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HARP The Codex

HARP the Codex

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0% found this document useful (0 votes)
340 views66 pages

HARP The Codex

HARP the Codex

Uploaded by

Cesare Shalafi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 66

THE CODEX ™

Tim Dugger & Heike A. Kubasch


Iron Crown Enterprises
2006
1
CREDITS
Authors: Tim Dugger, Heike A. Kubasch; ICE Staff—
Editors: Heike A. Kubasch, Tim Dugger; President: Heike A. Kubasch;
Cover Art: Jason Engle; CEO: Bruce Neidlinger;
Interior Art: Peter Bergting, Joel Biske, Dan Editing, Development, & Production Staff:
Frazier, Craig Henderson, Mike Jackson, Jeff Heike A. Kubasch, Bruce Neidlinger,
Laubenstein, Pat Ann Lewis, Jennifer Meyer, Tim Dugger, Lori Dugger, Sherry Robinson;
Cara Mitten, Colin Throm; Keirston Vande Web Mistress: Monica L. Wilson;
Kraats, Keiran Yanner; Corporate Mascots: Gandalf T. Cat, Rajah T.
Art Direction: Jeff Laubenstein; Cat, Phoebe T. Cat, Matsi T. Cat, Ember T. Cat;
Pagemaking: Sherry Robinson; ICE Cheering Section & Moral Support: Karl
Proofreading: Monica L. Wilson; & Helga Kubasch, John Seal, Claudia,
Alexandra & Annie Aulum, Elke Lübbert, Inge
Dedicated to: Annie
Bendfeldt, Peggy, Christoph & Helen
Bendfeldt, Judy & Hasmukh Shah, John Ross,
Brad Williams, Brent Knorr, Jonathan Dale,
Mario Butter, the Guild Companion
(www.guildcompanion.com), and all ICE fans
everywhere: Thanks for keeping the faith!

Copyright © 2006 by Aurigas Aldeberon LLC. All rights reserved. No reproductions without
permission. Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman
St, Charlottesville, Virginia, 22902. Stock #3007 ISBN 1-55806-616-0

2
TABLE OF CONTENTS
PROFESSIONS .................................................. 4 Binder (FoO) ........................................ 10
Adventurer ................................................... 4 Magineer ............................................... 11
Mystic........................................................... 5 Magus (FoO) ........................................ 11
Shadowblade ............................................... 5 Home Away From Home: The Friends
Druids .......................................................... 6 of Otto and the Adventuring Mage ... 12
TALENTS & SPECIAL ABILITIES ......................... 7 MAGIC & CAMPAIGN SETTING ...................... 14
Enhanced Vision ......................................... 7 Magic & Civil Engineering ....................... 14
Influence Animals (Lesser) ......................... 7 Magic in Daily Life .................................... 14
Influence Animals (Greater) ....................... 7 NEW SPELLS ................................................ 16
Influence Animals (Master) ........................ 7 Spell Descriptions ..................................... 16
Increase Animal Influence .......................... 7 Anonymous Spell* .................................... 16
Influence Animals ....................................... 8 Adventurer Sphere .................................... 18
GUILD SPELLS ................................................ 9 Druid Sphere ............................................. 24
Creating Guild Training Packages .............. 9 Mystic Circle .............................................. 36
Designing Guild Training Packages............ 9 Shadowblade Sphere ................................. 45
Sample Training Packages ......................... 10 Additional Spells ....................................... 50
Friends of Otto .......................................... 10 ELEMENTAL FIENDS ...................................... 63
Adventuring Friend (FoO) .................. 10 INDEX ......................................................... 64

3
Chapter One Introduction

PROFESSIONS

The Codex introduces 4 new professions for HARP.


Each profession brings its own style and flavor to the
gaming table.

ADVENTURER
Adventurers live for danger. They will often drift
towards the edges of society, towards places where there
is adventure to be found.
FAVORED CATEGORIES:
General: 3 Physical: 3
Combat: 3 Mystical Arts: 3
KEY STATS: Insight, Strength, & Agility
PROFESSIONAL ABILITIES: Adventurers may learn any spell
from the Adventurer Sphere. Once he has learned 15
different spells (i.e. has at least 1 rank in 15 Adventurer
spells), all other spells within that sphere are treated as if they
belong to another Sphere (i.e. requires a talent to learn any
more spells from that Sphere). Adventurers may select up to
two additional skill categories as Favored Categories. The
Adventurer has 8 free skill ranks to divide and place as he
wants in any of his Favored Categories, however, he must
put a minimum of 2 ranks into each skill category selected as
Favored Categories. The Adventurer uses Self Discipline &
Insight as the stats associated with his spell casting.

4
Chapter One Introduction

MYSTIC SHADOWBLADE
The Mystic is the foremost practitioner of magic Fear the darkness! There are things that make the
relating to the mind and mental powers. Students of the night their own and of those, one of the most feared is
Circle of Mysticism are the masters of magical persua- the Shadowblade. He thrives in the night, it is his
sion and control. More subtly, their spells can misdirect, element, and none can match him for his control of it.
conceal and disguise by creative use of illusions. Their Shadowblades are the living embodiment of the night
other gifts include the abilities to evoke the past, scry the and all that can happen during it. Their skills and spells
present, and divine the possibilities of the future, and to make them excellent spies and assassins.
bar others from gathering such information.
FAVORED CATEGORIES:
FAVORED CATEGORIES: Combat: 4 General: 3
Artistic: 2 Concentration: 2 Influence: 2 Mystical Arts: 4
General: 2 Influence: 2 Physical: 2 Subterfuge: 5
Mystical Arts: 10 Physical: 2 KEY STATS: Self Discipline, Presence, & Agility
KEY STATS: Reasoning, Insight, Self Discipline PROFESSIONAL ABILITIES: All Shadowblades have
PROFESSIONAL ABILITIES: Mystics may learn any spell access to the Shadowblade Sphere of spells.
from the Circle of Mysticism. All Mystics have the Sense Shadowblades also possess the talent, Enhanced Vision,
Magic talent and the Enhanced Vision talent. All Mystics and they receive a +10 bonus to all Subterfuge skills.
also receive a +10 to all Will-based Resistance Rolls. The The Mystic uses Self Discipline & Presence as the stats
Mystic uses Self Discipline & Reasoning as the stats associated with his spell casting.
associated with his spell casting.

5
DRUIDS
Druids are more than just priests of nature.
They are an ancient order, most often found in
tribal societies, who act as priests, healers, lore
masters, and law givers for their tribes. Druids seek
to preserve the natural balance of things. They are
not overly protective of nature, except for their
sacred groves, but will strive to maintain a harmony
with the world around themselves.
FAVORED CATEGORIES:
General: 3 Mystical Arts: 7
Physical: 2 Influence: 3
Outdoor: 5
KEY STATS: Insight, Reasoning, & Presence
P ROFESSIONAL A BILITIES: All Druids have the
talent, Speak with Normal Animals and the
Influence Animals (Master) ability (as described
in the Influence Animals sidebar). Also, all
Druids have access to the Base Druid Sphere of
spells. In addition to that, they may also select
15 additional spells from the list of Selectable
Druid Spells to bring the total number of spells
in their sphere up to 30. The Druid uses Self
Discipline & Insight as the stats associated with
his spell casting.

Base Druid Sphere Selectable Druid Spells


Animal Shifting Air Wall Nature’ s Tongue
Beast Staff Breezes Plant Disguise
Control Animal Carnivorous Plant Plant Growth
Druidstaff Cool Plant Healing
Hues Creeping Mist Plant Shaping
Mist Phantom Earth Tunnel Quicksand
Nature’ s Awareness Earth Wall Sleep Mist
Obscuring Mist Earthen Transmutations Spikes
Repel Animal Elemental Aura Tangle Vines
Share Animal Sense Expand Wood Thorn Wall
Summon Animal Fissure Thunderclap
Thorn Blast Flash Unfog
Traceless Passing Grappling Mist Vacuum
Tree Door Heat Water Corridor
Tree Merge Nature’ s Passage Web
Tree Skin Nature’ s Strength Web Bolt

6
TALENTS & SPECIAL ABILITIES

Talents are always useful things to characters. They INFLUENCE ANIMALS (LESSER)
grant special abilities and help to make characters more The character can use the abilities described in the
unique overall. Here are a few more talents to help Influence Animals sidebar. The character is required to take
things along. this talent for each type of animal (feline, canine, avian, etc.).
The talent, Influence Animals, first appeared in All maneuvers listed in the sidebar are more difficult by one
HARPer’s Bazaar #3 with the Beastmaster, and later degree of difficulty (i.e. a Hard maneuver in the sidebar is
reprinted in the Bazaar Annual. The multiple talents considered Very Hard for somebody with this Talent).
given below supercede the talent listed in HARPer’s Cost: 15
Bazaar #3 and in the Bazaar Annual. It is strongly
recommended to use the following talents in place of INFLUENCE ANIMALS (GREATER)
the ones that they supercede. The character can use use the abilities described in
the Influence Animals sidebar. The character is required
ENHANCED VISION to take this talent for each type of animal (feline, canine,
This talent allows the character to see further than avian, etc.). The difficulties of the various possible
normal under sight limiting conditions such as dark- maneuvers are the same as given in the sidebar.
ness, fog or rain. Refer to the Enhanced Limited Visibility Cost: 30
table for actual distances.
Cost: 20 INFLUENCE ANIMALS (MASTER)
This talent works exactly as described in the
Influence Animals sidebar.
Cost: 45

Enhanced Limited Visibility INCREASE ANIMAL INFLUENCE


Normal Enhanced Night Enhanced Dark Enhanced This talent requires that the character
Lighting Condition Vision Normal Vision Night Vision* Dark*
Full to half moon 50 yards 75 yards already have Influence Animals (Lesser) or
500 feet 750 feet 200 feet 300 feet
(150 feet) (225 feet) Influence Animals (Greater). When taken, the
Less than half full moon 25 yards 37 yards
(75 feet) (111 feet)
250 feet 375 feet 100 feet 125 feet character can increase the level of influence that
Starlight, new moon, or heavy 10 yards 15 Yards
100 feet 150 feet 50 feet 75 feet they have over animals by one step, thus a
clouds blocking the moonlight. (30 feet) (45 feet)
No Light Source, total 10 or 15 or
character with Influence Animals (Lesser) who
0 feet 10 feet 0 feet 10 feet
darkness 20 feet 30 feet takes this talent will afterwards have the talent
* = The benefits of Dark Vision have already been accounted for in the distances listed in this table.
Influence Animals (Greater).
Cost: 15

7
INFLUENCE ANIMALS Beastmastery roll of 125 (after all modifiers
The character can use his Beastmastery skill in have been applied) would require the animals
new, almost magical ways. This ability will work for to make a RR(130) rather than an RR(120).
any animal that the character can speak with. This Any befriended animal will offer its aid to the
ability, in all its forms, may not be attempted upon a Beastmaster for up to 24 hours. The animal
given animal more than once a day. Attempting to will not do anything that will put itself into
influence a given animal more than once a day will immediate jeopardy, but will aid the
result the animal treating the attempt as if it had failed Beastmaster in any other way that it can.
(see the note below). Master Animal - Use of this ability grants the
Beastmaster permanent mastery over an animal.
Call Animal - This is a non-magical ability to call
Any animal that is successfully mastered will
any one type of animal that is native to the
willingly become the character’s friend and ally
region in question. Within 1d10 minutes, one
and will serve him willingly until he is slain or
animal of the desired type, plus 1 additional
released. Mastered animals are willing to put their
animal per every 10 ranks in the Beastmastery
lives on the line for their friend. A Beastmaster may
skill, will respond to the call. When the animals
view the world through the eyes of a Mastered
arrive, the character may then converse with
animal by concentrating (-50 to all other actions)
them, or attempt to Befriend or Master the
so long as it is within 1000' of the character.
animal. To use this ability, the character must
In order to master an animal, the character
make a successful Hard Beastmastery maneu-
must succeed in making an Extremely Hard
ver roll, modified by the type of animal being
Beastmastery maneuver, the animal then gets to
called according to the list of animal types
make a Will-based RR (120). This Resistance Roll is
given in the skill description.
increased by 10 for every full 20 points that the
Turn Animal - When using this ability, the charac-
Beastmastery maneuver is succeeded by, thus a
ter is able to drive away, without using vio-
Beastmastery roll of 125 (after all modifiers have
lence, any number of animals of the given type.
been applied) would require the animals to make a
Upon the character making a successful Hard
RR(130) rather than an RR(120).
Beastmastery maneuver roll, the animals must
If the animal has already been Befriended, then
make a Will-based RR (120). This Resistance
the difficulty of the maneuver is reduced to Very
Roll is increased by 10 for every full 20 points
Hard. A character may only have a limited number
that the Beastmastery maneuver is succeeded
of animals mastered at one time.
by, thus a Beastmastery roll of 125 (after all
A character is limited in how many animals he
modifiers have been applied) would require the
may have Mastered at any one time. He has a
animals to make a RR(130) rather than an
number of slots equal to his Insight Bonus, and these
RR(120). This ability works on all animals of a
slots are used to determine the number of Mastered
given type within 20' of the character, and if
animals. Tiny animals require 1 slot. Small animals
the animal fails it RR, it will immediately leave
require 3 slots. Medium animals require 5 slots.
the area, without attacking anybody, and
Large animals require 7 slots and Huge animals
cannot approach the character’s vicinity again
require 9 slots. Thus a character with a total Insight
for at least an hour.
bonus of 6 could have 6 Tiny animals, 1 Small and 3
The character may attempt to use this
Tiny animals, 2 Small animals, or 1 Medium and 1
ability on animals which he cannot converse,
Tiny animal mastered at any given time.
but doing so raises the difficulty of the
Should a character ever release an animal from
maneuver from Hard to Extremely Hard.
being mastered, the animal will return to its home,
Befriend Animal - This ability may be used on but should it ever meet the character again, it will
any animal that is encountered or called by always act as if it were Befriended (see Befriend
the character, as long as he is able to commu- Animal above).
nicate with it. If the character succeeds in Note: Failure of any of the maneuver rolls required by
making a Very Hard Beastmastery maneuver, this ability will result in the animal acting as if it had
the animal then gets to make a Will-based RR been challenged or threatened with imprisonment. A
(120). This Resistance Roll is increased by 10 docile or timid animal will attempt to flee while an
for every full 20 points that the Beastmastery aggressive animal will prepare to attack.
maneuver is succeeded by, thus a

8
GUILD SPELLS leave a Guild, he will still know any spells learned, but
will be unable to learn any new spells from that Guild,
The Codex introduces a new way for characters to and may have difficulties learning new ranks in the
learn spells. Prior to this product, a character had to be spells that he already knows.
of the proper profession, or have the proper talent
granting access, to be able to cast spells from a specific CREATING GUILD TRAINING PACKAGES
Sphere or Circle. In the core rules, instructions are given to allow
Guild Spells break this paradigm. They are spells that both the players and the Game Master (GM) to be able
a character can learn through belonging to a specific to create Training Packages (HARP, page 55) for
organization or order. Whether or not these spells belong characters. Guild Training Packages (GTP), on the other
to the character’s Sphere or Circle is irrelevant. Guilds can hand, may only be created by GMs using the following
allow a character to learn any spell. guidelines.
Characters will have to join Guilds through
roleplaying in-game. Once a character has joined a DESIGNING GUILD TRAINING PACKAGES
Guild, he will then be eligible to acquire one of their • A Guild Training Package may not contain
Training Packages, the most common method of more than 20 ranks total.
acquisition of Guild Spells. Should a character later • A Guild Training Package requires that all
skills, except Guild Spells, have at least 2
ranks.
• Only Guild Spells may have a single skill
GUILD SPELL NOTES rank assigned.
• No skill or spell may have more than 5
When learning a Guild Spell, the cost for ranks in total.
purchasing ranks is determined by whether As with normal Training Packages, Guild Training
or not the character has the Mystical Arts Package count against the 1 Training Package per level
category as Favored or not. Additionally, all limit, and any if any of the skill ranks given would put a
Guild spells use Self-Discipline and Reason- character over the number of ranks allowed by level,
ing as their associated stats. those extra ranks are lost.
Characters receive a cost reduction of 25% when
purchasing Guild Training Packages just as they do with
normal Training Packages.

9
SAMPLE TRAINING PACKAGES
This section provides you with a number of sample
Guild Training Packages that illustrate how they can be
used in your game. The names and places in the Guild
Training Packages below are not tied to any specific
setting and are given only to better illustrate the
samples. Guild Spells will be marked as such with a
‘(GS)’ next to the spell name.

FRIENDS OF OTTO
The Friends of Otto (FoO) is an organization
originally described in Martial Law. Several of the
following Guild Training Packages are related directly to
this group, and more information on the Friends of
Otto can be found on page 12.

ADVENTURING FRIEND (FOO)


One of the services that the Friends of Otto supply
for their members is special training. This special
training takes the form of a number of useful spells to
allow the character survive in a wide range of situations.
Skill Ranks
Power Point Development 2
Deflect* (GS) 3
Far Sense (GS) 3
Find Shelter (GS) 3
Hues (GS) 3
Sustain Self (GS) 3
Tongues (GS) 3

BINDER (FOO)
The Binders is a small organization created by the
Friends of Otto specifically for the purpose of creating
charms, potions, and talismans for the larger Friends of
Otto organization. Al members of the Binders must first
be members of the Friends of Otto. As part of the
Binders Guild, members are forbidden to sell any of
their wares except through the Friends of Otto.
Skill Ranks
Alchemy 3
Charmcraft 2
Freshen Charm (GS) 3
Freshen Potion (GS) 3
Potion Mastery (GS) 3
Preserve Charm (GS) 3
Stabilize Elixir (GS) 3

10
ORDER OF THE VOLCANO
The Order of the Volcano is a reclusive band of
Monks living in a monastery built into the caldera of an
extinct volcano. They believe in the fires of the earth
and their training and devotions have taught them how
to call those fires as needed. The members of this order
are divided into three ranks according to their mastery
of the precepts of the order. These three ranks are called
the Embers, the Blazes, and the Fire Lords.
MAGINEER Ember Training Package
A Magineer is a magic using builder. He specializes Skill Ranks
in crafting Keystones and even wards (refer to pages 52- Chi Defense 4
53 for more information). The Magineer’s Guild is often Chi Focus 4
one of the most influential in large cities. In such a MA Combat Style (pick one) 4
venue their skills and spells are often in demand. Power Point Development 4
Magineers are also often skilled in masonry, carpentry, Burning Touch (GS) 4
stone-cutting, and other construction related crafts. Blaze Training Package
Skill Ranks Skill Ranks
Craft (select one) 3 Chi Defense 3
Craft (select one) 3 Chi Focus 3
Craft (select one) 3 MA Combat Style (pick one) 3
Enchant Key (GS) 3 Power Point Development 3
Enchant Trigger (GS) 3 Burning Touch (GS) 4
Fiery Forge (GS) 3 Elemental Line (Fire) (GS) 4
Freshen Wards (GS) 1 Fire Lord Training Package
Mobile Wards (GS) 1 Skill Ranks
Chi Defense 3
Chi Focus 3
MAGUS (FOO) MA Combat Style (pick one) 3
A Magus is a member of the Order of Alchemists, Power Point Development 3
an organization that is sponsored and fully subsidized Burning Touch (GS) 3
by the Friends of Otto. This organization makes the Elemental Line (Fire) (GS) 3
majority of the magical items used by the Friends of Elemental Cone (Fire) (GS) 2
Otto in their endeavors and those sold by the organiza-
tion as well. Like the Binders, the Order of the Alche-
mists is prohibited from selling their wares except
through the Friends of Otto.
Skill Ranks
Craft (select one) 2
Craft (select one) 2
Fiery Forge (GS) 2
Hidden Pocket (GS) 2
Imbue Bonus (GS) 2
Imbue Charge (GS) 2
Imbue Exotic (GS) 2
Imbue Spell (GS) 2

11
HOME AWAY FROM HOME: THE FRIENDS OF The shop is also a good place for characters to sell
low-powered magic items or runes they have
OTTO AND THE ADVENTURING MAGE found or created.
The “Friends of Otto” was introduced in Martial Larger and well established FoO guild halls also
Law as an adventuring guild. It is the premier guild for offer the following services (for a fee):
adventurers, and the natural place for the adventurer • Safe Storage: A very few of the FoO guild
to head to between adventures. In major towns and houses offer safe storage facilities for a rental
cities, FoO offers a wide array of services for adventur- fee. These storage units range from small
ers, with many services aimed specifically at spell compartments to rooms and are priced
users. The list below is not comprehensive, and accordingly. This service is only available at the
represents a sample of goods and services available in largest and best equipped FoO guild halls.
major, adventuring-friendly cities in which FoO has • Repair Services for weapons, armor, magical
large, well-established guild halls. and mundane items. Magic item recharging
Research Library: The FoO libraries focus on services are also available. The fees increase
information for the adventurer. There are books with the difficulty of the repair.
on monster lore, old languages, myths and • Custom armor creation and refitting. This
legends, mysterious ruins, copies of ancient takes time even at FoO armories and can be
descriptions and maps. Many of the libraries costly.
include numerous adventurers’ diaries which • Magical Text and Image Copying: Bring in
provide invaluable insight into and details of your own text and images, or have something
various adventures and locales. A well stocked from the library copied. No need to carry
FoO library also includes a spell library with the fragile old maps or heavy chunks of stone with
standard corpus of spells plus the more outré mysterious inscriptions—copy the originals
spells invented by members of the guild. Books and place them into safe storage. The tran-
are not allowed to leave the library, but adventur- scription spell used by FoO mages ensures that
ers can take advantage of the magical transcrip- the copies are 100% accurate.
tion services provided by the guild to copy • Instruction in new spells or new spell casting
interesting materials. The guild librarians are techniques, new fighting styles, new weapon
always on the lookout for interesting books and skills, and all of the other skills that adventur-
materials to add to the libraries, and will pur- ers should know.
chase diaries and other texts from adventurers. • Training Rooms: A safe, discreet place to
The librarians share information and texts—if practice skills.
one library acquires an arcane or exotic book, the • Help Wanted Boards: temporary work for
librarian will have multiple copies of the book adventurers who need money.
made and sent to other libraries. There are also • A list of FoO friendly merchants, inns, and
rumors of a secret FoO archive, said to be among services that offer discounts to guild members.
the best libraries in the world. If FoO can’t provide it, they know who can and
The FoO Shop (for all your adventuring needs): The who has the best price.
shop sells both mundane and magical adventuring • Item Identification Service: A reputable FoO
equipment. Magical equipment for sale includes: guildhall is the best place for adventures to get
maps, magical light sources, enchanted ropes, their loot appraised and identified. The FoO
runes, charms and talismans, waterproof cases for appraisers will also steer adventurers to fair,
maps, scrolls, parchments and books, low- reputable merchants who can give the adven-
powered magical potions and herbs (with an turers a good price for their treasures.
emphasis on healing and neutralize poison), • Translation Services: Bring in those texts and
runes, very low-powered magical weapons and scrolls your character found but can’t read.
armor, magically waterproofed adventuring gear Chances are someone at the guild will be able
and clothing, and other minor and practical items to read it, or point your character to someone
for the adventurer. The shops often contain a who can. Characters can also hire translators
miscellany of odd trinkets and mementos that for meetings, or for extended journeys.
adventurers have collected in their travels and • Matching Services: Looking for an adventur-
then off-loaded to the shops. ing group that suits your style? FoO can help.
• Private Meeting Rooms: Need to meet with a

12
client? Look no further. The shadowy figure Assassination and Theft: FoO does not provide or
tailing your prospective client may be able to arrange these services. Nor are members
track him to the guildhall, but once the client permitted to plan or discuss any such activities
enters the guildhall, he’s safe. No one will know within a guildhall.
that it was you the client met with. There’s no Fencing Stolen Goods: FoO merchants will not
chance of magical or mundane eavesdropping purchase obviously-stolen goods.
and most important of all, there’s no way your Spells or magics that are locally proscribed: These
client can be assassinated in the middle of a forbidden items are not allowed and will not
meeting, costing you a lucrative job and be sold or taught.
involving you in a messy investigation with the Necromancy: FoO will not enroll Necromancers
city watch. into its ranks or have any dealings with them.
• Vet Services: Get your familiar healed here and Evil or Cursed Items: FoO does not deal in these
your horses re-shod and healed. items. In fact, if anyone at the guild is carrying
• Crash Space: If an adventurer arrives in town a powerful evil item, guild authorities will
with no money, the guild will find them free contact local civil authorities.
accommodations. Violation of these policies is punishable by
The Pub: This is a great place to hang out and talk. permanent expulsion from the Friends of Otto, plus
The FoO pubs are simply the best places to catch full legal and civil sanctions. Reputable branches of
up with other adventurers, get inside info, and FoO will “throw the book” at adventurers involved
hear interesting rumors. There is also no danger of in these activities. Less reputable branches may hush
being hassled by locals because your character is up the scandal, but will still expel the guilty parties.
an outsider and an adventurer. The prices for There are naturally rumors of FoO guild halls
food and drink are reasonable, and so is the involved in illegal activities, but the reputable
quality. If you pass out drunk, the fellow patrons branches of FoO periodically clean house, expelling
won’t slit your throat, pick your pockets, or leave corrupt members and shutting down disreputable
you in an alley. The bouncers are fellow adventur- guild houses.
ers so this is probably the worst place in town to FoO has no control over what its members do
start a brawl. outside of the guildhalls. Less reputable guild mem-
Note: The Friends of Otto is very conscious of bers may steer someone looking for poison to the
its reputation and its relationship with the commu- right place, simply by discussing the matter outside
nity. After all, one of its main purposes is to groom of the guild. They may offer information on a fence
young adventurers for leadership positions in these simply by saying: “Talk to Dugan at the White Hart,
communities. Guild members are therefore expected he may be able to help.” Adventurers are, after all,
to obey all local laws. And, while the guild provides famous for breaking or circumventing rules.
a wide range of services and has many items for sale,
there are some things which are not available
through the guild:
Poisons: FoO guildhalls and merchants will not
buy or sell poisons of any kind. The libraries
do carry information on types of poisons, but
these texts focus on identifying and neutraliz-
ing poisons. It is also against guild policy to
teach anyone how to use poison. The guild
will, free of charge, neutralize any poison
brought to the guild hall.
Spells for summoning demons and elementals:
Information on rituals that summon these
beings, or even items that serve this purpose,
are not allowed. The well-stocked FoO library
is however, an excellent source of information
on neutralizing demons and elementals.

