Ingenium
Ingenium
Designed and Written by Ben Overmyer                     Playtesting by Kevin Rohan, Susan Rohan, Ben Hof-
Additional Writing by Kevin Rohan and Erin Bisson        frichter, Dave Baymiller, Jay Sorken, Lisa Sorken,
Editing by Kevin Rohan and Dave Baymiller                Treasure Overmyer, Deborah Kirchner, Andrew
Typesetting and Layout by Ben Overmyer                   Wilson, Alec Mulhern, Miguel Nieves, Scott Koenig,
Cover Art by Aaron Nakahara and Ben Overmyer             Israel Waldrom, David Galletly, and Lisa Malone
                           ©2010 by Silver Gryphon Games, LP. All rights reserved. Reproduction without the
                           written permission of the publisher is expressly forbidden, except for the purposes
                           of reviews, and for blank character sheets, which may be reproduced for personal use
                           only. All characters, names, places and text herein are copyrighted by Silver Gryphon
                           Games, LP.
                                                                                                                                                                               i
    Blackberry Cat . ..................................................... 83
    Carnerax.................................................................. 83
    Cartazon ................................................................. 83
    Citipati .................................................................... 84
    Deathbloom............................................................ 84
    Demon, Lesser....................................................... 85
    Demon, Greater..................................................... 85
    Drake....................................................................... 85
    Dreamsnake ........................................................... 86
    Emberwings . ......................................................... 86
    Guldurge................................................................. 86
    Gurunil.................................................................... 87
    Heqren . .................................................................. 87
    Hidden One . ......................................................... 87
    Kharui .................................................................... 88
    Lurru . ..................................................................... 88
    Macal ...................................................................... 88
    Mooncoil ................................................................ 89
    Paradscha ............................................................... 89
    Pyravi ...................................................................... 89
    Plains Cat................................................................. 90
    P'rarr ....................................................................... 90
    Rapek ...................................................................... 90
    Sandman.................................................................. 90
    Sirrush .................................................................... 91
    Verdant Mantid ..................................................... 91
    Vikor ....................................................................... 91
  Puzzles, Riddles, and Traps....................................... 92
    Detection................................................................. 92
    Purpose.................................................................... 92
    Solving and Disarming.......................................... 92
Character Sheet................................................................ 93
Index................................................................................. 95
ii               
                                                           Tales of Epic Fantasy
Introduction
                                                           Ingenium is very much the game I’ve always wanted
In the Beginning.....                                      to play. It’s an epic fantasy in the truest sense of the
                                                           word - dragons, monsters, twisted magic, great heroes,
Seventeen years ago, I encountered roleplaying games       tragic stories, everything a post-Tolkien writer could
for the first time. My parents had an old D&D Ba-          ask for. In coming up with the game meta-world
sic Set stashed away in their game cupboard, and I         concept, I’ve taken inspiration from a wide variety
discovered it (apparently for the second time, as there    of sources. These have ranged from quirky Japanese
were toddler’s scribbles all over the maps....) and        animation to great fantasy novels, and you may notice
taught myself how to play. It wasn’t until two years       a nod here and there to certain concepts or threads
later that I actually found people my age interested in    from various places. Among my most important
playing an RPG, and it was then that I was hooked.         inspirations are Mercedes Lackey, Robert E. Howard,
This started what has become a life-long hobby that I      Raymond E. Feist, and the artwork of Joe Madureira
enjoy with friends and family.                             and Chris Bachalo.
Twelve years ago, I wrote my first RPG. It was enti-       Now, I hope you enjoy starting your own adventures
tled “Vox Draconis,” and mashed dinosaurs, standard        in this creation of mine (and, as time passes, yours
Tolkienesque fantasy, and D&D rules together into a        also). Silver Gryphon Games has a number of source-
barely playable but very interesting game. Shortly after   books, adventures, and free web content planned, so
I threw Vox Draconis on the Net, I began roughing          keep a weather eye on the horizon.
out original rules for what would later become the
bedrock of Ingenium - a universal system entitled,         Welcome to Ingenium!
funnily enough, the Iridium System. Yes, the name
was an homage to the Palladium System, and no,
it has nothing to do with the Iridium System that
is currently in print by another publisher. I wrote a
fantasy setting for Iridium that, if I drew a map of
the game world, would seem very familiar to anyone
who checks out the map in this book. People that I
introduced Iridium to seemed to like the setting, but
hated the system. It was then that I began to develop
the current rules behind Ingenium.
                                                                              INTRODUCTION                      1
2   INTRODUCTION
Chapter 1: Character Creation
I
       n this game, player characters are vastly power-    The First Word: Trait
       ful heroes. Even at creation, with no additional
       bonuses other than those from their race and        Choose one of the following traits as your First Word.
basic abilities, they are still more powerful than the     This will determine what your Attributes start as, and
average non-player character. Keep this in mind when       will guide your development. Each trait lists two At-
creating your character. Ingenium is a system for          tributes. The first Attribute is your primary ability, and
worlds where conflict is rampant, danger is common-        starts with a value of 3. The second is your secondary
place, and heroes are epic in scale. Your character is     ability, and has a value of 2. All other Attributes start
one of those heroes.                                       at a value of 1. Whenever your character has a chance
                                                           to advance, primary and secondary Attributes from
The character creation process is very simple, be-         your Trait can increase faster than your other Attri-
ing designed to get you into the action as quickly as      butes.
possible. After all, the best part of an RPG is actually
playing it!                                                Attributes
Magical Aptitude
Human
Mountaineer’s Constitution – Owing to the rigors           Gargoyles are creatures said to be descended from an
of their underground lifestyles, dwarves develop an        unholy union between stone giants and demons. They
excellent constitution, giving them a +1 Endurance         possess extremely tough skin, long curved horns, and
bonus at creation.                                         devilish tails. Rare and reclusive, gargoyles frequently
                                                           become mercenaries, brigands, and adventurers.
Craftblood - All dwarven characters are innately at-
tuned to stoneworking and metalworking. Dwarves            Unlike cultural depictions of ancient demons, gar-
may make an Awareness roll at +5 to appraise the           goyles never have wings. However, their appearance
value of stone or metal objects.                           does vary slightly from individual to individual. Skin
                                                           color ranges from ruddy brown to bright crimson.
Elf                                                        Gargoyle eyes are yellow with red, brown, or grey
                                                           irises and slit pupils. They often sport long hair reach-
These tall members of the fae are an ancient race,         ing down to their ankles if let loose, but almost always
nearly as old as the mighty Dragons themselves. For-       keep it tied up into unusual patterns.
merly slaves of their draconic masters, the elves have
established a long-standing culture centered around
remaining hidden. Though they do not possess the
Half-Wolf
Race Statistics
Wingfolk
Race Statistics
Catfolk
Race Statistics
Catfolk Talents
Templar
 Level    Basic Talent Pools Advanced Talent Pools Elite Talent Pools Experience Required
1        1 Primary                                                    1000
2                                                                     2000
3                                                                     3000
4                                                                     4000
5        1 Secondary                                                  6000
6                                                                     8000
7                                                                     10000
8                                                                     12000
9                                                                     14000
10       1 Primary           1 Primary                                17000
11                                                                    20000
12                                                                    23000
13                                                                    26000
14                                                                    30000
15       1 Secondary         1 Secondary                              34000
16                                                                    38000
17                                                                    42000
18                                                                    46000
19                                                                    50000
20       1 Primary           1 Primary             1 Primary          55000
21                                                                    60000
22                                                                    65000
23                                                                    70000
24                                                                    75000
25       1 Secondary         1 Secondary           1 Secondary        80000
Empathy Base Talents                                        Seduction – Some people have great beauty. Others
                                                            have great charisma. And then there are a few that
Negotiation Mastery – When making a deal, it’s              have both, and it is those people who demonstrate
best if you are holding all the cards and watching all      this Talent. On acquiring this Talent, the character can
the exits. This Talent represents that kind of edge         add both his Charisma and Appearance scores togeth-
in dealings with other characters. For every level of       er to try and seduce someone. The target must make
it that the character has, she can add a +1 bonus to        a Willpower check to resist being seduced. A seduced
Charisma checks involving trade or diplomatic nego-         person will do whatever the character asks as long as
tiations.                                                   this is not greatly opposed to his morals. More levels
                                                            of this Talent add a +1 bonus to this seduction check.
Leadership – The ability to lead extends not just to
troops but also to all situations where social interac-     Force
tion is involved. With this Talent, the character can       Prerequisites: None
choose to add +1 to all of his allies’ skill checks for 1
combat or 10 minutes outside of combat per day. If          Those who specialize in Force Talents are geared to-
this ability is active as the character enters combat, it   wards combat and physical power. A master of Force
lasts only until the end of that combat. Every addi-        is deadly in battle, and those who choose this Talent
tional level adds +1 to that bonus.                         Pool are likely to be the most powerful physically.
Chaos – The character may choose to unleash an               Elemental magic isn't just used to destroy. Where
explosion of uncontrolled magical energy similar to          Elemental Summoning specialists try and annihilate
what happens when a magic-user miscasts a spell. In          their enemies through direct action, Fate Alteration
this case, however, the Chaos user is unaffected by          specialists do it indirectly by enhancing their allies'
this warped magic. The GM determines the effects of          abilities and hindering those of their enemies.
this spell-like ability, but the caster chooses the target
and area of effect. The range is 10’ and may affect an       Fate Alteration Base Talents
area of up to 9 cubic feet. The affected area increases
by 3 cubic feet per level of this Talent taken.              Magical Shielding – One of the most useful and
                                                             potent of a Fate Alteration specialist's abilities is the
Perpetual Assault – The concentration required               Talent of Magical Shielding. By casting magical de-
Attribute Enhancement
– A potent Talent of Fate
Alteration specialists is the
ability to enhance someone's
natural Attributes. Every
level of this Talent lets the
mage add +2 to her Magic
Use checks to cast enhance-
ment spells which specifically
modify one or more charac-
ters' basic Attributes.
Magical Impediment –
One of a Fate Alteration
specialist's key abilities is to
hinder their enemies' move-
ment. More than anything
else, it is a trick of the mind
that forces the enemy to work much harder just to          Talent to grant +1 per level to the defense rolls of all
move around. This is a magical ability but not a spell,    characters in his party for that round.
and as such does not require a Tap check, only a
Magic Use check. Using this Talent causes 1 enemy          Arcane Defense – A Fate Alteration specialist's
per level to be reduced to half his normal Speed for 1     Arcane Defense technique is developed rather than
round. This can only be used once per combat.              learned. Like Magical Impediment, it seems to come
                                                           naturally to those who spend a lot of time in combat
Fate Alteration Expansion Talents                          – perhaps an intuitive understanding of the magical
                                                           ebbs and flows present in a contest of arms. This
Defensive Tactics – In combat, a Fate Alteration           non-spell magical ability allows the character to boost
specialist can be a valuable font of tactical knowledge.   the defense of one ally by 1 per level against a specific
Their experience in combat makes them natural tacti-       type of attack – spears, swords, fire, etc. The effect
cians. Once per combat, the character can use this         lasts for the duration of combat. This Talent can only
Illusion Performance
Base Talents
Drums of War - Sounding a heavy, ominous beat as           Entrancing Melody – By summoning visions and
false fire erupts from him, the performer calls up feel-   amplification of the audience's greatest desires and
ings of aggression and anger in his listeners. All those   wants, the performer is able to temporarily place them
who hear this song gain a +2 bonus to attack rolls and     under her sway. Each listener must make a Willpower
a -1 penalty to defense rolls. Every additional level of   check versus the performer's Charisma check or be
this Talent increases the attack bonus by 1. Every two     under her control for 1 round per level of this Tal-
levels of this Talent, starting at the second, increases   ent. This Talent works on both animals and sentient
the defense penalty by 1.                                  beings, but not magical constructs. Any controlled
                                                           subject will do the performer's bidding, but will not
                                                           harm itself or act in a way contrary to its basic nature.
