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Pixaud's Practical Grimoire

Robert Maxwell-Magician of the Four Towns

Paul BalP1I\O-Magician of the Thru Towns

Mike Fortner, Chris Weeks [Kevin Curoll, RebeccaHall, Phillnkpen, Shri Smith!

-Magicians land Journeymen} of the Two TownsEd Sta.rk

-Mllgicilln of the Six TowersEric Aldrich, Jeff Brown, Tim Brown, Garry Corbin,Mike Lansdaal, Lou Prosperi [Lawrence J. Trained,John White

-Magicians land Journeyman} of the Seven TowersDesign

Greg F.J.rShtey, Greg GordenAdditional Arcane Lore

Greg Gorden, Bill Smith, Ed StukDevelopment and Editing

Kenipat, ZelephestAnnotation and Advice

Stephen Crane, Cathleen HunterGraphics

David DormanCover Dlustration

Elizabeth T. Danforth, Valerie ValusekInterior Dlustration

Published by

~"JNfTt.JCiAMES'"RD3 Box2345

Honesdale, PA 18431

First Printing: April, 1991

AlIptUthonan.Ay*.Bm.d<~CoreEmh.eo-.CwmW'lW,C~.-r,

Or Mollo", G.unl Man. GooIpof;. HNrt 01 ttw~, HJ&h I..ord. lnfini_,~W~.living land. Mioetstrom.. MiodstroIn 8rid~.NiIe~.Orronh. Pd1aAniin;oy,PIx.roud, pg.,1Jihty Ramn. f'oeoI;ibWtySUul. "-ibilityW.."Rav~Slonnn's, Storm KJug!ts. Tors. and ttw Tor-s 1080 an! tradmvorb 01 Wet EndGame..,:no and C 1991 West End em-. AU Rightl~.

Publisher. Daniel ScoU Palter. Associate Publisher. Richard Hawnn • Associate Editor: Greg GordenEditor: Greg Farshtey • Assistant Editors: Bill Smith, Ed Stark. Art Director: Stephen Crane

Graphic Artists: Cathleen Hunter, Allen Nunis • Sales Manager. Fitzroy BonterTe • Sales Assistant: Maria KammeierSpecial Projects Manager: Ron Seiden· Warehouse Manager: Ed Hill • Treasurer: Janet Riccio

.., TM and Cll991 West End Garnes. All Rights Reserved.

3••

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Roleplaying the Possibility Wars~

Pixaud's Practical GrimoireArcane Knowledge from the Realm of Aysle'"

TABLE OF CONTENTS

Introduction 4

Chapter One: The Essences 10Chapter Two: The Principles 22Chapter Three: The Mixed Forces 38Chapter Four: The Kindred 50Chapter Five: The Elements 72Chapter Six: Spell Design 88Index 92

This Volume ofArcane Lore is Dedicated to the Memory of Pixaud,

Second Dean of the Academy of the Four Towers.

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Torg: Pixaud's Practical Grimoire

Introduction

elcome to Pixaud's Prac­tical Grimoire, a collectionof the finest spells toemerge from the magicacademies of Aysle.

Within its pages are the most potentspells yet designed. by Ayslish mages.Some are ancient, others are recentadditions. All represent the best de­signed. spells of their type. Accom­plished. mages spent six months to ayear designing each spell. Some spellstook as long as ten years to design.

There is only one copy aT thegrimoire, and it resides in the ArcaneAcademy of the Four Towers. Thespells in this grimoirecome from manysources, many other grimoires. Oncethe masters of the Four Towers judgea spell worthy for inclusion, theyscribethe spell into its appropriate spot. Amaster then annotates it, and magi­cally moves the other spells within thegrimoire. A mage who has a spell in­cluded. in the grimoire is considered. amaster by other magicians at theacad­emies. Spell design competition issometimes fierce, which can be dan-

L..:I:....J mportant Note

Aside from certain props, thecontents of this supplement arefor the gamemaster only. If any­one who isgoing to be a player inthis adventure reads this book,he will be ruining the fun forhimself and everyone else in thegroup.

The gamemaster should readthe book completely before at­tempting to run the adventure.This allows the gamemaster tofamiliarize herself with the vari­ouseventsand encounters in thissupplement and prepare herselffor any unexpected. behavior onthe part of of the players.

•• 4

gerous as it involves wizards.The masters allow only students of

the Arcane Academy of the Four Tow­ers, or other accredited. magicians, toleamspellsfrom thisgrimoire.lngameterms, an accredited. magician is onewho has learned. 14 or more arcaneknowled.ges, at leastMOofwhich mustbe essence knowledges. Then he mustfind the Arcane Academy of the FourTowers. Its masters have kept theacademy hidden for generations.

Knowledge in this grimoire is notcompletely off limits to your players.The grimoire has been around forcen­turies. Many of the spells Pixaud'sPractical Grimoire contains are writtenin other grimoires, such as thegrimoires of the mages who first de­veloped thesespells. Acharactercoulddiscoveroneoftheseancientgrimoires.Another magician might let the char­acter study from the grimoire in ex­change for similar knowledge, a ser­vice in exchange, or a valuable itemotherwise unobtainable to him.

No starting mage would knowspells from this grimoire, other thanthose normally taught toanapprentice,such as ann ofair. If a magician StormKnight wants a spell in this grimoire,he is going to have to obtain it throughadventure or interaction with game­master characters, rather than simplybuying them with Possibilities.

Common GrimoireSpells

Pixaud's Practical Grimoire is not theonly grimoire in Aysle. Many suchgrimoires contain watered-down ver­sions of these spells. The spells in theTorg Rulebook are an example of com·mon grimoire spells. Those spells areexamples of Ayslish magic where themages spend perhaps five to 10 weekson the design of the spell. Commongrimoire spells are not as carefullycrafted, but they are widely available.Ifyou want tocreatecommongrimoireversions of the spells in this grimoire,

we suggest the following procedure:

• Increase the skill number by fivepoints. The Pixaud's grimoire versionof plant shackles is an alteration/plant 15spell. A common version might be analteration/ plant 20 spell.·You may choose to increase a com­monspell's skill numberby fewer thanfive points.Uyou do, worsen thespell'svalues by eight points for each point ofskill value increase ignored. Youcouldincrease the skill spell level by twopoints, and worsen the spell values by24 points. You could raise the spellskill level by five points and leave thespell values as written in Pixaud'sPractical Grimoire. Foreach pointa spellworsens, do one of the following:- Subtract one from the effect value- Subtract one from the range value-Subtractonefrom theduration value- Add one to the backlash- Add one to the difficulty- Add one to the cast time

Example: Acommon grimoire ver­sion of plant shackles could look likethe following. The casting procedureof plant shackles would be the same foreach version. Compare it to the spellon page 83.

Plant Shackles

Axiom Level: 8Skill: alteration/plant 18

Backlash: 20Difficulty: 13Effect value: 14Bonus Number to: effect

Range: 7 (25 meters)Duration: 14 00 minutes)Cast Time: 9 (one minute)Manipulation: control

More on MagicHere are a few additions and clari­

fications to the theory of magic pre­sented. in the Aysle Sourcebook. Weappreciate the players and authors

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who brought these points to OUT atten­tion. We also appreciate those whosequestions resulted in some of thesepoints.

The Limit of SpellsThe Rule: One spell produces one

effect. Ayslish magicians have workedhard to bend the rule. The mastershave achieved very limited success inspecial cases, but the rule still holds.The effect may be spread over severalattributes. The effect may affect morethan one target. A spell has only onebasic effect. If your players are tryingto design spells with "freebie" sec­ondary effects that enhance the spell,you should disallow the secondaryeffects.

Example: A Storm Knight wants todesign a spell designed to summon ademon from another dimension andbind it to the will of the caster. Sum­moning the demon from another di­mension is one effect. Binding its willto the caster is another effect, requir­ing another spell.

Some players will try to twist thephrasing of the effect to linksecondaryeffects to the basic effect. Players maytry saying "I am designing a spell tosummon a charmed demon" or, "I amdesigning a spell to create a demonloyal to me." It can be tough to reasonthrough glib spell descriptions. Askyourself if all of the spell's effects arenecessary consequences of the basiceffect. Can you summona demon whois not enamored of the caster? Well,yes you can. Loyalty must be a sec­ondary effect.

What if the magician uses Theoremof Exclusion to summon only demonsfriendly to the caster? Page 61 of TheAysle Sourcebook states that theemotional state of folk is beyond thebounds of the theorem of exclusion.We assume this applies to the emo­tional state of other kindred as welL

The basic effect of a spell may beapported. Such apportation is not con­sidered a secondary ability, but part ofthe magic process. You may control theother aspects of a spell, as listed onpages 73 and 74 of The Aysle Sourcebook.

Divination magic can be used todetect a condition that then changes

the aspects of a spell. Divination co.m­ponents trigger wards. Spells whIchare active may have their effect turnedon, off, or diminished by a divinationcomponent. The divination compo-­nent works in the same way on activespells as it does for wards (page 74 ofThe Aysle Sourcebook). The other as­pects of a spell that may be controlledthrough a divination component arechange target, form, apportation, andduration. No other aspects may becontrolled through a divination com­ponent. Such a divination componentworks as a trigger. If the spell detectsthe trigger condition, then it instantlysets the aspects of the spell are to theirfinal values.

If a secondary effect cannot be pro­duced by controlling an aspect of thespell, or having a divination triggerwhich controls aspects of a spell, thesecondaryeffect requires asecond spell.

DivinationThe pattern and result knowledges

ofaspelllimitsdivination magic. Whenused to gather or discover informa­tion, the patten knowledge is the typeof information you are discovering;the result knowledge describes thetarget of inquiry. Detect folk evil is adivination/darkness spell, with a resultof folk. The spell looks for a pattern ofdarkness within folk. When used as acommunication spell, the pattern isthe source or medium of the informa­tion conveyed, while the resultknowledge represents the recipient ofthe information.

When used as a spell's divinationcomponent, the spell trips the triggercondition when it detects the patternknowledge. Because a divinationcomponent is not a full spell, divina­tion components cannot detect the fullrange of information that divinationspells can. For instance, detect angrydwarf is a possible variant of the detectfolk evil spell. A divination componentcould be set up to detect anger (withdarkness as a pattern) or a dwarf (withfolk as a pattern), but the trigger couldnot be set for only angry dwarves. Adivination component lacks the fullstate path, and the trigger can only beset for information wholly covered byits pattern knowledge.

Introduction

ApportationNatureconcedes the apportation of

physical mass. Achairmoved bymagicremains moved even after the spellexpires, unless another force moves it.Air apported out of a volume wouldremain outside the volume, but airwould rush to fill a vacuum no longermaintained by magic. Attributesmoved by apportation magic return totheir original object or kindred oncethe spell duration ends. Other intan­gible properties return if they cannotnaturally be gained or lost in a shortperiod oftime.Climbing,~g,~nd

skill values are examples of mtangIbleproperties which return to the objector kindred once the spell durationends. Properties which can be gainedand lost qUickly, such as shock pointsand spells, do not return at the end ofthe spell.

AlterationModification describes a type of

alteration spell that changes a targetby degree. The spell can amplify ordecrease an attribute or quality of thetarget. Modifications may use anyknowledge as a mechanism and pro­ducea real (as opposed to an illusory)effect.

