Lejendary Adventure - Powers

There are various Powers of both magical and psychic sort on Lejendary Earth; these include the holy powers of Theurgy, the thaumaturgic powers of Enchantment, the elemental powers of Geourgy, the undead powers of Necrourgy, the demonology powers of Sorcery, the instrisic powers of Psychogenic, and the spiritual powers of Shamanism; there may be more that are as yet unknown.

A limited list of such Powers are given here for new Avatars - but this is but a very limited list (not even compassing 1/4 of the entire list of Powers). For the full list of Powers, please see the Lejendary Rules for All Players, for sale at online bookstores (like Amazon.com) and gaming retailers (like RPGme.com); for Shamanism, see Lejends Magazine Volume 1, Issue 7–9 (back issues for sale at Lejendary.com).

Theurgy Powers

Invocations, Rites, and Powers of the Order of Glorification and Hallowing

Invocation of Glory (Extreme)   Order Invocation   Order of Glorification and Hallowing
Time Cost: 20 sec. Power Cost: 12 AEP

This is a necessary Invocation of the Supernatural that is enacted prior to any Rite of this Order. Without first activating it, no Rite will have any meaning, for through the Invocation an energy channel is opened and through it comes the force for the completion of a Rite. After Propitiation and Votive preparations, activation of the Invocation requires only the normal 20 seconds time.

Consecrate Place Rite (Major)   Order of Glorification and Hallowing
Time Cost: 16 sec. Power Cost: 10 AEP

This Rite enables the theurgist to channel benign force to so fill a place—building, chamber, defined space, or the like to make it inimical to any evil creature, including spirit beings. The Rite affects an area of up to 400 square feet (20 x 20) of floor/ground space, upwards to a height of 20 feet, per Activation Energy Point added to the Rite at the time of activation.
No consecration is possible if any evil or malign force remains in the place to be made so.

Summon Destroyer Rite (Major)   Order of Glorification and Hallowing
Time Cost: 16 sec. Power Cost: 10 AEP

This Rite enables the theurgist to bring a deital Destroying Minion, a spirit taking form as a human with the following statistics:

Health: 77   Precision: 112   Speed: 12 (48 AEPs)
Abilities at 112: Hunt, Minstrelsy, Stealth, Weapons
Abilities at 77: Chivalry, Hunt, Waylaying
Abilities at 48: Theurgy (any Glory Order Power) and devotional object with 17 AEPs
Arms: Supernatural axe (Unhallowed Bane, +20 Precision, +12 [+35 vs. Spirit] Harm), and a supernatural, heavy, cutting sword (+25 Precision and +17 Harm).
Armor: Supernatural, full, steel mail armor providing 18 points (90%) protection against all Harm.
Invulnerabilities: Any and all fear, leeching of Base Rating points, and possession.

The Destroing Minion will accompany the theurgist and assail, in company with that individual, any and all who are destructive or malign in regards to the deity the minion serves, and who are opposed to, and have, or would, substantially Harm the activating theurgist. The Destroying Minion will remain material and perform thus for one hour for each seven AEPs expended by the theurgist at the time of activation of the Rite.
If destroyed in material form, the minion simply becomes non-material and returns to the exalted other-dimensional sphere of the deity whom it serves.
The exact appearance of the entity materializeing will vary according to the deity from whom it is sent in answer to the theurgist’s activation.

Assail Living Dead (Very Minimal)   Order of Glorification and Hallowing
Time Cost: 1 sec. Power Cost: 2 AEP

Through the activation of this Power, the theurgist is able to attack by Activation Energy use any one of the living dead who is within 120 feet and perceived by the theurgist. For each additional AEP expended at the time of activation, the theurgist inflicts 1–2 points of Harm to the living dead subject’s Health, and if this reduces it to zero Health, it is permanently destroyed and its soul released to its proper dimensions for cleaning or punishement.

Blaze of Glory (Very Minimal)   Order of Glorification and Hallowing
Time Cost: 1 sec. Power Cost: 2 AEP

This Power enables the theurgist to generate a blazing sphere of intense light that is equal to full sunlight and hot enough to inflict low-moderate (3–5 points) Harm to all exposed to its effect for one ABC, or fraction thereof, only armor protecting from supernatural heat reducing this Harm. The sphere appears instantaneously before the oustretched palm of the theurgist and then travels—in one second—up to 70 feet. The diameter of the sphere is one foot per activation, and its persistence is one second per foot of diameter. For example, a 20-foot diameter sphere persists 20 seconds, and all within its area suffer 3–5 points of Harm per ABC therein.

Consecrate Fine Oil (Very Minimal)   Order of Glorification and Hallowing
Time Cost: 1 sec. Power Cost: 2 AEP

This Power enables the theurgist to especially imbue fine natural vegetable oil with a beneficent energy, one ounce being so charged for each point of Activation Energy added by the theurgist to the Power at the time of its activation. This consecration can be performed no more frequently than once per month. Oil so consecrated inflicts Harm on many sorts of evil creatures and spirits.

Dismiss Animal Spirit (Very Minimal)   Order of Glorification and Hallowing
Time Cost: 1 sec. Power Cost: 2 AEP

Through the activation of this Power, the theurgist is able to cause the instant dematerialization and flight of an evil animal spirit that is within 120 feet and perceived by the theurgist. For each additional AEP expended at the time of activation, the theurgist inflicts five Harm points to the spirit’s Health, and if this reduces the spirit to zero health, its attachment to the world is permanently destroyed at it is released to its proper dimensions.

Smite the Wicked (Very Minimal)   Order of Glorification and Hallowing
Time Cost: 1 sec. Power Cost: 2 AEP

This Power enables the theurgist to evoke a supernatural force that resembles a metal rod of brightly glowing electrum. It appears in his or her hand and is wielded as easily as a willow wand by the activator. Anyone touched by it is struck as if by a mighty supernatural mace, suffering a base damage of 5–20 points, plus an additional 9–12 points, from such a blow. The theurgist gains a bonus of 25 to Weapons Ability Score while using this force. The Power remains active for 2 ABCs, plus 1 ABC for each additional AEP invested at the time of activation.
The rod has the following statistics:
Harm/ClassRangeSpeedWeaponBonus
5–20+9–12/shock3125

Destroy Imp (Extreme)   Order of Glorification and Hallowing
Time Cost: 20 sec. Power Cost: 12 AEP

Through this agency, the theurgist need only point his or her right hand at any imp perceived within up to 12 feet distance. The imp is instantly destroyed if the theurgist succeeds in a roll against four times Speed Base Rating, with the theurgist gaining a bonus of 12 to the check.

Invocations, Rites, and Powers of the Order of Service and Care

Invocation of Service (Extreme)   Order Invocation   Order of Service and Care
Time Cost: 20 sec. Power Cost: 12 AEP

This is a necessary Invocation of the Supernatural that is enacted prior to any Rite of this Order. Without first activating it, no Rite will have any meaning, for through the Invocation an energy channel is opened and through it comes the force for the completion of a Rite. After Propitiation and Votive preparations, activation of the Invocation requires only the normal 20 seconds time.

Save from Evil Rite (Major)   Order of Service and Care
Time Cost: 16 sec. Power Cost: 10 AEP

This Rite of mass sanctification enables the Theurgist to channel benign force so as to bless all people and creatures before him or her. It confers upon all assembled believers, and their animals, an immunity from attacks by Living Dead or spirit creatures that affect Health, Precision, Speed, or any Ability through an agency other than direct physical attack and Harm. The protection lasts for a period of one week. The cost in Activation Energy Points added at time of activation is one per seven subjects.

Summon Protector Rite (Major)   Order of Service and Care
Time Cost: 16 sec. Power Cost: 10 AEP

This Rite enables the theurgist to bring a deital Protecting Minion, a spirit taking form as a human with the following statistics:

Health: 77   Precision: 111   Speed: 12 (48 AEPs)
Abilities at 111: Evaluation, Pretense, Ranging
Abilities at 77: Hunt Minstrelry, Stealth, Weapons
Abilities at 48: Theurgy (any Service Order Power) and devotional object with 24 AEPs
Arms: Supernatural hafted hook (+20 Precision, +9–12 points Harm, the added Harm bypassing armor)
Armor: Supernatural full leather armor (12 points protection) and supernatural buckler (Warding Palm targe for +25\−5) against all attacks.
Invulnerabilities: Any and all fear, leeching of Base Rating points, and possession.

The Protecting Minion will stay with the theurgist and watch and defend him with weapon and shield against any and all who are destructive and/or malign in regard to the deity the minion serves, and who are opposed to and have, or would, substantially him.
The Guardian Minion will remain material and perform thus for one hour for each seven AEPs expended by the theurgist at the time of activation. If destroyed in material form, the minion simply becomes non-material and returns to the exalted other-dimensional sphere of the deity whom it serves. The exact appearance of the entity materializing will vary according to the deity from whom it is sent in answer to the theurgist’s activation.

Armor of Faith (Very Minimal)   Order of Service and Care
Time Cost: 1 sec. Power Cost: 2 AEP

Through the agency of this Power the theurgist is able to confer to himself or herself and a number of assembled others of like faith a preternatural armor providing −2 protection against all physical Harm, and even Harm caused by evil/malign living dead creatures and spirits seeking to draw some form of Health, Speed, or Precision from the protected individual, up to 44 points total. The armor lasts until it has absorbed 44 points, then the energy is dissipated. For each 5 AEPs expended at the time of activation, one additional individual can be so protected.

Confer Righteousness (Very Minimal)   Order of Service and Care
Time Cost: 1 sec. Power Cost: 2 AEP

This Power enables the theurgist, by laying on of hands, to temporarily enable one not of the same faith as he or she, but not otherwise of evil or malign heart, to become as one in faith regards to the deital energies and agencies the theurgist channels. The Power thus enables other sorts of Powers to be active on the individual and also sheilds that individual from posssible ill effects or Harm from other subsequently theurgist-activated Powers. (This righteousness remains in force for one full day (24 hours).)

Divine Evil Focus (Very Minimal)   Order of Service and Care
Time Cost: 1 sec. Power Cost: 2 AEP

The theurgist employs this agency to discover the focus or lair of any creature of spirit of intense evil/malign sort such as one of the living dead, restless dead or even nether spirits. Upon activation it will immediately point the theurgist towards the strongest evil within a radius of 70 feet underground or indoors, 700 feet above ground and outdoors. Thereafter, the theurgist must continue to expend an additional 2 AEPs per 12 seconds time (one AB) to keep the Power active and thus continue to provide the direction of the evil/malign focus/lair. Upon coming to a place where the site is in view, and it being no more that 12 feet distant underground or indoors, 120 feet distant above ground and outdoors, the theurgist will perceive a dark and sinister emanation of vapor-like sort arising from that spot.

Confer Health Benison (Moderate)   Order of Service and Care
Time Cost: 4 sec. 5 AEP

This Power enables the theurgist to remove any and all physical Harm to Health inflicted upon or suffered by another during the previous four Activity Block Counts, up to a maximum of 20 such Harm points, as long as the subject is touched by the theurgist and is not dead. Harm removed includes that from acid, cold, disease, electricity, fire, flame, heat, poison, toxin, venom, etc.

Consecrate Devotional Object (Strong)   Order of Service and Care
Time Cost: 9 sec. Power Cost: 8 AEP

This Power enables the theurgist to especially imbue any item of the form or material held sacred by his belief canon, making it inimical to evil and nether-dimensional creatures and spirits. For each point of Activation Energy added by the theurgist, this devotional object will also retain a store of up to 17 Activation Energy Points that can be utilized in extremis by the theurgist when contending against malign, evil or nether-dimensional foes. Such drawing off of energy destroys the consecration of the object, making it mundane instantly. This consecration can be performed no more than once per month. No more than a single devotional object may ever be orn or arried by any person.

Redeem (Extreme)   Order of Service and Care
Time Cost: 20 sec. 12 AEP

This Power enables the theurgist to restore to himself or herself, or any other normal human of the same faith as the theurgist, any Base Rating points otherwise permanently lost by the subject due to an attack from some evil/malign creature or spirit within the past week. The cost in additional Activation Energy Points is 10 per point of Health to be restored, and 20 per point of Precision or half-point of Speed to be restored. This Power can be used only once per month on the same subject.

General Powers of Theurgy

Dismiss Influence (Minimal)   General Power of Theurgy
Time Cost: 2 sec. Power Cost: 3 AEP

This Power enables the theurgist to remove any single evil or malign energy from one subject he or she touches while activating the Power, or who is then subsequently touched within the following ABC time. The energy of this Power dissipates the effect of any one (the weakest if there are two or more) evil or malign energy then active on the subject, removing it instantly. Any form of dementia, insanity, lunacy, madness, etc. induced by sight is removed thus, but that caused by a Power of any sort requires the subject of the Dismiss Influence activated upon him or her to subsequently succeed in a check against current Speed BR x6, failure indicating the mental malady remains undismissed.

Heal (Low Moderate)   General Power of Theurgy
Time Cost: 4 sec. Power Cost: 5 AEP

The energy conveyed by the activation of this Power returns 4d4 points of Health Base Rating lost by the subject touched. For each added AEP invested at time of activation, to a maximum of six AEPs additional (10d4 total healing), the theurgist restores an additional 1–4 points of Health to the subject. The points of Health lost can be from any sort of Harm, and restoration is immediate. This Power may be used no more than once per day upon the same subject. No Health total above full normal Base Rating can be gained thus. Banish Sickness (Good)   General Power of Theurgy
Time Cost: 4 sec. Power Cost: 5 AEP

This preternatural energy enables the theurgist to remove any disease, infection, illness, sickness, etc. from one subject he or she touches while activating the Power, or who is then subsequently touched within the following ABC. The energy of this Power assails the sickening agent and beings immediately to remove it. However, it requires an amount of time equal to the time of sickness endured fbefore activation of the Power to completely cure the subject. During this time or recovery, the individual can do nothing more strenuous than walk slowly for no more than a quarter hour at a time. The subject must rest for at least half of the time needed to totally remove the sickness.

Crown of Faith (Minimal)   Order of Glorification and Hallowing   (*by BluSponge)
Time Cost: 2 sec. Power Cost: 3 AEP

Upon the activation of the Preternatural power, the Theurgist becomes surrounded by a brilliant halo of light, radiating five feet in all directions. This light is unbearable to the unwilled living dead, who will not penetrate its radiance. Cunning and freewilled living dead are not so hindered, but suffer 3–5 points of Harm each ABC they are within the radiance of this aura. Those engaged in melee combat with the Theurgist are assumed to be within the power’s radiance.

This power persists for one ABC, plus one additional ABC for every energy point expended at activation.

