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Saturday, July 11, 2015

My Learning House Rules

What?

I'm proposing alternate learning rules from those found in the GURPS Basic Set.

Why?

To bring them in line with how I believe real people learn. In real life, it's easy to reach a moderate level of skill, but from that point on each increase in ability takes more practice than the last. In addition, everyone lacking a learning disability acquires skills in the same way: through deliberate practice--no one has inborn talent--and at the same rate. How people differ is in their motivation.

For the most part, I have based these rules on the paper titled The Role of Deliberate Practice in the Acquisition of Expert Performance.

These rules are based on the following assumptions.

1) Only deliberate practice increases skill level. Not incidental practice or inborn talent. Work the cash register at 7-11 for thirty years and you might be the same skill level as the day you started.

2) People have a difficult time forcing themselves to practice.

3) Practice is tiring.

4) Skill levels differ in terms of training time. Lower levels are easier to acquire, while higher levels each take more time than the previous level, unlike the RAW, which gives the same time to go from skill 19 to skill 20 as it does from level 12 to 13.

5) People without learning disabilities learn at the same rate when they do learn.

6) Skill difficulty doesn't enter into the picture. Chess, an Easy skill in GURPS, takes the same amount of time to master as Violin, a Hard skill. I have abandoned the concept of skill difficulty entirely.

7) While people learn at the same rate when they do learn, identifying what will cause learning is difficult, and often requires a plan designed by a teacher.

8) As a consequence of the difficulty with which high skill levels are achieved, skill levels of real people are lower than players often imagine. The person working the cash register might only have a base skill level of 8, but due to generous bonuses from task difficulty, which could be as high as +10 for some tasks, and equipment bonuses, the skill 8 person is able to perform their job.



First the Simplified Version

The GM must decide that the character reeeeeally wants to practice his skill. A character can't pour every extra second of time they have into practice. They must have either an Obsession or someone breathing down their neck to get it done.

Use the hours per skill level chart (below). Characters can only spend two hours per day performing mental practice, and one hour per day performing physical practice. Double each number if the character is supervised by a teacher. Double each number again, for a total of eight and four hours, respectively, for characters with Will 14+, FP 14+, and Less Sleep 4. Days spent practicing must be entirely devoted to practice. If any excitement breaks out on one of these days, the character starts the excitement at half his full FP.


Now the Full Rules


Each skill's time practiced is tracked separately.

Skill level - Total Hours Practiced

Skill 8: 5 hours
Skill 9: 100 hours
Skill 10: 500 hours
Skill 11: 1,000 hours
Skill 12: 2,000 hours
Skill 13: 2,500 hours
Skill 14: 3,125 hours
Skill 15: 4,000 hours
Skill 16: 4,800 hours
Skill 17: 6,100 hours
Skill 18: 7,600 hours
Skill 19: 9,500 hours
Skill 20: 12,000 hours
Skill 21: 15,000 hours
Skill 22: 18,500 hours



In principle, characters should start at skill 0, but the amount of practice required to reach skill 6 or 7 would be so low that I've decided to treat all characters from a culture where they would normally be exposed to the skill as having skill 7.


I strongly recommend using these rules with broader skills, like in my house rules. This doesn't work as well with the RAW skills, which are often so fine-grained that a character such as a doctor or swordsman might need four or more skills at a high level.

We have two questions to answer next:

1) How long can someone force themself to practice each day?

2) How long should they force themselves to practice each day?


"studies show essentially no benefit from durations exceeding 4 hr per day and reduced benefits from practice exceeding 2 hr" -- The Role of Deliberate Practice in the Acquisition of Expert Performance


"deliberate practice is an effortful activity that can be sustained only  for a limited  time  each day during extended periods without  leading  to exhaustion (effort constraint). To maximize gains from long-term practice, individuals must avoid exhaustion and must limit practice to an amount from which they can completely recover on a daily or weekly basis" -- The Role of Deliberate Practice in the Acquisition of Expert Performance


These rules are intended to be used with the Long-Term Fatigue rules from Douglas Cole's The Last Gasp, from Pyramid issue 3/44, Alternate Gurps II.

Each hour of practice costs 1 FP while practicing a mental skill, or 2 FP while practicing a physical one. This is intended to be used with the rules from The Last Gasp.

So people with an FP of 10, which should be most people, will only be able to practice mental skills for five hours before they enter the realm of severe fatigue, and only physical practice for two hours before doing so.

If we say that most modern people who are performing mental practice only have nine Fatigue Points, not unreasonable, since most modern people will receive approximately zero exercise, then giving people who perform mental exercise 9 FP and people who perform physical practice 10 FP, then that matches the evidence quite well.

We can see from this that the amount of time one is able to consistently practice is extremely limited due to fatigue. An average person with 10 FP who practices football for two hours drops to a safe 6 FP, which can be recovered from with eight hours of rest, but another hour of practice drops him to 4 FP, which is severe fatigue, now necessitating twenty hours of rest.

See how it's difficult to fit that rest around a normal eight hours of sleep. This means there is an effective limit of four hours per day of mental practice, or two hours a day of physical practice.

To represent people like Nikola Tesla, who was able to practice far more than a normal man, I suggest purchasing multiple levels of Less Sleep (all the way up to four for Tesla, who may have even possessed a limited version of Doesn't Sleep), a high Will, the Extremely Motivated perk (below), and a very high level of FP. I intend to do another post on mental fatigue in the future to discuss a means of separating mental and physical fatigue.


"In contrast to play, deliberate practice is a highly structured activity, the explicit goal of which is to improve performance. Specific tasks are invented to overcome weaknesses, and performance is carefully monitored to provide cues for ways to improve it further. We claim that deliberate practice requires effort and is not inherently enjoyable." -- The Role of Deliberate Practice in the Acquisition of Expert Performance



At the beginning of each hour of practice, make a Will roll. On a success, you are able to force yourself to practice for that hour. On a failure, you aren't able to concentrate and instead you waste the hour diddling around. You may even believe you spent the hour practicing, but nothing productive comes of it. On a failure, you aren't able to achieve real practice again until you completely restore your Fatigue Points or you receive some sort of outside motivation, like a speech from a parent or a teacher's glower.

Group Instruction, such as a lecture, gives no bonus on the Will roll. However, individual instruction gives a +4 bonus.

A motivating speech (or other encouragement) in the form of a successful Teaching, Intimidation, Diplomacy, Professional Skill (Childcare), or other applicable roll by a teacher, parent, etc. gives a +2 bonus for one week. This bonus replaces the bonus for individual instruction above. Anticipation of an upcoming event in which the skill is used, such as a recital, tournament, or job interview gives an additional +2 to this roll. For more extreme examples, such as imprisonment, severe beatings, or the threat of unpayable debts if a certain skill level is not achieved, the GM may assess an even larger bonus.

The bonus from the Training Bonus Table on page 5 of Pyramid #3/44 applies to this roll as well. The highly skilled have an easier time forcing themselves to practice. They've gotten used to it. Though it makes more sense to base this table on absolute, rather than relative, skill level. I propose the following:

Skill Level:       11  12  14  17  20
Training Bonus:    +1  +2  +3  +4  +5

Characters with the Laziness disadvantage suffer a -4 penalty. The GM is encouraged to assess this same penalty--or an even larger one--to characters under considerable stress. A troubled home life is a common cause of reduced motivation.

"To assure effective learning, subjects ideally should be given explicit instructions about the best method and be supervised by a teacher to allow individualized diagnosis of errors, informative feedback, and remedial part training." -- The Role of Deliberate Practice in the Acquisition of Expert Performance


Practice alone isn't enough. Proper areas of improvement must be identified and a plan must be devised that will lead to that improvement. A million hours spent engaged in "practice" that doesn't improve your skill is time down the drain. Some "practice" can change good habits into bad, reducing overall skill levels.

To represent this, each day, before practice, make an IQ roll. If you succeed, each hour of practice counts toward your skill. If you fail, each hour is wasted and you receive no benefit. On a critical failure, for each hour of practice you lose one hour toward your skill! The GM should make this roll in secret.

For solo practice, access to study materials, such as chess manuals or instructional videos, provides a +2 bonus. A weekly plan created by a teacher provides an additional +2 bonus. Constant personal instruction from a teacher negates the need for an IQ roll entirely, regardless of IQ score! The bonus from the Training Bonus Table (above) applies as well. I wouldn't bother rolling for characters with a final score of 16 or higher.

For extended periods of practice, the expected result of all these rolls should be used. Perhaps in the future I will generate a table that shows expected hours of practice for a given skill level, Will, IQ, and FP, but I lack the ability to do so now. It should be possible to create a spreadsheet that tells you how many hours of skill increases you receive for an entire year of practice.


New Perks:

Extremely Motivated‡
Prerequisite: Obsession (master the skill in question).
This perk comes in level. Choose a skill. You get a +2 bonus on Will rolls to practice that skill for each level of this advantage.


Insightful Learner‡
This perk comes in levels. Choose a skill. You get a +2 bonus on IQ rolls to identify areas of improvement with that skill for each level of this advantage.

New Quirk:

Slow Learner
For each hour spent practicing, you only receive fifteen minutes of effective learning time.

Friday, February 13, 2015

Gauging Interest: D&D magic in GURPS


I would like some feedback on this one. If there's interest, I will continue on converting the spells, first doing the low-level Cleric and Druid spells, then perhaps continuing on to the higher-level ones.



Spellcasting ability is purchased as the following Modular Ability. The spell in each slot can be used once and is then forgotten. Spells have a default duration of one minute, as per Limited Use. They can be further modified (most of them are). Spells can only be prepared when the mage is in possession of his special spellbook, which can be replaced, though not easily.

Modular Ability: Super-Memorization (Super-Memorization; Physical, +100%; Accessibility, only for spells as powers and only spells in your spellbook, -40%; Accessibility, spells can only be prepared when at full FP, -10%; Preparation Required, 1 hour, -50%; Limited Use, 1/day, -40%; DR 5, -15%; SM -3, -15%; Must be forcefully removed, -10%) []

Cost per slot: 1 points base + .6 points per point of abilities.


The Magic power modifier is -5% from magical countermeasures and -5% for difficulty casting spells while armored.



0-Level Spells

Acid Splash
Cost: 8 points
Components: V, S
Casting Time: Attack Maneuver
Range: 50 yards
Duration: Instantaneous

Statistics: Corrosion Attack 1d (Increased 1/2D, 10x, +15%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Range x1/2, -10%; Magic, -10%) [8].

