Mournrysn Calfryn

A Fomorian Sorceror from Another World

Attributes Level
Strength 9 +1
Dexterity 11
Intelligence 16
Health 10
Hit Points 15
Will 16
Perception 11 +2
Fatigue Points 18
Basic Speed 5.25
Basic Move 5

Height: 6’
Weight: 100 lbs
Very Attractive (+4 Reaction)

Cultural Familiarity: (Mithryn) (TL3 + 1)

Alignment: Chaotic Good (Lawful Evil)

Language: Fomorian (Native), Abyssal (Accented), Common (Native)

Magery 3
Status 3
Extended Lifespan 4 (Fomorian)
Signature Gear (Staff)

Bad Temper (12 or less)
Frightens Animals
Impulsiveness (12 or less)
Lecherousness (12 or less)
Overconfidence (12 or less)
Secret (Serous Embarrassment)
Sense of Duty (Entire Race)
Unnatural Feature

Spells by School:

Necromancy: 9
Fire: 9
Mind: 9
Body: 9
Communication: 6
Water: 5
Protection: 4
Knowledge: 3
Healing: 3
Metaspell: 2
Light-Dark: 2
Movement: 1

6 points left

Skills Level
Hidden Lore (Demon Lore) 14
Innate Attack (Projectile) 12
Knife 11
Occultism 14
Politics 14
Diplomacy 16
Finance 14
Public Speaking 15
Propaganda 15
Intelligence Analysis 13
Law (Dublin Constitutional) 15
Equipment Tech Level Weight
Boots TL0 3
Robes TL0 6
Silk Gloves TL0 0
Bag of Holding TL3 + 1 2
Large Knife TL0 1
Personal Basics TL0 1
Tallow Candle TL3 1
Traveler’s Rations TL0 5
Staff (Dedicated Powerstone, 15 Energy) TL3 + 1 12
Self Powered Ring of Hawk Flight TL3 +1 1
Ring of Perception +2 TL3 +1 1
Ring of Strength +1 TL3 +1 1
Battle Robe +5 Def, +5 DR TL3 +1
Ring of Blink TL3 +1 1
Invisible Carved Ivory Wizard Eye T3 +1 1
2 Scrolls of Severe Earthquake T3 +1 1
Spells Level Duration Cost Time to Cast Spell Description or Explanation College
Alter Visage 16 1 hour 4 to cast. 3 to maintain. May be made permanent, as an enchantment, for an energy cost of 40. 1 minute Changes the subject’s face as the caster wills. Any new organs (e.g., extra eyes) do not really function. Other than that, any change is possible. If the caster is trying to duplicate an existing face, he is at -1 if he does not have the model (or a good picture) available; if he is not too familiar with the model, -2 or worse. This spell cannot be used to injure the subject. Mages do not get an automatic IQ + Magery roll to realize someone is under this spell. Body
Analyze Magic 17 1 hour unless made permanent. May be removed by Alter Visage, Alter Body, or Remove Curse. 8 1 hour Identifies exactly what spells are on the subject. If the subject has more than one spell on it, Analyze Magic identifies the one that took the least energy, and tells the caster “there are more spells.”
It can then be cast again to determine the next spell, and so on. Name and Password enchantments (p. 68) count as separate spells that resist at +5; any individual wizard may only attempt to Analyze a Name or Password once. Like Identify Spell, above, it will give limited results when the caster is faced with an unknown spell.
Animate Shadow 17 5 seconds 4 /S 2 seconds Summons a spirit that animates the subject’s shadow and attacks him. The shadow has IQ 9, HT 10, DX equal to the caster’s effective skill, and ST and Move equal to the subject’s ST and Move. The shadow wields whatever weapon the subject had in hand at casting time (even if he drops it later on!), inflicting basic damage only (ignore cutting and impaling bonuses) as fatigue. Armor does not protect, but the shadow’s attacks may be parried or blocked if the weapon or shield used to defend is one that the subject had when the spell was cast. When the subject’s FP reaches zero, he falls unconscious and the spell is broken. An animated shadow may be attacked as per a Body of Shadow subject (see p.114); if its HP reaches zero, it is “killed” and the subject regains his normal shadow. Necromancy
Apportation 17 1 minute less than 1 pound – 1, up to 10 pounds – 2, up to 50 pounds – 3, up to 200 pounds – 4, every additional 100 pounds – +4 /S I Move physical objects without touching them. This spell levitates its subject at Move 1 – not fast enough to do damage with it. Living subjects get to resist with Will. Movement
Armor 17 1 minute Cost: Twice the Damage Resistance given to the subject, to a maximum DR of 5 (cost 10) /.5S I Adds to the Damage Resistance of a living subject. DR from this spell is treated for all purposes like DR from armor, and is cumulative with that from actual armor. Protection
Bravery 16 1 hour unless countered by Fear 2 to cast, cannot be maintained I Makes the subject(s) fearless. Anyone under this spell must make an IQ roll to avoid being brave, should caution be called for. Mind