Enchantment Powers

Disenchantment (Very Minimal)
Time Cost: 1 sec. Power Cost: 2 AEP

This preternatural Power conveys the capacity to remove one’s own enchantment. it works automatically as soon as active.

Disrupt Power (Very Minimal)
Time Cost: 1 sec. Power Cost: 2 AEP

By activation of the energy of this Power the enchanter attempts to cancel the effect of the energy of another Power of any Ability that has been placed upon a subject of animal, mineral, or vegetable nature by another individual so able. If the energy to be deactivated is of a Grade higher than Very Minimal, extra AEPs must be invested at the time of activation of this Power for it to have any chance of success. If AEPs invested in the disruption equal or exceed those of the Power to be effected, chance for successful activation are normal. However, if more than one Power is present, the Disrupt Power enchantment will have to have energy equal to or in excess of all Powers so active, and it will then only deactivate the least potent of the two or more Powers active. Thus, this is not an effective means of negating Extraordinary objects.

Phantom Self (Very Minimal)
Time Cost: 1 sec. Power Cost: 2 AEP

This Power creates a seemingly substantial duplicate of the enchanter. This phantom image can sustain harm equal to 20% of the enchanter’s health before the energy fades and it is gone; furthermore, it has what amounts to −16 armor protection as regards harm inflicted upon it. The phantom self can, as the enchanter wills, do one of three things, variation possible during the time the energy lasts: 1) walk (rather stiffly) away at up to normal speed, 2) stand relatively motionless and gesture or point, or 3) collapse and lay prove without moving. The energy of the enchantment lasts for 10 to 20 ABCs of time. Until it fades, however, the Phantom Self seems real, will appear as a corpse if appropriate.

Shooting Stars (Very Minimal)
Time Cost: 1 sec. Power Cost: 2 AEP

This Power enables the enchanter to direct a cloud of shimmering sparks of energy five-feet in radius in the direction indicated by pointed finger, is within sight of and up to 240 feet distant. There are 10 such energy sparks in the cloud, and each target within the radius indicated will be impacted by one or more of them, with the central target being struck by one-half (five) of these glowing energy missiles. Each bit of energy delivers 1d2 points of harm ignoring any and all forms of armor protection, supernatural forms

Flame Fan (Minimal)
Time Cost: 2 sec. Power Cost: 3 AEP

This Power causes a tongue of flame to sprout from the air in front of the enchanter’s hand and shoot out to up to 20 feet distance, striking an area one foot height and depth, five feet width; all targets that are within the strike area suffer 1d4+8 points of harm while any easily inflammable material therein (including bristles, light cloth, fur, hair, paper, thin bits of wood, etc.) will catch fire. If the subject is set afire thus, an additional 1d3+5 points of harm occurs. A fire with sufficient fuel started thus will burn for not less than four minutes realtime, and in burning create thick smoke in a moderate-sized underground area.

Imitate Surroundings (Minimal)
Time Cost: 2 sec. Power Cost: 3 AEP

This preternatural Power enables the one activating it, or one the activator touches, to seem as if one of the inanimate things in the immediate vicinity. This must be something physical, such as a bush, shrub, tree, large chair, statue, rock, mound of sand or dirt, and so forth. Whatever it is, the size is that of the enchanter-erect, sitting, squatting, curled, or prone. The illusory effect lasts for from 31 to 60 minutes time, or until the energy is broken by substantial movement (attacking, movement other than creeping, etc.), whichever first occurs. Note that slow, stealthy movement does not affect the enchantment.

Pass Barring Force (Low Moderate)
Time Cost: 3 sec. Power Cost: 4 AEP

By means of this Power the enchanter is able to so attune body and all things normally worn and carried so as to pass through some barring Extraordinary force field. Slipping through thus does not affect the energy otherwise protecting an area. For each additional 2 AEPs invested at time of activation, one other living subject of around man-sized (a horse, for instance is about the size of four men) can also be attuned to pass through some barring Extraordinary force field.

Personal Armor 3 (Low Moderate)
Time Cost: 3 sec. Power Cost: 4 AEP

This enchantment endures for 1.5 to 2.5 hours. During this period, the enchanter has low moderate armor protection provided by Extraordinary energy. 6 points of Harm delivered to the subject so protected are negated. The enchantment will absorb up to 90 points of harm thus before it is exhausted. It works only alone, without other like enchantment or other Extraordinary activation, and any similar personal protection enchantment placed upon the subject after this is in place cancels its protection. No buckler, shield, or any Extraordinary item of protection and be used by a subject in conjunction with this Power. Only non-metallic body armor, ordinary or Extraordinary in nature, that is worn will be effective.

Quicktime (Low Moderate)
Time Cost: 3 sec. Power Cost: 4 AEP

This preternatural Power enables the activator, and all associated individuals designated within a four-foot radius of him or her, to either move at three times the normal movement rate or else act twice as fast in attacking, with even normal activation time of Powers being reduced to one half (rounded up) when this energy is active. The Power persists for 2–5 ABCs and can not be extended.

Abelhard’s Attack Augmentation (Moderate)
Time Cost: 4 sec. Power Cost: 5 AEP

This preternatural Power enables the person activating it to become relatively more able in the use of weapons, so that that individual gains a 10 point bonus to Weapons Ability and a like bonus to Harm inflicted by use of any weapon. The energy of this enchantment is transitory, however, and remains active for exactly 10 Activity Block Count (30 seconds) time and then fades into nothingness.

Leduc’s Inescapable Drowsiness (Moderate)
Time Cost: 4 sec. Power Cost: 5 AEP

This preternatural Power enables the one activating it to select any one living subject in sight and within 40 feet distance. Following activation, the activator must stare at the subject and murmur under his or her breath a continual chant of droning sort to direct the enchantment’s energy so that within one ABC of time, the subject falls into a drowse, eyes shut, and unalert. Only a very loud noise, strong odor, or touch will rouse the drowsing subject during the next 10 ABCs. If the subject of the Power is truly sleepy, and left undisturbed, that individual will then fall into a deep, near-comatose sleep for from 1–100 minutes additional time. Any attack upon the subject drowsing or sleeping is made at the most favorable adjustments, of course.

Flame Inferno (Moderate)
Time Cost: 4 sec. Power Cost: 5 AEP

This preternatural Power causes a thick tongue of flame to sprout from the air in front of the enchanter’s hand and shoot out to a maximum of 60 feet distance to strike an area 5 feet in height and depth and 10 feet in width. All targets that are within the strike area suffer 17–20 points of Harm, while any inflammable material therein (including normal cloth and wood, etc). will cathch fire. If the subject is set afire thus, an additional 13–16 points of Harm occurs. A fire started thus will burn for not less than 10 minutes realtime, fuel allowing, and create very thick and blinding smoke in a large-sized underground area.

Invisible Scutifer (Moderate)
Time Cost: 4 sec. Power Cost: 5 AEP

This preternatural Power causes the materialization of a large, normal shield in front of the activator. It operaties by itself, moving to protect the enchanter without attention from that individual. It persists for up to one hour of realtime and then dissipates, unless destroyed prior to that by Harm absorbed.

Mirdoleb’s Shadow Swarm (Moderate)
Time Cost: 4 sec. Power Cost: 5 AEP

By activation of this perternatural Power an enchanter/necrourge can, if the light conditions are such that strong shadows are present, create a score of small, Shadowy figures that appear out of nearby shadows. The Shadow Swarm creatures are only quasi-real, brought forth by a gate created between the material dimensions and dimensions based on anti-energy. Thus, these small shadow creatures can not be attacked by any means. The Power affects only one subject within sight and not more than 30 feet distance of the activator, lasts for 2 ABCs realtime. The target creature can attempt to avoid the assault of the Shadow Swarm each ABC by checking gainst four times Speed Base Rating.
If the target succeeds in avoiding the swarming shadowlings, it suffers 9–12 points of Harm, disregarding all armor, and will have an attack penalty of 20 for 2 ABCs thereafter because of the effect of the shadows’ negative force.
If the target fails to avoid the swarming shadowlings, it suffers 9–12 points of Harm, disregarding all armor, each fo the 2 ABCs of the Power’s persistence, can do nothing during that time, and will have a penalty of 20 on all Ability use for two additional ABCs thereafter.

Blue Bolts (Good)
Time Cost: 5 sec. Power Cost: 6 AEP

This is a preternatural Power that causes a hail of energy bolts to streak through an area of 30 feet width and 60 feet length. Upon activation its nearest edge appears at any distance up to 100 feet removed from the enchanter, as the activator desires and directs. Whatever is in the area of effect will be struck by one or more bolts, each inflicting 1–2 preternatural Harm disregarding normal armor. Very small targets will take 1–3 bolts, small targets 1–6 bolts, man-sized targets 2–8 bolts, large targets 3–12 bolts, and very large targets 4–16 bolts.

Dazzling Dread (Good)
Time Cost: 5 sec. Power Cost: 6 AEP

This is a preternatural Power that causes a multi-forked energy sheet of bring blue-white that travels up to 300 feet distance to strike an area of six feet in height and width, and 36 feet depth. All targets that are within the strike area suffer 13–16 points of harm, ignoring all armor protection-including preternatural sort-not of supernatural enchantment.


Marvelous Magical Mantle: (Good) (Revision by Gary Gygax, from the www.lejendary.com discussion boards)
Time Cost: 5 sec. Power Cost: 6 AEP

This preternatural Power enables the activator to create around his or her person, or such other as he or she touches while activating this Power, a field of magical force. The energy mantle has a health of 240 points. All attacks of any sort that contact this force are basically harmless, their potential for harm being absorbed by the shielding energy, save that supernaturally engendered harm also passes through to the otherwise protected subject. However, once the magical force has been brought to zero health, it is defunct, and the protection removed.
Note that an attack bringing it to zero health can not then go on to harm the protected individual, even if that attack has potential harm above that which destroyed the Marvelous Magical Mantle Power. Note further also that the individual protected by this enchantment can not effectively attack with any form of weapon or send forth any Extraordinary energy of any sort from within the protection of the field of force.

Mystic Maul (Very Good)
Time Cost: 7 sec. Power Cost: 7 AEP

This supernatural Power causes an energy blow to strike a target within sight and up to 240 feet distant so as to inflict 26–35 Harm upon it. If the target is protected by any enchantment that reduces Harm, indicated Harm will be absorbed by such protection, thus reducing its long-term effectiveness.

Talk Through Shadows: (Very Good) (from The Lejendary Ravage of Ghorkai by Gary Gygax and Jon Creffield)
Time Cost: 7 sec. Power Cost: 7 AEP

By activation of this supernatural power an enchanter or necrourge can, providing strong shadows are present, send a message through the umbrate sphere to a recipient who is likewise in a shadowy environment. The message must be of thirty or fewer words in length, its destination can be on any plane touched by shadow, distance is not a factor, but the activator must personally know the locale to which the message is carried. It will be delivered regardless of whether the desired recipient is present and the activator will be unaware whether or not his message was heard. At the target destination shadows will form into a face with features similar to that of the activator and the words will be spoken in a sibilant whisper— if the target locale is in pitch darkness or very brightly illuminated the activation will fail.

Counterpower Contingency (Strong)
Time Cost: 9 sec. Power Cost: 8 AEP

This supernatural Power does nothing unless the enchanter who brought it into being is directly the focus of a baneful Power aimed directly at him or her by a hostile individual. In such case it is then triggered and negates the energy and effect of the Power so aimed at its activator. Note that any Grade of Power is negated thus, but in so negating the activation, this Power is itself expended and gone. Its energy lasts until negated by an attacking Power or for one hour of time has elapsed after its activation, whichever first occurs.

Imbue With Extraordinary Power Capacity (Strong)
Time Cost: 9 sec. Power Cost: 8 AEP

This is a supernatural Power necesary for the use of Metallurgy and/or Alchemia Ability when creating an Extraordinary item. When successfully accomplished, the object can then accept and hold additional Powers. However, the enchantment lasts for only one day, and unless some other Power has been placed in the object, this energy then dissipates, and another like enchantment must be successfully placed upon it at a later date if it is to become Extraordinary.

Implant Power Node (Strong)
Time Cost: 9 sec. Power Cost: 8 AEP

This is a supernatural Power necessary for the use of Metallurgy and/or Alchemia Ability when creating an Extraordinary item. The cost to create such as permanent housing for a Power is 10 additional AEPs per Grade of the Enchantment or other Power to be received in the item. A second check for success is made upon completion of the item being made Extraordinary. The Grade of the item is multiplied by 5 to determine the penalty to be added to the die roll based on the individual activator’s enchantment Ability score.

Renewing Extraordinary Energization (Strong)
Time Cost: 9 sec. Power Cost: 8 AEP

This is a supernatural Power necessary for the use of Metallurgy Ability in creating an Extraordinary item. To enable the Extraordinary item to perform more than once, the enchanter must successfully activate this Power upon the Power Node of the object to be made Extraordinary, and at the time of activation invest 10 additional points of Activation Energy for each Grade of the item being fashioned. A second check for sucess is made upon completion of the item. The Grade of the item is multiplied by five to determine the penalty for sucess to be added to the die roll based on the individual activator’s Enchantment Ability Score.

Combine Mineral Energies (Very Strong)
Time Cost: 12 sec. Power Cost: 9 AEP

This is a supernatural Power necessary for the use of Metallurgy and/or Alchemia Abilitiy. Whenever any substance that contains mineral matter is to be made Extraordinary, this enchantment must be successfully activated. It will affect matter sufficient for approximately one pint of liquid, or one pound of solid, sufficient to create a nectar, for example. A second check for sucess is made upon completion of the item being made Extraordinary. The Grade of the item is multiplied by 5 to determine the penalty for euccess to be added to the die roll based on the individual activator’s Enchantment Ability score.

Krootzer’s Leather Golem (Major)
Time Cost: 16 sec. Power Cost: 10–50 AEP

By activation of this supernatural Power, the enchanter causes a number of hides equal to at least 20 square feet in size to form into a humanoid shape and become volitant. Although it has no brain or intelligence per se, the automaton has a directing energy which will enable it to obey a series of up to three successive commands. Thus, for example, one might be required to move in some direction, then stop, and finally to attack anything that came within 30 feet of it. Once charged with one or more commands, the golem remains active until destroyed. The golem of leather thus created has the following statistics:

Leather golem:   Armor: 40
HealthPrecisionSpeedArmor
4012108 (40%) sp

This golem attacks as with a hand for 1–4 points of Harm and as a foot for 0–2 points of Harm against one or two targets, either or both atttacks ignoring all armor/protection. A target struck by the hand attack is on the ABC thereafter caught and subject to a foot attack of 1–6 points of continuing Harm per ABC, regardless of armor/protection, until the golem is destroyed. For each additional 10 AEPs invested at time of activation, the golem gains an extra die of Harm inflicted by striking attacks (hand, d4; foot, d6), up to a total of four extra dice, 5d4 for hand, 5d6 for foot. Shock-based attacks do not Harm the golem. The golem has leather armor properties plus elasticity and give, thus allowing it 8 points (40%) of protection against penetration Harm. It is affected normally by acid and fire, unaffected by poison, and slowed to one half (to 5 Speed) but increased in armor protection to 16 points (80%) if subjected to cold attack.