13
MAGIC & THE CAMPAIGN SETTING

Magic can have a profound effect upon the reduce their prices even more, since they know that
campaign setting. The more prevalent magic it, the they can collect more fees from their customers later
more likely it is that you will see magic used more and on, with minimal risk.
more in daily life. A good portion of the spells in- Using the Enchant Trigger spell, casters can place
cluded in this tome can have far reaching effects upon traps in a patron’s home, traps to catch or harm
the campaign setting. intruders. The items created through the use of this
spell can be made into family heirlooms, things that
MAGIC & CIVIL ENGINEERING family members or loyal servants would always wear or
The spell, Enchant Key, is the cornerstone of the carry with them, to protect them from such traps. Your
matrix of possibilities available in regards to magic local noble’s signet ring may be for more than just
and civil engineering. With it, spell-casters can sealing document.
embed a wide variety of enchantments into buildings
and homes. This spell can also have a large impact MAGIC IN DAILY LIFE
upon the sociological and economic foundations of In a fantasy setting with a moderate magic level,
the society as well. most mages make their living providing magical
The Enchant Key spell allows the caster to create services or by manufacturing magical items, rather
long term, rechargeable magic items for use in construc- than by adventuring. HARP and its supplements such
tion. Some of those used can include using spells to as the College of Magics, HARPer’s Grimoire and this
create climate controlled rooms, such as a room that is HARP Codex include spells that are designed to make
always cold enough to preserve perishable food. Or it daily life easier and more comfortable. The technical
could be used to create a sewage system that treats waste applications of magic are limited only by the GM’s
as it passes through pipes and culverts, removing any imagination, and can have a profound impact on the
toxins and greatly reducing the risk of disease and setting. Many of these practical spells in the most basic
plague, major hazards in any city. Or it could be used to form are low-powered Universal spells. The list below
create street lamps that light up streets at night, making is a sampling of practical spells, how they can be used,
it safer for the citizens. and how they can affect a setting.
As always, those mages involved in the creation of
Light (HARP, Universal, 6 PP): This spell can be used to
such things are going to base their prices on what the
create magic lamps thereby eliminating the need for
population can afford. By using the Enchant Key spell,
torches, candles, and oil lamps. Magical lighting
which creates a temporary magical item, they can

14
can light homes as well as streets and workshops. Its society. Imagine a setting where all the houses,
companion spell, Projected Light (also from HARP) warehouses, food and goods storage buildings are
can be used to create flashlights and miners’ lamps. vermin-free. Enchanted key stones placed at
Magic lights are also safe as there is no danger of a regular intervals throughout a city could even
fire when one of these lights is knocked over. keep an entire city pest free, greatly increasing
Minor Healing (HARP Universal, 3 PP): Minor Healing the comfort and health level of its citizens. When
is the universal life-saver in an emergency, and is traveling in less civilized areas a Repel Pests
one of the most common spells known to members talisman can make the journey much safer and
of the public. For 3 Power Points, the caster can more pleasant.
reduce bleeding by 5 points or heal up to one Climate Control (Grimoire, Universal 6 PP): Stay
quarter of a target’s concussion hits. Scaling options warm and comfortable or cool and comfortable
let the caster stop death. with this spell—and keep your home that way
Cantrips (College of Magics Universal, 1 PP): No more too without firewood or a/c. This spell can be
oversleeping thanks to the Body Clock Cantrip! No used to create refrigerators or refrigerated rooms.
time for a shower? Cast Clean Body. If your clothes For a touch of luxury, the well-to-do can imbue
are dirty and torn, cast clean item and repair expensive garden statuary with this spell and
clothing. Headachy, hung over, cut and bruised? No with Repel Pests, to give their garden parties that
problem, a cantrip will take care of it. Can’t Swim? certain je ne sais quo. These spells can also be
Then try Float. Lost in the desert without water? used to create greenhouses.
Compass will show you which way is true North, Enchant Key, Purify Substance: In magic-using
and Create Water will keep you hydrated. The societies, these spells will be mainstays of civil
Purify Food and Drink cantrips are also lifesavers, and domestic architecture. Wells and drainage
saving an individual from poisoned or contami- channels set with keystones embedded with
nated food and drink. Cantrips are the weakest of Purify Substance will eliminate contaminated
all of the HARP spells, and demonstrate just how water supplies and sewage, and dramatically cut
profoundly a handful of minor magical spells can pollution from not only sewage but industries
impact daily life. such as tanning and metal working. Diseases
Spell Potions (College of Magics ): Any spell can be will no longer spread via contaminated water
turned into a potion, which means that necessary and sewage.
spells such as Cure Disease or Cure Poison, can be The list above is just a small sample of HARP
stockpiled until they are needed. spells that can dramatically affect daily life. Most
Dictation and Transcription (Grimoire 1, Universal 7 mages in a fantasy setting will likely be making their
PP & 4 PP): “Lets put that in writing shall we….I’ll living by casting these bread-and-butter spells. In fact,
just dictate the terms of the contract…Now how these spells are not limited to mages; they are universal
many copies did you need?...Three? One moment spells and thus accessible to the general population.
while I cast Transcription…There you go. Do you Nor do they need to be learned at a magical guild or
need anything else copied?” college—many of this spells will be passed down from
Transcription is a magical version of the generation to generation, learned in schools or even
printing press and the photocopier in one. taught as part of a professional education.
Books, Royal decrees, song sheets, legal docu-
ments, plays, posters, brochures, religious texts,
pictures, radical polemics, can be copied accu-
rately and quickly with a low expenditure of
power points. Information can be preserved and
disseminated rapidly. Books are no longer the
province of the rich. Anyone can afford a book or
a newspaper, school books once expensive are
now within reach, and most people can now
afford some schooling.
Repel Pests (Grimoire, Universal 9 PP): This spell has
tremendous potential to impact life in a fantasy

15
NEW SPELLS

SPELL DESCRIPTIONS SPELL TYPE: Utility/Attack/Elemental.


RR: This indicates whether or not a Resistance Roll
This section details all of the spells listed below. (RR) is required by the spell, and what the RR is based
They are listed in alphabetical order, and will all follow on (Stamina, Will, or Magic).
the same format (shown below) for their descriptions.
SPHERES: This indicates which sphere(s) the spell is
located on.
ANONYMOUS SPELL*
DESCRIPTION: This is the actual description of the effects
PP COST: This is the base Power Point cost for the spell. of the base spell.
RANGE: The spell’s base range. SCALING OPTIONS: This section lists the various options
DURATION: This is how long the spell lasts. If the available for scaling the spell, including the Power Point
duration lists “xx time/rank,” it means that the spell costs for each option.
lasts xx amount of time for every skill rank the caster * = spell is cast instantaneously
has in the spell. If the duration lists an amount of time
along with “(C)”, this means that the caster must
concentrate for the duration of the spell, and that it can
only be kept active for a limited amount of time.
Casters receive a -50 to all actions while concentrating.

16
Adventurer Druid Mystic Shadowblade Additional Spells
Calm Air Wall Analysis Changing Ways Anti-Corrosion
Deflect* Animal Shifting Barrier Sight Clinging Shadows Aura
Distractions Beast Staff Bladeturn* Deep Trance Battery
Elemental Weapons Breezes Changing Ways Deepen Shadows Burning Touch
Energy Blade Carnivorous Plant Cloud Scrying Deflect* Create Drink
Energy Shield Control Animal Command Far Sense Create Food
Enhance Armor Cool Deflections* Infravision Elemental Cone
Far Sense Creeping Mist Distractions Misfeel Elemental Line
Find Shelter Druidstaff Divinations Nightvision Elemental Missile
Force Bands Earth Tunnel Fear Poison Eye Elemental Protections
Force Wave* Earth Wall Finding Poison Lore Elemental Trap
Hammer Strike Earthen Transmutations Fire Nerves Shadow Armor Enchant Keystone
Hues Elemental Aura Hypnotic Globe Shadow Bolt Enchant Trigger
Infravision Expand Wood Invisibility Shadow Step Energy Web
Jolts Fissure Long Door Shadowblade False Glamour
Landmine Flash Long Ear Shadowport Fate's Nudge
Locate Food Grappling Mist Long Eye Shadow's Veil Fiery Forge
Mage Light Heat Long Whisper Spider Climb Fire Fiend
Path Lore Hues Mage Armor Venom Blade Freshen Charm
Poison Lore Mist Phantom Magestaff Freshen Potion
Scattershot Nature's Awareness Merging Ways Freshen Spell
Sound Dampening Nature's Passage Mind Reading Freshen Wards
Steel Skin Nature's Strength Mind Scan Glide*
Tongues Nature's Tongue Mind Speech Hidden Pocket
Obscuring Mist Mind Store Illusionary Spell
Plant Disguise Mind Tongue Levitation*
Plant Growth Misfeel Magic Darts
Plant Healing Nightvision Minor Light/Sound Illusion
Plant Shaping Passing Mobile Wards
Quicksand Past Visions Repel Pests
Repel Animal Presence Reverse Corrosion
Share Animal Sense Scrying Reverse Phantasm
Sleep Mist Sensory Overload Sanctuary
Spikes Shadow Mystic Slick
Summon Animal Suggestion Smoke Fiend
Tangle Vines Telekinesis Spell Trigger
Thorn Blast True Sight Stone Fiend
Thorn Wall Truth Reading Sustain Self
Thunderclap Tear Cloud
Traceless Passing Traction
Tree Door Transcription
Tree Merge Wizard's Mark
Tree Skin
Unfog
Vacuum
Water Corridor
Web
Web Bolt

Spell List

17
ADVENTURER SPHERE DISTRACTIONS
PP COST: 5
CALM RANGE: 100'
PP COST: 6 DURATION: 2 rounds/rank
RANGE: 100' SPELL TYPE: Attack
DURATION: 5 rounds/rank RR: Will
SPELL TYPE: Attack SPHERES: Adventurer, Harper, Mage, Mystic
RR: Will DESCRIPTION: Target receives a -20 to all actions for
SPHERES: Adventurer, Cleric, Harper duration if he fails his Resistance Roll.
DESCRIPTION: Target will take no offensive/aggressive SCALING OPTIONS:
action, and will only fight if attacked. Increase Distraction (per additional -10) +2 PP
Increase Range (per +50') +1 PP
SCALING OPTIONS:
Increase Targets (per additional target) +4 PP
Increase Range (per +50') +1 PP
Increase Targets (per additional target) +4 PP ELEMENTAL WEAPON
DEFLECT* PP COST: 3
PP COST: 5 RANGE: Touch
RANGE: Self DURATION: 2 rounds/rank
DURATION: — SPELL TYPE: Utility
SPELL TYPE: Utility RR: —
RR: — SPHERES: Adventurer, Warrior Mage
SPHERES: Adventurer, Shadowblade DESCRIPTION: This spell must be learned separately for
DESCRIPTION: One melee attack aimed at the caster this each element. The caster can temporarily enchant his
round receives a -20 modifier. The caster can only weapon to deliver an extra elemental critical when
deflect an attack that is aimed at him. attacking with weapon. This extra critical is Tiny in size,
SCALING OPTIONS: and while scaling options may increase the size of the
Increase Deflection (per -5 to the attack) +1 PP critical, they cannot raise the size above that given by
Increase Deflects (per attack affected) +2 PP the weapon. Weapons that have multiple attack sizes
Deflect Missiles +2 PP based on how they are wielded use the smaller size as
Deflect Bolt Spells +4 PP the maximum that may be applied to the weapon.
(Note: the extra critical is determined in the same way
as the normal critical – no extra rolls are made).
Each element does a specific type of critical as listed

18
below: ENERGY SHIELD
Element Critical Used
PP COST: 5
Fire Heat
RANGE: Touch
Water Cold
DURATION: 2 rounds/rank
Earth Impact
SPELL TYPE: Utility
Air Electricity
RR: —
SCALING OPTIONS:
Increase Potency (increase critical size by 1) +4 PP SPHERES: Adventurer, Mage, Warrior Mage
Increase Duration (5 rounds/rank) +4 PP DESCRIPTION: This spell requires that the caster have a
Increase Duration (10 rounds/rank) +6 PP specially crafted handle, shaped like a long oval with a
hole in the middle for the hand. One surface, the outer
ENERGY BLADE edge, has a polished gemstone attached. When cast, this
PP COST: 5 spell creates a shield of solidified, translucent, glowing
RANGE: Touch magical energy that protects the wielder as if he were
DURATION: 2 rounds/rank
SPELL TYPE: Utility
RR: —
SPHERES: Adventurer, Mage, Warrior Mage
DESCRIPTION: This spell requires that the caster
have a specially prepared weapon hilt as a focus.
The hilt is just that, a hilt, but where the blade or
shaft of the weapon would normally extend
from the hilt is instead a piece of polished
gemstone. When cast this spell creates a blade of
solidified, translucent, glowing magical energy
that may be used as a normal one-handed melee
weapon, so long as the caster is holding the hilt.
The size and shape of the weapon are up to the
caster and defined by the hilt he has prepared as the
focus so long as the weapon is a one-handed melee
weapon, but the Energy Blade only does a maximum of
a Tiny Impact Critical (use the Magic Attack Table if
Hack & Slash is available) rather than the critical
normally associated with the created weapon. This
weapon is treated as magical, but provides no bonus to
the caster’s attack.
The hilt may be created using the appropriate skills
(a Medium maneuver to craft) or may be purchased
from an appropriate craftsman for 2gp. The character
must use the appropriate weapon skill when wielding
this weapon. The created weapon’s color is determined
by the gemstone used in the creation of the hilt. Clear
stones will normally produce a blue-white energy. The
Energy Blade’s glowing form is powerful enough to
illuminate a 10' radius.
SCALING OPTIONS:
Increase Duration (5 rnds/rnk) +4 PP
Increase Duration (10 rnds/rnk) +6 PP
Increase Potency (per attack size increase) +4 PP
Increase Magical Bonus (per +5 OB) +2 PP
Create Weapon Without Focus Item +6 PP
Two-Handed Weapon +2 PP

19
using a Buckler (+15 to DB). The shield lasts for the just by concentrating. The caster may not make his
duration of the spell or as long as the caster is holding sense travel through barriers (a pit is not a barrier, a
the focus item. closed door or window is).
The handle may be created using the appropriate SCALING OPTIONS:
skills (a Medium maneuver to craft) or may be pur- Increase Sensing Range (per +50') +1 PP
chased from an appropriate craftsman for 2gp. The Extra Sense (per additional sense) +2 PP
caster must have Shield Training in order to use an Through Barriers +4 PP
Energy Shield. The color of the Energy Shield is based Dual Sensing (retain local senses) +5 PP
upon the color of the gemstone used. Clear stones FIND SHELTER
normally produce a blue-white energy. If the Energy
Shield is used to attack in any manner, it will do a Tiny PP COST: 3
Impact Critical (use the Magic Attack Table if Hack & RANGE: Self
Slash is available). The Energy Shield’s glowing form is DURATION: —
powerful enough to illuminate a 10' radius. SPELL TYPE: Utility
SCALING OPTIONS: RR: —
Increase Duration (5 rnds/rnk) +4 PP SPHERES: Adventurer, Ranger
Increase Duration (10 rnds/rnk) +6 PP DESCRIPTION: Caster learns the location, type and
Increase Shielding (Target Shield; +20 DB) +2 PP approximate size of any waterproof, covered space
Increase Shielding (Normal Shield; +25 DB) +4 PP exceeding 125 cubic feet within 1 mile of his location.
Increase Shielding (Full Shield; +30 DB) +6 PP The shelter must have an entry exceeding 2' in diameter
Increase Shielding (Wall Shield; +40 DB) +10 PP into the inside of the shelter. This spell does not indicate
Increase Magical Bonus (per +5 DB) +2 PP whether the shelter is safe or not.
Create Shield Without Focus Item +6 PP SCALING OPTIONS:
Create Shield With Wristband Focus +2 PP Increase Radius (10 mile radius) +6 PP
Increase Radius (1 mile per rank radius) +10 PP
ENHANCE ARMOR
PP COST: 5 FORCE BANDS
RANGE: Touch PP COST: 5
DURATION: 5 rounds/rank RANGE: 50'
SPELL TYPE: Utility DURATION: 2 rounds/rank
RR: — SPELL TYPE: Attack
SPHERES: Adventurer, Mage, Warrior Mage RR: Magic
DESCRIPTION: Armor and clothing worn by the target to SPHERES: Adventurer, Mage, Thaumaturge
be more resistant to damage, protecting the target more DESCRIPTION: This spell wraps the target in several
than it might normally. This spell grants a +10 DB to translucent, 6" tall bands of energy, preventing him
the target for its duration. from moving or performing any other actions should he
SCALING OPTIONS: fail his Resistance Roll. The bands do no damage; they
Increase Protectiveness (per +5 DB) +2 PP only immobilize the target. Starting the round following
Increase Duration (10 rnds/rnk) +6 PP the one in which the target is immobilized, the target
Increase Duration (1 minute/rnk) +8 PP
may attempt to make a Hard Strength-based Maneuver
FAR SENSE Roll to break the bands constricting and confining him.
Using the scaling option to Increase Durability can make
PP COST: 3 the bands even harder to escape from.
RANGE: Self SCALING OPTIONS:
DURATION: 2 rounds/rank Increase Duration (5 rnds/rnk) +4 PP
SPELL TYPE: Utility Increase Duration (10 rnds/rnk) +6 PP
RR: — Increase Durability (per Difficulty) +5 PP
SPHERES: Adventurer, Shadowblade
DESCRIPTION: The caster of this spell may move one sense
up to 50' away. The point of sensing travels 10' per
round and the caster must concentrate while moving
the sense. The caster loses the use of the moved sense
while this spell is active. The caster may move the point
of sensing at any time within the duration of this spell

20
FORCE WAVE* INFRAVISION
PP COST: 6 PP COST: 5
RANGE: Self RANGE: Touch
DURATION: — DURATION: 5 rounds/rank
SPELL TYPE: Attack SPELL TYPE: Utility
RR: MAGIC RR: —
SPHERES: Adventurer, Mage SPHERES: Adventurer, Mage, Shadowblade
DESCRIPTION: This spell causes a wave of kinetic force to DESCRIPTION: Target is able to see up to 50' in total
expand outwards from the caster. This wave is in the darkness by perceiving shades of heat and cold. Target is
form of a curved wall of kinetic energy that starts just in not able to see fine details, but can determine basic
front of the caster, covering a 60 degree arc. It rapidly shapes and forms.
expands outwards to a range of 10'. All those caught by SCALING OPTIONS:
the arc must make a Magic-based Resistance Roll or be Increase Duration (10 rounds/rank) +6 PP
forced back to the outer range of the effect. Fine Details +5 PP
SCALING OPTIONS: Increase Visual Range (+50') +4 PP
Increase Wave (per additional 60 degrees) +4 PP Increase Targets (per additional target) +4 PP
Increase Range (to 10') +2 PP
Increase Force (per additional 10') +6 PP
Does Tiny Impact Critical +4 PP JOLTS
Increase Impact Critical Size by 1 +4 PP
PP COST: 3
HAMMER STRIKE RANGE: 50'
PP COST: 3 DURATION: 1 round
RANGE: Touch SPELL TYPE: Attack
DURATION: 2 rounds/rank RR: Magic
SPELL TYPE: Utility SPHERES: Adventurer, Harper, Mage
RR: — DESCRIPTION: Target is stunned if he fails his Resistance
SPHERES: Adventurer, Warrior Mage Roll.
DESCRIPTION: This spell causes the weapon to do double SCALING OPTIONS:
the normal concussion hit damage when attacking. Increase Range (per +50') +1 PP
Increase Stun (per each additional round) +2 PP
SCALING OPTIONS:
Increase Severity (Stun, No Parry) +3 PP
Increase Strength (3x hit damage) +3 PP
Increase Severity (unconscious for duration) +6 PP
Increase Strength (4x hit damage) +6 PP
Jarring Strike (+1 to any stun delivered) +4 PP LANDMINE
Blasting Strike (+2 to any stun delivered) +8 PP
Increase Duration (5 rounds/rank) +4 PP PP COST: 9
RANGE: 10'
HUES DURATION: 1 hour
PP COST: 3 SPELL TYPE: Attack
RANGE: Self RR: Magic
DURATION: 2 rounds/rank SPHERES: Adventurer, Mage, Thaumaturge
SPELL TYPE: Utility DESCRIPTION: Landmine creates a 1' radius pressure
RR: — sensitive area, which detonates if any weight is placed on
SPHERES: Adventurer, Ranger, Druid it. The explosion delivers a Tiny Impact critical to
DESCRIPTION: Caster’s skin and clothing take on the everything within a 5' radius of the landmine. A
texture and coloration of one organic object (i.e. tree, landmine can be discovered with a Detect Magic spell or
bush, etc) that he is touching. This gives the caster a +10 a Very Hard Detect Locks and Traps skill roll. It can only
bonus to Hiding attempts. Caster may not move be deactivated by a Dispel Magic.
without disrupting the spell. SCALING OPTIONS:
SCALING OPTIONS: Increase Duration (per additional hour) +5 PP
Increase Duration (5 rounds/rank) +4 PP Increase Damage Size (per size increase) +4 PP
Increase Duration (10 rounds/rank) +6 PP Increase Radius (to 10' radius) +2 PP
Increase Bonus (+20) +4 PP Increase Radius (per each additional 10') +2 PP
Increase Bonus (+60) +8 PP
Shifting Hues (caster may move up to 2x BMR) +4 PP

21
Find Path – Caster learns the location of any paths
LOCATE FOOD within a 1mile radius.
PP COST: 2 Find Path True – Caster learns the locations of any
RANGE: Self paths within a 1 mile per rank radius.
DURATION: —
Path Lore True – Caster learns the origin point and
SPELL TYPE: Utility
destination of all paths found using one of the Find
RR: —
Path scaling options. This may be used at the same
SPHERES: Adventurer, Ranger
time as the Find Path scaling options.
DESCRIPTION: Caster learns the location, type, and
approximate amount of edible food (i.e. dead animal, Know Path – Caster learns the nearest proper path
nuts, berries, etc) within a 1 mile radius. The source of from his current location to any location personally
food must exceed 1 pound in weight. known to him.
SCALING OPTIONS: Know Path True – Caster learns the nearest proper
Increase Radius (10 miles) +2 PP path to any one known location of his choosing.
Increase Radius (20 miles) +4 PP SCALING OPTIONS:
Find closest food source (no distance restrictions) +6 PP Path Tales +4 PP
Find Path +3 PP
MAGE LIGHT Find Path True +6 PP
PP COST: 3 Path Lore True +4 PP
RANGE: Self Know Path +5 PP
DURATION: 1 Hour Know Path True +10 PP
SPELL TYPE: Utility
RR: —
POISON LORE
SPHERES: Mage PP COST: 3
DESCRIPTION: Creates a 4" ball of flame that resides in the RANGE: Self
hand of the caster. This flame is illusionary and does no DURATION: —
damage, but it does create enough light to illuminate a SPELL TYPE: Utility
10' radius. The caster is required to maintain a minor RR: —
concentration on the flame, giving him a -25 to all SPHERES: Adventurer, Shadowblade
actions while the light is in effect. DESCRIPTION: The caster knows the exact nature and type
SCALING OPTIONS: of a given sample of poison. The caster does not gain the
Free Mind (no -25) +5 PP skills or tools required to work with the poison or to
Increase Radius (per +10' radius) +2 PP prepare the antidote. The caster has to hold his hands
Increase Duration (per +1 Hour) +5 PP within inches of the poison he is attempting to learn
about. This spell will only give information on one
PATH LORE poison if more than one is present. Nor does this spell tell
PP COST: 2 how many poisons are in the sample being examined.
RANGE: Self This spell has several unique scaling options:
DURATION: — Hidden Sample – The caster can learn about
SPELL TYPE: Utility poisons that may have already been introduced to
RR: — a target.
SPHERES: Adventurer, Ranger Multiple Poisons – Allows the caster to learn about
DESCRIPTION: Caster learns the origin point and an extra poison at the same time he is learning
nearest destination of the path that he is currently about the primary sample. When this option is
studying. This spell has a number of other options used, the poisons learned about are those with the
rather than the normal scaling options found. Each one largest concentration in the sample.
is a little different, yet they all center upon knowledge Antidotes – This tells the caster what antidotes will
surrounding a path, so are included here. They are each work against the detected poison or poisons, if the
described in this section and then their Power Point Multiple Poisons scaling option is used.
costs are given in the Scaling Options below. SCALING OPTIONS:
Path Tales – Caster gains visions of all travelers Hidden Sample +3 PP
who have passed his current location in the last Multiple Poisons (per additional poison) +4 PP
hour per rank he has in this spell at the rate of one Antidotes +3 PP
image per round.