Using a weapon designed specifically for mounted             Intimidating Presence – Also notable about the
combat is not necessary for those that use this Talent       Mongol hordes was the fear their mounted warriors
Pool – any weapon the character could normally wield         inspired in their enemies. A character with this Tal-
on foot is fair game.                                        ent may make a Charisma check to intimidate one or
                                                             a group of enemies – each target makes a Willpower
Mounted Combat Base Talents                                  check to resist. Range is within line-of-sight, and
                                                             affects all enemies in range. This Talent grants a +1
Guiding Expertise – The warrior with this Talent             bonus per level to the character's intimidation check.
knows the ins and outs of mounted combat, and has
gained a certain finesse when guiding his mount. He
gains +1 Speed while mounted.                                Thievery
                                                             Requirements: Dexterity 16, Basic Talent Pool:
High Ground – Mounted fighters' greatest advantage           Shadow
is that they can see and swing farther when on their
mount. Each level of this Talent grants a +1 bonus           Thieves are the dregs of society. They steal and
To Hit while mounted.                                        sometimes murder to further their own gains, and
Unyielding
Prerequisites: Basic Talent Pool: Force,
Physical Strength 13
Wilderness Mastery
Requirements: Basic Talent Pool: Shadow OR
Basic Talent Pool: Ranged, Intelligence 4, Endur-
ance 5
Wilderness Mastery Base Talents                            vides a +1 bonus to all Awareness checks to find such
                                                           food. Each level purchased increases this bonus by
Hunting – The wilderness can be cruel, but it can’t        +1. The difficulty for this check is 60 minus the num-
be said that she doesn’t provide for those who can         ber of minutes spent searching, and can only be done
take care of themselves. A good hunter can bring           once per hour.
back fresh meat for a meal in most seasons except for
the dead of winter....and even then, he stands a good      Sheltering – Finding or building shelter is a necessity
chance of it. When hunting, a character can make an        when in the wilderness. Weather, animals, and wan-
Awareness check to find game. Every level of this          dering monstrosities can make a person’s night miser-
Talent adds a +1 bonus to that check. The difficulty       able otherwise. This Talent provides a +1 bonus to
of finding game in good territory in spring is 15,         Dexterity checks to build shelter or Awareness checks
summer is 15, autumn is 20, and winter is 25. If the       to find shelter. Difficulty for this check is based on
environment is poor, such as plains or hills, the dif-     the GM’s appraisal of the scarcity of materials or pos-
ficulty is increased by 10. If the environment is very     sible safe havens. Each additional level of this Talent
poor, such as deserts or rocky mountains, the diffi-       increases the bonus by +1.
culty is increased by 20.
                                                           Wilderness Mastery Expansion Talent
Foraging – When game is scarce, or when meat
isn’t enough to sustain the character, it’s necessary to   Monster Knowledge – Those that live in or explore
search the surrounding environs for any source of          the wilderness often gradually come to know most, if
food that can be found. Whether this is mushrooms,         not all, of the dangers of the wilderness. They learn
herbs, grubs, or whatever, the Foraging Talent pro-        the strengths and weaknesses of all its inhabitants.
Equilibrium
Prerequisites: Advanced Talent Pool: Healing Arts,
Advanced Talent Pool: Elemental Summoning,
Basic Talent Pool: Empathy
An Equilibrium specialist’s powers are broad in              on the character for extreme pain, the Equilibrium
scope. They can heal, harm, build, and destroy. They         specialist may act normally without the penalty.
can cure disease, or cause it to run rampant. Many are
viewed as the wisest among men, while others seem            Equilibrium Expansion Talents
to be chaos incarnate. Only an Equilibrium specialist
can truly know another’s mind.                               Total Restoration – Equilibrium specialists can use
                                                             this very powerful healing magic Talent to heal, repair,
Equilibrium Base Talents                                     cure, or otherwise restore a character or object for up
                                                             to 10 points worth of negative effects per level. This
Mystic Balance – Using this Talent, an Equilibrium           is a magical ability but does not require a Tap check,
specialist can sense whether the forces of nature are        only a Magic Use check.
balanced in her immediate area. If they are not, she
is able to sense what needs to be changed to bring           Total Decay – The opposite of Total Restoration,
back that harmony. The range of this Talent may be           Decay causes 10 points worth of decay to the target
increased in increments of 1 kilometer.                      per level. Such a thing might be Hit Points, Armor
                                                             Points, Attributes, or any other measurable part of
Ignore Pain – Pain is little more than a sensory indi-       the target. This ability also requires only a Magic Use
cator, and means very little to an Equilibrium special-      check.
ist. When the GM would normally impose a penalty
Nine Blades – With this Talent, a Weapon Master         Wrath of Eternity – A Weapon Master is feared, and
moves so quickly that he seems to hold more than        rightly so, for they can sometimes strike down even
one weapon in his hands. He approaches supernatural     powerful opponents with a single blow. This Talent
speed and gains an additional combat Action per level   costs 2 Actions to activate, but with it, the Weapon
of this Talent.                                         Master deals an additional 5 dice of damage per level.
Total Weapon Mastery – A Weapon Master is adept         Rending Strike – Attacking with this Talent causes
with ALL melee weapons, regardless of whether he’s      the Weapon Master to open up a gash in the enemy.
used them before or not. As such he gains a +2 bonus    This grievous wound will bleed for 1 die of damage
to hit and +1 die of damage for ALL melee weapons       per level of this Talent per round until the wound is
per level of this Talent.                               healed, bandaged, or the victim dies.
Armor Use: Heavy – Can use heavy armor without            Running – This Talent grants a +5 bonus to Endur-
penalty.                                                  ance checks for prolonged running per rank.
Weapon Use: Light – Can use light weapons with-           Swimming – Ranks in this Talent give the character a
out penalty.                                              +5 bonus to Endurance checks for swimming.
42         CHAPTER 3: EQUIPMENT
Heavy Armor                                              Poisons
Granting the most protection of any armor type,          Poisons come in various forms. Most are naturally
heavy armor is specialized for those who find them-      occurring, but there are also quite a few magically
selves trying to deflect massive incoming damage.        created ones. Listed below are some examples. Their
Those who prefer being able to move quickly, how-        effects vary, but Endurance checks are generally made
ever, are advised to choose a different type of armor.   to avoid or reduce them. All poisons listed below
                                                         come in small glass vials that contain a single dose.
Shields
                                                         Devil’s Tongue – This poison, derived from the plant of
Shields are an additional, optional protection. While    the same name, isn’t particularly strong but can make
using a shield takes away a weapon hand, it gives the    the afflicted very ill for several hours. It can be fought
user a little added protection.                          off by the body after awhile without an antidote.
                                                         Cost: 15 gc
                                                                  CHAPTER 3: EQUIPMENT                        43
Name                         Damage      Range     Notes                                    Cost
44           CHAPTER 3: EQUIPMENT
Name                         Damage      Notes                                                    Cost
Hunting Arrow                +1          Req. bow                                                 1 gc per 25
Common Bolt                  +2          Req. crossbow                                            1 gc per 20
Soldier’s Arrow              +2          Req. bow                                                 1 gc per 15
War Bolt                     +3          Req. crossbow                                            1 gc per 5
Table 3.4 - Ammunition
                                                                       CHAPTER 3: EQUIPMENT              45
Non-Combat Gear                                           Item                                         Cost
                                                          Crate                                        10 gc
Though weapons, armor, and other implements of            Flask                                        1 gc
warfare make up an important part of the game, you        Jug                                          1 gc
will need more than combat readiness in order to          Sack                                         2 gc
survive. The following tables list some other types of    Saddle bag                                   2 gc
necessary gear.                                           Scroll/document tube                         5 gc
                                                          Tobacco pouch                                5 gc
                                                          Water skin                                   5 gc
Transportation                                            Vial, glass                                  2 gc
                                                          Table 3.10 - Containers
There are various forms of transportation available
to adventurers to make their many travels a bit easier.   Miscellaneous
Most of these are intended only for getting from
place to place, though some have the ability to carry     Any items that don’t fit into one of the previous cat-
extra weight for those who find they have too much        egories can be found here. All are useful, particularly
gear to haul around themselves.                           for those who make a living out of dungeon-delving.
46            CHAPTER 3: EQUIPMENT
Chapter 4: Combat & Action
C
       ombat is the most common challenge that               Miniatures, Game
       players will encounter in a game of Ingenium.
       Other challenges, such as puzzles, diplomatic         Boards, and Maps
endeavors, and so forth are covered briefly later.
Two-Handed Weapon
Mounted Combat
Characters on mounts always gain a +1 bonus to At-
tack and Defense rolls versus targets on foot. They
also use their mounts’ Speed scores, not their own,
when determining movement.
Resting                                                    GM: Okay, you react fast to the bandit’s attack. What
                                                           do you do?
Resting is one of the best ways to recover after a big     Naren: I swing my sword at him!
battle or long encounter. For every three hours that
a character rests, he regains up to one quarter of his     [Naren rolls to Attack: his Dexterity is 5, and he gets a
maximum Hit Points. He can’t go over his maximum           6 on the d10, for a total of 11]
by resting.
                                                           [The GM rolls Defense: the bandit’s Dexterity is 1,
                                                           and he only gets a 2 on his d10, for a total of 3]
                                                            Spell Points
Sources of Magic
                                                            A character has a number of Spell Points equal to his
Most magic in Ingenium comes from leylines and              level times five (5). To cast a spell, he must spend a
nodes – rivers and pools of magical energy, respec-         number of Spell Points equal to the level of the spell
tively. These sources are highly sought after, since        he’s casting.
only by tapping their power can mages use more pow-
erful magic. Usually these power sources are invisible      Your character regains 5 Spell Points every hour. This
and can only be sensed by those able to tap them.           may not exceed the maximum.
                                                            Tapping
Blood Magic
                                                            The various sources of magical energy enable differ-
When someone (or something) that possesses magical          ent levels of spell power, but they also require differ-
energy is killed or destroyed, the energy within them       ent difficulties of Tap checks to use. Each source also
is released into the nearby area. If a mage is nearby       modifies the spells that can be cast by the caster who
and is watching for this event, she can use that short      taps them.
burst of power to cast spells. This is called blood
magic, and is usually considered very evil unless the       On the table below, the 3 primary sources of energy
sacrifice is fully willing. Using a mage’s death to power   are listed. Also listed are the difficulties to tap them
magic is just as powerful as tapping a node. Most non-      and the spell level modifier. The spell level modi-
mage deaths usually result only in leyline-level power.     fier does not modify the level of spell that the caster
                                                            intends to cast, but modifies the level of spell that
                                                            the character can cast. For example, a caster who can
Magical Bleaching                                           normally cast 5th level spells who resorts to tapping
                                                            himself for energy will be restricted to casting a 4th
One of the special effects of magic is that continuous      level spell or lower. The same caster, if he had man-
use of it tends to bleach the skin, hair, and eyes. Rare    aged to Tap into a node, could cast 6th level spells.
is the master mage who doesn’t have pale skin, snow
white hair and ice-pale eyes, unless they magically dye      Source                  Difficulty Level Modifier
their features (which is all the rage among the young-      Personal Energy         8           -1
er, wilder mages). In the case of animalfolk, feathers      Leyline                 14          0
and fur also bleach. The stripes of Catfolk will fade       Node                    20          +1
only a bit, but their orange fur will turn wholly white
                                                            Table 5.1 - Tap Difficulty
in time. For dragons, scales don’t bleach much, but
eyes do. In addition, using magic slows the aging
process slightly, adding another 10% on to the mage’s
normal life span.
54         CHAPTER 5: MAGIC
Casting                                                      Mis-Casting
After a power source has been tapped, the caster rolls
a Magic Use check (d10 + Intelligence + any Talent           If a mage successfully taps an energy source but fails
modifiers) appropriate for whatever Elemental Focus          his Magic Use check by at least 10, the energy he had
she is using.                                                acquired escapes his control and goes wild. The GM
                                                             should determine the effects of this wild energy - it
In any case, the target required to cast a spell is 5        may be destructive, comical, strange, or any manner
plus 2 times the spell’s level. A 1st level spell has a      of weird, but it will always have a temporary or per-
difficulty of 7 for a casting check, a 2nd level has a       manent game effect on the mage or his surroudings.
difficulty of 9, a 10th level has a difficulty of 25, etc.   The bigger the energy source he tapped, the more
If the spell is cast successfully, the caster targets the    potent the effect.
effect according to the restrictions and abilities of the
spell. The spell does not have any additional effect if
the Casting check was a critical success.