Breathe Fire 17 1 second 1 to 4. Cannot be maintained. I Similar to Flame Jet, except that the flame issues from the caster’s mouth, Breathe Fire cannot be maintained, and each energy point buys 1d+1 damage instead of 1d. Caster rolls to hit against DX-2 or Innate Attack skill. This counts as an action; the caster must be facing the target. No hand gestures are required to cast this spell; certain lip and tongue motions are made instead. Fire
Burning Death 17 1 second Cost: 3 to cast. 2 to maintain. I Causes the victim to burn from within. The caster must strike the subject to trigger this spell; hit location is irrelevant. Every turn, the victim must roll against HT; on a failure (critical or not), he takes 1d-1 fire damage. On a success, he takes no damage that turn; on a critical success, the spell is broken. Neither DR nor Resist Fire protects against this injury! For the duration of the spell, the victim experiences almost unbearable discomfort, equivalent to the effects of a Sickness spell (p. 138). If the spell is maintained long enough, the victim’s skin and clothes start to char and little flames dart out here and there. Once the victim dies, his body bursts into flame and burns until only a little pile of ashes remains. Undead beings are not affected. The caster must concentrate while maintaining this spell, but need not remain in physical contact. This is also a Necromantic spell. Fire/Necromancy
Choke 16 30 seconds 4 to cast. Cannot be maintained. I The subject becomes unable to breathe (or speak) and suffers the effects of suffocation (see Suffocation, p. B436). The spell cannot be maintained; so constant recasting is required to cut off enough of the victim’s air supply to do any real harm Body
Cold 17 1 minute (Each minute raises the target’s temperature by 20°) 1 for an object up to the size of a fist, 2 for an object up to one cubic yard, and 2 per cubic yard for a larger object. Temperature change can be doubled to 40° per minute for double cost, tripled to 60° per minute for triple cost, and so on. Slower cooling costs no less. /S 1 minute The reverse of Heat. It can reduce the temperature of any object to absolute zero, if maintained for long enough. Fire
Command 17 I 2 I Give a subject one immediate command – a word and a gesture, or at most two words – which the subject must obey. If the subject is unable to fulfill the command immediately or on his next turn, the spell has no effect. Examples: “Drop it!” – the subject drops whatever he was holding. “Look!” – the subject looks in the direction the caster indicates. “Wait!” – the subject takes the Wait maneuver on his next turn. Mind
Compel Truth 17 5 minutes 4 to cast, 2 to maintain I The subject becomes unable to lie, though he may keep silent or tell partial truths (this must be roleplayed). The spell does not force him to volunteer information; he merely cannot say anything he believes to be untrue. Communication
Continual Light 17 Variable. Roll 2d for number of days. Does not count as a spell “on.” 2 for a dim glow like moonlight, 4 for the brightness of a torch, 6 for a glare as bright as day. I When cast on a small object (up to fist-sized or 1 pound) or a small part of a larger object, makes that object glow with white light. (Does not count as sunlight, no matter how bright it gets.) Light-Dark
Counterspell 18 I Half that of the spell countered, not counting bonuses the other caster got for high skill. 5 seconds Nullify any one ongoing spell. It cannot “counter” spells that make a permanent change in the world (e.g., Extinguish Fire, Flesh to Stone, or Zombie), and it cannot affect permanently enchanted items, but it can counter spells cast using magic items. The “subject” of Counterspell may be either the subject of the spell to be countered or the person who cast that spell. Counterspell is a single spell – but to counter a given spell, you must also know that spell. Roll against the lower of your Counterspell skill or your skill with the spell being countered. You must win a Quick Contest with the target spell to cancel it. You can cast multiple Counterspells to negate an Area spell piece by piece. Meta
Create Fire 18 1 minute 2 /.5S (Ordinary fires set by this spell do not require maintenance.) I Fills the area of effect with fire that requires no fuel (if cast in midair, it produces a sphere of flame, which falls to the ground). This is real fire, and will eventually ignite any flammable objects it touches. Cannot be cast within rock, foes, etc. Fire
Create Water 17 The created water is permanent. 2 per gallon created. I Creates pure water out of nothing. This water may appear in any of several forms. It may appear within a container, or as a globe in midair (it falls immediately). Or it may appear as a dense mist of droplets; in this form, one gallon of water will extinguish all fires in a one-yard radius. Water cannot be created inside a foe to drown him! Water
