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).
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/Class | Range | Speed | Weapon | Bonus |
| 5–20+9–12/shock | 3 | 1 | 25 |
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
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
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
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.
Dismiss Influence (Minimal) General Power of Theurgy
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
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
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)
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.
Disenchantment (Very Minimal)
This preternatural Power conveys the capacity to remove one’s own enchantment. it works automatically as soon as active.
Disrupt Power (Very Minimal)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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.
Blue Bolts (Good)
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)
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.
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.
Mystic Maul (Very Good)
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)
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)
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)
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)
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)
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)
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)
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:
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)
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)
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)
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)
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.
Conjurations, Powers, and Power-bids of Earth
Conjure Jinni: (Very Minimal–Extreme) A Conjuration of Earth
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)
Fortify Conjuration, Earth (Very Minimal–Extreme) A Power of Earth
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
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
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:
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).
Clay Elementary Service (Moderate) A Power-bid of Earth
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:
Conjurations, Powers, and Power-bids of Fire
Conjure Efriti: (Very Minimal–Extreme) A Conjuration of Fire
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: 70–170 in increments of 10
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.
Armor: Armor worn and Extraordiarny power provides 19 points (50%) of protection from all attacks.
Extinguish Flame (Very Minimal) Power of fire
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
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
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
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.
Conjurations, Powers, and Power-bids of Air
Conjure Devati (Very Minimal–Extreme) A Conjuration of Air
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: 60–150 in increments of 10
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).
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
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
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
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
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
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
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
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:
Elemental Flier (Very Good) A Power of Air
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:
Exhaust Air (Very Strong) A Power of Air
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.
Fog Golem (Major) A Power of Air
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
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
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
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:
Calm Elementary Service (Moderate) Power-bid of Air
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.
Cold Elementary Service (Moderate) A Power-bid of Air
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.
Wind Elementary Service (Moderate) A Power-bid of Air
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.
Conjurations, Powers, and Power-bids of Water
Conjure Maridi: (Very Minimal–Extreme) A Conjuration of Water
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: 80–170 in increments of 10
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.
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.
Create Rainstorm (Very Minimal–Extreme) A Conjuration of Water
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
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
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.
Elementary Water (Minimal) A Power of Water
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
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
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
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
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:
Ice Golem (Major) A Power of Water
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
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.
Poison Water (Major) A Power of Water
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:
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
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
(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:
Ice Elementary Service (Moderate) A Power-bid of Water
(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.
Rain Elementary Service (Moderate) A Power-bid of Water
(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:
Snow Elementary Service (Moderate) A Power-bid of Water
(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:
Secondary Power-bids of Dual Nature
Boiling Water Elementary Service (Major) A Power-bid of Fire-Water/Water-Fire
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:
Breaker-Wave Elementary Service (Major) A Power-bid of Air-Water/Water-Air
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.
Hail Storm Elementary Service (Major) A Power-bid of Air-Water/Water-Air
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:
Ice Storm Elementary Service (Major) A Power-bid of Air-Water/Water-Air
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:
Shadow Blast (Very Minimal) General Power of Geourgy (‡Power described by Gary Gygax, but forgotten in the LRAP)
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
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
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:
Elemental Protection (Very Good) General Power of Geourgy
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
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)
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.
Ritual of the Unhallowed Spirit (Extreme) Restless Dead Ritual
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
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.
Cloak in Shadows (Moderate) General Power of Necrourgy
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
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.
Bone Splinters (Good) General Power of Necrourgy
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)
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
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
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
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)
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.
Conjurations and Powers of the Demons Dimensional Matrix
Summon Demon (Extreme) Conjuration of Demons Dimensional Matrix
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.
Summon Demon Imp (Very Strong) Conjuration of Demons Dimensional Matrix
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.
Demon Imp Form (Major) Power of Demons Dimensional Matrix
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
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.
Mirdoleb’s Hellbolt (Moderate) General Power of Sorcery
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:
Pandemonium (Very Strong) General Power of Sorcery
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
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.
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.
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.
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.
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.
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.
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.
Ceremonies, Call Ups, Masques, and Powers of the Observance of Thwarting Evil
Instruction of the Bane Fighter (Extreme) Ceremony, Observance of Thwarting Evil
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
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.
H: 70 P: 60 S: 20 (80 AEPs)
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.
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.
Masque of Removing Malign Channel (Strong) Masque, Observance of Thwarting Evil
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
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
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
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.
Assume Spirit Form (Very Good) Observance of Thwarting Evil
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
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
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
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.
H: 95 P: 80 S: 20 (70 AEPs)
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.
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.
Masque of Propitiation of the Unseen (Strong) Masque, Observance of Unseen Forces
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.