But these changes have bounds.Ayslishsorcerers soon discovered thatmoctificalionscanonlyaffect attributesof a target that are variable from onetarget to another target of the sametype. If the quality does not exist in thetarget type, a modification spell can­not produce that quality in the target.

Example: Human beings vary inStrength from one another, also in sizeand weight. Modification spells canincrease or decrease these qualities.No human being is naturally trans­parent, so a spell making a womantransparent cannot be considered amodification spell.

Ayslish mages also discovered thepractical limit to modifications. Thecosmlimit valuescap the natural rangeofvariation in kindred. Attributes maybe temporarily boosted by use of theSpeed Push or Power Push tables.Modification spells cannot boost akindred attribute past the larger of

I.

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Tors: Pix.ud', Pr",ctkalCrimoire

these two values (which vary fromcharacter to character):

-The Ayslish cosm limit for that at­tribute,

-Theattribute plus the maximum gainpossible from the Speed Push (+2) orthe standard Power Push table (+6),whichever is appropriate.

For instance, Aysle's cosm limit forStrength is 15. A character with aStrength 13 could be boosted to a 19; acharacter of Strength 7 could go toa 15through modification. The limits onmodifications do not apply toknowledges other than kindred.

Transformation is a term to de­scribe a type of alteration spell, onewhich changes the target into a dif·ferent kind of element, kindred orknowledge. A transformation is alsonecessary if a spell would increase, ordecrease, attributes of kind red beyondthe range of a modification.

Changing a man into a frog or abeam of light is obviously a transfor­mation. SO is changing a man into adwarf; a dwarf may be kindred. butmost dwarves would forcefully dis­agree with you if you said they werehuman beings.

Ayslish sorcerers have long taughttheir apprentices the rule of thumbthat if two types of objects are differ­ent enough to have different names,then they are different in kind. This isa consequence of the Law of Obser­vation: "A difference named is a dif­ference observed,and therefore whollyreal."

Transformations must have an es­sence knowledge as the spell mecha­nism to produce real effects. Trans­formations without an essenceknowledge as a mechanism are illu­sions. The final result points of atransformation spell must equal orexceed the greatest attributedifferencebetween the original and the trans­form. It is easier to transform a dwarfinto a human than into a giant.

ConjurationsA conjuration creates or destroys a

pattern. It can create a pattern fromnothing. or reduce a pattern intonothing.

•• 6

All conjurations are transforma­tions, involving the creation of some­thing outofnothing. Conjurationswithreal effects must have an essenceknowledge as the spell pattern ormechanism (both of which may beessences). Any other conjuration is il­lusory (page 63 of The Aysle Source­book, under "Essences").

How Do I BuildThis Spell?

Thereis often more thanone way tobuild aspell. particularly the state path.This can be confusing when you arelooking for the way to build a spell;stop trying so hard. If you and yourplayers can agree that a spell shouldwork the way you have designed it,there you go. Some ways may seemmore appropriate (or easier) than oth­ers. Let the feel you want for the spellshape your choices as much as thenumbers and definitions.

Example: A summon demon spellseems to have at least two state paths.It could be a conjuration/true knowl­edge, with a mechanism of magic and aresult of entity. It also could be a con­juration/entity with life as the mecha­nism and entity as the result. The de­scriptions of true knowledge on page65 of The Aysle Sourcebook states con­juration/trwknowledge is the necessarypattern to createan opening to anotherdimension. The roles support the firstchoice as the more appropriate. Thesecond state path works fine for cre­ating a demon.

When translating the effects of aspell into game mechanics, use thefollowing procedures. Start with thefirst procedure and work your waydown the list.

1. Is there a game mechanic mim­icked by the spell? If so, define theresistance value to the spell's effectvalue and use the appropriate chart ortable.

2. Is the spell an "enabler"? Is theeffect of the spell to allow the use ofskills, or other game mechanics, insituations where these could not nor­mally be applied? In this case the ef-

fed value of the spell is the mn-i­mum skill or game mechanic totalthat can be generated when using thespell, The version of away sight in theTorg Rulebook has an effect value of O.An effect value of 0 can only supportsimple actions, and simple actions donot require generating a total. Onlythings obvious through casual obser­vation are visible to users of this spell.

3. Does the spell createaneffect thatcannot (or you feel should not) becovered by one of the above cases?Then you have to interpret the effectsof the spell. We like to use the GeneralSuccess Table, interpreting the levelsof success for the spell.

Controlling AspectsMagicians get many of the varied

spell effects by controlling the aspectsof a spell:

Change TargetDivinationComponent(wardsand

other triggered spells)EffectFonnApportationDurationAccuracyMulti-Attribute Effect

The descriptions on pages 73-74 of'I'M Aysle Sourabook are a good start.Here are additional examples andsome new material to help you seehow control of aspects affects spells.

Change target could be part of a"mutual love potion", which firstcauseCharacter A to fall in love with 5, andthen switches targets to cause 5 to fallin love with A.

A divination component can beused produce some sophisticatedsecondaryeffects. A message spell canbe built to "hold the sound" ofspokenwords. The effect could be apportedalong a pre--detennined path. A divi­nation/folk component could stop thespell and release the message (tum offthe effect, releasing the sound) when itfirst detected folk.

A light spell with controlled effectcould be used to send coded signals. Anillnessspellrould becreated that makesthe target feel varying degreesofillness;just the thing for charlatan priests.

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Form can be used for more thanesthetic reasons, such as putting ar­row slits in a magical wall.

Apportation can apport the area andvolume dimensions of an effect awayfrom thecenteroftheeffect.lfyouapportthe area dimension out to the end of therange, the affected area is a rectangle.This rectangle is larger than the circle ofeffect would normally be. Apportingthe area and volume creates a rectan·gular volume,one larger than thespherenormallycreated. Apporting the volumealone creates a cylinder. A cone is mostefficiently made bycontrolling the fonnof a cylinder. Apporting area, volume,and effect each count as one aspectcontrolled. Leaving the effect asa circleor sphere is the cheapest possible for aspell.

Result ModifiersThe rules for result modifiers have

confused a number of our players(page 71 of The Aysle Sourcebook). Re­suit modifiers are useful when a spelldoes not have magic as its mechanism.All other mechanisms must generatetheir result points through the PowerPush table.

Result modifiers are "pre-bought"result points that greatly increase theeffectiveness of the spell. Add theseresult points to any result points gen·erated when the spell is actually cast.

Example: A shocking grasp spellmight have a pattern of alteration! folk,a mechanismand result of living forces.A mage casts the spell and gets aneffect total of 17 against a target'sToughnessofl0. Theseven result pointsare read through the power push tableto yield three result points of damage.If the spell had a result modifier ofthree, the damage would be increasedto six result ~ints.

Apply result modifiers only if thespell itselfgenerates result points. Thishappens anytime the effect value ofthe spell equals or exceeds the target'sresisting value.

Transformation spells commonlyuse result modifiers. The rule on page70 of The Aysle Sourcebook says atransformation is successful when theresult pointsequal orexceed the great·est attribute difference between thetarget and resulting transform. Real

(as opposed to illUSOry) transfonna­tions are difficult without pre-buyinga result modifier.

Example: Linfir's Little Frog spell(page 77ofThe AysleSourcelxK>k) hasa result modifier of nine. It tJ"affiformsthe target into a frog with Dexterity,Strength and Toughness of one. Its ef­fect value is fixed, so it affects charac·ters whose greatest physical attributeis 14. To affect an attribute of 14, thespell must generate 13 final resultpoints. The effect value of 24 againstan attribute of 14 yields a difference of10. On the Power Push table this isworth a "+4." The result modifier isnine, and 9+4=13, thefinal result pointsfor the spell.

One way to write up spells with aresult modifier is the following. Theresult modifier effect becomes thebaseeffect of the spell. Any additional re­suit pointsobtained through the PowerPush table is described as the variableportion of the result.

Example: A strength spell with aresult modifier of five could be de­scribed in this way. The effect value ofthe spell must equal or exceed thetarget's Strength. Increase the target'sStrength is then by five, plus the resultpointsof the spell as read on the PowerPush Table.

Example: If Linfir's Little Frog hadthe bonus number added to effect,rather than duration, the variableeffectcould be described as follows. Theeffect value of the spell must equal orexceed the target's largest physicalattribute. The spell can transform acharacter whose greatest attribute is10, plus the result points of the spell asread on the Power Push Table. If thePower Push result is "+4" the spellwill transform a character whosegreatest physical attribute is a 14.

Spell Types and State Paths

A normal spell may becast in oneofthree ways: cast directly, focused orimpressed. In each case the state pathcan be abstracted to look like:

Pattern KnowledgeMechanism KnowledgeResult Knowledge

(+cast cost)

lntroduction

Impressed spells placed into objectsAsdiscussed on page73 ofThe Aysle

Sourabook, a spell that may be im­pressed into an object so that it may becast later requires an extended statepath. The state path is extended fromthe pattern knowledge to include liv·ing forces (for impressing the spell),then to folk (assuming folk are thecasting race) and then to the elementknowledge that best represents thematerial of the object. In abstract thestate path looks like this:

Pattern Knowledge(up from the pattern knowledge

to living forcesto folkto element knowledge)

Mechanism KnowledgeResult Knowledge

(+ impressed)

Thestate pathstartswith the patternknowledge, then goes through themechanismand result knowledges forthe first part of the path. The secondpart of the path goes from the patternknowledge to the livingforces-folk­element knowledge, to create the en­chantment holding the spell withinthe object.

WardsA ward is a spell impressed into an

object, with the state path given above.In addition the mage pays for an extracontrol cost of eight (which gives theward a detection value equal to themagician's divination magic value)plus an amount equal to the adds inthe knowledge to be detected. Recordthis coston the aspects line of thespelllaboratory sheet.

Permanent MagicAny magical process or pattern can

be made permanent. If the process ispermanent, the spell effect is perma­nent until dispelled. If the pattern ispermanent, anyone with the correctmagic skill (alteration, apportation,conjuration or divination) may castthe spell. A pattern may not be dis·pelled, but the effect of a casting fromthe pattern may be dispelled.

Creating permanent magic inAyslerequires the caster to cast the spellwith a negative bonus modifier of -15.When creating permanent magic,

••7

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Tors: Piuud', Practica.I Crimoire

compare the backlash of the spell tothe skill total, never the Mind of thecaster. This makes permanent magicdangerous tocreate:Permanent magicis a form of spell creation, and so thesame rules for generating totals apply:Possibilities maybespent, but no cardsmay be added to the roll.

Enchanting Permanent M.J.gic ItemsThere are three basic cases:1.Castinga permanent focusedspell

into an item, which is done by castingthe spell as permanent magic and de­claring the process permanent.

2. Placing the permanent pattern ofa spell into an item, so that any user ofthe spell provides only the skill. Tocreate a permanent pattern the magecast the speD as permanent magic anddeclares the pattern as pennanenl.

3. Creating an item that holds per­manently impressed spells to be re­leased by the caster. This first requiresthe item to be prepared with a penna·

nent effect allowing spells of the ap­propriate knowledge to be impressed.The state path of such a spell is:

Pattern Knowledge (material ofobject)

Mechanism (Life)to living forcesto folk (to allow folk to castthe spe:U)

Result Knowledge (the patternknowledge of spells to beimpressed)

The final result points, includingany result modifier built into the speir,are the maximum number of spellsthat may be impressed into the objectat anyone time. Preparing an object inthis way allows spells of the appro­priate knowledge to be impressed di­rectly into the object. This spell makespermanent the portion of a state pathnecessary to place an impressed speDinto an object. See page 80 of The AysleSourcebook.