Icewind: (Extreme)
Time Cost: 20 sec. Power Cost: 12 AEP

This supernatural Power creates a howling, blizzard-like wind filled with needle-sharp ice crystals driven at 100 mph wind speed. This blizzard appears and instantly fills a self-contained field with a cube-like area of up to 60 feet per side. Upon activation the nearest edge of its fields appears at any distance up to 240 feet removed from the enchanter. Whatever is in the area suffers, regardless of armor/protection of any sort other than that specifically proof against cold, 3–5 points of Harm from the chill and 6–8 points of Harm from the cutting ice each ABC of time it is within the field. Also, for each ABC of exposure to the chill, subjects lose one point of Speed BR; this loss is recovered at the rate of 1 point per ABC of normal warmth. Fire-/heat-based subjects suffer double Harm. The blizzard-like condition continues unabated for 20 ABCs (60 seconds) realtime, then ceases, and the field area is clear of all but an icy residue. The Power’s energy is cancelled by a cindersmoke enchantment.

Acid Globules (Low Moderate)   (*by BluSponge)
Time Cost: 3 sec. Power Cost: 4 AEP

Invoking this preternatural power, the enchanter casts forth from his open palm a stream of greenish bubbles to swarm over one or more targets. The bubbles are of acidic and corrosive. The target is allowed an Avoidance check (x1), those who fail suffering 3–5 points of Harm that ignores all normal armor protection. Due to the corrosive nature of the acid, any metal weapons or equipment worn by the target is subject to 17–20 points of Harm. A successful avoidance roll will negate any personal Harm suffered, but not the damage to equipment. One target is assumed for the base cost of activation. For each additional target, the enchanter can spend 2 AEPs upon activation, to a maximum of three targets. All targets must be proximate of one another, and cannot be more than twenty feet apart.

Slime Barrier (Moderate)   (*by BluSponge)
Time Cost: 4 sec. Power Cost: 5 AEP

This preternatural power creates an elastic membrane across a portal or archway no larger than 30 x 30 feet. The membrane has an oily feel to it, and is thin enough for light to penetrate in a crude glow. The color of the membrane varies from gray-green to pinkish violet. Despite its appearance, the membrane is quite durable, and can withstand 300 points of normal Harm, 100 points of Preternatural Harm, or 60 points of Supernatural Harm. Besting any of the three will cause the membrane to burst, allowing passage through the portal.

In the destruction of the barrier, however, is when the insidious nature of this power becomes clear. The slimy composition of the membrane is corrosive and acidic. When destroyed, the membrane will burst, not unlike a bubble. Those directly doing harm to it by means of melee weapons, or who are otherwise within three feet of the membrane, are allowed an Avoidance Check (x2) to avoid being sprayed with the foul substance. Those who fail suffer 9–12 points of Harm, ignoring all normal armor protection, and be blinded for 1–4 minutes realtime unless measures have been taken to protect their eyes. In addition, any metal weapons or armor, carried or worn, suffer 26–35 points of Harm from the corrosive qualities of the slime. Those who succeed in their avoidance check suffer only half the allotted Harm to their person and equipment and do not suffer the blinding effects.

Malvar’s Robe of Fire (Good)   (*by James Mishler)
Time Cost: 5 sec. Power Cost: 6 AEP

This supernatural Power will encase the activator in a sheath of flames, of any desired color (including black). This sheath is protection against any and all natural and preternatural fires, and prevents any such Harm to the subject. It provides 10 points of Protection against all Harm from supernatural fires. Any being that touches the activator, with bare hands or with striking weapons, will themselves be subject to 6–8 points of preternatural Harm from the fire; natural wooden weapons that strike the wearer will have a 30% chance of being instantly destroyed by the flames. The energy remains active for 15 ABC’s or until the enchanter commands it to dissipate.

Geourgy Powers

Conjurations, Powers, and Power-bids of Earth

Conjure Jinni: (Very Minimal–Extreme)   A Conjuration of Earth
Time Cost: 1–20 sec. Power Cost: 10–60 AEP

This is 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 conjuring any one of ten grades of elemental. Multiply the standard AEP cost by five (a cost of 10 to 60) for Conjuration of an elemental. The conjured creature will take physical form upon activation, and thereafter 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 clearly multiple portions will be obeyed only insofar as the first part is concerened. Immediately upon fulfillment of the demand, the elemental vanishes.

Jinni (Earth Elemental Spirit)
H/H: 1: A very tall but squat creature with leather-brown skin, ogrish face, and hairless, seemingly clad in garments of rough, earth-toned hides.
  H: 90–180 in increments of 10
  P: 23–50 in increments of 3
  S: 13–22 in increments of 1
Arms: A supernatural spiked club (9–30 [d30, 1–8=9] base Harm), +13–16 bonus Harm, and +1 point bonus Harm per grade of elemental (+1 to +9), each hit causing a temporary stunning (−10% to checks) and Speed loss of 1–3 points for one full AB.
Power: Once per day: A ground-swell ripple of two-foot width and four-foot length per grade of elemental. Each subject exposed to this sudden ripple falls prone, suffers 6–8 points of Harm regardless of armor protection, and is unable to do anything for one AB Count thereafter.
Armor: Armor worn and Extraordinary power provides 8 points (40%) of protection from all attacks.
A materialized jinni can walk through earth—even stone—at up to 30 miles per hour, even while caryring up to 2,000 pounds of weight, for 10 hours time without pausing to rest. The otherwise solid matter that is traveled through will not affect anything, including a person, carried by the elemental.

Fortify Conjuration, Earth (Very Minimal–Extreme) A Power of Earth
Time Cost: 1–20 sec. Power Cost: 2–12 AEP

This Power bolsters the force of the earth elemental activated by the geourge so that counter-conjuration powers used to dematerialize it will be deterred. The Power causes attempts to dispel the elemetanal to be made at a +12 to +22 penalty (addition to Ability check roll), depending on the energy invested by the activator. The fortifying effect lasts as long as the elemntal is material.

Earth Hammer (Very Minimal–Extreme)   A Power of Earth
Time Cost: 1–20 sec. Power Cost: 2–12 AEP

This is a Power of earth that conjures a granite block that appears directly before the activator and will strike a single atarget at twice as many feet distance from the activator as energy points have been expended to activate it, i.e. four to 24 feet distance. Base Harm for the attack is 3–5 points of Harm, all conveyed both to armor and to the otherwise-protected individual. At the upper limit this means a Harm of 33–50 points, all "shock" Harm, affecting even the most powerful of Extraordinary armor.

Mud Golem (Major) A Power of Earth
Time Cost: 16 sec. Power Cost: 10 AEP

By activation of this supernatural Power, the geourge causes wet soil of at least 27 cubic feet extent to form into a humanoid shape and become volitant. Although it has no brain or intelligence per se, the automaton has a directing energy which will enable it to obey a series of three successsive commands. Thus, for exampe, one might be required to move in some direction, stop, and finally to attack everything that moves within 30 feet of it. Once charged with one or more commands, the golem remains active until destroyed. The golem of mud thus created has the following statistics:

Mud Golem   Armor: 80
HealthPrecisionSpeedharm
404special13 points (70%)

This golem attacks by a pair of clubbing strikes, each inflicting 1–8 points of shock Harm (disregarding all but supernatural armor) against one or two opponents. Whenever the maximum Harm of eight points is indicated, the subject struck suffers, regardless of armor protection, 1–4 aditional points of Harm, and is stunned, blinded by muck, and unable to do anything for as many ABCs realtime as they suffered points of such additional Harm (1–4 ABCs).
For each 10 AEPs added at time of activation, the golem is able to throw a mud ball missile to a 20-foot range to inflict 1–2 points of Harm, regardless of the target’s armor protection, and consequent loss of activity on part of the target for a like number of ABCs, with up to a maximum of four such missiles cast by it per ABC. While most attacks are protected against at the indicated 14 armor point value, those dealing only shock Harm inflict an additional low moderate 3–5 points upon the golem, and such added Harm might exceed armor protection. Acid and fire-based attacks do not Harm the golem. Cold-based attacks inflict Harm normally, and strong streams of water, such as prodided by a water jet, inflict 1 point of Harm per second of impact upon the mud golem.

Clay Elementary Service (Moderate) A Power-bid of Earth
Time Cost: 4 sec. Power Cost: 5 AEP

This preternatural Power of earth enables the activator to force a clay elementary to do one of the following in an area with a readius of 90 feet at a point in sight of, and nom ore distant than 180 feet from, the geourge and moving with him or her, at a speed of up to three miles per hour (a normal walking pace), 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 rain-soaked clay morass. This yields an area that is virtually inmpassable to do anything but foot traffic, and that are one-quarter normal walking movement speed when traversing it.
The elemntary must serve for up to one hour realtime, as instructed by the activator. If longer service is bidden, the geourge must expend an additional five AEPs to each hour of service demanded so as to have the strength to force this from the elementary.

Conjurations, Powers, and Power-bids of Fire

Conjure Efriti: (Very Minimal–Extreme)   A Conjuration of Fire
Time Cost: 1–20 sec. Power Cost: 10–60 AEP

This is 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 ten grades of elemental. Multiply the standard AEP cost by five (a cost of 10 to 60) for Conjuration of an elemental. The conjured creature will take physical form upon activation, and thereafter 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 clearly multiple portions will be obeyed only insofar as the first part is concerened. Immediately upon fulfillment of the demand, the elemental vanishes.

Efriti (Fire Elemental Spirit)
H/H: 1: A near-giant-sized creature with coppery skin, devil-like visage, and dark red hair seemingly clad in garments of shimmering flames.

H: 70–170 in increments of 10
P: 43–60 in increments of 3
S: 16–25 in increments of 1

Arms: A supernatural curved cutting flame (5–30 [d30, 1–4 = 5] Harm base), +13–16 points of bonus Harm, and +1 point Harm per grade of elemental (+1 to +9), with combustion of inflammable materials hit and an added 3–5 points of Harm per ABC of burning.
Power:
Once per day; A flame blast of three-foot diameter and three-foot length per grade of elemental. Each subject exposed to this flame suffers 26–35 Harm regardless of armor protection not specifically empowered to resist heat and fire.

Armor: Armor worn and Extraordiarny power provides 19 points (50%) of protection from all attacks.
A mateirallized efriti can pass through fire, flame, and even molten lava at up to 100 miles per hour, even while carrying up to 2,000 pounds of weight, for 10 hours without pausing to rest. The fire and heat that are traveled through will not affect anything, including a person, carrid by the elemental.

Extinguish Flame (Very Minimal)   Power of fire
Time Cost: 1 sec. Power Cost: 2 AEP

This preternatural Power enables the activator to extinguish any normal flame of up to cresset (triple-torch) size within sight and not further distant than 300 yards. The effect covers an area of four feet in readius, so a large bonfire or a chandelier of great size could be extinguished thus.

Fiery Bolt (Very Minimal–Extreme)   Power of Fire
Time Cost: 1–20 sec. Power Cost: 2–12 AEP

This is a Power of fire that conjures an oblong pocket of methane gas that is three feet in diameter, appears directly before the activator, and that extends for three times as many feet distance from the activator as energy points have been expended to activate it, i.e. 6–36 feet distance. It exploses instantaneously into flame and causes a base 6–8 points of Harm for the attack, and again, for each energy point expended in its activation, an additional 1–2 points of Harm—all disregarding armor/protection not specifically warding against fire-based Harm. At the upper limit this means Harm of 18–32 points, plus any combustion harm from inflammable materials fired by the bolt—typically 3–5 points of Harm per ABC of burning in contact with a subject.

Fortify Conjuration, Fire (Very Minimal–Extreme) A Power of Fire
Time Cost: 1–20 sec. Power Cost: 2–12 AEP

This Power bolsters the force of the fire elemental activated by the geourge so that counter-conjuration powers used to dematerialize it will be deterred. The Power causes attempts to dispel the elemetanal to be made at a +12 to +22 penalty (addition to Ability check roll), depending on the energy invested by the activator. The fortifying effect lasts as long as the elemntal is material.

Heat Elementary Service (Moderate)   A Power-bid of Fire
Time Cost: 4 sec. Power Cost: 5 AEP

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 geourge and moving with him, at a speed of up to 10 miles per hour (a fast human trot), if desired.
The elementary must serve for up to one hour realtime, as instructed by the activator. If longer service is bidden, the geourge must expend an additional five AEPs to each hour of service demanded so as to have the strength to force this from the elementary.

Conjurations, Powers, and Power-bids of Air

Conjure Devati (Very Minimal–Extreme)   A Conjuration of Air
Time Cost: 1–20 sec. Power Cost: 10–60 AEP

This is an air Conjuration that enables the summoning of an elemental of air, the strength of which is based on the energy assigned to it by the activator, and thus conjuring any one of ten grades of elemental. Multiply the standard AEP cost by five (a cost of 10 to 60) for Conjuration of an elemental. The conjured creature will take physical form upon activation, and thereafter 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 clearly multiple portions will be obeyed only insofar as the first part is concerened. Immediately upon fulfillment of the demand, the elemental vanishes.

Devati (Air Elemental Spirit)
H/H: 1: A tall, slender and very beautiful creature with somewhat cold features and flowing hair seemingly clad in gossamer garments:

H: 60–150 in increments of 10
P: 50–80 in increments of 3
S: 21–33 in increments of 1

Arms: Double strike with a supernatural curved cutting sword (5–30 [d30, 1–4 = 5] base), +9–12 points bonus Harm, and an additional +1 point of Harm per grade of elemental (+1 to +10).
Power: Once per day: A wind gust of 10-foot width and of length equal to Health points at 100 mph knocking down and blowing back 220 pounds of weight per grade of elemental a distance of one foot, and one added foot for each 20 pounds under that weight.
Grade 1: 220 pounds
Grade 2: 440 pounds
Grade 3: 660 pounds
Grade 4: 880 pounds
Grade 5: 1,100 pounds
Grade 6: 1,320 pounds
Grade 7: 1,540 pounds
Grade 8: 1,760 pounds
Grade 9: 1,980 pounds
Each foot blown backwards inflicts 1 point of Harm regardless of armor protection.
Armor: Armor worn and Extraordinary power provides 12 points of (60%) protection from all attacks.