22
SCATTERSHOT SCALING OPTIONS:
Increase Protection (as Studded Leather, +30 DB) +4 PP
PP COST: 7 Increase Protection (as Chain mail , +40 DB) +8 PP
RANGE: 50' Increase Protection (as Plate/Chain, +50 DB) +12 PP
DURATION: — Increase Protection (as Plate, +60 DB) +16 PP
SPELL TYPE: Directed Attack Increase Duration (5 rounds/rank) +4 PP
RR: — Increase Duration (10 rounds/rank) +6 PP
SPHERES: Adventurer, Mage, Thaumaturge
DESCRIPTION: Fires a small cloud of hundreds of tiny pellets TONGUES
of magical force at the target. This cloud expands as it PP COST: 4
travels to fill a 5' radius. The target of the spell is attacked RANGE: Self
with the full OB, while other targets within the radius are DURATION: 5 rounds/rank
attacked using the same attack roll with a -20 modifier. SPELL TYPE: Utility
Any targets struck by this spell receive a Tiny Impact RR: —
Critical and a Tiny Puncture critical of the same severity. SPHERES: Adventurer, Harper
SCALING OPTIONS: DESCRIPTION: Caster may speak the native language of
Increase Range (per additional 50') +1 PP any one being within 100', at the time of casting, with a
Increase Radius (to 10') +2 PP Spoken Rank 3 ability.
Increase Radius (per additional 10') +2 PP SCALING OPTIONS:
Increase Impact (per damage size) +4 PP Increase Speaking Ability (rank 5) +2 PP
Increase Puncture (per damage size) +4 PP Increase Speaking Ability (rank 7) +4 PP
Increase Speaking Ability (rank 10) +6 PP
SOUND DAMPENING Speak Multiple Languages (each language) +2 PP
PP COST: 6
RANGE: 50'
DURATION: 5 rounds/rank
SPELL TYPE: Utility
RR: —
SPHERES: Adventurer
DESCRIPTION: Caster is surrounded by a field that
dampens all minor sounds that he makes but not
normal conversational levels. With the scaling options
that allow this to be used with a radius, this means that
those within the field may hold quiet conversations and
those outside cannot hear them. This dampening works
both ways, so that quiet external sounds cannot be
heard by those within the field.
SCALING OPTIONS:
Make Radius (5' radius) +2 PP
Increase Radius (to 10' radius) +2 PP
Increase Radius (per +10' radius) +2 PP
Hear Exterior Sounds +2 PP
Increase Range (per +50') +1 PP

STEEL SKIN
PP COST: 4
RANGE: Self
DURATION: 2 rounds/rank
SPELL TYPE: Utility
RR: —
SPHERES: Adventurer, Warrior Mage
DESCRIPTION: Caster’s skin gains a metallic sheen, and
becomes as protective as Soft Leather armor (+20 DB).
Caster is not affected by maneuver penalties or spell
casting modifiers associated with the armor.

23
DRUID SPHERE BEAST STAFF
PP COST: 6
AIR WALL RANGE: Touch
PP COST: 5 DURATION: 5 rounds/rank
RANGE: 10' SPELL TYPE: Utility
DURATION: 2 rounds/rank RR: —
SPELL TYPE: Utility (Elemental) SPHERES: Druid
RR: — DESCRIPTION: The caster it to transform his Druidstaff
SPHERES: Druid, Mage, Elementalist into a small woodland animal (such as a squirrel,
DESCRIPTION: Creates a wall of churning air with chipmunk or rabbit) for the duration of the spell. When
dimensions of 10' wide x 10' high x 1' thick. The the caster concentrates, he experiences the world
churning of the air reduces the Base Movement Rate through the senses of the animal. The animal will follow
(BMR) of all beings passing through it by 50% and all any and all instructions given by the Druid, so long as
attacks made through it are made with a -50 modifier. those instructions will not cause harm to the animal.
SCALING OPTIONS: Nor will the animal enter combat for any reason (it will
Increase Churning (BMR reduced 75%, attacks always run).
receive -75 modifier) +4 PP The animal also cannot travel more than 100'
Increase Churning (BMR reduced 100%, attacks from the caster, and it is compelled to return to the
receive -100 modifier) +8 PP caster prior to the spell expiring. The animal that the
Increase size (per additional 10'x10'x1' section) +3 PP staff is transformed into is as intelligent as the caster
Shape wall (wall can be shaped) +3 PP of the spell.
Increase Duration (5 rounds/rank) +4 PP
SCALING OPTIONS:
Increase Duration (10 rounds/rank) +6 PP
Increase Duration (10 rnds/rnk) +6 PP
Increase Duration (1 minute/rnk) +8 PP
ANIMAL SHIFTING Increased Radius (per +50') +1 PP
PP COST: 8 Increase Animal Size (per size increase) +4 PP
RANGE: Self Attack Animal (willing to enter combat) +6 PP
DURATION: 10 rounds/rank Bird Staff (take form of small avian creature) +4 PP
SPELL TYPE: Utility Beast Staff (take form of small magical creature) +8 PP
RR: —
SPHERES: Druid
BREEZES
DESCRIPTION: The caster assumes the façade of any PP COST: 5
animal that he has studied using the spell Study Target. RANGE: Self
This animal must be between one quarter and 4 times DURATION: Concentration
the caster’s normal size. The caster retains his normal SPELL TYPE: Utility
mental faculties, but gets all of the physical capabilities RR: —
(senses, types of movement, types of attack, but no skill SPHERES: Druid, Elementalist
making those attacks) of the animal transformed into. DESCRIPTION: Caster can create a small breeze in a
The scaling option, Change Forms, allows the caster cone that extends from himself to a distance of 20'
to change into a different studied form each round, away, with the width of the point farthest from the
including his normal form. He does not need to have his caster being 10' wide. This is a light breeze that can
normal form studied for this. The scaling option, ruffle papers and move clouds of gases, with a
Creature Shifting, allows the caster to change into maximum speed of 1 mile per hour (3' per round).
studied magical creatures. SCALING OPTIONS:
SCALING OPTIONS: Increase Strength (per additional 1 mph) +2 PP
Increase Duration (1 minute/rank) +8 PP Increase Cone Length (per +10') +2 PP
Increase Duration (10 minutes/rank) +9 PP Increase Cone Width (per +2') +1 PP
Change Forms (1 round to change forms) +4 PP
Creature Shifting (magical creatures) +6 PP CARNIVOROUS PLANT
Increase Size Variation PP COST: 8
(1/20th to 40 times normal size) +3 PP RANGE: 50'
Increase Size Variation DURATION: 2 rounds/rank
(1/40th to 400 times normal size) +6 PP SPELL TYPE: Utility
RR: —
SPHERES: Druid

24
DESCRIPTION : Caster temporarily transforms a target COOL
plant into a creature-like plant that will attack
PP COST: 6
anything within a 5' radius of the original plant.
RANGE: 10'
This creature-like plant consists of a short barrel-
DURATION: 10 rounds/rank (C)
like bulb that has a single vine coming out of the
SPELL TYPE: Attack
top. At the end of this vine is a Snapper Head that
RR: Magic
can make Tiny Puncture (bite) attack with and OB
SPHERES: Druid, Elementalist
of 75. If this spell is used with the scaling option
DESCRIPTION: Caster may lower the temperature of 1 lb.
that gives more Snapper Heads, each head may
of any inanimate material (solid, liquid, or gas) at a rate
attack independently, but the OB has to be split
of 10 degrees Fahrenheit per round down to a mini-
between the heads.
mum temperature of -20 degrees Fahrenheit. The caster
SCALING OPTIONS:
Increase Plant Size (per size increase) +4 PP must concentrate in order to lower the temperature,
Increase Snapper Heads (per head) +2 PP otherwise it will remain constant. Depending on
Increase Snapper Head OB (per +5) +2 PP material, this spell may cause it to change state (usually
Increase Range (per 50') +1 PP freeze). If the material is part of an object worn or
Increase Reach (per 5') +2 PP carried by a person or is magical, then the owner (or
material) itself may make a RR versus Magic to prevent
CONTROL ANIMAL this spell taking effect. In the case of metal objects, this
PP COST: 5 (4 in HARP Core Rules) freezing process may make them brittle. Every time a
RANGE: 100' frozen metallic object is used, it must make a RR versus
DURATION: 5 rounds/rank (C) Magic or break. Persisting in carrying or wearing an
SPELL TYPE: Attack extremely cold item may result in Tiny Cold criticals
RR: Magic (GM discretion on severity). Once the spell finishes, the
SPHERES: Cleric, Druid material will heat up normally to the ambient tempera-
DESCRIPTION: The caster may control the actions of one ture.
animal for the duration of the spell, as long as he SCALING OPTIONS:
concentrates. When the spell is over, the animal will act Increase Mass (to 1 pound per rank) +2 PP
according to its normal nature. Increase Mass (to 10 pounds per rank) +4 PP
SCALING OPTIONS: Increase Mass (to 100 pounds per rank) +8 PP
Increase Duration (10 rnds/rnk (C)) +3PP Increase Minimum Temp. (to -200 degrees F) +4 PP
Increase Range (per +50') +1 PP
Increase Targets (per each additional target) +4 PP CREEPING MIST
PP COST: 10
RANGE: 10'
DURATION: 5 rounds/rank
SPELL TYPE: Utility
RR: —
SPHERES: Druid
DESCRIPTION: Caster creates a 10' radius area of misty fog
that is centered on and moves with the target. The fog
will move with the target, up to a rate of 10' per round.
The fog will shift and move to conceal the target from
outside observation, but it will allow the target to see
out without penalty. If another person is within the
Creeping Mist, and attempting to attack the target of
this spell, he will receive a -50 modifier to all such
attacks.
SCALING OPTIONS:
Increase Duration (10 rnds/rnk) +6 PP
Increase Radius (per +10' radius) +2 PP
Increase Mist (per each additional -5 modifier) +2 PP

25
DRUIDSTAFF EARTH WALL
PP COST: 14 PP COST: 6
RANGE: Touch RANGE: 10'
DURATION: — DURATION: 2 rounds/rank
SPELL TYPE: Utility SPELL TYPE: Utility (Elemental)
RR: — RR: —
SPHERES: Druid SPHERES: Druid, Elementalist
DESCRIPTION: The caster must obtain the materials and DESCRIPTION: Creates a wall of packed earth with dimen-
craft a wooden quarterstaff for his himself, he cannot use sions of 10' wide x 10' high x 1' thick. An opening can be
a staff created by another. Once crafted, the caster must dug through the wall at a rate of 2' by 2' by 1' per minute.
cast this spell upon the staff. This first casting may only The Earth Wall must be created on a solid surface.
be the base form of the spell. Power Point Adders or spell SCALING OPTIONS:
Adders may not be used for this or any future castings. Stone Wall +5 PP
The basic form of this spell enchants the staff with (wall is made of stone, can only be breached with
a +5 Offensive Bonus and it also turns the staff into a proper tools and takes 1 hour per 2' by 2' by 1' hole)
+1 Power Point Adder for the caster. These two abilities Increased thickness (per additional 1') +3 PP
only work for the caster of this spell. This spell also Increased size (per additional 10'x10'x1' section) +3 PP
enchants the Druidstaff so that it may be used with the Shape wall +3 PP
Druid’s other staff related spells. (wall can be shaped even into a curved form;
Once the basic Druidstaff has been created, the a large enough wall can be shaped into a hemisphere)
caster may then begin enhancing it through the scaling Meld wall +3 PP
options available. The caster may only use a single (wall fits seamlessly against other surfaces or walls)
Increase Duration (5 rounds/rank) +4 PP
scaling option in each casting of this spell, and each of
Increase Duration (10 rounds/rank) +6 PP
the progressive scaling options must be cast in order.
Increase Duration (1 minute/rank) +8 PP
This means that the caster must turn the Druidstaff into Increase Duration (up to 10 minutes/rank) +9 PP
a +2 PP Adder before he can make it a +3 PP Adder.
SCALING OPTIONS: EARTHEN TRANSMUTATIONS
Increase PP Adder to +2 +6 PP
Increase PP Adder to +3 +12 PP
PP COST: 14
Increase PP Adder to +4 +18 PP RANGE: 10'
Increase PP Adder to +5 +24 PP DURATION: Permanent
Increase to +10 OB +6 PP SPELL TYPE: Utility
Increase to +15 OB +12 PP RR: —
Increase to +20 OB +18 PP SPHERES: Druid, Mage, Elementalist
Increase to +25 OB +24 PP DESCRIPTION: Transform 100 cubic feet of stone into
packed earth. This change is gradual, taking three
EARTH TUNNEL rounds to complete. The following options for scaling
PP COST: 10 can be added to this spell to cover multiple steps, but
RANGE: Touch each option adds an additional three rounds to the
DURATION: 5 rounds/rank amount of time it takes to complete the transformation.
SPELL TYPE: Utility SCALING OPTIONS:
RR: — Transmute packed earth to stone +3 PP
SPHERES: Druid, Elementalist Transmute packed earth to loose earth +3 PP
DESCRIPTION: By placing his hands on earth or stone, the Transmute packed earth to soft mud +3 PP
caster can cause earth or stone to part before him to Transmute loose earth to packed earth +3 PP
create a 5'R and up to 50' long passage or tunnel. The Transmute loose earth to soft mud +3 PP
Transmute mud to packed earth +3 PP
tunnel need not be horizontal. If necessary, the spell will
Transmute mud to loose earth +3 PP
fill the tunnel with breathable air. Once the spell’s
duration ends, the tunnel will close completely - ELEMENTAL AURAS
entombing anyone who remains in the area
PP COST: 5
SCALING OPTIONS:
RANGE: Self
Increase Length (per each additional 50') +4 PP
Increase Duration (10 rounds/rank) +6 PP DURATION: 2 rounds/rank
Increase Duration (1 minute/rank) +8 PP SPELL TYPE: Attack
Increase Duration (10 minutes/rank) +9 PP RR: Magic
Increase Tunnel Size (10' R) +2 PP SPHERES: Druid, Elementalist
Increase Tunnel Size (20' R) +4 PP

26
Description: Caster is surrounded by a 1' radius aura of Routine (the lowest possible rating) to break once the
elemental energy, centered upon him. This aura will not spell has ended.
harm either him or his equipment. However anyone else This spell will affect up to a maximum of 1 cubic
who comes within the radius of the aura or touches the foot of wood for every three ranks that the caster has in
caster must make a RR versus Magic or suffer a Tiny this spell.
Elemental Critical. This spell must be learned separately SCALING OPTIONS:
for each type of element. Increase Expansion (per +10%; 50% maximum) +3 PP
Element Critical Used Increase Duration (5 rnds/rnk) +4 PP
Fire Heat Increase Duration (10 rnds/rnk) +6 PP
Water Cold
Air Electricity FISSURE
Earth Impact PP COST: 5
SCALING OPTIONS: RANGE: 50'
Increase Damage Size (per attack size increase) +4 PP DURATION: —
Increase Duration (5 rounds/rank) +4 PP SPELL TYPE: Elemental
EXPAND WOOD RR: —
SPHERES: Druid, Elementalist
PP COST: 3 DESCRIPTION: Causes a crack in the ground to extend out
RANGE: Touch from the caster to the target. As the crack reaches the
DURATION: 2 rounds/rank target, it expands to become a fissure that is 10' deep, 10'
SPELL TYPE: Utility long and up to 5' wide at its widest point. The target of
RR: — this spell may, if aware of the incoming attack, make a
SPHERES: Druid Light Agility or, if they have the skill, an Acrobatics/
DESCRIPTION: Causes the wood in the target object to Tumbling maneuver to avoid falling into the crevasse
expand by up to 10%. It can be used to make doors created. If the target should happen to fail in this
tougher to open, or to temporarily seal a leak. However, maneuver, he will take a Tiny Crush critical, and be at
once this spell ends, the affected wood is much weaker the bottom of the fissure.
than it used to be, and much easier to break. Breakage SCALING OPTIONS:
difficulty is lowered by one step for every 10% increase, Increased Range (per additional 50') +1 PP
thus a good wooden door (Medium maneuver to break; Increased Difficulty (per maneuver
HARP page 72) that is expanded by 50% will be difficulty level increase) +2 PP
Increase Critical (per degree of severity) +4 PP

27
FLASH carried by a person or is magical, then the owner (or
material) itself may make a RR versus Magic to prevent
PP COST: 6
this spell taking effect. Persisting in carrying or wearing
RANGE: Self
a very hot item may result in Tiny Heat criticals (GM
DURATION: 2 rounds/rank
discretion on severity). Once the spell finishes, the
SPELL TYPE: Attack
material will cool normally to the ambient temperature.
RR: Magic
SCALING OPTIONS:
SPHERES: Druid, Elementalist Increase Mass (to 1 pound per rank) +2 PP
DESCRIPTION: In the first round of this spell, a small Increase Mass (to 10 pounds per rank) +4 PP
globe of light to appear above the caster’s head, and Increase Mass (to 100 pounds per rank) +8 PP
“explodes” in a dazzling flash. With the exception of the Increase Maximum Temp. (to 500 degrees F) +4 PP
caster, everyone who is within a 10' radius of the caster Increase Maximum Temp. (to 1000 degrees F) +8 PP
must make an RR versus Magic or be blinded for the Increase Maximum Temp. (no maximum) +12 PP
remaining duration of this spell.
SCALING OPTIONS: HUES
Increase Duration (5 rounds/rank) +4 PP PP COST: 3
Increase Radius (per additional 10' radius) +2 PP RANGE: Self
DURATION: 2 rounds/rank
GRAPPLING MIST SPELL TYPE: Utility
PP COST: 7 RR: —
RANGE: 50' SPHERES: Ranger, Druid
DURATION: 2 rounds/rank DESCRIPTION: Caster’s skin and clothing take on the
SPELL TYPE: Utility texture and coloration of one organic object (i.e. tree,
RR: — bush, etc) that he is touching. This gives the caster a +10
SPHERES: Elementalist, Druid bonus to Hiding attempts. Caster may not move
DESCRIPTION: Animates the mist or fog within a 10' without disrupting the spell.
radius area that is within the range of the spell. This SCALING OPTIONS:
mist will move normally with the wind. This mist will Increase Duration (5 rounds/rank) +4 PP
make a single Tiny Grapple (OB 40) attack to one Increase Duration (10 rounds/rank) +6 PP
randomly determined target within its radius each Increase Bonus (+20) +4 PP
round. If the caster includes multiple attacks, the mist Increase Bonus (+60) +8 PP
Shifting Hues (caster may move up to 2x BMR) +4 PP
will not make more than one attack upon a given target
each round. MIST PHANTOM
SCALING OPTIONS:
Personal Immunity +4 PP PP COST: 11
Increase Range (per +50') +1 PP RANGE: 10'
Increase Radius (per +10 radius) +2 PP DURATION: 5 rounds/rank
Increase Attacks (per extra attack) +2 PP SPELL TYPE: Utility
Increase Attack Size (+20 OB, max of Huge) +4 PP RR: —
SPHERES: Druid, Elementalist
HEAT DESCRIPTION: The caster creates a humanoid figure out
PP COST: 6 of mist and then animates it by embedding the mist
RANGE: 10' figure with a spirit. Once created, the Mist Phantom
DURATION: 10 rounds/rank (C) will go on a rampage, attacking whatever is nearest.
SPELL TYPE: Attack The Mist Phantom is not under the control of the
RR: Magic caster. Refer to page 63 for more information about
SPHERES: Druid, Elementalist the Mist Phantom.
DESCRIPTION: Caster may raise the temperature of 1 lb. of SCALING OPTIONS:
any inanimate material (solid, liquid, or gas) at a rate of Increase Phantom Size (per size increase) +4 PP
10 degrees Fahrenheit per round up to a maximum Increase Range (to 50') +2 PP
temperature of 200 degrees Fahrenheit. The caster must Increase Range (per +50') +1 PP
concentrate in order to raise the temperature, otherwise Increase Duration (10 rounds/rnk) +6 PP
Control Mist Phantom (verbal commands) +4 PP
it will remain constant. Depending on material, this
spell may cause it to change state or even burst into
flames. If the material is part of an object worn or

28
NATURE’S AWARENESS
PP COST: 5
RANGE: 100'
DURATION: Concentration
SPELL TYPE: Utility
RR: —
SPHERES: Druid, Ranger
DESCRIPTION: The caster can perceive all animate activity
(including subtle movements) occurring within a 20'
radius within the range of this spell. This spell may only
be cast outdoors.
SCALING OPTIONS:
Increase Range (per +50') +1 PP
Increase Radius (per +10' radius) +2 PP
Increase Duration (5 rounds/rank; no concentration) +4 PP
Increase Duration (10 rounds/rank; no concentration) +6 PP
Increase Duration (1 minute/rank; no concentration) +6 PP

NATURE’S PASSAGE
PP COST: 6
RANGE: Self
DURATION: 2 rounds/rank
SPELL TYPE: Utility
RR: —
SPHERES: Druid
DESCRIPTION: Caster’s body, but not his possessions, is
able to move through natural substances such as earth,
wood, and stone at a rate of 1' per round. Caster is not
able to move through things like worked or forged
metals or enchanted materials.
SCALING OPTIONS:
Include Possessions +4 PP
Increase Movement Speed (per +1'/round) +2 PP