Darkness 18 1 minute 2 /.5S I Cloaks the area of effect in pitch darkness. A person inside the area can see out normally, but can see nothing else within the area. Those outside the area can see only darkness within. Thus, attacks out of darkness suffer no penalty, but attacks into darkness are at a penalty; see p. B394 for combat rules. The Dark Vision advantage lets you see through a Darkness spell, but Night Vision and Infravision do not. Light-Dark
Daze 16 1 minute 3 to cast, 2 to maintain I The subject looks and acts normal, but does not notice what is going on around him, or remember it later. A dazed guard stands quietly while a thief walks past! Any injury, or successful resistance to a spell, causes the subject to snap out of the daze and return to full alert status. Mind
Death Vision 17 1 second 2 3 seconds The subject sees a vivid apparition of his own death. This might be a vision of the future or a false vision from another possible future – but it is always chilling. The subject is mentally stunned until he can make his IQ roll to shake off the effects of the spell. This spell can also be useful to the subject, by pointing out a possibly deadly hazard. Necromancy
Deathtouch 18 I 1-3 I The caster must strike the subject to trigger this spell; hit location is irrelevant. The subject takes 1d damage per point of energy in the spell. Armor does not protect. This spell does affect the undead. Body
Detect Magic 17 I 2 5 seconds Determines whether any one object is magical. If the spell is successful, a second casting tells whether the magic is temporary or permanent. A critical success on either roll fully identifies the spell, as for Analyze Magic. This is not the same as the ability to detect magic items that comes with Magery 0; that ability only detects permanent magic items, while Detect Magic detects items, spells, magical creatures, and any other ongoing magical effect. Knowledge
Dispel Magic 18 Dispelled magic is permanently gone. 3+ 1 second per energy point spent Negates other spells within the area if successful. It has no effect on enchantments, but dispels any temporary, lasting, or permanent spell (p.10), unless the spell specifies otherwise. Each spell resists separately. Dispel Magic is not selective! The caster need not know the spell(s) being dispelled. To nullify a specific spell without affecting others, use Counterspell. Meta
Drunkenness 17 1 minute. 1 for each point of IQ and DX
lost (maximum 5). Half that to maintain.
2 seconds Makes the victim temporarily intoxicated: he is loud, cheerful, and badly coordinated. Both IQ and DX are reduced by the amount of energy put into the spell. If the victim is a PC, he should be told he feels drunk, andencouraged to roleplay it! When the spell ends, it does so instantly (no hangover). Mind
Evisceration 17 I 10 5 seconds Reach with one hand into a subject’s body and withdraw a vital organ, leaving an open cavity. Extracting the brain instantly kills the body, but the brain itself may survive for a few minutes! Roll vs. HT each second; on a success, the brain remains alive and conscious but loses 1 FP; on a failure, it dies. While it survives, it can cast any spells it knows well enough to cast without ritual. Remember that the brain has no senses of its own and is therefore casting blindly. Extracting the heart demands a HT-6 roll each turn from the victim; on a failure he falls unconscious and dies five seconds later. Extracting other organs requires a HT roll at a penalty from 0 to -5 to remain conscious. Most extractions kill within a minute; however, some organ losses can be survived – a lung, a kidney, etc. In this case, the victim will still bleed seriously. Restoration is required to replace a lost organ. An extracted organ dies within a minute. Necromancy
Explosive Fireball 17 I Any amount up to twice your
Magery level per second, for three seconds. The fireball does 1d burning damage per full 2 points of energy.
1 to 3 seconds. Creates a fireball that affects both
its target and things nearby. This has 1/2D 25, Max 50, Acc 1. Can be thrown at a wall, floor, etc. (at +4 to hit) to catch foes in the blast. The target and anyone closer to the target than one yard takes full damage. Those further away divide damage by three times their distance in yards (round down).
False Memory 17 Variable (see below). When the spell ends, the subject gets a second resistance roll, at -1 for each day the spell lasted. If this roll is failed, the subject will believe the false memory indefinitely, but is likely to remember the truth at some unpredictable time, perhaps as a result of a shock. A3 for a duration of an hour, or 8 for a whole day. Cost to maintain is 3 per hour if cast for an hour, or 4 per day if cast for a day. 5 seconds. Insert a single, simple false memory into a subject’s mind. This spell is often used to avoid paying bills, and is considered highly illegal in many areas. If the implanted memory conflicts with a real memory, the subject’s brain will usually fit the new one in anyway, leaving him slightly confused but convinced. In case of extreme direct conflict Mind
