MAELSTROM

This is one of the most powerful spells in the arsenal of Water Wizards. Once cast, a powerful downward current is created in the target hex, causing a huge, rotating vortex of water to form. At the center of the vortex the strength of the flow is 36, but it decreases outward at the rate of 1 per 1" of radius. Ships caught within the vortex must escape or they will be dragged down to a watery grave. Because the spell is stationary, it is most effective when cast upon a narrow channel or harbor. Victims caught in the center are grabbed and dragged underwater, suffering normal STR damage from the Telekinesis. If the water is shallow enough, victims will also be dashed against the sea bottom. However, the current slows at the same rate as the vortex, so the victims will be unharmed if the depth is greater than 36". Of course, then they have another problem - how to breathe.

Power: 36 STR Telekinesis

Specific Modifiers: 1/2 END (+1/4), Explosive (36" Radius, +1/2); Only in direction of rotation and down at the centre (-1/2), Extra time - 5 minutes (-2), Can only be used on large bodies of water (-1/4).

Active Cost = 94 points; END Cost: 4; Magic Roll: -9; Casting Time: 5 minutes.

MAGE'S BANE

This spell has been developed by certain paranoid spell-casters to defend against magically-protected foes. When the attack strikes a target it is enveloped in pale flames which appear to spring from every source of magic - including spells which are currently operative! Shutting off or discarding all active magic is the only way to cancel the spell.

Power: 3d6 EB

Specific Modifiers: NND (defence is no active magic, +1), continuous (+1), uncontrollable (+1/2), Reduced to 0 END (+1/2).

Active Cost = 60 points; END Cost: 6; Magic Roll: -6 ; Casting Time: 1/2 Phase.

MAGIC DOOR

When cast upon a wall, this spell creates a plain door that opens to the other side. If the wall is too thick, then the door merely opens onto a surface of blank wall. The spell is difficult to cast, requiring total concentration and extra END.

Power: Tunnel (1") through 9 DEF, filled in with sealed door

Specific Modifiers: Area Effect (+1/2); x2 END (-1/2), Concentrate: 0 DCV while casting (-1/2), x2 END (-1/2).

Active Cost = 63 points; END Cost: 12; Magic Roll: -6; Casting Time: 1/2 phase.

MAGIC DOOR

This spell enables the caster to open a magical portal to a distant area. The focus is a brass door handle and the caster merely places the handle against a real door to activate the spell. Once the spell is activated the door becomes a magic portal, and those that enter will appear at the destination selected by the caster.

Power: 10" Teleport, 1 floating fixed location, up to eight People

Specific Modifiers: Megarange (1 km, +1/4); OAF Item (-1), Charges: 1 use (-2), Expendable Focus: Requires a skill roll to construct a new item (-1/4), Full Phase to cast (-1/2).

Active Cost = 56 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 Phase

MAGIC FREE ZONE

This spell will create a permanent dead zone where all but the most powerful forms of Magic will fail to function. Even artifacts, when they work at all, will be considerably weakened within this zone. This spell is especially useful when cast upon a strategic fortification that is difficult to defend against magical attacks, but not against mundane forms of assault.

Power: 20d6 Suppress Magic

Specific Modifiers: All Forms of Magic (+2), Area Effect (1 hex, megascale, 1 km, +3/4), Difficult to Dispel (+1/4), 0 END Persistent (+1); Costs END to cast (-1/4), Extra Time: 1 Hour (-2-1/2).

Active Cost = 300 points. END Cost: (30); Magic Roll: -30; Casting Time: 1 Hour.

MAGIC HEARTH

Particularly useful in the winter, this spell causes all stone within its radius to warm as though a fire glowed within. The warmth is not enough to burn, yet even a single stone will be enough to heat the local area.

Power: Change Environment, Warmth (up to 3 temperature levels), 4" radius

Specific Modifiers: OIF (any amount of stone) (-1/2).

Active Cost = 24 points. END Cost. 2; Magic Roll: -2; Casting Time: 1/2 Phase

MAGIC MOUSETRAP

Mages who leave their homes for long periods often use this spell to protect their possessions. The Caster casts his spell and sets a circumstance for the trap to watch for, such as "anyone who enters but me," or "anyone who opens this chest." Once the event occurs, the trap catches whoever or whatever is near. The spell is difficult to cast and requires a few seconds, but if it saves the Caster's goods, it's probably worth it.

