or multidimensional entity, 40%. The effect lasts 1 min + d10 mt. While the space is occupied, other teleporting may go on freely.
  28. Suprabondall Pigment: Objects or entities are put on a special canvas, up to 100 lbs or 10 square feet of surface per dose. In 5 minutes, the objects or beings on the canvas dissolve in drips of colored oil, creating a perfect likeness on the canvas. Those with life force or that are enchanted may save vs. magic. Recently dead beings will cause the picture to be haunted by a specter. The effect is permanent unless dispelled (level 15 enchantment), or a special solvent is used to free the contents of the picture.


Herbal Alchemical Products:

These keep very poorly and require very fresh ingredients. They should be somewhat more common than alchemical ingredients, as potions tend to last longer and the common ingredients do not decay.

  1. Daydream Sporebrew: This mushroom mulch causes the recipient to experience a lightheaded drifting mind. This state affords a 75% psychic attack resistance and such distorted thoughts that mindreaders receive a 'confusion effect' (save or be 0-5 in all mental abilities for d20 minutes.)
  2. Twilook Descant: Taken when going to sleep, all onlookers are lucidly perceived. (That is those who are watching the sleeping being.) This even allows one to perceive those who observe him or her remotely, as through a crystal ball, etc. One dose lasts one whole sleep. The dozer can voluntarily rouse him or herself. Roll % clearness of the onlooker (only a face, the whole body, the scene where the onlooker is situated as roll improves.)
  3. Verity Wine: Those who drink must save or tell only the truth, and act according to what they say. Only 3% per NIT chance of realizing that one is acting abnormally (it induces this 'drunkenness.')
  4. Resistance Elixirs: Vary between 20% and 80%, with corresponding bonus to healing and recovery time. Examples are Paralysis, rot, emotional effects, poison, diseases, psychic scans, morality divinations, stuns.
  5. Tubwatlik: All ingested in the following hour "passes through" with no effect. A magical nonliving coating forms along the entire digestive track. Abnormally shaped objects up to an 'egg' in size also pass through, but the sensation is really disturbing. Negates all effects of poisons, potions, etc. of lesser potency than the alchemy.
  6. Mulquamis Commultak: A psychic sensitivity is induced to the object of desires (i.e. what others are desiring). Animals, unintelligent creatures, etc. yield this impression 33% each within 100', 10% each to 300'. This chance is tripled for intelligent beings, and 10x as good for those that are consciously 'guarding their thoughts.' A crowd will always divulge their desires. Lasts one full day and requires 2d6 mt of concentration.
  7. Morphepsycha: (save at -3 if resisted) A sleep is induced by the drug. The recipient (drunk or injected) falls instantly into a sleep of 10 minutes. This rests one an equivalent of a full night, but after d6 uses there is a cumulative 10% chance of an addiction and permanent insomnia. The result is -4 con/stam/will power, -1 per additional day to -10 (the addict is barely conscious in this state.)
  8. Seeds of Phorelmirish: One falls asleep (willingly only,) and takes root (standing) in one week. Within 21 days one is transformed into a tree. One loses half of one's lifeforce, but will heal any nonpermanent wound. (A permanent wound would in this case be one which has been afflicted upon the LIFEFORCE of the victim - some necromantic, demonic or angelic attacks work this way.) The duration is a specified number of months +/- d50% accuracy, with a 10% chance of lasting d100 years. Max normal = 100 months, min normal = 18 months. One 'detects' as a tree, unless very potent magic is used. However, the tree has no cognitive powers at all.
  9. Eternistic Cabullum: A powder which induces an egg production in any humanoid. Males generate such scrotally, and lay it through a temporary genital mutations. Females gestate, as with a child. Such an egg is a translucent object 8 inches long with a suspended embryo inside. Gestation takes 2 months. It will hatch at a predesignated time (or immediately if magically activated.) The infant will grow to maturity (the age of the parent) in d20 days, at which time the progenitor will die and the lifeforce and consciousness will transfer to the Cabullum. The child requires care (nursing at least, and magical baths, etc. are better.) With care, there is a 1% chance per CON less than 15 of death, with magical care, there is no risk. With no care at all, there is a 1% chance of death per CON less than 25. If there is no special preparation made, the fetus will hatch in d100 months. It is dangerous to have this egg around, as it might fall into the wrong hands!
  10. Meambro Tea: A trance induced releases an ectoplasmic form of consciousness from the drinker. The form must return to the body in 24 hours or the body dies. The form has most characteristics in common with a spectre, though it does not project the lifeforce of the wandering being onto the negative material plane. Rather only magical, divine or psychic fields are solid. This form is immune to all physical attacks (including elemental forms), but is -5 vs. undead attacks. If the body dies, reentry causes undeadification. The body is helpless and very easily possessed. The trance itself gives the wanderer no indication of what is transpiring with the body (until the body is rejoined.) If the body is lost or abandoned, the ectoplasm will lose all will power and life force over the course of the following day.
  11. Vital Folibriants: Each dose ages one d4% and lasts 24 hours. It yields a surplus of life force: +25% magic resistance, +50% 'hit points', or a -30% 'death chance' depending on the combat system. Demons who lifedrain suffer 50% disruption (lesser), 20% (greater). Undead are disrupted (lesser), 60% (greater).
  12. Mana Medicine: Lasts 24 hours, gives +2 competence, +4 resistance and d12 mana points of the following types: (nonmages can use also, but gain only secondary effects.) (see chart at the end).

  1. Zotoing Peelings: Fasting for 4 days before (-2 con and stam) and eating this makes one seem plant and not animal: inedible to carnivores. One smells and tastes wrong, and so forth. This lasts 3d8 hours after eating.
  2. Arbriculcator: Sprouting seedlings and nutrients are ingested with one week of bedridden preparation. 15 - half CON (round down) = % chance of death. Roots emerge from skin, root veins follow along the bones. Skin becomes bark, hair intersperses with stems. AC = 3, +3 CON, -30% 'death chance' from spinal shock/skull fracture, &c., -5 vs. fire and 25% more damage from such, +4 STR, -3 DEX and AGL, -20% speed, 3 hours/day minimum in sunlight or 10 hours in 3 days or -1 lifeforce per day, recoverable only at 1/wk of normal sunning. Lasts d12 wks. after nutrients cease, but 1/4 of the effects are permanent, leaving physical mutations (and needs!)
  3. Tuber Psychoplux: A tuber eaten which has its own sentience. It yields +2 psychic competence, +4 resistance vs. psychic attacks, and a 35% sensitivity to psychic power and magic effecting the individual personally (+5% per month of the continuous effect up to a total of 75%) Roll 1-100% to see how much is ascertained about the power and its effects. The tuber exerts a constant will and in cases of survival it will command the carrier to act self interestedly. It will naturally ally itself with a sentient plant community. The power of the tuber in such cases is 30% chance of control - Will Power + 5% per week that the tuber is carried.