Arcane Mark
Cost: 29 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: Touch
Duration: Permanent until erased, or one month on a living target.

Statistics: Affliction 1 (Will; Disadvantage, Unnatural Feature, +1%; Extended Duration, Permanent, until erased if nonliving, or one month if living, +150%; Fixed Duration, +0%; Malediction 1, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -10%) [29].

Dancing Lights
Cost: 20 points
Components: V, S
Casting Time: 1 Concentration Maneuver
Range: 100 yards
Duration: 1 minute.

Statistics: Illusion (Independence, +40%; Ranged, +40%; Accessibility, can only make the lights described in the spell description, -40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Visual Only, -30%; Magic, -10%) [20].

Daze
Cost: 12 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 6 seconds

Statistics:Affliction 1 (Will; Fixed Duration, +0%; Malediction 3, +200%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Duration, 1/30 duration, -30%; Reduced Range, x1/1760000, -30%; Magic, -10%) [20].

Detect Magic
Cost: 24 points
Components: V, S
Casting Time:1 Concentrate Maneuver
Range: 6.6 yards (twenty feet)
Duration: 1 Minute (requires concentration)

Statistics: Detect (Magic; Cosmic, no roll required, +100%; Precise, +100%; Reflexive, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Requires Concentrate, -15%; Vision-Based, -20%; Nuisance Effect, Maximum Range, 100 yards, -5%; Reduced Range, x1/15, -30%; Magic, -10%) [24].

Detect Poison
Cost: 15 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 20 yards
Duration: Instantaneous

Statistics: Detect (Poison and Venom; Analyzing, +100%; Cosmic, no roll required, +100%; Precise, +100%; Accessibility, Requires magic words, -10%; Accessibility, can't penetrate one inch of iron or an equal mass of other material, -10%; Accessibility, Requires gestures, -10%; Nuisance Effect, Maximum Range, 100 yards, -5%; Reduced Duration, x1/60, -35%; Reduced Range, x1/5, -20%; Magic, -10%) [15].

Disrupt Undead
Cost: 13 points
Components: V, S
Casting Time: Attack Maneuver
Range: 10 yards.
Duration: Instantaneous

Statistics: Crushing Attack 1d-1 (Affects Insubstantial, +20%; Cosmic, Irresistible attack, +300%; Increased 1/2D, 10x, +15%; Accessibility, Undead Only, -40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Range, x1/10, -30%; No Blunt Trauma, -20%; No Knockback, -10%; Magic, -10%) [13].

Flare
Cost: 28 points
Components: V
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 1 minute

Statistics: Affliction 1 (Will; Disadvantage, Nearsighted, +25%; Based on HT, +20%; Fixed Duration, +0%; Malediction 3, +200%; Accessibility, Requires magic words, -10%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Duration, x1/3, -10%; Reduced Range, x1/1760000, -30%; Magic, -10%) [28].

Ghost Sound
Cost: 9 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 100 yards
Duration: 1 minute

Statistics: Illusion (Ranged, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Auditory Only, -70%; Magic, -10%) [9].

Light
Cost: 15 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: Touch
Duration: 10 minutes

Statistics: Affliction 1 (Will; Advantage, Accessory, Torch, +10%; Fixed Duration, +0%; Extended Duration, 10x duration, +40%; Malediction 1, +100%; Accessibility, Unliving Things Only, -40%; Accessibility, Requires magic words, -10%; Accessibility, Requires material component, -5%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -10%) [15].

Mage Hand
Cost: 5 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 1 minute (requires concentration)

Statistics: Telekinesis 5 (Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Requires Concentrate, -15%; Specific, a single nonliving item chosen when the spell is cast, -40%; Magic, -10%) [5].

Mending
Cost: 20 points
Components:
Casting Time:
Range: 3.3 yards (10 feet)
Duration: Instantaneous

Statistics: Healing (Nonliving objects, +0%; Cosmic, no roll required, +100%; Ranged, +40%; Reduced Fatigue 1, +20%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Capped, 1 FP, -35%; Injuries Only, -20%; Reduced Range, x1/30, -30%; Specific, Nonliving Objects Weighing No More Than 1 lb, -80%; Magic, -10%) [20].

Message
Cost: 30 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 50 yards
Duration: 30 minutes

Statistics: Telecommunication (Directional Sound; Extended Duration, x10, +40%; Link, +10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Nuisance Effect, Maximum Range, 100 yards, -5%; Nuisance Effect, Must Mouth Message, -5%; Reduced Range, x1/2, -10%) [6] + Affliction 1 (Will; Advantage, Modified Directional Sound, +10%; Link, +10%; Malediction 2, +150%; Nuisance Effect, Maximum Range, 100 yards, -5%; Reduced Range, x1/2, -10%; Magic, -10%) [24].

Modified Directional Sound: Telecommunication (Directional Sound; Accessibility, Only to Answer Sender, -80%; Maximum Duration, 10 minutes, -50%; Nuisance Effect, Maximum Range, 100 yards, -5%; Nuisance Effect, Must Mouth Message, -5%; Reduced Range, x1/2, -10%) [1]

Open/Close
Cost: 12 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 1 minute

Statistics: Telekinesis 12 (Accessibility, Can only open and close doors, chests, etc., -80%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Reduced Duration, 1/60, -35%; Magic, -10%) [12].

Prestidigitation
Cost: 19 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: Personal
Duration:1 hour

Statistics: Modular Ability 1 (Cosmic Power; Extended Duration, x100, +80%; Physical, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Limited, only minor magical perks, -60%; Magic, -10%) [19].

Ray of Frost
Cost: 4 points
Components: V, S
Casting Time: Attack Maneuver
Range: 50 yards
Duration: Instantaneous

Statistics: Crushing Attack 1d (Increased 1/2D, 10x, +15%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Range x1/2, -10%; Magic, -10%) [4].

Read Magic
Cost: 11 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: Vision
Duration: 10 minutes

Statistics: Detect (Magical Writing; Analyzing, +100%; Cosmic, no die roll required, +100%; Extended Duration, x10, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Analysis only, -50%; Short-Range 2, -20%; Vision-Based, Reversed, -20%; Magic, -10%) [11].

Resistance
Cost: 18 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Touch
Duration: 1 minute

Statistics: Affliction 1 (Will; Advantage, Resistant to Metabolic Hazards +1, +30%; Advantage, Resistant to Mental Effects +1, +30%; Fixed Duration, +0%; Malediction 1, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Melee Attack, Reach C, Cannot Parry, -35%; Reduced Duration, 1/3 duration, -10%; Magic, -10%) [18].

Touch of Fatigue
Cost: 28 points
Components: V, S, F
Casting Time: Attack Maneuver
Range: Touch
Duration: Instantaneous

Statistics: Fatigue Attack 2d (Based on HT, +20%; Malediction 1, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Melee Attack, Reach C, Cannot Parry, -35%; Nuisance Effect, can't drop target below (1/3)-1 FP, -5%; Nuisance Effect, temporary, 30 seconds, -5%; Magic, -10%) [28].


1st-Level Spells

Alarm
Cost: 21 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 100 yards
Duration: 16 hours

Statistics: Create (Loud Sound; Cosmic, No roll required, +100%; Extended Duration, x1000, +120%; Reduced Fatigue Cost 2, +40%; Ranged, +40%; Triggered Delay, Creature Larger than Rat Entering Area, +50%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Magic, -10%) [21].

Animate Rope
Cost: 17 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 100 yards
Duration: 30 seconds

Statistics: Control 2 (Rope; Cosmic, No roll required, +100%; Ranged, +40%; Accessibility, can only do the things listed in the spell, -80%; Accessibility, not carried or worn ropes, -40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Duration, x1/2, -5%; Magic, -10%) [17].

Burning Hands
Cost: 11 points
Components: V, S
Casting Time: Attack Maneuver
Range: 10 yard Cone
Duration: Instantaneous

Statistics: Burning Attack 1d (Cone, 10 yards, +150%; Increased 1/2D, 10x, +15%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Range, x1/20, -30%; Magic, -10%) [11].

Cause Fear
Cost: 26 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 3 minutes

Statistics: Affliction 1 (Will; Disadvantage, Obsession (Run Away), +10%; Frightened, same as Euphoria, +30%; Fixed Duration, +0%; Malediction 3, +200%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Duration, x1/10, -20%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Range, x1/1760000, -30%; Magic, -10%) [26].

Charm Person
Cost: 29 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 3 minutes

Statistics: Affliction 1 (Will; Disadvantage, Delusion (Caster is a close, trusted friend), +15%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 3, +200%; Accessibility, sapient humanoids only, -40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Easily Resisted 4, Only if currently threatened by caster or friends, -60%, -8%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Range, x1/1760000, -30%; Magic, -10%) [29].

Chill Touch
Cost: 35 points
Components: V, S
Casting Time: Attack Maneuver
Range: Touch
Duration: Damage is instantaneous, ST penalty lasts three minutes, Frightened lasts 30 seconds

Statistics: Crushing Attack 1d (Cosmic, Irresistible attack, +300%; Link, +10%; Accessibility, Undead take no damage, -10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Melee Attack, Reach C, Cannot Parry, -35%; No Blunt Trauma, -20%; No Knockback, -10%; Magic, -10%) [16] + Affliction 1 (HT; Fixed Duration, +0%; Follow-Up, Reduced attribute, -2 ST, +10%; Accessibility, not on Undead, -10%) [10] + Affliction 1 (HT; Disadvantage, Obsession (Run Away), +10%; Frightened, same as Euphoria, +30%; Fixed Duration, +0%; Link, +10%; Accessibility, only on Undead, -40%; Reduced Duration, x1/10, -20%) [9].

Color Spray
Cost: 55 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 16 yard area cone emanates from hand
Duration: Special, see below

Statistics: Affliction 1 (Will; Unconsciousness, +200%; Disadvantage, Blindness, +50%; Stun, +10%; Area Effect, 16 yards, +200%; Fixed Duration, +0%; Malediction 1, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Melee Attack, Reach C, Cannot Parry, -35%; Nuisance Effect, bright lights and colors, -5%; Nuisance Effect, only in the shape of a cone, -5%; Reduced Duration, x1/3, -10%; Vision-Based, -20%; Magic, -10%) [55].