Power: 4d6 Entangle

Specific Modifiers: Trigger (+1/2), Extra Time: 1 Turn (-1), Concentrate to 0 DCV (-1/2).

Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 Turn

MAGIC POOL

This spell steals magical power in order to fuel the wizard's own sorcerous energies. The pool is not a constant, it does not recharge on its own.

Power: 50 pt END Reserve

Specific Modifiers: 15 REC, END only recovers when magic is Absorbed, Aided or Transferred (+2).

Active Cost = 65 points. END Cost: 0; Magic Roll: 0; Casting Time: N/A

MAGIC TAR

One of the worst occurrences on a ship is a breach in the hull. Magic tar is designed to plug up the holes in an existing surface such as a ship's hull. When the wizard performs the spell, a cascade of thick, black tar sprays onto the surface, hardening instantly and covering over any holes, including doors, portals or windows, breaks or breaches, etc. Magic tar was created for use on a seagoing vessel, but it is equally effective when applied to paper, fabric such as curtains and tapestries, surfaces with many openings such as nets and shrubbery, and even the surface of the water itself.

Power: 5 PD/5 ED Force Wall, 7" long, opaque to sight group.

Specific Modifiers: Must be cast on a surface, can't stand on its own (-1).

Active Cost = 39 points. END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase

MAGICAL AURA

With this spell, the caster can cause Detect Magic spells to incorrectly detect magic on a mundane object or location. This false aura is triggered when the target is exposed to a Detect Magic spell, and the target of the illusion is the wizard using the Detect spell. The magical aura is considered a cosmetic change to the setting.

Power: Images to Detect, -5 PER roll

Specific Modifiers: Trigger (Detect Magic, +1/4); Only to give target false positive from Detect Magic (-1/2).

Active Cost = 25 points; END Cost: (2); Magic Roll: -2; Casting Time: 1/2 phase.

MAJOR HEALING

This spell enables the caster to correct grievous wounds that the target has suffered.

Power: 4d6 Healing to BOD

Specific Modifiers: Extra time (full phase, -1/2).

Active Cost = 40 points. END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase

MALEDICTION

This spell will cause an individual to suffer an unfortunate accident some time in the near future. A malevolent spirit is called upon to stalk the victim and inflict the accident at an especially bad moment (hence the Penetrating advantage.) The total number of dice rolled indicates on how successful the Caster was at targeting the victim during the spell casting.

Power: 2d6 Physical EB (Accident)

Specific Modifiers: Autofire (5 Shots) (+1/2), Invisible Power Effects (All Senses) (+1), Penetrating (+1/2), Time Delay (+1/4); Only versus a single target (-1/4), Delay is random (within 1d3 days) (-1/4).

Active Cost = 32 points. END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.

MALEKITH'S METEOR SWARM

One of the most powerful fire spells commonly known, this spell allows the caster to call down a devastating hail of burning meteors. Because of its large area, this spell has very limited usefulness in combat, but is extremely dangerous in a non-combat setting. Its original casting left an entire town devastated, with each building either destroyed or burning. Obviously, use of this spell is frowned upon by most reputable wizards, except in the best of causes.

Power: 3d6 RKA

Specific Modifiers: Area Effect (1 hex megascale, 1 km, +3/4), indirect (from above +1/4); Doesn't work in rain or underwater (-1/4), Extra time (5 minutes, -2)

Active Cost = 90 points END Cost: 8; Magic Roll: -8; Casting Time: 5 minutes.

MAOKAR'S GREAT LEAP FORWARD

The caster of this spell gains the ability to leap enormous distances. The spell is based upon an ancient myth about a legendary hero who leaped into the future, dragging his nation behind him.

To perform this spell the caster squats like a frog and then lets out a loud grunt, followed by the great leap.

Power: +10" Leaping and x64 non-combat leap

Specific Modifiers: x5 END cost (-2), Extra Time: Full Phase(-1/2).

Active Cost = 35 points; END Cost: 15; Magic Roll: -3; Casting Time: 1 Phase

MARATHON

This spell allows the target to run continuously for two days without the need to stop for rest, food, or sleep. However, lengthy runs will cause 7 points of Long Term END loss to the target every five hours. If the spell is still in effect when the runner does stop to rest, the Aid to REC will restore Long Term END loss at the higher rate.