Increase Another’s Archery Ability (Very Good) Observance of Unseen Forces
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
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
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
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
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
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
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
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
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.
Time Cost: 4 sec.
Time Cost: 9 sec. Power Cost: 8 AEP
Time Cost: 20 sec.
Time Cost: 2 sec. Power Cost: 3 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
Time Cost: 2 sec. Power Cost: 3 AEP
Time Cost: 1 sec. Power Cost: 2 AEP
Time Cost: 1 sec. Power Cost: 2 AEP
Time Cost: 1 sec. Power Cost: 2 AEP
Time Cost: 1 sec. Power Cost: 2 AEP
Time Cost: 2 sec. Power Cost: 3 AEP
Time Cost: 2 sec. Power Cost: 3 AEP
Time Cost: 3 sec. Power Cost: 4 AEP
Time Cost: 3 sec. Power Cost: 4 AEP
Time Cost: 3 sec. Power Cost: 4 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
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.
Time Cost: 5 sec. Power Cost: 6 AEP
Time Cost: 5 sec. Power Cost: 6 AEP
Marvelous Magical Mantle: (Good) (‡Revision by Gary Gygax, from the www.lejendary.com discussion boards)
Time Cost: 5 sec. Power Cost: 6 AEP
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.
Time Cost: 7 sec. Power Cost: 7 AEP
Time Cost: 7 sec. Power Cost: 7 AEP
Time Cost: 9 sec. Power Cost: 8 AEP
Time Cost: 9 sec. Power Cost: 8 AEP
Time Cost: 9 sec. Power Cost: 8 AEP
Time Cost: 9 sec. Power Cost: 8 AEP
Time Cost: 12 sec. Power Cost: 9 AEP
Time Cost: 16 sec. Power Cost: 10–50 AEP
Leather golem: Armor: 40 Health Precision Speed Armor 40 12 10 8 (40%) sp
Time Cost: 20 sec. Power Cost: 12 AEP
Time Cost: 3 sec. Power Cost: 4 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
Time Cost: 5 sec. Power Cost: 6 AEP
Time Cost: 1–20 sec. Power Cost: 10–60 AEP
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.
Time Cost: 1–20 sec. Power Cost: 2–12 AEP
Time Cost: 1–20 sec. Power Cost: 2–12 AEP
Time Cost: 16 sec. Power Cost: 10 AEP
Mud Golem Armor: 80 Health Precision Speed harm 40 4 special 13 points (70%)
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.
Time Cost: 4 sec. Power Cost: 5 AEP
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.
Time Cost: 1–20 sec. Power Cost: 10–60 AEP
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.
P: 43–60 in increments of 3
S: 16–25 in increments of 1
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.
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.
Time Cost: 1 sec. Power Cost: 2 AEP
Time Cost: 1–20 sec. Power Cost: 2–12 AEP
Time Cost: 1–20 sec. Power Cost: 2–12 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
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.
Time Cost: 1–20 sec. Power Cost: 10–60 AEP
H/H: 1: A tall, slender and very
beautiful creature with somewhat cold features and flowing hair
seemingly clad in gossamer garments:
P: 50–80 in increments of 3
S: 21–33 in increments of 1
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.
Time Cost: 1–20 sec. Power Cost: 2–12 AEP
Time Cost: 1–20 sec. Power Cost: 2–12 AEP
Time Cost: 1–20 sec. Power Cost: 2–12 AEP
Time Cost: 2 sec. Power Cost: 3 AEP
Time Cost: 1–20 sec. Power Cost: 2–12 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
Time Cost: 7 sec. Power Cost: 7 AEP
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.
Time Cost: 7 sec. Power Cost: 7 AEP
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.
Time Cost: 12 sec. Power Cost: 9 AEP
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.
Time Cost: 16 sec. Power Cost: 10 AEP
Health Precision Speed Harm
40 8 Special special
Time Cost: 20 sec. Power Cost: 12 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
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.
Time Cost: 4 sec. Power Cost: 5 AEP
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.
Time Cost: 4 sec. Power Cost: 5 AEP
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.
Time Cost: 4 sec. Power Cost: 5 AEP
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.
Time Cost: 1–20 sec. Power Cost: 10–60 AEP
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.
P: 33–60 in increments of 3
S: 11–20 in increments of 1
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).
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.
Time Cost: 1–20 sec. Power Cost: 2–12 AEP
Time Cost: 1–20 sec. Power Cost: 2–12 AEP
Time Cost: 1 sec. Power Cost: 2 AEP
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.
Time Cost: 2 sec. Power Cost: 3 AEP
Time Cost: 1–20 sec. Power Cost: 2–12 AEP
Time Cost: 1–20 sec. Power Cost: 2–12 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
Time Cost: 7 sec. Power Cost: 7 AEP
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.