A materialized devati can fly through the air at up to 200 miles per hour speed, even while carrying up to 2,000 pounds of weight, for 10 hours without pausing to rest. The speed of travel will not affect anything (by way of friction or wind blast), including a person, carried by the elemental.

Create Windstorm (Very Minimal–Extreme)   A Conjuration of Air
Time Cost: 1–20 sec. Power Cost: 2–12 AEP

This is a Conjuration of air that causes a storm of as many miles radius around the activator as the activator has expended energy to cause it—and thus from one to 10 miles in radius. The eye of the storm, a 100-foot radius around the activator, experiences no ill effect other than darkness. In the affected area, the whole of the sky will instantly thicken with dark clouds, the temperature will drop 10 degrees F., and, one minute after activation, strong gusts of wind will increase to a steady gale througout the areas. In the area of effect, visibility will be limited to 300 feet, travel will be impossible, flying debris will be dangerous to those exposed (low–moderate [3–5 points] Harm per minute), crops will be ruined, and flimsy constructions will be wrecked. At sea, those not at the center of the effect will be driven away from it by the wind, while suffering gale-force-wind damage. The wind storm will continue for 10 minutes, after which the cloud cover will dissipate in another 10 minutes.

Wind Lasso (Very Minimal–Extreme)   A Power of Air
Time Cost: 1–20 sec. Power Cost: 2–12 AEP

This is a Power of air that conjures a rope-like wind force that has a "loop" that appears directly before the activator and extends for five times as many feet distance from the activator as energy points have been expended to activate it, i.e. 10 to 60 feet distance. It attacks a single target subject with a "loop" diamter of six feet and causes a base 1–2 points of Harm, regardless of armor/protection other than that warding against elemental air. The target subject is caught fast and immobilized for twice as many seconds of time as the activator expended energy in activation of this power, i.e. 4–24 seconds, unless the subject is very strong and/or very heavy. Each 10 points of Physique Ability in excess of 70 and each 500 pounds of weight in excess of a 500-pound base reduce the time of effect by one second.

Wind Whip (Very Minimal–Extreme)   A Power of Air
Time Cost: 1–20 sec. Power Cost: 2–12 AEP

This is a Power of air that conjures a whip-like wind force with three "tails" that appear directly before the activator and extends for twice as many feet distance from the activator as energy points have been expended to activate it, i.e. 4 to 24 feet distance. It attacks up to three target subjects within a diameter of ten feet and causes a base 1–2 points of Harm, regardless of armor/protection other than that warding against elemental air. In addition, for each extra energy point expended in its activation specifically for this purpose, an additional 1 point of Harm (likewise disregarding armor/protection) is inflicted. Each object so struck is also immobilized for as many seconds realtime as the activator expended energy in Grade activation of this power, i.e. two to 12 seconds, unless the subject is very strong and/or very heavy. Each 10 points of Physique Ability in excess of 70 and each 500 pounds of weight in excess of a 500-pound base reduce the time of effect by one second.

Derkay’s Aerial Transport (Minimal)   A Power of Air
Time Cost: 2 sec. Power Cost: 3 AEP

This preternatural Power of air enables the activator to rise into the air. The rate of ascent or descent, and/or forward motion or descent, is at up to 10 feet per second, simply by will of the geourge. Note: motion can be nil, as slow as a crawl, or as fast as a cheetah can sprint (70 miles per hour), this last after 3 seconds of acceleration. The force remains active for only five minutes, but for each additional one point of energy invested prior to activation, the energy lasts another five minutes.

Fortify Confuration, Air (Very Minimal–Extreme) A Power of Air
Time Cost: 1–20 sec. Power Cost: 2–12 AEP

This Power bolsters the force of the air elemental activated by the geourge so that counter-conjuration powers used to dematerialize it will be deterred. The Power causes attempts to dispel the elemetanal to be made at a +12 to +22 penalty (addition to Ability check roll), depending on the energy invested by the activator. The fortifying effect lasts as long as the elemntal is material.

Engender Air (Moderate)   A Power of Air
Time Cost: 4 sec. Power Cost: 5 AEP

This is a preternatural Power that creates, in the immediate proximity of the activator, 1,000 cubic feet of elemental air, or converts 10,000 feet of any other sort of polluted, gaseous atmosphere to chemically pure air. This Power is sometimes used in creation of Extraordinary items by both Alchemia and Metallurgy Abilities.

Elementary Aid (Very Good)   A Power of Air
Time Cost: 7 sec. Power Cost: 7 AEP

This is a Power of air that calls forth an elementary spirit into physical form with 88 Health, 44 Precision, and 11 Speed. This elementary aid will obey the commands of the activator in the following duties:
1) Carry burden of up to 88 pounds weight.
2) Explore up to 88 feet ahead and report back.
3) Fetch an object in plain sight, of up to the weight limit indicated, and not more distance than 88 feet from its location to that of the activator.
4) Shield activator from Harm, absorbing up to 88 points thus before dematerializing. The material form of this spirit otherwise remains in place for 151 to 180 minutes realtime.

Elemental Flier (Very Good)   A Power of Air
Time Cost: 7 sec. Power Cost: 7 AEP

By means of this supernatural Power, the geourge conjures up within 160 feet distance a demi-elemental of air nature. This creature can do but one of two things:
1: Calm any sort of wind then blowing within a 160-foot radius of itself, all air movement being totally calm within the areas of effect for no less than 20 minutes realtime.
2: Carry the activator and all he or she wears and/or carries, as well as up to an additional three persons likewise through the air, without Harm, at a speed of 60 miles per hour for a distance not exceeding 12 miles, or beyond the area of effect of a surrounding tempest, if applicable, whichever is the greater. If the activator is not able to give exact direction, the demi-elemental will go in that direction that comes closest to fulfilling safe passage as described.

Exhaust Air (Very Strong)   A Power of Air
Time Cost: 12 sec. Power Cost: 9 AEP

This is a supernatural Power that creates a vacuum, in a globular space of up to 40-foot diameter, that is no more distant from the activator than 40 feet. For each additional 10 AEPs invested by the geourge at time of activation, the diameter of the sphere is extended by five feet.
The vacuum bubble will persist for four minutes, plus one addditional minute for each 5 AEPs added. However, it is so contained by a force shell, and each point of Extraordinary Harm delivered by weapon or Power upon the containing energy has a one percent chance of causing it to break, thus allowing air to enter. In such event, all within the spherical area of former vacuum suffer 17–20 points of implosion Harm disregarding all armor and any other forms of protection.

Fog Golem (Major)   A Power of Air
Time Cost: 16 sec. Power Cost: 10 AEP

By activation of this supernatural Power, the geourge causes air to become a palpable fog that forms into a humanoid shape and is volitant. Although it has no brain or intelligence per se, the automaton has a directing energy which will enable it to obey a series of up to three successive commands. Thus, for example, one might be required to move in some direction, then stop, and finally to attack anything that came within 30 feet of it. Once charged with one or more commands, the golem remains active until destroyed. The golem of fog thus created has the following statistics:

Fog Golem Armor:20
Health Precision Speed Harm
40 8 Special special

This golem attacks by surrounding one target. The target so surrounded suffers Harm of 3–5 points regardsless of armor protection, and cannot in turn Harm the golem . On the following ABC, it will randomly continue the attack (50%) or seek another target subject (50%) if one is within a six-foot radius. For each additional 10 AEPs invtested at time of activation, the golem gains a bonus 3–5 points of Harm infclited by successful attack, with a maximum bonus gained of 15–25 points. Only fire- (heat-) and wind-based attacks infclit Harm on the golem. The golem suffers normal fire Harm for a fire-based attack on the ABC of such attack only (sans further Harm for continuing fire). Exposure to full sunlight inflicts one point of Harm on the fog golem per minute of exposure. Wind in excess of 25 miles per hour speed inflicts one point of Harm on the fog golem for each one mile per hour of wind speed over 25 mph.

Elemental Air Compatibility (Extreme)   A Power of Air
Time Cost: 20 sec. Power Cost: 12 AEP

This is a Power of air that enables the geourge to withstand any force of air, cold, or wind of natural or elemental sort. The geourge and all he or she wears and/or holds in hand can, at will, become aerial, or not, and when aerial seem to be no more than a wisp of cloud or vapor. The geourge can then fly through the air at the speed of a strong wind (c. 50 mph to 5,000 feet, 100 mph to 10,000 feet, and 200 mph above 10,000 feet) and breathe normally. The Power remains active for one day in the dimensions of elemental air, but in worldly dimensions is potent for only one hour realtime, plus a like period for every additional point of energy expended at Power activation.

Atmosphere Elementary Service (Moderate)   Power-bid of Air
Time Cost: 4 sec. Power Cost: 5 AEP

This preternatural Power of air enables the activator to force an atmosphere elementary to do one of the following in a radius of to 180 feet distance around the geourge or at a distance of up to 180 feet from him/her, at a speed of up to 30 miles per hour (a sustained gallop of a horse), if desired:
1) Make the air temperature 65 degrees Fahrenheit, by warming or cooling it by a maximum of 90 degrees F, so as to as nearly as possible approximate that temperature.
2) Make the air free of any water vapor so as to be cloudless.
3) Make the air full of water vapor so as to be cloudy, and reduce visual range to nine feet and hearing range to 90 feet (save for very deep and loud sounds, such as bellowing).
The elementary must serve for up to one hour realtim, as instructed by the activator. If longer service is bidden, the geourge must expend an additional five AEPs for each extra hour of service demanded so as to have the strength to force this from the elementary.

Calm Elementary Service (Moderate)   Power-bid of Air
Time Cost: 4 sec. Power Cost: 5 AEP

This preternatural Power of air enables the activator to force a calm elementary to make the air still in a radius of up to 90 feet distance around the geourge and moving with him or her, at a speed of up to 30 miles per hour (a sustained gallop of a hourse), if desired.
The elementary must serve for up to one hour realtime, as instructed by the activator. If longer service is bidden, the geourge must expend an additional five AEPs for each extra hour of service demanded so as to have the strength to force this from the elementary.

Cold Elementary Service (Moderate)   A Power-bid of Air
Time Cost: 4 sec. Power Cost: 5 AEP

This preternatural Power of air enables the activator to force a cold elementary to lower the air tempterature by as much as 90 degrees Fahrenheit in an area with a radius of 90 feet at a point in sigh of, and no more distant than 900 feet, from the geourge and moving with him or her, at a speed of up to 30 miles per hour (a sustained gallop of a horse), if desired.
The elementary must serve for up to one hour realtime, as instructed by the activator. If longer service is bidden, the geourge must expend an additional five AEPs for each extra hour of service demanded so as to have the strength to force this from the elementary.

Wind Elementary Service (Moderate)   A Power-bid of Air
Time Cost: 4 sec. Power Cost: 5 AEP

This preternatural Power of air enables the activator to force a wind elementary to make the air move in very strong motion in a radius of up to 180 feet distance, or optionally to 360 feet distance, around the geourge, and moving with him or her, at a speed of up to 30 miles per hour (a sustained gallop of a horse), if dsired. The direction of air motion is as bidden by the activator, even if it is counter to the prevailing air motion. The increase in air motion is 10 miles per hour. If the air is calm, then the elementary engenders a 10 MPH wind blowing from the direction named by the geourge. If there is a wind of any speed blowing from any direction, the two wind speeds are added to get the speed of air motin in the bidden direction.
The elementary must serve thus for up to one hour realtime, half that if the geo expands the effect radius, as instructed by the activator. If longer service is bidden, the geourge must expend an additional five AEPs for each extra hour of service demanded so as to have the strength to force this from the elementary.

Conjurations, Powers, and Power-bids of Water

Conjure Maridi: (Very Minimal–Extreme)   A Conjuration of Water
Time Cost: 1–20 sec. Power Cost: 10–60 AEP

This is a water Conjuration that enables the summoning of an elemental of water, the strength of which is based on the energy assigned to it by the activator, and thus conjuring any one of ten grades of elemental. Multiply the standard AEP cost by five (a cost of 10 to 60) for Conjuration of an elemental. The conjured creature will take physical form upon activation, and thereafter 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 clearly multiple portions will be obeyed only insofar as the first part is concerened. Immediately upon fulfillment of the demand, the elemental vanishes.

Maridi CF Water Elemental Spirit
H/H: A tall, muscular and disturbingly smooth-shaped creature with silvery-green and slightly scaled skin, narrow face with staring, fish-like eyes, and crested with and sprounting fins, seemingly clad in garmets of seaweed.

H: 80–170 in increments of 10
P: 33–60 in increments of 3
S: 11–20 in increments of 1

Arms: A supernatural trident (12–30 [d30, 1–11 = 12] base Harm), +9–12 bonus Harm, and +1 point of bonus Harm per grade of elemental (+1 to +10); a hit scoring 20 or more points of Harm before Extraordinary (bonus) addition indicates the catching and immobilizing of the subject and an automatic hit on the subject the succeeding ABC.
Power, Land:
Once per day: a quagmire of 10-foot width and length per grade of elemental.
Grade 1: 10’ x 10’ x 1’ quagmire area
Grade 2: 20’ x 20’ x 2’ quagmire area
Grade 3: 30’ x 30’ x 3’ quagmire area (etc).

Each subject caught in the area moves at −25% speed and has −20 Weapons Ability per foot of depth, being sunk in it to a depth of four or more feet means miring for creatures of manlike sort horses, etc. Subjects in a quagmire that is about their breathing-organs’ height will drown or suffocate in 1–3 minutes. The quagmire persists for 1 minute time per grade of Maridi, and when its energy fades, the ground becomes dry but subjects are still sunk into now-normal earth.

Power, Water: Once per day: A tidal wave of a height equal to the Precision of the maridi in feet and a length equal to the Health of the maridi in yards. The tidal wave delivers 1 point of Harm per 3 feet of height of the wave to land creatures struck by it, and vessels struck by the wave take structural Harm equal to the maridi’s Precision. Small vessels/boats and very light ships have a percentage chance for being swamped or capsizing equal to the Precision of the elemental (33% to 60%). Crew on deck have the percentage chance of being swept over boards equal to the height of the wave in feet (33%–60%). Note that production of a tidal wave automatically discharges the maridi from service.