Permanent Impressed SpellsA spell designed to be impressed

into an object may be cast as perma­nent magic. This requires two perma­nent castings, the first to make thepattern permanent the second to makethe process a permanent part of thepattern. The resulting spell recasts it­self over the cast time of the spell,sitting suspended until triggered bythe user of the item. Wards can bemade permanent in this way. See page80 of The Aysle Sourcebook.

The KnowledgeInteraction ChartWe changed the chart below to re­

flect the comments from players andauthors, and our greater understand­ing of Ayslish spell design.

Knowledge Interaction Chart

Pattern Knowledge Acceptable Mechanisms

Essences any Knowledge except a differentEssence (Divination magic can use anyKnowledge)

Darkness Death, True Knowledge, Living Forces,Magic, Darkness

Acceptable Results

any Knowledge except a different Essence(Divination magic can use any Knowledge)

Death, True Knowledge, Kindred, MixedForces, Elements, Darkness

Magic any Knowledge except Kindred,Elements

Light Life, True Knowledge, Magic, Mixed Life, True Knowledge, Elements, Kindred,______Fo;,.;c;,es;". Mixed Forces, Light

any Knowledge

Mixed Forces any Knowledge except other M'","·-edO;---':;Kindred, Element, Mixed Forces Principles, -Force (Living/Inanimate) Essences (Time andTrue Knowledge can only be

used by Inanimate Forces and only forDivination; Death and Life can only be used by

____~ ~ U..·v.;;.niig;,F.o.,c.es and only for Divination)

Kindred any Knowledge except Kindred andElements

Elements any Knowledge except Kindred andElements

••8

Kindred, Elements, Light, Darkness, MixedForces <Essences for Divination only)

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Page 11: Pixauds Practical Grimoire 1

Chapter One

The EssencesDeath

Grave Assistance

Axiom Level: 13 (1nSkill: alteration/death 26

Backlash: 20Difficulty: 14Effect Value: 13Bonus Number to: duration

Range: 5 00 meters)Duntion: 29 (l week)c.ut Time: 18 (1 hour)Manipulation: cast time, duration

This impressed spell transforms anaspect ofdeath intoa group ofskeletalwarriors to act as body guards for theduration of the spell. The mage muststand within a grave yard during thenight to prepare this spell. The magethen creates the pattern of this spellwhile holding and staring at a humanbone. During the process, a darknesswiD be seen fanning around the bone.The darkness seems to come fromnearby graves, a dark wisp comingfrom each grave within a six meterradius (this is usually about eightgraves). The number of skeletal war­riorscreated is equal to the Rumberolbodies buried within the radius of ef·feet. At end of this ritual, the bone hasfigures etched onto its surface repre­senting each grave within the spelJ'sradius.

When the mage wishes to releasethe spell, she throws the bone onto theground and says "come forth my war­riors of the night, to serve and protectme. By the power of bone and night, Icommand thee arise." The groundrumbles as the skeletal warriors

emerge from the ground. Each war­rior is clad in the ruined remains ofannor, and carries a weapon of thecaster's choice. They will always re­main within six meters of the caster,protecting the caster from hann to thebest of their abilities.

They are intelligent, and use sometactics to protect their summoner.Thereareenough to surround the mageto protect her. There will always be atleast one, normally two, left to guardthe mage if a distraction occurs. Theyknow that their existence, and thechance for this second '1ife" dependson the mage's survival.

Skeletal Body GuardDEXTERITY 13Dodge 18, melee weapons 18, mis­sile weapons 18, unanned combat18STRENGTH 13TOUGHNESS 13 (18)PERCEPTION 13Find 18MIND 13CHARISMA 13SPIRIT 13Intimidate 18Possibility Potential: Some (SO)NaturalTools:annorCTOU+5/18),

weapon (SfR+5/damage value 18)

This is a very useful spell, but it dealswith death and necroITumcy. it can warpand""rken the spirit ofthe rtUlge that usesit. If you deal with it. you will d~ by it.

- Kenipat

Rot of the Grave

Axiom Level: 13Skill: conjurtltionldeuth 26

Backlash: 22Difficulty. 18

Effect Value: 15Bonus Number to: effect

Range: 10 (100 meters)Duration: 29 (1 week)Cast Time: 5 ( 10 seconds)Manipulation: control, duration,state

Rot of the Grave is a focused spell.When a mage invokes this pattern, shecauses a living body to corrupt and rotas if it were in the grave. To cast thisspell, the mage must have soil from agrave and the ash of a burned body.Darkness forms around the hands ofthe mage as she casts; darkness thatthen shoots toward the intended tar­get. The path of this bolt can be con­trolled by the mage by pantomimingthe path with a bone wand.

The spell will hit the target if thecaster's conjuration magic total equalor exceeds the Derterityor dodge valueof the target. If the spell hits, the effectvalue becomes the damage value ofthe spell. Compare the effect value ofthe spell to the target's Toughness, andthen to hisCharisma, on the Power Pushtable. The spell's result modifier in­creases any result points by six. Theresult points determine two things;the first is thedamage the spell does tothe target. The second is the numberofpoints subtracted from the target'sCharismJl. No one likes dealing with acorpse.

This spell has an extended dura­tion. The rotting caused by the patternof death will remain with the targetuntil the spell is broken or ends.Therefore, the target of this spell can­not heal normally until the spell ends.Not even miraculous healing can curethis damage caused by Rot ofthe Gravethe spell ends.

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Talking Dead

Axiom Level: 8Skill: divination/death 14

Backlash: 21Difficulty. 12Effect Value: 15Bonus Number to: effect

Range: 5 00 meters)Owatian: 18 (1 hour)Casting Time: 18 (1 hour)Manipulation: duration

With this spell, the mage uses thestrength of her spirit to contact a spiritof the dead in hopes of gaining infor­mation from them. The mage musthave something that belonged to theperson that she wishes to question.This object must have had some sig­nificance to the person in life. Likelyitems would includea wedding ring, apendant, a favored sword or otherweapon, or even a book. Throughoutthe casting.. and then the questioning,the mage must maintain physical con·tact with the item while maintainingstrict control over her mind. If herconcentration ever fails, then the spiritwill find a way to break free from themage and return to it's eternal rest.

After the castinSt which includesmeditation and chanting, the magegenerates her spell total. Compare theeffect total to the Spirit of the spiritsummoned (usually ina range of from10 to 15), and read the comparison onthe Power Push chart. The spell has aresult point modifier of six. Read theresult points on the Interrogate col­umn to find the spirit's reaction to thesummoning mage. The mage must stillcoax the information out of the spiritthat she summoned.

This is avery useful way to gain infor­mation,and it has been used in the past bythe nobility to discover the true culprit ofacrime. The dead know many secrets, andwith this spell a mage am learn some ofthem. One thing that must be rememberedis that they are dead, and do deserve somebasic respect.

Another thing is that talking to the

dead can have aslightly warping effect ona person. lance knew a mage who wascontinually asked to speak to the deadrelative of one family or another. After acouple ofweeks of this, his mind began tosnap. He started thinking that he wasdead, that only the dead couldhear, under­stand, orcare for him. It took nearlyayearto reverse the effects ofthis, and to this dayhe still feels more comfortable in a cem­etery than anywhere else.

-Zelephest

Visions of Death

Axiom Level: 13Skill: conjuration/death 26

Backlash: 20Difficulty: 18Effed Value: 24Bonus Number to: effect

Range: 10 00 meters)Duration: 32 (1 month)Casting time: 18 (1 day)Manipulation: duration, range

Thecasterof this focused spell mustgain something of his target; a bit ofhair. clothing, or any other object willdo. From this object, the mage manu­factures a focus that directs the ener­gies of this spell to the target. Duringthe formation of the focus, the mageintones the spell, binding an elementof death into the focus, and thereforeonto the person. The focus usuallyresembles an object the target keepswith him, such as a belt buckle, a rinSta bracelet, etc.. After the castinSt themage must place this object into thebedroom of the intended victim, orgive it to them before the next dawn.When the target first sleeps within 100meters of the focus, generate the spelltotal. Compare the effect value withthe target's Spirit and read the resultoff the Power Push chart. The spell hasa result modifierof five, which reflectsthe power that death has over the liv­ing. Read the result points on the com­bat results table to find spiritualdamage. The spell generates a bonusfor damage once each time the victim

sleeps. The effect of the spell is con­trolled. Unless the damage from thecurrent attack exceeds the damagelevel the target currently suffers from,the spell does no damage.

From the first night on, the target ofthe spell dreams of his death, and eachdream depicts a different version ofhis death. The target will begin to ap­pear sad and melancholy. He will al­ways seem depressed and becomesvery pessimistic about everything.

While the spell has the result ofdeath, the limited effect make it pos­sible to recover from the wounds ...except for one wound, which onceinflicted shall not heal forthedurationof the spell. The purpose of the spell isto cause the victim a lingerinSt night­mare-ridden death.

A spell that could only be cast by aperson with no goodness left in her soul.This spell was created by Mixilia the nec­romancer. She used this spell to depose hecousin, Dukt Alein from his throne. Shealso used this to prevent others from tak­ing her from the throne. Her death, whenif finally came, was liS slow and painful asthat she had chosen for her victims.

Her spell has the potential to corrupteven the most pure ofheart. Once a magetravels down the path of darkness, andbegins to use such destructive spells, hersoul is forfeit. References to this spell, andother spells 1tWde by this mad woman,should naJer be presen ted toyoung mages,for they will have no defense against thecorrupting pcrwer ofher spells.

- Kenipat

Life

Conjure the BouncingHordes of Doom

Axiom Level: 13 (17)Skill: conjurationllife 21

Bacldash: 20Difficulty: 11Effect Value: 14Bonus Number to: duration

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Range: 10000 meters)Duration: 14 (10 minutes)Casting Time: 18 (1 hour)Manipulation: range, duration

The magecasts this impressedspellto bring to life a group of enchantedwarriors to fight for him. First the magetakes the gum/sap from a tree, then heheats the sap while reciting an incan­tation. The mixture must then becooled, and from this rubbery massthe mage forms a ball. As the magefonns the ball, he impresses the pat­tern of the spell within the ball. Theritual prepares the ball to become thecaster's warriors.

When the mage wishes to releasehis warriors, he says "I now releasethee," and then throws the ball. Whilein the air, the ball will expand and thendivide into six purple-black balls, giv·ing the mage six warriors. The ballsbegin to bounce toward their intendedtargets, targets chosen by the mage.The caster controls targeting until thespell ends,or the mage is killed (whichdispels the pattern).

When a ball approaches its target, itunfurls into a goblin-like creature withhuge talons, toothy grin, and glowinggreen eyes. The hardeling shoots pastits target, ripping and tearing as it goespast. Afterit has past, it will rurl up intoa ball again to keep moving. Thesecrea·tares are swift and efficient. Their rub­bery skin makes them very hard to hit.