First Power: +3d6 Aid to REC

Specific Modifiers: Return 5 points per day (+1).

Second Power: Life Support (Doesn't eat, or sleep)

Specific Modifiers: Linked to Aid (-1/2).

Combined Specific Modifiers: Useable by Others (+1/2), Uncontrolled (+1/2); Extra Time - 1 Turn (-1), Long Term END loss to target every 5 hours maintained (-1/4).

Active Cost = 60 + 6 points; END Cost: (7); Magic Roll: -7; Casting Time: 1 Turn.

MARCHING FOREST

This impressive spell causes all trees and bushes within a 1km diameter of the Wizard's location to uplift their roots and begin marching in the designated direction. The trees march at a leisurely 2" movement pace, and they cannot cross deep water, barren rock, or any other ground where they are unable to grow. The moving forest can be easily avoided by most creatures, unless they are surprised (an unlikely occurance) in which case they can be crushed by massive tree roots.

It requires a minute to animate the trees, as the roots of each plant must be transformed so it can perambulate in the indicated direction. The largest trees will have a BODY of 11, requiring 22 points of cumulative transformation before they are ready to move. Once the spell expires, the trees and shrubs plant their roots once more and become static.

First Power: 1d6 Major Transform (Remove 'Unable to Walk' limitation)

Specific Modifiers: Cumulative (+1/2); Single Continuing Charge lasting 1 Minute (-1), Transform removed after spell is cancelled (-1/4).

Second Power: +2" Running

Specific Modifiers: Useable Against Others (+1); Extra Time - 1 Minute (-1-1/2), Linked to Transform (-1/2).

Combined Specific Modifiers: Area Effect (1 hex, megascale 1 km, +3/4); Only to move in designated direction at a 2" movement rate (-3/4), No Range (-1/2), Only effects trees and bushes (-1), Limitation: only where trees and bushes can grow (-1/2).

Active Cost = 34 + 11 points. END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase plus 1 minute.

MARKOTH'S ROTTING CURSE

This spell is greatly feared, as it causes the target to suffer a slow, painful, lingering death. The caster has but to touch the target and speak the incantation, and the spell is set in motion. Over the next several days the target will become ill and begin to suffer from a gangrenous, leprosy-like disease. Unless a magical cure can be found, the target's body will rot away entirely. As the magic of the spell keeps the target alive to the bitter end, the experience is quite painful and horrifying.

Note: The active point totals of this spell do not accurately reflect its power level. This spell is meant to be used as a GM plot device, and GMs should never allow PCs to possess a spell of this active point total without extreme scrutiny

Power: 12d6 RKA

Specific Modifiers: Penetrating (+1/2); Decreased stun multiplier (1d6-5, -1), No Range (-1/2), Limitation: does not work in bright sunlight (-1/4), Limitation: does not work on ground sanctified to a "good" religion (-1/4), Gradual Effect: 1 week (-3 1/2).

Active Cost = 270 points. END Cost: 27; Magic Roll: -27; Casting Time: 1/2 phase

MARTIAL SKILL

The casting of this spell gives everyone in an area the blessing of the God of War so that their weapons strike true and their opponents miss the mark.

Power: 3d6 Aid to Dexterity

Specific Modifiers: Area Effect (any, +1), x4 Area of Effect (12 hexes) (+1/2), Return rate once per minute (+1/4).

Active Cost = 82 points. END Cost: 8; Magic Roll: -8; Casting Time: 1/2 phase

MASK INEBRIATION

This spell creates a shell of illusion focused upon one drunken (but conscious) creature. Its purpose is to cause all observers to look upon the affected creature as entirely sober. It insidiously affects their perceptions so that they will interpret the person's actions and statements as those of a rational, sober individual. Any slurring of the speech, inconsistencies in statements, wobbling, or weaving will be overlooked or ascribed to some other factor. There is a reversed version of this spell, Unbelievable Sobriety, which will convince observers that a sober creature is hopelessly drunk, and works on their perceptions in similar (but opposite) ways. In all other respects it is as the former spell.