As a special effect, the duration is as follows: 10d seconds of Unconsciousness, followed by 4d seconds of blindness and stun, followed by 2d seconds of stun.

Comprehend Languages
Cost: 36 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Personal
Duration: 10 minutes

Statistics: Xeno-Omnilingual (Extended Duration, 10x, +40%; Accessibility, only touched creatures or texts, -60%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Magic, -10%) [36].

Detect Secret Doors
Cost: 20 points
Components: V, S
Casting Time: 1 Concentrate Maneuver (Reflexive one active)
Range: 20 yards (Vision-Based)
Duration: Up to 10 minutes (requires concentration)

Statistics: Detect (Secret Doors; Analyzing, +100%; Cosmic, No roll required, +100%; Extended Duration, 10x, +40%; Precise, +100%; Reflexive, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Nuisance Effect, Maximum Range, 100 yards, -5%; Reduced Range, x1/5, -20%; Requires Concentrate, -15%; Vision-Based, -20%; Magic, -10%) [20].

Detect Undead
Cost: 29 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 20 yards (Vision-Based)
Duration: Up to 10 minutes (requires concentration) 

Statistics: Detect (Undead; Cosmic, No roll required, +100%; Extended Duration, 10x, +40%; Precise, +100%; Reflexive, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Nuisance Effect, Maximum Range, 100 yards, -5%; Reduced Range, x1/5, -20%; Requires Concentrate, -15%; Vision-Based, -20%; Magic, -10%) [29].

Disguise Self
Cost: 25 points
Components: S
Casting Time: 1 Concentrate Maneuver
Range: Personal
Duration: 30 minutes

Statistics: Elastic Skin (Extended Duration, 30x, +60%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Glamour, Will-5, -5%; Magic, -10%) [25].

Endure Elements
Cost: 38 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: Reach
Duration: 24 hours

Statistics: Affliction 1 (Will; Advantage, Temperature Tolerance 15 (Force Field, +20%; Magic, -10%), +170%; Extended Duration, x480, +105%; Fixed Duration, +0%; Malediction 1, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -10%) [38].

Enlarge Person
Cost: 92 points
Components:V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 3 minutes

Statistics: Affliction 1 (Will; Advantage, Growth 1 (Can Carry Objects, Heavy, +100%), +200%; Advantage, ST+5, +500%; Fixed Duration, +0%; Malediction 3, +200%; Accessibility, humanoids only, -10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Nuisance Effect, Only ST to match new size, -5%; Reduced Range, x1/1760000, -30%; Magic, -10%) [92].

Erase
Cost: 10 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 1 second

Statistics: Create (Text; Cosmic, No roll required, +100%; Destruction Only, +0%; Ranged, +40%; Reduced Fatigue Cost 2, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Duration, 1/60, -35%; Reduced Range, x1/10, -30%; Magic, -10%) [10].

Expeditious Retreat
Cost: 12 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: Personal
Duration: 10 minutes

Statistics: Basic Move +2 (Extended Duration, 10x, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Magic, -10%) [12].

Feather Fall
Cost: 45 points
Components: V
Casting Time: Reflexive
Range: 8 yard area centered on caster
Duration: 30 minutes

Statistics: Catfall (Affects 2 others, +100%; Area Effect, 8 yards, +150%; Extended Duration, 10x, +40%; Feather Fall, +20%; Fixed Duration, +0%; Reflexive, +40%; Selective Area, +20%; Accessibility, Requires magic words, -10%; Magic, -10%) [45].

Floating Disk
Cost: 11 points
Components:V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Disk appears nearby
Duration: 15 hours

Statistics: Ally (Floating Disk; Built on 25%; Constantly, x4; Extended Duration, 300x, +100%; Minion, +0%; Conjured, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Nuisance Effect, Ally disappears if you move more than ten yards away, -5%; Magic, -10%) [11].

Grease
Cost: 33 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 18 seconds

Statistics: Affliction 1 (DX; Disadvantage, Paraplegic, +30%; Area Effect, 2 yards, +50%; Based on DX, +20%; Fixed Duration, +0%; Malediction 3, +200%; Persistent, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Environmental, Ground Contact, -20%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Duration, 1/10, -20%; Reduced Range, x1/1760000, -30%; Magic, -10%) [33].

Hold Portal
Cost: 45 points
Components:V
Casting Time: 1 Concentrate Maneuver
Range: 50 yards
Duration: 1 minute

Statistics: Telekinesis 15 (Independent, +40%; Increased Range, 5x, +20%; Accessibility, Only for locking a lock or holding a door, window, etc. closed, -80%; Accessibility, Requires magic words, -10%; Magic, -10%) [45].

Hypnotism
Cost: 36 points
Components:V, S
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 30 seconds (or until the subject is attacked)

Statistics: Affliction 1 (Will; Daze, +50%; Disadvantage, Per -2, +10%; Area Effect, 8 yards, +150%; Malediction 3, +200%; Accessibility, spell ends immediately if any harmful intent is shown toward subject, -60%; Accessibility, only creatures that can see or hear you, -5%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Easily Resisted 4, Only if currently threatened by caster or friends, -60%, -8%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Duration, 1/6, -15%; Reduced Range, x1/1760000, -30%; Magic, -10%) [36].

Identify
Cost: 7 points
Components: V, S, Expensive Trigger
Casting Time: 1 hour
Range: Touch
Duration: Instantaneous

Statistics: Detect (Magic Item; Analyzing, +100%; Cosmic, No die roll required, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Analysis Only, -50%; Immediate Preparation Required, 1 hour, -75%; Reduced Duration 1/60, -35%; Touch-Based, Reversed, -20%; Trigger, Expensive, -20%; Magic, -10%) [7].

Jump
Cost: 35 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Touch
Duration: 3 minutes

Statistics: Affliction 1 (Will; Advantage, Super-Jump 2, +200%; Fixed Duration, +0%; Malediction 1, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Touch-Based, Reversed, -20%; Magic, -10%) [35].

Mage Armor
Cost: 33 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Touch
Duration: 5 hours

Statistics: Affliction 1 (Will; Advantage, DR 4 (Can't Wear Armor, -40%; Magic, -10%), +100%; Malediction 1, +100%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Touch-Based, Reversed, -20%; Magic, -10%) [33].

Magic Aura
Cost: 20 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 100 yards
Duration: 24 hours

Statistics: Illusion (Extended, Detect, +20%; Extended Duration, x1440, +125%; Independence, +40%; Accessibility, Detect Only, -60%; Accessibility, only to make a single item appear to be nonmagical, a specific magic item, or under the effect of a specific spell, -80%; Accessibility, doesn't work on extremely powerful artifacts, -10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Touch-Based, Reversed, -20%; Magic, -10%) [20].

Magic Missile
Cost: 23 points
Components: V, S
Casting Time: Attack Maneuver
Range: 50 yards
Duration: Instantaneous

Statistics: Crushing 1d (Affects Insubstantial, +20%; Cosmic, Irresistible Attack, +300%; Cosmic, No roll required, +100%; Increased 1/2D, 10x, +15%; Accessibility, Not on inanimate objects, -10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Reduced Range, 1/2, -10%; Magic, -10%) [23].

Magic Weapon
Cost: 53 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Touch
Duration: 3 minutes

Statistics:

Affliction 1 (Will; Advantage, Modified Affliction, +340%; Cosmic, No roll required, +100%; Fixed Duration, +0%; Malediction 1, +100%; Accessibility, One item only, -60%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Touch-Based, Reversed, -20%; Magic, -10%) [53].

Modified Affliction: Affliction 1 (Will; Advantage, DX+1 (Only to attack with enchanted weapon, -60%), +80%; Advantage, Striking ST 2 (Only to attack with enchanted Weapon, -40%), +60%; Malediction 1, +100%; Reflexive, +40%; Accessibility, doesn't stack with other magic bonuses, -10%; Always On, -0%; Touch-Based, -20%; Magic, -10%) [34]

Mount
Cost: 13 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Horse appears nearby
Duration: 5 hours

Statistics: Ally (Horse; Built on 25%; Constantly, x4; Conjured, +100%; Extended Duration, 300x, +100%; Minion, +50%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Magic, -10%) [13].

Obscuring Mist
Cost: 47 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 6.6 yards (20 feet)
Duration: 3 minutes

Statistics: Obscure 9 (Vision; Area Effect, 8 yards, +100%; Drifting, +20%; Extended, Dark Vision, +20%; Extended Duration, 3x, +20%; Ranged, +50%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Range 1/15, -20%; Magic, -10%) [47].

Protection from Evil
Cost: 71 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Touch
Duration: 1 minute

Statistics: Affliction 1 (Will; Advantages*, +570%; Fixed Duration, +0%; Malediction 1, +100%; Reduced Duration, x1/3, -10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Touch-Based, Reversed, -20%; Magic, -10%) [71].

*Grants Enhanced Defenses 1 (Limited, only against attacks made by "Evil" supernatural creatures, -60%; Magic, -10%) [9] + Resistant to Evil Supernatural Powers +3 (Magic, -10%) [5] + Immunity to Mind Control (Magic, -10%) [27] + Insubstantiality (Noisy, -5%; No Vertical Move, -10%; Specific, Only Against the Natural Attacks of Summoned or Conjured Creatures, -80%; Magic, -10%; Accessibility, Only Against Creatures You Haven't Attacked, -40%) [16]

Ray of Enfeeblement
Cost: 38 points
Components: V, S
Casting Time: Attack Maneuver
Range: 100 yards
Duration: 3 minutes

Statistics: Affliction 1 (HT; Reduced attribute, ST-6, +30%; Cosmic, Irresistible attack, +300%; Fixed Duration, +0%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Range, x1/5, -20%; Magic, -10%) [38].

Reduce Person
Cost: 45 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 3 minutes

Statistics: Affliction 1 (Will; Advantage, Shrinking 2 (Can Carry Objects, Heavy, +100%; Full Move, +30%), +230%; Fixed Duration, +0%; Malediction 3, +200%; Accessibility, humanoids only, -10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Range, x1/1760000, -30%; Magic, -10%) [45].

Shield
Cost: 60 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: Personal
Duration: 1 minute

Statistics: Enhanced Defenses 3 (Link, +10%; Accessibility, Does not stack with Shield DB, -10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Directional, Front, -20%; Magic, -10%) [45] + Damage Resistance 6 (Cosmic, works against Magic Missile, +50%; Link, +10%; Accessibility, Magic Missile only, -80%; Directional, Front, -20%; Magic, -10%) [15].