                                                                             CHAPTER 5: MAGIC                  55
Spell Focuses                                                 those winds can learn things not intended for mortal
                                                              minds.
There are two kinds of magic that players should be
aware of: elemental magic and healing magic. There            Darkness, Magic of Shadow
exist other types of magic – including Gate magic,
temporal magic, rune magic, and others – but they             Though sinister by implication, the magic of Dark-
will not be detailed in this book. They are rare enough       ness is merely one aspect of the living world. El-
that players will not likely encounter them in the            emental Summoning specialists who control the dark
average adventure. If you wish to include these other         control fear.
varieties in your campaign, use Elemental Magic as a
basis for their mechanics.                                    Poison, Magic of Toxins
Fire, Magic of Brimstone                                      The magic of the Sand is subtle and lethal. Elemental
                                                              Summoning specialists who use Sand magic can crush
Fire has mystified mortals since its discovery. It is life,   the life from their enemies in battle, or merely suffo-
and it is death. Mages who call upon it can work great        cate them in their sleep.
miracles, and great destruction.
56         CHAPTER 5: MAGIC
Spells                                                      the character’s caster level. For a 5th level caster to
                                                            learn a 5th level spell, the Magical Aptitude check
                                                            difficulty is 10. For the same character to learn a 1st
Spells are what gives a mage his power. Magic in Inge-      level spell, the check would be 6, and for the character
nium is tracked by the use of spells. The next chapter      to learn a 10th level spell, the difficulty would be 15.
lists all the spells in the game, and the rules that fol-   If the check fails, the character can try again after 1
low here describe how to use them.                          week per level of spell to try to learn it again. In the
                                                            case of the 5th level caster attempting to learn a 10th
                                                            level spell, if he failed, he could try to learn the spell
Spells Known                                                again in 10 weeks.
Learning Spells
In order to learn a spell, the character must research
it. This research can be achieved through trial-and-
error as the caster learns to channel magical ener-
gies through his body or it can be done under the
watchful eye of a more experienced spell caster.
When a character learns a new spell, it is retained
forever in her memory, unless something happens
to the character that causes her total amnesia.
                                                                             CHAPTER 5: MAGIC                    57
Canceling a Spell
It is possible for a mage to cancel the spell of another
mage, even simultaneously with the actual casting.
This requires opposed Tap and Magic Use checks.
The mage trying to cancel the spell acts simultane-
ously with the mage casting the spell. She can only do
this if A) her Speed is greater or equal to the other
mage’s and B) she has at least 2 Actions remaining
to her. The canceling mage rolls her Tap and Magic
Use checks, and if both are greater than the casting
mage’s Tap and Magic Use checks, the spell is can-
celed.
Dispelling Effects
A caster can attempt to dispel the effects of previous-
ly cast spells, regardless of who cast the spell or how
long ago. Spells that are eligible for dispelling are any
spell that has a duration that is longer than “instant.”
In order to dispel an existing effect, the caster must
make a Magical Aptitude check. The difficulty target
for the check is equal to a base difficulty of 5 plus
2 points per spell level that is trying to be dispelled.
Whether this check succeeds or not, a caster receives
only one dispelling attempt per day.
Resisting Spells
Some spells allow resistance rolls to avoid some or all
of their effects. These are divided into two catego-
ries - physical and mental. Physical resistance rolls are
1d10 + Endurance versus a difficulty that the GM
determines. Mental resistance rolls are the same, but
replace the Endurance bonus with a Willpower bonus.
58         CHAPTER 5: MAGIC
Chapter 6: Spells
A
             mage’s strength comes from the spells he      Resistance Physical
             can cast and the strategies he can develop    Duration 1 Hours
             for them. This chapter introduces you to
a list of ten spells from each elemental category, with    Vacuum Mine condenses all of the air surrounding a
particular emphasis on combative magics.                   small area, creating a pocket of compressed air that
                                                           is completely invisible to those looking at it. If any
                                                           creature larger than a house cat steps into the area
Air                                                        where the Vaccum Mine has been placed, then they
                                                           are immediately subject to the effects. Any creatures
Shield                                                     in the area that the mine is located in take 4D6 points
Level 1                                                    of damage, with a successful physical resistance roll
Focus Elemental Air                                        allowing the creatures affected to take half damage. If
Range Caster Only                                          they fail that roll, not only do they take the full dam-
Area of Effect Caster Only                                 age of the spell, but all creatures that failed must also
Hit Modifier Doesn't Miss                                  roll a physical resistance roll against being knocked
Resistance N/A                                             down by the concussive blast of the air as it decom-
Duration 3 Rounds                                          presses.
60         CHAPTER 6: SPELLS
Master's Stealth is the ultimate in inflitration. For the   except that a 20’ radius around the target of the spell
12 minutes of the spell, the recipient is both phased       is invisible. Only items that are contained completely
and invisible; unable to be seen and unbound by phys-       inside the sphere are affected and the effect does not
ical obstacles. Magically enchanted walls and magically     channel. If this spell were to be cast in an Inn, the
protected locks will still bar the user of this spell,      tables, chairs, and patrons around the affected item or
but only for so long. As with normal invisibility, any      creature would disappear, but not the Inn itself which
overtly hostile action ends the invisibility portion of     is larger than the spell’s effect. Creatures and objects
this spell, but the character remains phased. As with       may enter and exit the area of effect, becoming visi-
any spell that phases the recipient, great pains should     bile as they leave and invisible as they enter, regard-
be taken to make sure that the recipient will not be        less of how many times that is done during the spell’s
stuck in any thing when the phase effect ends.              duration. If cast upon a creature and the creature
                                                            makes an offensive move, the spell effect ends for
Fly                                                         that creature, just as Invisibility does. Terrain, ceilings,
Level 6                                                     floors, and walls are not affected by this spell.
Focus Elemental Air
Range Touch                                                 Clarity
Area of Effect 1 Creature                                   Level 8
Hit Modifier Doesn’t Miss                                   Focus Elemental Air
Resistance None                                             Range Touch
Duration 12 Hours                                           Area of Effect 1 Creature
Fly allows the recipient of the spell to do exactly that.   Hit Modifier Doesn’t Miss
The character can move through the air easier than          Resistance None
fish swim in the sea. The character’s speed is deter-       Duration 12 Hours
mined by using either double their Magical Aptitude
attribute or double her Intelligence attribute and then     Clarity brings to focus the recipient’s mind. For 12
apply that as the character’s flying speed. A character     hours, the character’s Awareness, Intelligence, Will
may ascend at half of that speed or decend at twice         Power, and Magical Aptitude all increase by 2D6. The
that speed. The character under the influence of this       bonus for each attribute is rolled separately and each
spell is magically protected against damge caused           roll must be declared for which attribute it will be
directly from flying (e.g. if a character is flying fast    used for as it is rolled. At the end of the 12 hour du-
enough, he could conceivably break the speed of             ration, or whenever it is successfully counterspelled,
sound, which the normal human body can not toler-           all bonuses from Clarity disappear immediately.
ate in normal atmosphere). However, if the character
is moving that fast and hits a tree or flies into the       Suffocation
ground, the spell will not protect them from that           Level 9
damage, or damage from similar sources, for that mat-       Focus Elemental Air
ter.                                                        Range Touch
                                                            Area of Effect 30’ Radius Sphere
Mass Invisibility                                           Hit Modifier Doesn’t Miss
Level 7                                                     Resistance Physical
Focus Elemental Air                                         Duration 6 Rounds
Range Touch
Area of Effect 20’ radius sphere                            This powerful spell has 3 effects. First and foremost,
Hit Modifier Doesn’t Miss                                   all of the air in the area of effect is explosively com-
Resistance None                                             pressed out and held out of the area of effect until
Duration 12 Hours                                           the end of the duration. Any creature caught in the
                                                            area of effect on the initial casting takes 10D6 + 10
This spell functions exactly like the 2nd Level version,    points of damage. A physical resistance roll is allowed
                                                                              CHAPTER 6: SPELLS                    61
to save for half damage. Additionally, any character        This spell allows the caster to hide more easily in
that fails that save has the wind knocked out of them       shadows by darkening the caster, her possessions,
and they need to make another physical resistance roll      everything she is near to allow her to duck into the
to avoid being knocked down and stunned as well. If         shadows and avoid detection. The character can try
that wasn’t enough, if the character’s fail the second      to hide, even from creatures or characters that are
roll as well, they are allowed a third resistance roll to   actively watching her, and she receives a +25 bonus to
avoid their Dexterity and Physical Strength attributes      her check to do so.
each suffering 1D6 points of attribute damage until
the spell’s duration ends.                                  Darkness
                                                            Level 2
Backdraft                                                   Focus Elemental Darkness
Level 10                                                    Range 8
Focus Elemental Air                                         Area of Effect 20' by 20' by 10' cube
Range Touch                                                 Hit Modifier Doesn't Miss
Area of Effect 30’ Radius Sphere                            Resistance Mental
Hit Modifier Doesn’t Miss                                   Duration 1 Rounds
Resistance Mental
Duration 6 Rounds                                           Darkness creates an area of magical darkness that is
                                                            impossible to see through. This area is a volumetric
Backdraft is a counter spell for fire spells. It sur-       effect that does not channel around its surroundings,
rounds the target with an expansive cushion of magi-        and it can be ignored by any creature that makes a
cally enhanced air. This shield will block all incoming     successful Mental Resistance roll.
magical or nonmagical fire. If the caster or user of
the fire-based attack does not pass a Mental resis-         Silence
tance roll, then the spell effect has a 25% chance to       Level 3
rebound back on them. In addition to that, they are         Focus Elemental Darkness
subject to 11D6 of damage from Backdraft, plus the          Range Touch
original damage of their own spell. Spells will not         Area of Effect 1 Creatures
channel into an area protected by this area of effect,      Hit Modifier Melee Attack
and the area of effect of Backdraft does not channel        Resistance None
either. Mundane flame sources entering the area of          Duration 11 Minutes
effect are snuffed instantly and must be lit again when
they are out of the area of effect. Trying to strike a      Silence acts on a creature for 11 minutes. During that
match or spark steel against flint in the area of effect    time the movements the character makes are perfectly
is useless.                                                 silent. Additionally, any movements the character
                                                            makes across surfaces that would betray him such
                                                            as squeaky steps or broken glass are also silent. The
Darkness                                                    target of this spell may end it voluntarily any time by
                                                            clapping or speaking.
Deepen Shadows
Level 1                                                     Cloak of Command
Focus Elemental Darkness                                    Level 4
Range Touch                                                 Focus Elemental Darkness
Area of Effect Caster Only                                  Range Touch
Hit Modifier Doesn't Miss                                   Area of Effect 1 Creatures
Resistance N/A                                              Hit Modifier Melee Attack
Duration 1 Rounds                                           Resistance None
                                                            Duration 6 Hours
62         CHAPTER 6: SPELLS
On casting this, the recipient of the spell's effect gains   Hit Modifier Doesn’t Miss
2D6 points of temporary Charisma. These points re-           Resistance Mental
main with the caster for 6 hours and then they disap-        Duration 10 Minutes
pear, along with any benefits they had bestowed.
                                                             Casting Shadow Bolts creates 5 small orbs of dark-
Cloak of Fear                                                ness that the caster can use to target any number of
Level 5                                                      creatures up to 5. Each bolt deals 2D6 + 3 points of
Focus Elemental Darkness                                     damage. Each target also is required to roll a Mental
Range 55                                                     Resistance roll. If that roll fails, they are blinded for
Area of Effect 1 Creatures                                   the duration of this spell.