Power: 4d6 Mental illusions

Specific Modifiers: Invisible to normal sight (+1/4), Usable against others (+1), Continuous (+1), Uncontrollable (negated by target sobering up, +1/2), 0 END (+1/2), Area affect - radius (+1); Only on drunken targets (-1 1/2), Only to convince viewers of sobriety (-2), Unranged (-1/2)

Active Cost = 105 points; END Cost: 10; Magic Roll: -10; Casting Time: 1/2 phase.

MASS FEAR

Through the use of this spell, the caster can cause whole armies to run in terror. This could turn the tide of a battle.

Power: 10d6 Mind Control, 20" long cone

Specific Modifiers: Area of effect - cone (+1), Double size of cone (+1/4). Only to cause a fear reaction (-1/2)

Active Cost = 125 points END Cost: 12; Magic Roll: -12; Casting Time: 1/2 Phase.

MASS INVISIBILITY

With this spell, the wizard can endow four other willing individuals (in addition to himself) with the power of invisibility.

Power: Invisibility to normal sight

Specific Modifiers: Usable by four others (+1), At Range (+1/2).

Active Cost = 55 points; END Cost: 5; Magic Roll: -5; Casting Time: 0 Phase

MASS SILENCE

With this spell, the wizard can endow four other willing individuals (in addition to himself) with the power of silence.

Power: Invisibility to Hearing

Specific Modifiers: Usable by four others (+1), At Range (+1/2).

Active Cost = 55 points; END Cost: 5; Magic Roll: -5; Casting Time: 0 Phase

MATERIALIZE

The Conjurer can summon a desolidified being wholly into the current realm, making it more vulnerable to normal attacks. The caster must be close to the target for this spell to be fully effective.

Power: 12d6 Suppress Desolidification

Specific Modifiers: Affects Desolidified (+1/2), 1/2 END (+1/4);

Active Cost = 105 points. END Cost: 5; Magic Roll: -10; Casting Time: 1/2 Phase.

MATLOQUE'S CURSE OF SILENCE

This is a spell that is only taught to sonimancers of the highest achievement. It causes a magically induced deafness to fall upon the target, which can only be cured through magical music. Since the ability to hear is considered paramount by most Sonimancers, this spell is shunned by most.

Power: 9d6 Minor Transform (Deafness); restored by magical music.

Specific Modifiers: Extra Time: Full Phase (-1/2), No Range (-1/2).

Active Cost = 90 points; END Cost: 9; Magic Roll: -9; Casting Time: 1 Phase

MATLOQUE'S IMPEDIMENT OF THE TONGUE

This spell causes the target to be unintelligible when speaking. The person speaks in a nonsensical, alien tongue, which is extremely difficult to understand.

Power: Images versus Hearing, -4 to PER Rolls

Specific Modifiers: Power Based on EGO Combat Value (+1), 1/2 END Cost (+1/4), Only distorts speech of target (-1 1/2).

Active Cost = 49 points; END Cost: 2; Magic Roll: -5; Casting Time: 1 Phase

MELD

This spell allows the Wizard to join together two separate, inanimate objects. The points of contact between the two objects flow together to form a permanent bond. The strength of the connection depends on the types of materials. Identical materials, or substances that have a strong affinity for each other, will form a better bond. Forming a meld requires greater time and endurance than normal.

Power: 2d6 Minor Transformation (Meld)

Specific Modifiers: Change Anything (+1); x2 END (-1/2), Only to meld two solid, inanimate objects (-1), Extra Time - 1 Turn (-1).

Active Cost = 40 points; END Cost: 8; Magic Roll: -4; Casting Time: 1 Turn.

MEMORY

This spell enables the caster to read and memorize almost any amount of text. Both merchants and diplomats are often required to carry sensitive information into hostile environments. This spell insures that this information will not be compromised (barring torture, of course).

First Power: Eidetic Memory

First Power: Speed Reading

Specific Modifiers: Linked to Eidetic memory (-1/2)

Combined Specific Modifiers: Extra Time: 1 minute (-1 1/2), Costs Endurance (-1/2).

Active Cost = 5 + 4 points; END Cost: 1; Magic Roll: -1; Casting Time: 1 minute

MEMORY SURGERY

Upon completing this spell, the Enchanter touches the head of the subject, and he is able to probe deeply into his memories. He can add, delete, and alter selected memories, as they are discerned through the Telepathic probe. If the target is able to mount any mental defenses, however, he can employ them against both the Telepathy and the memory Transformation.