Bouncing HordelingDEXTERITY 14Dodge 19, maneuver 19, unarmedcombat 19STRENGTH 14TOUGHNESS 14 (19)PERCEPTION 14Trick 19MIND 14CHARISMA 14Intimidate 19SPlRIT 14Possibility Potentiitl: Some (SO)N~tu.ral Tools: speed value 14, at-

mor(+5/ 19, versus non-magical wea~onsonly)

•• 12

Hordelingsareso hard to hit becausethey are extrememly fast when b0unc­ing, and can mstanUy change_non every bounce. 1bese creatures areintelligentand willgang uponsorneonewho poses a threat to them. They comefromallsides,oftengainingtheblindsideattack advantage.

As a favorite tactic, one of themhits their victim from the front, an·other hits from behind right after,causing the target to fall over. Some­times three hordelings time their at·tack, causing the target to spin.

It is reported that the great mageAllanbrok formed this spell after the ter­ribleaccident with oneofhis students thatleft him slightly off balance mentally. Hetells in his journals that he looked intoanother world and saw creatures ofgreatphysically prowess and incredible powersof muvement. From here the informJltionbecomes sketchy. Some SQY that this visionwas a halluci1Ultion from medici~ thathewas taking, whilestiIJ others swear thatit was an attempt toamtad theSUretlfures,but whatever theCllSe, it is oUuious that thespell was influenad by his state of mind.He was unstable, and so are thl! CTl!Qtureshis spell CTeotes.

-Kenipat

Create Homunculus

Axiom Level: 13Skill: conjuration/life 22

Bacld~sh:16Difficulty: 14Effect Value: 15Bonus Number To: duration

Range: 10 (100 meters)Duration: 38 (1 year)C~stTime: 32 (1 month)Manipul~tion:control, duration

The mage forms this focused spellby first focusing the power and pat­tern of thisspell intoa caldron madeofiron. The mage places the ingredientsof the spell into the caldron, seal the lidwith wax, and letting it brew over aflame forat least 10months. The mageunseals the cauldron and a new life,formed by the mage's power. emerges.

The power only grants life to thecreature, so the mage must provideit's substance,and with thissubstance,it's purpose. The mage must gain in·gredients for his homunculus, used bythe spell to mold the basic form of thenew being. Thus, the ingredients willinfluence what the homoculus will looklike. If the mage wants it to have tigerfur, he has to use the skin ofa tiger.lf hewants it to have scales, dragon scaleswould do nicely. The mage must additems that will affect it's personality,such as the heart of a lion for bravery,the heart of a dog for loyalty or thewing of a dove for compassion. Themage also can implant abilities intothe homunculus, using ingredientsthat are contagion for the ability.

Example: If the mage wanted hiscreation to have the ability of flight,then he would have toindudea pairofwings. Remember, the homunculuswill have wings that look like the onesused. If you use insect wings, it willhave insect wings. If the mage wantedto give the homunculus the ability tobreathe underwater, then he wouldhave to use the gills of a fish.

The homunculus can be given theability to learn and use magic, but thisrequires the heart and mind ofa magein the mix. Normally the creation issterile, unable to reproduce. The ma­gician can provide the homunculuswith abilities beyond the normal at­tributes.

A normal homunculus with no ex­tra abilities will have a gestation pe­riod of ten months. After the gestationperiord it is a real entity, and magic isno longer needed to keep it alive. Ev­ery extra ability placed into the cre­ation adds one month to the gestationperiod. Eachextra abilityalso requiresan additional conjuration total againstthe difficulty of the spell during themonth the homunculus gains thisability. The magicianspendsone hourto generate this additional total, andhe may generate it anytime in themonth during which the ability is de­veloping. The homunculus gains ex·tra abilities after the initial ten months.All extra abilities the homunculusgains must be added to the mix during

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the casting of the spell; none may beadded (or removed) after the magi­cian casts the spell. A maximum of 18additional abilities may be added.

The last thing the mage must add tothe mixture is a drop of his own blood.This is to both give the creature thespark of life, and possibly imbue thecreature with loyalty. The mage gainsa +3 bonus modifier to any charm at·tempts because of the bond of blood.After sealing the cauldron, the magemust keep a fire under it for the entiretime the homunculus is forming. Theflame brews the creature, and symbol­izes the spark of life the mage is instill·ing into his creation.

The homunculus dies if it has notfully grown before the spell is up. Ifthe spell ends before it has fully grown,only a stinking mass of protoplasmwill remain in the cauldron. Uponsealing the cauldron the mage gener·ates his conjuration total. The effectvalue of the spell becomes the homun­culus' attribute values. The additionalabilities are derived effects rated at thePower Push of the effect value.

Example: Mirrar has decided tocreatea companion toaccompany himon his missions. He wants a creaturethat is strong, brave, and fast. He col­lects his ingredients: the blood of abrave warrior, the hide of a leopard(for unarmed combatability), the clawsof a bear (for strength), the wings of ahawk (for flight), the brain of a dog(for loyalty and a mind), the scales of adragon (for protection), and the venomof a snake (for poison). To this he addsvarious other things such as bonesand muscle. The wizard places all in­gredients in a nutrient broth. The finalstep is to add a drop of blood his ownblood beforesealing the vat to give thecreature the spark of life.

The homunculus has the followingadditional abilities: unarmed combat,flight,armor,and poison. Thespellmustlast14monthstocreatethehomunculus.MirraT generates his conjuration total,getting a bonus of three. The spell has aduration of 41 (two and a half years),more than enough time for thehomunculus to form.

Duringtheeleventhmonthheagainuses conjuration magic to imbue thecreature with unarmed combat abil­ity. In the twelfth monthheadds flight.He adds armor in the thirteenth, andpoison in the fourteenth and finalmonth. Assuming Mirrar is successfulwith the four additional conjurations,the homunculus forms this way:

HomunculusDEXTERITY 15Flight 21, unarmed combat 21STRENGTH 15TOUGHNESS 15 (21)PERCEPTION 15MIND 15CHARISMA 15SPIRIT 15Possibility Potential: Some (If allparts are from possibility ratedcreatures, 7. If at least one part isfrom possibility rated creature, 25.none otherwise.)Natural Tools: speed value 21, ar­

mor (+6/ 21), poison (damage value21)

The crMtion of life is better left to thegods. l'Vhen wizards try it, somethingunexpected often results. Giving Q newcrMtureawillofitsown allows it to leave,or turn upon, its crMtor. The blood of themage does not give him much control overhiscrMtion. How do you think manticoreswere created?

-Kenipat

Enchanting Growth

Axiom Level: 9Skill: alteration/life 18

Backlash: 19Difficulty: 13Effect Value: 10Bonus Number to: effect

Range: 8 (40 meters)Dwation: 18 0 hour)Cast Time: 5 00 seconds)Manipulation: control

The mage casts this focused spell toimbue the vegetation in a 40 meterradius (up to a height of 10 meters)with an infusion of life energy. He

must touch the ground upon which hestands. Thisburst of lifeenergy causesall plants in the area to grow at accel­erated rates. Within a few seconds fastgrowing plants, such as vines andgrasses, grow to fill the area of effect.This growth though can be controlledby the mage if he concentrates on thepattemofgrowth. Themagecancausethe plants to overgrow a road, or evenbuild a beautiful garden with this spell.

The mage can retard movementthrough the area. Within seconds, nomovement is possible without cuttingandhackingthroughtheundergrowth.The plants under the effect of the spellwillhavea Toughness equal to the spelleffect total. It is not easy to exit an areaof enchanted growth.

The Dexterity/dodge value of theplants is zero, each wound scored al­lows a person to move one meter. Usethe ords damage chart to find thedamage done to the plants.

The area of growth refills any areacut within five rounds. A person whodoes not move quickly will find him­self trapped again.

Since this spell only alters the rate ofgrowth, the change in the plant life willbe permanent when the spell ends. Thechange intheToughnessof theplantsendswhen the spell ends. Anyone stilltrapped in the area of effect will still betrapped when the duration ends butgetting out is much less of a problem.

Hibernation

Axiom Level: 8Skill: alteration/life 20

Backlash: 19Difficulty: 13Effect Value: 24Bonus Number to: duration

Range: touchDwation: 29 (1 week)Cast Time: 9 (1 minute)Manipulation: duration, state

Hibernation is a focused spell. Atouch from the mage's hand sends thetarget into a deep sleep in which all hismetabolic processes slow. The target's

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Datmty, Strtngth and Toughne;s mustall be 13 or less for the spell to takeeffect. The spell completely suspendsthe target's bodily functions for theduration of the spell. The target doesnot have to drink, eat, oreven breathe.This spell stops the progression ofpoisons, disease or damage in a per.son. The mage can touch the targetagain and end the spell.

Sense Life

Axiom Level: 7Skill: divination/life 17

Backlash: 15Difficulty: 11Effect Value: 17Bonus Number To: effect

Range: 9 (60 meters)Dwation: 14 (10 minutes)Cast Time: 9 ( one minute)Mm..ipulation: duration, state

The mage can use this spell to feel thepresenre of life around him- The spellaffects allcreatures with a willpowu lessthan or equal to the effect value for thisspell. The caster knows where thesecreatures are, and can discern the typeand number of creatures present.

The spell indirectly finds undead,and other entities that are not trulyalive, The caster senses any undeadwith a Willpower less than or equal tothe effect value of this spell as a darkhungry presence. The caster knows itis there, but cannot tell what type ofundead, how many, or even its exactlocation. The mage just knows thereare things that feed on We near him.

Sensing life can bt arnvarding erpni­rnce, for mJlny mJlges~ bern inspirtdto do grmt dwls once tltLy 1uror felt a puresou ret! oflift, but bt careful whereyou castthis spell. Thuewas oncea 11Ulge who castthis spell in acmIdtry in hopes offindingalost CDmpGnion.lt isSilid OUlt the hungtroft~ grtrot pn:rotd too much for Ito, andthat this starttd her on t~ pGth of ntc'flr11Ulncy, and Ito tifeofcrueltyand treason.

-Zel<plrest

Touch of Healing

Axiom Level: 8Skill: alterationflift 19

Backlash: 17Difficul'Y' 10Effect Value: 21Bonus Number To: effect

Range: touchDuration: 25 (1 day)Cast Time: 9 (1 minute)Manipulation: control

Touch of Heilling is a focused spell.A mage touches his target to acceler·ate the natural process of healingwithin a person, gesturing for thewounds to dose as he does so. A sue-­cessful spell quickly brings the targetback to health. Compare the effectvalue to the Toughness of the target,reading the results from the CombatResult table for Possibility-rated char­acters. This is how much the acceler­ated healing heals.

The spell accelerates healing so thata character recovers a wound every 40minutes. If the spell ends for any rea­son after healing a wound, the wounddoes not reappear.

Example: Kate was wounded inbattle and suffered 2Wnd KO. Minarcast the touch ofhealing, generating aneffect value of 22. Kate's Toughness is a12, thus the spell can accelerate herhealing up to "Wnd K 4:' The spellimmediately heals the "K" and fourshock; in forty minutes Kate recoversa wound.

This spell also heals damage takenlater. If the target is wounded againduring the duration of the spell, thespell begins to heal the target's newwounds.

Tinkering with t~ forCLS of lift can btadangerous thing to dO,and t~acalerat­

ingofliftproasses just llSstupid. Rnnem.­btr that t~ targd's other fife proasstSmust bt acalerated to acalerate healing.Theperson underthe influrnceofthisspelltrnds to ttlt up to ten times the nonnal

amount offood, and sleep a fot. This is abad spell to cast on sorrJa)nt' in t~middleofa battle.