Armor: Armor worn and Extraordinary power provides 6 points (30%) of protection from all shock attacks but 14 points (70%) of protection from piercing attacks.
A materialized maridi can swim through any sort of water at up to 100 miles per hour speed, even while carrying up to 6,000 pounds of weight, for 10 hours without pausing to rest. The water that is traveled through will not affect anything, including a person, carried by the elemental.

Create Rainstorm (Very Minimal–Extreme)   A Conjuration of Water
Time Cost: 1–20 sec. Power Cost: 2–12 AEP

This is a Conjuration of water that causes a storm of as many miles radius around the activator as the activator has expended energy to cause it—and thus from one to 10 miles in radius. The eye of the storm, a 100-foot radius around the activator, experiences no ill effect other than darkness. In the affected area, the whole of the sky will instantly thicken with dark clouds, the temperature will drop 10 degrees F., and, one minute after activation, a heavy downpour of rain will begin to fall throughout the areas. In the area of effect, visibility will be limited to 50 feet, roads will become muddy, watercourses will rise and become dangerous, depressions will be flooded as rain accumulates (afer five minutes realtime). The rain storm will continue for 10 minutes, after which the cloud cover will dissipate in another 10 minutes. Note: if temperature in the area is below 33 degrees F. after the temperature rise, snow instead of rain will fall. This snowfall will accumulate four feet before the energy ceases its effect.

Fortify Conjuration, Water (Very Minimal–Extreme) A Power of Water
Time Cost: 1–20 sec. Power Cost: 2–12 AEP

This Power bolsters the force of the water elemental activated by the geourge so that counter-conjuration powers used to dematerialize it will be deterred. The Power causes attempts to dispel the elemetanal to be made at a +12 to +22 penalty (addition to Ability check roll), depending on the energy invested by the activator. The fortifying effect lasts as long as the elemntal is material.

Krigollan’s Hard Water (Very Minimal)   A Power of Water
Time Cost: 1 sec. Power Cost: 2 AEP

This preternatural Power of water enables the activator to engender up to as large as a 400-square foot surface area of water that is as hard and resilient as eight inches of new ice (enough to support a fully armored, armed and equipped man on a barded destrier without danger of cracking!) The area must be in a rectangular shape of at least two-foot width which begins no further distant than eight feet from the geourge activating the Power. The resulting "hard water" is mirror smooth but as easily moved upon as if it were rough stone, viz. it is not icy or slippery. It remains active for 21–30 ABCs, or until the activator decides to de-energize it with a wave of his hand. The hard area will support up to 2,000 pounds weight per square foot.
Note that successive activations of this Power might, for example, be used to completely close over a small body of water and keep it thus sealed off for a considerable period of time.

Elementary Water (Minimal)   A Power of Water
Time Cost: 2 sec. Power Cost: 3 AEP

This is a preternatural Power that creates, by touch of the activator, one pint of elemental water (equal to one gallon of normal pure water in regards to quenching thist), or converts 10 gallons of any other sort of water to chemically pure water. This Power is sometimes used in creation of Extraordinary items by both Alchemia and Metallurgy Abilities.

Ice Arrow (Very Minimal–Extreme)   A Power of Water
Time Cost: 1–20 sec. Power Cost: 2–12 AEP

This is a Power of water that conjures a dagger-like icicle which appears directly before the activator and extends for a distance from the activator equal to ten times the energy points expended to activate it, i.e. 20 to 120 feet distance. It attacks the first target in its path and causes a base 1–20 points of Harm plus 3–5 points of additional Harm, the latter ignoring all protection save that against cold. For each increase in the Grade of activation, another 1–2 points of Harm ignoring protection as noted are added. At the upper limit this means additional bonus damage of 9–18 points. All targets subject to piercing Harm are affected, unless some solid object of stone, thick metal (not armor), or thick, hard wood intervenes to blunt its progress and stop the flight of the ice arrow missile.

Ice Spear (Very Minimal–Extreme)   A Power of Water
Time Cost: 1–20 sec. Power Cost: 2–12 AEP

This is a Power of water that conjures a spear-like icicle which appears directly before the activator and extends for a distance from the activator equal to the energy points expended to activate it, i.e. four to 24 feet distance. It attacks all targets in its path and causes a base 1–20 points of Harm, plus 9–12 bonus points of Harm, the latter ignoring armor/protection not specifically warding against cold-based attacks. For each increase in the Grade of activation, another 1–2 points of Harm ignoring protection as noted are added. At the upper limit this means additional bonus damage of 9–18 points. All targets subject to piercing Harm are affected, unless some solid object of stone, thick metal (not armor), or thick, hard wood intervenes to blunt its progress and stop the growth.

Water Tower (Moderate)   A Power of Water
Time Cost: 4 sec. Power Cost: 5 AEP

This is a Power of water that conjures a column of water from any water source of at least five gallons volume. It must be within sight of the activator and no more distant than 100 feet. From the normal water grows a column six-foot-wide, up to 18-foot-high, and of either alkaline, fresh, or salt water, as the activator wills. This pillar of liquid will, at the activator’s slightest gesture, topple over in the direction in which that individual desires. It thus drenches an areas of six-foot width by 18-foot length. Acid is neutralized thus, fire is quenched, and so forth. If contained in a space, it will fill approximately 1,000 cubic feet volume with the liquid thus engendered and released.

Elemental Aquanaut (Very Good)   A Power of Water
Time Cost: 7 sec. Power Cost: 7 AEP

By means of this supernatural Power, the geourge conjures up, within 120 feet distance, a demi-elemental of water nature. This creature can do but one of two things:
1: Make any sort of water breatheable within a 120-foot radius of itself. The liquid will be totally breathable as if air within the area of effect for more than 30 minutes realtime.
2: Carry the actvator and all he or she wears and/or carries, as well as up to an additional three persons, likewise, through water, without Harm, at a speed of 40 miles per hour for a distance not exceeding five miles, or to a further shore of the water area, whicever is the lesser distance. If the activator is not able to give exact direction, the demi-elemental will go in that direction that comes closest to fulfilling safe passage as described.

Ice Golem (Major)   A Power of Water
Time Cost: 16 sec. Power Cost: 10 AEP

By activation of this supernatural Power, the geourge causes ice of at least 27 cubic feet in extent to form into a humanoid shape and become volitant. Although it has no brain or intelligence per se, the automaton has a directing energy which will enable it to obey a series of three successsive commands. Thus, for example, one might be required to move in some direction, stop, and finally to attack everything that moves within 30 feet of it. Once charged with one or more commands, the golem remains active until destroyed. The golem of ice thus has the following statistics:

Ice Golem Armor: 60
Health Precision Speed Harm
30 10 special 16 points (80%)

The golem attacks with both a spearing (short, 2–20 penetration Harm) and a clubbing (1–20 shock Harm) attack against one or two opponents. For each added 10 AEPs expended at time of act, the golem is able to throw an icicle "dagger" to a 30-foot range to inflict 1–20 points of Harm +3–5 points of bonus (penetration) Harm, the added preternatural bonus of 3–5 points disregarding all normal protection, up to a maximum of four such missiles per ABC.
While most attacks are protected against at the indicated 16 point armor value, those using fire- or heat- based attacks inflict a bonus 6–8 points of Harm upon the golem, this possibly exceeding its armor protection. Exposure to full sunlight in a termperature of above 50 degrees F inflicts one point of Harm on the ice golem per one minute of exposure thus. Exposure to heat in excess of 60 degrees but less than 120 degrees F, inflicts one point of Harm per minute of exposure; damage is doubled if the temperature is 120 degrees or above. (Remomber, the golem is not likely to leave its assigned station.)

Poison Water (Major)   A Power of Water
Time Cost: 16 sec. Power Cost: 10 AEP

By means of this supernatural Power, the activator causes toxins to be engendered within a body of water. The volume of the water affects the VT level as follows:

Volume in Cubic FeetVT Harm from Ingestion
Up to 1,00036–50
1,001 to 2,00026–35
2,001 to 4,00021–25
4,001 to 8,00017–20
8,001 to 16,00013–16
16,001 to 32,0009–12
32,001 to 64,0006–8
over 64,000no effect

The toxin remains active in the water for no longer than from half an hour to three hours (d6 x 30 minutes), and then the poison dissipates and is gone.

Elemental Water Compatibility (Extreme)   A Power of Water
Time Cost: 20 sec. Power Cost: 12 AEP

This is a Power of water that enables the geourge to withstand any force of water, wave, or ice, or natural or elemental sort. The geourge and all he or she wears and/or holds in hand can, at will, become one with water, or not, and when so seem to be no more than an eddy, small currnet, or slightly different colored water layer of some sort, move through fresh water at a quadruple running speed (50 mph), salt water at twice that rate (100 mph), plus or minus the speed of any current moved with or agains. Ice of any sort, however, is impenetrable. The Power remains active for one day in the dimensions of elemental water, but in worldly dimensions is opotent for only 10 miuntes realtime, plus a like period of time for every additonal poewr of energy expended at Power activation.

Fog Elementary Service (Moderate)   A Power-bid of Water
Time Cost: 4 sec. Power Cost: 5 AEP

(This Power-bid requires an air temperature of no higher than 100 degrees F and no lower than 20 degrees F.) This preternatural Power of water enables the activator to force a fog elementary to create an area of dense and misty fog in a radius of up to 180 feet distance, either around the geourge or at a distance of up to 360 from him or her, and moving with him or her, at a speed of up to three miles per hour (a normal walking pace), if desired. The following conditions apply to the fog area:
1) Vision within the area is reduced to six feet, hearing range to 60 feet.
2) The mist will reduce the size of any normal fire as follows, each step requiring/being two ABCs: roaring inferno to inferno, hot blaze to blaze, large bonfire to bonfire, and campfire to blazing torch to sputtering torch to lamp to candle, then out. A torch is thus extinguished after eight ABCs of exposure to the fog (2 ABCs blazing, 2 sputtering, 2 as lamp, and 2 as a candle before it extinguishes.)
3) Cloth, paper, and the like become sodden in eight ABCs.
4) Bowstrings become damp and all ranges are reduced by 50% in four ABCs.
The elementary must serve for up to one quarter hour realtime, as instructed by the activator. If longer service is bidden, the geourge must expend an additional five AEPs for each extra quarter hour of service demanded so as to have the strength to force this from the elementary.

Ice Elementary Service (Moderate)   A Power-bid of Water
Time Cost: 4 sec. Power Cost: 5 AEP

(This Power-bid requires an air temperature of no higher than 70 degrees F and no lower than 40 degrees F.) This preternatural Power of water enables the activator to force an ice elementary to create an area of ice in a radius of up to 180 or 270 feet distance, either around the geourge or at a distance of up to 360 feet from him or her. It will move with the activator at a rate of no faster than one mile per hour (a very slow walking pace). The ice will be one foot thick if in a 180-foot radius, or six inches thick if the radius is expanded to 270 feet. Each one inch of ice will support cumulatively 100 pounds weight per square foot, so six inches supports 2,100 pounds, a foot supports 7,800 pounds per square foot. Alternately, the ice elementary will cause ice of the slipperiest sort to cover an area of 360 feet radius where only less than one inch of water is present. Movement acrosssuch ice is reduced to 50% normal walking speed, with a 10% chance per of slipping and falling so as to be immobile the following ABC. Attempts increase movement speed add a cumulative 10% chance for slipping and falling for each 10% of movement speed above 50%–60% movement rate = 20% falling chance, 70% = 40%, 80% = 70%, and so on.
The elementary must serve thus for up to one half hour realtim, as instructed by the activator. If longer service is bidden, the geourge must expend an additional five AEPs for each extra half hour of service demanded so as to have the strength to force this from the elementary.

Rain Elementary Service (Moderate)   A Power-bid of Water
Time Cost: 4 sec. Power Cost: 5 AEP

(This Power-bid requires an air temperature of no higher than 150 degrees F and no lower than 40 degrees F.) This preternatural Power of water enables the activ to fofce a rain elementary to create an areas of intence and steady rain in a radius of up to 360 feet distance, either around the geourge or at a distance of up to 360 feet from him or her, and moving with him or her, at a speed of up to 30 miles per hour (a sustained gallop of a horse), if desired. The following conditions apply to the rain area:
1) Vision within the area is reduced to 50 feet with clarity and 100 feet partically obscured.
2) The rain will reduce the sisze of any normal fire as follows, each stope requiring/being one step of time: roaring inferno to inferno, hot blaze to blaze, large bonfire to bonfire, and campfire to blazing torch to sputtering torch to lamp to candle, then out. A torch is thus extinguished after four ABCs of exposure to the rain.
3) Cloth, paper, and the like become soaked in two ABCs.
4) Bowstrings become damp and all ranges are reduced by 50% in one ABC time.
5) Rain will accumulate, or not, according to the nature of the terrain. The effect on the ground (mud, standing puddles of water, etc). must be adjudicated by the GM.
The elementary must serve thus for up to one quarter hour realtim, as instructed by the activator. If longer service is bidden, the geourge must expend an additional five AEPs for each extra quarter hour of service demanded so as to have the strength to force this from the elementary.

Snow Elementary Service (Moderate)   A Power-bid of Water
Time Cost: 4 sec. Power Cost: 5 AEP

(This Power-bid requires an air temperature of no higher than 50 degrees F and no lower than −50 degrees F). This preternatural Power of water enables the activator to force a snow elementary to create an area of intense and heavy snow in a rdius of up to 360 feet distance, either around the geourge or at a distance of up to 360 feet from him or her, and moving with him or her, at a speed of up to 30 miles per hour (a sustained gallop of a horse). The following conditions apply to the snow area:
1) Vision within the area is reduced to 25 feet of clear vision and 50 feet of partial vision.
2) The snow will reduce the size of normal fire as follows, each step requiring two ABCs: roaring inferno to inferno to hot blaze to blaze to large bonfire to bonfire to campfire to blazing torch to sputtering torch to lamp to candle, then out. A torch is extinguished after eight ABCs of exposure.
3) Cloth paper, etc., become sodden in eight ABCs if exposed.
4) Bowstrings become damp and all ranges are reduced by 50% in five ABCs.
5) Snow will accumulate on the ground if the area is stationary, accumulation being six inches perquarter hour, and each six inches depth slowing movement by a cumulative 5% (5%, 15%,30%, 50%) to a maximum penalty of 90% (50% maximum penalty for very large creatures with a leg length of four or more feet). After the cessation of snowing, melting will occur according to ambient temperature.
The elemntary must serve for up to one hour realtime, as instructed by the activator. If longer service is bidden, the geourge must expend an additional five AEPs to each hour of service demanded so as to have the strength to force this from the elementary.