Hit Modifier Melee Attack
Resistance Mental                                            Searing Blindness
Duration 13 Minutes                                          Level 8
                                                             Focus Elemental Darkness
The target of this spell is allowed a Mental Resistance      Range 55
roll to ward off the effects completely. If that roll        Area of Effect 1 Creatures
fails, the target becomes terrified of the caster and        Hit Modifier Doesn’t Miss
will attempt to run away at all costs. If the caster gives   Resistance Mental
chase, the victim will run, fighting only if cornered.       Duration 1 Permanent
The victim of this spell also receives a 1D6 penalty to
his Willpower attribute for the duration of the spell.       Searing Blindness creates a magical blast of darkness
                                                             that strikes the target for 8D6 points of damage. The
Shadow’s Embrace                                             affected creature must roll a Mental Resistance roll. If
Level 6                                                      that fails, the character is permanently blinded until he
Focus Elemental Darkness                                     can be magically healed.
Range 55
Area of Effect 1 Creatures                                   Writhing Darkness
Hit Modifier Melee Attack                                    Level 9
Resistance Mental                                            Focus Elemental Darkness
Duration 15 Minutes                                          Range 55
                                                             Area of Effect 1 Creatures
The recipients of this spell must all be able to be          Hit Modifier Doesn’t Miss
touched by the caster immediately after the spell is         Resistance Mental
cast. Any number of creatures, up to 4, can be affect-       Duration 15 Rounds
ed by this spell. Each creature affected becomes both
hidden and silent, granting anyone attempting to see         Writhing Darkness functions like a Darkness spell
them a +15 to the difficulty and making them impos-          except for one important detail; anyone except the
sible to hear. Any one of the creatures affected can         caster who enters the darkness must make a Mental
end the spell’s effects on them just as they can end the     Resistance roll or be struck permanently blind.
effects of a Silence spell, but one creature ending the
spell’s effects for them does not end it for any of the      Umbrae Blast
other creatures affected.                                    Level 10
                                                             Focus Elemental Darkness
Shadow Bolts                                                 Range 100
Level 7                                                      Area of Effect Up to 6 creatures
Focus Elemental Darkness                                     Hit Modifier Ranged Attack
Range 55                                                     Resistance Physical
Area of Effect 1 Creatures                                   Duration 10 Days
                                                                               CHAPTER 6: SPELLS                   63
Umbrae Blast conjures 6 powerful bolts of Elemental           Hit Modifier Ranged Attack
Darkness that the caster can send at up to 6 targets,         Resistance Mental
so long as each of the targets are within 100 yards of        Duration 12 Rounds
the caster. Each blast strikes for 2D6 points of dam-
age, and each creature struck must immediately roll a         Hold Creature does exactly that. The caster must
Physical Resistance roll or be struck blind for 10 days.      make a Ranged Attack and if that is successful, the
                                                              target receives a Mental Resistance roll. If that fails,
                                                              the victim is held. The victim may not make any
Earth                                                         movment and his body is incapable of being moved,
                                                              though he is not rooted to the ground. The victim
Armor                                                         may still breathe, but may not cast spells, speak, or
Level 1                                                       move any part of his body. This spell does not stop
Focus Elemental Earth                                         life processes, such as the victim's heart or respiration.
Range Caster Only
Area of Effect Caster Only                                    Create Rampart
Hit Modifier Doesn't Miss                                     Level 4
Resistance N/A                                                Focus Elemental Earth
Duration 3 Rounds                                             Range 15 yards
                                                              Area of Effect 1 line up to 100' long
Armor causes the caster's belongings, armor, even his         Hit Modifier Doesn't Miss
skin to become tougher and less easily damaged. For           Resistance N/A
3 full rounds after this spell is cast, the Caster receives   Duration 12 Minutes
an armor bonus of 4 against all physical attacks.
                                                              Create Rampart raises a wall from the ground that is
Root                                                          200 cubic yards in size. The rampart is made of what-
Level 2                                                       ever the predominate rock or soil type is in the area,
Focus Elemental Earth                                         but it cannot be used to create gem quality stones. Af-
Range Caster Only                                             ter 12 minutes, the magic that creates the wall returns
Area of Effect Caster Only                                    it to the Earth. Any creatures caught in the area of
Hit Modifier Doesn't Miss                                     effect as the spell is cast are pushed harmlessly out of
Resistance N/A                                                the way to the closest side of the wall. Any creatures
Duration 4 Rounds                                             standing on it when the magic fades can either jump
                                                              off or ride the wall down; the effect moves slowly
This spell allows the caster to root himself directly         enough that it will not cause damage.
to the ground, making him immovable. This spell
does not protect him from damage, but no part of              Sunder
his body may be moved unless the caster wills it. The         Level 5
caster may root and unroot himself any number of              Focus Elemental Earth
times for the duration of the spell, but must declare         Range 20 yards
this action prior to doing it and use an Action to root       Area of Effect 1 Item or Object
or unroot. When the spell wears off, the caster is un-        Hit Modifier Ranged Attack
rooted if he was rooted at the end of the 4th round.          Resistance N/A
                                                              Duration N/A Instantaneous
Hold Creature                                                 Sunder works only against inanimate objects such
Level 3                                                       as vases and doors. It uses the gravity of Elemental
Focus Elemental Earth                                         Earth to cause incredible damage to its target. If the
Range 30 yards                                                caster makes a successful ranged attack, this spell
Area of Effect 1 Creature                                     deals 12D6 to the target.
64         CHAPTER 6: SPELLS
Turn Flesh to Stone                                         to its surroundings. Any creatures caught in the field
Level 6                                                     will take 6D6 + 12 points of damage when the spell
Focus Elemental Earth                                       is cast. Any creature not reducing speed to 1 square
Range 25 yards                                              per round when moving within the field will also be
Area of Effect 1 Creature                                   subject to the damage of the spell. The spikes will re-
Hit Modifier Doesn’t Miss                                   tract in 1 hour, leaving the area completely unchanged
Resistance Physical                                         from its previous appearance.
Duration N/A Permanent
                                                            Instant Fortress
Any Creature that is subject to a Flesh to Stone spell      Level 9
must immediately make a Physical Resistance roll.           Focus Elemental Earth
If that roll fails, the creature is permanently turned      Range Touch
to stone. The effect can be reversed with the proper        Area of Effect 50’ by 50’ by 10’ cube
spell, but until that spell is cast, the target becomes a   Hit Modifier Doesn’t Miss
non-gem quality stone that is predominant in the sur-       Resistance N/A
rounding area. If the statue is harmed in any way, the      Duration 1 Permanent
creature will also be harmed, but the damage will not       This spell instantaneously creates a small fortress with
register until the creature is returned to living flesh.    outside walls and interior buildings. The fortress itself
                                                            is small, measuring only 100 yards in volume (usu-
Earthen Might                                               ally a 50 by 50 by 10 foot cube) and has outer walls
Level 7                                                     with ramparts and whatever inner buildings the caster
Focus Elemental Earth                                       desires. No mechanical objects can be created and the
Range 20 yards
Area of Effect 1 Item or Object
Hit Modifier Melee Attack
Resistance N/A
Duration 10 Rounds
Earthen Spikes
Level 8
Focus Elemental Earth
Range 20 yards
Area of Effect 10 square by 10 square field
Hit Modifier Doesn’t Miss
Resistance None
Duration 1 Hour
                                                                             CHAPTER 6: SPELLS                  65
fortress created is devoid of artistic detail. Only stone     Create Flame
is created, items like wooden doors, iron hinges, cur-        Level 2
tains, and even roof tiles cannot be created by means         Focus Elemental Fire
of this spell.                                                Range 16 to 20
                                                              Area of Effect 1 Creature
Earthen Spears                                                Hit Modifier Ranged Attack
Level 10                                                      Resistance Physical
Focus Elemental Earth                                         Duration 3 Rounds
Range 50 yards
Area of Effect 50’ by 50’ square                              This spell causes a 3 square yard area to burst into
Hit Modifier Doesn’t Miss                                     flames. All objects and creatures within the arear of
Resistance Physical                                           effect take 5D6 points of damage and are likely to
Duration 10 Minutes                                           remain on fire long after the spell’s duration ends.
                                                              Creatures able to escape the flames may roll a physical
Like Earthen Spikes, this spell creates a field that im-      resistance roll to take half damage for the first round
mediately sprouts stone spikes. However, unlike the           of the effect. The flame created by this spell is hot;
spikes created by Earthen Spikes, the spears created          hot enough to melt some metals, turn steel red, and
by this spell are 10 feet tall and will lift any victims      ignite any combustable materials in the area of effect.
caught in the field off the ground, doing 11D6 + 11           Often the danger comes not from the effect of this
points of damage. Extracting the characters impaled           spell itself, but from the conflagaration that is un-
by this spell causes no further damage to them if             leashed after the surrounding area catches fire.
done carefully, and no damage is done by those trying
to move through the area during its 10 minute dura-           Flame Spire
tion. The spikes can be broken off, each one taking 15        Level 3
points of damage to break off. Human sized creatures          Focus Elemental Fire
or larger cannot move through the field unimpeded             Range 8
due to the amount of spears created.                          Area of Effect 1 Creature
                                                              Hit Modifier Doesn’t Miss
                                                              Resistance Physical
Fire                                                          Duration 5 Instantaneous
Flame Bolt                                                    Flame Spire draws down a pillar of fire down onto
Level 1                                                       the target, inflicting 5D6 of damage to the target, plus
Focus Elemental Fire                                          an extra D6 from the Elemental type of the spell. The
Range 6 to 10                                                 targeted creature receives a resistance roll to avoid
Area of Effect 1 Creature                                     half the damage of the spell. The Spire is 20 feet
Hit Modifier Doesn’t Miss                                     tall and a yard wide. There is no roll needed to gage
Resistance None                                               whether the target is hit or not as Flame Spire never
Duration N/A Instantaneous                                    misses.
66         CHAPTER 6: SPELLS
                                                           that it will cause steel and even stronger metals to
Fire Nova sends a devastating ring of fire radiating       melt or become workable by a smith. Any creature
out from the caster. Creatures caught in the blast are     who enters the area of effect, or is in the area when it
allowed two physical resistance rolls. The first is to     is cast is allowed a Physical Resistance roll to take only
take half damage from the spell’s 7D6+7 points of          half damage from the spell’s effects. The heat from
fire damage, the second is to avoid being knocked          the fire can be felt for 2 yards in radius from it, but
down by the blast wave that the spell creates. The         creatures are not damaged unless they are in the area
spell will channel through tight spaces, ignighting        of effect.
everything that it can in the 21 yards that are affected
by this ring of flame. The fire dissipates as fast as it   Fire Ball
travels, but everything caught in the path has a 10%       Level 7
chance of lighting on fire as the flame washes over it.    Focus Elemental Fire
                                                           Range 50
Flame Shield                                               Area of Effect 40’ Diameter Sphere
Level 5                                                    Hit Modifier Doesn’t Miss
Focus Elemental Fire                                       Resistance Physical
Range Caster Only                                          Duration N/A Instantaneous
Area of Effect 1 Creature
Hit Modifier Doesn’t Miss                                  Fireball is an incredibly powerful spell that will chan-
Resistance Physical                                        nel through confined spaces until its volume of 32 5’
Duration N/A Instantaneous                                 by 5’ by 10’ cubes. Many of unwary spell casters have
Flame Shield creates a translucent wall of flame           been caught in the blast of this spell due to miscalcu-
around the caster. Any attack made on the caster re-       lating the point of erruption. This spell causes 13D6
sults in the attacker taking 10D6 of fire damage, with     points of damage to anything caught in the blast
a physical resistance roll allowing the attacker to take   radius. It will not channel through doors, though it
half damage. In addition to that, if the attacker fails    may light them on fire, but walls made of thin wood
the physical resistance roll, there is a burst of flame    or paper do not stop the effects of this spell and the
that radiates from the attacker which will lash out into   fire will boil right through them, leaving next to noth-
one square at random around the attacker. That burst       ing in its wake. The tactical use of this spell is one of
can never attack the caster of this spell. If something    the hardest feats of spell casting, and one of the most
is occupying that square, then the object or creature      dangerous if the caster is not very careful when aim-
is subject to 10D6 points of fire damage as well, with     ing the point of erruption for this spell.
a physical resistance roll for half damage. The Flame
Shield will not cause any splash damage beyond the         Flame Wave
second square affected.                                    Level 8
                                                           Focus Elemental Fire
Demon’s Forge                                              Range 50
Level 6                                                    Area of Effect 50’ long and 20 feet wide line
Focus Elemental Fire                                       Hit Modifier Doesn’t Miss
Range Touch                                                Resistance Physical
Area of Effect 10’ by 10’ square                           Duration N/A Instantaneous
Hit Modifier Doesn’t Miss
Resistance Physical                                        Flame Wave causes a rapidly moving wall of fire
Duration N/A Permanent                                     to spring forth from the caster and move 10 yards
                                                           directly in front of the caster in a row 4 yards wide.