Shocking Grasp
Cost: 36 points
Components: V, S
Casting Time: Attack Maneuver
Range: Touch
Duration: Instantaneous

Statistics: Burning Attack 2d (Cosmic, Irresistible Attack, +300%; Surge, +20%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -10%) [36].

Silent Image
Cost: 75 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 100 yards
Duration: 10 minutes (requires concentration)

Statistics: Illusion (Area Effect, 16 yards, +200%; Extended Duration, 10x, +40%; Ranged, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Requires Concentrate, -15%; Visual Only, -30%; Magic, -10%) [75].

Sleep
Cost: 46 points
Components: V, S, F
Casting Time: 4 seconds
Range: 40 yards
Duration: 3 minutes

Statistics: Affliction 1 (Will; Sleep, +150%; Area Effect, 4 yards, +100%; Fixed Duration, +0%; Malediction 3, +200%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Range, x1/440,000, -30%; Takes Extra Time 2, -20%; Magic, -10%) [46].

Summon Monster I
Cost:  points
Components:
Casting Time:
Range:
Duration:

Statistics: Coming soon! (Will likely be Ally Wildcard ability with Conjured, +100%; Minion, +50%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Takes Extra Time 2, -20%; Magic, -10%; Built on x%; Constantly, x4)

True Strike
Cost: 40 points
Components: V
Casting Time: 1 Concentrate Maneuver
Range: Personal
Duration: 6 seconds

Statistics: DX +10 (Accessibility, Requires magic words, -10%; Accessibility, Requires material component, -5%; Applies only to your next attack roll, -80%; Reduced Duration, x1/10, -20%; Magic, -10%) [40].

Unseen Servant
Cost: 11 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Servant appears nearby
Duration: 5 hours

Statistics: Ally (Conjured, +100%; Extended Duration, 300x, +100%; Minion, +50%; Accessibility, spells ends if Servant is more than ten yards away from caster, -40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Magic, -10%; Built on 25%; Constantly, x4) [11].

Ventriloquism
Cost: 5 points
Components: V, F
Casting Time: 1 Concentrate Maneuver
Range: 100 yards
Duration: 9 minutes

Statistics: Illusion (Extended Duration, 3x, +20%; Ranged, +40%; Accessibility, can only make sounds you can normally make with your mouth, -60%; Accessibility, Requires magic words, -10%; Accessibility, Requires material component, -5%; Auditory only, -70%; Magic, -10%) [5].

Saturday, November 8, 2014

Magic as Powers in my fantasy setting

Magic

Each spell is learned as its own skill. All skills are IQ-based and get a bonus from the power talent, which costs 10/level. Most skills are Hard. All spells have a casting time, a random energy cost listed as dice, and a duration. In addition, access to most spells is restricted to those with a certain Magical Rank in the League of Scholars. Few spells are allowed to non-members! Legends tell of spells possessed by the ancients. These spells, more powerful than any now known, have been lost for millennia. Rumors abound of recovered ancient spells. For the price of a fifty-point Unusual Background, access to a short list of recovered ancient spells can be yours.

To cast a spell, take an All-Out Concentrate maneuver for second equal to the spell's casting time, then at at the end of the last All-Out Concentrate maneuver, roll to see what the energy cost will be and make your skill roll. To be able to cast a spell, you must have an Energy Reserve large enough to pay the maximum cost of the spell. For instance, to cast a spell with an energy cost of 1d-1, you must have an Energy Reserve of at least 5. Though you need not have enough energy in your reserve to pay the maximum to attempt to cast a spell. If you try to cast a spell and roll a higher energy cost than you currently have available, your spellcasting fails and you can't cast spells again until you charge your Energy Reserve back to its full amount. On a failed skill roll, any energy spent to cast the spell is still spent.

Each spell's energy cost is listed as a multiple of 1d-1 energy. On a roll of 1, the spell costs no energy. Otherwise, the spell costs the rolled amount of energy times the multiplier for each additional die of energy. For instance, a spell that costs 1d-1x5 energy would cost 10 energy total on a roll of 3 (3-1, giving 2, multiplied by 5 for a total of 10).

All spells come with certain limitations as part of the Magic power. Those are All-Out, -25%; Costs 1d6-1 ER, ER only, -25%; Countermeasures, -5%; and Nuisance Effect, Extemely Obvious, -5%. What these mean are that all spells must be taken with an All-Out Concentrate maneuever, removing the spellcaster's ability to defend himself until his next turn; that all spells have at least a 1d-1 energy cost that can only be paid from his special Energy Reserve; that there are magical countermeasures, such as the Counterspell and Dispel Magic spells that can be used to stop a spell or its effects; and that each spell creates an obvious sign, usually in the form of visible swirling magical energies and a low audible hum while the spell is being cast. Some of these drawbacks can be obviated through the use of special magical techniques.

The Energy Reserve

Purchased as: Energy Reserve (Slow Recharge, 1 point/hour, -20%; Not in Low or No Mana, -5%; Only recharges while meditating, -40%) [1/level]

Spells require energy to cast. Each spell costs at least 1d-1 energy pulled from a special Energy Reserve. This Energy Reserve can only be charged through meditation. But not everyone has an Energy Reserve! The energy is stored inside a worm that must be implanted in the skull, where it attaches to the brain. The surgical procedure requires a skilled surgeon and is usually performed at around the age of five, when a wizard enters the academy as a novice.

The implanted worm quickly grows the capacity to store five points of energy over the first decade. Then growth levels off. Each year thereafter, the worm makes a HT-2 roll (worms have HT10). If successful, the Energy Reserve increases by one point. This gives an expected Energy Reserve of 5 for the first decade and .25 for each additional year. Thus a twenty-six-year-old worm can be expected to have an Energy Reserve of 9 (5 for the first decade, plus 16/4=4, totalling 9). Of course, not all worms grow exactly as expected. Some worms have a higher HT score (a 10-point Unusual Background per point of HT), allowing for an increased Energy Reserve. And there is natural variation, as represented by the HT roll. Some worms get lucky each year, resulting in much higher than expected Energy Reserves for their age. Humans rarely have Energy Reserves above thirty, though the rare gnome has been known to have a reserve in excess of fifty, while the oldest elves often top one hundred!

Worm Age in years - Expected ER
10 - 5
20 - 7.5
30 - 10
40 - 12.5
50 - 15
60 - 17.5
70 - 20
80 - 22.5
90 - 25
100 - 27.5
110 - 30
120 - 32.5

Techniques

Some skills have techniques that allow you to boost the power's abilities, usually through adding enhancements, but occasionally by removing limitations. All techniques are Hard difficulty and can be bought up as normal for techniques.

To use a technique costs an additional point of energy from the spellcaster's Energy Reserve. Additional energy may be spent to reduce the penalty by two per point of energy.

A few general techniques are available. These may be used for any spell. They are:

Defensive Casting
Default: Skill -3
With a successful use of this technique, you are you still able to defend after casting your spell.

Removes the All-Out limitation.

Secret Casting
Default: Skill -2
Your casting of the spell becomes undetectable by normal senses. Magical means, such as the Detect Magic spell, still detect it normally.

Built using the No Signature enhancement.

Shape Spell
Default: Skill -2
You may exclude any selected portion of the normal area of your spell.

Built using the Selective Area enhancement.

Working Together

Spellcasters can join hands to share the energy cost of a spell. Each participant must make a successful skill roll. They may then contribute as much energy to the spell's casting as they have, with a minimum contribution of one energy. One participant is chosen as the leader, who is used for determining range and who makes any additional rolls, such as quick contests and the roll for random energy cost.

Magic Items

Crystallized Worms
It is possible to remove the living worm from a spellcaster's skull. If this is done within a few hours of the spellcaster's death, the magical energy contained in the worm can be preserved in honey for future castings. This is an expensive way to power spells! Academies, archmages, and kings often keep a store on hand in case of emergencies. The crystallized worms are worn in a headband and accessed the same way as the normal Energy Reserve of a wizard, which can be augmented by the use of the crystallized worm. For instance, a wizard could use four energy from a crystallized worm in addition to ten energy from his Energy Reserve to cast a spell costing fourteen energy. Only one crystallized worm can be used per casting. Since the worm is killed in the crystallization process, these items are one-use only. Once the energy is gone, it's gone for good.

Cost is equal to energy squared times a thousand dollars.

Ancient Crystals
The Ancients used crystals worn around the head rather than implanted worms to store their energy. They switched to the worms after the crystals ran out. Legend has it that the ancients possessed crystals which could hold tens of thousands of points of energy. Those crystals are long gone. A precious few ancient crystals have been recovered and are currently in use.

Each crystal can hold a certain amount of energy that can be used to augment the energy from a worm, or to cast a spell by itself. They recharge at a rate of one energy per week in a normal mana area, not at all in a low mana or no mana area, and at a rate of one energy point per day in a high mana area or one energy per hour in a very high mana area. Each time energy is expended, the crystal must make a HT roll against HT 16. On a failure, the crystal's energy capacity is permanently reduced by 1.

To own a crystal, a 10-point Unusual Background must be paid in addition to the price of the crystal in gold.
1-point crystal - $250,000.
2-point crystal - $1,000,000
3-point crystal - $2,500,000

Identifying Spells

New skill:
Expert Skill (Spells)

Roll to identify a spell as it's being cast. Roll at a bonus or penalty depending on the Rank needed to learn the spell. No roll is needed to identify a spell you know.

Rank 1: +4
Rank 2: +3
Rank 3: +2
Rank 4: +1
Rank 5: +0
Lost Ancient Spells and Forbidden Spells: -2

Rank Restrictions

Each spell is normally limited to guild members with a certain rank. Knowledge of a spell not available to your rank is a five-point Unusual Background that might represent secret training or a special dispensation. A few spells, such as Steal Body, are forbidden entirely--these require a ten-point Unusual Background, and a tight pair of lips!