Fascinate 16 Indefinite 4 I Holds the subject (a sapient being)
motionless and unaware of the passage of time as long as the caster maintains eye contact and concentration. Darkness breaks eye contact! May be cast as a Blocking spell if the subject is entering Close Combat range. The caster may move slowly (Move 1) while maintaining eye contact if he knows the spell at level 15 or better; each yard he moves away from the subject allows it another resistance roll to break the spell. The spell is also broken by any attack (physical or magical) on the subject.
Fear 16 10 minutes unless countered by Bravery 1 to cast, cannot be maintained I The subject(s) feel fright. The caster receives a +3 bonus to reaction rolls in potential combat situations and other situations where threats are effective, but suffers a -3 penalty on loyalty rolls and situations where terrorizing NPCs is counterproductive. Mind
Fireball 17 I Any amount up to your Magery level per second, for three seconds.The fireball does 1d burning damage per energy point. 1 to 3 seconds. Throw a ball of fire from one hand. This has 1/2D 25, Max 50, Acc 1. When it strikes something, it vanishes in a puff of flame. This spell is likely to ignite flammable targets. Fire
Flame Jet 17 1 second 1 to 3 points. Does 1d damage for each point put into the spell. The jet’s range in yards is equal to the number of dice. Same cost to maintain. I Shoot a jet of flame from one fist. Each turn, the caster rolls versus DX- 4 or Innate Attack skill to hit, and rolls for damage if he hits. This attack may be dodged or blocked, but not parried. Treat it as a hand weapon – a flaming sword without the sword – but it cannot parry! This is a wonderfully flashy spell, good for magic shows, melee combat, burning through ropes, etc. The caster may cast the spell as many times as he has hands and have a Flame Jet in each hand; a Flame Jet held in the caster’s “off” hand suffers the usual -4 penalty to hit. Fire
Forgetfulness 17 1 hour 3 /S 10 seconds Causes the subject to forget one fact, skill, or spell temporarily. The skill or spell cannot be used while Forgetfulness is in effect. If (for instance) a forgotten spell is a prerequisite for other spells, the other spells can still be used, at -2 to skill. Mind
Heat 17 1 minute. Each minute raises the target’s temperature by 20°. Maximum temperature possible with this spell is 2,800°. 1 for an object up to the size of a fist, 2 for an object up to one cubic yard, and 2 per cubic yard for a larger object. Temperature change can be doubled to 40° per minute for double cost, tripled to 60° per minute for triple cost, and so on. Slower heating costs no less. /S 1 minute Raises the temperature of an object. It does not necessarily produce fire, though most things will burn if heated enough. Heat will be radiated away normally. (Use this as a guideline for playable effects – don’t try to turn the spell into a physics exercise!) Any wizard planning to make extensive use of this spell should arm himself with a list of the melting points of various materials. The spell can have drawbacks. If you were in jail, you might melt your way through the bars . . . but the radiated heat would probably broil you first. Fire
Icy Weapon 18 1 minute 3 /1 3 seconds Causes any weapon to become freezing cold. This does not harm the user or the weapon, but an attack with the weapon will do +2 damage to most foes if it penetrates DR. Multiply this bonus for any Vulnerability (p. B161) to ice or cold. Add this bonus to the final injury inflicted by the attack – for instance, an “impaling” icy attack is still only good for +2 damage, not +4. Water
Identify Spell 17 I 2 I Identifies what spell or spells have just been cast (within the last five seconds), or are being cast at the moment, on or by the subject. It does not identify the spells on a permanently enchanted item. One casting identifies all spells cast on or by the subject. However, if any of these spells are totally unknown to the caster – not just spells he doesn’t know, but spells he has never heard of – the GM should provide only a vague description; e.g., “Some kind of physical protection.” Wizards have heard of every spell in this book (unless the GM rules that some are secret) but not new spells created by the GM or players. Knowledge