First Power: 10d6 Telepathy

Specific Modifiers: Only to read target's memory (-3/4).

Second Power: 2d6 Minor Transformation: Modify Memories

Specific Modifiers: Cumulative (+1/2); Linked to Telepathy (-1/2), Stopped by Mental Defense(s, 1/2).

Combined Specific Modifiers: No Range (-1/2), Must touch head (-1/4).

Active Cost = 50 + 30 points. END Cost: 8; Magic Roll: -8; Casting Time: 1/2 phase.

MEND

A wizard can mend damaged or broken articles back to their original form with the use of this spell. The wizard needs all pieces of the article in question to perform the task.

Power: 2d6 Minor Transformation

Specific Modifiers: Cumulative (+1/2); Extra Time: 1 Turn (-1), Only to fix - needs all parts (-1/2).

Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: 1 Turn

MENTAL CLOAK

This spell dulls the perception of any observers, masking the caster's presence. The caster remains undetected by spells which would ordinarily reveal his mental energies.

Power: Invisibility vs. Normal Vision and Mental Sense Group, No Fringe

Specific Modifiers: 0 END (+1/2), Extra time (1/2 phase, -1/4).

Active Cost = 60 points; END Cost: 0; Magic Roll: -6; Casting Time: 1/2 Phase

MENTAL PARALYSIS

This spell stiffens the muscles of the target, rendering him incapable of voluntary movement - even of the eyeballs. However, involuntary functions such as breathing and heartbeat are unaffected.

Power: 4d6 Entangle

Specific Modifiers: Takes no damage from physical attacks (+1/4), based on ECV (+1), works against EGO not STR (+1/4), Invisible (to all but mental sense group, +1)

Active Cost = 140 points. END Cost: 14; Magic Roll: -14; Casting Time: 1/2 Phase

METAL SHAFT

When this spell is cast, a thin shaft of incredibly sharp metal shoots out of the caster's finger tips and strikes the intended victim. The shaft, while small, is still quite deadly and can penetrate almost any form of armor.

Power: 2d6 RKA Physical (Metal Shaft)

Specific Modifiers: Armor Piercing (+1/2).

Active Cost = 45 points; END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase

METAL SKIN

The caster of this mighty spell can endow his skin with the natural properties of metal (eg: STR, PD etc).

First Power: Density increase (10 points)

Specific Modifiers: Density increase is visible - subject turns to metal (-1/2).

Second Power: Force Field (5 PD/4ED)

Specific Modifiers: Force Field linked to Density increase (-1/2).

Active Cost = 10 + 9 points; END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase

MIGHTY LEAP

After casting this spell, the caster is empowered with the ability to jump a tremendous distance. The spell only allows one leap, however, and must be recast for successive leaps. The caster's legs grow and become much more muscular for the short duration of this spell, and thus no restrictive leg armor may be worn.

Power: Leaping +20

Specific Modifiers: Not while wearing leg armor (-1/4).

Active Cost = 20 points; END Cost: 4; Magic Roll: -2; Casting Time: 0 Phase

MIND MISSILE

The caster flings an illusory missile from his hand at the target. Exactly what sort of missile this is, is up to the caster. The caster must roll EGO+20 for this illusion to take effect if he wants the missile to do STUN damage, EGO+30 if he wants the missile to do STUN and BODY damage. If he makes this roll, then the missile automatically hits for whatever damage it would normally do, up the total of the illusion dice in Active Points.

Power: 12d6 Mental Illusions

Specific Modifiers: Limitation: only for creating illusory missiles (-1 1/2).

Active Cost = 60 points; END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase.

MIND SPEAK

The ability to read another's innermost thoughts is one claimed by many but mastered by few. Even those mages who have this spell are loathe to publicize it.

Power: 6d6 Telepathy

Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase

MIND TRAP

Some spell casters have mastered the art of stealing an enemies thoughts through the use of this spell. The caster has but to cast the spell and touch his target. The target's mind will then be trapped within a prepared "mind trap".

Power: 8d6 Mental Illusions

Specific Modifiers: 0 END (+1/2), OAF (prepared trap, -1), Illusion that victim is entrapped in object only (-1/2), No Range (-1/2).

Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase

MINOR HEALING

This is the most basic spell of Healing - a spell which will correct minor wounds.