Time Cost: 16 sec. Power Cost: 10 AEP
Health Precision Speed Harm
30 10 special 16 points (80%)
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.)
Time Cost: 16 sec. Power Cost: 10 AEP
Volume in Cubic Feet VT Harm from Ingestion Up to 1,000 36–50 1,001 to 2,000 26–35 2,001 to 4,000 21–25 4,001 to 8,000 17–20 8,001 to 16,000 13–16 16,001 to 32,000 9–12 32,001 to 64,000 6–8 over 64,000 no effect
Time Cost: 20 sec. Power Cost: 12 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
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.
Time Cost: 4 sec. Power Cost: 5 AEP
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.
Time Cost: 4 sec. Power Cost: 5 AEP
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.
Time Cost: 4 sec. Power Cost: 5 AEP
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.
Time Cost: 16 sec. Power Cost: 10 AEP
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.
Time Cost: 16 sec. Power Cost: 10 AEP
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.
Time Cost: 16 sec. Power Cost: 10 AEP
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.
Time Cost: 16 sec. Power Cost: 10 AEP
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.
Time Cost: 1 sec. Power Cost: 2 AEP
Time Cost: 3 sec. Power Cost: 4 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
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.
Time Cost: 7 sec. Power Cost: 7 AEP
Time Cost: 12 sec. Power Cost: 9 AEP
Time Cost: 2 sec. Power Cost: 3 AEP
Time Cost: 20 sec. Power Cost: 12 AEP
Time Cost: 16 sec. Power Cost: 10 AEP
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!
Time Cost: 4 sec. Power Cost: 5 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
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.
Time Cost: 5 sec. Power Cost: 6 AEP
Time Cost: 7 sec. Power Cost: 7 AEP
Time Cost: 20 sec. Power Cost: 12 AEP/6 per ABC upkeep
Time Cost: 20 sec. Power Cost: 12 AEP/6 per ABC upkeep
3rd ABC, 6–8 points of Harm
4th ABC, 3–5 points of Harm
5th ABC, 1–2 points of Harm
Time Cost: 20 sec. Power Cost: 12 AEP/6 per ABC upkeep
Time Cost: 20 sec. Power Cost: 12 AEP
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.
Time Cost: 12 sec. Power Cost: 9 AEP
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.
Time Cost: 16 sec. Power Cost: 10 AEP
Time Cost: 20 sec. Power Cost: 12 AEP
Note: This is one way that a daring sorcerert could possibly learn the name of a nether being.
Time Cost: 4 sec. Power Cost: 5 AEP
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.
Time Cost: 12 sec. Power Cost: 9 AEP
Time Cost: 16 sec. Power Cost: 10 AEP
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 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.
Each premonition automatically expends one (combat) to five (slumber) Activation Energy Points (AEPs).
The cost is one Activation Energy Point (AEP) per ABC of levitating, rising, or "floating."
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.
This costs one Activation Energy Point (AEP) to perform for each ABC engaged in such use.
Time Cost: 20 sec. Power Cost: 12 AEP
Time Cost: 16 sec. Power Cost: 10 AEP
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:
Abilities at 100: Stealth, Waylaying
Abilities at 80: Hunt, Scrutiny
Abilities at 60: Planning, Shamanism (Thwarting
Evil Powers), Unarmed Combat
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.
This Calling Up can only be performed once
per month in a given area. (GG/DC)
Time Cost: 9 sec. Power Cost: 8 AEP
Time Cost: 1 sec. Power Cost: 2 AEP
Time Cost: 2 sec. Power Cost: 3 AEP
Time Cost: 3, 7, or 16 sec. Power Cost: 4, 7, or 10 AEP
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.
Time Cost: 7 sec. Power Cost: 7 AEP
Time Cost: 16 sec. Power Cost: 10 AEP
Time Cost: 20 sec. Power Cost: 12 AEP
Time Cost: 16 sec. Power Cost: 10 AEP
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:
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
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.
This Calling Up can be performed no more
often than once per month in the same area.
Time Cost: 9 sec. Power Cost: 8 AEP
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.
Time Cost: 7 sec. Power Cost: 7 AEP
Time Cost: 12 sec. Power Cost: 9 AEP
Time Cost: 16 sec. Power Cost: 10 AEP
Time Cost: 16 sec. Power Cost: 10 AEP
Time Cost: 1 sec. Power Cost: 2 AEP
Time Cost: 3 sec. Power Cost: 4 AEP
Time Cost: 3 sec. Power Cost: 4 AEP
Time Cost: 4 sec. Power Cost: 5 AEP
Time Cost: 20 sec. Power Cost: 12 AEP