Secondary Power-bids of Dual Nature

Boiling Water Elementary Service (Major)   A Power-bid of Fire-Water/Water-Fire
Time Cost: 16 sec. Power Cost: 10 AEP

This supernatural Power of dual-element nature enables the activator to force a boiling water elementary to become active in a radius of 30 feet, with a distance to the center of up to 60 feet from the activator. One of the two following services can be commanded of the elemntary 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 geourge 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 boil. Any creature within the area of effect will immediately suffer 3–5 points of Harm each ABC of exposure. In this case the elementary will not move.
The elementary must servce for up to one minute realtime, as instructed by the activator. Longer service can be bidden only if the geourge is reducing the existing water temperature, and such continued temperature redicution service requires the activator to expennd an additional 10 AEPs for each extra one minute of time so demanded in order to have the strength to force this from the elementary.

Breaker-Wave Elementary Service (Major)   A Power-bid of Air-Water/Water-Air
Time Cost: 16 sec. Power Cost: 10 AEP

This supernatural Power of dual-element nature enables the activator to force a breaker-wave elementary to become active in a distance of up to 720 feet from the activator, travel to another 720 feet distance, and upon appearing, move in gathering height and strength to break upon a vessel or the shore as the case might be. The height of the breaker-wave elementary is 10 feet plus the height of the average wave creasts present at the time of bidding. It will be 180 feet, plus crest height, in length. It will be as broad as it is high. When breaking upon a vessel, it will absolutely swamp and sink any that is open-decked or undecked. Decked vessels have a percentage chance of survival equal to 10 percent, plus their length, minus the height of the breaker wave. In any event, the impact of the water will sweep overboard anything not securely fastened or holding fast to the vessel. The vessel will take 6–8 points of Harm multiplied by the height of the wave in feet above 10. When breaking on land, the breaker wave will deliver most minimal Harm (1 point times the height of the wave) on all things caught within twice its striking aresa, the impact areas being its length. There exists a 50% chance that anything not securely fastened down or clinging as tightly as possible to a secured hold will be carried back out with the retreat of the water, suffering 6–8 points of Harm in the process, and in unable to swim, or weighted down, certainly drowned. Drowing can be avoided by succeeding in a roll against Health at a penalty of +1 foot per height of the breaker wave. Structures hit by the wave and entirely within the impact ares will take 6–8 points of Harm multiplied by the height of the wave in feet above 10.
At the end of the indicated course of movement the elementary is freed of service and can not be required to continue, although a new one can be constrained by again activating this Power-bid.

Hail Storm Elementary Service (Major)   A Power-bid of Air-Water/Water-Air
Time Cost: 16 sec. Power Cost: 10 AEP

This s Power of dual-element nature enables the activator to force a hail storm elementary to become active in a radius of 360 feet, with a distnce to the center of up to 360 feet from the activator, and moving with him or her, at a speed of up to 10 miles per hour (a fast human trotting pace), if dsired. The following conditions apply to the area of the hail storm:
1) Vision and hearing within the area are reduced to 300 feet.
2) Movement within the area is at one half normal speed.
3) Movement on smooth surfaces, up or down a slope, will be at hazard due to the slippery spheres of ice; any such movement must be made at no faster than a half-speed walking pace, or else with a check against Precision Base Rating, fialure indicating a slip, fall, Harm (at the LM’s option), and one ABC of time lost arising.
4) Light and flimsy material exposed to the hail will be broken, shredded or tattered-this includes vegetation.
5) Each Activity Block spent within the area inflicts 3–5 point Harm from contusions caused by the falling spehres of ice to all therein not sheltered from such impact.
The elemntary must serve for up to a quarter hour realtime, as instructed by the activator. If longer service is bidden, the geourge must expend an additional 10 AEPs for each extra quarter hour of service demanded so as to have the strength to force this from the elementary.

Ice Storm Elementary Service (Major)   A Power-bid of Air-Water/Water-Air
Time Cost: 16 sec. Power Cost: 10 AEP

This Power of dual-element nature enables the activator to force an ice storm elementary to become active within ar radius of 360 feet, with a distance to the center of up to 360 feet from the activator, and moving with him or her, at a speed of up to three miles per hour (a normal human walking pace), if desired. The following conditions apply to the areaof the ice storm:
1) Vison and hearing within the areas are reduced to 300 feet.
2) Mvement within the area is at one-quarter normal speed.
3) Movement on all surfaces will bee at hazard due to the ice, all movement must be at the reduced walking-pace speed indicated, or else with a check against Precision bas Rating, failure indicating a slip, fall, Harm (at the LM’s option), and one ABC lost arising.
4) All thingsi nthe area of the ice storm, including vegetation, will become coated with a layer of ice within one AB of exposure.
The elemntary must serve for up to one quarter hour realtime, as instructed by the activator. If longer service is bidden, the geourge must expend an additional 10 AEPs for each extra quarter hour of service demanded so as to have the strength to force this from the elementary.

General Powers of Geourgy

Shadow Blast (Very Minimal)   General Power of Geourgy   (Power described by Gary Gygax, but forgotten in the LRAP)
Time Cost: 1 sec. Power Cost: 2 AEP

By activation of this Preternatural Power the Geourge sends forth instantly a cloud of negative energy that appears as shadow. The wave of shadowy stuff is 20 feet wide, beginning at and centered on the hand of the activator, and extending for a distance of 30 feet. Each subject within this area that is not protected against negative energy will lose all capacity for action for the remainder of the ABC, and will suffer an action penalty the following ABC equal to the length of time in the previous ABC they were affected by the shadow blast, so that altogether the effect is 3 full seconds in duration.

Loviatskya’s Infallable Mineral Analysis (Low Moderate)   General Power of Geourgy
Time Cost: 3 sec. Power Cost: 4 AEP

This is a preternatural Power enabling the enchanter to "see" and analyze mineral contained within an area of examination of about 16 or so cubic feet of volume. The Power detects not only the various kinds of minerals, but also their quality—20% iron in ore, electrum composed of 30% gold and 70% silver, beryllium with crystal inclusions of deep green and also of golden color, lead with 10% arsenic, etc.

Mirdoleb’s Hellbolt (Moderate)   General Power of Geourgy
Time Cost: 4 sec. Power Cost: 5 AEP

By activation of this preternatural Power, a geourge or sorcerer causes a ray of varying color from the low end of the spectrum to spring forth from his or her fingertps to a distance of 40 feet. It will unerringly strike any one target in range. One of three different colors may be chosen by the caster, that hue to be announced before actual activation.

Their individual effects are as follows:
Red: The subject must avoid the effect by suceeding in a roll against twice Speed Base Rating or else suffer 9–12 points of Harm from flame, such Harm ignoring all protection save that against fire-based Harm. In addition, any easily combustible material worn or carried will be ignited, set afire by the bolt, thus inflicting an additional 6–8 points of Harm also disregarding normal protection.
Orange: The subject must avoid the feffect by successfully rrolling against three times Speed BR or else suffer blindness for the remainder of the ABC and for the following two ABCs.
Yellow: The subject must avoid the effect by succeeding in a roll against Speed Base Rating or else turn and flee at fastest movement speed on the following ABC, but recovering immediately thereafter so as to act with free will.

Elemental Protection (Very Good)   General Power of Geourgy
Time Cost: 7 sec. Power Cost: 7 AEP

By means of this supernatural energy, the geourge creates a magical circle that bars any sending or malign spirit from passing its perimeter. The radius of this circle is a base of 10 feet, and for each additional AEP invested at the time of activation, the radius expands one foot. The Elemental Protection persists for seven hours, then vanishes instantly. Note that it is not possible to activate any magical Power that has an effect beyond the Protection circle.

Loviatskya’s Infallable Energy Analysis (Very Strong)   General Power of Geourgy
Time Cost: 12 sec. Power Cost: 9 AEP

This is a supernatural Power enabling the enchanter to "see" and analyze mineral contained within an Extraordinary ttem so as to know what it is and what it does. While the Power detects the need for triggering events, such as spoken commands, it does not necessarily discover the exact particulars of the event in itself. Thus, it does not always reveal all information regarding an object.

Fireball (Minimal–Very Good)   A Power of Fire   (*by Heinrich)
Time Cost: 2 sec. Power Cost: 3 AEP

With this Activation the Elementalist creates a burning Ball of Fire. It starts at minimal as a tiny ball which can be hurled for up to 50 feet where it explodes. All Creatures in a radius of 10 feet suffer 1–2 points of damage per 10% of Geourgy-Ability. Each additional Grade the Fireball grows and adds one to the Damage-Range—up to Very Good. So at Very Good the Fireball does 1–6 Damage per 10% Geourgy-Ability. (At 100% Georgy that means a 10-Dice-Fireball, each Die doing 1–6 Harm. The Ball is building up during the time of Casting. If the Geourgy is disturbed, i.g.harmed, the spell is lost—and he must make a disaster avoidance of 4 x Speed. or the Fireball goes off. To hit with the Fireball the caster must make a Precision-Check, add 10% of Archery ifapplicable. Of course, the Victims get a Disaster Avoidance at Speed x 3 for ½ Damage.

Necrourgy Powers

Restless Dead Ritual

Ritual of the Unhallowed Spirit (Extreme)   Restless Dead Ritual
Time Cost: 20 sec. Power Cost: 12 AEP

In order to have any form of communication with, control over, or to deal with, the restless dead spirit of the animal sort—nightgrim, phantom, and specter, or those of far more dangerous human sort—apparition, ghost, and shadowling, this Ritual must be possessed and utilized by the necrourge. It must be enacted no longer than one hour prior to using any Spell of Calling, Commanding, or Creating.

Spell of Creating an Evil Animal Spirit (Major)   Restless Dead Ritual
Time Cost: 16 sec. Power Cost: 10 AEP

This is so dark and vile a Spell that no necrourge can perform it more frequently than once per month. By means of this evil operation of malign Superatural agencies, a living animal subject is slain, then its trapped spirit altered so as to become a monstrous evil animal spirit-nightgrim (40 AEPs), phantom (30 AEPs), or specter (35 AEPs) as the necrourge decides.
The victim animal is placed within the circle of command and must be either bound or unconscious but otherwise in relatively good shape, for if Health is below 90% of normal level the attempt will fail. The victom will expire slowly as the malign energy seeps into it, altering its spirit and imbuing cunning and hate into it. At the end of one week the process is complete, and from the corpse will arise a nightgrim, phantom, or specter spirit.
The newly created spirit is subject to the command of the necrourge who created it. It must obey any and all commands given to it regardless of the consequences. It can not attack or seek to harm its master. However, if the necrourge is ever totally powerless in regard to AEPs, those being exhausted and at zero (0), any and all such created creatures within, or coming within, a 50 foot radius will sense this weakness. Then, and only then, they will attack with a vengeance!

General Powers of Necrourgy

Cloak in Shadows (Moderate)   General Power of Necrourgy
Time Cost: 4 sec. Power Cost: 5 AEP

By act of this preternatural Power, a necrourge can, if the light conditions are such that strong shadows are present, cause his or her person to become veiled and shadowy. If none observe this transformation, then the affected individual is at least 90% likely to be unnoticed. If some observer is present, the individual is still so veiled as to cause any attack upon him or her to be at a penalty of +10 to the attacker's dice roll to determine if a hit of any kind is scored. For each additional point of Activation Energy invested, the act can affect one other individual with this same Power, to a maximum of eight others. Note that if any affected person actively advances to assail or atack while cloaked in shadows, the energy of the Power is drained, and all effect is lost. Otherwise, the shadowy veil persists for up to one hour.

Mirdoleb’s Shadow Swarm (Moderate)   General Power of Necrourgy
Time Cost: 4 sec. Power Cost: 5 AEP

By activation of this perternatural Power an enchanter/necrourge can, if the light conditions are such that strong shadows are present, create a score of small, Shadowy figures that appear out of nearby shadows. The Shadow Swarm creatures are only quasi-real, brought forth by a gate created between the material dimensions and dimensions based on anti-energy. Thus, these small shadow creatures can not be attacked by any means. The Power affects only one subject within sight and not more than 30 feet distance of the activator, lasts for 2 ABCs realtime. The target creature can attempt to avoid the assault of the Shadow Swarm each ABC by checking gainst four times Speed Base Rating.
If the target succeeds in avoiding the swarming shadowlings, it suffers 9–12 points of Harm, disregarding all armor, and will have an attack penalty of 20 for 2 ABCs thereafter because of the effect of the shadows’ negative force.
If the target fails to avoid the swarming shadowlings, it suffers 9–12 points of Harm, disregarding all armor, each fo the 2 ABCs of the Power’s persistence, can do nothing during that time, and will have a penalty of 20 on all Ability use for two additional ABCs thereafter.

Bone Splinters (Good)   General Power of Necrourgy
Time Cost: 5 sec. Power Cost: 6 AEP

This preternatural activation creates and sends a shower of 3–12 sharp bone missiles than inflict normal harm as if they were daggers (1–20 points of penetrating Harm). The barrage affects, at random, all potential enemy target subjects in a radius of 30 feet before the activator. If only one target is possible to attack, the number of hits on it will be 1–4 (not 3–12), and two or three targets suffer 1–4 hits each. If the number of potential targets is four or greater, a successive number is assigned to each. Then numbers in the assigned range are generated randomly, their total equal to the number of bone splinters sent forth (from 3–12), each number indicating a hit upon the target it represents.

Talk Through Shadows: (Very Good)   General Power of Necrourgy (from The Lejendary Ravage of Ghorkai by Gary Gygax and Jon Creffield)
Time Cost: 7 sec. Power Cost: 7 AEP

By activation of this supernatural power an enchanter or necrourge can, providing strong shadows are present, send a message through the umbrate sphere to a recipient who is likewise in a shadowy environment. The message must be of thirty or fewer words in length, its destination can be on any plane touched by shadow, distance is not a factor, but the activator must personally know the locale to which the message is carried. It will be delivered regardless of whether the desired recipient is present and the activator will be unaware whether or not his message was heard. At the target destination shadows will form into a face with features similar to that of the activator and the words will be spoken in a sibilant whisper— if the target locale is in pitch darkness or very brightly illuminated the activation will fail.

Desecrate Consecrated (Extreme)   General Power of Necrourgy
Time Cost: 20 sec. Power Cost: 12 AEP/6 per ABC upkeep

By means of this Power, the necrourge removes any Extraordinary protection given by Theurgy from the remains of a person, or a thing of up to about double the size of a person, such as an altar. The effect is lasting, although it might be possible to remove the vile sacrilege of this dark energy and replace it thereafter with the clean force of blessing, consecration, and so forth.