NATURE’S STRENGTH
PP COST: 3 skill bonus if he has one, or else he uses just his melee
RANGE: Touch stat bonuses with no modifier for lack of skill.
DURATION: 2 rounds/rank Dragon Claw – Target gains claws giving him the
SPELL TYPE: Utility ability to make a Large Slash attack using his Martial
RR: — Arts skill bonus if he has one, or else he uses just his
SPHERES: Cleric, Druid, Ranger melee stat bonuses with no modifier for lack of skill.
DESCRIPTION: The base form of this spell grants a +5 bonus to Otter Lungs – Target may hold his breath for 2x the
melee attacks. The scaling options for this spell offer some duration of the spell without problems.
alternatives granting more animalistic abilities instead of this
base bonus. These particular scaling options are as follows: Cat’s Step – Target gains an extremely quiet stride
Boar Strength – Target gains +15 to OB and does granting a +25 bonus to Stalking maneuvers.
2x normal concussion hits, but he may not parry or SCALING OPTIONS:
use missile weapons for the duration. Boar Strength +4 PP
Ox Strength +8 PP
Ox Strength – Target gains +25 to OB and does 3x
Tiger Claw +4 PP
normal concussion hits, but he may not parry or Dragon Claw +8 PP
use missile weapons for the duration. Otter Lungs +3 PP
Tiger Claw – Target gains claws giving him the ability Cat’s Step +6 PP
to make a Medium Slash attack using his Martial Arts Increase Duration (1 minute/rank) +4 PP
Increase Duration (10 minutes/rank) +6 PP

29
NATURE’S TONGUE SCALING OPTIONS:
Physical Form (looks, smells, & feels like plant) +2 PP
PP COST: 4 Size Variance (can be 1/20 to 40x caster’s size) +4 PP
RANGE: Self Size Variance (can be 1/40 to 400xcaster’s size) +8 PP
DURATION: 5 rounds/rank
SPELL TYPE: Utility PLANT GROWTH
RR: — PP COST: 3
SPHERES: Cleric, Druid, Ranger RANGE: Touch
DESCRIPTION: The caster may understand and speak the DURATION: —
language of any one normal, non-magical animal for SPELL TYPE: Utility
the duration of the spell. Communication is limited to RR: —
simple concepts understandable by the animal. Scaling SPHERES: Druid, Vivamancer
Options that allow communication with plants or DESCRIPTION: The caster is able to increase the growth
stones within a 10' radius will enable the caster to ask rate of any one plant or tree, causing it to double in size
simple questions about objects. over the course of 1 day. The target plant or tree remains
SCALING OPTIONS: at its new size once its growth is complete.
Plant Tongue +2 PP SCALING OPTIONS:
Stone Tongue +4 PP Increase Growth (x3 size) +4 PP
Increase Duration (10 minutes/rank) +6 PP Increase Growth (x4 size) +8 PP
Increase Growth (x5 size) +12 PP
OBSCURING MIST Increase Targets (per extra target) +4 PP
PP COST: 8
RANGE: 50' PLANT HEALING
DURATION: 5 rounds/rank PP COST: 2
SPELL TYPE: Utility RANGE: Touch
RR: — DURATION: —
SPHERES: Druid, Elementalist SPELL TYPE: Utility
DESCRIPTION: Caster uses the elements of Air and Water RR: —
to create a dense unnatural mist of up to 20' radius. The SPHERES: Druid, Vivamancer
center point of the mist must be within the range of this DESCRIPTION: Caster is able to heal damage to a plant, tree,
spell. The mist obscures vision - use the visibility or sentient vegetable lifeform. The caster must select one
penalties for a moderate fog. This spell can be success- of the following options when casting this spell.
fully cast both outdoors and indoors. • Reduce a maneuver penalty by up to 50 points
SCALING OPTIONS: • Reduce bleeding by up to 10 points
Deep Mist (as heavy fog) +3 PP • Heal up to one half of the target’s concussion hits
Increase Radius (per additional 10'R) +2 PP SCALING OPTIONS:
Increase Range (per +50') +1 PP Increase Healing (heal 2 options) +2 PP
Increase Duration (10 rounds/rank) +6 PP Increase Healing (heal 3 options) +4 PP
Increase Duration (1 minute/rank) +8 PP Increase Healing (heal minor frostbite) +3 PP
Increase Duration (10 minutes/rank) +9 PP Increase Healing (heal major frostbite) +6 PP
Increase Healing (heal minor burns) +3 PP
PLANT DISGUISE Increase Healing (heal major burns) +6 PP
PP COST: 5 Increase Healing (cure disease) +6 PP
RANGE: Self Increase Healing (cure poison) +6 PP
DURATION: 10 rounds/rank Increase Healing (restore foliage) +6 PP
SPELL TYPE: Utility Increase Healing (restore bark) +8 PP
Increase Healing (heal all damage) +12 PP
RR: —
SPHERES: Cleric, Druid, Ranger
DESCRIPTION: Caster may assume the facade of any plant
that he has studied using the spell, Study Target. This
plant must be between 1/2 and 4 times the caster’s
normal size. He does not smell or feel like the plant that
he looks like. If the caster should fumble the spell, his
mental functions are like those of a plant and the
duration is 100x normal.

30
PLANT SHAPING area where it must stay until the spell ends.
SCALING OPTIONS:
PP COST: 6 Increase Animal Size (per increase) +4 PP
RANGE: Touch Increase Targets (per extra target) +4 PP
DURATION: 10 Minutes Contain Animal +3 PP
SPELL TYPE: Utility Increase Range (per +50') +1 PP
RR: — Increase Radius (per extra 10'R) +2 PP
SPHERES: Druid Increase Duration (10 rounds/rank) +6 PP
DESCRIPTION: The caster can mold and direct the growth Increase Duration (1 minute/rank) +8 PP
of one plant or tree, and to be able to shape it as if one
were shaping clay or weaving reeds. This spell allows the
SHARE ANIMAL SENSE
caster to anything from making a tree grow to resemble PP COST: 4
the shape of a man to weaving several bushes together RANGE: 100'
to create a tight wall of plants, and even more. DURATION: Concentration
SCALING OPTIONS: SPELL TYPE: Attack
Increase Duration (1 Hour) +5 PP RR: Will
Increase Targets (per additional target) +4 PP SPHERES: Druid, Vivamancer
DESCRIPTION: The caster may share in the perceptions
QUICKSAND received through any one sense (sight, hearing, smell,
PP COST: 7 taste, etc.) from any one animal within range. Once this
RANGE: 50' spell has been cast, the caster may continue to receive
DURATION: 5 rounds/rank this sensory data as long as the animal remains within
SPELL TYPE: Utility 100' of the caster. (This can be scaled using the In-
RR: — creased Distance options below). This spell gives the
SPHERES: Druid, Elementalist caster no control over the target.
DESCRIPTION: Creates a 10'R area of quicksand. The SCALING OPTIONS:
patch is 5' deep and poses a threat to short characters Share Another Sense (per extra sense) +4 PP
and many animals. Alert characters may make a Light Increase Range (per extra 50') +1 PP
Perception maneuver to detect its presence before they Increased Distance (100'/rank) +4 PP
blunder into it. Resolve encounters with Quicksand SLEEP MIST
using the guidelines in HARP, Chapter 9. This spell can
only be cast outdoors. PP COST: 11
SCALING OPTIONS: RANGE: 50'
Increased Range (per additional 50') +1 PP DURATION: 2 rounds/rank
Increased Radius (per additional 10'R) +2 PP SPELL TYPE: Attack
Increased Depth (per extra 5' depth) +1 PP RR: Will
Conceal Quicksand +2 PP SPHERES: Druid
(per extra degree of difficulty in Perception maneuver) DESCRIPTION: Creates a mist that fills a 10' radius. All
within the mist must make a Will-based RR each round.
REPEL ANIMAL Those who fail 1 RR begin feeling lethargic and drowsy
PP COST: 6 (-20 to all actions). Thos who fail a second will feel
RANGE: 10' even more drowsy (-50 to all actions). Should a charac-
DURATION: 5 rounds/rank ter fail a third RR, they will lie down and fall asleep for
SPELL TYPE: Attack the remainder of the duration. Once a target fails his
RR: Will third RR, he will be unaffected by this instance of the
SPHERES: Druid, Ranger, Vivamancer mist anymore. The mist will move with whatever air
DESCRIPTION: The caster may prevent one animal (of currents push it, but they will not dissipate until the
Tiny size) from entering an area of 10'R whose center duration is over. Any damage to a character that is
point must be within the range of this spell, if it fails its affected by the mist will immediately snap out of the
RR. If the animal is already inside this area, it must effects, but he may be affected again, if he has not failed
succeed at an RR versus Magic or be forced to immedi- 3 RRs at the time.
ately leave. If the scaling option of Contain Animal is SCALING OPTIONS:
used, then instead of being expelled from the protected Increase Radius (per +10' radius) +2 PP
area or barred entry, the animal (if it fails its RR) is Increase Duration (5 rounds/rank) +4 PP
compelled to remain (or is forced into) the protected

31
SPIKES up from his furry bedmate or 8 hours pass,
whichever comes first, the animal leaves.
PP COST: 6
RANGE: 100' Guide – This summons an animal that will guide
DURATION: 5 rounds/rank the caster to a specific location, so long as the caster
SPELL TYPE: Utility (Elemental) concentrates. Once the caster ceases to concentrate
RR: — on the location, the animal leaves.
SPHERES: Druid, Elementalist Guardian – This summons a medium sized animal
DESCRIPTION: This spell causes an area with a 5' radius to be who will protect the character from attacks for up to 8
filled with jagged sharp spikes of various sizes and shapes. hours. If the caster leaves the area in which he casts the
The composition of the spikes depends on the nature of spell before the 8 hours is up, the animal will leave.
the ground. Any character attempting to pass through the
Mount – This summons an animal to act as a
area of the spikes must make an Extremely Hard maneuver
mount for the character for the next 24 hours.
roll or receive a +0 OB Small Slashing attack. The spikes
take 3 rounds to form, allowing anybody within the radius Hunter – This summons an animal who brings the
of the spell to leave the radius without damage. caster food in the form of a freshly killed prey
SCALING OPTIONS: (some form of meat).
Increase Potency (per each attack size increase) +4 PP SCALING OPTIONS:
Increase Radius (10' radius) +2 PP Warmth +2 PP
Increase Radius (20' radius) +3 PP Guide +3 PP
Guardian +4 PP
SUMMON ANIMAL Mount +5 PP
PP COST: 5 Hunter +6 PP
RANGE: Self Summon animal for another person +4 PP
DURATION: varies Summon multiple animals (per additional animal)+3 PP
SPELL TYPE: Utility TANGLE VINES
RR: —
SPHERES: Cleric, Druid, Ranger PP COST: 8
DESCRIPTION: This spell allows the caster to summon an RANGE: 50'
animal for a variety of purposes according to how he DURATION: 2 rounds/rank
scales the spell. Each type is listed in this section, and the SPELL TYPE: Utility
cost of scaling the spell in the Scaling Options section RR: —
SPHERES: Druid
Nourishment – This is the basic form of the spell. It DESCRIPTION: Causes the vegetation within a 10' radius circle
summons a small animal who arrives bearing some sort to grow and lengthen until it is long enough to attack
of food (nuts, berries or tubers). The animal drops the anybody within that radius, which occurs on the round after
food and immediately returns to the wilderness. this spell is cast. The vegetation makes Tiny Grapple attacks.
Warmth – This summons a large furry animal who Grappled foes will be unable to move unless they make a
will lie down and allow the caster, and only the successful Medium Strength-based maneuver roll (1d100 +
caster, to snuggle up against it. Once the caster gets 2x Strength Bonus). Even with a successful maneuver, a

32
caught target will only be able to move 5' per round. THORN WALL
SCALING OPTIONS: PP COST: 6
Increase Range (per +50') +1 PP
RANGE: 10'
Increase Radius (per +10') +2 PP
Increase Grapple Size (per size increase) +4 PP DURATION: 2 rounds/rank
Increase Difficulty (per maneuver difficulty) +4 PP SPELL TYPE: Utility
RR: —
THORN BLAST SPHERES: Druid
PP COST: 4 DESCRIPTION: The caster creates a 10' wide x 10' high x 1'
RANGE: 50' thick wall of heavy brambles and thorns. The bottom of
DURATION: — this wall must rest upon a solid surface. Anybody
SPELL TYPE: Directed Attack running into this wall will take 1d100 points of damage
RR: — from the thorns. For every 10 points of damage taken,
SPHERES: Druid the target will also be bleeding 1 hit per round. It would
DESCRIPTION: Caster shoots a dart from his palm at the take five rounds to hack through this wall with an axe.
target. The caster’s OB is his skill with this spell. If the Using a sword would take another 3 rounds. If fire is
target is hit, the thorn does a single point of damage, but it used, the wall can be burned through in 4 rounds.
also does one of several effects available as scaling options. SCALING OPTIONS:
Increase Size (per 10' x 10' x 1' section) +3 PP
Bleeding Thorn – Targets begins bleeding at a rate Shape Wall (wall can be shaped) +3 PP
of 1 hit per round. Increase Duration (5 rnds/rnk) +4 PP
Sleep Thorn – Target must make Will-based RR Increase Duration (10 rnds/rnk) +6 PP
(150) or fall into a natural slumber.
Shock Thorn – Target must resist Magic-based RR THUNDERCLAP
(150) or take Medium PP COST: 6
Thorn Storm – Target is hit by 1d100 thorns, and RANGE: 50'
takes 1 hit from each. DURATION: —
SCALING OPTIONS:
Increase Range (per +50') +1 PP SPELL TYPE: Attack
Increase Targets (per additional target) +4 PP RR: Magic
Bleeding Thorn +1 PP SPHERES: Druid, Elementalist, Mage
Increase Bleeding (per +1 hit per round) +2 PP DESCRIPTION: Creates a loud staggering noise that
Sleep Thorn +2 PP affects all within a 5' radius that fail their Resistance
Shock Thorn +4 PP Rolls. Outside of the radius, only a muffled boom is
Thorn Storm +6 PP heard, about the equivalent of somebody yelling as
loud as they can. At higher
Thunderclap Cascading Resistance Roll Table levels of proficiency, the
CRR Target Thunderclap Result With Flash Result caster may add a blinding
CRR (BRN + 20) No Effect No Effect flash of light to the effects of
Target is Staggered (-25 to all actions) for 2 this spell.
Target is Staggered (-25 to all actions) for
CRR (BRN) rounds and Dazzled (-20 to all actions) for 1
1 round.
round. Staggered and Dazzled are cumulative. Those within the radius of
Target is Stunned for 2 rounds and Target is Stunned for 4 rounds and deafened the spell must make a Cascad-
CRR (BRN - 10)
deafened (-100 for all hearing related rolls) (-100 for all hearing related rolls) and blinded ing Resistance Roll (CRR) to
for 1 round for each rank that the caster (-100 to all actions) for 1 round for each rank
has in this spell. that the caster has in this spell.
resist the effects of this spell.
Target is Stunned for 4 rounds and Target is Stunned for 5 rounds and deafened The caster rolls on the RR
deafened (-100 for all hearing related rolls) (-100 for all hearing related rolls) and column of the Maneuver Table
CRR (BRN - 20)
for 2 rounds for each rank that the caster blinded (-100 to all actions) for 2 rounds for to generate the base number
has in this spell. each rank that the caster has in this spell.
that must be resisted against.
Failure - Target is deafened (-100 for all
Failure - Target is deafened for 24 hours The following table shows the
CRR (BRN - 30) hearing related rolls) and is blinded (-100
(-100 for all hearing related rolls).
to all actions) for 24 hours different levels to be resisted
against and how they relate to
the Base Resistance Number (BRN).
SCALING OPTIONS:
Increase Radius (to 10' radius) +2 PP
Increase Radius (per +10' radius) +2 PP
Include Flash +6 PP

33
TRACELESS PASSING TREE SKIN
PP COST: 4 PP COST: 4
RANGE: Self RANGE: Self
DURATION: Concentration DURATION: 2 rounds/rank
SPELL TYPE: Utility SPELL TYPE: Utility
RR: — RR: —
SPHERES: Druid, Ranger SPHERES: Cleric, Druid
DESCRIPTION: Allows the caster to walk without leaving DESCRIPTION: Caster’s skin gains a rough texture, like that
any tracks or other visible signs of his passage. of bark, and becomes as protective as Soft Leather
SCALING OPTIONS: armor, +20 DB. Caster is not affected by maneuver
Hide Tracks (per additional person) +4 PP penalties or spell casting modifiers associated with the
Traceless Running (2x BMR) +4 PP armor. The higher this spell is scaled the more tree-like
Traceless Running (3x BMR) +6 PP the caster appears.
Traceless Running (4x BMR) +8 PP SCALING OPTIONS:
Increase Protection (as Studded Leather, +30 DB) +4 PP
TREE DOOR Increase Protection (as Chain Mail, +40 DB) +8 PP
PP COST: 3 Increase Protection (as Plate/Chain, +50 DB) +12 PP
RANGE: Self Increase Protection (as Plate, +60 DB) +16 PP
DURATION: — Increase Duration (5 rounds/rank) +4 PP
SPELL TYPE: Utility Increase Duration (10 rounds/rank) +6 PP
RR: —
SPHERES: Cleric, Druid
UNFOG
DESCRIPTION: This spell can only be cast if the caster is PP COST: 9
within 10' of a tree, and freely able to reach it once the RANGE: 100'
spell has been cast. The caster steps into the nearby tree DURATION: —
and steps out of the tree closest to his selected destina- SPELL TYPE: Utility
tion up to 100' away. RR: —
SCALING OPTIONS: SPHERES: Druid, Elementalist
Increase Distance (100' per rank) +4 PP DESCRIPTION: Caster can disperse any fog or mist in a
Increase Distance (1 mile per rank) +8 PP radius of up to 50'. If all of a fog is not dispersed (i.e. if
Increase Distance (10 miles per rank) +12 PP the fog covers a larger area than the area of effect of this
spell), then the fog will refill the dispersed area at a rate
TREE MERGE of 10'R every minute.
PP COST: 5 SCALING OPTIONS:
RANGE: Self Increase Radius (per additional 50') +6 PP
DURATION: 5 rounds/rank
SPELL TYPE: Utility VACUUM
RR: — PP COST: 4
SPHERES: Cleric, Druid, Ranger RANGE: 50'
DESCRIPTION: Caster may merge with a tree. While DURATION: 1 round
merged he cannot move or perceive anything. When the SPELL TYPE: Attack
caster emerges from the tree, he may emerge from any RR: Stamina
side or face of the tree at his choosing so long as the SPHERES: Druid, Mage, Elementalist
tree’s width is not greater then the caster’s body plus two DESCRIPTION : This spell removes all of the air from
feet. Caster may not use this spell to “move through” any within a 5' radius and then forces it back in sud-
tree width greater than that of his body plus two feet. If denly, causing those inside the radius to take a Tiny
the tree is greater than this width, then the caster must Impact critical.
exit the tree where he entered. SCALING OPTIONS:
SCALING OPTIONS: Option 1 x PP
Caster perceives surroundings Increase Potency (per each attack size increase) +4 PP
(within 6" of surface) +2 PP Increase Range (per +50') +1 PP
Caster may cast spells on self while merged +4 PP Increase Radius (10' radius) +2 PP
Increase Duration (10 rounds/rank) +6 PP Increase Radius (20' radius) +3 PP

34
WATER CORRIDOR By using the scaling option, Web Wall, the caster
makes a wall of webs that covers a 10' x 10' x 1' area.
PP COST: 10
This wall must be anchored by at least three opposing
RANGE: Touch
points. This works just as the normal Web, only in a
DURATION: 5 rounds/rank
wall form rather than spread out over a surface.
SPELL TYPE: Utility
SCALING OPTIONS:
RR: —
Increase Duration (10 rnds/rnk) +6 PP
SPHERES: Druid, Elementalist
Increase Duration (1 minute/rnk) +8 PP
DESCRIPTION: Caster can create a corridor through any Web Wall +3 PP
liquid up to 50' long, 10' wide, and 10' deep. This Personal Immunity (to web stickiness) +3 PP
corridor must be open to the air at the top. The spell
parts the water and holds it at bay through magical WEB BOLT
force. This spell creates the corridor at a rate of 10' per PP COST: 5
round. Once the spell’s duration ends, the water will fill RANGE: 50'
the gap at the same rate that it opened. DURATION: —
The special Scaling Option, Water Tunnel, allows
SPELL TYPE: Directed Attack
the caster to create a 5'R corridor through the water at
RR: —
any depth. This tunnel is filled with breathable air for
SPHERES: Druid, Mage
the duration of the spell.
DESCRIPTION: Shoots a bolt of sticky webbing at a target
SCALING OPTIONS:
that does a Tiny Grapple Critical.
Increase Length (per each additional 50') +4 PP
Increase Width (per additional 10') +1 PP The scaling option, Web Line, turns the bolt of
Increase Depth (per additional 10') +1 PP webbing into a line of webbing, with only the tip of the
Increase Duration (10 rounds/rank) +6PP line being sticky. This line will be of a length equal to
Water Tunnel (5' R) +8 PP the range of the spell, and the caster will automatically
Water Tunnel (10' R) +10 PP have a hold on the near end as the line shoots forth. The
Water Tunnel (20' R) +12 PP sticky end can be used to grab items, if the caster’s aim
is good enough, or to attach to something providing a
WEB makeshift rope to climb or swing on. The line can
PP COST: 7 support 500 lbs at 50' in length, with each length
RANGE: 50' extension, via scaling options, reducing this capacity by
DURATION: 5 rounds per rank 100 lbs. This line will dissolve to a fine gray powder after
SPELL TYPE: Directed Attack an amount of time equal to 2 rounds for each rank that
RR: — the caster has in this spell.
SPHERES: Druid, Mage SCALING OPTIONS:
DESCRIPTION: Caster shoots a stream of webbing out of Increase Critical (per size increase) +4 PP
the palm of his hand. This webbing fills a 5' radius, to a Increase Range (per +50') +1 PP
depth of 1', catching all within and impeding their Web Line +3 PP
movement. Anybody within the area of webbing, or
who enters the area will become trapped unless they can
succeed in making a Hard Strength Maneuver (roll
1d100 and add 2x Strength Bonus). A trapped target
may make a Hard Strength Maneuver Roll each round
that they are within the webbing, and a successful
maneuver allows them to move up to 5' through the
webbing. A trapped character using a blade to cut
through the webbing will reduce the difficulty of the
maneuver from Hard to Medium. The webbing is
flammable, and if set on fire it will all burn in a single
round, all within the webbing when it burns take an
Tiny Heat Critical from the flames. At the end of the
duration, the webbing will immediately dissolve into a
fine gray powder that will continue to dissolve, and will
completely disappear over the course of 10 rounds.