Rank 0 - Novice
Catfall
Detect Magic
Light Flame
Stop Bleeding
Stop Seizures
Test Food

Rank 1 - Student
Alarm
Amputate
Change Hair
Endure Elements
Enhance Appearance
Fix Back
Glow
Lower Temperature
Make Comfortable
Night Guard
Predict Eclipse
Predict Weather
Remember
Remove Pain
Remove Pests
Restore Hearing
Restore Legs
Restore Sight
Restore Voice
Sober Up

Rank 2 - Assistant
Arouse
Bleed
Clean
Dispel Magic
Don't Go
Examine
Infravision
Make Gaunt
Mount
Purge
Regrow Limbs
See Invisible
Send Message
Shelter
Sleep
Smoke
Summon Belonging
Swim
Test Metal
Tongue of ...
Water Breathing

Rank 3 - Professor/Researcher
Alter Self
Calm
Change Sex
Control Air
Control Earth
Control Fire
Control Metal
Control Water
Counterspell
Ecstacy
Fast Healing
Flight
Haste
Illusion
Make Go
Move Objects
Neuter
Other's Eyes
Preserve
Repair
Resist Magic
Share Thoughts
Shrink
Sphere of Force
Steelskin
Taste
Tattoo
Voice

Rank 4 - Department Member
Activate Gateway
Antimagic Field
Bind
Breed
Detect Wizards
Disintegrate
Find Dragon
Hide from Magic
Invisibility
Kill Dragon
Locate Individual
Love
Magic Eye
Pass Through
Read Memories
Scare
See Through
Teleport
Titan's Strength
Torture

Forbidden
Charm
Copy Voice
Drain Life
Poison
Steal Body

The Spells

Activate Gateway (H)
120 points

Energy Cost: (1d-1)4
Casting Time: 1 second
Duration: 10 seconds

Statistics: Jumper (World; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Interplanar, +0%; Reduced FP Cost 1, +20%; Reduced Time 4, +80%; Reliable +3, +15%; Tunnel, +40%; Costs 3d-3 ER, -75%; Special Portal, Ancient Gateways only, -60%; Magic, -60%) [120]

Alarm (H)
7 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 12 hours

Statistics: Create (Loud Sound; Triggered Delay, Creature Larger than Rat Entering Area, +50%; Ranged, +40%; Maximum Duration, Up to 12 Hours, -5%; Magic, -60%) [7]

Alter Self (H)
42 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 2 seconds
Duration: 1 minute (can be maintained)

Statistics: Modular Ability: Cosmic Power 6 (Reduced Time 1, +20%; Accessibility, Only cosmetic Alternate Forms, -50%) [42]

Alter cosmetic character traits, such as race, sex, height, eye color, voice, etc. Transformations take ten seconds. Forms are: Alternate Form (Magic, -60%) [6]

Amputate (H)
9 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Cutting Attack 6d (Underwater, +20%; Variable, +5%; Contact Agect, -30; Melee Attack, Reach C, Cannot Parry, -35%; No Bleeding, -5%; No Blunt Trauma, -20%; No Knockback, -10%; No Pain, -10%; Only has an effect if damage is great enough to severe a limb, -20%; Magic, -60%) [9]

Antimagic Field (H)
27 points

Energy Cost: (1d-1)4
Casting Time: 1 second
Duration: 1 minute

Statistics: Static (Area Effect, 4 yards, +100%; Cosmic, Static Own Power, +50%; Ranged, +40%; Costs 3d-3 ER, -75%; Maximum Duration, 1 minute, -65%; Magic, -60%) [27]

Arouse (H)
16 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 90 minutes

Statistics: Affliction 1 (HT; Tipsy, +10% and Disadvantage, Lecherousness, +15%; Extended Duration, 30x, +60%; Malediction 1, +100%; Fixed Duration, +0%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [16]

Roll a quick contest of skill versus a touched subject's HT. If you succeed, the subject gains the tipsy condition and the Lecherousness disadvantage for ninety minutes.

Bind (H)
36 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Binding 20 (Engulfing, +60%; Unbreakable, +40%; Blockable, -10%; One-Shot, -10%; Reduced Range, 10, -30%; Magic, -60%) [36]

Surrounds a struck target with bands of force, leaving him unable to move his arms. The energy beams can be dodged, blocked, or parried. This is a ranged attack with 1/2D -, Max 10, Acc 3, RoF 1, Shots N/A, and Recoil 1.

Bleed (H)
12 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Cutting Attack 3d (Malediction 1, +100%; Variable, +5%; No Blunt Trauma, -20%; No Knockback, -10%; No Wounding, Still Bleeds, -50%, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [12]

Breed (H)
34 points

Energy Cost: (1d-1)7
Casting Time: 1 second
Duration: Special

Statistics: Affliction 1 (HT; Advantage, Alternate Form, +150%; Area Effect, 2 yards, +50%; Extended Duration, Permanent, Only if Impregnated and Only Until Childbirth, +150%; Malediction 1, +100%; Costs 6d-6 ER, -150%; Magic, -60%) [34]

Alters the anatomy of the subjects inside the area of effect so that they can create viable offspring. The effect of the spell lasts an hour for subjects that are not impregnated, and until the birth of the offspring for subjects that are impregnated. Does not make subjects inclined to mate. Game statistics of resulting offspring, and duration of gestation, are at GM's discretion.

Calm (H)
23 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Mind Control (Area Effect, 4 yards, +100%; Costs 1d-1 ER, -25%; Emotion Control, -50%; Only to Calm, -20%; Magic, -60%) [23]

Change Hair (VH)
48 points

Energy Cost: 1d-1
Casting Time: 2 seconds
Duration: Permanent

Statistics: Modular Ability 24 (Cosmic Power; Only for Hair Spells, -80%) [48]

Spend one second to select a Hair Spell, which can be cast with the Change Hair skill, a Very Hard skill, since it encompasses multiple similar spells.

Sample Hair spells:

Affliction 1 (HT; Advantage, Blonde Hair, +10%; Malediction 1, +100%; Extended Duration, permanent, Until Cut, +150%; Fixed Duration, +0%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [24]

Affliction 1 (HT; Advantage, Long Hair, +10%; Malediction 1, +100%; Extended Duration, permanent, Until Cut, +150%; Fixed Duration, +0%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [24]

Affliction 1 (HT; Advantage, No Hair, +10%; Malediction 1, +100%; Extended Duration, permanent, Until Cut, +150%; Fixed Duration, +0%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [24]

Change Sex (H)
38 points

Energy Cost: (1d-1)7
Casting Time: 1 second
Duration: Permanent

Statistics: Affliction 1 (HT; Advantage, Alternate Form, +150%; Extended Duration, Permanent, +300%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 6d-6 ER, -150%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [38]

Roll a quick contest of skill against the touched subject's HT. If you win, the subject permanently changes sex. This spell only works on species where sex is a pointless feature, such as most humanoids. None of the subject's attributes or other traits are affected. If the subject has any traits related to sex (such as a heavy menses quirk), the GM should exchange those traits for something similar relating to the new sex.

Charm (H)
20 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Mind Control (Independent, +70%; Rationalization, +20%; One Slave Only, -10%; Mind Tricks, -30%; Costs 2d-2 ER, -50%; Magic, -60%) [20]

Choke (H)
24 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Affliction 1 (HT; Choking, +100%; Fixed Duration, +0%; Malediction 1, +100%; Magic, -60%) [24]

Roll a quick contest of skill against your victim's HT, at a -1/yard penalty. If you win, the victim has the Choking condition for three minutes.

Clean (H)
13 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Create 5 (Clean Version of Possessed Item; Specific Item; Reduced Fatigue Cost 3, +60%; Transmutation, Inorganic to Inorganic, +50%; Transmutation Only, -100%; Magic, -60%) [13]

You can perfectly clean any item weighing up to 250 lbs.

Control Air (H)
24 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Control 4 (Air; Persistent, +40%; Costs 2d-2 ER, -50; Magic, -60%) [24]

Control Earth (H)
24 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Control 4 (Earth; Persistent, +40%; Costs 2d-2 ER, -50; Magic, -60%) [24]

Control Fire (H)
24 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Control 4 (Fire; Persistent, +40%; Costs 2d-2 ER, -50; Magic, -60%) [24]

Control Metal (H)
24 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Control 4 (Metal; Persistent, +40%; Costs 2d-2 ER, -50; Magic, -60%) [24]

Control Water (H)
24 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Control 4 (Water; Persistent, +40%; Costs 2d-2 ER, -50; Magic, -60%) [24]

Copy Voice (H)
17 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Mimicry (Cosmic, No Die Roll Required to remember voices, +100%; Voice Library, +50%; Voices Only, -20%; Magic, -60%) [17]

You can copy any voice you have heard.

Counterspell (H)
20 points

Energy Cost: 1d-1
Casting Time: Reflexive

Statistics: Neutralize (Magic; Reflexive, +40%; Only to counter spells being cast, -80%; Ranged, +40%; Magic, -60%) [20]

Cast in response to someone casting a spell to counter that one spell. All costs for the spell are still paid. Roll a quick contest of your Counterspell skill versus the skill used for their spell (with normal range penalties for your Counterspell). If you win, their spell is countered.

Detect Magic (H)
23 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Detect (Magic; Analyzing, +100%; Precise, Nontargeting, +90%; Magic, -60%) [23]

Detect Wizards (H)
13 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Detect (Spellcasters; Precise, Nontargeting, +90%; Magic, -60%) [13]

Analyzing
Default: Skill -10

Disintegrate (H)
10 points

Energy Cost: (1d-1)7
Casting Time: 1 second

Statistics: Crushing Attack 10d (Armor Divisor, (10), +200%; Malediction 1, +100%; Accessibility, only on inanimate objects, -30%; Costs 6d-6 ER, -150%; Only deals damage if enough to reduce HP to -10x, -80%; Magic, -60%) [10]

Dispel Magic (H)
13 points

Energy Cost: (1d-1)2
Casting Time: 1 second

Statistics: Neutralize (Precise, +20%; Ranged, +40%; Costs 1d-1 ER, -25%; Interruption, -50%; Magic, -60%) [13]

Don't Go (H)
27 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 2 days

Statistics: Affliction 1 (HT; Disadvantage, Chronic Constipation, +10%; Extended Duration, 1000x, +120%; Fixed Duration, +0%; Malediction 1, +100%; Magic, -60%) [27]

Roll a quick contest of skill versus the subject's HT, at -1/yard. If you win, the subject gains the Chronic Constipation disadvantage for two days.