Grave Rot (Extreme)   General Power of Necrourgy
Time Cost: 20 sec. Power Cost: 12 AEP/6 per ABC upkeep

This supernatural Power operates on a subject in sight and within 60 feet of the activator. It causes the afflicted to suffer 13–16 points of Harm immediately regardless of any and all protection save that specifically providing nullification of evil energy. Furthermore, each ABC thereafter, the afflicted automatically suffer a lesser amount of Harm as follows:

2nd ABC, 9–12 points of Harm
3rd ABC, 6–8 points of Harm
4th ABC, 3–5 points of Harm
5th ABC, 1–2 points of Harm

Worse, the Harm can be restored only by a theurgist of the Hallowing Rite who is compelled to employ a Redeem, for otherwise the points of Health are lost forever. An additional five AEPs per subject beyond the first to be affected must be invested at time of activation. Once activated, the nec need not concentrate on this Power and is free to do other things.

Skeletal Essence (Extreme)   General Power of Necrourgy   (*by Mortale, Hassan, BluSponge, edited by Gary Gygax)
Time Cost: 20 sec. Power Cost: 12 AEP/6 per ABC upkeep

This Power affects one target up to 30 feet away (visual range). Upon activation of this Power, the activator summons the skeleton of its living target subject to animate, independently of its host. As a now-separate entity, the skeleton will do its utmost to claw its way out of its former home with vicious brutality, leaving nothing but the broken body left behind.

This Power will cause the target 9–12 (1d4+8) points of supernatural Harm ignoring all protection, both mundane and extraordinary, each ABC after activation until either the target dies (skeleton makes it out) or activation is stopped through the incapacitation or death of the activator or another (benevolent) Power counters this one. All Harm inflicted by the Skeletal Essence Power requires triple the normal rate to heal, even with the use of salves and herbs. In addition, attempts to heal via Theurgy Ability means are done with a −20 penalty to the ability check.

The victim checks against 4 x current Speed Base Rating each ABC after the first to try and stay the effects of the Skeletal Essence Power. (No matter what, the target will suffer at least 9–12 harm, because the speed x 4 roll does not occure until after the first ABC.)

At such time as the skeleton is free of its host, it will follow the commands of the one to whom it was summoned, as long as the activator spends AEPs necessary for upkeep (6 per ABC). When the activator can or will no longer spend the required AEPs, the skeleton becomes a bonewalker (see the Beasts of Lejend book, page 106). At such time, the bonewalker will attack the one who summoned it, unless a protective circle is in place. If a circle of protection is in place, the activator may use the Spell of Commanding the Unwilled Living Dead to give the bonewalker one last command which it will carry out as best as it can for eternity, else, the bonewalker will attempt to get as far away from the circle of protection as possible.

Sorcery Powers

Conjurations and Powers of the Demons Dimensional Matrix

Summon Demon (Extreme)   Conjuration of Demons Dimensional Matrix
Time Cost: 20 sec. Power Cost: 12 AEP

This is a chaotic Summoning that enables the sorcerer to force a demon spirit of ordinary sort to appear in proximity to the activator. The conjured spirit will take physical form upon activation, and thereafter it will perform one demanded service. An impossible demand will simply deactivate the enrgy and relaese the nether dimensional spirit to do as it will. A demand with clearly multiple portions will be obeyed only insofar as the first part is concerned. No service can be required that commands the spirit to directly remain for an extended period of time, material or immaterial in form.
Any demand that would require a day or two to complete is an impossible demand, unless it is keyed to "service upon condition." This is, for exampoe, a service in which the spirit is freed to return to the nether dimensions, but should a specified event occur, it will instantaneously materialize at a specific location, perform the service, and will then be released permanently from all obligation under the service. Immediately upon fulfillment of the demand, the spirit vanishes.

Summon Demon Imp (Very Strong)   Conjuration of Demons Dimensional Matrix
Time Cost: 12 sec. Power Cost: 9 AEP

This is a chaotic Summoning that enables the sorcerer to force a demon imp spirit, a small and relatively weak thing, to appear in proximity to the activator. The conjured spirit imp will take physical form upon activation, and thereafter it will perform up to six demanded services. An impossible demand will simply deactivate one–sixth of the energy and could relaese the nether dimensional spirit to do as it will. A demand with clearly multiple portions will be obeyed only insofar as counting towards the requisite six services. No service can be required that commands the spirit to directly remain for an extended period of time, material or immaterial in form.
Any demand that would require a week or two to complete is an impossible demand, unless it is keyed to "service upon condition." This is, for example, a service in which the spirit is freed to return to the nether dimensions, but should a specified event occur, it will instantaneously materialize at a specific location, perform the service, and will then be released permanently from all obligation under the service. Immediately upon fulfillment of all the demands, the spirit vanishes.

Demon Imp Form (Major)   Power of Demons Dimensional Matrix
Time Cost: 16 sec. Power Cost: 10 AEP

By activation of this Power, the sorcerer is changed instantly into the form of a demon imp. The Power remains active for one hour for each 10 acddioinal Activation Energy Points invested in it at the time of activation. While in this form, the individual has the capacities of the spirit, but retains and adds the individual’s own Health Base Rating at the time of change to that of an imp’s normal base. Subsequent Harm accrues first to the assumed form’s Health, and only after that Health is lost does Harm accrue to the sorcerer’s own Health. It is important to note that should the sorcerer, while in imp form, be reduced to zero Health, that individual is consigned instantly to the nether dimensions as an imp.

Voyage to Abyssal Realms (Extreme)   Power of Demons Dimensional Matrix
Time Cost: 20 sec. Power Cost: 12 AEP

Through this Power, the sorcerer, or one whom he selects by touch and is within a command circle of the proper nature, is transporrted instantly to the nether dimensions of this sort in the form of, and with all capacities of, an ordinary demon spirit. The transported subject will retain all Abilities normal to himself or herself. The sojourn lasts for one hour for each point of additional energy expended at time of activation. An individual destroyed while in the nether dimensions becomes a captive spirit therein, likely soon found and devoured by the denizens of the horrid place. At the expiration of the Power, the individual is instantly returned to the place at which activation cocured.
Note: This is one way that a daring sorcerert could possibly learn the name of a nether being.

General Power of Sorcery

Mirdoleb’s Hellbolt (Moderate)   General Power of Sorcery
Time Cost: 4 sec. Power Cost: 5 AEP

By activation of this preternatural Power, a geourge or sorcerer causes a ray of varying color from the low end of the spectrum to spring forth from his or her fingertps to a distance of 40 feet. It will unerringly strike any one target in range. One of three different colors may be chosen by the caster, that hue to be announced before actual activation.

Their individual effects are as follows:
Red: The subject must avoid the effect by suceeding in a roll against twice Speed Base Rating or else suffer 9–12 points of Harm from flame, such Harm ignoring all protection save that against fire-based Harm. In addition, any easily combustible material worn or carried will be ignited, set afire by the bolt, thus inflicting an additional 6–8 points of Harm also disregarding normal protection.
Orange: The subject must avoid the feffect by successfully rrolling against three times Speed BR or else suffer blindness for the remainder of the ABC and for the following two ABCs.
Yellow: The subject must avoid the effect by succeeding in a roll against Speed Base Rating or else turn and flee at fastest movement speed on the following ABC, but recovering immediately thereafter so as to act with free will.

Pandemonium (Very Strong)   General Power of Sorcery
Time Cost: 12 sec. Power Cost: 9 AEP

When this superanatural energy is activated, all other beings, save the sorcerer or sorceress, in a 30-foot readius before the activator (180-degree arc) will hear noises, see illusory forms, and be so muddled as to stand and stare (50%), turn from the scene and flee and fastest speed directly away from it (25%), or strike wildly in random fashion (25%) at whomever is closests to them with a weapon or an Extraordinary Ability that was being readied for activation. Intelligent subjects are entitled to an Avoidance Roll against Speed Base Rating. This Power persists for 3–5 ABCs, then fades into nothingness.

Seduce to Evil (Major)   General Power of Sorcery
Time Cost: 16 sec. Power Cost: 10 AEP

This is a supernatural Power that causes one subject within sight of, and not more distant than 13 feet from, the sorcerer to become inexorably drawn to that activator. Unless the subject succeeds in a check against twice Speed Base Rating (or Intellect rating, if that optional statistic is employed), that individual is indefinitely committed to being a loyal servant of evil and the willing stooge of the sorcerer or sorceress. This commitment remains until the subject has the evil influence removed by some preternatural or supernatural means.

Psychogenic Powers

Nictoscopy

This Extraordinary Power provides the capacity to see in a lightless place as if it were a dark, heavily clouded afternoon. This enables vision clearly to 300 feet distance, less clearly to 3,000 feet. It requires a transition time of three seconds realtime—one ABC—to switch from this visual capacity to normal eyesight and vice versa.
This costs 10 Activation Energy Points (AEPs) to activate, but thereafter use does not require any such eenrgy and will persist for up to 10 hours time.

Parascopic Scrying

This Extraordinary Power gives the capacity to see over great distance and through material barriers that would otherwise preclude such visual capacity. The activation time is four ABCs. This Power enables the activator to see clearly, as if viewing the scene from a 20 foot distance without being barrred by intervening substance, according to the visual capacity of the individual as defined by the otherwise existing conditions. Seeing through a wall might reveal only darkness, if illumination is lacking there and the indivudual would otherwise not be able to see.
Parascopic sense operaties as follows in regards to its range: A well-known person, place, or thing squares the base range. The base range is 10,000 miles minus 1,000 miles for each of the following: five feet of stone, one foot of wood, one inch of metal other than lead or gold, and/or one-tenth inch of lead or gold. The range is reduced by one magnitude for 10 years of time displacement, each probability displacement in the same dimensional set, and for each successive different set of other-dimensional matrix displacement (elemetnal, para-elemental, astral, ethereal).
This Power costs a base of 10 Activation Energy Points (AEPs) to emply in oder to view for up to one minute realtime what lies beyond the screening distance and/or material. Thereafter, the energy fades, and no further Parascopic Scrying is possible without reactivation.

Premonition

This Extraordinary Power gives, instantaneously, the capacity to know when you are about to be attacked and from what direction. Thus, the individual possessing it is never surprised, nor attacked from the flank or rear, unless he or she is otherwise engaged frontally and so unable to turn and face in the direction of a new attack. The capacity works automatically and continually. It will awaken the individual from sleep if attack threatens.
Each premonition automatically expends one (combat) to five (slumber) Activation Energy Points (AEPs).

Self Levitation

This Extraordinary Power gives the capacity to levitate oneself and all gear worn and carried, save if the activator is so bound as to preclude this Power being effective. This is accomplished at will, requires a one-ABC activation period, and involves a levitation rate of triple the normal rate—nine feet per ABC realtime. If concentration is broken, the levitated subject is instantly affected by gravity.
The cost is one Activation Energy Point (AEP) per ABC of levitating, rising, or "floating."

Spirit Barrier

This Extraordinary Power gives the capacity to the individual to completely shield his or her self so as to be unassailable in any Base Rating from an attack of non-physical sort, from any creature or spirit. Upon activation after one ABC of concentration, the individual has an energy shield whose Health value is 10 times that of the amount of AEPs expended to create it. All attacks reduce the Health of the Spirit Barrier, rather than one or more of the Base Ratings of the protected individual, until such time as the Spirit Barrier has zero Health, at which time the protection is drained, and the individual can be affected by attack.
This costs a minimum of 10 AEPs, and as many as desired can be invested in the Spirit Barrier. Regardless of its strength, the energy dissipates after eight hours realtime.

Thought Reading

This extraordinary Power gives the capacity to know instantaneously what is "on the surface and below!" of another human’s or humanoid’s mind when such individual is whithin sight and no further distant than 120 feet. All such thought reading requires a successful Ability check to operate. The more intelligent and aware the subject, the more difficult the operation, so probing beneath the surface thoughts is a demanding task at best.
This costs one Activation Energy Point (AEP) to perform for each ABC engaged in such use.

Shamanism Powers

Ceremonies, Call Ups, Masques, and Powers of the Observance of Thwarting Evil

Instruction of the Bane Fighter (Extreme)   Ceremony, Observance of Thwarting Evil
Time Cost: 20 sec. Power Cost: 12 AEP

This is a necessary Ceremony of the apotropaist that is enacted prior to any Calling Up or Masque of this Ceremony. Without first activating it, no Calling Up or Masque will have any meaning, for through the Ceremony an energy channel is opened and through it comes the force for the completion of such special Activations. After Propitiation and Votive preparations, Activation of the Observance ritual requires at least another three minutes of time spent chanting, singing, dancing, praying, and/or other ritual activities.

Call Up Sentinel Spirit (Major)   Call Up, Observance of Thwarting Evil
Time Cost: 16 sec. Power Cost: 10 AEP

The consciousness of beneficial things is intuitively felt by the apotropaist, bane-fighting shaman as an aura of a living and sentient nature. When calling up the Sentinel Spirit, this aura is focused through the will of the shaman to become suddenly self-aware. The “body” of the spirit called is comprised of each ordinarily benign spirit that exists within a radius of the activator equal in furlongs (eighths of a mile) to the activator’s Shamanism Ability score. The Sentinel Spirit can utilize the eyes and ears of the shaman as its own sense organs but does not possess the activator’s body or mind. In addition to seeing through the eyes of its invoker, this spirit can telepathically sense and alert the shaman to approaching danger within a five-mile radius, provided the danger is caused by a creature or spirit being of evil sort. The information conveyed will be as if the shaman were actually viewing the threat from a distance of 30 to 120 (3d4 x 10) feet. Note that a powerful evil entity might detect this observation, the chance being equal to 100 minus the distance in feet from which the Sentinel Spirit enables the shaman to perceive the evil entity.
The Sentinel Spirit will remain on guard thus for as many hours as the activator has points of Shamanism Ability, plus two additional hours for each AEP added to the Calling Up at the time of Activation. As long as the shaman remains within the area from which the Sentinel Spirit has been summoned, it will be able to alert him or her. In extremis, the shaman can invest additional AEPs to cause the Sentinel Spirit to take corporeal form and physically assail foes. This investment of AEPs is after Activation, and the result is a Warding Entity with the following statistics:

H: 70 P: 60 S: 20 (80 AEPs)
Abilities at 100: Stealth, Waylaying
Abilities at 80: Hunt, Scrutiny
Abilities at 60: Planning, Shamanism (Thwarting Evil Powers), Unarmed Combat

Attack: Preternatural energy missiles (7): 1–30 + 9–12 Preternatural Harm; range 60 (diameter 6 feet), speed 1; 60 score to hit. Also: Preternatural hand, giant (2 separate attacks): 5–10 + 9–12 Preternatural Harm, P bonus 10 = 70 score to hit.
Defense: 90% undetectable until attacking. Its Preternatural energy provides 20 against all forms of Harm save that of Supernaturally energized Extraordinary sort.
Invulnerabilities: Any and all fear, leeching of Base Rating points, and possession; attacks employing positive energy.