Ignite Fire 17 1 second Depends on the amount of heat desired: 1 – As though a match had been held to the subject. Lights a candle, pipe, or tinder in one second. 2 – As though a torch had been held to the subject. Ignites paper or loose cloth in one second, ordinary clothes being worn in four seconds. 3 – As though a blowtorch had been held to the subject. Ignites dry firewood or clothes being worn in one second, leather in two seconds, and heavy wood in six seconds. 4 – As though burning magnesium or phosphorus had been held to the subject. Ignites coal in one second, heavy wood in two seconds. /S I Produces a single spot of heat, and is used to set fire to a readily flammable object. It works best on paper and cloth, and will not affect any item that would not burn in an ordinary fire. In particular, it will not set fire to a living being! Once ignited, the fire burns normally. Fire
Itch 17 Until subject takes 1 turn to scratch 2 (cannot be maintained; must be recast) I Causes the subject to itch fiercely in a spot of the caster’s choice. The subject is at -2 DX until he takes one full second to scratch (more, if armor, etc. is in the way!). Only one Itch spell can affect a given subject at a time. Body
Lend Energy 18 I Any (not reduced by skill) I Restores the subject’s lost Fatigue Points, at an energy cost to the caster. Cannot increase the subject’s FP score above its normal maximum. Cost:Any amount; the energy spent by the caster goes to the subject as restored FP (e.g., if the caster spends 5 energy, the subject regains 5 lost FP). Healing
Lend Vitality 17 1 hour Any (not reduced by high skill; cannot be maintained; must be recast) I Temporarily restores the subject’s lost Hit Points, at an energy cost to the caster. Cannot increase the subject’s HP score above its normal maximum. Since restored HP vanish after one hour and the spell cannot be maintained, this spell is only a stopgap measure. Healing
Loyalty 16 1 hour 2 to cast. 2 to maintain. Double this cost if the subject does not know the caster, or triple if the subject is a foe of the caster. 2 seconds Makes the subject loyal to the caster. The subject follows any direct order the caster gives; in the absence of direct orders, he acts in the caster’s best interest as he understands it. The spell is immediately broken if the caster attacks the subject. If the subject is told to do something very hazardous or against his normal code of behavior (GM’s decision), he gets an IQ roll to break the spell. Mind
Magelock 17 6 hours 3 /2 4 seconds Locks a door magically. The door does not open unless the spell is removed (Counterspell and Lockmaster will both counter it) or the door itself is destroyed. Protection
Mind-Reading 17 1 minute 4 to cast, 2 to maintain 10 seconds Read a subject’s mind. Works on any living being, but is most useful on sapient creatures. Detects only surface thoughts (what the subject is thinking at that moment). This spell will not work on sleeping or unconscious subjects. The subject is not aware his
mind is being read, except in the case of a critical failure. Modifiers: -2 if the caster does not know the subject’s native language; -2 if the subject is of a different race – or -4 or more if the subject is totally alien!
Pain 17 1 second 2 (cannot be maintained) 2 seconds The subject feels a stab of agonizing pain. He must make a Will roll to avoid crying out. If he is in a precarious position (climbing, for instance), he must make a DX roll to avoid catastrophe! His DX and all DX-based skills are at -3 for the next second only. If the subject is in the middle of a spell requiring gestures, he must roll vs. Will or start over. High Pain Threshold gives +3 to the Will and DX rolls above; Low Pain Threshold gives -4. Body
Paralyze Limb 17 1 minute 3 (cannot be maintained; must be recast) I The caster must strike the subject on a limb to trigger this spell (hits elsewhere have no effect). Armor does not protect. Resolve resistance on contact. If the subject fails to resist, the subject’s limb is paralyzed; it is considered crippled for one minute. Body
Persuasion 17 1 minute Twice the bonus to be added to the roll. Same cost to maintain (maximum 5). I Used when a reaction roll is required, this spell makes the subject (one sapient creature – racial IQ 6 or better) more likely to react favorably. Communication
Purify Water 17 Purified water stays pure unless recontaminated. 1 per gallon purified Usually 5 to 10 seconds per gallon, unless a large container and ring are used. Remove all impurities from water by pouring it through any hoop or ring (or, in a pinch, his own fingers) into a container. Only one skill roll is required, as long as the flow continues. Water