New disadvantage:
Chronic Constipation [-10]*

Drain Life (H)
Energy Cost: (1d-1)7
Casting Time: 1 second

Statistics: Fatigue Attack 4d (Costs 6d-6 ER, -150%; Malediction 2, +150%; Magic, -60%) [16]

Ecstasy (H)
15 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 30 minutes

Statistics: Affliction 1 (HT; Ecstasy, +100%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [15]

Roll a quick contest of skill against a touched victim's HT. If you win, the subject is struck with ecstasy for half an hour.

Endure Elements (H)
35 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 50 hours

Statistics: Affliction 1 (HT; Advantage, Temperature Tolerance 15, +150%; Extended Duration, 1000x, +120%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [35]

Enhance Appearance (H)
27 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 90 minutes

Statistics: Affliction 1 (HT; Advantage, Appearance (Very Handsome), +160%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack,
Reach C, Cannot Parry, -35%; Magic, -60%) [27]

Touch the subject and they gain Very Handsome (or Very Beautiful) Appearance for ninety minutes.

Examine (H)
6 points

Energy Cost: (1d-1)4
Casting Time: 1 second

Statistics: Detect (Health Problems; Analyzing, +100%; Contact Agent, -30%; Short-Range, -20%; Costs 3d-3 ER, -75%; Magic, -60%) [6]

Fast Healing (H)
138 points

Energy Cost: (1d-1)7
Casting Time: 1 second
Duration: 3 minutes

Statistics: Affliction 1 (HT; Extreme Regeneration, +1500%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 6d-6 ER, -150%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [138]

The target of the spell gains Extreme Regeneration for three minutes.

Feather Fall (H)
10 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: Reflexive
Duration: 1 minute (can be maintained)

Statistics: Catfall (Feather Fall, +20%; Reflexive, +40%; Magic, -60%) [10]

Find Dragon (H)
9 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Detect (Dragons; Long-Range, +50%; Precise, Nontargeting, +90%; Cannot Analyze, -10% Magic, -60%) [9]

Make a skill roll, modified by long-distance modifiers, to find the location of the nearest dragon.

Fix Back (H)
39 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 90 minutes

Statistics: Affliction 1 (HT; Negated Disadvantage, Severe Bad Back, +250%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [39]

Touch the subject to remove the Bad Back disadvantage for ninety minutes.

Flight (H)
20 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Flight (Space Flight, +50%; Cannot Hover, -15%; Slow, -25%; Magic, -60%) [20]

Glow (H)
6 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Illumination, +10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Only on Objects, -10%; Magic, -60%) [6]

A touched object emits light as a torch for five hours.

Haste (H)
61 points

Energy Cost: (1d-1)2 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Altered Time Rate 1 (Costs 1d-1 ER, -25%; Magic, -60%) [20] + Enhanced Time Sense (Only when ATR is active, -10%) [41]

Hide From Magic (H)
29 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Obscure 5 (Vision; Extended, Detect, Divination, Hearing, Scanning, Smell, and Taste, +120%; Defensive, +50%; Stealthy, +100%; Limited, Magical, -20%; Magic, -60%) [29]

Illusion (H)
45 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Illusion (Area Effect, 2 yards, +50%; Extended, Infravision, Taste/Smell, Touch, +50%; Ranged, +40%; Magic, -60%) [45]

Infravision (H)
2 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Infravision (Temporary Disadvantage, Tunnel Vision, -30%; Magic, -60%) [2]

Invisibility (H)
62 points

Energy Cost: (1d-1)4 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Insisibility (Can Carry Objects, Heavy, +100%; Extended, All, +100%; Switchable, +10%; Costs 3d-3 ER, -75%; Magic, -60%) [62]

Kill Dragon (H)
100 points

Energy Cost: (1d-1)8
Casting Time: 1 second

Statistics: Crushing Attack 100d (Accurate 3, +15%; Armor Divisor (2), +50%; Homing, Infravision, +60%; Increased Range, 100x, +60%; Underwater, +20%; Accessibility, Dragons Only, -50%; Costs 7d-7 ER, -175%; Nuisance Effect, Bright, -5%; Magic, -60%) [100]

Light Flame (H)
1 point

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Burning Attack 1 damage (Magic, -60%) [1]

Locate Individual (H)
12 points

Energy Cost: (1d-1)2
Casting Time: 2 seconds

Statistics: Modular Ability 3 (Cosmic Power; Only Detect to locate individuals, -60%) [12]

The Modular Ability can only purchase the following ability, but for different individuals: Detect (Person; Precise, Nontargeting, +90%; Accessibility, must have an item that belongs to the person, -40%; Cannot Analyze, -10%; Costs 1d-1 ER, -25%; Magic, -60%) [3]

Love (H)
85 points

Energy Cost: (1d-1)7
Casting Time: 2 seconds
Duration: Permanent

Statistics: Modular Ability 17 (Cosmic Power; Only Love Spell, -50%) [85]

Love spells are modeled as:
Affliction 1 (Will; Disadvantages, Sense of Duty (One Person), +2% and Obsession (Live Happily Ever After with Person), +10%; Based on Will, +20%; Cosmic, Can Inflict Sense of Duty, +100%; Extended Duration, Permanent, Until Spell Is Lifted, +150%; Fixed Duration, +0%; Malediction 1, +100%; Accessibility, must have an item that belongs to the person, -40% Contact Agent, -30%; Costs 6d-6 ER, -150%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [17]

Lower Temperature (H)
5 points

Energy Cost: 1d-1 (same cost to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Temperature Control 3 (Cold, -50%; Cosmic, works on people, +100%; Only to lower fever, -60%; Magic, -60%) [5]

With a successful skill roll, you can bring even the most extreme fevers to a safe level.

Magic Eye (H)
32 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Ally (Eye; 25%; Constantly, x4; Summonable, +100%; Magic, -60%) [6] + Telecommunication (Telesend; Long-Range, +50%; Accessibility, only when Ally is active, -10%; Accessibility, Eye Only, -80%; Temporary Disadvantage, One Eye, -15%) [21] + Mindlink (Eye) [5]

Eye, -340 points

ST: 1 [-90] HP: 1 [0] Speed: 5 [45]
DX: 1 [-180]† Will: 1 [] Move: 0 (Ground); 5 (Air) [0]
IQ: 1 [-180] Per: 10 [50]
HT: 10 [0] FP: 10 [0] SM: -9
Dodge: 8 Parry: n/a

Advantages: Doesn't Breathe [20]; Flight (Space Flight, +50%; Low Ceiling, 5-foot, -25%; Slow, -25%) [40]; Mind Link (Master) [5]; Telecommunication (Telesend; Long-Range, +50%; Sensie, +80%; Accessibility, Master Only, -80%) [45]
Disadvantages: Automaton [-85]; Deafness [-20]; Invertebrate [-20]; No Legs (Aerial) [0]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; One Eye [-15]
Advantages: Doesn't Breathe [20]; Flight (Space Flight, +50%; Low Ceiling, 5-foot, -25%; Slow, -25%) [40]; Mind Link (Master) [5]; Telecommunication (Telesend; Long-Range, +50%; Sensie, +80%; Accessibility, Master Only, -80%) [45].
Disadvantages: Automaton [-85]; Deafness [-20]; Invertebrate [-20]; No Legs (Aerial) [0]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; One Eye [-15].

Make Comfortable (H)
14 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Temperature Control 2 (Area Effect, 8 yards, +100%; Magic, -60%) [14]

You can increase or decrease the temperature of an eight yard area at a rate of four degrees per second.

Make Gaunt (H)
32 points

Energy Cost: (1d-1)5
Casting Time: 1 second
Duration: Permanent

Statistics: Affliction 1 (Will; Alternate Form, +150% and Disadvantage, Skinny, +5% and Disadvantage, Very Unfit, +15%; Based on Will, +20%; Extended Duration, Permanent, Until Spell Is Lifted, +150%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 4d-4 ER, -100%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [32]

Roll a quick contest of skill against a touched victim's Will. If you win, the subject loses a massive amount of weight, dropping to the minimum weight for a Skinny victim of their ST, as well as gaining the Skinny and Very Unfit disadvantages. The spell can only be lifted with a casting of the Dispel Magic spell, or by stepping into a No Mana area or an Antimagic Field.

Make Go (H)
55 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 3 minutes

Statistics: Affliction 1 (HT; Diarrhea, +50%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [55]

Roll a quick contest of skill against a touched victim's HT. If you win, the subject suffers from extreme diarrhea for three minutes (treat diarrhea as retching).

Mount (H)
6 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Ally (Horse, 0%; Constantly, x4; Summonable, +100%; Magic, -60%) [6]

Move Objects (H)
55 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Telekinesis 20 (Increased Range, LOS, +70%; Cannot Affect Self, -25%; Cannot Punch, -10%; Visible, -20%; Magic, -60%) [55]

A strand of glowing energy appears in front of you. You may use the energy to manipulate any object you can see, including attacking with weapons, at ST20. The strands can move objects, but they cannot punch, nor can they move your own body. You must concentrate to manipulate the strands.

Neuter (H)
23 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: Permanent

Statistics: Affliction 1 (HT; Disadvantage, Neutered, +1%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [23]

Roll a quick contest of skill against a touched subject's HT. If you win, the subject gains the Neutered disadvantage permanently. This can be reversed with the Regrow Limbs spell, or through divine magics.

Night Guard (H)
35 points

Energy Cost: (1d-1)3
Casting Time: 1 second
Duration: 50 hours

Statistics: Affliction 1 (HT; Advantage, Doesn't Sleep, +200%; Extended Duration, 1000x, +120%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 2d-2 ER, -50%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [35]

Touch the subject to grant the Doesn't Sleep advantage for fifty hours.