  4. Revighroth Rume: A brewed syrup which induces single-mindedness. The purpose set out upon will be pursued in a lucid trance, 50% fatigue resistant and fear proof and at a +1 competence. Second tries are possible at +2 and third tries at +4. (Failure during these tries leaves one at -1 overall and cancels the effect 50% (after second try) and (after a failed third try) -3 overall and definitely cancels the trance.) A 'final try' is possible at +6, but failure here causes despair for 1 hour per 5 minutes effected (save by rolling EGO x 2 as a %.) All other effects last 1 hour + d12 x 5 minutes. One cannot relent from the task without being incapacitated for the duration (until the effect wears off.) Charms, suggestions and psychic commands to relent will not work.
  5. Lugraspian Shoots: Roots sink from the chewer of this herbal gum, and after d6mt of being doused with water, bloody veinroots shoot into the ground. (Must be applied over 'living' soil.) Poison, venom, nonmagic gas, radioactive impurities, toxic impurities, etc. are drained out in one minute. This negates any future effects (not yet applied) and restores d50% of the damage already sustained. The victim of the impurity cannot move in d6+6 hours or will bleed to death.
  6. Anurtri Pod: A bed of herb seals over a maimed being and forms a living pod in 2d12 hours. The genesis of the seed requires 6 + d10 days, during which time any rupture of the pod kills the inhabitant. It will regenerate lost limbs, eyes, nerve damage, and so on, of NATURAL causes. Magical damage, as from disintegration, magic fire or ice, and so on, will regenerate, but in a hideously mutated form. Only 50+d50% functionality is recovered. In the presence of hostile magic of the same form, the wounds will reappear 1% per level of the magic in question (every time.)
  7. Multireality Tea: Drinker is only 50% aware of where she or he is, and what is going on, except for MULTIREALITY EVENTS. (Roll % to notice things going on that are not MULTIREAL or to act each time, +5% per try up to 75%.) Detect gates, 100', 60% (when closed), 500', 80% (when open.) Chance increases 5% per minute up to 95%. Roll only once and figure out how long it will take to discern the portal. Roll to find out info about: where it opens to, how to open it, when it has been opened most recently and what has gone through. Roll d50% for info if closed, d100% info if open. Figuring this out takes 1 mt per 5% info gleaned.
  8. Herbalactives (Intracines): Force (F) = WILL POWER + bonus of herb (+/-20). COUNTERFORCE (CF) = 10 x spellcaster level, or level of whatever effect. Gain +d6 (F) every successful use, +d3 for unsuccessful use. Requires d20 times 15 minutes to use, where one is helpless and in a trance state. If awoken, psychic shock ensues 25% for d12 hours, and -4 to all psychic and magical resistance regardless for 12 +d12 hours. The Herbalactives allow one to operate internally, encountering magic, demonic or psychic forces and possibly combating them. Non spiritualists start with 1/2 (F) an progress at 1/2 the rate, but may use the technique. GMs describe the process interactively, giving up to +/- 20% bonus or penalty for choices made. Rolls are 50% +/- difference in (F) and (CF). (50% - (CF) + (F) + bonuses = chance of success.) One action may be taken per 30 (F) each trance, and one trance may be induced per d8 days, maximum. (See chart at the end.)

Mana medicine:
NameType Secondary EffectsRisks
ShorpezzenFire Start Fire with touch fist/weapon flames (d4) -4 vs. emotion & fear
MilbrakWaterBreath water or Walk on Water -4 vs. psychic attack
ForshassoAirLeap 3x Height or Hover/glide 2' out for 1' up. -4 vs. stun & blindness
LurmtibEarth+2AC, +3 STR & CON or Regenerate 1/mt -4 vs. paralysis and targeted enchantment
WazomazoShadow +25% Hide -4 to be perceived-4 vs. sonic and disintegration, light and dark

Herbalactives:

Min (F)Skill Risks
10Placate - Reduce Effects (2 x (F)) = %

The force is not aware of the tampering.

Effects worsen by d50% (CF). Enemy notices.
20Discovery - Find out % about adversary

+1/2 ((CF)-(F)). + 10(F) vs. It in the future.

As above, but additionally, the effects which occur over time (additional damage, etc.) occur at double normal speed.
30Delay - Further effects postponed for 1 hour per 3 (F), enemy doesn't realize. Immediate full effect, -3 resistence and -10(F) vs. Adversary, permanent.
40Hunt - Stalk Adversary, gain +3d20% (F) vs. the particular enemy. Lose secrecy, -3d20 (F) and full immediate effects.
50Destroy - Negate effects, overtly: Adversary surely notices. Full effects now! No further actions possible.
60Mislead - As above, but covertly: Adversary does not realize. As above, but -20 (F) vs. Adversary, -4 saves permanent.
70Adapt - Prereq: discovery of 50% or more. Adds 3d10 (F) vs. this effect, 2/3 of that vs. the same Force in the future, 1/3 vs. the same Adversary, permanent. Roll 3d6% of the opposite effect, permanent.
80Harm - Each 2% over required roll = 1% chance of psychic backlash stun d10 mt and (if successful) same chance of d10 hrs. loss of % of psychic or magical power! The Adversary notices. (F) = 0 for d20 days, -d10 vs. psychic attack, ½ that vs. Magic.
100Reverse - Turns power back on the Adversary! (If possible.) Gain +4 resistence, +1 vs. type, permanently. Drawback as per Mislead.
125Master - Allows power to be held for d20 days maximum, during which time any of the above may be done (1/day). If less than ½ the % needed is rolled, gain +1 competence with this type of magic and +2 resistence vs. that adversary. As Mislead, but with -30 (F) and -5 vs. the Adversary permanently and -2 vs. that type of magic for the next year.