35
MYSTIC CIRCLE BLADETURN*
PP COST: 5
ANALYSIS RANGE: Self
PP COST: 3 DURATION: —
RANGE: Touch SPELL TYPE: Utility
DURATION: — RR: —
SPELL TYPE: Utility SPHERES: Mage, Mystic, Warrior Mage
RR: — DESCRIPTION: Caster may deflect any one melee attack
SPHERES: Thaumaturge, Mystic that he is aware of. This attack receives a -20 modifier.
DESCRIPTION: The caster can identify the function and SCALING OPTIONS:
composition of any one object or substance. This spell Increase Modifier (-50) +2 PP
Increase Modifier (-100) +4 PP
will not reveal any magical powers of an item.
Increase Range (any visible attack within 100') +4 PP
SCALING OPTIONS: Increase Range (any visible attack within 300') +6 PP
Identify origin +3 PP Increase Range (any visible attack within 500') +7 PP
(in terms of time and place)
Identify construction +3 PP CHANGING WAYS
(how an object was made or substance worked)
Identify magical abilities +4 PP PP COST: 8 (6 in HARP Core Rules)
(only what spells or spell-like abilities) RANGE: 10'
Identify powers +6 PP DURATION: 10 rounds/rank
(full details on spell scaling, curses, etc.) SPELL TYPE: Utility
Increase Range (to 10') +1 PP RR: —
SPHERES: Harper, Mage, Mystic, Shadowblade
BARRIER SIGHT DESCRIPTION: Caster can alter the target’s form to that
PP COST: 5 of another race from 50% to 200% of the target’s
RANGE: Self natural form. This spell cannot cause the target to
DURATION: 2 rounds/rank appear as a specific person. The target does not gain
SPELL TYPE: Utility any racial abilities (i.e. night vision) of the race
RR: — whose form he took.
SPHERES: Mage, Mystic SCALING OPTIONS:
DESCRIPTION: With this spell, the caster is able to see Take form of specific person (studied using Study Target)
through physical barriers . The base form of this spell +3 PP
enables the caster may see through 1" of wood for Gain racial abilities of form taken +5 PP
every spell rank. Alter form by concentrating for one round +3 PP
Several of the scaling options listed below allow
the character to see through other substances of the
CLOUD SCRYING
same thickness. Metal Sight allows the caster to see PP COST: 5
through any non-enchanted metal, Wall Sight allows RANGE: Touch
the caster to see through any non-enchanted sub- DURATION: 5 rounds/rank
stance, and Enchanted Sight allows the caster to see SPELL TYPE: Utility
through enchanted substances. RR: —
SCALING OPTIONS: SPHERES: Mystic
Stone Sight +4 PP DESCRIPTION: For the duration of this spell, one being
Iron Sight +6 PP or item can be protected from magical and mental
Metal Sight +8 PP scrying and divinations such as Intuitions, Finding,
Wall Sight +10 PP Divinations, and Past Visions spells. Any such spell,
Enchanted Sight +6 PP which has the protected target as its subject, will fail to
Increase Sight Depth (6" per rank) +4 PP provide any information. The caster of any such spell
Increase Duration (5 rnds/rnk) +4 PP
must have a result of 120 or higher on their casting roll
Increase Duration (10 rnds/rnk) +6 PP
or they will get no information about the protected
target, the target being invisible to such spells. This
will not stop such spells from working; only give them

36
a blind spot regarding the target. The scaling option, DISTRACTIONS
Increase Block, can be used to increase the difficulty
PP COST: 5
from 120 to a higher number.
RANGE: 100'
SCALING OPTIONS:
False Divinations +5 PP DURATION: 2 rounds/rank
(divinatory magic will give false information about the SPELL TYPE: Attack
subject if the RR is failed) RR: Will
Increase Duration (10 rounds/rank) +6 PP SPHERES: Adventurer, Harper, Mage, Mystic
Increase Duration (1 minute/rank) +8 PP DESCRIPTION: Target receives a -20 to all actions for
Increase Duration (10 minutes/rank) +9 PP duration if he fails his Resistance Roll.
Increase Targets (per extra target) +4 PP SCALING OPTIONS:
Increase Block (per +10 to opposing target) Increase Distraction (per additional -10) +2 PP
Increase Range (per +50') +1 PP
COMMAND Increase Targets (per additional target) +4 PP
PP COST: 10
RANGE: 50' DIVINATIONS
DURATION: 1 minute PP COST: 3
SPELL TYPE: Attack RANGE: Self
RR: Will DURATION: 5 rounds
SPHERES: Mystic SPELL TYPE: Utility
DESCRIPTION: The target will follow a single act sug- RR: —
gested by the caster. The target must be able to hear SPHERES: Mystic
and understand the suggestion for it to be able to DESCRIPTION: Caster is able to make a prediction
work. The act must not be completely alien to the concerning a person, place, or thing. The subject of the
target (e.g. no suicide suggestions, no blinding himself prediction must have been previously studied using the
suggestions, etc.) and the target must be able to spell, Study Target. The prediction will be accurate 25%
complete the act within the duration of the spell. of the time plus 1% per rank known in this spell
Should the spell effect end prior to the completion of (otherwise, the results are random) up to a maximum
the suggested act, the target will immediate stop of 50%. The prediction may not concern events further
performing the action. The scaling option, Forget than one hour into the future. The prediction will be
Suggestion, will make the target think that performing general, ambiguous, and enigmatic. The interpretation
the suggested action was his choice. is left entirely to the caster.
SCALING OPTIONS: SCALING OPTIONS:
Increase Duration (to 10 minutes) +4 PP Increase Interval (1 day maximum): +3 PP
Increase Duration (per additional 10 minutes) +4 PP Increase Interval (1 week maximum): +6 PP
Increase Range (per +50') +1 PP Increase Interval (1 month maximum): +9 PP
Increase Targets (per extra target) +4 PP Increase Accuracy (to 50% + ranks; 75% max): +6 PP
Forget Suggestions +5 PP
Multiple Suggestions (per additional suggestion) +4 PP FEAR
PP COST: 4
DEFLECTIONS* RANGE: 50'
PP COST: 7 DURATION: 2 rounds/rank
RANGE: 100' SPELL TYPE: Attack
DURATION: — RR: Will
SPELL TYPE: Utility SPHERES: Harper, Mage, Mystic
RR: — DESCRIPTION: Target fears the caster and flees with all
SPHERES: Mage, Mystic, Warrior Mage possible haste for the duration of the spell.
DESCRIPTION : Caster may deflect one missile that he SCALING OPTIONS:
sees within range, causing 20 to be subtracted from Increase Range (per +50') +1 PP
its attack. Increase Targets (per additional target) +4 PP
SCALING OPTIONS:
Increase Deflection (-50 to the missile attack) +3 PP
Increase Deflection (-100 to the missile attack) +5 PP
Unaim True (missile automatically misses target) +7 PP
Mass Deflection (affect one missile per rank) +10 PP

37
FINDING
PP COST: 4
RANGE: Self
DURATION: —
SPELL TYPE: Utility
RR: —
SPHERES: Mage
DESCRIPTION : When used, this spell allows the caster
to determine the general direction of stored mind
which the caster has memorized using the Mind
Store spell. The caster does not know how far away
the stored mind is or any other information about
the stored mind.
Once the stored mind is within 10 miles of the
caster, the caster may use the Determine Distance
scaling option to determine how far away the stored
mind is. If the stored mind is outside of this radius,
then the caster will not receive any information other
than what is given in the base form of the spell.
If the scaling option, Find Unstored, is used, it
allows the caster to determine the direction of a
person who is not mind stored, but it requires that
the caster have an item that has an important emo-
tional significance to the lost person to be used as a
focus. Without that item, this spell cannot be used to
find a person who has not been mind stored.
In all cases, the caster will not be able to locate a
person whose mind or location are shielded. HYPNOTIC GLOBE
SCALING OPTIONS: PP COST: 5
Determine Distance +4 PP
RANGE: 50'
Find Unstored +10 PP
DURATION: 2 rounds/rank
SPELL TYPE: Attack
FIRE NERVES RR: Will
PP COST: 4 SPHERES: Mage
RANGE: 50' DESCRIPTION: This spell creates a 6" ball of glowing light,
DURATION: 2 rounds/rank whose surface is covered with coruscating colors. The
SPELL TYPE: Attack ball floats at the point it is created. All creatures within a
RR: Stamina 10'radius must make a Will-based Resistance Roll (RR)
SPHERES: Mage, Mystic against this spell or be so fascinated with the ball that
DESCRIPTION: Target feels intense pain and his current they will stop and stare at it for the duration. Targets
Concussion Hits are reduced by 25% for the duration engaged in combat gain a +50 to their Resistance Roll.
of the spell. Target also receives a -25 modifier to all Anybody entering the radius of the spell while it is
actions from the pain. At the end of the duration, the active will also have to make a Will-based RR or be
lost Hits return and the modifier is removed. affected. Should the target take any damage, it will
SCALING OPTIONS: immediately be freed from the effects of the spell. Other
Increase Pain (-50 to actions & Hits reduced 50%) +3 PP things like loud noises or shaking or slapping will allow
Increase Pain (-75 to actions & Hits reduced 75%) +6 PP the target to make another RR with a +10 for every
Increase Range (per +50') +1 PP round of disturbance.
Increase Targets (per each additional target) +4 PP SCALING OPTIONS:
Increase Range (per +50') +1 PP
Increase Radius (per +10' radius) +2 PP
Increase Duration (5 rounds/rank) +4 PP
Increase Duration (10 rounds/rank) +6 PP

38
INVISIBILITY he is physically able to go there (i.e. he could not send
his point of hearing through walls or closed doors. The
PP COST: 4
caster must concentrate fully (no other actions allowed)
RANGE: 10'
to move his point of hearing, but need not concentrate
DURATION: 5 rounds/rank
to use the sense from its new location.
SPELL TYPE: Utility
This spell may be linked with the Long Eye spell, but
RR: —
then both spells are limited to the spell with the lowest
SPHERES: Mage, Mystic
rank. Even when combined, each spell is cast individually.
DESCRIPTION: A single object or person (no equipment or
SCALING OPTIONS:
clothing included) is made invisible until the duration
Increase Duration (10 rnds/rnk) +6 PP
expires or until the object makes a violent move (i.e.
Increase Duration (1 minute/rnk) +8 PP
attack or casts a spell of any type) or receives a violent Increase Roving Range (per 50') +2 PP
blow (i.e. being struck by a weapon, falling etc). For Link with Long Eye +1 PP
invisibility radius scaling options, all items that fit fully
within the radius at the time of casting become invis- LONG EYE
ible. If any item leaves the radius it becomes visible. If a PP COST: 6
portion of an item leaves the radius that portion RANGE: Self
becomes visible. Items entering the radius after this spell DURATION: 5 rounds per rank
has been cast do not turn invisible. SPELL TYPE: Utility
SCALING OPTIONS: RR: —
Invisibility Radius (1' radius around target) +3 PP SPHERES: Mage, Ranger, Warrior Mage
Invisibility Radius (10' radius around target +6 PP
DESCRIPTION: Caster’s point of vision may be moved
LONG DOOR independently up to 50' way (moves at 5' per round); if
he is physically able to go there (i.e. he could not send
PP COST: 4
his point of hearing through walls or closed doors. The
RANGE: 10'
caster must concentrate fully (no other actions allowed)
DURATION: —
to move his point of sight, but need not concentrate to
SPELL TYPE: Utility
use the sense from its new location.
RR: —
This spell may be linked with the Long Eye spell, but
SPHERES: Mage, Mystic
then both spells are limited to the spell with the lowest
DESCRIPTION: Target teleports to a location of his choice
rank. Even when combined, each spell is cast individually.
up to 100' away from his current position. He cannot
SCALING OPTIONS:
teleport through intervening barriers (a closed door is a
Increase Duration (10 rnds/rnk) +6 PP
barrier, a pit is not). If the distance that the target wants
Increase Duration (1 minute/rnk) +8 PP
to teleport to is further away than the distance allowed Increase Roving Range (per 50') +2 PP
by the spell, then the target will travel the maximum Link with Long Eye +1 PP
distance allowed by the spell in the proper direction. If
the location that the target wishes to teleport to is LONG WHISPER
occupied, the target will reappear in the closest available PP COST: 4
open space that is within the range of the teleport. RANGE: self
SCALING OPTIONS: DURATION: Concentration
Teleport (target may teleport through barriers) +2 PP SPELL TYPE: Utility
Increased Distance (100'/rank) +4 PP
RR: —
Increased Distance (1 mile/rank) +8 PP
Increased Distance (10 miles/rank) +16 PP SPHERES: Mage, Ranger, Warrior Mage
DESCRIPTION: Caster can whisper and be heard at any
LONG EAR specific point within 50' as desired by the caster. The
PP COST: 6 caster can move the point of hearing from one
RANGE: Self location to another with one round of concentration.
DURATION: 5 rounds per rank This communication is one-way only, from the caster
SPELL TYPE: Utility to the recipient.
RR: — SCALING OPTIONS:
SPHERES: Mage, Ranger, Warrior Mage Increase Distance (per 50') +1 PP
Increase Recipients (per person) +4 PP
DESCRIPTION: Caster’s point of hearing may be moved
independently up to 50' way (moves at 5' per round); if

39
MAGE ARMOR Increase from +3 to +4 spell adder +18 PP
Increase from +4 spell adder to +5 spell adder +24 PP
PP COST: 4 Dual Adder (also a +1 spell adder or +1 PP adder) +6 PP
RANGE: Self Alternate Form +6 PP
DURATION: 2 rounds/rank Unkeyed (may be used by anyone) +6 PP
SPELL TYPE: Utility
RR: — MERGING WAYS
SPHERES: Mage, Mystic PP COST: 5
DESCRIPTION: Caster is surrounded by a slightly glowing RANGE: Self
nimbus of light that is as protective as Soft Leather DURATION: 5 rounds/rank
armor (+20 DB). Caster is not affected by maneuver SPELL TYPE: Utility
penalties or spell casting modifiers associated with the RR: —
armor. The light is the equivalent to that of a small SPHERES: Mage, Mystic
candle (2' radius). DESCRIPTION: Caster may merge into any inanimate,
SCALING OPTIONS: solid material up to a depth of 2'. The object must be
Increase Protection (as Studded Leather, +30 DB) +4 PP larger than the caster. While merged, the caster may not
Increase Protection (as Chain mail, +40 DB) +8 PP move or perceive anything. When the caster emerges, he
Increase Protection (as Plate/Chain, +50 DB) +12 PP may exit the material from any surface that is within 2'
Increase Protection (as Plate, +60 DB) +16 PP of his merged location. Merging with material does not
Increase Duration (5 rounds/rank) +4 PP
allow him to “move through” more than his body width
Increase Duration (10 rounds/rank) +6 PP
plus 2' of material.
MAGESTAFF SCALING OPTIONS:
Caster may perceive surroundings
PP COST: 13 (if within 6" of surface) +2 PP
RANGE: Touch Caster may cast spells on self while merged +4 PP
DURATION: Permanent Increase Duration (10 rounds/rank) +6 PP
SPELL TYPE: Utility
RR: — MIND READING
SPHERES: Mage, Mystic, Thaumaturge PP COST: 3
DESCRIPTION: The caster must first obtain and craft a RANGE: 50'
wooden or metal staff. The staff ’s length must be equal or DURATION: 2 rounds/rank (C)
greater than the caster’s height. The caster then enchants SPELL TYPE: Attack
the staff with arcane energy, turning it into a magestaff. RR: Will
This item is attuned to only the caster and can only be SPHERES: Mystic
used by him. When this spell is cast, the caster’s staff is DESCRIPTION: Caster can read the surface thoughts of a
enchanted to work as either a +1 Power Point Adder or a single target. If the target succeeds in his RR, he realizes
+1 spell adder. This spell may be cast on the staff multiple that an attempt was made to read his mind. This spell
times, no more than once a day, to increase the power of has a few unique scaling options as detailed below.
the magestaff. Each increase must be cast separately. This
Deep Reading – Allows the caster to perceive
spell has three special scaling options:
the reasoning and thought patterns behind the
Dual Adder: This option allows the magestaff to be
surface thoughts.
both a spell adder and PP adder. This option may
only be used when Magestaff is first cast on the item. Memory Probe –The caster can scan the target’s
Alternate Form: The magestaff need not be a staff in conscious memory at a rate of 1 scene per round.
its form - armor, weapons, clothing, jewelry, etc., may Deep probe – Caster can scan the target’s subcon-
be enchanted as PP and spell adders using this option. scious memories at a rate of 1 scene per round.
Unkeyed: This option allows the “magestaff ” to be When using the scaling options involving the
used by anyone. Probes, caster is basically searching through the indi-
SCALING OPTIONS: vidual memories of the target looking for a specific
Increase from +1 to +2 PP adder +6 PP memory. A “scene” for the purpose of this spell is a
Increase from +2 to +3 PP adder +12 PP memory associated to a given location and time frame
Increase from +3 to +4 PP adder +18 PP
(i.e. yesterday afternoon in the library) and a scene
Increase from +4 to +5 PP adder +24 PP
Increase from +1 to +2 spell adder +6 PP could be anything from a few seconds to an hour or
Increase from +2 to +3 spell adder +12 PP longer in duration. When doing the Probes, the caster
only gets the general overview of each scene, however he

40
can slow the scanning down from 1 scene per round to MIND SPEECH
real time if he likes. Slowing down the scene to almost PP COST: 3
real time is the only way for the caster to learn all of the RANGE: Self
details of a given memory. DURATION: —
SCALING OPTIONS: SPELL TYPE: Utility
Deep Reading +3 PP
RR: —
Memory Probe +6 PP
Deep Probe +9 PP SPHERES: Mystic
Increase Duration (5 rounds/rank (C)) +2 PP DESCRIPTION: Caster can broadcast thoughts to all
Increase Duration (10 rounds/rank (C)) +3 PP within a 10' radius.
Increase Range (per +50') +1 PP Note: This spell does not translate the transferred
thoughts; they may only be broadcast in a language that
MIND SCAN the caster can speak, and that he specifies.
PP COST: 5 SCALING OPTIONS:
RANGE: 50' Increase Radius (per +10' radius) +2 PP
DURATION: — Selective Recipients (1 person/rank max) +4 PP
SPELL TYPE: Attack Automatic Translation (to one language only) +4 PP
RR: Will
SPHERES: Mystic MIND STORE
DESCRIPTION: The caster can determine the race of a PP COST: 4
person who is first located through the use of the RANGE: Touch
Presence spell. In regards to the scaling option, Deter- DURATION: 2 rounds
mine Power, all the caster learns is the relative level SPELL TYPE: Utility
compared to the caster (i.e. weaker, stronger, a lot RR: —
stronger, etc.). SPHERES: Mystic
SCALING OPTIONS: DESCRIPTION: Over the course of the duration of this
Determine Power (level) +3 PP spell, the caster stores an imprint of the target’s mind.
Determine Profession +4 PP This imprint may later be used to find the target using
Increase Range (per 50') +1 PP the Finding spell. Caster may have a maximum of one
mind stored for each rank that he has in this spell.
SCALING OPTIONS:
Increase Range (increase to 10') +2 PP
Increase Range (from 10' to 50') +2 PP
Increase Range (per additional 50') +1 PP
Unwilling Target (Magic RR) +12 PP

MIND TONGUE
PP COST: 5
RANGE: 50'
DURATION: 2 rounds per rank
SPELL TYPE: Utility
RR: —
SPHERES: Mage, Mystic
DESCRIPTION: Caster can mentally speak to any 1
thinking being within range. This communication is
direct mind-to-mind communication, thus there is no
sound exchanged unless one of the participants speaks
while he sub-vocalizes his thoughts.
Note: This spell does not translate the transferred
thoughts; they may only be broadcast in a language that
the caster can speak, and that he specifies.
SCALING OPTIONS:
Increase Duration (5 rnds/rnk) +4 PP
Increase Duration (10 rnds/rnk) +6 PP
Multiple Recipients (per person) +4 PP
Automatic Translation (native tongue of each) +6 PP

41
SCALING OPTIONS:
MISFEEL Increase Speed (2' per round) +2 PP
PP COST: 4 Increase Speed (4' per round) +4 PP
RANGE: Self Increase Speed (8' per round) +6 PP
DURATION: 2 rounds/rank Increase Speed (normal BMR) +8 PP
SPELL TYPE: Utility Increase Duration (5 rounds/rank) +4 PP
RR: —
SPHERES: Mage, Shadowblade
PAST VISIONS
DESCRIPTION: Caster may appear to be of any race of his PP COST: 3
choosing to magical and mental detections. The scaling RANGE: Self
option, Misfeel Power, is used to make the caster appear DURATION: Special/ (C)
to be between 25% and 2x his normal level. SPELL TYPE: Utility
SCALING OPTIONS: RR: —
Increase Duration (5 rounds/rank) +4 PP SPHERES: Harper, Mage, Mystic
Increase Duration (10 rounds/rank) +6 PP DESCRIPTION: Caster gains a vision of up to 1 hour per
Misfeel Calling (appear to be any profession) +2 PP rank into the past. He may set the start time of the vision
Misfeel Power +4 PP at any point within this range and the vision then
proceeds, taking as much time as the original event did.
NIGHTVISION The target of the vision may be any person, place, or
PP COST: 5 thing that the caster is touching when this spell is cast.
RANGE: Touch The caster will only be able to see what could normally be
DURATION: 5 rounds/rank seen if he were in the location of the vision at that time.
SPELL TYPE: Utility The vision will last only as long as the caster concentrates.
RR: — SCALING OPTIONS:
SPHERES: Mystic, Necromancer, Shadowblade Increase Interval (1 day/rank) +2 PP
DESCRIPTION: The target gains the ability to clearly see up Increase Interval (1 week/rank) +4 PP
to 100' on a starlit night, and by the light of a full moon Increase Interval (1 month/rank) +6 PP
can see up to 500' as if it were daylight. In total dark- Increase Interval (1 year/rank) +8 PP
ness, the target’s vision is not enhanced. In an interior Increase Interval (10 years/rank) +10 PP
setting, artificial illumination allows him to see twice as Increase Viewing Speed (1 minute per hour) +4 PP
Increase Viewing Speed (1 minute per day) +6 PP
far as the illumination provides.
Increase Viewing Speed (1 minute per week) +8 PP
SCALING OPTIONS: Increase Viewing Speed (1 minute per year) +10 PP
Increase Duration (10 rounds/rank) +6 PP
Increase Duration (1 minute/rank) +8 PP PRESENCE
Increase Duration (10 minutes/rank) +9 PP
Increase Duration (1 hour/rank) +10 PP PP COST: 4
Increased Distance +4 PP RANGE: Self
(See clearly up to 100'/rank by starlight or DURATION: Concentration
500' + 100'/rank by moonlight) SPELL TYPE: Utility
Improved Vision +3 PP RR: —
(Can see up to 100' in total darkness) SPHERES: Mage, Mystic
Improved Vision +4 PP DESCRIPTION: Caster is aware of all sentient beings within
(Can see up to 100' in magical darkness)
range. He is not aware of specific locations or actions,
Improved Vision +6 PP
(Can see up to 100' in Utterdark) just that they are within a 20' radius of him.
SCALING OPTIONS:
PASSING Increase Sensing Range (per additional 20' radius)+2 PP
Awareness (sense specific locations) +4 PP
PP COST: 3 Awareness True (sense locations & general actions) +6 PP
RANGE: Self
DURATION: 2 rounds/rank SCRYING
SPELL TYPE: Utility PP COST: 4
RR: — RANGE: Self
SPHERES: Mage, Mystic DURATION: Concentration
DESCRIPTION: Caster may move through any non- SPELL TYPE: Utility
magical inanimate material at a rate of 1' per round. RR: —
SPHERES: Mystic

42
DESCRIPTION: The caster may view a person, item, or location, Any attacker will have a chance of attacking a duplicate
seeing what is happening at that very moment at the rather than the real caster. That chance is equal to 100
“scryed” site which must be within a 1 mile radius. The divided by the number of duplicates plus 1 (i.e. 1 duplicate =
target of the scrying must previously have been studied 50% chance of hitting right target; 100/2=50). Should a
using the spell, Study Target. The caster must have some duplicate be attacked and hit, it will automatically disappear.
medium (a crystal ball, mirror, pool, cloudy sky, etc.) in SCALING OPTIONS:
which the scrying vision can appear. Only the caster will see Increase Duplicates (1 per every 3 ranks) +4 PP
the “vision”. If the caster is trying to see a target that has not Increase Duration (5 rounds/rank) +4 PP
been previously studied, then he has a 75% (minus 1% per Increase Duration (10 rounds/rank) +6 PP
skill rank in this spell) of seeing a similar target rather than
the actual target of the spell. All people seen in the vision are
SUGGESTION
seen in a blurred form unless they have also been Studied. PP COST: 6
SCALING OPTIONS: RANGE: 10'
Target need not be previously Studied +6 PP DURATION: —
Add Hearing (caster can hear from “scryed site”) +4 PP SPELL TYPE: Utility
Reveal Vision (others can see/hear the vision) +4 PP RR: Will
Increase Scrying Range (per additional mile) +2 PP SPHERES: Mage, Mystic, Vivamancer
DESCRIPTION: Target will obey a single, simple, plausible
SENSORY OVERLOAD suggestion that is not incompatible with his nature or
PP COST: 5 harmful to himself or his interests. This spell has a
RANGE: 50' specific verbal component consisting of the words of the
DURATION: 2 rounds suggestion being made to the target. Since the suggestion
SPELL TYPE: Attack cannot be something that would be incompatible with
RR: Magic the nature of the target, the target will unlikely realize
SPHERES: Mage, Mystic, Vivamancer that a spell has ever been cast on him, and at most may
DESCRIPTION: When cast, this spell inundates the target wonder why they acquiesced to the suggestion/request.
with an extremely loud noise that only the target can Failures in the casting of this spell have been the
hear, stunning him for the duration of the spell. catalysts for many a barroom brawl.
If the scaling option, Increase Overload, is used, One unique aspect about this spell is that, unlike
then the target’s sense of sight is also overloaded, other spells, it is almost impossible to tell when it is
causing him to be blinded for the duration. A blinded being cast. It requires a Very Hard Sense Magic Maneu-
target receives a -100 to all maneuvers in addition to the ver to notice that this spell is being cast. This spell is
modifiers from being stunned. listed as having no duration because the suggestion will
SCALING OPTIONS: either be accepted or not, and if it is accepted, the
Increase Duration (5 rounds) +2 PP carrying out of the suggestion will happen in whatever
Increase Duration (2 rnds/rnk) +5 PP amount of normal time it would take to complete.
Increase Overload (sight) +5 PP Note: To be effective, this spell should be used thought-
SHADOW MYSTIC fully and subtly. Suggestion is not a spell of command,
but of persuasion. Walking up to a merchant and trying
PP COST: 5
to use a Suggestion spell to gain a 50% discount will quite
RANGE: 10'
likely fail. Engaging the merchant in friendly conversa-
DURATION: 2 rounds/rank
tion, showing serious interest in her wares, and then
SPELL TYPE: Utility
using this spell to gain a reasonable discount has a good
RR: —
chance of success. By the same token this spell will fail if
SPHERES: Mystic
the caster uses it to ask an attacker who is winning a fight
DESCRIPTION: Creates an illusionary duplicate of the caster,
to surrender or even stop fighting. However, the spell is
which appears anywhere within 10' of the caster. The caster
more likely to succeed if the attacker is losing, and the
may concentrate and direct how the duplicate(s) moves
spell is phrased convincingly: “Surrender and no harm
otherwise it/they will move exactly how he moves. With
will come to you.” However if caster and his allies have a
one round of concentration, the Mystic may merge with
reputation for killing prisoners, then all bets are off.
his duplicate (s) and split away, causing confusion as to
Targets of this spell gain a +50 to their Resistance Rolls
which is the real one. The duplicate(s) will always stay
if the “suggestion” is something that is incompatible with his
within 10' feet of the caster. The illusion is visual only, and
nature or harmful to himself or his interests.
may be told as an illusion by using the other senses
SCALING OPTIONS:
(hearing, touch, scent, etc.).
Non-subtle Suggestion +10 PP
Multiple Targets (per additional person) +4 PP