This spell creates a permanent square of flame which       Each creature in the area of effect sustains 12D6
burns incredibly hot. Being in any of the yards incurs     points of damage, but they are allowed a physical
13D6 + 13 points of damage. The fire is hot enough         resistance roll to take half damage from the fire as it
                                                                            CHAPTER 6: SPELLS                   67
boils over them. The spell will channel to fit its sur-     Life
roundings, but the height of the rushing inferno is
not more than 10 feet and it never channels vertical to     Mend
fill its volume like Fireball can.                          Level 1
                                                            Focus Life
Conflagaration                                              Range Touch
Level 9                                                     Area of Effect 1 Creature
Focus Elemental Fire                                        Hit Modifier Doesn’t Miss
Range 75                                                    Resistance None
Area of Effect 1 Creature                                   Duration N/A Instantaneous
Hit Modifier Doesn’t Miss
Resistance None                                             This simple spell heals one touched target for 2D6
Duration N/A Instantaneous                                  Hit Points worth of damage, up to but not exceeding
                                                            the target’s maximum HP. The target and caster are
Conflagaration specifically targets one creature, but       briefly surrounded by a pale green glow for 1 round.
it also affects the 8 yards surrounding the targeted
square. Each creature in the area of effect takes 14D6      Cure Affliction
+ 14 points of damage, and no save to resist the
damage is allowed. Each creature in the area of effect      Level 2
must make a physical save to avoid being knocked            Focus Life
down by the force of the spell, however.                    Range Touch
                                                            Area of Effect 1 Creature
Fire Bomb                                                   Hit Modifier Doesn’t Miss
Level 10                                                    Resistance None
Focus Elemental Fire                                        Duration N/A Instantaneous
Range 65
Area of Effect 25 foot radius sphere                        One diseased target is cured of his illness. The caster’s
Hit Modifier Doesn’t Miss                                   touch is accompanied by a slight green glow that
Resistance Physical                                         fades as soon as she removes her hands.
Duration N/A Instantaneous
                                                            Greater Mend
Fire Bomb is a much more powerful version of Fire-
ball. It strikes a larger area, encompassing 64 5’ by 5’    Level 2
by 10’ cubes and it burns hotter, dealing 14D6 + 14         Focus Life
points of damage. All creatures in the area of effect       Range Touch
are allowed a physical resistance roll to take half dam-    Area of Effect 1 Creature
age from the effects. Like Fireball, this spell chan-       Hit Modifier Doesn’t Miss
nels to fit any space it is in, and the range is just far   Resistance None
enough that a caster can usually escape the blast, even     Duration N/A Instantaneous
if all of it channels directly back toward the caster.
                                                            A stronger version of the basic Mend spell, Greater
                                                            Mend knits bones and heals deep wounds. It restores
                                                            4D6 Hit Points, up to the target’s maximum. As with
                                                            Mend, the caster and target are briefly (1 round) sur-
                                                            rounded by a pale green glow.
68         CHAPTER 6: SPELLS
Lesser Restoration                                        Light of Healing
Level 3                                                   Level 6
Focus Life                                                Focus Life
Range 5 yards                                             Range 1 Square
Area of Effect 1 Creature                                 Area of Effect 20 yards
Hit Modifier Doesn’t Miss                                 Hit Modifier Doesn’t Miss
Resistance None                                           Resistance None
Duration N/A Instantaneous                                Duration 4 rounds
                                                          The caster is surrounded and transformed by a bright
As soon as the caster lets loose this spell, a bolt of    white light that emanates from every inch of her
green lightning arcs from him to the target, healing      body. Anyone that sees her in this state begins healing
the target of up to 8D6 Hit Points.                       at a rate of 5D6 Hit Points per round. This spell does
                                                          not affect any targets that are hostile to the caster at
Regenerative Cloud                                        the start of the spell.
Level 4
Focus Life                                                Regenerate
Range Touch                                               Level 7
Area of Effect 3 yards                                    Focus Life
Hit Modifier Doesn’t Miss                                 Range Touch
Resistance None                                           Area of Effect 1 Creature
Duration N/A Instantaneous                                Hit Modifier Doesn’t Miss
                                                          Resistance None
A cloud of roiling green, glowing particles erupts out-   Duration N/A Instantaneous
ward from the caster’s outstretched fingers, filling a    By using this spell, the caster is able to fully regener-
spherical area around him. All living things within the   ate the target as long as the target is still alive. The tar-
area of effect are healed of 10D6 Hit Points worth        get regains any lost limbs, organs, or other body parts.
of damage, up to their maximum. Enemies within            However, the target does not regain any Hit Points.
the cloud are also healed. This spell does not return     Any limbs regenerated through this spell appear to be
unconscious characters to consciousness. The cloud        surrounded by a very faint white glow for 1D4 days
emits enough light to illuminate an area 20 yards by      afterwards.
20 yards in size.
                                                          Shield of Life
Restoration                                               Level 8
Level 5                                                   Focus Life
Focus Life                                                Range Touch
Range 10 yards                                            Area of Effect 1 Creature
Area of Effect 1 Creature                                 Hit Modifier Doesn’t Miss
Hit Modifier Doesn’t Miss                                 Resistance None
Resistance None                                           Duration 10 rounds
Duration N/A Instantaneous
                                                          This spell is cast completely without any visible
A trio of green lightning bolts spirals away from the     effects initially. If the target would be killed by an at-
caster towards her target, enveloping him in harmless     tack, accident, or other means before the duration of
green fire. He is healed for 11D6 Hit Points worth of     the spell is finished, then he is only reduced to 1 Hit
damage up to his maximum. For 1 round afterward,          Point and stunned instead. The spell is then dispelled.
the target glows with a bright green light that illumi-   If the spell is triggered before the duration is up, the
nates an area 5 yards in diameter.                        caster is surrounded briefly by a flash of white light.
                                                                            CHAPTER 6: SPELLS                     69
Lifeline                                                  Duration N/A Instantaneous
Level 9
Focus Life                                                This spell causes a very small meteor to fall from the
Range 10 yards                                            sky and strike a target up to 10 yards away. The spell
Area of Effect Up To 10 Creatures                         does 5D6 points of damage to the target if the caster
Hit Modifier Doesn’t Miss                                 makes a successful ranged attack against it. This spell
Resistance None                                           can only be cast if there is open sky above the caster.
Duration 6 rounds
                                                          Rain of Stones
Doing a series of complicated hand gestures, the          Level 2
caster creates a thin rope of unbreakable white light     Focus Elemental Meteor
that connects him to up to 10 other targets. For the      Range 15 yards
next 6 rounds, each target regains 6D6 Hit Points.        Area of Effect 2 square radius
If this would cause the target to gain more than her      Hit Modifier Ranged Attack
maximum, the spell is dispelled on that target.           Resistance Physical
                                                          Duration N/A Instantaneous
Resurrection
Level 10                                                  A hail of pebbles, sharp rocks, and burning cinders
Focus Life                                                torrents down onto a small area, causing 6D6 points
Range Touch                                               of damage to everything caught in the area of effect.
Area of Effect 1 Creature                                 Any target caught within the rain of stones may make
Hit Modifier Doesn’t Miss                                 a Physical Resistance roll to take half damage.
Resistance None
Duration N/A Instantaneous                                Heaven’s Fist
                                                          Level 3
The caster lays her hands on one target, and both         Focus Elemental Meteor
are eclipsed by a bright flash of warm white light.       Range 20 yards
The target is returned to life, though he only regains    Area of Effect 1 Creature
enough Hit Points to be at half maximum. This spell       Hit Modifier Ranged Attack
does not restore destroyed limbs or organs other than     Resistance Physical
those absolutely necessary to the continued life of the   Duration N/A Instantaneous
target. Additionally, if the target was dead for longer
than four days, he will be in extraordinary pain as he    This spell summons a meteor to streak from the heav-
is at least partially decomposed. Another healing spell   ens and strike a single target. The flaming ball of iron
must be used to restore this damage. If the target had    and fire disintegrates on contact with the target, but
been reduced to a skeleton or otherwise fleshless, this   not after dealing 10D6 + 10 points of damage if the
spell has no effect.                                      caster succeeds in making a ranged attack against the
                                                          target. The target of the spell is allowed a Physical Re-
                                                          sistance roll to take only half damage from the spell.
Meteor
                                                          Shooting Star
Falling Star                                              Level 4
Level 1                                                   Focus Elemental Meteor
Focus Elemental Meteor                                    Range 20 yards
Range 10 yards                                            Area of Effect 3 square radius
Area of Effect 1 Creature                                 Hit Modifier Ranged Attack
Hit Modifier Ranged Attack                                Resistance Physical
Resistance None                                           Duration N/A Instantaneous
70         CHAPTER 6: SPELLS
Shooting Star summons a meteor from the Heavens              Area of Effect 15 foot radius
that strikes an area of effect as attacked by the caster     Hit Modifier Doesn’t Miss
via a ranged attack. Any creatures caught in the area        Resistance Physical
of effect take 11D6 + 11 points of damage. All af-           Duration N/A Instantaneous
fected are allowed a Physical Resistance roll for half
damage.                                                      This spell causes the area of effect to burst with the
                                                             impact of a falling star. 16D6 points of damage is
Strike of the Heavens                                        done in a 15 foot spherical radius around the target.
Level 5                                                      A Physical Resistance roll is able to be made for half
Focus Elemental Meteor                                       damage. This effect channels, filling flowing until the
Range Touch                                                  volume of the spell is expended.
Area of Effect 1 Creature
Hit Modifier Melee Attack                                    Hammer of the Heavens
Resistance N/A                                               Level 8
Duration N/A Instantaneous                                   Focus Elemental Meteor
                                                             Range 20 yards
Strike of the Heavens empowers the target of this            Area of Effect 1 Creature
spell with the power of the meteors the caster can           Hit Modifier Doesn’t Miss
command. The next melee attack of the creature af-           Resistance Physical
fected by this spell does an additional 16D6 points of       Duration N/A Instantaneous
damage. This effect must be discharged within a num-
ber of rounds equal to the caster’s level. If the effect     Hammer of the Heavens strikes one target of the
is not discharged in that time, the magic dissipates.        caster’s choosing for 17D6 + 17 points of damage.
                                                             They are allowed a Physical Resistance check for the
Nova Meteor                                                  chance to take half damage. The caster must have an
Level 6                                                      open sky overhead to call this meteor down to strike
Focus Elemental Meteor                                       the target.
Range 20 yards
Area of Effect 1 Creature and a 10 foot radius               Meteor Shower
Hit Modifier Ranged Attack                                   Level 9
Resistance Physical                                          Focus Elemental Meteor
Duration N/A Instantaneous                                   Range 50 yards
Nova Meteor summons a meteor from the heavens                Area of Effect 25 foot radius circle
that strikes a target for 8D6 points of damage. When         Hit Modifier Doesn’t Miss
that target is struck, the meteor explodes, doing            Resistance Physical
another 8D6 points of damage, but this damage is             Duration 10 Rounds
done to everything within a 10 foot radius sphere of
the target. A Physical Resistance roll is applicable for     Meteor Shower causes just that; a storm of meteors
both the initial target’s damage and the secondary           to rain down for 10 rounds. For each of those 10
splash damage. If the primary target fails its first save,   rounds, any creature in the area of effect has to make
it is subject to the full effect of both damage rolls. If    a Physical Resistance roll. If that roll fails, the creature
the target passes the initial save, it is allowed a second   failed to dodge out of the way of an oncoming me-
Physical Resistance roll against the splash damage.          teor and is struck for 15D6 + 15 points of damage.