-KmipGt

Time

Cwse of Infinite Shapes

Axiom Level: 10Skill: alteration/time 20

Backlash: 21Difficulty: 15Effect Value: 2BBonus Number to: effect

Range: 10000 meters)Dwation: 18(1 how)Cast Time: 19(100 minutes)Manipulation: duration, control

Curse of Infinite Shapes is an im·pressed and focused spell. When amage casts this spell, she causes anelement of change to be bound onto atarget of her choice. Compare the ef­feet value of the spell to the target'slargest physical attribute. If the resultpoints are greater than orequal to thatsame attribute, the spell is successful.

When this occurs, the victim of thisspell begins to change, assuming theform of another living being (as de­fined by the seven kindreds). As atransformation, the attributes of thenew creature must not differ from thetarget's original attributes by morethan the result points of the spell.

Every minute after the beginningof the spell, the victim changes again,taking 10 seconds to transform. Thespell transforms only the victim'sbody.The initial transformation discards anyclothing or equipment the characterhas on his person. The victim can usethe natural and mundane abilities ofthe form he has assumed; this is notmuch help when you are flying as abird and then tum into a sea turtle. Ifthe mage can stay within range duringthe dwation of the spell, she can con­trol what shape the victim will as­sume. This control is only general; the

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mage can make the victim assume theshape of a bird, but she cannot controlwhat type of bird.

Flowers of Frustration

Axiom Level: 130nSkill: conjuration/time 28

Backlash: 21Difficulty: 17Effect Value: 27Bonus Number to: effect

Range: 9 (60 meters)Duration: 18 (one hour)Cast Time: 18 (one hour)Manipulation: state, range, speed

This is an impressed and focusedspell. To cast the spell the magicianrequiresatleastadozen flowers. Driedflowers will do, but live flowers give a+3 bonus modifier. The magesits withthe flowers in his lap, envisioning thepattern of the spell, then imaginingthe pattern into a shape similar to theflowers in his lap. Out loud, he quietlyand firmly describes the pattern offlowers, finishing the casting as hefinishes the description. Oncecast, thespell is impressed.

To release the spell, the caster mustgenerate a conjuration magic totalgreater than or equal the defender'sDexterity or dodge. The spell is focused.on the target, but as long as the targetis within range, the spell's durationand effect continue to be controlled bythe caster. Whenever the target casts aspell,comparetheeffectvalueofflawersoffrustration to the casting total of thetarget spell. Read the result points onthe Power Push table. A result mod.i~

fierof10isadded to these result points.Subtract the final result points fromthe effect value of the target spell. Theenergywhichhasbeendrawnofffromthe target spell is converted into flow~

ers that shower down from the spelL

Example: Flowers offrustration is castwith an effect value of 31. Subse­quently, the caster successfully tar~

gets a mage. The target character thenattempts to cast an altered fireball spell,

generating an alteration magic total of19. 31~19 =12. 12 on the Power Pushtable is +5. The result modifier of 10brings to total to 15. The fireball's effectvalueisreduced by 15. Thecasterwouldcast the fireball and watch it approachits target streaming flowers, to finally"ptft" ineffectua1ly upon impact.

If a spell does not have an effectvalue, the reduction affects the volumeand area of the spell. Forevery two finalresult points, the volume is reduced byone. If the spell only has area, each finalresult point reduces the area by onepoint. If the above spell had beena magelight spell, which has a volume of 10meters (value five), the volume wouldhave been reduced by seven, shrinkingit to a small glowing sphere.

Flowing Shapes

Axiom Level: 10Skill: alteration/time 20

Backlash: 18Difficulty: 15Effect Value: 32Bonus Number to: duration

Range: selfDuration: 18 0 hour)Cast Time: 9 0 minute)Manipulation: duration, cast time

The mage conjures an element ofchange bycasting this spell. Thecasterthen binds this pattern of change intohis body. This spell allows a mage toassume the form of any living crea­ture. If the mage's greatest physicalattribute is 14 or less, this pattern canbe successfully placed onto the mage.

Once the caster has successfullycastthis spell, he can physically change hisbody to resemble that of any otherliving thing. As a transformation, theattributes of the new creature mustnot differ from the target's originalattributes by more than the resultpoints of the spell.

The caster gains the mundane ben~efits associated with the new body,such as wings for flight, gills forbreathing water, fur for keeping warm,

etc. The caster does not gain any mys­tical abilities associated with a crea~

ture, such as a faeries' magic or ademon's power. A mage cannot usethis spell to take theshapeof a specificperson or creature.

While under the effects of the spell,the mage can change form at will. Tochange form, the mage must concen~trate, and visualize the new form to betaken. It takes the body 10 seconds tocomplete the transformation.

The great stage mnge Znlendef usedthis spell, as well as a fw illusions, to dohis one man version of the classic play,Three Mages and a Changeling. It wasahit for nearly two years, until that fatefulday when one of the audience membersthought he was a real dragon. Poor oldZillendef was never the same again.

-Zelephest

Freeze Time

Axiom Level: 12 (7)Skill: alteration/time 22

Backlash: 19Difficulty: 13Effect Value: 30Bonus Number to: range

Range: 10 000 meters)Duration: 15 OS minutes)Cast Time: 18 (one hour)Manipulation: control, duration,state

Freezetimeisan impressed spell.Themage must spend an hour sitting per­fectly still-any voluntary movementshatters the spell, and the caster mustbegin again.

Freeze time forms a 15 meter radiussphere, freeZing time within thesphere. For the entire duration of thespell those trapped inside experienceonly one second of time. All of thoseinsideof it, save the caster, are trappedin between moments. While the beingsare trapped mthe sphere, they benefitfrom some protection. Tuneistheessenceof change, so cIwacters cannot be dam­aged or otherwise changed while fro-

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~'..,

zen in time. Movement is possible,so theft or rearrangement of itemsis possible.

Anyone entering the sphere mayalso fall victim to the time-Iock.lfmorethan 10 beings are ever within thesphere, the mage loses his ability tocontrol the effect; all characters in­duding the caster are frozen in timefor the rest of the spell. The mage canend the spell any time she wishes, aslong as she is not frozen in the spell.

A rite that tampers with the flow oftime itself, freeze time is not to be usedlightly. Although nothing has ever beenproven, there have always been membersof the sorcerous community who opposeall essence spells, and particularly thisone, claiming that damage may be done toone of the prime forces of the cosm byrepeated use.

-Kenipat

Ravages of Time

Axiom Level: 12Skill: alteration/time 21

Backlash: 20Difficulty: 13Effect Value: 29Bonus Number to: effect

Range: 10 000 meters)Duration: 500 seconds)Cast Time: 5 00 seconds)Manipulation: duration, cast time

With this spell, a mage can subject avolume of 10 meters radius to the rapidpassage of time. All inanimate sub­stances (as defined by thearcane knowl·edge) within the sphereofeffect age at agreatly accelerated rate. Items withinthe area ofeffect begin to show signs ofage. Metal items start to rust or becomebrittle, stone cracks, liquids evaporate,plants rot, fires die down, and air willseem stale and stagnant.

Compare the effect value of the spellto the Toughness of the target. Reducethe target's Toughness by the resultpoints of the spell. This reduction ispermanent (at least until reversed. byanother spell). If the spell reduces thetarget's Toughness to zero or less, the

•• 16

item fractures and turns to dust.As a general rule, armor has

Toughness equal the Power Push of itsmaximum value, plus theweight valueof the armor: leather armor has aToughness of 12, while full plate has aToughness of 17. Melee weapons haveToughness equal to the Power Push oftheir maximum damage value, plustheir weight value: a dagger has aToughness of six, while a two handedsword has a Toughness of 12. Firearmshave a Toughness equal to the PowerPush their damage value plus theirweight value: a .38 revolver has aToughness of six, while a browning.50caliber has a Toughness of 16.

Do you need to devastate the fightingcapability of a group of warriors? Thisspell will do it. Ulugh as you see theirannorand weapons rust beforeyou. Manymages have used this spell to great effects,from getting rid of the garbage, to gainingaccess to a castle dUring asiege.

-Zelephest

Spell Lock

Axiom Level: 12Skill: alteration/time 21

Backlash: 20Difficulty: 16Effect Value: 31Bonus Number to: effect

Range: 10000 meters)Duration: 9 0 minute)Cast Time: 0 (one second)Manipulation: control

Spell Lock is a focused spell. Thisspell alters the flow of time around aspell just cast, slowing the spell pro­cess to a halt. The mage shouts thewords "spell lock" while casting thespell, making certain to stop speakingjust before finishing the phrase. Theeffect value must be greater than theskill total generated by thetargetspell.A bubble of temporal stasis appears,freezing the spell in one place, holdingthe process in check. The spell lockholds the target spell for one minute,or until the caster of the releases thespell to continue on its path.

This spell has aclever design, affectingtwo "attributes" of the target spell, thespell itselfand the time in which it existed,a step possible only with time as its pat­tern. This insight led its creator to a moreeffective spell than any previously de­signed. However in his hurry to provideproof to his fellaw wizards, he spent asCimt 15 weeks on this spell's erention.Some ambitious mage shall someday de­sign a better "Spell Lock."

-Zelephest

Visions of the Past

Axiom Level: 8Skill: divination/time 24

Backlash: 19Difficulty: 12Effect Value: 38Bonus Number To: duration

Range: touchDuration: 18 0 hour)Cast Time: 9 (l minute)Manipulation: duration

In casting this spell, the mage cangain information about one object thathe touches. The mage receives visionsofevents that occurred around the objectin the past. The mage can see eventswhich occurred within a sphere of 10meters radius centered on the object.The object must fit completely withinthesphere.1hemage,andonlythemage,can view a scene from any point in pastless than or equal to the effect value ofthe spell. The wizard observes the scenein real time. After selecting the initialpast-point, the magician may scanthrough images either futureward orpastward of the initial past-point,searching for interesting scenes. Hescans images at a rate of one week ofimages per minute of spell.

True Knowledge

Banishment

Axiom Level: 15Skill: conjuration/true knawledge 22

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Backlash: 17Difficulty. 14Effect Value 35Bonus Number To: effect

Range: 10 000 meters)Duration: 5 00 seconds)Cast Time: 5 00 seconds)Manipulation: range, control

The mage casts this spell to force acreature from other dimensions backwhence it came. The mage speaks theincantations while pantomimingpushing something through a portal,and then closing it up. A portal to thehomedimension of the entity appean;in front of the entity to be dispelled.

Compare the effect value of thisspell to the entity's greatest physicalattribute. If the result points are equalloorgreater than theentity'sSpirit, thecaster forces theentityback to it's homedimension.

This spell cannot be used to bridgethe gap between cosms. U the entity isnot in its native rosm, a physical pathmust exist to connect the entity's loca­tion with its cosmo Maelstrom bridgesdo just fine as connections.

Blink Walk

Axiom Level: 10Skill: alteration/true knowledge 19

Backlash: 18Difficulty: 14Effect Value: 25Bonus Number to: range

Range: 10 000 meters)Duration: 9 (one minute)Cast time: 5(10 seconds)Manipulation: control, duration,range

A mage calls forth the pattern ofthis spell to move himself from onelocation to another, travelling the dis­lance through an extradimensional"tunnel". The caster disappears uponcasting the spell, reappearing at thedestination a short time later.