The Warding Entity will move as swiftly and stealthily as possible, to seek out the evil intruder(s) in the effect area and attack them with cunning. The Warding Entity will remain material and perform thus for one hour per AEP expended by the shaman to bring it into physical manifestation. If destroyed in material form, the Sentinel Entity simply becomes non-material and returns to the surroundings.
This Calling Up can only be performed once per month in a given area. (GG/DC)

Masque of Removing Malign Channel (Strong)   Masque, Observance of Thwarting Evil
Time Cost: 9 sec. Power Cost: 8 AEP

As with any other Masque, in order to activate this Supernatural one the shaman must prepare both votive and propitiation materials. Next the shaman must activate a Cleanse Power upon the person of the subject of this Masque. Thereafter the shaman must chant the ceremonial litany, an invocation that includes a benediction, appeal, and abjuration of malign forces. With ceremonial performances (perfuming through the burning of incense, a washing of the subject’s body with consecrated oil, and the various things required in any service honoring the deity of the shaman) included, the whole of this Masque requires one hour of time. At the conclusion of the Remove Malign Channel Masque a secret check against Shamanism Ability score is made by the LM, the result with a penalty of +10% of the Necrourgy or Sorcery Ability score of the individual that laid the link through curse or imprint. If it fails, the shaman knows it and must begin the Masque again to break the link. This Masque can performed no more often than twice in one day.

Ward Against Evil Animal Spirits (Very Minimal)   Observance of Thwarting Evil
Time Cost: 1 sec. Power Cost: 2 AEP

Upon successful Activation of this Preternatural Power the shaman is able to name one specific type of evil animal spirit. The named sort of animal spirit is then barred from an area whose radius is equal in feet to the activator’s Shamanism Ability. The duration of the Extraordinary energy warding against the proximity of the named animal spirit is one hour. Note that if the activator moves to purposefully close upon a proscribed subject or subjects, this enables said subject(s) to ignore the warding and pass into the area formerly denied to them. Destroy Evil Creature (Minimal)   Observance of Thwarting Evil
Time Cost: 2 sec. Power Cost: 3 AEP

By activation of this Preternatural Power the Shaman is enabled to discharge a ray of positive energy. This attack immediately follows successful Activation of the Power, its range being equal in feet to the activator’s Shamanism Ability score. The Harm delivered is, of course, Preternatural, and totals 6–8 points plus an additional 1–2 points for each AEP added at the time of Activation.

Cloak From Malign Animal and Human Spirits (Low Moderate, Very Good, or Major)   Observance of Thwarting Evil
Time Cost: 3, 7, or 16 sec. Power Cost: 4, 7, or 10 AEP

Through the successful Activation of this Power the shaman confers upon him or herself, and all others associated with him or her who are within a diameter in feet equal to his or her Shamanism Ability score, invisibility to and undetectability by evil animal and human spirits. The energy persists for one hour, plus one hour for each AEP added at the time of Activation. Note, however, that should any of those thus cloaked from detection by such evil spirits actively attack, by Activation or weapon, such a subject, the effect of the Power is negated at the moment of attack.
Activated as a Low Moderate Power, the energy prevents detection by Animal Evil Spirits.
Activated as a Very Good Power, the energy prevents detection by Animal Evil Spirits and Human Restless Dead.
Activated as a Major Power, the energy prevents detection by Animal Evil Spirits, Human Restless Dead, and Human Supernatural Restless Dead.

Assume Spirit Form (Very Good)   Observance of Thwarting Evil
Time Cost: 7 sec. Power Cost: 7 AEP

Through the successful activation of this Supernatural Power the shaman and all he or she normally wears and carries is changed instantly from corporeal to immaterial form. This transformation causes the shaman to be in essence a spirit, and thus he or she is invisible to the mundane, can move through solid matter, etc. In spirit form the shaman can see other like entities, and “physically” combat them as well. The shaman can resume material form in 1 ABC time, then become non-corporeal again, each such change effectively shortening the duration of the Power by 15 minutes. The energy of this Power persists for one hour, plus one additional hour for each 2 AEPs added at time of Activation.

Return Celerity (Major)   Observance of Thwarting Evil
Time Cost: 16 sec. Power Cost: 10 AEP

By means of this Supernatural Power the shaman is able to restore Speed Base Rating when its loss was otherwise permanent and caused by Extraordinary attack of any sort. When activated successfully, the shaman need only lay his or her hands on the subject, and for each 10 additional AEPs invested 0.5 points of Speed Base Rating is restored to the subject, to a maximum of the original total of his or her Speed Base Rating.

Ceremonies, Call Ups, Masques, and Powers of the Observance of Unseen Forces

Instruction of the Spirit Worker (Extreme)   Ceremony, Observance of Unseen Forces
Time Cost: 20 sec. Power Cost: 12 AEP

This is a necessary Ceremony of the medicine man that is enacted prior to any Calling Up or Masque of this Ceremony. Without first activating it, no Calling Up or Masque will have any meaning, for through the Ceremony an energy channel is opened and through it comes the force for the completion of such special Activations. After Propitiation and Votive preparations, Activation of the Observance ritual requires at least another three minutes of time spent chanting, singing, dancing, praying, and/or other ritual activities.

Call Up Sky Spirit (Major)   Call Up, Observance of Unseen Forces
Time Cost: 16 sec. Power Cost: 10 AEP

The presence of benign, ghostly spirits is intuitively felt by the medicine man and shaman all around his or her person. When calling up a Sky Spirit, these ghostly presences are combined and focused through the will of the shaman to suddenly become a separate and singular being. The “body” of the spirit called is comprised of each ancestral ghost that exists within a radius of the activator equal in furlongs (one-eighths of a mile) to the activator’s Shamanism Ability score. The Sky Spirit can utilize the eyes and ears of the shaman as its own sense organs but does not possess the activator’s body or mind. In addition to seeing through the eyes of its invoker, this spirit can telepathically sense and alert the shaman to approaching danger within a five-mile radius, provided the danger is caused by a creature or spirit being opposed to the shaman. The Sky Spirit will remain on guard thus for as many days as the activator has points of Shamanism Ability. As long as the shaman remains within the area from which the Ancestral Spirit has been summoned, it will be able to alert him or her.
In extremis, the shaman can invest additional AEPs to cause the Ancestral Spirit to take corporeal form and physically assail foes. This investment of AEPs is after Activation, and the result is a Revenant Entity with the following statistics:

H: 95 P: 80 S: 20 (70 AEPs)
Abilities at 100: Arcana, Savagery, Stealth, Waylaying
Abilities at 80: Hunt, Physique, Scrutiny, Tricks
Abilities at 60: Planning, Shamanism (Unseen Forces Powers), Unarmed Combat, Weapons

Attack: Preternatural spear (missile): 1–20 penetration Harm + 26 (Physique, Savagery, and Tricks Abilities) Harm + 6–8 Preternatural Harm; range 90, speed 2, P bonus 10 = 80 score to hit. Also: Preternatural hatchet (missile): 2–20 penetration Harm + 26 (Physique, Savagery, and Tricks Abilities) Harm + 6–8 Preternatural Harm; range 60, speed 2, P bonus 0 = 70 score to hit. Preternatural lasso (missile): 1 Harm, special (special success equals garrote attack, unprotected throat inflicts automatic 6–9 Harm per ABC, no outcry possible); range 30 (3-foot radius), speed 4, P bonus 0 = 70 score to hit; lasso has Health of 50 points that must be reduced to 0 or less to sever it. Preternatural club, huge: 5–20 shock Harm + 26 (Physique, Savagery, and Tricks Abilities) Harm + 6–8 Preternatural Harm; range 4, speed 6, P bonus 0 = 70 score to hit.
Defense: 90% undetectable until attacking. Its Preternatural energy provides 20 points of armor protection against piercing Harm, 10 against all other forms of Harm save that of Supernaturally energized Extraordinary sort.
Invulnerabilities: Any and all fear, leeching of Base Rating points, and possession; attacks employing cold or positive energy.

The Revenant Entity will move as swiftly and stealthily as possible, to seek out the evil intruder(s) in the effect area and attack them with cunning. The Revenant Entity will remain material and perform thus for one hour per AEP expended by the shaman to bring it into physical manifestation.If destroyed in material form, the Revenant Entity simply becomes non-material and returns to the surroundings.
This Calling Up can be performed no more often than once per month in the same area.

Masque of Propitiation of the Unseen (Strong)   Masque, Observance of Unseen Forces
Time Cost: 9 sec. Power Cost: 8 AEP

Through the successful Activation of this Masque, the shaman seeks forgiveness and redemption for any and all errors and sins he or she has committed in the past, so as to be acceptable to the unseen forces and spirits of the environment in regards to future actions and Activations. The Activation also treats the failings of the people the shaman serves, so that they too are acceptable. After initial energization, the shaman, arrayed in ceremonial garb, with objects of propitiation and summoning appropriate to his or her environment and wearing a suitable mask, must chant and dance for one minute for each wrong thought held, five minutes for each minor improper action, and one full hour for any major wrong or transgression committed. A general rite for the people occupies another one to four hours, and all persons seeking harmony with the unseen spirits must join in this part of the Masque.
It is normal for a shaman to perform this Masque once each week, the normal duration of chanting and dancing being from 15 to 45 minutes. In the case of many major errors or transgressions against the unseen, this Masque must be performed before the shaman can use any other Powers at all.

Increase Another’s Archery Ability (Very Good)   Observance of Unseen Forces
Time Cost: 7 sec. Power Cost: 7 AEP

Through this Supernatural Power the shaman is able to cause a subject touched immediately after successful Activation to have conveyed upon his or her person 10, plus one point per 10 Shamanism Ability of the activator, additional points of score in the named Ability. This increase lasts until the Power’s energy fades in one minute.

Manna Shell (Very Strong)   Observance of Unseen Forces
Time Cost: 12 sec. Power Cost: 9 AEP

Through use of this Supernatural Power the shaman is able to create a protective hemisphere around his or her person outwards. Upon successful Activation, the Manna Shell Power extends outwards in a radius equal in feet to the activator’s Shamanism Ability score. All within the area gain 6 points of protection from normal Harm—including acid, cold, fire, and venomtoxin. For each AEP added at time of Activation, 1 point of protection from Preternatural Harm is given to those within the effect area of the Power.

Folding Roads (Major)   Observance of Unseen Forces
Time Cost: 16 sec. Power Cost: 10 AEP

The Activation of this Supernatural Power enables the shaman to bend the dimension of length in such a manner as to travel nine times faster than normal. That is, the shaman will cover nine miles distance in the time normal movement would cover but a single mile. The Power’s effect persists for one full hour before its energy is expended. For each other creature to be included in the “fold,” the shaman must invest 1 additional AEP at the time of Activation. For example, if mounted, and with three like companions, the shaman would need to expend 10 plus 7 more AEPs to include mounts and associates in the energy field that bends the dimension of length. (SC)

Ward Against Fire (Major)   Observance of Unseen Forces
Time Cost: 16 sec. Power Cost: 10 AEP

When this Supernatural Power is activated successfully, the shaman creates a radial area from the place he or she stands at the time that in yards equals his or her Shamanism Ability score. The effect of the warding prevents all forms of destructive fire, and beneficial fires can be lit and burn only in places specifically provided for at the time of Activation—braziers, fire pits, fire places, lamps, etc. This protects buildings, crops, and inflammable protective structures within the radius of this Extraordinary Power. The effect persists for one week of time, then fades and is gone.

General Powers of the Shamanism

Ignis Fatuus (Very Minimal)   General Power of Shamanism
Time Cost: 1 sec. Power Cost: 2 AEP

Upon the Activation of this Preternatural Power the shaman instantly causes a floating globe of light to appear within a distance of one foot per point of the Shamanism Ability possessed. This glowing sphere sheds light equal to a torch. It follows the will of the activator, staying at such distance as desired within the indicated range in feet. The energy of the Power persists for 10 minutes realtime or until the shaman wills it to dissipate. If a longer duration is desired, each AEP invested at time of Activation extend the time by 10 minutes.

Cleanse of Parasites (Low Moderate)   General Power of Shamanism
Time Cost: 3 sec. Power Cost: 4 AEP

By successfully activating this Preternatural Power, the shaman is able to eliminate any and all internal parasites of harmful nature from the body of the person touched, including fungus and worms. The energy does not heal any Harm caused by the parasites it removes from the subject’s body.

Stoneforce (Low Moderate)   General Power of Shamanism
Time Cost: 3 sec. Power Cost: 4 AEP

Through the successful Activation of this Preternatural Power the shaman accomplishes two things. First, the subject touched immediately after Activation will wield any stone or stone-headed weapon with a Preternatural bonus to Harm of 3–5 points; second, that individual will be protected by 4 points of “armor” from any Harm caused by a stone weapon. The energy of this Power has a duration of three minutes. For each AEP invested at time of Activation, the duration is extended by one minute.

Alleviate Wounds (Moderate)   General Power of Shamanism
Time Cost: 4 sec. Power Cost: 5 AEP

This Power accelerates the natural healing of all injuries caused by abrasions, breaks, bruising, contusions, cuts, fractures, punctures, sprains, tears, and so on. One subject, the activator or another individual touched, can be treated by this Power. The accelerated healing, like that of Alleviate Burns, takes place over the next hour, but restores five points of lost Health BR plus three points per each extra AEP (up to a maximum of 60 additional points) expended in the activation. This Power can be used no more frequently than once per day on the same subject. (NDW)

Calm Winds (Extreme)   General Power of Shamanism
Time Cost: 20 sec. Power Cost: 12 AEP

Through Activation of this Supernatural Power the Shaman causes the current wind speed to drop. When the Power is active, an area of one mile in radius per ten points of the activator’s Shamanism Ability score, centered on the shaman, is affected. Each point of Shamanism Ability score of the activator causes a one-for-one drop in wind speed in the affected area. For example, a shaman with 50 score in the Ability would reduce wind speed by 50 MPH within a radius of five miles surrounding his or her person. Each 2 additional AEPs invested at time of Activation extend the radius of effect by one mile. Double normal wind speed reduction is certain on a score of 01. A special success, a roll equal to 10% or less of the total Shamanism Ability score of the activator, brings wind speed reduction in as many seconds of time as the d% roll indicates. Otherwise, the delay between successful Activation and wind speed reduction onset is the total of the d% roll in ABCs.

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