©Erik Guttman, 1996 --------------371D3B6B229D Content-Type: text/plain; charset=us-ascii; name="Ardbrew.txt" Content-Disposition: inline; filename="Ardbrew.txt" Content-Transfer-Encoding: 7bit Exotic Alcoholic Beverages: Hailstone Wine: This dwarven brew is a pale blue-white color, and arcanely keeps itself cold regardless of outside heat. The first time a bottle of it is opened, there is a low rumble like distant thunder. The taste is like unto 'cold breezes and snowy mountain freshness'... or so they say. Bang Beetle Wine: An orcish drink, the prime ingredients are unexploded bang beetles, brimstone, potash, and soot. It is a pungent blue-black liquid with the consistency of maple syrup and an oily sheen on its' gelid surface. It is noted for its' effervescent banging bubbles, a smell like rotten fish and coal tar, and the way it totally inebriates orcs. Rumble Tummy's Ale: This brew has a deep reddish-brown color and a good head, as well as a delightful nut-like flavor and aroma. Thunder Tongue's Ale: Another dwarven drink, this almost black ale is aged for 22 years in lightning-struck wormwood casks before it is fit to drink. Exceedingly strong, it has a very bitter taste that many dwarves and humans relish, if they are 'man enough' to handle it. Three Eyes Ale: The pride and joy of the Hammerfist clan of fire giants, this heady golden yellow brew is perhaps the strongest ale ever concocted! It has a strong aroma of bitter herbs, a taste like sunflower seeds, and a shelf life of 5,000 years. It gets its' name from the fact that it helps the psychic senses of the drinker function better, as well as from the drunken delusions which few other drinks can match. Weirdling's Beer: A piquant brew exclusively made by pixies, this foamy pale green drink tastes of daisies and clover. This is one of the very few drinks which will knock out an elf on just one mug. Red Moon Malt Brew: This beer is made only once every 13 years, and ages another 13. The ingredients are only known to the werewolves of Howlmoon Island in the Bloody Sea. According to legend, it can force shapeshifters back into their true forms if drunk. It looks and smells just like fresh blood, but tastes more like coffee. Bat's Blood Liqueur: Truely a strange drink, this syrupy, blue-black stuff is only made by one clan of knoblins. It has a readily identifiable stink and flavor of rancid garbage. Ghost Grape Wine: This oddity has no known source, randomly showing up practically anywhere. It is a translucent, milky blue-white wine of unknown ingredients, beyond the legendary undead grapes, of course. It has a scent described as 'sweet airs of strange and haunting near familiarity, yet unknown in truth', and its' flavor is impossible to describe, often being referred to in such words as , 'wierd, bizarre, sensual, odd, strange". Beware, for this wine is referred to in the most ancient tomes, which themselves refer to it as being much, much older... Djinn Blood Liqueur: This rare and very expensive drink is brewed from djinn blood by the dreaded trelves of the Dark Plains. With a purple-red color so deep and dark as to be gem-like, and a fragrance of burning cinnamon, it is quite distinctive. The taste is said to resemble hot coals & cool mint all in one. Djinn, needless to say, like neither this drink nor those who drink it. Rumors hint that drinkers of this stuff become fire proof over time... Falling Star Wine: This self-glowing orange wine is made by a tribe of goblins who have been doing nothing else for several centuries, but is still rare as they only sell it when they desparately need cash. This good stuff has a taste like blueberries, cinnamon, and apples, with a scent of burning spices. Spectre Wine: Just like Ghost Grape Wine, no one has the slightest who or what makes this, or even what's in it. The only certain things known are that it is sold in coffins which have been indisputably sealed for over 100 years. The pale lavender wine has a bouquet of lilacs and tastes of lilacs, mint, and moonlight. Most races smaller than giants find it makes them too melancholy and sad to drink. The stuff has been around uncountable centuries, and seems to pop up in the oddest places at the most unusual times. Freeze Bees' Liqueur: This icy liqueur maintains its' frosty temperature until the air grows to 300 degrees, at which time it spoils instantly becoming a foul sludge. In its' natural cool state, it resembles a blue milk shake with a very strong peppermint smell. The primary ingredient is juice from the bodies of the deadly freeze bees of the arctic. Vord Blood Liqueur: This is made from the blood of the vords, powerful winged predators ridden by certain barbarian tribes. It is a ruby red liquid with a aromatic scent of roast beef. The thick and very strong (170 proof) stuff has a taste of spices, cooked meat, and wildness. Habitual drinkers tend to become moody and their eyes become excessively sensitive to light. Sea Pearl Wine: This uncommon libation is mostly made from crushed pearls, smells like 'a glorious dawn at sea after the rain' and has a flavor reminiscent of 'all the sweet and luscious fruits you have ever eaten, all at once'. That means it's pretty sweet, I guess. Snow Snake Wine: Another naturally icy drink, this one is a slushy, snow white liqueur barely warmer than freezing. While it withstands most heat, lava or greater heat will make it begin to 'boil' and evaporate. It is difficult to drink due to its' extreme coldness, and has a scent much like 'oiled leather' while the taste resembles bananas. It is made from snow snakes, an elusive creature of high mountains. Simple Sorrow Wine: Made from a secret recipe by a single family of wood elves in the Great Shining Forest, this crystal clear libation has a very strong taste and aroma of spearmint. It is about 100 proof, but has absolutely no side effects or hangovers and leaves a pleasant smell on the drinkers' breath for several hours afterwards. No one knows how this ancient beverage aquired such a melancholy name (or why). Silver Slyth Liqueur: This mythic drink has been written about very little over the past several thousand years and actually seen, much less drunk, even less. It requires 'juices from the heart of dread Silver Slyth' to make, and is thus practically impossible to obtain. In fact, if it has even been made twice in the last 30 thousand years it would have been a real miracle! It is said that anyone who drinks even a single ounce of it is forever after immune to drunkeness and inebriation of any sort. It is also supposed to grant them 'second sight for a day'. It can be recognized in three ways: by its' 'evershifting rainbow of hues and scintillating colors of magnificent brilliance', by its' 'aroma of a loved one', and by its' turning absolutely black at the merest touch of anything silver. In the black state, it is one of the deadliest of poisons... Elf Blood Liqueur: There are several varieties of this drink known to have been made over the centuries, but every one requires real blood from 'the fresh squeezed heart of an elf'. All are of a deep red, so dark as to almost black, and have a pungent aroma unmistakable to anyone who has smelled it before. As far as the taste, well, it is the all-time favorite drink of those who invented it: the deodanths (a evil race descended from unions between undead elves and some unknown thing). It is highly illegal in all civilized nations, and merely carrying it is a death sentence in elven lands. Star Shine Wine: This wine is made from grapes which have 'never seen aught but starlight' and it has to age for a thousand years. Thus, it is another extraordinarily rare drink to encounter. The wine looks like 'deep space filled with twinkling stars', and