43
TELEKINESIS The scaling option, Illusion Sight, allows the
caster to see through illusions as well. For the caster,
PP COST: 4
illusions appear as translucent overlays on the real
RANGE: 50'
form behind the illusion.
DURATION: 2 rounds per rank (C) The scaling option, Hidden Sight, allows the caster
SPELL TYPE: Utility to see through items meant to hide or disguise some-
RR: — thing else like a secret door or an actor’s disguise. The
SPHERES: Mage, Mystic caster sees the through the physical items doing the
DESCRIPTION : Caster may move an object of up to 1 hiding/disguising as if it were as wisp of smoke being
lb/rank at a rate equal to one half of the caster’s base held in a single place.
movement rate. This allows for simple movement The scaling option, Shape Sight, allows the caster to
only, not fine control such as turning a key in a lock. see the true form of a shape-changed being, item, or
Objects being moved by this spell may be easily creature as an overlay on the target’s current form.
grabbed and pulled out of the grasp of the spell, no SCALING OPTIONS:
maneuver rolls required. The caster is also required Illusion Sight +4 PP
to keep the item in sight for the duration of the Hidden Sight +6 PP
spell. Should the item be out of his sight for more Shape Sight +6 PP
than a single consecutive round, he will lose control Increase Duration (10 rnds/rnk) +6 PP
of the item.
Using the scaling option, Increased Target
TRUTH READING
Awareness, the caster may lose sight of the object PP COST: 3
being moved for longer than a single round so long as RANGE: Touch
he has a good idea of the area in which the object is DURATION: 2 rounds/rank
moving. The scaling option, Increased Grip, is used SPELL TYPE: Attack
to make it harder to pull an object out of the spell’s RR: Magic
grip. With this scaling option, the person attempting SPHERES: Mystic
to remove the object from the grip of the spell must DESCRIPTION: For the duration, the caster knows when-
make a Strength based maneuver and the caster must ever the target of this spell is lying. The caster has to
make a Self Discipline based maneuver, the higher know the language that the target is speaking for this to
result wins the contest. work. Caster cannot tell if the target obfuscating the
SCALING OPTIONS: truth, telling half-truths, lying by omission, etc., only if
Increase Duration (5 rnds/rnk (C)) +2 PP he is telling an outright lie.
Increase Duration (10 rnds/rnk (C)) +3 PP If using the scaling option, Deep Truth, the caster
Increase Weight (5 lbs/rank) +5 PP will be able to tell if the target is telling the whole truth,
Increase Weight (10 lbs/rank) +10 PP or omitting or otherwise obfuscating portions of the
Increased Control (fine control allowed) +4 PP truth. The scaling option, Deep Sensing, allows the
Increased Target Awareness +4 PP caster to use this spell on targets whose language he
Increased Grip +4 PP does not understand.
SCALING OPTIONS:
TRUE SIGHT
Increase Range (to 50') +2 PP
PP COST: 5 Deep Truth +3 PP
RANGE: Self Deep Sensing +3 PP
DURATION: 5 rounds/rank Increase Duration (5 rounds/rank) +4 PP
SPELL TYPE: Utility Increase Duration (10 rounds/rank) +6 PP
RR: — Increase Targets (per extra target) +4 PP
SPHERES: Mage, Mystic Increase Range (to 10') +1 PP
DESCRIPTION: This spell allows the caster to see the true
nature of things. In its base form, the character can see
items and people or creatures that are invisible. To the
caster they appear as a translucent form with a slight
glow around them.

44
SHADOWBLADE SPHERE DEEP TRANCE
PP COST: 4
CHANGING WAYS RANGE: Self
PP COST: 8 (6 in HARP Core Rules) DURATION: —
RANGE: 10' SPELL TYPE: Utility
DURATION: 10 rounds/rank RR: —
SPELL TYPE: Utility SPHERES: Shadowblade
RR: — DESCRIPTION: This spell allows the caster to enter a deep
SPHERES: Harper, Mage, Shadowblade trance-like state for a length equal to 30 minutes for
DESCRIPTION: Caster can alter the target’s form to that each rank in this spell. The caster must determine the
of another race from 50% to 200% of the target’s actual length of the trance at the time of the casting.
natural form. This spell cannot cause the target to While in the trance, the caster cannot be awakened
appear as a specific person. The target does not gain unless he has set up a trigger condition to bring him out
any racial abilities (i.e. night vision) of the race of the trance early. Other than a trigger condition, the
whose form he took. only way to bring the caster out of the trance it to cause
SCALING OPTIONS: damage (1 hit or more) to him. However, leaving the
Take form of specific person (studied using Study Target) trance early for any reason negates all potential effects
+3 PP described below.
Gain racial abilities of form taken +5 PP A trigger condition is a code word or a word and
Alter form by concentrating for one round +3 PP touch combination that will instantly rouse the caster
from the trance.
CLINGING SHADOWS While in this trance state, the character rests as if
PP COST: 8 he were sleeping, recovering hits and Power Points at
RANGE: 50' double the normal rate. Thus a 4 hour trance would
DURATION: 2 rounds/rank work as if the character received 8 hours of sleep. No
SPELL TYPE: Attack matter how long the actual trance, the increased
RR: Special recovery and rest rates will only account for a
SPHERES: Mage, Shadowblade maximum of 8 hours worth rest and recovery. Any
DESCRIPTION : All shadows within a 10' radius will additional time within the trance is treated normally
take on a life of their own to grapple and hold for rest and recovery purposes.
anybody within the area of effect. The Clinging SCALING OPTIONS:
Shadows will have an OB of 25, and they will make Increase Trance (4x rate) +4 PP
one roll on the Percentage column of the Maneuver Increase Trance (8x rate) + 8 PP
Table each round for each target within the radius. Increase Trance (16x rate) +16 PP
The target of the attack may make a Strength/Agility Entrance Another (range: Touch) +4 PP
Set Trigger Condition (per condition) +2 PP
maneuver roll on the same column. The target’s
result is then subtracted from the Shadow’s result. DEEPEN SHADOWS
The remainder is the amount that the target is
grappled and is applied as a negative modifier to all PP COST: 6
of the actions of the target, except his resisting the RANGE: Touch
Clinging Shadows. DURATION: 5 rounds/rank
SCALING OPTIONS: SPELL TYPE: Utility
Increase Grapple OB (per +5 OB) +2 PP RR: —
Increase Radius (per +10' radius) +2 PP SPHERES: Shadowblade
Increase Duration (5 rnds/rnk) +4 PP DESCRIPTION : This spell creates a 5'radius area of
Increase Duration (10 rnds/rnk) +6 PP very deep and dark shadows when cast on a specific
point. Perception maneuvers into this area of
deepened shadows receive a -25 modifier. If cast on
a mobile point, the area of deepened shadows will
move along with the point.
SCALING OPTIONS:
Darker Shadows (per additional -5 modifier) +2 PP
Increase Duration (10 rnds/rnk) +6 PP

45
DEFLECT* MISFEEL
PP COST: 5 PP COST: 4
RANGE: Self RANGE: Self
DURATION: — DURATION: 2 rounds/rank
SPELL TYPE: Utility SPELL TYPE: Utility
RR: — RR: —
SPHERES: Adventurer, Shadowblade SPHERES: Mage, Shadowblade
DESCRIPTION: When cast, one melee attack aimed at the DESCRIPTION: Caster may appear to be of any race of his
caster this round receives a -20 modifier. The caster can choosing to magical and mental detections. The scaling
only deflect an attack that is aimed at him. option, Misfeel Power, is used to make the caster appear
SCALING OPTIONS: to be between 25% and 2x his normal level.
Increase Deflection (per -5 to the attack) +1 PP SCALING OPTIONS:
Increase Deflects (per attack affected) +2 PP Increase Duration (5 rounds/rank) +4 PP
Deflect Missiles +2 PP Increase Duration (10 rounds/rank) +6 PP
Deflect Bolt Spells +4 PP Misfeel Calling (appear to be any profession) +2 PP
Misfeel Power +4 PP
FAR SENSE
PP COST: 3
RANGE: Self
DURATION: 2 rounds/rank
SPELL TYPE: Utility
RR: —
SPHERES: Adventurer, Shadowblade
DESCRIPTION: The caster may move one sense up to 50'
away. The point of sensing travels 10' per round and the
caster must concentrate while moving the sense. The caster
loses the use of the moved sense while this spell is active.
The caster may move the point of sensing at any time
within the duration of this spell just by concentrating. The
caster may not make his sense travel through barriers (a pit
is not a barrier, a closed door or window is).
SCALING OPTIONS:
Increase Sensing Range (per +50') +1 PP
Extra Sense (per additional sense) +2 PP
Through Barriers +4 PP
Dual Sensing (retain local senses) +5 PP

INFRAVISION
PP COST: 5
RANGE: Touch
DURATION: 5 rounds/rank
SPELL TYPE: Utility
RR: —
SPHERES: Adventurer, Mage, Shadowblade
DESCRIPTION: Target is able to see up to 50' in total
darkness by perceiving shades of heat and cold. Target is
not able to see fine details, but can determine basic
shapes and forms.
SCALING OPTIONS:
Increase Duration (10 rounds/rank) +6 PP
Fine Details +5 PP
Increase Visual Range (+50') +4 PP
Increase Targets (per additional target) +4 PP
Increase Range (to 10') +2 PP

46
NIGHTVISION Poison Eye – This scaling option allows the
caster to transmit the poison directly to a target.
PP COST: 5
To do so, the caster must make eye contact, and
RANGE: Touch
hold that contact for one full round. At the end
DURATION: 5 rounds/rank
of the round, the target must make a Magic-
SPELL TYPE: Utility
based RR (100) or the poison is transmitted to
RR: —
him. Once transmitted, the target gets to resist
SPHERES: Mystic, Necromancer, Shadowblade
against the poison normally.
DESCRIPTION: The target gains the ability to clearly see
Increase Lethality – This scaling option increases
up to 100' on a starlit night, and by the light of a full
the RR that the target has to make against the
moon can see up to 500' as if it were daylight. In total
poison being transmitted to him via the Poison
darkness, the target’s vision is not enhanced. In an
Eye scaling option.
interior setting, artificial illumination allows him to
SCALING OPTIONS:
see twice as far as the illumination provides. Increase Doses (per additional dose) +4 PP
SCALING OPTIONS: Increase Poisons (per additional poison) +4 PP
Increase Duration (10 rounds/rank) +6 PP Poison Spit +4 PP
Increase Duration (1 minute/rank) +8 PP Poison Eye +10 PP
Increase Duration (10 minutes/rank) +9 PP Increase Lethality (per +10 to RR) +2 PP
Increase Duration (1 hour/rank) +10 PP
Increased Distance +4 PP POISON LORE
(See clearly up to 100'/rank by starlight or
500' + 100'/rank by moonlight) PP COST: 3
Improved Vision +3 PP RANGE: Self
(Can see up to 100' in total darkness) DURATION: —
Improved Vision +4 PP SPELL TYPE: Utility
(Can see up to 100' in magical darkness) RR: —
Improved Vision +6 PP SPHERES: Adventurer, Shadowblade
(Can see up to 100' in Utterdark) DESCRIPTION: This spell allows the caster to know the
exact nature and type of a given sample of poison. The
POISON EYE caster does not gain the skills or tools required to work
PP COST: 8 with the poison or to prepare the antidote. The caster
RANGE: Self has to hold his hands within inches of the poison he is
DURATION: 1 Day attempting to learn about. This spell will only give
SPELL TYPE: Utility information on one poison if more than one is
RR: — present. Nor does this spell tell how many poisons are
SPHERES: Shadowblade in the sample being examined.
DESCRIPTION: This spell allows the caster to ingest 1 This spell has several unique scaling options:
dose of any poison, which must be one within one
Hidden Sample – The caster can learn about
minute of the casting of this spell, and to internalize it
poisons that may have already been introduced
so that it does him no harm. Then at any time up to 1
to a target.
day later, the caster may exude the poison back out as a
Multiple Poisons – Allows the caster to learn about
filmy paste through his fingers. The exuded poison is a
an extra poison at the same time he is learning
contact poison with the same properties and effects as
about the primary sample. When this option is
the original poison. The exuded poison becomes inert
used, the poisons learned about are those with the
after 1d10 rounds.
largest concentration in the sample.
This spell has a couple of unique scaling options:
Antidotes – This tells the caster what antidotes
Increase Doses – This allows the caster to ingest will work against the detected poison or poisons,
and exude multiple doses of a single poison. if the Multiple Poisons scaling option is used.
Increase Poisons – This allows the caster to ingest SCALING OPTIONS:
and exude multiple poisons. It must be used with Hidden Sample +3 PP
Increase Doses. Multiple Poisons (per additional poison) +4 PP
Poison Spit – This allows the caster to spit the Antidotes +3 PP
poison and have it affect the target it hits. It
becomes inert just like normally exuded poisons.

47
SHADOW ARMOR No Tracks – This scaling option allows the caster to
move without leaving any physical signs of his
PP COST: 7
passage in addition to the silent movement.
RANGE: Self
No Scent – As No Tracks, but the caster leaves no
DURATION: 5 rounds/rank
trace of scent behind either.
SPELL TYPE: Utility
No Sight – As No Scent, but the caster is also
RR: —
invisible as well.
SPHERES: Shadowblade
No Sense – As No Sight, but the caster is also
DESCRIPTION: For the duration of this spell, the caster,
invisible to magical detections as well.
including his clothing and any objects worn or carried,
SCALING OPTIONS:
are covered in a layer of darkness that protects the No Tracks +3 PP
wearer like Soft Leather armor, providing a +20 to DB. No Scent +6 PP
This also provides the wearer with a +20 to stalking and No Sight +9 PP
hiding in shadowy areas. No Sense +12 PP
SCALING OPTIONS: Increase Duration (10 rounds/rank) +6 PP
Increase Protection (as Studded Leather; +30 DB) +4 PP Increase Duration (1 minute/rank) +8 PP
Increase Protection (as Chain Mail, +40 DB) +8 PP
Increase Protection (as Plate/Chain, +50 DB) +12 PP SHADOWBLADE
Increase Protection (as Plate, +60 DB) +16 PP PP COST: 5
Increase Duration (10 rounds/rank) +6 PP RANGE: Touch
Increase Duration (1 minute/rank) +8 PP
DURATION: 2 rounds/rank
SHADOW BOLT SPELL TYPE: Utility
RR: —
PP COST: 3
SPHERES: Shadowblade
RANGE: 50'
DESCRIPTION: This spell requires that the caster a
DURATION: —
specially prepared weapon hilt as its focus. The hilt is
SPELL TYPE: Attack
just that, a hilt, but where the blade would normally
RR: Magic
extend from the hilt is instead a piece of polished
SPHERES: Shadowblade, Mage, Necromancer
obsidian. When cast this spell creates a dark blade of
Description: The caster shoots a bolt of dark-colored
solidified magical energy, coruscating with a rainbow of
energy at the target. If the target fails his RR, he receives
colors, which may be used as a normal blade, so long as
1 hit of damage for every 10 points that he failed by (i.e.
the caster is holding the hilt.
if target has to beat a 130, and only rolls a 115, then he
The size and shape of the blade are up to the caster
receives 1 point of damage as he failed by more than 10,
and defined by the hilt he has prepared as the focus so
but less than 20 points).
long as the blade is a one handed melee weapon, but the
SCALING OPTIONS:
Shadow Blade only does a maximum of a Tiny Cold
Increase Damage (1 hit per 5 points failure) +3 PP
Increase Damage (1 hit per point of failure) +3 PP
Critical (use the Magic Attack Table if Hack & Slash is
Increase Range (per +50') +1 PP available) rather than the critical normally associated
Additional Targets (per additional target) +4 PP with the created blade. This blade is treated as magical,
but provides no bonus to the caster’s attack.
SHADOW STEP The hilt may be created using the appropriate skills
PP COST: 4 (a Medium maneuver to craft) or may be purchased
RANGE: Self from an appropriate craftsman for 2gp. The character
DURATION: 5 rounds/rank must use the appropriate weapon skill when wielding
SPELL TYPE: Utility this weapon.
RR: — SCALING OPTIONS:
SPHERES: Shadowblade Increase Duration (5 rnds/rnk) +4 PP
DESCRIPTION: Caster may move silently so long as he Increase Duration (10 rnds/rnk) +6 PP
does not cause a sound to originate more than 1' Increase Potency (per attack size increase) +4 PP
Increase Magical Bonus (per +5 OB) +2 PP
from his body. This spell has a couple of unique
Create Blade Without Focus Item +6 PP
scaling options. Two-Handed Blade +2 PP

48
SHADOWPORT SPIDER CLIMB
PP COST: 4 PP COST: 4
RANGE: Self RANGE: Self
DURATION: — DURATION: 2 rounds/rank
SPELL TYPE: Utility SPELL TYPE: Utility
RR: — RR: —
SPHERES: Shadowblade SPHERES: Shadowblade, Mage
DESCRIPTION: Caster is able to teleport from his current DESCRIPTION: This spell allows the caster to climb on
location to a point of his choice up to 100' feet away. vertical and inverted surfaces, as long as the caster
The caster appears to shimmer out of existence in his maintains 3 contact points with a surface. Normal
starting location and shimmer in at his destination. terrain and encumbrance penalties will still affect the
Barriers are no obstacle for this spell. Should the caster’s caster. Movement is limited to one half of Base Move-
chosen destination be occupied, he will appear in the ment Rate (BMR). When using the scaling options to
nearest unoccupied space. reduce the number of points of contact required, this
SCALING OPTIONS: has the added benefit of increasing the speed at which
Increase Distance (100' per rank) +4 PP the character may move. The scaling option, 1 Point of
Increase Distance (1 mile per rank) +8 PP Contact requires that the scaling option, 2 Points of
Increase Distance (10 miles per rank) +12 PP Contact, also be used at the same time.
SCALING OPTIONS:
SHADOW’S VEIL Increase Duration (5 rounds/rank) +4 PP
PP COST: 5 Increase Duration (10 rounds/rank) +6 PP
RANGE: Self 2 Points of Contact (Move = BMR) +4 PP
DURATION: 5 rounds/rank 1 Point of Contact (Move = Run) +4 PP
SPELL TYPE: Utility
RR: — VENOM BLADE
SPHERES: Shadowblade PP COST: 4
DESCRIPTION: All actions performed for the duration of RANGE: Touch
this spell are shrouded from magical and mental DURATION: 2 rounds/rank
divinations and scrying. For example, a spell user who SPELL TYPE: Utility
cast Past Visions to look at a room where the Shadow’s RR: —
Veil caster was present with this spell active would only SPHERES: Shadowblade, Warrior Mage
see a blurry figure rather the caster’s true form. DESCRIPTION: When cast, this spell coats the target
SCALING OPTIONS: weapon in magical venom. If the wielder of that weapon
Increase Veil (invisible to divinations/scrying) +5 PP hits a target and does damage, the target has to make a
Increase Duration (5 rnds/rnk) +4 PP Stamina-based RR(100) or receive a Tiny Internal
Increase Duration (10 rnds/rnk) +6 PP Poison Critical.
SCALING OPTIONS:
Increase Critical (per size increase) +4 PP
Increase RR (per +10 to RR target) +2 PP

49
ADDITIONAL SPELLS Attunement maneuver (if College of Magics is avail-
able, use a Medium Power Projection maneuver),
modified by -1 for each Power Point to be transferred
ANTI-CORROSION either direction. This battery may only hold a
PP COST: 11 maximum of 10 Power Points at any given time. A
RANGE: Touch spell caster must be touching the battery to add or
DURATION: 1 week withdraw Power Points from it.
SPELL TYPE: Utility SCALING OPTIONS:
RR: — Increase Duration (per day) +6 PP
SPHERES: Mage, Elementalist, Thaumaturge Increase Storage (per +5 PP capacity) +3 PP
DESCRIPTION: When cast upon a copper or bronze object
of 20 lbs or less, this spell prevents all forms of rust and
BURNING TOUCH
corrosion for the duration of the spell. At higher levels, PP COST: 5
Anti-Corrosion can prevent rust and corrosion on iron, RANGE: Self
steel, silver, brass etc. DURATION: 2 rounds/rank
SCALING OPTIONS: SPELL TYPE: Utility (Elemental)
Increase Size/Mass (per 20 lbs) +4 PP RR: —
Increase Duration (per week) +8 PP SPHERES: Mage, Elementalist
Protect Iron/Steel +5 PP DESCRIPTION : This spell covers the caster’s hands in
elemental energy. This energy is flame-like in
AURA appearance, and the caster may select what color the
PP COST: 5 elemental energy is (‘clear’ is not a color). Unarmed
RANGE: Touch or Martial Arts striking attacks do an extra Tiny
DURATION: 5 rounds/rank Heat critical in addition to the normal critical dealt.
SPELL TYPE: Utility The caster of this spell is completely immune to the
RR: — effects of this spell, and the elemental energy will
SPHERES: Universal not affect anything else unless the caster strikes
DESCRIPTION: Creates a dim aura around the target, (makes an attack against) it. The size of the extra
making it glow. This spell does not create enough light critical may not be increased above the size of the
to see by, but the glow is still visible even in natural attack to which it applies.
daylight. Caster chooses the color of the glow at the SCALING OPTIONS:
time of casting. Increase Duration (5 rnds/rnk) +4 PP
SCALING OPTIONS: Increase Duration (10 rnds/rnk) +6 PP
Increase Duration (10 rnds/rnk) +6 PP Include Feet +1 PP
Increase Duration (1 minute/rnk) +8 PP Change Elemental Type +1 PP
Increase Glow (Candle bright) +5 PP Increase Potency (increase extra crit size by 1) +4 PP
Increase Glow (Torch bright) +9 PP
CREATE DRINK
PP COST: 4
BATTERY RANGE: 10'
PP COST: 10 DURATION: —
RANGE: Touch SPELL TYPE: Utility
DURATION: 24 Hours RR: —
SPELL TYPE: Utility SPHERES: Universal
RR: — DESCRIPTION: This spell creates 1 pint of drinkable
SPHERES: Mage, Thaumaturge water in an appropriate receptacle within the range of
DESCRIPTION: The caster can temporarily enchant an the spell. The beverages created by this spell will
item so that can be used to store Power Points for the disappear if not consumed within 24 hours.
duration of the spell. While the item is enchanted, the SCALING OPTIONS:
caster, and only the caster, may freely add or with- Increase Amount (per pint) +3 PP
draw Power Points from the item. Anybody else may Create Non-Alcoholic Drink (caster’s choice) +6 PP
Create Alcoholic Drink (caster’s choice) +12 PP
add or remove Power Points by making a Hard