Only the caster can benefit from

blinkwalk. Uthe casterhasany attributegreater than 25, this spell fails. Thecaster must see, or otherwise sense,the location to which he will move. Hemust know the location of both thestarting point and the destination. Amagecould blinkwalk beyond his fieldof vision if he knew the location, per­haps through a divination, and thelocation was in range.

The mage travels from the startpoint to the destination at a rate of250metersperround. No matter how largethe bonus number generated, themaximum effective range is l.soometers. More than that and the dura­tion expires before the mage arrives athis destination, randomly depositingthe mage at (or into) a point near hisline of travel.

Call Forth Spirits of Earth

Axiom Level: 15Skill: conjuration/true knowledge 19

Backlash: 17Difficulty, 10Effect Value: 35Bonus Number to: effect

Range: 0Duration: 5 00 seconds)Casting Time: 18 0 hour)Manipulation: control, duration,range

This is a focused spell. The magemust first mold an image, made fromsome aspectof theelementearth (suchas day, stone, or crystal). The imagemust be formed underground whilethe mage intones the spell. Comparethe effect value of the spell with thegreatest physical attributeof the earthspirit. If the result points equal or ex­ceed the target's Spirit, the caster suc­cessfully summons the spirit. Anextradimensional rift opens, the spiritis summoned, and then the rift closes.

The elemental emerges from theimage as a glowing form that thencoalesces into a physical form resem­bling the image. The elemental is notnecessarily under the control of themage, who had best have some charm

elemental spells at his disposal.

Typical Earth ElementalDEXTERITY 9Unarmed combat 12STRENGTH 20TOUGHNESS 20 (28)PERCEPTION 7Find 12. Trick (10)MIND]]

Willpower 15CHAR1SMA9SPIRIT 9lntimidate 12Possibility Potential: Some (SO)Natural Tools: thick rock hide

(TOU+8/28)

Element Shaping

Axiom Level: 9 (7)Skill: alteration/true knowledge 22

Backlash: 17Difficulty. 2Effect Value: 28Bonus Number To: effect

Range: 8 (40 meters)Duration: 18 (one hour)Cast Time: 18 (one hour)Manipulation: control, duration,state

Element Shaping is an impressedspeU. The mage influences the shapeof any element by altering the true,essential knowledge of the element.The mage can use this speU to inducea permanent change in the shape ofanelement, as long as theToughness of theelement does not exceed the effectvalue of the spell.

The mage can control a volume ofmaterial in a sphere of 10 meters ra­dius. While the caster concentrates, hecan move the effect to another part ofthe element, oreven switch to anotherelemental force. Uthe mageeverceasesto concentrate, the spell falters andstops. A mage cannot change one ele­ment to another with this spell.

This is avery useful spell for any milgeto posstSS. &side t~ obvious benqits ofbuilding lJOUr horne, as Master Titimus

I.

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did with his trre Iwuse, it also givesa magea grt1Jt way to escope from potentiDllydangerous situations. Mnleric once toldme thllt he used this spell to stop aband ofbrigands ClItching him by turning theirlong straight swords into metal pretzels.

-Zelephest

Erase from Mortal Memory

Axiom Level: 13 (17)Skill: alteration/true knowledge 42

Backlash: 20Difficulty: 25Effect Value: 40Bonus Number To: effect

Range: 37 (25,<XXJ kilometers)Duration: 15 ( 15 minutes)Cast Time: 29 (one week)Manipulation: control. range, state

The mage casts this impressed spellby touching her target. Thecaster musthold an item from that person, such asa lock of hair, a piece of cloth, or jew­elry. If the spell succeeds, then themage has removed the memory of theperson touched from the minds, andrecords, of every person who has metorever heard of the target character.lneffect, the mage removes the knowl­edge of the target from the universe.However, this spell must leave someremnant of memory of the character.Completely obliterating the memoryrequires death as the result, which isnot possible with true knowledge asthe pattern knowledge.

Compare the effect total to thetarget's Chilrisma value. Read the re­sult pointson the combat results table.If the spell scores seven wounds ormore, it obliterates the memory of thetarget. No one will remember the tar­get. There will be no record of heranywhere. It will be as if she neverexisted, save for the one remnant.

A person who knew the target whofindstheremnantofthetarget'smemorymay try to recreate the memory of thetarget character. The character gener­ates a Mind total; if the Mind total ex­ceeds the effect total of the spell, hesuccessfully recreates the memory.

•• 18

This bizArre spell required over nineyeors ofresearch to develop. Noone knowswlwdeveloped it,for the mngewlwdid soctl5t this spell upon himself, leaving onlythis spell as the remnDnt required by thespell. Ingenious, if perverse.

-Kenipat

Extradimensional Gate

Axiom Level: 15Skill: conjuration/true knowledge 22

Backlash: 14Difficulty: 10Effect Value: 13Bonus Number to: duration

Range: 5 (to meters)Duration: 18 (one hour)Cast Time: 15 (15 minutes)Manipulation: cast time, control,duration

This focused spell opens a gate toanother dimension within the samecosm as the caster. The mage draws animageof the gateonto theground.lntothis image he then inscribes images ofwhat he believes the extradimensiona1location to look like. A depiction con­taining gross inaccuracies requires aspectacular success to open the gate. Arendering that is basically correct, butlacks detail, opens the gate on a supe­rior success. An accurate, detailedrendering opens the gate on a goodsuccess, while an image that containsan item or substance drawn from thepictured location succeeds on a mini­mal or average success.

The gate remains in the ground asthe focus of the spell. The ground (orgravity field) on the other side of thegate is perpendicular to the ground ofthe caster's dimension. A character"'jumps down" into the gate to enterthe other dimension. Falling into thegate is disorienting, as the charactergoes from the gravity field of his di­mension to that of the other dimen­sion. Acharacter isstymied forone roundunless he generates an acrobatics total of15 or more. When returning it is neces­sary to run through the gate, as thecharacters are exiting "up" in the origi-

nal dimension. Acrob:ltics:, jumping orrunning totalsof15arenecessary to leapthrough and cl.... of the gate on thereturn nip. If the character generates atotal of from eight to 14, the charactermnsor jumps part way. Next round aclimbing total of six gets him outof thegate. Ona jumping or running total ofseven or less the character falls backthrough the gate, and must try again.

The effect value is the 'maximumweight (400 kilos) that can be movedthrough the gate in one round. Themage can control the form, duration,and effect of this spell. This spell doesnot open a gate to another cosmo

Free Spirit

Axiom Level: 10Skill: altuation/true knowledge 22

Backlash: 19Difficulty: 12Effect Value: 34Bonus Number to: range

Range: 25 (100 kilometers)Duration: 18 (I hour)Cast time: 18 (t hour)Manipulation: control, duration,""'ge

A mage casts this spell to detach apart of her spirit, so that it can roamfree and gain information. Only themage may benefit from this spell, sinceshe becomes partof the pattern woveninto the spell. While her spirit roamsfree, the mage must maintain the linkbetween her body and herspirit form.lfthe mage's concentration is ever bro­ken, the spirit fonn dissipates, and re­turns to thebody. This spell maybecastby a mage witha Spirit 17or less. Mageswith a higher Spirit cannot completelydetach their spirits with this spell.

During the hour required to castthis spell, the mage must bealone, andremainundisturbed.Shecomposeshermind and relaxes her body sothespiritmay roam free. During the spell, themage may direct her spirit form at therate of a kilometer per round, to anypoint within the range of the spell.Places protected against entities, !iv-

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ing forces, or true knowledge bar thespirit form from entering.

The spirit form can move throughordinary walls, over water, throughfire, any normal physical barrier.Through the link, the mage can use allinformation gathering skills based onPeraption, Mind, ClUlrismJI, or Spirit.The spirit cannot cast spells; doing sowould break the concentration on thefree spirit spell, snapping the spirit backto its host. Only beings that can detectmagic can sense the spirit; it is unde­tectable to all other senses. The spiritcannot interact with any being thatcannot sense magic.

Hidden Tracks

Axiom Level: 10Skill: alteration/true knowledge 22

Backlash: 18Difficulty: 14Effect Value: 25Bonus Number To: effect

Range: 15 (l kilometer)Duration: 18 (1 hour>Cut Time: 9 (l minute)Manipulation: cast time, control,duration

The mage cast the spell to confuseattempts to track, scry, or detect any­thing within 10 meters of her. To castthe spell, the mage must hold a load­stone in her hand and then use theother hand to mimic motion away fromthe stone. She must concentrate for theduration of the spell.

The effect value of the spell mustexceed the highest Spirit of anyone (orthing) within the 10 meter radius ofeffect. Anyone watching (with magi­calor mundane devices) anythingwithin the volume ofeffect mislocatesit, for the spell alters the knowledge ofthe protected areas. Theobject:sorchar­acters of the search appear to be in adifferent location.. somewhere withinthe kilometer range of the spell Thisspell alters the bue knowledge of thelocation.. a very real effect. Usomeone istracking the object in question, they fol­low the false trail set up by the spell. U

someone is trying to soy into the area,the spell alteYS the kx:ation so that theperson sees only the altered location.

Any searchers who generate a find(orothersearching skill) total equal toor greater than the effect value of hid­den tracks know that the information issomehow wrong. They still have nodue of the target's actual location.

Characters' apparentselvescan takeshock and KO damage, but no physi­cal wounds as their physical selves areelsewhere.

Hidden tracks is a spell of great theo­retical imporlance,with less practical valuethall might be first supposed. The magealters the true knowledge so that the ap­parent location and the true physical loca­tion of the target separate. The key phraseis the "apparent" location. This applies tothe target's oum perceptions, as well asthose of any pursuers. If your apparentlocation is 60 meters to your left, you will5«, hear, and otherwise sense everythingfrom 60 mdersatl.1tlY. You will~yourphysical selfat the apparent location; thismJlkes movement utremely difficult. Onthe other hand your apparent self amaptriena pain, but cannot take any UJst­ing physiaddamJIge./t just f«Js that way.

-z"l<ph£st

Invisibility

Axiom Level: 12 (t 7)Skill: alteration/tnle knowledge 23

Backlash: 17Difficulty: 12Effect Value: 24Bonus Number to: effect

Range: touchDuration: 25 (ten hours>Cast Time: 18 (one hour)Manipulation: control, duration,state

Themage must havea small figurineofgJass to perlann this nnp.-....dspell.He begins w;th the figurine dirty. Hecleans the figurine throughout thecasting of the spell, checking its trans­parency several times during the cast­ing. The speU is impressed upon cast·ing. Thespell is released by touching the

recipient or object with the figurine.Compare the effect value to the

recipient's Toughnesson the PowerPushtable. To these result points add nine. Uthefinalresullpointsequalorexceedsthetarget's Toughness, then he is renderedcompletely transparent to light Anycharncte< trying to spot an ;,,,,Sible chaJ..~generateaPetuptD1tota1.atlmst

equaltotheefrectvalueofthespellinonl...toseehim. Notethathearing,orol:tewisesmsing the character, might be easierthan seeing him. Invisible characterswho have not been perceived increasetheir defense against visually targetedattacks by +10. Even after he is per­ceived, an invisible character still hashis defense increased by +S against allvisually targeted attacks.