has 'an aroma of distant lands' with a taste to match. There are a few legends concerning it, all revolving around a lost champion brought back to his memory by drinking it. Volcanic Whiskey: This dwarven whiskey is a dark orange-red color and smells of hot rocks and lava. Its' taste is 'hot and strong with a distinct tingling of the drinkers' throat, tongue, and nostrils'. It arcanely maintains a high temperature, but if somehow chilled, it turns rancid. Goat's Sweat Beer: This is the standard 'cheap brew'. Made in a brewery between a tannery and a slaughterhouse, this pale yellow stuff costs a copper penny per mug and is overpriced at that. Drink it only if you have no interest in taste, smell, or the noxious hangover it will leave. White Rose Wine: This wine is made from roses, smells and tastes much the same. The interesting part about it is a legend that if any male should learn the secret of its' making, the amazon nation of Vargalla with disappear from the annals of history and be lost in the mists of time. Eight Legs Liqueur: Made from freshly squeezed giant spiders (specially bred for silk-making and this wine, non-poisonous), this syrupy, inky blue liquid has a smell like maple sugar and sweet almonds, and a matching taste. More often than not, when it is available at all it is available in quantity, and when it isn't, it simply cannot be found in any amount. Bronze Boar Beer: Made by a reclusive clan of gnomes, and brewed in vats made from bronze golem parts, this fine-headed brew has a metallic bronze color, a smell of hot metal, and a fine beer flavor with a metallic hint. Unlike practically any other drink, however, this beer won't evaporate or spoil, and can be left in open jars for centuries without loss of flavor. Note that many warriors 'in the know' will keep their spare weapons and armor completely immersed in it, as this beer will keep all metals immune to rust and other non-magical deterioration so long as they are fully immersed in it. Virgin's Blood Wine: Another highly illegal wine, this ruby red liquid can be made from freshly sacrificed virgin girls of any non-orcish humanoid race. The dark cults responsible for it claim, based on their 'holy books', that it is a potent aphrodisiac, a cure for poisoning, and the sure way to lure a unicorn to a specific spot. Oh, sages agree it is a highly addictive narcotic as well. Black Heart Brandy: Essentially certain elves answer to the deodanths' Elf Blood Liqueur, this 190 proof brandy is just as illegal, but obtainable if you have the right elven connections and are no friend to deodanths. This purple-black liquid is said to have a subtle and surprising taste, with several flavors one after another, and an aroma of night-blooming flowers. Shadow's Dance Champagne: This ebon liquid bubbles over with a luminescent froth and has an aroma of 'dark and secret places of love, lust, and carnal delight'. The taste cannot be described, only experienced, and is said to rival ones' first experience in love, so to speak. Each small bottle holds but a single glassful, and is cut from rainbow crystal with a fancifully cast silver 'cork'. Take warning! Once drunk, a normal person will become totally 'lost to all time and knowledge of their surroundings as they dive deep into their innermost senses and chase their desired feelings to their source'. --------------371D3B6B229D Content-Type: text/plain; charset=us-ascii; name="Ardfood1.txt" Content-Disposition: inline; filename="Ardfood1.txt" Content-Transfer-Encoding: 7bit Weird Foods & Drinks (non-magical & non-alcoholic) Crumblies: A biscuit-sized (and looking) "cake" made from blue wheat, loaded with raisins and/or dates and heavily flavored with cinnamon and red chili peppers. These 'hot and sweet' items are one of the main staples of street urchins. Hop-poppers: A thin stick about 6-8 inches long, with 12-15 large grasshoppers skewered on it. The insects are pan-fried, then dipped in a honey & lemon juice sauce. A favorite among goblins, orcs, kobbits (kobold/halfing hybrids), and other such types. Squelchies: These small (3 1/2 to 5 inches long) pink eels are served live. With an intense vinegar-like taste, they are a favorite of the orcish races, saurigs (lizardmen), and others. Urchins in towns near large bodies of water make quite a bit of money digging up and selling these mud eels. Jaw Breakers: These football-shaped, blue-grey lizard eggs average 3 inches in length. They're aged in vinegar and brine for 3-7 years and then eaten cold. While bitter tasting at first, they grow sweeter as they soften from rock hardness to a rubbery texture, often being too sweet for most humans. They are a favorite among dwarves, hobbits, and amazons. Phraints (an insectoid race) become greatly intoxicated from sucking on these. Black Bones: These fairly large rib bones are taken from an aquatic mammal. Erroneously called 'rattlefish', it is actually a manatee-like creature. The ribs are barbecued in a pungent, sweet black bean sauce. Also called 'Sticks'. Fried Fish Lips: Also known as 'Kissers', these are literally the lips/mouth of a very large lake bass. Each cooked lip is 10 to 15 inches long and weighs 10-20 ounces. Deep fried in peanut oil, they are most often served in an edible rice-paper cone, liberally doused with a spicy hot chili vinegar and rolled in rock salt. Although very popular as 'fast food', especially in fishing villages, the lips are quite rubbery and have an extremely strong 'fishy' taste/smell which no amount of seasoning can disguise. Rat-Tail Stew: Actually made from whole (cleaned & gutted) rats, this is one of the most common poor peoples' foods. The stew is made only from three kinds of rats, grey roof rat, red wharf rat, and silver-tailed woods rat. Each type of stew is respectively known as 'Highboy', 'Wharft', and 'Silverswill'. The rats are not de-boned, but everything is finely minced except for the tails, which are left whole (thus the name). Usually a dark grey, reddish-brown, or silver-grey, the thick stew also contains turnips, leeks, barley, carrots, and, if available, black olives. Contrary to popular belief, there are no potatoes in this fairly good-tasting goo. Dead Man's Eyes: As unappetizing a name as you'll ever hear, these are a surprisingly tasty food. They are actually a soft, golfball-sized (when fresh) truffle-like fungus. Dug up from the moist loam in the deep woods, they are washed, then marinaded in plum wine for 2 weeks, then steamed and served with a thick cinnamon-plum sauce. When first seen, this dish resembles human eyeballs in blood . The flavor cannot be described, only experienced, it is so good. Each pair (it takes 6-8 to feed a grown man) costs a whopping 1-3 platinum pieces, when they can be bought at all. Candied Rock Lizard: These iguanas are deep fried or oven roasted, and covered with a shellac-like, molasses-based glaze. Always sold by weight, they aren't cheap but are quite common. Chunt: This is a large, semi-aquatic beetle caught in marshes using pork rind as bait. They are steamed and served 'as is' with diners cracking the hard shells open themselves. The succulent, lobster-tasting meat is then forked out and dipped in a peculiar sauce made from ground pine-nuts, pond snails, and a licorice-tasting cattail. As the beetles are dangerous to catch, the cost is a bit high. Chunt is only available in spring, summer, and early fall, as they hibernate through the winter in burrows. Pepperwood Soup: This is a soup made from the bark of the pepperwood tree, hazelnuts, beets, and wild onion. It is served cold, extremely spicy-hot, and takes a lot of getting used to. Cheap, and available year round. Remember, this stuff makes chilis seem mild in comparison, and even the 