Recover Energy 20 N/A 0 N/A Rest and recover Fatigue Points more quickly than normal by drawing energy from the mana around him. A normal person recovers 1 FP every 10 minutes. A mage who knows this spell at skill 15 or higher recovers 1 FP every 5 minutes. A mage who knows this spell at skill 20 or higher recovers 1 FP every 2 minutes. No further improvement is possible. Note that this spell works on the caster himself; it cannot restore FP to others. The mage must rest quietly, but no ritual or die roll is required. While resting, he can maintain ordinary spells, but not those that require concentration. This spell does not function in low or no-mana areas. Healing
Seek Water 17 I 2 I Determines the direction, distance, and general nature of the nearest significant source of water. Use the long distance modifiers (p. 14). Any known sources of water may be excluded if the caster specifically mentions them before beginning. Requires a forked stick; roll at -3 if this is not available. Water
Sense Danger 17 I 3 I Tells the caster if any immediate danger is nearby; can also detect a faraway danger if it threatens to come close and strike! Gives the nature of any danger that is only a minute or so away; if there is a danger within five minutes, the spell produces foreboding but no details (except possibly on a critical success). Protection
Sense Emotion 17 I 2 I Know what emotions the subject is feeling at the moment. It works on any living being, though it tends to be most useful on sapient beings. This will also tell how loyal the subject is to the caster (see Loyalty of Hirelings, p. B518) Communication
Sense Foes 17 I 1 I Tells the caster if the subject has
hostile intent, and what the degree of hostility is. Can be cast on one person or a whole area. If cast over an area, this spell will only detect that someone is hostile, without telling who.
Shape Darkness 17 1 minute 2 /S (2D shadows are 1 /S) I Shape and move three-dimensional darkness created with the Darkness or Blackout spells at a Move of 5. It also allows the caster to shape existing two-dimensional shadows into other two-dimensional shadowy shapes. Shadows can be reduced in size easily, but enlarging the shadows makes them slightly transparent. The average casual observer won’t notice, but anyone looking intently at the shadow gets an IQ roll to notice that it doesn’t have the “substance” it should. Shadows do not have to remain attached to the objects that cast them. Light-Dark
Shape Fire 17 1 minute 2 /.5S I Control the shape of any flame. Each shape change requires a second of concentration. Once shaped, the flame keeps that shape until the spell expires, without concentration. Moving a flame requires constant concentration (the flame moves at Move 5, on the caster’s turn). A natural fire cannot move to a place that it can’t burn, but flame made with the Create Fire spell needs no fuel and can move almost anywhere. Flame shaped with this spell normally retains its volume. If the fire is “spread out” across twice its original area, it only does half damage; if spread across three times its original area, it does 1/3 damage; and so on. Fire
Shield 17 1 minute Twice the Defense Bonus given to the subject, to a maximum DB of 4 (cost 8) /.5S I Conjures an invisible shield of magical force that moves to protect the subject from frontal attacks. The Defense Bonus granted by this spell is cumulative with that from an actual shield, but this spell does not allow a subject without a shield to block. Defense Bonus granted by Shield is not cumulative with any granted by Block (p.166). Protection
Skull-Spirit 17 24 hours or until destroyed 20 I Summons a ghostly assassin to do the caster’s bidding (see box, p. 150). Requires the skull of a sapient creature, which is destroyed in the casting. Necromancy
Spasm 17 I 2 (cannot be maintained) I Can be directed against any of the subject’s voluntary muscles. Directed against a hand, it causes the subject to drop whatever he is holding (usually a weapon). If the subject is in the middle of a lengthy spell requiring gestures, he must make a DX roll or start over. Ingenious casters will find other uses… Body
Steal Vitality 17 Permanent 3 HP from the subject 1 minute for each 3 HP drained Take HP from the subject to heal your own injuries. The subject must either be willing or totally helpless; the caster must touch the subject. This works on living, sapient subjects only! The spell stops when the caster’s HP is fully restored, when the caster decides to stop, or when the subject’s HP reaches -1 (which automatically kills the subject). Necromancy
Stun 17 I 2 I The subject is physically stunned (p. B420) and must roll vs. HT each second to recover. Body