Mirror of Other Worlds

Axiom Level: 14Skill: divinJJtion/true knowledge 17

Backlash: 16Difficul'Y' 13Effect Value: 27Bonus Number to: duration

Range: 10 (100 meters)Duration: 14 (10 minutes)Casting Time: 9 (one minute)Manipulation: control, duration,state

The mage standsbefore a large (6 feet)mUror and intones the spell focusing herpower through the mUror. As the finalphrases fall from her lips, the mim>r fogsand then quiddy c:Jero..lnsteadofaref1ec­tion, the mirror shows a scene from adifferentdimensionwithinthe~

By focusing her will and roncen""ting,the mage am control what location isseen in the mirror.

The mage may choose to changeher point ofview in any direction up to100 meters from the initial point ofview. The point of view travels at therateof250metersperround. The magecan use any searching skills or visualinformation gathering skills, but theskill effect totals are capped at 27, theeffect value of this spell.

Anyone can look into the" mirror

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and see the scene, but only the castingmage knows where the location ofworld shown. This gives her informa­tion on how to open a gate there. Someenchanted creatures (or entities) cansense thescrying.lf they have thedivi­nation magicand true knowledge, theycan see the caster of this spell, usingthe link the spell has created.Themagethough can tumoffthe spell whenevershe wishes, giving herself a little pro­tection.

The mJlge Vourer created this spell toview things in otherdimensions. His jour­lUlls arefull ofdescn·ptions ofotherworldsand the creatures t1wt in1wbit them. Acrucial thing we don't know about thisgreat mage is the code t1wt he used in someof his entries. Whoever breaks this codes1w1l gain a wealth ofknowledge.

-Zelephest

Scrying Eyes

Axiom Level: 9Skill: divination/true knowledge 19

Backlash: 18Difficulty: 10Effect Value: 25Bonus Number to: range

Range: 25 (100 kilometers)Duration: 18 (I hour)Cast Time: 14 ( 10 minutes)Manipulation: cast time, control,duration

The mage must possess a device forscrying. Thisdevicecould bea mirror,a crystal ball, or even a calm pool. Thedevice must produce a clear reflec­tion. When the mage casts the spell thedevice shimmers and then displaysthe scene the mage wishes to see. Any­one else looking into the device alsosees the scene it reveals. Scrying eyesproduces visual information only. Themage can only see what is obvious.Others observing the mirror may usefind or other skills to analyze visualinformation. Their skill totals arecapped at 25, which is theeffeet valueof the spell.

•• 20

If the mage concentrates, she canmanipulate the spell to see the scenefrom a different view, or a new scenecan be located. The viewpoint may bemoved at a rate of a kilometer eachround. Sensitive people may feel thatthey are being watched (on a Perceptiontotal of 25 or more), and detect mJlgicreveals this method. of scrying.

Spatial Feelings

Axiom Level: 8 (17)Skill: divilUltion/true knowledge 19

Backlash: 20Difficulty: 12Effect Value: 15Bonus Number To: effeet

Range: 15 (one kilometer)Duration: 18 (one hour)Cast Time: 18 (one hour)Manipulation: control, duration,range

When the mage speaks the wordsof this impressed spell, she gains theability to feel her environment. Every­thing within a 100 meter radius sphereof the magician's chosen center of ef­feet can be sensed by the caster. Thecircle of effect may be moved any­where in range within one round.

If the effect value of the spell isgreater than the Spirit of the target, themage knows the target's exact loca­tion. This spell may find some targets,while failing to find others with higherSpirits. Compare each target's Spiritindividually. Whilethisspell pinpointslocation with ease, it limitsotherinfor­mation. Read the result points on theGeneral Success chart. On a minimal oraverage success the spell can only dif­ferentiate between the liVing andunliving. On a good success, the spellrevelas the arcane knowledge that bestrepresents the target. On a superiorsuccess, the spell indentifies the typeof beingorobject (assuming the caster isfamiliar with suchbeingsorobjects). Ona spectacular success, the caster alsoidentifiesany objectsa being iscarrying,again assuming the caster is familiarwith such objects.

Summon Scholar

Axiom Level: 13Skill: conjuration/true knowledge 19

Backlash: 14Difficulty: 9Effect Value: 13Bonus Number To: effect

Range: 5 00 meters)Dwation: 18 (one hour)Cast Time: 9 (one minute)Manipulation: control, duration,state

In casting this spell, the mage sum­mons a spirit sage to answer ques­tions. The mage must hold a book inhis hands and voice aloud the type ofknowledge, such as technicaI.. magi­cal, business, tactics, history, or reli­gious knowledge. He also must statehow powerful a spirit he is trying tosummon, what its Spirit shall be. Themage summons the spirit if the effecttotal of the spell equals or exceeds thescholar's Spirit.

The appearing spirit has scholarskills pertinent to the questions themage wishes to ask. The spirit hasmental and spiritual attributes equalto (or possibly less than) its Spirit.itcanhave up to two scholar skills, withscholar adds equal to the Power Pushvalue of its Spin"t.

The spirit speaks the truth, for it isthe purpose of spirit sages to impartknowledge to mortals. They may beirritated, and refuse to answer ques·tions without persuasion, but they al­ways answer truthfully. Spirit sagesare very reluctant to answer questionsabout specific individuals, and theyknow nothing of darkness devices, oreternity shards, or knowledge frombeyond the cosm of Aysle.

This spell maintains the opening tothe spirit's dimension for the durationof the spell. By controlling the appor­tation of the effect, the mage can returnthe spirit just before the spell expires.

Spirit sages are agreat source of infor­mation.lfyou am keep one around it willteach you most anything you ever wantedto know. One problem is t1wt they are

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normally very arrogant, and very intoler­ant of ignorance. They also pontificate attimes. You will often spend time gettingthe spirit to stay on track, or not to go intoso much ddail, but they are still the great­est source of infomwtion around.

-Zelephest

Sylph Can

Axiom Level: 13Skill: conjuration/true knowledge 20

Backlash: 18Difficulty: 17Effect Value: 32Bonus Number to: effect

Range: 5 00 meters}Duration: 18 (one hour)Cast Time: 9 (one minute)Manipulation: duration, range,state

This is a focused spell. A mage maycall a sylph to serve him byblowing ona clear blue crystal while concentrat­ing on the pattern of this spell. Thesylph will emerge in a glowing nim­bus from the crystal and take the formof an intangible female composed ofclouds. From the figure issues gentleand refreshing breezes. She speaks inwhispered tones.

The summoning mage does notnecessarily command the sylph, butcontrols the apportation of the sylphwhen in range, at leastgiving the magesafety while negotiating. The spellcontinuously maintains a small open­ing to the sylph's dimension, focusedin the blue crystal or jewel.

Typical SylphDEXTERITY 15Dodge 18, flight 20, maneuver 18,unarmed combat 20STRENGTH 20TOUGHNESS 14 (25)PERCEPTION 15Find 18, trick 18

MIND 13Control wind (apportation/air) 18,willpower 16CHARISMA 13Charm 17SPIRIT 13Intimidate 15Possibility Potential: Some (SO)Natural Tools: SWirling, windy

form (TOU+1125 versus physicalweapons only); speed value 12.

Thesylph uses controlwinds tobringforth whirlwinds to attack her victims.The control winds total is the to--hit to-­tal. Sylph whirlwinds have a damagevalueof20, and affect everyone withinfour metersof the target. Shecan toucha person with her bare hands, whichfreezes their blocx:l; this attack also hasa damage value of 20.

The sylph can use her winds to liftobjects and transport them to anotherlocation. She can lift any object thatweigh less than or equal to her thanher Strength, liftingall objects in a circleof radius four meters. She can movethese objects, even humans, at a rateequal to her speed.

The sylph's powers can impede themovement of people or objects. Shecan form a spherical wall of air fourmeters in radius. Her Strength equalsthe armor value of this air wall, andonly a character who generates aStrength total greater than her Strengthcan walk through it.

U the summoning mage is knockedunconscious, theapportation protectionagainst the sylph vanishes. U the sylphis hostile toward the mage, she maycarry the mage off to her dimension.

This spell maintains the opening tothe sylph's dimension for the durationof the spell. By controlling the ap­portation of the effect, the mage canreturn the spirit just before the spellexpires. Uthe jewel isbroken before theduration expires, the extradimensionalopening is dosed.

True Light

Axiom Level: 15Skill: conjuration/true knowledge 22

Backlash: 17Difficulty: 7Effect Value: 13Bonus Number to: effect

Range: 5 00 meters)Dwation: 18 (one hour)Cast time: 5 (10 seconds)Manipulation: control, duration,state

True light conjures a glowing,streaming mass of true light, oneof thethree Principles of nature. The magecasts the spell by imagining all he be­lieves true to be coalescing before him,and he shapes theses beliefs into thelight. The light illuminates anythingwithin 10meters.Truelightdrivesawaydarkness, whether phYSical, mental orspiritual.

In addition the mage may concen­trate upon one being within the radiusof the light, one being per round. Themage generates an effect total for thespell. Lies and evil intentions appearas shadows about the creature if theeffect total is greater than the Mind ofthe creature (if lying) or the Spirit (ifharboring evil intentions).

I.

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Chapter Two

PrinciplesDarkness

AbrasionAxiom Level: 10Skill: alteration/darkness 15

Backlash: 18Difficulty: 14Effect Value: 15Bonus Number to: duration

Range: 6 (15 meters>Duration: 10 000 seconds>Cast Time: 3 (four seconds)Manipulation: duration

This focused spell causes the af­fected target to become violently an­gered alan individual who has slightlyirritated. her (Le., bumped into her,spilled somealeon her skirt, disagreedwith her in a discussion, etc.).

Compare the spell's effect to thetarget's Mind or willpower, reading theresult points on the Power Push Table.Add seven and read the final resultpoints on the Interrogation column ofthe Interaction Results Table. If theresult is equal to the target's attitude,they fight. For the duration of the spell,reduce her base attitude toward ev­eryone around her two steps.

Abrasion is used to start tavernbrawls. Multiple targets are possiblewith the usual one-on-many penal­ties. To cast abrasion, the mage prickshimself with a needle or tack in thebuttocks, while pointing at histarget(s).

The CQ5ter should not point at the targetwhile she is casting thespell,since the targetmay not like people pointing at her. Batteredand bruised I11Jlges can attest to this.

-Zelephest

Black Bart's Deadly Darts

Axiom Level: 10 (17)Skill: apportation/darkness 17

Backlash: 15Difficulty: 13Effect Value: 20Bonus Number to: effect

Range: 8 (40 meters)Duration: 8 (40 seconds)Cast Time: 18 (one hour)Manipulation: control

This impressed spell requiI'esa pieceof black obsidian and a dart of somesort.Themageuttersdarkarcanewordswhile touching the tip of the dart to thestone.Thedarknesstravelsintothedart,draining the stone of its pigment.

To release the spell, the casterthrows the dart at his target. The magemust generate an apportation magictotaL adding + 2 bonus for the in­creased accuracy of the spell. The tar­get uses Dexterity ordodge to avoid theattack. The target takes damage equalto the effect value of the spell in theround the dart hits and the next threerounds. The spell ends if the targetmoves beyond the spell's range.