Other's Eyes (H)
21 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Mind Reading (Decreased Immunity 1, +50%; Long-Range 2, Only to keep established connections, -80%, +20%; Sensory Only, -20%; Vision Only, -20%; Magic, -60%) [21]

Walk Through (H)
32 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 2d seconds

Statistics: Permeation (Anything; Can Carry Objects, Heavy Encmbrance, +100%; Costs 1d-1 ER, -25%; Maximum Duration, 2d seconds, -75%; Magic, -60%) [32]

Poison (H)
30 points

Energy Cost: (1d-1)4
Casting Time: 1 second
Duration: Until poisoned food is consumed

Statistics: Toxic Attack 3d (Symptoms, 2/3 HP, -3 ST, DX, IQ, and HT, +90%; Triggered Delay, when poisoned food is consumed, +50%; Malediction 1, +100%; No Signature, +20%; Cyclic, 1 hour, 4 cycles, Resistible, +30%; Onset, 1 minute, -10%; Costs 3d-3 ER, -75%; Magic, -60%) [30]

Predict Eclipse (H)
50 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Precognition (Reduced Fatigue Cost 2, +40%; Reduced Time 10, +200%; Reliable +8, +40%; Active Only, -60%; Only to predict eclipses, -60%; Magic, -60%) [50]

Predict Weather (H)
50 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Precognition (Reduced Fatigue Cost 2, +40%; Reduced Time 10, +200%; Reliable +8, +40%; Active Only, -60%; Only to predict the weather, -60%; Magic, -60%) [50]

Preserve (H)
102 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: Permanent

Statistics: Affliction 1 (HT; Temporal Stasis, +1000%; Extended Duration, Permanent, Until Disturbed, +150%; Not on people, large animals, monsters, or other large living or animate objects, -80%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [102]

Purge (H)
55 points

Energy Cost: (1d-1)2
Casting Time: 1 second

Statistics: The same as Make Go, but actual retching.

Read Memories (H)
4 points

Energy Cost: (1d-1)8
Casting Time: 1 second
Duration: One question

Statistics: Mind Probe (Cosmic, works on the dead, +50%; Accessibility, Only on fresh, intact brains, -60%; Costs 7d-7 ER, -175%; One use per person ever, -80%; Racial, humanoids only, -20%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [4]

Regrow Limbs (H)
50 points

Energy Cost: (1d-1)6
Casting Time: 1 second
Duration: Permanent

Statistics: Affliction 1 (HT; Advantage, Regrowth, +400%; Extended Duration, Permanent, Until Limb is Regrown, +150%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Costs 5d-5 ER, -125%; Magic, -60%) [50]

Specify a limb to heal. The spell lasts until that limb has grown back.

Remember (H)
6 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Perfect Memory (Magic, -60%) [6]

Remember everything you experience during the duration of the spell.

Remove Pain (H)
44 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 90 minutes

Statistics: Affliction 1 (HT; Advantage, Immunity to Pain, +300%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [44]

Touch the subject to grant the Immunity to Pain advantage for ninety minutes.

Remove Pests (H)
19 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 2 hours, 45 minutes

Statistics: Toxic Attack 1d (Area Effect, 16 yards, +200%; Extended Duration, 1,000x, +120%; Malediction 1, +100%; Persistent, +40%; Pests only, -40%; Magic, -60%) [19]

Damages any pests inside or entering the area, causing 1d of toxic damage every ten seconds for a duration of two hours and forty-five minutes to each pest that fails a quick contest of HT against your skill.

Repair (H)
62 points

Energy Cost: (1d-1)4
Casting Time: 1 second

Statistics: Healing (Nonliving objects, +0%; Cosmic, failure doesn't cost FP, +50%; Reduced Fatigue 10, +200%; Reliable +2, +10%; Costs 3d-3 ER, -75%; Injuries Only, -20%; Magic, -60%) [62]

Heal up to 20 HP of a touched object.

Resist Magic (H)
33 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Magic Resistance 5, +100%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [33]

Touch the subject to grant Magic Resistance 5 for five hours.

Restore Hearing (H)
33 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Negated Disadvantage, Deafness, +200%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [33]

Touch the subject to remove the Deafness disadvantage for five hours.

Restore Legs (H)
43 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Negated Disadvantage, Lame, +300%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [43]

Touch the subject to remove the Lame disadvantage for five hours.

Restore Sight (H)
63 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Negated Disadvantage, Blindness, +500%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [63]

Touch the subject to remove the Blindness disadvantage for five hours.

Restore Voice (H)
38 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Negated Disadvantage, Mute, +250%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [38]

Touch the subject to remove the Mute disadvantage for five hours.

Scare (H)
32 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Terror 5 (Active, +0%; Magic, -60%) [32]

Roll a quick contest of skill against one target within ten yards, who must be able to see or hear you. The target is at -5 on the quick contest. If you win, roll 3d for the result as usual, but add your margin of success to the roll rather than the subject's margin of failure.

See Invisible (H)
44 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, See Invisible, +150%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [44]

Touch the subject to grant See Invisible for five hours.

See Through (H)
4 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Penetrating Vision 1 (Magic, -60%) [4]

Send Message (H)
41 points

Energy Cost: (1d-1)5
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Enhanced Move 1, +200% and Advantage, Very Fit, +150%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 4d-4 ER, -100%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [41]

Touch the subject to grant Enhanced Move 1 for five hours.

Share Thoughts (H)
21 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Telecommunication (Telesend; Range Limit, 10 yards, -50%; Sensie, +80%; Magic, -60%) [21]

Shelter (H)
80 points

Energy Cost: 1d-1
Casting Time: 10 seconds

Statistics: Snatcher (Large Items, +50%; More Weight, 500 lbs., +60%; Reduced Fatigue 2, +40%; Only summons a hut with accoutrements, -80%; Maximum Duration, 12 hours, -5%; Nuisance Effect, Hut is clearly Magical, -5%; Magic, -60%) [80]

After ten seconds of concentration, a small (10') hut appears. The hut comes complete with chairs, a straw floor, a small stove, wood for the stove, and a variety of other small items, such as a large pot and utensils. The shelter poofs out of existence twelve hours after being summoned.

Shrink (H)
16 points

Energy Cost: (1d-1)4
Casting Time: 1 second
Duration: 30 minutes

Statistics: Affliction 1 (HT; Advantage, Shrinking 2, +100%; Extended Duration, 10x, +40%; Malediction 1, +100%; Reduced Time 1, +20%; Contact Agent, -30%; Costs 3d-3 ER, -75%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [16]

Instantly halves the dimensions of a touched object or creature, and reduces weight by nine-tenths, for a duration of half an hour. May be resisted with a quick contest of HT against your skill.

Sleep (H)
33 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (Sleep, +150%; Negated Disadvantage, Nightmares, +50%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +200%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [33]

The touched subject falls into a peaceful sleep that lasts five hours.

Smoke (H)
43 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 3 minutes

Statistics: Affliction 1 (HT; Area Effect, 2 yards, +50%; Coughing, +20%; Drifting, +20%; Fixed Duration, +0%; Link, +10%; Persistent, +40%; Respiratory Agent, +50%; Magic, -60%) [23] + Obscure 5 (Vision; Drifting, +20%; Extended, Infravision, +20%; Link, +10%; Ranged, +50%) [20]

Sober Up (H)
21 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Immunity to Alcohol, +50%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [21]

Touch the subject to make them immune to the effects of alcohol for five hours.

Sphere of Force (H)
24 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Crushing Attack 4d (Area Effect, 2 yards, +50%; Persistent, +40%; Wall, Rigid, +60%; Costs 2d-2 ER, -50%; Emanation, -20%; Magic, -60%) [24]

A wall of force appears surrounding you in a sphere six feet away from your body. The sphere has DR 12 and 2 HP.

Steal Body (H)
25 points

Energy Cost: (1d-1)8 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Possession (Cosmic, not stunned on a failure, +50%; Mind Swap, +10%; Costs 7d-7 ER, -175%; No Memory Access, -10%; Specialized, Humanoids Only, -40%; Magic, -60%) [25]

Steelskin (H)
13 points

Energy Cost: (1d-1)5
Casting Time: Reflexive
Duration: 1d seconds

Statistics: DR 10 (Hardened 6, +120%; Reflexive, +40%; Maximum Duration, 1d seconds, -75%; Costs 4d-4 ER, -100%; Magic, -60%) [13]

Stop Bleeding (H)
34 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Injury Tolerance (No Blood), +50%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [34]

Touch the subject to grant Injury Tolerance (No Blood) for five hours.

Stop Seizures (H)
44 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 90 minutes

Statistics: Affliction 1 (HT; Negated Disadvantage, Epilepsy, +300%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [44]

Touch the subject to remove the Seizures disadvantage for ninety minutes.

Summon Belonging (H)
44 points

Energy Cost: (1d-1)4
Casting Time: 1 second

Statistics: Snatcher (Large Items, +50%; More Weight, 15 lbs., +15%; Reduced Fatigue 2, +40%; Reduced Time 4, +80%; Can't Send Items Back, -20%; Costs 3d-3 ER, -125%; Nuisance Effect, objects must be exactly as you left them, -5%; Range Limit, 100 miles, -20%; Magic, -60%) [44]

You instantly summon any item you own that weighs up to twenty pounds from up to a hundred miles away. It appears either in your hand or on the ground in front of you. The item must be exactly as you left it; you can't summon a piece of paper that now has writing on it!

Swim (H)
78 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantages, Amphibious, +100% and Enhanced Move 1 (Water), +200% and Pressure Support 3, +150% and Temperature Tolerance 20, +200%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [78]

The touched subject gains Amphibious, Enhanced Move 1 (Water), and Pressure Support 3, and Temperature Tolerance 20 for five hours.

Taste (H)
38 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Clairsentience (Aware, +50%; Increased Range, 10x, +30%; Reduced Time 6, +120%; Clairosmia, -60%; Costs 2d-2 ER, -50%; Fixed Range, -5%; Taste only, -50%; Magic, -60%) [38]

Gives you a second sense of taste that you can move anywhere within a hundred yards.

Tattoo (VH)
48 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: Permanent

Statistics: As per Change Hair, but each spell applies permanent markings to the body. An Artist roll is necessary to make complex or artistic markings. A Very Hard skill since it is a grouping of different spells that are cast using the same skill.

Teleport (H)
30 points

Energy Cost: (1d-1)5
Casting Time: 1 second

Statistics: Warp (Cosmic: No Range Penalties, +100%; Cosmic: No Penalty for Lack of Preparation, +50%; Extra Carrying Capacity, Medium, +20%; Gyroscopic, +10%; No Strain, +25%; Blind Only, -50%; Cannot Blink, -50%; Costs 4d-4 ER, -100%; Drift, -15%; Nuisance Effect, Cannot Spend FP for bonus, -5%; Reliable +5, +25%; Range Limit, 100 miles, -20%; Magic, -60%) [30]

Teleport Others
Default: Skill -5
Affects Others, Twenty People, +1000%; and Area Effect, 4 yards, +100%

Test Food (H)
12 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Detect (Food; Analyzing, +100%; Short-Range, -20%; Magic, -60%) [12]

Test Gold (H)
12 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Detect (Precious Metals; Analyzing, +100%; Short-Range, -20%; Magic, -60%) [12]

Make a skill roll to determine whether any item you are touching is a precious metal, and if so the type, purity, and quality of the metal.