Summon Demon 17 Until the demon’s task is done, or one hour, whichever is less. 1 point per 10 character points used to build the demon. Minimum energy cost is 20 (although this will not always summon a 200-point being). Those tempted to summon powerful demons should bear in mind that such demons tend to have high Will, with all that implies for control… 5 minutes This version of Planar Summons (Summons a creature, such as a demon or a Thing Man Was Not Meant To Know, from another plane of existence. The GM determines the predisposition and abilities of this being. Each plane requires a different Planar Summons spell. Some exceptionally potent entities might require their own spells! If the version of Planar Summons used does not specify an individual entity, the caster has no control over whom the spell summons. Planar Summons cannot be used on the plane for which it is intended. When the creature appears, the caster must immediately try to control it. Treat this as a Quick Contest between the caster’s Planar Summons skill and the entity’s Will. The caster is at +4 if he knows the creature’s “true name.” If the caster wins, he can give the creature a single command, which it must carry out. On completing this task – or after one hour in any event – the entity usually vanishes. However, some powerful entities can stay for as long as they wish… If the caster ties or loses, the creature will react badly. An “evil” being commits violence or vandalism, while a “good” one is more likely to depart in a huff and put in a bad word with the caster’s gods. Wild or chaotic creatures are liable to engage in theft and mischief. Extremely alien entities might react in disturbing and unpredictable ways.) raises demons; see that spell description for details. If the caster fails to control the demon, it always attacks him! If it cannot reach the caster (if, for example, the caster is protected by a Pentagram), the demon will vanish (if trapped) or escape to wreak havoc in the outside world. If he manages to control the demon and give it a command, the demon will carry out the letter of its orders, doing its best to pervert their spirit to the caster’s disfavor. It will also work incidental mischief, unless specifically instructed not to. At the GM’s discretion, a caster may summon a flock of minor demons whose values add up to 200 character points or less (a caster summoning minor demons may never spend more than 20 energy on this spell). In this case, the caster controls the entire flock at once, contesting the highest Will in the flock. A flock of minor demons is not restrained to a single task; they always stay for the entire duration of the spell. Necromancy
Summon Spirit 17 1 minute 20 /10 (1/2 cost at site of death or at corpse of contact; 1/4 cost at both) 5 minutes Talk to the spirit of a dead person. The subject resists at -5 if he was a friend of the caster. If the spell succeeds, the subject will answer one question, to the best of his knowledge as of the time he died, and one more per minute he remains. If the spell fails, that caster (or ceremonial group) may not summon that spirit again for one year. A critical failure means the caster summoned a malign spirit, who lies deliberately. Modifiers: -5 if you don’t know the subject’s full name. -1 if it has been more than a week since the subject’s death, -2 if more than a month, -3 if more than a year, -4 if more than 10 years, -5 if more than 50 years, and -6 if more than 500 years. Necromancy
Wither Limb 18 Permanent (unless healed) 5 I The caster must strike the subject on a limb to trigger this spell (hits elsewhere have no effect). Armor does not protect. Resolve resistance on contact. If the caster wins, the subject’s limb withers immediately; it is crippled for all purposes (see Crippling Injury, p. B420). The subject also takes 1d damage. Body
Truthsayer 17 I 2 I Tells whether the subject is lying or
not. May be cast in two ways: 1. To tell whether the subject has told any lies in the last five minutes. 2. To tell whether the last thing the subject said was a lie. May also give an indication of how great the lie is. If caster is not touching subject, calculate range as for a Regular spell.
Zombie 18 Remains animated until destroyed 8 1 minute The subject of this spell must be a relatively complete dead body. The nature and condition of the corpse determines the nature of the undead creature produced. The animated corpse becomes an undead servant of the caster. Its attributes are based on those of the original body, as are its physical advantages and DX-based skills. It does not have the “soul,” mental traits, IQ-based skills, or memories of the living person. The GM will determine its exact abilities, as appropriate to the campaign. Necromancy

To be learned


Mournrysn Calfryn

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