'steam' will make eyes water. Skimmer: A thick, murky-white liquid topped by ash-grey foam with an aroma of 'sourness', this dwarven drink is traditionally served at room temperature from small brass bowls held in both hands. It is known to include mare's milk, essence of rose, nutmeg, rag-flower pollen, and several other lesser items. Klog: A very thick, brown-black liquid, Klog is served warm by the pint. During high winter, the cost doubles due to scarcity. It is made from 'Rose of the sea' (a pink kelp), bitterberry juice, brown sugar, ground dillseed, non-fermented rye mash, and 'several spices'. Altogether a very strong and bracing drink, for all that it has no alcohol. Bhandersnatch: This bright blue brew is very astringent and pungent, with cloves, cardamon, and peppermint being the only parts of the 'secret recipe' identifiable. Popular among courtesans, coachmen, and muleskinners. It is served as cold as possible in tiny porcelin cups for 3-5 silver pieces. Dubble: A foamy, brownish-gold liquid served piping hot in ceramic half pint containers, Dubble is a concotion of winterberry & cranberry juices, barley, blackstrap, and several spices. --------------371D3B6B229D Content-Type: text/plain; charset=us-ascii; name="Necro1.txt" Content-Disposition: inline; filename="Necro1.txt" Content-Transfer-Encoding: 7bit More Necromancer Ideas: Corpses: Change the corpse objects to store several pieces of information about the dead being besides name and level. Store race, body type, element (if an elemental), possibily some skills and spell info. Additionally, some monsters could be coded to put specific pieces of information in their corpses, or even special functions. Under no circumstances should corpses of undead beings be used to make new undead (possible exception: Death Knight corpses)! Skeletons: The weakest undead, true, but why make them so bland? Skeletons may show their original race, such as Elf Skeleton, or Rabbit Skeleton, and retain the original body type. Possible booster spells for skeletons may allow additional powers, perhaps sharpened finger bones, golems made from skeletons, fungal clouds of spores emitted whenever a limb is lost, bones full of molten metal, etc. Skeletons should not heal on their own unless they are exceptional in some way, such as troll skeletons (trolls regenerate). Skeletons should be a prequisite to learning how to make more powerful skeletal undead, liches, druj, skeletal warriors, etc. Skeletons of elementals may have elemental melee damage and gain power from attacks of their element. Zombies: Almost as weak as skeletons, zombies should likewise retain their original race and body type. A zombie may be Imbued with additional strength, cunning, or agility, and one imbued with all three may be further refined into more powerful undead types, necropires, ?, ?, etc. Zombies may be able to regenerate, although blessed salt should destroy them. Ghouls: The first undead with an innate power, ghouls are carrion eaters, and should not be animated, rather may be summoned by offering a 'feast' of corpses. Once controlled, a ghoul may be modified into a ghast, ghul, or other more powerful undead of related sort. Death Knight: These undead should ONLY be able to be made from the corpses of paladins, knights, or similar devoted warriors, and may retain some skills which they had in life. Vampire: Most vampires would be standard humanoid sorts, but the spells and special powers of a vampire may drastically change depending on original race. Vampires should not have any prerequisites to make. Vampire trolls may have no spells, just huge melee abilities. Vampiric unicorns may gain power from the evil in whatever they fight/slay, having black coats and skull-like hooves, and draining blood from foes by impaling them on its' horn and letting the blood run down it. Vampire bunnies aren't very powerful, but may be able to go places other vampires can't. Vampires would be the prerequisite for creation of Vampusa and Valpyr, among others. Vampires should be relatively helpless when outside during the day or if a brook is present in the room. Lich: A Lich MUST retain whatever class/guild it had in life, and have spells/skills depending on that guild. Liches should probably only be able to be made from evil-aligned mages, dark priests, any necromancer, and possibly an evil monk or black druid. Liches should be able to survive normal death so long as a special jar (used in making them) exists, as it contains their heart. Knowledge of lichcraft is required before demi-liches, dracoliches, or even more dreadful undead can be made. New Undead: Druj: Druj appear to be a skull, an eyeball, or a severed hand, depending on the type of druj. In all cases, the touch of a druj is extremely poisonous and may ruin potions and water carried. All druj may divide themselves into four seemingly identical copies, which must travel and act as one. However, a destroyed copy is lost for good, as is 1/4th of the stats and levels of the whole druj with it. All druj have a nasty selection of necromantic & evil clerical spells, exact spells depending on type of druj and power. Possession: Like a poltergeist of a sort, possessions are disembodied spirits which occupy a single object, usually a weapon. The possession automatically has skill with the weapon, and appears (same short & long descs) as the weapon it possesses/wields. Not a high level undead, though. Destroying a possession requires destruction of its' weapon, or some form of blessing or holy attack. Nightcrawler: This extremely high level horror is the corpse of a giant worm infused with the essence of the death domain. In appearance it is a blue-black earthworm with a maw ringed with inward-pointing fangs. A nightcrawler automatically turns water and potions to poisons by merely being in the room with them, unless somehow shielded (i.e. drinking anything in its' presence will poison the drinker). Melee with a nightcrawler risks far worse, as every touch sucks mana and life force from its' opponents. Like its' weaker cousins the druj, a nightcrawler is a potent spell-caster. Any living being swallowed alive by it risks instant death every heart beat (small chance) unless they can somehow escape or cut their way out. Banshee: Non-corporeal spirits, this may only be made from elven corpses. Not very strong in melee, but their keening has a chance of forcing all save their owner and pets of their owner to flee. They keen constantly in battle, only rarely otherwise. Any member of a party who flees from the keening ceases to be a member of that party until reinstated normally. Battlebones: An enhanced skeleton, this undead is unusually fast and may both claw with its' hands and bite. Always carries a single mithril coin which sustains its' magic. Boogie Man: A semi-visible shadow with wings, horns, fangs, etc., this undead creature damages the strength of its' foes more than any other form of injury. It may pass through closed/locked doors and may have 1st level spells available. Glowing weapons and light spells burn it horribly, all other weapons are fairly useless, although most spells work normally against it. Unlike other undead, boogie men are nearly immune to holy attacks. Drich: A form of lich, these undead druids look much the same but have a sound of dry, rustling leaves when they move. A drich has druidic spells and some necromantic ones, but must drink the blood and eat the heart of a living being in order to regenerate mana. Most elemental attacks fail to harm them, but fire and anything blessed are able to ignore their defenses. Any below Journeyman status who see a drich risk fleeing in terror. Lupogaunt: An undead werewolf, these are Vampiric in nature, resembling