Power: 2d6 Healing to BOD

Specific Modifiers: Extra time (full phase, -1/2).

Active Cost = 20 points. END Cost: 1; Skill Roll: -1; Casting Time: 1 Phase

MIRAGE

For anybody within the effected area, this spell creates the illusion of a distant feature within the radius of the spell, but outside the hole in its middle. This illusion is usually some type of terrain, but can include a city, army, large creatures, or even a weather disturbance. The primary use of this spell is to serve as a distraction - to mislead others and buy the caster some time. Because of the large distance from the viewer to the image, normal PER rolls are more difficult.

Power: Images to sight group.

Specific Modifiers: (Megascale 10 km, +1/2), 1/2 END (+1/4), hole in the middle (5 km, +1/4).

Active Cost = 20 points; END Cost: 1; Magic Roll: -2; Casting Time: 1/2 phase.

MIRROR IMAGE

Upon casting this spell, four images of the Wizard step out of his body and begin to duplicate his actions. On the Wizard's first phase of each turn, the illusionary constructs merge back into his body, then step out again. By mimicking the actions of the Wizard, the images make it very difficult to determine who is the actual Illusionist, unless he makes it obvious by using a ranged weapon or a Power with visible effects. The images are usually 1/2 DCV of the Illusionist, unless he concentrates on avoiding blows to a particular image, in which case it receives the full DCV. In addition, the images are fragile and will vanish upon receiving 1 point of BODY.

Power: Images to sight group, -4 t o PER

Specific Modifiers: 4 hex radius (+1/2); Images remain within 2" of Wizard and return on first phase (-1/2), Images match actions of Wizard (-1/2), Images banished upon taking 1 point of BODY (-1/4).

Active Cost = 33 points; END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.

MIRROR PLANE

This spell creates a mirror gate to an alternative time line and draws forth a duplicate of the Wizard through the surface. When the spell charge expires, or both Wizards step back through the silvery plane, the duplicate returns to his normal time line, even if slain. However, since the duplicate timeline is very similar, his counterpart is also probably in trouble, so the Wizard must make an EGO Skill roll. If he fails, he passes through the same Mirror Plane to aid his counterpart.

Power: Duplication

Specific Modifiers: Single Continuing Charge lasting 5 hours (Dispel or both step through mirror, -1/4), Costs END to cast (-1/4), Requires an EGO roll (-1/2), Side Effects (Wizard passes through to mirror plane , -1/2), Extra Time: 1 turn (-1/2).

Active Cost = Caster's points/5 points. END Cost: (4); Magic Roll: -4; Casting Time: 1 turn.

MIRROR WALK

The caster can step into a mirror with a blinding flash of light and instantly step out from any mirror that he has previously memorized.

First Power: 10" Teleportation, floating location, 16x distance (160")

Specific Modifiers: Needs mirrors at both ends (-1/2).

Second Power: 4d6 Flash

Specific Modifiers: Linked to Teleport (-1/2).

Combined Specific Modifiers: OAF, bulky: Mirror (-1 1/2).

Active Cost = 58 points; END Cost: 4; Magic Roll: -6; Casting Time: 1/2 Phase

MISCAST

This devious power causes the Wizard to be particularly inept with his spell casting, often bumbling the attempt and suffering the backfire results. The Caster must be able to target the Wizard, but suffers no penalty from range.

Power: 2d6 character points of Magic Skill Drain

Specific Modifiers: 1/2 END (+1/4), Ranged (+1/2), No Range Penalty (+1/2), Invisible Power Effects (Only mental) (+3/4).

Active Cost = 60 points. END Cost: 3; Casting Time: 1/2 phase

MIST FORM

This popular water spell causes the caster's body and belongings to become a cloud of mist which can move about. When used in combat the wizard is protected from physical attacks, and they pass through him without effect. However the mage is still vulnerable to energy attacks. As a noncombat spell, the mage can move about silently and get into places where he may not be welcome. The caster should remember though that he is not invisible and that he can't pass through solid physical barriers.

Power: Desolidification (vulnerable to energy attacks)

Specific Modifiers: Won't work in very dry areas (-1/4), Cannot move through solid objects (-1/2).

Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.

MONKEY SWING

This spell allows the Wizard to brachiate rapidly through the treetops like an agile monkey. If vines or branches are available, the caster can swing from tree to tree. When gaps occur in the forest, the Wizard can glide to the next tree.