50
CREATE FOOD SPHERES: Mage, Elementalist
DESCRIPTION: Caster must learn a separate version of
PP COST: 4
this spell for each element. Caster shoots a cone of
RANGE: 10'
elemental energy from his fingertips. This cone is 2'
DURATION: —
wide in front of the caster, and is 30' long. The far
SPELL TYPE: Utility
end of the cone is 10' in diameter. All who are caught
RR: —
in the area of the cone are subject to a Tiny attack of
SPHERES: Universal
the appropriate elemental type. The caster’s skill with
DESCRIPTION: When cast, this spell creates enough trail/
this spell is also his OB in using it. Elemental energy
iron rations for one meal for one person. While not very
of the proper type courses through this cone, but
tasty, it is at least nutritious.
does not fill it completely, thus it is possible, although
SCALING OPTIONS:
unlikely, that a person within the cone can avoid
Create Simple Meal +4 PP
Create Fancy Meal +8 PP
being hurt. Each element does a specific type of
Create Additional Meals (per meal) +4 PP critical damage as listed below.
Element Critical Used
Fire Heat
Water Cold
Earth Impact
Air Electricity
If the cone is lengthened, its width at the end farthest
from the caster also expands by 2' in diameter.
SCALING OPTIONS:
Increase Potency (per attack size increase +4 PP
Increase Length (per 10' in length) +3 PP

ELEMENTAL LINE
PP COST: 6
RANGE: Self
DURATION: —
SPELL TYPE: Elemental
RR: —
SPHERES: Mage, Elementalist
DESCRIPTION: Caster must learn a separate version of
this spell for each element. Caster shoots a line
of elemental energy from his fingertips. This
line is 2.5' in diameter in front of the caster,
and is 25' long. All who are caught in the area
of the line are subject to a Tiny attack of the
appropriate elemental type. The caster’s skill
with this spell is also his OB in using it. Elemen-
tal energy of the proper type courses through this
line, but does not fill it completely, thus it is
possible, although unlikely, that a person within
the line can avoid being hurt. Each element does a
specific type of critical damage as listed below.
Element Critical Used
Fire Heat
ELEMENTAL CONE Water Cold
PP COST: 7 Earth Impact
RANGE: Self Air Electricity
DURATION: — SCALING OPTIONS:
Increase Potency (per attack size increase +4 PP
SPELL TYPE: Elemental
Increase Length (per 10' in length) +3 PP
RR: —

51
ELEMENTAL MISSILE The OB for the trap’s attack is determined by the
size of the attack, as indicated on the table given on page
PP COST: 4
78 of the HARP core rules. When the item is enchanted
RANGE: Touch
the caster must select a simple trigger such as stepping
DURATION: 2 rounds/rank
on a specific spot, or crossing a specific point (such as a
SPELL TYPE: Utility
door frame or window sill).
RR: —
SCALING OPTIONS:
SPHERES: Mage, Warrior Mage, Elementalist Increase Potency (per attack size increase +4 PP
DESCRIPTION: The caster can temporarily enchant a Area Attack (trap affects a 5' radius) +4 PP
missile (an arrow, a rock etc.) to deliver an elemental Increase Radius (requires Area Attack – per +5') +2 PP
critical when it hits its target. The critical is one attack Set Additional Triggers (per trigger) +4 PP
size smaller than the weapon attack size. The extra Set Complex Trigger +6 PP
critical is determined the same way as the normal
critical—no extra attack roll is made. This spell must be ENCHANT KEY
learned separately for each element. This spell dissipates PP COST: 11
at the end of its duration or once it has struck a target. RANGE: Touch
SCALING OPTIONS: DURATION: 1 Day
Increase Duration (5 rnds/rnk) +4 PP SPELL TYPE: Utility
Increase Duration (10 rnds/rnk) +6 PP RR: —
Increase Potency (critical increased by one size) +4 PP SPHERES: Mage, Thaumaturge
DESCRIPTION: The caster may imbue an item with a spell
ELEMENTAL PROTECTIONS matrix capable of holding a spell of up to 5 PP.
PP COST: 4 The base form of this spell embeds the spell or
RANGE: Touch spell effect into the Key Item being created by the
DURATION: 2 rounds/rank caster. Once complete, the Key Item remains dormant
SPELL TYPE: Utility until 24 hours after this spell is again cast on the Key
RR: — Item using the Activate Key Item scaling option. Other
SPHERES: Mage, Elementalist scaling options may also be used to set specific targets
DESCRIPTION: This spell reduces the damage of elemental or trigger effects.
criticals by -5. This spell must be learned separately for This spell has a number of special scaling options:
each element. Increase Matrix Potency: This allows higher-powered
SCALING OPTIONS: spells to be added to Key Items on a 1 for 1 PP basis.
Increase Duration (5 rnds/rnk) +4 PP Activate Key Item: Cast on a Key Item once it has
Increase Duration (10 rnds/rnk) +6 PP been installed to make the imbedded spell active.
Increase Protection (per -5) +4 PP
This scaling option is also used to recharge a Key
ELEMENTAL TRAP Item, allowing it to work for another year.
Specific Target: This spell is cast prior to the
PP COST: 10 activation of the Key Item in order to set a specific
RANGE: 10' target for the spell that is activated when triggered.
DURATION: 1 Hour Without the use of this spell, the target is the
SPELL TYPE: Elemental person or object that triggered the spell.
RR: — Set Simple Trigger Event: Unless a Key Item is made
SPHERES: Mage, Elementalist, Thaumaturge using the Constant Effect scaling option, it requires a
DESCRIPTION: This spell must be learned separately for trigger. Use of this scaling option allows the caster to
each element. When cast, this spell temporarily enchants set a simple trigger event. Refer to the spell, Spell
an object so that when a target within 5' of the Elemental Trigger, page 60 for more information on triggers.
Trap sets off the trigger, the item releases a Tiny jet of Set Complex Trigger Event: Unless a Key Item is made
elemental energy to strike the target. The type of critical using the Constant Effect scaling option, it requires a
done is determined by the element as listed below: trigger. Use of this scaling option allows the caster to set
Element Critical Used a complex trigger event. Refer to the spell, Spell Trigger,
Fire Heat page 60 for more information on triggers.
Water Cold Decrease Recharge Time: This scaling option
Earth Impact allows an imbedded spell to be triggered more often
Air Electricity than once per hour.

52
Trigger Effect: This scaling option allows the ENCHANT TRIGGER
imbedded spell to be activated every time that the PP COST: 9
trigger event happens. The imbedded spell also RANGE: Touch
causes the spell to remain active so long as the DURATION: 10 Minutes
trigger condition is met. This may not be used SPELL TYPE: Utility
with attack spells or spells that do not have a RR: —
specific duration. SPHERES: Mage, Thaumaturge
Constant Effect: This scaling option allows the DESCRIPTION: This spell allows the caster to temporarily
imbedded spell effect to remain active all the time. create a magic item, that he has crafted himself, which
This may not be used with attack spells or spells makes the wearer/bearer invisible to the effects of one
that do not have a specific duration. specific Key Item that has also been cast by the same
Universal Key Item: This scaling option has 2 caster. This item is also keyed to a specific user, who
uses. If used while creating the Key Item, it must be present at the time of the casting, and it may
allows any spell caster who knows this spell to only be used by that specific user.
activate, recharge, and set targets and triggers. SCALING OPTIONS:
This scaling option also allows a spell caster to Bypass Additional Key Item +5 PP
work on Key Items created by another caster who Increase Duration (1 Hour) +5 PP
did not use this option. Increase Duration (1 Day) +6 PP
Area Effect: This scaling option allows the caster Unkeyed (may be used by anyone) +6 PP
to have a spell effect work on an area that is 10' x Enchant Existing Non-Magical Item +10 PP
10' x 10' in size. It can only be used during the Make Permanent +10 PP
creation of the Key Item and cannot be used with
attack spells.
ENERGY WEB
Increase Area: This scaling requires that the scaling PP COST: 9
option, Area Effect, be used, and it increases the RANGE: 50'
area covered by the spell by an additional 10' cube DURATION: 5 rounds/rank
to the first one. SPELL TYPE: Attack
SCALING OPTIONS: RR: Magic
Increase Matrix Potency (per +1 PP) +1 PP SPHERES: Mage
Activate Key Item +1 PP DESCRIPTION: Caster shoots a net of translucent, glowing
Specific Target +2 PP force out of the palm of his hand. This Energy Web fills
Set Simple Trigger Event (per event) +2 PP a 5' radius, to a depth of 6", catching all within and
Set Complex Trigger Event (per event) +4 PP impeding their movement. Anybody within the area of
Decrease Recharge Time (10 minutes) +2 PP
webbing, or who enters the area will become trapped
Decrease Recharge Time (1 minute) +4 PP
Decrease Recharge Time (10 rounds) +6 PP
unless they can succeed in making a Magic-based
Decrease Recharge Time (5 rounds) +8 PP Resistance Roll (RR) against the target number supplied
Decrease Recharge Time (2 rounds) +10 PP by the RR column of the Maneuver Table.
Trigger Effect +10 PP A trapped character may make a RR against the
Constant Effect +20 PP original RR target each round in order to break free.
Universal Key Item +4 PP By using the scaling option, Web Wall, the caster
Area Effect (10' x 10' x 10') +4 PP makes a wall of energy webs that covers a 10' x 10' x 1'
Increase Area (by an additional 10' cube) +2 PP area. This wall must be anchored by at least three
opposing points. This works just as the normal Web,
only in a wall form rather than spread out over a
surface. The webs created by this spell put out enough
light to illuminate a 5' radius.
SCALING OPTIONS:
Increase Duration (10 rnds/rnk) +6 PP
Increase Duration (1 minute/rnk) +8 PP
Web Wall +3 PP
Personal Immunity (to web) +3 PP
Dark Webs (non-glowing, non-reflective) +4 PP

53
FALSE GLAMOUR DESCRIPTION: The caster is required to cast this spell
along with some method of divination (throwing bones,
PP COST: 9 dice, or other divination method). The caster must also
RANGE: Touch have a specific question in mind when using this spell.
DURATION: 5 rounds/rank That question must have only 2 possible choices for an
SPELL TYPE: Utility answer. This spell will bias the divination by 10% in
RR: — favor of the correct choice (GM rolls 1d100, 1-40 wrong
SPHERES: Mage answer, 41-100 right answer).
DESCRIPTION: False Glamour is used to foil and mislead SCALING OPTIONS:
magical detection and divination spells. When cast Increase Choices (per additional choice) +3 PP
upon an object, the spell creates a set of false informa- Increase Nudge (per +5% chance of right answer) +2 PP
tion about the object, which will register when magical
detections are cast on the object. The false information FIERY FORGE
must be specified when the spell is cast. The spell’s PP COST: 8
duration is triggered when a magical detection or RANGE: 50'
divination spell is cast on the object. If a detect magic is DURATION: 1 hour
cast on an object with a False Glamour on it prior to the SPELL TYPE: Utility
casting of magical detection and divination spells, the RR: —
object will register inactive magic. SPHERES: Mage, Elementalist, Thaumaturge
The False Glamour spell could be used to make an DESCRIPTION: When cast upon a normal, non-magical
ordinary sword appear to be highly magical, or to fire, it allows the fire to burn more efficiently. The fire
disguise a powerful magic item. The spell can also be set burns 50% hotter and longer than a normal fire would
to trigger the Detect Traps spell, making an area appear when using the same fuel. Such a fire will also leave 50%
to be trapped when it is not. Note that False Glamour less residue afterwards.
will only work with magical detects—it does not deceive SCALING OPTIONS:
the senses, Perception skills or lore skills. Increase Efficiency (per +5% increase) +2 PP
With the Multiple Glamour scaling option, the Increase Duration (per +1 Hour) +5 PP
caster may set up several different sets of false informa- Additional Fires (per additional fire) +4 PP
tion that can be discovered through
this spell. The False Glamour will
rotate through these in the order that
they were set, unless the Randomize
Glamour scaling option were also
used.
SCALING OPTIONS:
Increase Duration
(10 rnds/rnk) +6 PP
Increase Duration
(1 minute/rnk) +8 PP
Increase Duration
(10 minutes /rnk) +9 PP
Increase Duration
(1 hour/rnk) +10 PP
Multiple Glamour
(extra set of falsehoods) +7 PP
Randomize Glamours
(requires Multiple) +3 PP

FATE’S NUDGE
PP COST: 3
RANGE: Self
DURATION: —
SPELL TYPE: Utility
RR: —
SPHERES: Universal

54
FIRE FIEND DESCRIPTION: When cast upon a potion before its 1
month life is over, this spell will revitalize it and keep it
PP COST: 5
usable for another month. Unlike Stabilize Elixir
RANGE: 50'
(College of Magics, page 97), this spell will work on any
DURATION: 10 rounds/rank (C)
potion no matter how many Power Points the potion is
SPELL TYPE: Utility
imbued with.
RR: —
SCALING OPTIONS:
SPHERES: Mage, Elementalist Increase Range (to 10') +2 PP
DESCRIPTION: The caster can shape a normal fire into a Increase Duration (to 1 year) +9 PP
humanoid form, and then make it move at a rate of up
to 10' per round. This spell requires that there be a fire FRESHEN SPELL
(at least of campfire or fireplace size) within range at PP COST: 4
the time of the casting, as the Fire Fiend is created RANGE: 10'
from that flame. The base spell creates a Fire Fiend DURATION: —
that is 2' tall. Refer to page 55 for more information on SPELL TYPE: Utility
Elemental Fiends. RR: —
The Fire Fiend must remain within 50' of the caster SPHERES: Mage, Thaumaturge
all times. The caster is required to concentrate to control DESCRIPTION: By using this spell, a caster may extend one of
the Fire Fiend. Should he drop the concentration, the his own existing spells by its original duration. This may
Fire Fiend will just dissipate. only be used on spells whose durations have not yet expired.
The scaling option, No Concentration, allows the SCALING OPTIONS:
caster to give the Fire Fiend simple verbal commands Extend Another’s Spells +6 PP
that the Fiend will follow. With the scaling option, Double Original Duration +6 PP
Mental Control (requires the No Concentration scaling
option), allows the caster to give the simple commands FRESHEN WARDS
without speaking. PP COST: 12
SCALING OPTIONS: RANGE: 10'
Increase Fiend Size (per size increase) +4 PP DURATION: 1 year
Increase Range (per +50') +1 PP SPELL TYPE: Utility
No Concentration +5 PP
RR: —
Mental Control +4 PP
Create Flame (no external source needed) +4 PP SPHERES: Mage, Thaumaturge
DESCRIPTION: When cast upon a set of Mobile Wards
FRESHEN CHARM (refer to page 57), this spell will recharge their vitality
PP COST: 11 making them usable for another year.
RANGE: Touch SCALING OPTIONS:
Increase Duration (per additional year) +9 PP
DURATION: 1 month
SPELL TYPE: Utility GLIDE*
RR: —
PP COST: 11
SPHERES: Mage, Thaumaturge
RANGE: 50'
DESCRIPTION: When cast upon a charm before its 1
DURATION: 5 rounds/rank
month life is over, this spell will revitalize the ingredi-
SPELL TYPE: Utility
ents of the charm so that its life is extended by another
RR: —
month.
SPHERES: Mage
SCALING OPTIONS:
Increase Range (to 10') +2 PP DESCRIPTION: Adjusts the speed of a falling object or target to
Increase Duration (to 1 year) +9 PP 10' per second. If the spell is still active when the target reaches
the ground, the Glide also ensures a safe, soft landing.
FRESHEN POTION Should the spell expire before the target of the spell
PP COST: 11 reaches the ground, the target will fall as normal from
RANGE: Touch the height at which he was when the spell expired.
DURATION: 1 Month SCALING OPTIONS:
SPELL TYPE: Utility Increase Duration (10 rnds/rnk) +6 PP
RR: — Increase Duration (1 minute/rnk) +8 PP
SPHERES: Mage, Thaumaturge Each Additional Target +4 PP

55
HIDDEN POCKET SCALING OPTIONS:
Increase Damage (per 1d10) +4 PP
PP COST: 13
Increase Damage (per -5 modifier) +4 PP
RANGE: Touch Static Duration (2 rnds/rnk) +3 PP
DURATION: 1 Week Static Duration (5 rnds/rnk) +5 PP
SPELL TYPE: Utility Unique Effects +5 PP
RR: —
SPHERES: Mage LEVITATION*
DESCRIPTION: This spell enchants a given item like a PP COST: 8
pouch or an individual pocket on a larger item so RANGE: 10'
that it holds much more than it normally would. This DURATION: 5 rounds per rank
spell creates an extra-dimensional pocket of space on RR: —
the ethereal plane. Anything placed in this pocked SPHERES: Universal
must be able to fit through the container’s opening, DESCRIPTION: Allows target to move up and down
but its size and shape are of no matter. All items vertically 5'/round; the target can only move horizon-
placed into a Hidden Pocket will weigh one tenth of tally with some form of assistance, such as pulling
their normal weight, and the Hidden Pocket can hold himself along a rope, or using a vertical surface for
up to 25 pounds of material maximum. If more than support.
that is placed in the pocket, it will tear and all of its SCALING OPTIONS:
contents will be lost on the ethereal plane. At the Increase Duration (5 rnds/rnk) +4 PP
expiration of the spell, all contents of the pocket will Increase Duration (10 rnds/rnk) +6 PP
appear on the ground next to the container/object Each Additional Target +4 PP
containing the Hidden Pocket. There is no air in the
pocket. When the caster goes to remove items from MAGIC DARTS
the pocket, he will immediately be able to grab the PP COST: 3
proper item on the first try, no matter how many RANGE: 50'
items are in the Hidden Pocket. DURATION: —
SCALING OPTIONS: SPELL TYPE: Directed Attack
Increase Weight (per +25 lbs) +2 PP RR: —
Preserving Pocket (things don’t go bad) +6 PP SPHERES: Universal
ILLUSIONARY SPELL DESCRIPTION: This spell creates and shoots 10 tiny darts
at a single target. The target gets his DB, and the
PP COST: 7 caster’s skill with this spell is his OB. Should a hit be
RANGE: Self indicated, a 1d10 is rolled to see how many of the darts
DURATION: Concentration hit. Each specific dart does 1 point of damage to the
SPELL TYPE: Attack target. For every 5 hits done in a single attack, the
RR: Magic target begins bleeding at a rate of 1 hit per round. If
SPHERES: Mage used against multiple targets, the total number of darts
DESCRIPTION: This spell allows the caster to appear as if is divided equally between each target.
he is casting a spell that he has studied using the spell, SCALING OPTIONS:
Study Target. While being cast, this spell will appear as Increase Darts (per +10 darts) +2 PP
the Studied Spell. After being cast, any visual effects of Increase Dart Size (per +1 hit per dart) +3 PP
the Studied Spell will also be visible. All who view the Increase Range (per +50') +1 PP
spell will see the illusionary effects of the spell. If the Increase Targets (per additional target) +4 PP
target fails his Resistance Roll, he receives 1d10 hits
that will last as long as the caster concentrates.
The scaling option, Unique Effects, allows the
caster to create his own illusionary spell effects. These
may be a combination of spells that have been
studied or a wholly unique visual effect that the
caster has created on his. The caster may have 1
Unique Effects option for every 5 ranks that he has in
the Crafts: Painting skill.

56
MINOR LIGHT/SOUND ILLUSION Set Secondary Trigger: This scaling option allows
the caster to set a secondary trigger. This means that
PP COST: 5
the wards will not automatically worked when placed,
RANGE: 50'
but require the command word, which is often
DURATION: 2 rounds per rank
engraved on all four items (part of the command word
SPELL TYPE: Utility
on each ward item).
RR: —
Decrease Recharge Time: This scaling option
SPHERES: Mage
allows for a shorter recharge time once the wards have
DESCRIPTION: Caster can create simple visual or auditory
been deactivated.
illusions of sounds and sights that he or she has studied
No Recharge Time: This scaling option allows a set
using Study Target. These illusions can be created
of wards to work whenever they are activated, with no
anywhere with the 5' radius of the spell.
need for a recharge time.
SCALING OPTIONS:
Universal Item: This scaling option allows a set of
Increase Duration (5 rnds/rnk) +4 PP
wards to work no matter what their orientation. Lining
Increase Duration (10 rnds/rnk) +6 PP
up each ward item with one of the cardinal compass
Increase Range (per +50') +1 PP
Complex Sounds (as in speech) +3 PP
points is no longer required.
Increase Area: This scaling increases the area covered
MOBILE WARDS by the wards by an additional 10' diameter.
PP COST: 12 SCALING OPTIONS:
RANGE: Touch Increase Matrix Potency (per +1 PP) +1 PP
DURATION: 1 Day Recharge Wards +1 PP
SPELL TYPE: Utility Set Secondary Trigger +2 PP
Decrease Recharge Time (10 minutes per hour) +2 PP
RR: —
Decrease Recharge Time (1 minute per hour) +4 PP
SPHERES: Mage, Thaumaturge Decrease Recharge Time (10 rounds per hour) +6 PP
DESCRIPTION: Caster is able to imbue a set of 4 items Decrease Recharge Time (5 rounds per hour) +8 PP
with a complex matrix that will work together to Decrease Recharge Time (2 rounds per hour) +10 PP
create a specific effect when all four items are properly No Recharge Time +15 PP
placed. This matrix can hold a spell or effect of up to 5 Universal +4 PP
Power Points. Increase Area (by an additional 10' diameter) +2 PP
The caster has to craft the items to be used by the
wards, and then cast this spell every day for 7 days. At
PURIFY SUBSTANCE
the end of this time, the wards will then be ready to be PP COST: 17
used. After 1 year, the Mobile Wards will cease to RANGE: 10'
function until they are recharged. Any spell-caster who DURATION: —
knows this spell may recharge a set of wards. SPELL TYPE: Utility
Once used, a set of wards will work up to 1 day. At RR: —
that point, they will need to recharge for at least 1 full SPHERES: Mage, Thaumaturge
hour for each hour that they had been used before they DESCRIPTION : Transform up to 5 cubic feet of
will work again. material, neutralizing and negating any toxic or
To activate a set of wards, the wards items must be harmful substances in the material. Thus, while
placed in a circle. This circle has a maximum diameter contaminated water will still be dirty, it will at least
of 20' (it can be made smaller if the user likes), and the be drinkable. The scaling option, Separate Compo-
ward items must be placed on or near the cardinal nents, allows the caster to separate a substance into
direction points of the circle (North, East, South, & a number of components, removing toxic and
West). When this is done, the imbued effect will cover harmful substances and placing them in containers
the entire area of the circle formed. designated by the caster rather than transmuting
This spell has a number of special scaling options: them into something more harmful.
SCALING OPTIONS:
Increase Matrix Potency: This allows higher-
Increase Amount (per +1 cubic feet) +1 PP
powered spells to be added to Key Items on a 1 for 1
Separate Components +3 PP
PP basis.
Recharge Wards: This scaling option is also used to
recharge a set of wards, allowing them to work for
another year.