                                                                               CHAPTER 6: SPELLS                    71
Area of Effect Special                                         Hit
Hit Modifier Ranged Attack                                     Modi-
Resistance Physical                                            fier
Duration N/A Instantaneous                                     Ranged
                                                               Attack
Meteor Storm summons up to 4 meteors for the                   Resistance
caster to command as she chooses. The meteors must             Physical
be used in the instant that they are summoned. The             Duration
total damage for the spell is 19D6, and the caster may         2 Rounds
choose to use that damage divided any way she wants
among the four meteors. She could have 3 of the                Plague
meteors each do 3D6 and the final meteor do 10D6               Darts
or any combination. Not every meteor need be used;             creates
for example, the caster could divide the damage up             3
into two meteors, one inflicting 9D6 and the other             mag-
10D6 or any other combination. Each meteor allows              ical
a Physical Resistance roll to avoid half the damage of         bolts
the meteor. All targets must be with in 25 yards of            of
the caster, but not necessarily within 25 yards of each        poison
other. Inanimate objects and creatures alike can be            magic
targeted with this spell.                                      that the
                                                               caster
                                                               can
Poison
Contagion
Level 1
Focus Elemental Poison
Range Touch                                                    hurl at up to 3 different creatures within the range of
Area of Effect 1 Creature                                      the spell at the time that the spell is cast. Each dart
Hit Modifier Melee Attack                                      inflicts 3D6 points of damage on the target. The spell
Resistance Physical                                            also sickens the target, though he may make a physi-
Duration N/A Rounds                                            cal resistance roll to stave off the sickness. If the roll
                                                               fails, the sickness lasts 3 rounds.
Contagion is a touch-based spell that sickens the
target for 1 round after the spell is cast. The target is      Poison Bomb
allowed a Physical Resistance roll to completely avoid         Level 3
the effects of the spell. If that resistance roll fails, the   Focus Elemental Poison
target spends the next round retching and is unable            Range 20 yards
to move more than 1 square, and cannot attack, cast            Area of Effect 10’ by 10’ by 10’ cube
spells, or even defend himself.                                Hit Modifier Ranged Attack
                                                               Resistance Physical
Plague Darts                                                   Duration 11 Rounds
Level 2
Focus Elemental Poison                                         Poison Bomb creates a green ball that the caster can
Range 4 yards                                                  throw up to 100 feet. The throw requires a ranged at-
Area of Effect Up to 3 creatures                               tack to determine if it lands where the caster wanted.
72         CHAPTER 6: SPELLS
When it does land, or strike an object before landing,        passes, the target also avoids the sickness effect. If
the ball explodes into a vaporous, gaseous haze of            the initial physical resistance check failed, the target
poison, filling 4 yards around the target in a 10 foot        is allowed a second physical resistance check to avoid
by 10 foot by 10 foot cube. This cube will fill and           the sickness effect. If that roll fails, the target is im-
channel around the environment it lands in. Any crea-         mediately sickened and unable to act this round or the
tures caught in the cube must make a physical resis-          next.
tance check. Those who fail immediately take 5D6 of
poison damage, those who pass take only half of the           Plague Seed
damage rolled. The poison fog lasts 12 rounds, but            Level 6
the damage ends when a character leaves the fog.              Focus Elemental Poison
                                                              Range Touch
Noxious Cloud                                                 Area of Effect 1 Creature
Level 4                                                       Hit Modifier Melee Attack
Elemental Focus Poison                                        Resistance Physical
Range 5 yards                                                 Duration 7 Days
Area of Effect 5 yards
Hit Modifier Doesn’t Miss                                     Plague Seed is an especially viscious spell that spreads
Resistance Physical                                           a plague slowly by touch. There is no limit to the
Duration 4 Rounds                                             number of creatures that this spell can afflict. The
                                                              caster designates the first victim by touching them
One inanimate object of organic origin - such as a            while casting the spell. The victim is allowed 2 physi-
corpse, plant (living or dead), grain of rice, etc. - with-   cal resistance checks. The first is to completely ignore
in the caster’s line of sight explodes after completing       5D6 points of damage. The second is to completely
this spell, causing a huge cloud of billowing greenish-       ignore the sickness effect of the spell. The damage
grey spores to envelop everything around it. Any              and the sickness are an immediate effect if the resis-
living animal or being caught in the cloud immediately        tance checks are failed. The sickness lasts 5 minutes
feels very ill, overcome by headache, nausea, and             and then passes. The spell has a viral effect however,
dizziness. Each victim loses 2 Actions per round to a         and any creature that is touched by any other creature
minimum of 1 unless they make a successful Physi-             affected by this spell are also immediately stricken by
cal Resistance roll. A successful roll avoids the effects     the spell’s effect. Any person that they touch are simi-
for 1 round. Each round all victims, if still within the      larly affected, and so on and so on. This viral effect
cloud, must make an additional Physical Resistance            lasts for 7 days after the initial casting of the spell, at
roll to try and avoid the effects.                            which point it is no longer communicable from any
                                                              source affected by the initial casting, no matter when
Contagion Mine                                                the victim was afflicted by the spell. If a creature
Level 5                                                       passes both of the physical resistance rolls, they are
Focus Elemental Poison                                        not affected by the spell, nor are they able to pass it
Range 4 yards                                                 on. The caster of Plague Seed may never be affected
Area of Effect 3 square radius sphere                         by their own spell.
Hit Modifier Doesn’t Miss
Resistance Physical                                           Poison Storm
Duration 2 Instantaneous                                      Level 7
                                                              Focus Elemental Poison
Contagion Mine creates a spherical area of effect that        Range Touch
inflicts sickness and damage on all who are caught            Area of Effect 6 Square radius circle
within it. Each target in the area of effect takes 10D6       Hit Modifier Doesn’t Miss
points of poison damage. The target is allowed a              Resistance Physical
physical resistance check for half damage. If that roll       Duration N/A Instantaneous
                                                                                CHAPTER 6: SPELLS                   73
Poison Storm creates a sudden rain of poison from             Viper’s Blood
the sky or ceiling. The poison evaporates the instant         Level 10
it touches any thing, but not before inflicting 7D6           Focus Elemental Poison
points of damage to everything caught in the area of          Range Touch
effect. All affected targets are allowed a physical resis-    Area of Effect 1 Creature
tance check to take half damage from this spell.              Hit Modifier Melee Attack
                                                              Resistance Physical
Acid Storm                                                    Duration 1 Permanent
Level 8
Focus Elemental Poison                                        Viper’s Blood causes the blood of the affected crea-
Range Touch                                                   ture to turn into an organic poison. The target itself is
Area of Effect 4 Square radius circle                         unaffected, but any creature that touches the target’s
Hit Modifier Doesn’t Miss                                     blood in quantities larger than a few drops (an ounce
Resistance Physical                                           or more) is subject to the spell’s damage. Creatures
Duration N/A Instantaneous                                    that have touched the requisite amount of the target’s
                                                              blood are allowed a physical resistance check to take
Acid Storm functions like Poison Storm, but the               only half of 6D6 points of poison damage. If that
damage dealt is from acid, not poison. All items in the       resistance check is not passed, the creature must make
area of effect are affected by the highly corosive acid       a second physical resistance check. If that check fails
that rains down from this spell. The spell does 6D6           as well, the creature is instantly sickened for 5 rounds
points of damage to anything in the area of effect,           in addition to taking 6D6 damage per round.
and the acid magically evaporates after it has done its
damage. This spell will affect all things in the area of
effect; foiliage, stone floors, weapons, armor, etc. all      Sand
must make physical resistance checks. Those items
and creatures that pass take only half of the damage          Dust Devil
from this spell. Any item or creature that has its hit        Level 1
points or item toughness reduced to 0 or below by             Focus Elemental Sand
this spell is severly damaged or destroyed by the acid.       Range 2 yards
                                                              Area of Effect 1 Creature
Acidic Blast                                                  Hit Modifier Doesn’t Miss
Level 9                                                       Resistance None
Focus Elemental Poison                                        Duration 3 rounds
Range 60 yards                                                The caster conjures up a dust devil that he can control
Area of Effect Up to 5 targets                                with vocal commands. It cannot attack but obscures
Hit Modifier Doesn’t Miss                                     the vision of whomever it surrounds, giving them a -5
Resistance Physical                                           penalty to attack and defense rolls. A successful attack
Duration N/A Instantaneous                                    on the dust devil dispels it. The dust devil will trigger
                                                              traps if it encounters them.
This spell creates 5 magical bolts of poison magic,
each dealing 3D6 + 2. The bolts can target 5 indepen-         Desert Sun
dent targets or they can concentrate on a single target,      Level 2
or any number of targets up to 5. Each target affected        Focus Elemental Sand
by this spell is allowed a physical resistance roll to take   Range 8 yards
half damage from the effects of the spell. Any item           Area of Effect 1 Creature
or creature that is destroyed by the acid of this spell       Hit Modifier Doesn’t Miss
are melted and rendered useless.                              Resistance Physical
                                                              Duration Instantaneous
74         CHAPTER 6: SPELLS
The target is blinded by an all-encompassing, glar-         A torrent of sand whirls around the caster and then
ing light that seems focused directly on them. Others       rushes at the target, forming a very solid hammer that
seeing the light only see a softly glowing orb floating     impacts the target with tremendous force. The target
lazily in front of the target. The effect causes the tar-   must make a physical resistance check or be knocked
get to gaiu a -10 penalty to attack and defend for that     down. Regardless of whether the check succeeds, he
round. A successful physical resistance check reduces       takes 8D6 damage.
the penalty by half.
                                                            Desert Graveyard
Sand Whip                                                   Level 6
Level 3                                                     Focus Elemental Sand
Focus Elemental Sand                                        Range 2 yards
Range Touch                                                 Area of Effect 1 Creature
Area of Effect N/A                                          Hit Modifier Doesn’t Miss
Hit Modifier Doesn’t Miss                                   Resistance Physical
Resistance None                                             Duration Instantaneous
Duration 6 rounds
                                                            The target is surrounded by sand that just seems to
Summoning a lash made of hardened sand, the caster          keep flowing up out of nowhere around her. She is
may use it as a weapon for the duration of the spell.       encased by the sand and crushed for 1D6 x 10 dam-
The sand whip does 4D6 damage and has a range of            age. A successful physical resistance check halves the
3.                                                          damage. The sand then falls to the ground and slowly
                                                            vanishes.
Grasping Hand
Level 4                                                     Sand Shield
Focus Elemental Sand                                        Level 7
Range 10 yards                                              Focus Elemental Sand
Area of Effect 1 Creature                                   Range 10 yards
Hit Modifier Doesn’t Miss                                   Area of Effect 2 yards
Resistance Mental                                           Hit Modifier Doesn’t Miss
Duration 3 rounds                                           Resistance None
                                                            Duration 4 rounds
A giant hand made of sand rises up out of the
ground in front of the target. If the target fails a        A pillar of sand 10 feet (2 yards) high rises up in a
physical resistance check, the hand grabs hold of him       spot the caster designates. It takes up 2 yards in a
and won’t release him until the spell runs its course.      line that the caster may designate. It is impenetrable
The target may attack and defend normally but can-          by everything except magic. Spells do normal dam-
not move and cannot make further physical resistance        age to it, as do magically-imbued weapons. Once it
checks until the spell releases him.                        takes 50 points of damage or the duration is over it is
                                                            destroyed.