furred, grey-black humanoids with leathery batwings some 30 feet from tip to tip. These wings are razor sharp and can cut foes in battle as well as web spells. Biting drains some of the constitution from the foe. Lupogaunts regenerate every heart beat, the amount depends on the power of the spell that made them. They can see invisible objects and beings innately, but have few spells available. Morghoul: These yellow-green, melted-looking humanoids are made by a mystical combining of a ghoul and a shadow. Slightly magic resistant, a morghoul causes a rotting effect for a time in those struck. Morghouls suffer damage from light spells being cast in their presence, and dissolve quickly in water. They cannot be attacked by undead of the lesser sorts. Shadow: The basic shadow is the undead form of the reflection of a slain being, caught in an enchanted mirror before it died. Three-dimensional in undeath, shadows are invisible in magical darkness, and those they strike start to become black slimy pus. Only magic, holy things, and silver harm them, but glowing weapons are particularly damaging. Some shadows can teleport from one dark place to another. Skullmonculous: The familar of many spell-using undead, living necromancers cannot create these, but their undead servants may make them. These appear as winged skulls with eye sockets of green flame. Damage done to it also is inflicted on its' master, but that master may cast minor spells through the skullmonculous as if he were in the room with it. It is practically impossible to hit with bows or thrown weapons due to extraordinary agility in the air. Valpyr: These vampiric undead are made from slain demons (only), and appear to be silver-grey demonic humanoids, with inky black eyes, glittering gold talons, and wreathed in a pale aura of violet flame at all times. Their flame attacks affect even those immune to normal fire, as it burns on the ethereal and astral planes as well as the physical. Each valpyr may be taught spells of up to level 3, the number of spells depending on the power of its' creation. They are immune to poisoning and blasting/draining of strength and constitution, as well as magical fire. Vampusa: Vampiric gorgons, these snake-tressed ladies may paralyze foes or turn them to stone (i.e. force link-death) if they fail to resist. Not very strong in melee, but can wield two-handed swords fairly skillfully and can't be stoned themselves (no reflections). Blue Wraith: One of hardest undead to call into this plane, blue wraithes are the souls of babies not yet born. They appear as humanoid blue shadows of constantly shifting size/shape. They do cold damage in battle, wail like a weak banshee, but their most feared power is that anyone whos' bare flesh they strike is doomed to dissolve/rot into a vile blue pus unless priestly aid against diseases is rapidly obtained. For some reason electrical attacks seem to be most effective against them, most other forces not doing much, but weapons which have no enchantment on them harm them normally. Dragon Wraith: An undead spirit bound into the substance of a living dragon, these horrors hate their makers and will slay them given a chance. Has a breath weapon which blasts 1 point of consititution permanently from those hit in addition to normal damage, but immunity to blasting/draining stops this. May or may not have spells. Red Wraith/Lash Lich: Two names for the same nightmare, these moldering skeletons drip a slimy red light, have dancing red-black flame for eyes, and a pair of oozy black tentacles instead of arms. They may cast spells INSTANTLY in battle, and have a fiendish selection and almost all spell casting skills. Lash liches are immune to demons, and any demon who tries to attack them will instead become subject to its' will. Should two lash liches meet, both perish in a cataclysmic battle with devestates all nearby. Firephantom/Ice Skeleton: These two are identical save for the elemental material of which they are composed. In both cases a normal skeleton is sacrificed and converted into an elemental counterpart, either burning bones or cold, crystaline ones. Skeleton Lord/Skeleton Sovereign: Much stronger skeletal undead, these two sorts share the ability to command other other skeletons as if their master. Skeleton sovereigns also have dark priestly spells. Bloodbeast: These appear as zombies covered with glistening blood. Any bleeding wounds in its' presence double their bleeding rate as the blood flies through the air to the bloodbeast and is absorbed, increasing its' health. All present near it risk being revolted (-30% to -50% on all skills) unless used to such extreme gore. Exceptionally powerful bloodbeasts have special spells which inflict bleeding wounds on foes or do other blood-related unpleasantness. Bone Golem: A rare undead, this golem is made from skeletons and animated with an undead spirit. It can detect the living, negating the benefits of invisibility and hiding. Deathwoode: Undead trees and ents, deathwoodes are vengeful and ruthless in their protection of living trees, following anyone who they witness harm a tree until that person is slain. Gloombird: Not a very powerful undead by any means, these rotting heaps of feathers have black voids for eyes, and all that they look at must resist or become depressed. Iron Skeleton: A standard skeleton whose bones have been magically sealed with iron, gaining some of the qualities of the metal. Exceptionally powerful necromancers may seal the bones with more powerful metals, imbuing the skeleton with their essence. Rotting Corpse: One of the most feared zombie-type undead, these ignore all criticals save holy and fire, even ignoring lost limbs. They remain active and hunting until consumed by fire, sent to the warp, or struck by an angel. Attacks are as for a normal zombie, with the addition of a terrible disease infecting wounds they cause. They regenerate all hit points every heart beat unless destroyed appropriately. Shadow Assassin: Undead spirits of nightblades, these must be sent after a single target, who they track down until they slay or are destroyed. They have the same appearance they had in life, plus glowing yellow eyes, and may walk through doors. A shadow assassin will hunt down its' creator if its' target logs off the mud :> Skullpack: A group of 4-16 flying skulls, these are the remains of a party who all died from a single attack. Each skull attacks as a separate limb, and all must be destroyed to end the nightmare. They use nether bolts as their sole magical attack. Spiderskull: A skull with eight spider-like legs, anyone slain by one gets the shock of seeing their own skull animate into another spiderskull immediately, under the service of the same necromancer who made the first. Veyrr: Possibly the ultimate undead, this is the animated remains of a demigod, appearing as a curtain of blackness with a hidious face. Any undead below greater undead status automatically change owners to serve it should they enter the room, while anything living which it slays becomes a random undead immediately. The Veyrr has disruption and cold damage, plus all the necromantic combat spells and enough skill to overwhelm any mortal. Wrath: Another form of undead demon, the wrath appears as a black version of it's living self. They have a selection of dark spells, and may summon living demons occassionally. Wren'Tac: An undead only produced by fumbling high level spells, this is an upper torso with 5 equally spaced arms on it, each arm having 4 opposing thumbs and no fingers. All in the room with it suffer disruption and aether crits from the sheer unnaturalness. Nearly immune to most magic, wren'tac suck life from their victims with alarming speed. Some sages