Power: 10" Swinging

Power: 10" Gliding

Specific Modifiers: Only from tree branch or vine (-1), Linked to Swinging (-1/2).

Active Cost: 10 + 10 points; END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.

MOON DANCE

The target of this spell is able to leap and jump about in spectacular fashion, as if he weighed much less than normal. However, this lightened state makes the target more vulnerable to Knockback.

Power: 14- Acrobatics

Specific Modifiers: (+1 during Full Moon, -1 during New Moon, 0).

Power: +5" Leaping

Specific Modifiers: Linked to Acrobatics (-1/2), (+2" during Full Moon, -2" during New Moon, 0).

Combined Specific Modifiers: Useable by Others at Range (+1); Double Knockback from Attacks (-3/4).

Active Cost = 20 + 10 points; END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.

MUD TRAP

The caster summons mud from the ground to stream over his opponent in sticky tendrils. The mud is clinging rather than hard, allowing the target to be struck without disrupting its clinging sticky tendrils.

Power: 2d6 Entangle

Specific Modifiers: Entangle takes no damage (+1/2), Character Must Have Connection to the Earth (-1/4).

Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase

MUTE

This spell renders the victim unable to speak, although he can still make sounds.

First Power: 9d6 minor transformation (normal person to mute person)

Specific Modifiers: Muteness can reputedly be removed by a variety of means - wearing a blessed necklace, etc.

Active Cost = 90 points. END Cost: (9); Magic Roll: -9; Casting Time: 1/2 Phase

MYSTERIOUS MANSERVANT

This spell is a favorite of eccentric or showy mages. The spell calls into being an invisible, intangible force, which is imbued with a limited intelligence. It is similar to, but more powerful than the "Invisible Servant" spell, and the summoned force has the same stat.s. The force obeys verbal commands and is able to produce a variety of useful, usually mundane objects. It tends to become confused if the request is not specific, however: due to its comprehensive knowledge of the multiverse, the request "give me my hat" might result in a black top-hat or a Stetson rather than the wizard's favorite pointy cap. No information about other people, places, or things can be surmised from quizzing the manservant, however. Mages who use this spell tend to anthropomorphize the force, carrying on one-sided (to others) arguments with it over misguided conjurations, such as the Stetson mentioned earlier. Strangely enough, they speak as if they receive actual replies, even though no other person can hear them, and they themselves do not recall actually hearing anything. Any conjured object leaving the mage's possession or which the mage tells the manservant to get rid of immediately vanishes. Conjured objects are limited in size to the weight that the servant can shift, but since nothing conjured can be given away and expected to exist anymore, value matters little. Also, no magic items, or expendable foci may be conjured.

First Power: Summon Invisible Servant

Specific Modifiers: Extra Time - 1 Turn (-1/2), Single Continuous Charge lasting 1 hour (also ends when Servant is at 0 BODY, -1/2), Must Remain Within Range (5 x points, -1/2), Costs END to cast (-1/4), Linked to Transformation (-1/2).

Second Power: 2d6 Transformation (Major - air to mundane objects)

Specific Modifiers: Cumulative (+1/2), Variable (+1); Single Continuous Charge lasting 1 hour (Ends when Servant is at 0 BODY, -1/2), Costs END to cast (-1/4).

Active Cost = 15 + 75 points; END Cost: (9); Magic Roll: -9; Casting Time: 1 Turn.

MYSTIC FORTRESS

Within the area where the spell is cast, a hexagonal fortress materializes. The walls of the fortress are plate metal, with no exits or windows, except an opening onto the roof. On the third floor, the walls are crenellated. The interior is divided into six primary chambers, each furnished plainly with built-in benches, beds and tables. There is also a stable on the first floor with room for four mounts. Spiral staircases run between the floors.

Power: 9d6 Entangle, impermeable to sight

Specific Modifiers: Area effect (radius, 9"), Hole in the middle &endash; fortress template (+1/4), Single Continuous Charge lasting 1 day (Unoccupied by caster for 1 turn to cancel, 0), No Range (-1/2), Extra Time - 5 Minutes (-2).

Active Cost = 225 points; END Cost: 0; Magic Roll: -22; Casting Time: 5 Minutes.

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