Greve’s Hammer
Level 5                                                     Sand Wall
Focus Elemental Sand                                        Level 8
Range 8 yards                                               Focus Elemental Sand
Area of Effect 1 Creature                                   Range 2 yards
Hit Modifier Ranged Attack                                  Area of Effect 10 yards
Resistance Physical                                         Hit Modifier Doesn’t Miss
Duration Instantaneous                                      Resistance None
                                                            Duration 6 rounds
                                                                             CHAPTER 6: SPELLS                 75
Sand Wall creates a 5 foot (1 Square) high wall of        Thunder
sand 10 yards long and 1 square thick. The caster may
build it in any direction (or directions) she chooses,    Bolt
but it must be connected to the ground and cannot         Level 1
be broken into separate walls. Each square of the wall    Focus Elemental Thunder
has 100 Hit Points and can only be harmed by magic        Range 10 yards
or magical weapons.                                       Area of Effect 1 Creature
                                                          Hit Modifier Ranged Attack
Sabulous Wave                                             Resistance Physical
Level 9                                                   Duration Instantaneous
Focus Elemental Sand
Range 20 yards                                            A crack of thunder fills the area as a bolt of deadly
Area of Effect 10 yards                                   white lightning arcs between the caster and his target.
Hit Modifier Doesn’t Miss                                 The target takes 2D6 damage and is stunned for 1
Resistance Physical                                       round. A successful physical resistance check negates
Duration Instantaneous                                    the stun effect.
76        CHAPTER 6: SPELLS
Greater Bolt                                              sipates. If a second target is found, then the lightning
Level 4                                                   continues to a third target in the same manner as the
Focus Elemental Thunder                                   second, dealing 4D6 damage to it. The spell dissipates
Range 20 yards                                            at that point.
Area of Effect 1 Creature
Hit Modifier Ranged Attack                                Sky Fury
Resistance Physical                                       Level 7
Duration Instantaneous                                    Focus Elemental Thunder
                                                          Range Touch
As with Bolt, this spell unleashes a powerful lightning   Area of Effect 6 Square radius
attack on the target. Instead of one bolt, though,        Hit Modifier Doesn’t Miss
THREE hit the target, each dealing 3D6 damage             Resistance Physical
for a total of 9D6 damage. In addition, the target is     Duration Instantaneous
stunned for 3 rounds. A successful physical resistance
check avoids the stun effect.                             Through this spell, the caster becomes a conduit for
                                                          the rage of the heavens. Lightning pours down out
Storm Spire                                               of the sky (or the ceiling), hitting the caster for 4D6
Level 5                                                   damage, then arcs outward in a circle. Every living
Focus Elemental Thunder                                   thing around the caster takes 10D6 damage. A suc-
Range 10 yards                                            cessful physical resistance check reduces the damage
Area of Effect Special                                    to 8D6.
Hit Modifier Doesn’t Miss
Resistance Physical                                       Thunderfist
Duration Instantaneous                                    Level 8
                                                          Focus Elemental Thunder
When the caster casts this spell, roll 1D6. The result    Range Touch
is the number of enemies hit by the spell. A huge         Area of Effect Self
column of electrical force slams down on the targets      Hit Modifier Doesn’t Miss
from directly above, dealing 10D6 damage immedi-          Resistance None
ately. A successful physical resistance roll halves the   Duration 6 rounds
damage.
                                                          The caster is hit by a lightning bolt for 4D6 damage.
Chain Lightning                                           If he survives, his arm is imbued with the power of
Level 6                                                   Thunder, and every time he punches something with
Focus Elemental Thunder                                   that fist, he deals 3D6 x 10 electrical damage to them
Range 20 yards                                            and stuns them for 1 round.
Area of Effect Special
Hit Modifier Ranged Attack                                Electrify
Resistance None                                           Level 9
Duration Instantaneous                                    Focus Elemental Thunder
                                                          Range Touch
Lightning arcs out from the caster, hitting the target    Area of Effect Self
for 12D6 damage. Then the lightning arcs to a new         Hit Modifier Melee Attack
living target in a random direction (roll 1D4, 1 being    Resistance None
North, 2 being East, 3 being South, and 4 being West)     Duration 4 rounds
and deals 8D6 damage to it. If there is no target with-
in range in that direction, the lightning deals the 8D6   The entire body of the caster is filled with such a
damage to the original target instead and then dis-       potent electrical charge that, for the duration of the
                                                                           CHAPTER 6: SPELLS                  77
spell, he takes 1D6 damage every time he touches             Hit Modifier Ranged Attack
anything metal. If he touches a living thing, the            Resistance Physical
caster’s charge transfers to it, dealing 1D6 x 20 dam-       Duration N/A Instantaneous
age in the process to the other being. The new bearer
of the charge receives 8D6 damage for every round            The caster points her fist at a target within line of
he is in contact with metal.                                 sight. When she opens it, a torrent of water fires at
                                                             such velocity from her open hand that the target is
Devastation                                                  hurled backward 5 yards. If the target hits something,
Level 10                                                     then both he and whatever he hit take 4D6 damage.
Focus Elemental Thunder
Range Touch                                                  White Vortex
Area of Effect 10 square radius sphere                       Level 3
Hit Modifier Doesn’t Miss                                    Focus Elemental Water
Resistance None                                              Range 5 yards
Duration Instantaneous                                       Area of Effect 2 Square Radius
                                                             Hit Modifier Doesn't Miss
A torrent of electrical energy erupts out of the             Resistance Physical
caster’s body, dealing 8D6 damage to him and 4D6 x           Duration 3 rounds
20 damage to everything else - living or not - in the
area of effect. If the caster dies from the damage to        The floor beneath the target shudders and liquefies,
himself, the damage to others is halved. Anything that       turning to a shining white vortex. All targets caught
lives through the blast is knocked unconscious for           within the spell radius may make a physical resistance
1D6 weeks.                                                   check to climb out once per round. At the end of the
                                                             duration of the spell, the floor hardens once again,
                                                             and any targets remaining in the vortex's grip are
Water                                                        trapped. The vortex is 2 yards deep (roughly 6-8 feet).
                                                             If a living target is trapped below the surface when
Water Breathing                                              it hardens, they begin to suffocate for 1D6 damage
Level 1                                                      per round until they are freed or they run out of HP
Focus Elemental Water                                        and die. If the floor is thinner than the depth of the
Range Touch                                                  vortex then when it hardens the victims merely fall
Area of Effect 1 Creature                                    through. They are not trapped in that case.
Hit Modifier Doesn’t Miss
Resistance None                                              Sapping Mist
Duration 10 minutes                                          Level 4
                                                             Focus Elemental Water
The spell’s target can breathe underwater for 10 min-        Range 5 yards
utes. The effect is as if the water turns to breathable      Area of Effect 3 Square Radius
air just as it enters the target’s nostrils or mouth. This   Hit Modifier Doesn't Miss
spell also, as an incidental effect, makes the target        Resistance Physical
resistant to the effects of high water pressure at lower     Duration 4 rounds
depths.
                                                             The area around the target point is flooded with an
Tidal Blast                                                  eerie, grey mist. Every living thing within the mist
Level 2                                                      takes 2D6 damage per round. A successful physi-
Focus Elemental Water                                        cal resistance check, made the first time the victim
Range 5 yards                                                encounters the mist, will halve the damage. In addi-
Area of Effect 1 Creature                                    tion, anyone in the mist suffers a -4 penalty to attack
78         CHAPTER 6: SPELLS
and defense rolls. Creatures outside the mist attempt-     Resistance Physical
ing to fire into it with ranged weapons also suffer this   Duration N/A Instantaneous
penalty.
                                                           Dark storm clouds appear directly over the target area
Aqua Horror                                                and shower it with deadly spears of ice. Every crea-
Level 5                                                    ture in the target area takes 12D6 damage. A success-
Focus Elemental Water                                      ful physical resistance check halves the damage.
Range Touch
Area of Effect 1 Creature                                  Frozen Mind
Hit Modifier Doesn't Miss                                  Level 8
Resistance None                                            Focus Elemental Water
Duration N/A Instantaneous                                 Range 10 yards
                                                           Area of Effect 1 Creature
When the caster casts this spell, no visible effect hap-   Hit Modifier Ranged Attack
pens immediately. However, when she next touches a         Resistance Mental
corpse, the flesh of that corpse liquefies and its skull   Duration 8 rounds
begins floating 6 feet above the ground, encased in
bloody water. The aqua horror is at the caster's com-      This spell causes thousands of minute ice crystals to
mand and can bite for 3D6 damage with a +10 bonus          form in the brain of the target creature. It causes tre-
to hit. This is a melee attack. Additionally, the horror   mendous, debilitating pain, forcing the creature to be
has a Speed of 10 and 15 Hit Points. Enemies seeing        unable to do anything but defend for the duration of
the horror must make a Wisdom check of difficulty          the spell. A successful mental resistance check halves
30 or be frozen in terror for 1 round, unable to act at    the duration.
all.
                                                           Ice Chains
Ice Spines                                                 Level 9
Level 6                                                    Focus Elemental Water
Focus Elemental Water                                      Range 4 yards
Range 6 yards                                              Area of Effect 1 Creature
Area of Effect 1 Creature                                  Hit Modifier Ranged Attack
Hit Modifier Ranged Attack                                 Resistance Physical
Resistance Physical                                        Duration 10 rounds
Duration N/A Instantaneous
                                                           The caster conjures massive chains made of solid, un-
With this spell the caster hurls a series of five spines   breakable ice and, with a simple effort of will, wraps
made of solid, unbreakable ice at the target. The          them around one target. That target may not move
caster rolls a ranged attack for each of the spines. If    for the duration of the spell and takes 6D6 cold dam-
hit, the target takes 2D6 damage per spine and is fro-     age per round. A successful resistance check halves
zen in place for 1 round per spine that hits. A success-   the duration.
ful physical resistance check avoids the freezing effect
and may be attempted for each spine that hits.             To the Deep
                                                           Level 10
Rain of Ice                                                Focus Elemental Water
Level 7                                                    Range Thrown
Focus Elemental Water                                      Area of Effect 1 Creature
Range 6 yards                                              Hit Modifier Ranged Attack
Area of Effect 5 Square Radius                             Resistance Mental
Hit Modifier Doesn’t Miss                                  Duration N/A Instantaneous
                                                                            CHAPTER 6: SPELLS                  79
In order to use this spell, the caster must have visited
a large body of water such as an ocean or sea within
the past three months and collected a sample of the
water there. The water must be stored in a breakable
(e.g., glass or ceramic) container. To cast this spell, the
caster imbues the water with magical energy and hurls
the container at the target. If the container breaks
on the target and the water comes into contact with
it, then the target is immediately enveloped in roiling
water and transported to the deepest parts of the sea
from whence the water came. All that remains in its
place is a puddle and broken shards of the container.
A mental resistance check avoids the teleportation,
but avoiding it costs the target heavily, forcing it to
take 20D6 damage instead as the water rips away at its
flesh.
80         CHAPTER 6: SPELLS
Chapter 7: Monsters & Challenges
E
            ach monster is listed with a stat block and      Known Monsters and
            a few paragraphs describing it. The stat
            block lists all the monster’s relevant at-       Enemies
tributes. The Challenge Level describes roughly how
difficult the enemy is to defeat, and is used to deter-
mine how much experience the players get for killing         Auizha
it. The following is a breakdown of the abbreviations        HP: 3d8
used:                                                        Num: 1
                                                             Spd: 6 (swim 7)
HP: Hit Points                                               Dmg: 1d6
Num: Number encountered                                      Def: 4
Spd: Movement speed                                          Soak: 10
Dmg: Damage done by a basic attack                           CL: 4
Def: Defense Rating
Soak: Soak Points                                            An auizha resembles a wild canine in basic build --
CL: Challenge Level                                          but a canine with webbed paws, hooked claws, and
                                                             covered in iridescent blue feathers instead of a furry
                                                             pelt. Its eyes are featureless and golden. Equally at
Awarding Experience                                          home in water or on land, the auizha can create full-
                                                             sensory illusions -- often of a helpless child drowning
Generally, when a monster is defeated, the party gains       or snarled in briars, when dealing with humanoids
experience points (XP) equal to fifty times (50x) the        -- in order to lure in prey. Unless a save vs. spell is
Challenge Level of the monster to be divided up              successfully made, the victim never senses the auizha
equally amongst the party members. However, the              approaching and it automatically has surprise.
monster doesn't need to be killed to gain this XP. If,        When attacking, an auizha uses its claws and bite, in-
for example, two bandits are guarding the entrance to        flicting 1d4 and 1d6 hit points of damage respectively.
a cave and the players manage to sneak past them, the        Its bite is venomous, causing paralysis for 2-8 turns
players would get the XP credit as if they had killed        if an Endurance check is failed; given the chance, the
the bandits. This XP can be gained every time a mon-         auizha will drag paralyzed prey into water to drown.
ster presents a challenge to the players, not just when
it attacks them (or they attack it).