57
REPEL PESTS 1 ton silver statue would take (10 x 5) or 50 days.
SCALING OPTIONS:
PP COST: 9
Increase Object Size I (per +20 lb) +3 PP
RANGE: 10' Increase Object Size II (per +200 lb) +6 PP
DURATION: 1 hour Increase Object Size III (per +2,000 lb) +12 PP
SPELL TYPE: Utility Portion of Object (affects part of larger object) +4 PP
RR: —
SPHERES: Universal REVERSE PHANTASM
DESCRIPTION: Repels all normal insects and vermin such PP COST: 6
as mice, rats, squirrels within a 10' radius of the target RANGE: 10'
point. The spell also works against leeches, and other DURATION: 5 rounds/rank
unwholesome creepy crawlies. It does not affect SPELL TYPE: Utility
monsters—so it would not repel giant ants or giant rats. RR: —
SCALING OPTIONS: SPHERES: Mage
Increase Duration (1 day) +6 PP DESCRIPTION: A Phantasm spell allows the caster to create
Increase Duration (1 week) +8 PP the image and other sensory data for something that
Increase Radius (per +10' radius) +2 PP isn’t really there. This spell allows the caster to remove
sensory data so that something that is there can be
REVERSE CORROSION made to seem like it isn’t. This spell can be used to
PP COST: 11 “erase” one object or person from a scene, so long as
RANGE: Touch that object will fit within a 5' radius sphere. This erased
DURATION: 24 hours object or person cannot move without disrupting the
SPELL TYPE: Utility spell. Reverse Phantasms with the sense of touch
RR: Magic removed will do no damage to targets struck with or by
SPHERES: Mage, Elementalist, Thaumaturge the item.
DESCRIPTION: Gradually and permanently reverses the SCALING OPTIONS:
effects of corrosion or rust, restoring an item to its Remove Sense (per sense removed) +4 PP
original state. The base spell affects 20 lbs of metal that Moving Reverse Phantasm (5' per round) +4 PP
is lightly corroded. The duration of the spell is the Increase Range (50' range) +2 PP
amount of time it takes for rust and corrosion to be Increase Area (to 10' radius) +2 PP
removed from the object. Increase Area (per additional +10' radius) +2 PP
This spell can only be cast once per day on the
target—multiple castings will not speed the process of
SANCTUARY
reversing the corrosion. The base spell affects a metal PP COST: 14
object weighing up to 20 lbs or 20 lbs worth of corroded RANGE: Touch
metal objects—such as a hoard of silver coins. Objects DURATION: 1 Day
of a larger size or weight may be the target of this spell, SPELL TYPE: Utility
but only through the use of Scaling Options. Depending RR: —
on the amount of corrosion or the size of the object, it SPHERES: Mage
may be necessary to cast this spell several times to DESCRIPTION: When cast, this spell created a magical,
restore the object to its original condition. To calculate glowing doorway into an extra-dimensional space
the number of times that the spell must be cast multiply formed by this spell. This space is an empty circular
the size of the object times the amount of the corrosion, room 20' in diameter, with a 10' high ceiling. Once
using the table below as a guideline. inside, the caster may close the doorway to the room,
but the doorway cannot be closed if anybody but the
Object Size Amount of Corrosion caster is inside. If the doorway is closed while the caster
1—20 lbs of metal (Size I) 1—light speckling is outside, the spell ends, and anything left inside is
10—1 ton (Size II * 10) 5—heavy coat of corrosion scattered upon the ethereal plane.
20—40 tons (Size III * 20) 9—falling to pieces While inside, the caster can close the door to the
Using the guidelines above the GM and players can material plane, and all within the room will be unreach-
determine how often the spell must be cast and how able from the material plane. The caster can re-open the
long the de-corrosion process will take. To restore a doorway at any time, along any point of the created
broadsword that is falling to pieces to new would take (1 room (up to 20' from the original doorway). At the end
x 9) 9 castings, or 9 days. Restoring a heavily tarnished of the expiration of the spell, the doorway will auto-

58
matically re-open, and the room will begin shrinking, SLICK
which will push the contents of the room out upon the
PP COST: 7
ground. While inside the sanctuary, those inside will
RANGE: 10'
have no idea of the conditions outside.
DURATION: 5 rounds per rank
The inside of the sanctuary is lit by a soft glow that
SPELL TYPE: Utility
anybody within the sanctuary may adjust, up to daylight
RR: —
bright or down to no light at all, with but a round of
SPHERES: Mage
concentration. The inside maintains a comfortable
DESCRIPTION: Creates a 5' radius area of slick, slippery
temperature, no matter what the outside temperature is,
smoothness. The Slick takes 3 rounds to form, allowing
and the air supply is constantly refreshed
anybody within the radius time enough to exit without
This spell has a few unique scaling options:
being affected by the spell. Any being entering the area
Increase Sanctuary – This allows the caster to make must make a Very Hard Agility Maneuver (or a Hard
the sanctuary larger by adding 10' to the radius. Acrobatics Maneuver) to move normally or they will
Shape Sanctuary – This allows the caster to shape fall. Regaining footing requires an Extremely Hard
the sanctuary into any shape (rectangular room, Agility Maneuver (or a Very Hard Acrobatics Maneu-
hall with cubicles, etc.) so long as there is enough ver). A person may negate the effects of the Slick spell
space available. on himself by using the Traction spell.
Mobile Sanctuary – This allows the caster to SCALING OPTIONS:
temporarily enchant an item, any item, to be the Increase Duration (10 rnds/rnk) +6 PP
focus of the spell. The sanctuary is centered upon Increase Radius (to 10' radius) +2 PP
this item, and will travel with it. It allows the Increase Radius (per +10' radius) +2 PP
doorway to be closed by the item holder or by Increase Slickness (increases difficulties by 1) +4 PP
anybody inside the sanctuary. Those inside may
also re-open the doorway at any time. SMOKE FIEND
View Window – This creates a window at one point PP COST: 5
of the sanctuary wall that allows those inside to RANGE: 50'
view the outside, as if they were really looking out DURATION: 10 rounds/rank (C)
of a window. SPELL TYPE: Utility
Furnish Sanctuary – This scaling option allows the RR: —
caster to create furniture for the sanctuary, as SPHERES: Mage, Elementalist
simple or as fancy as the caster likes, though this DESCRIPTION: The caster can to shape normal smoke
decision affects all furniture created (no making a into a humanoid form, and then make it move at a rate
fancy bed for oneself and just plain pallets for of up to 10' per round. This spell requires that there be a
everybody else). smoking fire (at least of campfire or fireplace size)
SCALING OPTIONS: within range at the time of the casting, as the Smoke
Increase Sanctuary (per +10' radius) +2 PP Fiend is created from the smoke of the fire. The base
Shape Sanctuary +3 PP spell creates a Smoke Fiend that is 2' tall. Refer to page
Mobile Sanctuary +10 PP 63 for more information on Elemental Fiends.
View Window (per window) +2 PP The Smoke Fiend must remain within 50' of the
Furnish Sanctuary +6 PP
caster all times. The caster is required to concentrate to
Increase Duration (per additional day) +6 PP
control the Smoke Fiend. Should he drop the concentra-
tion, the Smoke Fiend will just dissipate.
The scaling option, No Concentration, allows the
caster to give the Smoke Fiend simple verbal commands
that the Fiend will follow. With the scaling option,
Mental Control (requires the No Concentration scaling
option), allows the caster to give the simple commands
without speaking.
SCALING OPTIONS:
Increase Fiend Size (per size increase) +4 PP
Increase Range (per +50') +1 PP
No Concentration +5 PP
Mental Control +4 PP
Create Smoke (no external source needed) +4 PP

59
SPELL TRIGGER Event Trigger +5 PP
Multiple Triggers (per each trigger) +1 PP
PP COST: 16 Complex Triggers (per each special condition) +4 PP
RANGE: Touch
DURATION: 1 hour per rank STONE FIEND
SPELL TYPE: Utility PP COST: 5
RR: — RANGE: 50'
SPHERES: Mage, Thaumaturge DURATION: 10 rounds/rank (C)
DESCRIPTION: Using this spell the caster may temporarily SPELL TYPE: Utility
imbed a spell into a small movable item or on a small RR: —
non-movable area (of up to a 6" radius) with the SPHERES: Mage, Elementalist
imbedded spell being set to activate upon a certain DESCRIPTION: The caster can shape a normal fire into a
simple trigger. First the caster must cast this spell on the humanoid form, and then make it move at a rate of up
item or area where the spell will be imbedded. He must to 10' per round. This spell requires that there be plenty
then cast the spell to imbed within 1 minute of the of stones (at least enough to form the fiend) within
completion of this spell. range at the time of the casting, as the Stone Fiend is
When casting this spell, the caster must also select created from those stones. The base spell creates a Stone
a specific Trigger to activate the imbedded spell. Area Fiend that is 2' tall. Refer to page 63 for more informa-
effect spells will be centered upon the Trigger, while tion on Elemental Fiends.
targeted spells, such as bolts or spells that affect an The Stone Fiend must remain within 50' of the
individual target will target the one who sets off the caster all times. The caster is required to concentrate to
trigger. control the Stone Fiend. Should he drop the concentra-
The base Trigger is the Time Trigger; this and the tion, the Stone Fiend will just dissipate.
other types of Triggers are described below. If the The scaling option, No Concentration, allows the
Trigger is not activated within the duration of this spell; caster to give the Stone Fiend simple verbal commands
the energy of both this and the imbedded spell will that the Fiend will follow. With the scaling option,
dissipate harmlessly. Mental Control (requires the No Concentration scaling
Time Trigger: the spell takes effect at a specific time option), allows the caster to give the simple commands
within the duration. without speaking.
Movement Trigger: the spell takes effect when a specific SCALING OPTIONS:
movement occurs. Increase Fiend Size (per size increase) +4 PP
Sound Trigger: the spell takes effect when a specific Increase Range (per +50') +1 PP
No Concentration +5 PP
sound or combination of sounds, such as a command
Mental Control +4 PP
word, happens. Create Stones (no external source needed) +4 PP
Target Trigger: the spell takes effect when a target
(previously studied using Study Target) gets within 5' of SUSTAIN SELF
the Spell Trigger.
PP COST: 9
Event Trigger: the spell takes effect when a specific
RANGE: Self
event occurs, such as the opening of a door or the
DURATION: 24 Hours
Trigger object being moved.
SPELL TYPE: Utility
Multiple Triggers: the spell takes effect when any one of
RR: —
several preset Triggers takes effect. The PP cost for each
SPHERES: Universal
Trigger must also be paid.
DESCRIPTION: Provides the caster’s body with all the
Complex Trigger: this allows the caster to set up a
nutrients needed for 1 full day. The target needs no food
trigger with built-in conditional arguments allowing for
or water for the duration. However, once the duration
special case exceptions to activating the Trigger. The PP
has expired, the caster will be required to consume twice
cost of the original Trigger must still be paid as well.
his normal amount of sustenance each day for as many
SCALING OPTIONS:
days as he was under the effects of this spell or he will be
Increase Duration (1 day/rnk) +12 PP
at -50 for two days for each day that he was under the
Increase Duration (1 week/rnk) +15 PP
effects of the spell.
Movement Trigger +2 PP
Sound Trigger +3 PP
SCALING OPTIONS:
Target Trigger +4 PP Increase Duration (per day) +6 PP
Sustain Breath (no need to breath) +5 PP

60
TEAR CLOUD TRANSCRIPTION
PP COST: 5 PP COST: 4
RANGE: 50' RANGE: Touch
DURATION: 5 rounds DURATION: 2 rounds per rank
SPELL TYPE: Attack
SPELL TYPE: Utility
RR: Magic
RR: —
SPHERES: Mage, Thaumaturge, Vivamancer
SPHERES:
DESCRIPTION: Ceates a 5'radius cloud of noxious gas that
DESCRIPTION: Magically and accurately transcribes text
will affect all within its radius that fail their Resistance
and images from one source to writing
Roll. All who are affected receive a -10 to all
materials of the caster’s choice. The
actions from tearing eyes and nausea
spell requires writing materi-
for the duration. Targets must make
als and a writing surface.
a Resistance Roll for each round
The caster must specify
that they are within the cloud,
the transcription
and all durations are
source, which must
cumulative. The Tear
be within sight
Cloud will move with the
and touch the
wind, but will not
writing materi-
dissipate until its
als and writing
duration has ended.
surface while
SCALING OPTIONS:
casting the
Increase Duration (10
rounds) +3 PP spell. Tran-
Increase Duration scription is
(1 minute) +4 PP 100% accu-
Increase Potency rate—and will
(per -10) +4 PP transcribe
source material
TRACTION as it is written—
PP COST: 4 including
RANGE: Self mistakes. The
DURATION: 2 rounds/rank spell will not fill in
SPELL TYPE: Utility damaged text or
RR: — missing words.
SPHERES: Universal This spell will tran-
DESCRIPTION: Caster can run on uneven, scribe one “page” worth of
unstable surfaces (sand, ice, etc.) as if he or material per round for the duration of this
she were on normal ground. Use of this spell also spell. The caster must also be able to see the entire item
negates the effects of the spell, Slick, in relation to the to be transcribed at the time of casting, be it a book,
target of this spell. inscriptions on an obelisk, or even a massive wall fresco.
SCALING OPTIONS: Items, such as books that are on another person gain a
Increase Duration (5 rnds/rnk) +4 PP Magic-based RR against this spell. The item gains the
Increase Duration (10 rnds/rnk) +6 PP RR bonus of the person who has possession of the item.
Change Range to Touch +4 PP SCALING OPTIONS:
Additional Targets (per target; requires Touch) +4 PP Increase Duration (5 rnds/rnk) +4 PP
Increase Duration (10 rnds/rnk) +6 PP
Increase Transcription Rate (2 pages/round) +3 PP
Increase Transcription Rate (5 pages/round) +6 PP
Increase Transcription Rate (10 pages/round) +9 PP

61
WIZARD’S MARK item belongs to. Just touching the item will auto-
matically impart the name of the owner of the item
PP COST: 10
to the person touching it.
RANGE: Touch
Visible Mark: This scaling option makes the
DURATION: 24 Hours Wizard’s Mark into a visible design that is placed
SPELL TYPE: Utility somewhere upon the item.
RR: — Mark for Others: This scaling option allows the
SPHERES: Mage caster to imprint an item with a Mark for some-
DESCRIPTION: When cast, this spell imprints an item body other than himself.
with a unique mark or signature of the caster. Any Remove Mark: This scaling option allows a mage to
character attempting to attune to the item will immedi- remove a permanent Wizard’s Mark from an item.
ately know that the item is the possession of the caster This is especially useful for when the mage is selling
of this spell. This spell also doubles as a “Landmark” for a marked item.
the spell Locate Landmark, but only the caster of this SCALING OPTIONS:
spell may use it in this way. This spell has a number of Increase Duration (1 week) +7 PP
unique scaling options available to it. These scaling Increase Duration (1 month) +8 PP
options make this spell much more versatile overall. Impart Mark Information +2 PP
Each is described below: Visible Mark +2 PP
Mark for Others +4 PP
Impart Mark Information: Using this scaling
Remove Mark +5 PP
option, no attunement is required to know who the

62
ELEMENTAL FIENDS
This product introduces several spells that allow a Criticals. Water-based elemental attacks will do
spell user to create artificial creatures out of elemental double normal damage to the Fire Fiend. Non-
substances. These creatures are not intelligent or magical attacks made with normal water can
sentient in any manner and are controlled completely by affect the Fire Fiend where other mundane
their caster. weapons can barely scratch it. A waterskin
All Elemental Fiends start out being only 2' tall and filled with water would be considered to be a
doing Tiny Criticals of the appropriate type. Scaling Small attack against it, while a bucket of water
options may be used to increase them up to Huge in would be at least a Medium attack. Attacks
size. For each size increase, the amount of elemental made with non-magical water would use the
substance required to create the Fiend doubles, and the Impact Critical tables.
Fiend is another 2' taller. Thus a Medium Fiend would Smoke Fiend – The Smoke Fiend deals Impact
be 6' tall and do Medium Criticals. Criticals. Earth-based elemental attacks will do
All Elemental Fiends have the same stats when it double normal damage to the Smoke Fiend.
comes to combat, as shown by the table below. The Non-magical attacks with normal earth or
Fiends do not have a bonus for Will-based Resistance stone can affect the Smoke Fiend where other
Rolls because they have no mind that can be affected by mundane weapons can barely scratch it. The
spells requiring rolls of that type. size of an attack made with stones and dirt will
The spell, Mist Phantom works like the Elemental be based upon the amount used. A regular
Fiends, except that it has a Will RR bonus equal to that stone would be a Tiny attack, while a fist-sized
of the other RR bonuses as it is animated by a magically rock would be small, and anything larger
created spirit rather than just plain force. Like the would be at least a Medium attack.
Elemental Fiends, it starts off doing Tiny Criticals and Stone Fiend – When making attacks, the Stone
that can be scaled up. However, unlike the Elemental Fiend deals Crush Criticals. Air-based elemen-
Fiends, the Mist Phantom is human sized and shaped tal attacks, of the will do double normal
no matter what size critical it is doing. The Mist damage to the Stone Fiend.
Phantom is limited to moving no more than 10' per Water Fiend – The Fire Fiend deals Impact
round just as the Elemental Fiends are. Criticals. Fire-based elemental attacks will do
Elemental Fiends are not treated like other mon- double normal damage to the Water Fiend.
sters. Basically, they have bodies made of elemental Non-magical attacks with normal fire can
material being held together by magical force. Normal affect the Water Fiend where other mundane
weapons will only do half of the normal amount of weapons can barely scratch it. A normal torch
concussion damage while magical weapons will work would be considered a Small attack.
normally. Elemental Fiends are also immune to all Mist Phantom – The Mist Phantom deals Cold
effects of criticals except the hits. Each type of Fiend Criticals. Fire or Earth-based elemental attacks
does a specific type of critical and takes special damage will do double normal damage to the Water
from its opposing element as listed below. Fiend. Non-magical attacks with normal fire or
Fire Fiend – The Fire Fiend deals Heat stones and rocks can affect the Water Fiend
where other mundane weapons can barely
scratch it. A normal torch would be considered
a Small attack. The size
of an attack made with
Elemental Fiend Combat Stats
stones and dirt will be
Size Init Hits DB OB Stamina RR Will RR Magic RR based upon the amount
used. A regular stone
Tiny Fiend 5 30 40 40 20 Ñ 20
would be a Tiny
Small Fiend 10 60 60 60 30 Ñ 30 attack, while a fist-
Medium Fiend 15 90 80 80 40 Ñ 40 sized rock would be
small, and anything
Large Fiend 20 120 100 100 50 Ñ 50 larger would be at
Huge Fiend 25 150 120 120 60 Ñ 60 least a Medium attack.

63
INDEX
A
Additional Spells .............................. 50 Druid Sphere ................................... 24 Deflections .......................................... 37
Anti-Corrosion .................................. 50 Air Wall .............................................. 24 Distractions ........................................ 37
Aura .................................................... 50 Animal Shifting ................................... 24 Divinations ........................................ 37
Battery ................................................. 50 Beast Staff ........................................... 24 Fear ...................................................... 37
Burning Touch ................................... 50 Breezes ............................................... 24 Finding ................................................ 38
Create Drink ....................................... 50 Carnivorous Plant .............................. 24 Fire Nerves .......................................... 38
Create Food ........................................ 51 Control Animal ................................. 25 Hypnotic Globe .................................. 38
Elemental Cone ................................. 51 Cool ..................................................... 25 Invisibility .......................................... 39
Elemental Line ................................... 51 Creeping Mist .................................... 25 Long Door ......................................... 39
Elemental Missile ............................... 52 Druidstaff ........................................... 26 Long Ear .............................................. 39
Elemental Protections ........................ 52 Earth Tunnel ....................................... 26 Long Eye ............................................. 39
Elemental Trap ................................... 52 Earth Wall ........................................... 26 Long Whisper .................................... 39
Enchant Key ........................................ 52 Earthen Transmutations ................... 26 Mage Armor ...................................... 40
Enchant Trigger .................................. 53 Elemental Auras .................................. 26 Magestaff ............................................ 40
Energy Web ......................................... 53 Expand Wood ..................................... 27 Merging Ways .................................... 40
False Glamour .................................... 54 Fissure ................................................ 27 Mind Reading ..................................... 40
Fate’s Nudge ........................................ 54 Flash ................................................... 28 Mind Scan .......................................... 41
Fiery Forge .......................................... 54 Grappling Mist ................................... 28 Mind Speech ...................................... 41
Fire Fiend ............................................ 55 Heat ..................................................... 28 Mind Store ......................................... 41
Freshen Charm ................................... 55 Hues .................................................... 28 Mind Tongue ..................................... 41
Freshen Potion .................................... 55 Mist Phantom ..................................... 28 Misfeel ................................................. 42
Freshen Spell ....................................... 55 Nature’s Awareness ............................. 29 Nightvision ........................................ 42
Freshen Wards .................................... 55 Nature’s Passage ................................. 29 Passing ................................................. 42
Glide ................................................... 55 Nature’s Strength ................................ 29 Past Visions ........................................ 42
Hidden Pocket .................................... 56 Nature’s Tongue ................................. 30 Presence ............................................. 42
Illusionary Spell .................................. 56 Obscuring Mist ................................... 30 Scrying ............................................... 42
Levitation ........................................... 56 Plant Disguise ..................................... 30 Sensory Overload .............................. 43
Magic Darts ....................................... 56 Plant Growth ...................................... 30 Shadow Mystic ................................... 43
Minor Light/Sound Illusion .............. 57 Plant Healing ..................................... 30 Suggestion .......................................... 43
Mobile Wards ...................................... 57 Plant Shaping ...................................... 31 Telekinesis .......................................... 44
Purify Substance ................................. 57 Quicksand ........................................... 31 True Sight ........................................... 44
Repel Pests .......................................... 58 Repel Animal ...................................... 31 Truth Reading .................................... 44
Reverse Corrosion .............................. 58 Share Animal Sense ............................ 31
Sleep Mist ............................................ 31
O
Reverse Phantasm ............................... 58
Sanctuary ............................................ 58 Spikes .................................................. 32 Order of the Volcano ...................... 11
Slick .................................................... 59 Summon Animal ................................ 32 P
Smoke Fiend ....................................... 59 Tangle Vines ........................................ 32 Professions .......................................... 4
Spell Trigger ........................................ 60 Thorn Blast ......................................... 33 Adventurer ............................................. 4
Stone Fiend ......................................... 60 Thorn Wall .......................................... 33 Druids .................................................... 6
Sustain Self ......................................... 60 Thunderclap ...................................... 33 Mystic ..................................................... 5
Tear Cloud ......................................... 61 Traceless Passing ................................ 34 Shadowblade .......................................... 5
Traction ............................................... 61 Tree Door ........................................... 34
Transcription ..................................... 61 Tree Merge .......................................... 34 S
Wizard’s Mark .................................... 62 Tree Skin ............................................. 34 Sample Training Packages ................ 10
Adventurer Sphere .......................... 18 Unfog ................................................. 34 Shadowblade Sphere ......................... 45
Calm .................................................... 18 Vacuum .............................................. 34 Changing Ways ................................... 45
Deflect ................................................ 18 Water Corridor .................................. 35 Clinging Shadows ............................... 45
Distractions ........................................ 18 Web .................................................... 35 Deep Trance ....................................... 45
Elemental Weapon ............................. 18 Web Bolt ............................................. 35 Deepen Shadows ................................ 45
Energy Blade ...................................... 19 E Deflect ................................................. 46
Energy Shield ...................................... 19 Far Sense ............................................ 46
Elemental Fiends ............................. 63
Enhance Armor .................................. 20 Infravision ........................................... 46
Far Sense ............................................ 20 F Misfeel ................................................. 46
Find Shelter ......................................... 20 Friends of Otto ................................. 10 Nightvision ......................................... 47
Force Bands ........................................ 20 Adventuring Friend (FoO) ................. 10 Poison Eye .......................................... 47
Force Wave .......................................... 21 Binder (FoO) ....................................... 10 Poison Lore ........................................ 47
Hammer Strike ................................... 21 Magineer .............................................. 11 Shadow Armor ................................... 48
Hues .................................................... 21 Magus (FoO) ....................................... 11 Shadow Bolt ........................................ 48
Infravision .......................................... 21 Order of the Volcano .......................... 11 Shadow Step ....................................... 48
Jolts ..................................................... 21 Shadowblade ...................................... 48
G Shadowport ........................................ 49
Landmine ........................................... 21
Locate Food ........................................ 22 Guild Spells ......................................... 9 Shadow’s Veil ..................................... 49
Mage Light ......................................... 22 H Spider Climb ....................................... 49
Path Lore ............................................ 22 Home Away From Home Venom Blade ...................................... 49
Poison Lore ......................................... 22 (The Friends of Otto) ............. 12 T
Scattershot .......................................... 23 Tables
Sound Dampening ............................. 23 M
Magic & Campaign Setting ............ 14 Druid Sphere Table .............................. 6
Steel Skin ............................................. 23
Elemental Fiend Combat Stats .......... 63
Tongues ............................................... 23 Mystic Circle .................................... 36 Enhanced Limited Visibility ................. 7
C Analysis .............................................. 36 Spell List ............................................. 17
Barrier Sight ...................................... 36
Creating Guild Training Packages ..... 9 Talents & Special Abilities .................. 7
Bladeturn ........................................... 36
D Creating Guild Training Packages ........ 9
Changing Ways ................................... 36
Designing Guild Training Packages ...... 9
Designing Guild Training Packages .. 9 Cloud Scrying ..................................... 36
Enhanced Vision .................................... 7
Command .......................................... 37
Guild Spells ............................................ 9
Influence Animals (Multiple Talents)7, 8
64

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