Titan's Strength (H)
136 points

Energy Cost: (1d-1)7
Casting Time: 1 second
Duration: 1 minute

Statistics: Affliction 1 (HT; Advantage, Arm ST 30, +1500%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Costs 6d-6 ER, -150%; Maximum Duration, 1 Minute, -65%; Magic, -60%) [136]

Tongue of (H)
20 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Language (Accented/Accented), +40%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [20]

A separate spell exists for each language.

Torture (H)
20 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 30 minutes

Statistics: Affliction 1 (Will; Terrible Pain, +60% and Disadvantage, Truthfulness, +5%; Based on Will, +20%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [20]

Roll a quick contest of skill against a touched victim's Will. If you win, the subject suffers from Terrible Pain and has the Truthfulness disadvantage for thirty minutes.

Voice (H)
4 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Voice (Magic, -60%) [4]

Water Breathing (H)
28 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Doesn't Breathe (Gills, -50%), +100% and Speak Underwater, +50%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [28]

The touched subject can breathe and speak underwater normally for five hours.

Lost Spells

Anyspell (H)
72 points

Energy Cost: 1d-1 (plus cost of spell cast)
Casting Time: 1 second

Statistics: Wild Talent 4 (Game Time, +0%; Wild Ability, +50%; Magic, -60%) [72]

Upon completion of casting this spell, you may immediately cast any spell with a character point cost of 120 or fewer character points, paying its energy cost as normal. Use your IQ+Talent as your skill level with the spell. You may only cast this spell once per week. As a feature, additional levels increase available ability cost rather than give additional uses; the first level adjusts skill cost rather than point total.

Body of Fire (H)
22 points

Energy Cost: (1d-1)4 (same to maintain)
Casting Time: Reflexive
Duration: 1 minute (can be maintained)

Statistics: Alternate Form (Body of Fire; Reduced Time 5, +100%; Reflexive, +40%; Costs 3d-3 ER, -75%; Magic, -60%) [22]

Make sure to adjust for the price of your racial template!

Calculate (H)
21 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Intuitive Mathematician, +50%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [21]

Communicate (H)
27 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Telecommunication (Telesend; Broadcast, +50%; Long-Range 1, +50%; Costs 2d-2 ER, -50%; Magic, -60%) [27]

Copy Self (H)
105 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Duplication (Construct, +60%; Reduced Fatigue Cost 10, +200%; Magic, -60%) [105]

Copy (H)
5 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Create 1 (Copies; Reduced Fatigue Cost 3, +60%; Transmutation only, -50%; Magic, -60%) [5]

Upon casting the spell, you may copy up to ten pounds of documents. You must provide the materials the copies are to be made from, such as stone tablets, parchment, or ink. The magical energy requirements alleviates the need for a creation pool; if large sums of money are generated using this spell, the GM may require the spellcaster to purchase a high level of Wealth.

Create Life (H)
320 ponts

Energy Cost: (1d-1)4
Casting Time: 10 seconds

Statistics: Snatcher (Creation, +100%; Large Items, +50%; More Weight, 15 lbs., +15%; Permanent, +300%; Reduced Fatigue 2, +40%; Costs 3d-3 ER, -125%; Living things only, -20%; Magic, -60%) [320]

After ten seconds of concentration, a living creature weighing up to twenty pounds is created from nothingness either in your hands or on the ground in front of you.

Create Own World (H)
100 points

Energy Cost: (1d-1)4
Casting Time: 10 seconds

Statistics: Jumper (Pocket Dimension; Gyroscopic, +10%; Improved, +10%; Larger Size 10, +100%; Reduced Fatigue Cost 1, +20%; Costs 3d-3 ER, -75%; Magic, -60%) [100]

Concentrate for ten seconds and then make a skill roll to transport to your own planet-sized world. The world is unpopulated, but has a breathable atmosphere, fertile soil, clean water, normal mana, a single moon, and unfamiliar stars in the night sky. Except for the lack of life, the world is otherwise the same as your world of origin. You arrive in safe place (on land if humanoid, in the water if merfolk, etc). Each time you use this ability, you return in same safe area each. To return to your original world, use this ability again.

Carry Objects
Default:
Light Encumbrance -1
Medium Encumbrance -2
Heavy Encumbrance -3
Extra-Heavy Encumbrance -5

Cure Disease (H)
Energy Cost: (1d-1)4
Casting Time: 1 second

Statistics: Healing (Affects Self, +50%; Cosmic, no penalty based on disease, +100%; Reduced Fatigue Cost 15, +300%; Xenohealing, anything animate, +100%; Disease Only, -40%; Costs 3d-3 ER, -75%; Magic, -60%) [143]

Upon casting the spell, you may heal any disease of a touched subject, including yourself!

Death to All (H)
101 points

Energy Cost: (1d-1)8
Casting Time: 1 second
Duration: 30 minutes

Statistics: Affliction 1 (HT; Heart Attack, +300%; Area Effect, 8192 yards, +650%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; Costs 7d-7 ER, -175%; Magic, -60%) [101]

Empty Body (H)
44 points

Energy Cost: (1d-1)4
Casting Time: 1 second
Duration: Permanent

Statistics: Affliction 1 (HT; Attribute Penalty, -20 IQ, +200% and Disadvantage, Total Amnesia, +25%; Extended Duration, Permanent, until dispeled, +150%; Malediction 1, +100%; Nuisance Effect, only if it lowers IQ to 0, -5%; Costs 3d-3 ER, -75%; Magic, -60%) [44]

Find Vein (H)
15 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Detect (Veins of Metal; Analyzing, +100%; Long-Range 1, +50%; Precise, +100%; Magic, -60%) [15]

Fireball (H)
129 points

Energy Cost: (1d-1)6
Casting Time: 1 second

Statistics: Burning Attack 5d (Area Effect, 16 yards, +200%; Malediction 2, +150%; Costs 5d-5 ER, -125%; Magic, -60%) [129]

Immunity (H)
12 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Immunity to Metabolic Hazards (Magic, -60%) [12]

Infinite Sight (H)
40 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Telescopic Vision 20 (Magic, -60%) [40]

Meteor (H)
699 points

Energy Cost: (1d-1)16 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Detect (Meteors and Asteroid; Analyzing, +100%; Long-Range 2, +100%; Precise, +100%; Reflexive, +40%; Accessibility, only as part of this spell, -10%) [22] + Precognition (Reduced Fatigue Cost 2, +40%; Reduced Time 10, +200%; Reliable +8, +40%; Active Only, -60%; Only to predict the path of a meteor you're moving with this spell, -80%) [60] + Telekinesis 1/29 (Cosmic, can buy Reduced Fatigue Cost for Super-Effort, +50%; Increased Range, 10,000,000,000,000x, +370%; Reduced Fatigue Cost 1, +20%; Super-Effort, +400%; Can move Meteors and Asteroids only, -80%; Costs 15d-15 ER, -375%; Magic, -60%) [617]

Monstrify (H)
480 points

Energy Cost: (1d-1)7
Casting Time: 1 second
Duration: 30 minutes

Statistics: Affliction 1 (HT; Advantage, Alternate Form (500-point Monster; Reduced Time 4, +80%), +4770%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 1, +100%; Costs 6d-6 ER, -150%; Magic, -60%) [480]

If anyone takes this spell, I would like to make twenty or so hundred-point packages and have the spell give the subject five of the packages chosen at random.

Prismatic Spray (H)
132 points

Energy Cost: (1d-1)4
Casting Time: 1 second

Statistics: Impaling Attack 10d (Area Effect, 16 yards, +200%; Emanation, -20%; Overhead, +30%; Bombardment, Skill 14, -5%; Costs 3d-3 ER, -75%; Nuisance Effect, Very Bright Many-Colored Beams of Light, -5%; Magic, -60%) [132]

Restore Life (H)
205 points

Energy Cost: (1d-1)8
Casting Time: 1 second

Statistics: Affliction 1 (HT; Advantages, +2,250%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Costs 7d-7 ER, -175%; Magic, -60%) [205]

Teleport Classic (H)
214 points

Energy Cost: (1d-1)8
Casting Time: 1 second

Statistics: Affliction 1 (Advantage, Modified Warp, +2100%; Area Effect, 8 yards, +150%; Based on IQ, Own Roll, +20%; Costs 7d-7 ER, -175%; Magic, -60%) [214]

Modified Warp (Cosmic: No Range Penalties, +100%; Cosmic: No Penalty for Lack of Preparation, +50%; Extra Carrying Capacity, Medium, +20%; Gyroscopic, +10%; No Strain, +25%; Blind Only, -50%; Cannot Blink, -50%; Drift, -15%; Nuisance Effect, Cannot Spend FP for bonus, -5%; Reliable +5, +25%) [210]

Tell Time (H)
2 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Absolute Timing (Magic, -60%) [2]

The Dead Shall Walk (H)
8 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Ally Group (Up to 100,000 zombies; Built on 5% or less; 15 or less, x3; Minion, +50%; Summonable, +100%; Requires Corpses, -40%; Magic, -60%) [8]

Up to a hundred thousand corpses rise from the dead to serve you.

Time Stop (H)
544 points

Energy Cost: (1d-1)8
Casting Time: 1 second
Duration: 2d seconds

Statistics: Affliction 1 (HT; Temporal Stasis, +1000%; Area Effect, 78 billion light-years, +4550%; Malediction 1, +100%; Costs 7d-7 ER, -175%; Maximum Duration, 2d seconds, -75%; Magic, -60%) [544]

Translate (H)
60 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Mind Reading (Universal, +50%; Hearing-Based, -20%; Telecommunication, Telesend, -20%) [33] + Telesend (Universal, +50%; Magic, -60%) [27]

Wall of Stone (H)
119 points

Energy Cost: (1d-1)8
Casting Time: 1 second
Duration: 90 minutes

Statistics: Crushing Attack 6d (Area Effect, 256 yards, +400%; Extended Duration, 30x, +60%; Persistent, +40%; Wall, Rigid, +60%; Reduced Range, ×1/10, -30%; Costs 7d-7 ER, -175%; Magic, -60%) [119]