Blackberry cats feed on the lifeforce of animals,            By expending all of its Actions, the Carnerax can
preferring sapient beings over all others. In combat         burrow into the ground. This can only be done in soft
a blackberry cat attacks with thorny claws and bite,         ground, not rock. Once underground the Carnerax is
inflicting 1d4 hit points and 1d6 hit points of damage       undetectable from the surface and can use its Am-
respectively. Victims struck by a blackberry cat must        bush Talent.
make a successful saving throw vs. energy drain or
lose one experience level. Blackberry cats are immune        Cartazon
to non-magical weapons.                                      HP: 4d12
                                                             Num: 1
It is rumored that some blackberry cats may possess          Spd: 9
spellcasting capability. It is also rumored that some        Dmg: 1d10
cats trick their way into unwitting households, mas-         Def: 5
querading as a family pet.                                   Soak: 12
                                                             CL: 10
A ferocious combatant, a sirrush attacks with claws Though a vikor may bite for 1d4 hit points of damage
Puzzles, Riddles, and                                         For traps, physical Attribute checks are frequently
                                                              employed. Puzzles that require application of physical
Traps                                                         strength, dexterity, or similar will also incur Attribute
                                                              checks. However, riddles and the majority of puzzles
These specific types of challenges provide non-               will also necessitate player ingenuity. When it comes
combat tasks for the characters to solve. All can have        to this, GMs must be familiar with their players’
negative consequences if solved incorrectly, and some         strengths and weaknesses when it comes to challenges
have negative consequences if they are not discovered         of this type. Any challenge must be either surmount-
in time for the PCs to pass safely. The true nature           able or avoidable, otherwise it becomes little more
of some these challenges may not be known until               than another wall to irritate and frustrate players.
later on; there may not be an immediate answer as to
whether the puzzle was correctly solved.                      With that in mind, most adventures should have a mix
                                                              of about 1 trap for every 3 combat encounters, and 1
                                                              puzzle or riddle for every 5 combat encounters. Keep
Detection                                                     in mind, also, that combat can be just as intellectu-
                                                              ally challenging as logic puzzles if presented as such
When it comes to traps, the first step towards surviv-        - imagine having to fight a beast that is immune to X
ing them is to know they exist. There are several ways        and Y, but if Z is triggered, that immunity disappears.
to spot traps. Anyone who is untrained in discovering
them may make an Awareness check against a diffi-
culty that the GM determines to find the trap.
Purpose
Traps, riddles, and puzzles must always have some
relevance to either the main goal of the adventure or
to the immediate problem at hand. Some are designed
to prevent access to a specific area or item. Others
are intended to test the adventurers, either to see if
they’re worthy for a particular honor or to discover
through trial their weaknesses. A few are just distrac-
tions, put in place to delay the adventurers. There are
some, too, that are created out of pure malice, with
no intent other than to destroy, maim, or drive insane.
Charisma Wealth
Dexterity
Endurance Height
Intelligence Weight
Defense
Speed Soak
Initiative
                                          Weapons
Hit Dice               Spell Points
Inventory
Armor
                                         © 2010 Silver Gryphon Games. Permission to reproduce for personal use given.
           Spells Known
Talents
          © 2010 Silver Gryphon Games. Permission to reproduce for personal use given.
Index                           Bull’s Strength 33
                                C
                                                          Divine Servant 40
                                                          Drain 38
                                                          Drake 85
A                                                         Dreamsnake 86
                                Call Animals 23           Drums of War 29
Acidic Blast 74                 Calming Nerves 24         Dual Fury 34
Acid Storm 74                   Cartazon 83               Dual Wielding 50
Advancement 14                  Chain Lightning 77        Dust Devil 74
Aggressive Negotiations 24      Challenge Level 82
Annihilation 38                 Chaos 26                  E
Appearance 5                    Character Background 14
Appraise 31                     Charisma 6                Earthen Might 65
Aqua Horror 79                  Citipati 84               Earthen Spears 66
Arcane Blooded 21               Clarity 61                Earthen Spikes 65
Arcane Defense 27               Cloak of Command 62       Electrify 77
Arcane Destruction 19           Cloak of Fear 63          Elemental magic 56
Arcane Healing 28               Closing the Deal 24       Elf 7
Ardus’s Deafening Blast 76      Combat Healing 28         Emberwings 86
Area Restoration 28             Combat Options 48         Empathy 18
Armor 42, 64                    Command Animal 23         Endurance 5
Armor Mastery 19                Conflagaration 68         Entertaining 18
Armor Use: Heavy 40             Contact 25                Entrancing Melody 29
Armor Use: Light 40             Contagion 72              Equilibrium 37
Armor Use: Medium 40            Contagion Mine 73         Etiquette 24
Ascending Angel 34              Create Flame 66           Experience Points 14
Assassin 11                     Create Rampart 64         Eye of the Archer 20
Assassination 36                Creature Handling 22
Attacking 49                    Crushing Star 71          F
Attacking to Kill 49            Cure Affliction 68
Attacking to Knock Down 49      Cure Disease 28           Falling Star 70
Attribute check 51                                        Fast Healing 32
Auizha 82                       D                         Fate Alteration 26
Awarding Experience 82                                    Fighting Styles 49
                                Danger Sense 23           Fire Ball 67
B                               Darkness 62               Fire Bomb 68
                                Deadeye 20                Fire Nova 66
Badge of War 26                 Deathbloom 84             First Strike 34
Bandit 82                       Deepen Shadows 62         Flame Bolt 66
Bard 12                         Defensive Tactics 27      Flame Shield 67
Basic Talent Pools 18           Delaying Action 49        Flame Spire 66
Battle Medic 12                 Demon 85                  Flame Wave 67
Beast Tamer 12                  Demon’s Forge 67          Flash Technique 34
Biting Whirlwind Technique 19   Desert Graveyard 75       Fly 61
Blood Magic 38                  Desert Sun 74             Foraging 35
Bluffing 18                     Destructive Mind 25       Force 18
Bolt 76                         Devastation 78            Forgery 31
Boost Magic 28                  Dexterity 5               Frozen Mind 79
Bribe 31                        Disarm Traps 31
                                                                       INDEX     95
G                           I                           Magic Use check 55
                                                        Mass Invisibility 61
Geographic Sense 40         Ice Chains 79               Master’s Stealth 60
Going on the Defensive 49   Ice Spines 79               Medium Armor 42
Grasping Hand 75            Illusion Performance 28     Melee Mastery 19
Greater 85                  Illusory Allies 30          Mend 68
Greater Mend 68             Implode 60                  Merchant 13
Great Flexibility 40        Incognito 31                Meteor Shower 71
Great Memory 30             Infallible Direction 40     Meteor Storm 71
Greve’s Hammer 75           Infiltration 36             Mind Over Matter 22
Guiding Expertise 30        Initiative 48               Minor Arcane Knowledge 20
Guldurge 86                 Instant Fortress 65         Minor Elemental Knowledge 20
Gurunil 87                  Intelligence 5              Mirror Spirit 21
                            Intensive Training 40       Mis-Casting 55
H                           Intimidating Presence 30    Monster Knowledge 35
                            Iron Hand Technique 19      Mooncoil 89
Hammer of the Heavens 71                                Mounted Archery 30
Hardened Flesh 32           J                           Mounted Combat 30, 50
Hard Head 33                                            Movement 50
Hard Training 22            Jousting 30                 Mundane Healing 28
Harmonic Spirit 40          Juggling 21                 Mystic 19
Hasty Exit 24                                           Mystic Balance 37
Hawk’s Eye Technique 19     K
Hawk’s Spiral 20                                        N
Heal Animal 23              Kharui 88
Healing Arts 28                                         Natural Armor 33
Healing Awareness 28        L                           Navigation 36
Healing Touch 20                                        Nine Blades 39
Heal Plants 28              Language Mastery 40         Nova Meteor 71
Heartbreaker 20             Leadership 18               Noxious Cloud 73
Heaven’s Fist 70            Learning Spells 57
Heaven’s Fury 22            Lesser 85                   O
Heavy Armor 43              Lifeline 70
Heirophant 12               Life Magic 56               Open-Ended Dice 48
Heqren 87                   Light Armor 42
Hidden Motive 21            Light of Healing 69         P
Hidden One 87               Light Weapons 42
High Ground 30              Lock-picking 21             Paladin 13
High Social Standing 40     Lurru 88                    Paradscha 89
Hold Creature 64                                        Perpetual Assault 26
Horrific Persona 26         M                           Physical Strength 5
Human 6                                                 Pick Pockets 31
Hunter’s Aim 36             Maddening Taunt 32          Plague Darts 72
Hunter’s Disguise 36        Mageborn 40                 Plague Seed 73
Hunter’s Sight 22           Magical Aptitude 6          Poison Bomb 72
Hunting 35                  Magical Impediment 27       Poison Immunity 37
                            Magical Shielding 26        Poison Storm 73
                            Magical Transportation 20   P’rarr 90
96       INDEX
Primal Insight 23        Shield of Life 69             U
profession 11            Shields 43
Public Oration 18        Shooting Star 70              Umbrae Blast 63
Puzzles 92               Silence 62                    Unholy Minion 38
Pyravi 89                Silent Kill 36                Unstoppable Rush 33
                         Single Weapon and Shield 50   Unyielding 32
Q                        Siren Song 29
                         Sky Fury 77                   V
Quickfooted 21           Snap Shot 36
                         Social Strategy 24            Vacuum Mine 60
R                        Soldier 13                    Vampiric Essence 38
                         Songwriting 29                Verdant Mantid 91
Races 6                  sources of energy 54          Vikor 91
Rain of Ice 79           Spell Points 54
Rain of Stones 70        Spells Known 57               W
Ranged 20                Stone Skin Technique 19
Ranged Attacks 50        Storm 76                      Warlock 14
Ranger 13                Storm Spire 77                Water Breathing 78
Rapek 90                 Strike of the Heavens 71      Weapon Use: Heavy 40
reflex attack 50         Suffocation 61                Weapon Use: Light 40
Regenerate 69            Sunder 64                     Weapon Use: Medium 40
Rending Strike 39        Swimming 40                   White Vortex 78
Resisting Spells 58                                    Willpower 5
Resting 51               T                             Wrath of Eternity 39
Restoration 69                                         Writhing Darkness 63
Resurrection 70          Tame Animal 22
Riddles 92               Tap Energy 19
Riding Charge 30         Tapping 54
Root 64                  Templar 14
Ruin 38                  Thievery 30
Running 40               Three Words 4
Rushing Sword Dance 34   Thunderfist 77
                         Tidal Blast 78
S                        Torrent of Sand 76
                         Total Decay 37
Sabulous Wave 76         Total Restoration 37
Sandman 90               Total Weapon Mastery 39
Sand Shield 75           To the Deep 79
Sand Whip 75             Trait 4
Sapping Mist 78          Transcendence 22
Searing Blindness 63     Transportation 46
Seduction 18             Trick Shot 20
Shadow Bolts 63          Turn Flesh to Stone 65
Shadow’s Embrace 63      Two-Handed Weapons 50
Shadow’s Stealth 21      Tyra’s Requiem 29
Shatter 26
Shatterpoint 21
Shield 60
INDEX 97