believe them to be undead warp creatures. Blood Lord of Souls: Most commonly encountered of the greater undead, this mightiest of vampires automatically animate all dead bodies near them into skeletons and zombies under their command. Standing 20' tall, with strength like a dragon, these tyrants are immune to non-magical attacks save wood, ignore most criticals save holy and impaling, and have a high chance of auto-stunning any who try to melee with them. Shadowraith: (don't even think it) Spirit Elementals: Undead greater elementals and elemental dragons. See rolemaster companion 3, or tell me if you want more info and can't read that. Manfro: A centipede-like undead, each segment is actually a humanoid skeleton, with a maw at each end of the creature. Destroying a segment in the middle splits it, the new ends becoming maws instantly. Everlasting: See the crude version I coded in ~mortdred/mon for an idea of what this greater undead is like. Howlfiend: This creature resembles a human (either sex) whose features have somehow been melted and smoothed out. They are utterly hairless and have retractable cat-like claws. Possessing acute senses and the ability to see souls, howlfiends are almost impossible to hide from without mind-affecting spells. Very fast healing, re-growing lost limbs even in battle, the howlfiend claws and bites like an animal, but is so foul that there is a 95% chance of debilitating infection from the claws, 20% if priestly aid is used to clean the wounds. The bite has the same disease, plus an agonizingly painful venom in the saliva. Acid, fire and electricity are most effective vs. them. Wraith Rose: A pale silvery-green rosebush with ghostly white blooms, this plant attacks anyone who tries to pick a rose or smell them. Phantaghoul: Similar to howlfiends in appearance, with an underslung jaw, these undead are native to another plane, not made by necromancers of our plane but may still be summoned by them. Lacking the foul disease of their cousins, phantaghouls summon 'corpse grinders' to their aid, a huge worm which they mentally control. They also affect those struck as if by a decay spell. --------------371D3B6B229D Content-Type: text/plain; charset=us-ascii; name="toxin2.txt" Content-Disposition: inline; filename="toxin2.txt" Content-Transfer-Encoding: 7bit Toxins for Darke Dwarfbane: A rare, gummy oil, this poison only affects dwarves. Commonly smeared on weapons, and not prone to drying out, Dwarfbane remains effective for quite some time. Upon contact with a dwarf, Dwarfbane does 4-32 points of damage with a pain like blazing skewers, followed by 9-72 points spread over the next minute. Poison resistance halves damage. Huld: Also known as Deathdance, this odorless oil affects almost any non-humanoid creature, leaving humans, demi-humans, and humanoids unaffected. 1-4 rounds after exposure to Huld, the victim suffers severe muscle spasms involving nausea and loss of motor control, balance, and speech, lasting 1-6 rounds per potentcy level of the oil. During this time, the victim is helpless but by no means an easy target, due to thrashing about and moving wildly. Mental processes (including some forms of magic and all telepathy) can still be used normally. However, once affected by Huld, a given target tends to become immune to further poisoning by it for 1-10 days. Jeteye: A glossy, black liquid, Jeteye affects all mammals if ingested (no effect if used as a weapon venom), causing the eyes to go solid black and causing 1-8 points of neural damage per 4 rounds However, no pain is felt, as Jeteye is also an anesthetic. For the 36-128 rounds the toxin lasts, the victim cannot be stunned or suffer penalties from pain, a quality some warriors use to their advantage by taking the stuff just before battle, especially if trained to fight in darkness. Jeteye has a bitter, black walnut flavor, hard to disguise in food and drink. Lhurdas: A wine-based poison, Lhurdas has a sharp, dry white-grape flavor, and mixs readily with anything wine does. It reacts with the digestive juices of most humanoids (including human, elf, orc, seraph, and pech, although trolls ,salamanders, and satyrs are immune) to eat away internal tissues. Ingestion produces rapid (within 2 minutes) nausea, convulsions, and terrific internal cramps and burning pain, doing 1-6 (per level of victim) in the first minute of effects, 2-12 (per level of victim) during the second minute, and 1-4 (per level of victim) in the third and final minute of effect. Lhurdas damage is notoriously slow to heal, max hp is reduced somewhat for a bit, but further Lhurdas does no more damage until the first heals, although it does prolong the side effect. Warning! Under NO circumstances EVER use Lhurdas as a substitute for wine in communion or alchemy! Orvas: A translucent liquid with a green cast and a bitter taste, Orvas does 1-6 points of damage per potency level when it first enters the bloodstream, and 1-4 per potency level per round after that for several minutes. Orvas is the antidote to Varrakas (see below), each potency level of Orvas cancelling out (and being cancelled by) one drop of Varrakas. Orvas works on all mammals and many non-mammals. Ulcrun: A milky-white, viscous liquid, Ulcrun must be get in through a cut to be effective. It works on almost all animals except those associated with elemental ice. About two minutes after contact, it starts softening muscle tissues, doing at least 10-40 hp. of damage over the next minute, another 10-120 hp. during the following minute, and 10-40 the third minute. Until healing processes, natural or magical, counter its' effects, strength and dexterity of the victim will be noticably reduced. Varrakas: Unlike most other poisons, Varrakas' effectiveness is per _drop_. A thick black syrup, Varrakas is usually mixed into gravies or dark sauces. It has a slightly oily taste, but no strong flavor. Each drop does 10-40 points of damage when it enters the bloodstream (Varrakas masquerades as a nutrient. Varrakas is harmless if applied externally or via a weapon. Each drop of Varrakas neutralizes and is neutralized by 1 potency level of Orvas. Drinking a whole (small) vial of Varrakas in the impression it is a potion will kill just about anything save immortals and undead, even poison resistance won't save you. Bloodymouth: Derived from a pair of very rare plants, the Red Lotus and the (Black) Lily of the Night, this potent poison is normally kept as a fine powder. It has a brick-red color and an odor of lilies in full bloom, with an 'herbal tea' flavor. Its' trademark is the way it causes the stomach lining to ulcerate and bleed, the more blood the victim coughs up the worse their condition will get. The more the severe stomach cramps cause the victim to cough up blood, the more their throat also ulcerates and bleeds. The pain is intense, constant, nearly mind-numbng in its intensity. The ulceration and bleeding do 6-10 hp. of internal damage per round for 6-8 hours, increasing somewhat as time passes, plus there is an inital 3-24 hp. of blood poisoning. In 51-100 seconds after being ingested, the victim's entire throat lining shreds and comes off, and the frothy blood is constantly coming from the bloody mouth of the victim. Speech is literally impossible by this point. The only known non-alchemical antidote is a concotion of ground wolf-bone and powdered bungleberry leaves brewed into a hot tea, each ounce of this 'bloodstop tea' neutralizes one dose (1 ounce) of bloodymouth. Madblack: Made from a rare toadstool and crushed 'black grass' seeds (found only in a few places in the 'Great Grass Forever'), this blackish, gluey substance is fine weapon venom. It gets its' name from the hallucinogenic effects, which last 1-100 minutes (slightly modified by the victim's constitution), causing acute paranoia, fear, and schizophrenia, requiring 1/10th of an ounce of Madblack per 350 hp. the victim has when fully healed. It also inflicts very mild poisoning damage, nothing life-threatening. Madblack has a taste akin to new-mown hay at all times, and is hard to keep, losing potency with time. When first made, it has a very faint scent like grass, but soon develops the exceedingly strong 'crushed violets' odor characteristic of it. Shakestop: This subtle but deadly nerve poison is an alchemically-produced derivative of the strange plant/animal 'Crawlthorn'. Exceedingly difficult to find in any significant amounts, and even harder to harvest, followed by a prolonged series of involved alchemical processes to extract and modify the poison, Shakestop commands one of the highest prices of any poison known. Each 1/20th of an ounce, besides costing a minimum of 5552 mcgrail, paralyzes up to 500 max hp (cumulative) of creature, with a palsied shaking and vibrating as it takes effect. This paralysis lasts a _minimum_ of 100 (game-time) minutes, even if the subject dies and is resurrected! The paralysis needs 1 round per 100 max hp. of the creature. There is NO non-magical antidote for Shakestop, and few magical ones are potent enough to deal with it. Shakestop can be adminstered via any known method of poisoning, having a neutral taste/scent and being fairly non-reactive itself. Cat's Paw: A very common poison derived from a variety of cattail stalk, this green liquid does weak damage, has a sharp taste/smell like licorice, and can be neutralized by drinking goat milk (10 ounces milk neutralizes 1 dose of Cat's Paw). Karatorque's Kalamity Koins: Another bit of alchemical mastery the Nightblades picked up somewhere, these are perfect forgeries of normal coins, even made of the same metals. However, at the touch of bare flesh, they suddenly glow an unearthly blue for a fraction of of a second, then disappear, absorbed into the touching flesh. Almost immediately, it converts into a highly potent blood poison of 100-1000 hp. toxicity. The real danger is that no magical or non-magical method available to mortals can spot them, not even their maker. If made from a magical metal, the Koin may have other effects as well, such as proto-elemental poisoning. Each Koin must be made singly, taking several hours. Pruhngnuhtz' Potent Bug Killer: When exposed to air, this emerald green liquid immediately billows into a dark green cloud of gas. Both liquid and cloud have a strong odor of rancid butter-fat and fried red onions. A cloud lasts 5-10 rounds, doing 250 hp. (per 4 ounces used) to the specific kind of bug it was made to kill. To any other creature, it is harmless, even to other sorts of insects. Any bugs not killed outright will still become 'spastic, disoriented, and totally incapable of any controlled function' while in the cloud. It takes about an hour to make, any amount can be made at once if the (quite common, at least for Orcs) materials are available, but there is a 15% chance of the stuff exploding if over-cooked. Originally developed by Orcish shamans as a fumigant to clear villages of fleas, ticks, etc., but was soon discovered to be equally effective against Thranx, Spiga, Phraint, and other large, intelligent bugs. Eliadolyn: Also known as Ethril or Black Mithril, this light, strong black metal is highly toxic to those of Elven blood, having no special damaging affects on other races. The merest touch makes Elves feel ill, and each stab/cut by an Eliadolyn weapon inflicts 20-130 points of poisoning on them. Armor made from it is remarkably resistant to cold and psychic attacks. Darktura Aphrodisiac: Another _highly_ dangerous magical poison, Darktura (all forms) appears as a shimmering black paste. Absorbed through the skin, this nasty substance literally immolates the victim in a self-consuming pyre of their own sexual desires (satyrs, salamanders, nereids immune, some spells also protect). Once exposed, first the victim becomes indiscriminately aroused (sexually attacking all nearby, regardless of gender and race, sometimes also passing on some Darktura onto them if much was used). Within 2 minutes, they will start to glow from their extertions, and in no more than 7 minutes they will spontaneously burst into flames, consuming them totally and unexinguishably. Resurrection of Darktura victims can be quite a problem, and Paladins slain by this method often have to atone afterwards or face difficulties with their God. Darktura Tiempo: Identical to Darktura Aphrodisiac, save that instead of burning the victim ages to death as sexual activity continues, losing weight, skin wrinkling, muscles shrink, etc. Satyrs, wraiths, demons, seraphim and elves are immune to this form. Darktura Spiritous: Again, identical to Darktura Aphrodisiac, but instead of burning the victim slowly becomes hazy, transforming into a succubus or incubus rather then dying. The change is permanent unless somehow cured (unlike both other forms of Darktura, this one can be cured by clerical means.). Black Clover: Found in some mountain valleys, this plant produces a nasty pollen. Inhaled, this pollen causes a burning sensation in the lungs, followed by acute coughing, sneezing, and vomiting, lasting as much as an hour after exposure ceases. Some tribes fashion a deadly dart-poison from this pollen. Craeg-Cerflun: A stunted-looking bush resembling laurel, this plant grows on the sides of rocky cliffs. Although its' silvery bark, blue-green leaves, and golden flowers (in spring) are beautiful, this beauty hides a deadly secret. The flowers spray the poisonous juices of the plant if squeezed, otherwise the roots and leaves need to be boiled to extract the poison. Effects vary, although only living flesh is affected (wraiths and ents immune, as are all elemental races). Those weakly exposed fall into a coma (if not resistant) or an unwaking brief sleep (if protected from poisons by some means). Those badly exposed turn to stone (if not resistant), usually falling and shattering if exposure was from the live plant, while resistant but badly exposed individuals lose 1-4 limbs as they turn to bluish stone over the next few rounds after exposure. Lawrim: A dull orange lichen found on granite, raw Lawrim causes rashes and numbness. Squeezed and boiled, the juices become an oily poison which causes shock and brief agony (-20 to all skills) upon skin contact. Nen Clagalen: A thick, pasty green liquid, Nen Clagalen forms when juices from the small Lothgalen ("Flower of the Water-Stone) vines drips into limestone-rich water in the caves it grows in. Nen Clagalen aids the the plants by glowing, providing light to them. But if it enters the blood of an animal or humanoid, it spreads a searing fire and disabling torment. The victim glows green and is often unable to move; some simply die as their minds are torn apart by pain. Dwarves scorn its' use, even the most wicked of them find the effects too hideous for them. Henuial: Yellow liquid made from certain bees. Converts optic nerves of the victim to honey. Perfume of Choking: Not a true poison, but used by some female Nightblades who make it with alchemy. A pleasant-smelling, light amber liquid, this perfume can be worn by the maker (only!) to enable her to cause up to 8 people in her presence to choke and gag, reducing their actions by -40% for 2-10 rounds. Once applied, the perfume lasts eight hours or until it has been invoked 8 times. Perfume of Stunning: A light pink liquid, used exactly like Perfume of Choking save that it stuns the victim(s) instead of choking, making them unable to dodge or parry for the duration of the stun. --------------371D3B6B229D--