The dart can't be removed beforethe spell ends other than casting dis­pel magic, which does not heal dam­age already taken from the dart. ApoSSibility point may be used to re­duce the damage each round.

Conceal Evil

Axiom Level: 12Skill: alteration/darkness 17

Backlash: 14Difficulty: 10

Effect Value: 15Bonus Number to: effect

Range: touchDwation: 25 (one day)Cast Time: 9 (one minute)Manipulation: duration

This focused spell hides evil feel­ings and/or intentions by transfonn­ing them into an article of clothing,such as a hat, scarf or belt. The castertouches the forehead of the target andmimics the donning of the article ofclothing. A black colored piece of thatattire appears in place on the target.

Compare the spell's effect to thetarget's Spirit. Read the result points onthe Power Push Table. The spell has aresult modifier of +6. Add the final re­sult points to the target's Spirit whenresisting a detect folk evil, or similar de­tectionspell. Thearticleofclothing readspositive for evil detection spells. If theclothing is removed, it vanishes and thespell is broken.

Create Fear

Axiom Level: 11Skill: conjuration/darkness 17

Backlash: 16Difficulty: 14Effect Value: 26Bonus Number to: duration

Range: 8 (40 meters)Dwation: 15 (15 minutes)Cast Time: 5 (10 seconds)Manipulation: control, durationstate

Create fear is a powerful focusedspell that should not be cast indis­criminately. The caster must possessan item belonging to the target. The

-_.---------.+-22 I

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....... :-...'

23I.

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caster mutters words of power andpoints at the target. The spell createsfear through the intimidation skill.

Compare the spell's effect to thetarget's Spirit or intimidJltion. Read theresult pointson the Power Push Table.The spell has a result modifier of +6.Find the final result points on the in­timidation chart of the interaction Re­sults Table.

CmJtt fmr is, of course, an illusoryspell. Once the duration of the spellexpires, the effect willwearoff swiftly,and the target is apt to be extremelyangry. To disbelieve the spell, the tar­get must generate a successful Mind orwillpowtr total of 19.

lluw< found this to bt. vnygood sp</1with which to introdua studDIts to t~

powu of mIlgic. Its use ~/ps prnJmt tx­ussivr talking in class as Wi}' as doodlingin fht grimoires. Although fht tffm onlylasts fit1t minutts, tht mnnory of it canlast ytars.

-Kmipat

Dark Cloud

Axiom Level: 11Skill: aJttration/dDrkntss 20

Backlash: 17Difficulty: 14Effect Value: 20Bonus Number to: effect

Range: 2 (2.5 meters)Duration: 25 (one day)Cast Time: 9 (one minute)Manipulation: duration

This focused spell must be cast insome source of darkness (magical ornatural). The mage circles the recipi­ent (or turns in place if he is the target)while chanting words of power relat­ing tostonns. Thedarknesscondensesover the recipient's head, forming ablack cloud that is barely visible whenthe casting is complete. The spell re­sists the effects ofdarkness spells witha casting total less than the effect valueof the dark cloud. The recipient con­trols the duration of the spell.

••24

Detect Folk Evil

Axiom level: 8Skill: divination/dDr1rness 15

Backlash: 13Difficul'Y' 7Effect Value: 19Bonus Number to: effect

Range: 8 (40 meters>Duration.: 14 (10 minutes)Cast Time: 6 (15 seconds)Manipulation.: control

The magician thinks dark thoughtsabout himself or others about whomhe cares, and then casts the spell witha quick scowl in the direction of thetarget character. The mage must con­centrate for the duration of the spell.The spell effect ends as soon as themage performs an action other thandirecting the spell. He maychange thetarget of the spell.

Compare the effect value of thespellto the target's Spirit or faith value.Minimlll or atJeragt sucress lets thecasterknow if the target character har­bors evil intentions which he plans toput into effect within the duration ofthe spell. Good success allows thecaster to know if the target harborsany evil intentions toward the caster(or the character the magician thoughtabout when casting the spell). Superiorsuccess lets the caster know if the tar­get character harbors evil intentionstoward anyone and the degree of hannplanned. Spectacular success lets thecaster know who the target is plan­ning to hann, if not the caster or thecharacter about whom the magicianthought dark thoughts.

Fields of Death

Axiom Level: 10Skill: apporlation/dDrkness 21

Backlash: 14Difficul'Y' 11Effect Value: 15Bonus Number to: duration

Range: 12 (250 meters)Duration: 32 (one month)Cast Time: 14 00 minutes)ManipuJation: cast time, duration,control

Thisfocusedspellofdarknesscausesan area of land. to become incapable ofsustainingplant life.Oncecast, it slowlykillsaU plant lifeexisting inthezoneandprevents any new vegetation fromgrowing for the duration of the spellltattacks aU plants with the spell's effectvalueevery round for theduration. 1hespell cannot IcilI animaJ life, but anysmall creatures living within the area ofeffect usually die or move away &urnlad< of food.

Thezone is disk shaped, 500 metersin diameter with a height of 25 meters.The height is divided in hall at groundlevel, creating one cylinder 12-1/2meters below the ground and one 12­1/2 meters above the ground.

Fields of death may only be cast atnight. The mage walks the circumfer­ence of the area that the spell is todeaden and then journeys to the cen­ter of the circle. There he plucks somenative vegetation from theground andcrumples it. He raises his arms highand then lowers them toward theground as if to pull the night sky downwith them. Darkness falls from theskyand settles within the parameters thusset by the mage.

Originallycreated in adispu te betweentwo fanners, Uthorion's forces now usethis spell to change lands of light ooer todarkntss.

-Kenipat

Guardian Script

Axiom Level: 15Skill: alteration/dDrkness 19

BackJash: 18Difficulty: 15Effect Value: 15Bonus Number to: effect

Range: 2 (2.5 meters)Duration.: 11 (2.5 minutes)Cast Time: 18 (one hour)Manipulation: control, state

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Guardian script is a ward used topunish unauthorized readers of pro­tected literature. It requires a mixtureofblack ink and dragon blood that will beprepared during the castingof thespell.

The mage adds three drops of theblood into a jar containing the ink. Hethen scribes up to three separate linesinto the single work to be protected.The wards may be placed on differentpages, but they must be all part of asingle bound edition.

The ward is released when some­onereads a line written with thespell'sink. Theward'sskililevel is the caster'sdivination/light skill, with a difficultyof eight to trigger the ward (see page73 ofThe AysleSourcebook). A charactermay try to avoid detection by rolling adivination magic total. If the warddetects and thecharacterdoes not havepermission to read the volume, theward will attack.

The letters unbend themselves andform a singledarkstring that leaps fromthe page. The cord tries to wraparoundthe reader's neck and strangle him. ItattackswithabaseDexterity,StrengthandToughness of six plus the result pointtotal whenfound onthe Extended.PowerPush Table (The Aysle Sourcebook, p. 83).An unsuccessful attack dissipates thespell.

If the attack succeeds, damage isthe Strength plus the bonus number.Characters gain armor benefit only ifit covers the neck. The target takesdamage each round of the spell's du­ration unless the spell is turned off bythe caster, dispelled, or someonebreaks the cord (the cord uses itsToughness). If the victim falls uncon­scious, he will take a wound eachround the cord remains on his neck inaddition to the normal damage.

Master magicians use this spell to keeptheir young apprentices' noses out of morepowerful grimoires. Unfortunately, it hasreduced the apprentice population when themaster fOO5 not around to cancel the spell.

-Zelephest

Low Spirits

Axiom Level: 11Skill: conjuration/darkness 15

Backlash: 16Difficulty, 6Effect Value: 21Bonus Number to: effect

Range: 6 05 meters)Duration: 5 00 seconds)Cast Time: 4 (six seconds)Manipulation: range

The caster of low spirits createsfeelings of dread and failure in her

I.

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target(s), causingfatigue. Compare theeffect total to the target's Spirit value.Read the result points on the PowerPush Table. The spell has a resultmodifierof+8. Read the final result onthe maneuver column of the Interac­tion Results Table. To cast the spell,the mage simply applies pressure to ablack heart sculpture, made specifi·cally for this purpose, while pointingat her victim.

Mage Dark

Axiom Level: 12Skill: conjuration/dar1c'mss 15

Backlash: 18Difficulty. 12Effect Value: 0Bonus Number 10: dwationRange: 8 (40 meters)Duration: 15 OS minutes)Cast Time: 5 00 seconds)Manipulation: control

The focused spell iscast by blowinga bit of soot or ash into the air andpointing at a target. A thick. palpabledarkness enshroudseverythingwithin25 meters. MQg~darkisnot completelyimpervious to light, but ordinary lightappears as random sparkles, morecommon near a light source, but insuf­ficient for illumination and sight. Magelight combined with mage dark fillsthe overlapping areas with a suffusedglow like an illuminated fog and vi­sion isbarely possible (Perception checksat +10 difficulty). Sunstore creates acondition similar to dusk, and true lightdestroys the 17UJge dark. The spell is anillusion and may be disbelieved with aMind or willptJt«r total of 15.

Maungo's Malicious MastiffAxiom Level: 13 (17)Skill: conjuration/darkness 17

Backlash: 14Difficulty: 8Effect Value: 21Bonus Number to: duration

Range: 8 (40 meters)Duration: 9 (one minute)Cast Time: 18 (one how)Manipulation: range

This impressed spell requires themage to bring into his mind all man­nerofevil thoughts and corruptdeeds.He then lets out a loud bark thatprojects the feelings out of his body tohoveras a cloud ofdarkness in frontofhim. The caster gets down on all foursand begins to growl. The billowingdarkness takes on the form of a largeblackdog, next to the crouching mage.It slidessideways, reentering hisbody.Thespell is now impressed and can bereleased by a mere whistle from themage's lips.

The mastiffcan bedireded by the mageto sit idle or attack anyone he chooses,changing tugets freely, until the spell ex­p;res or something destroys the mastiff.Thedogismadeofpuredarknessandcando only malicious violence.

Maungo's Malicious MastiffDEXTERITY 16Dodge 22, unarmed combat 22STRENGTH 16TOUGHNESS 16PERCEYTlON 16MIND 16CHARlSMAOSPIRIT 0Natural Tools: armor TOU+6/22;

teeth, damage value STR+6/22Note tlwt while the mage need not

concentrate on the spell to mn;ntain thedog's attack, he must redirect it toanothertarget if the original expires or it willrandomly attackany being save the CJJster(a fad Mnungo's companions will not lethim forget).

-Kn!ipat

Maungo's Mind Madness

Axiom Level: 14Skill: conjuration/darkness 20

Backlash: 14Difficulty: 11Effect Value: 24Bonus Number to: effect

Range: 8 (40 meters)Duration: 8 (40 seconds)Cast Time: 5 (10 seconds)Manipulation: range

The magician casting this focusedspell requires a black scarfor doth. Ashe points at his target, he drops thescarf over his hand. Compare the ef·feet value of the speU to the victim'sMind. Read the result through thePower Push Table. The spell has aresult modifier of +9. Find the finalresult points on the General SuccessTable. Mini17UJ1 success results in thevictim becoming unskilled. AtJeTQgesuccesscauses him to bestymied. Goodsuccess causes him to stand confusedtaking no action. A Superior resultcauses the victim to attack the nearestbeing in range. Spectacular successknocks the victim unconscious. R~suits last for each round that the spellis in effect. Maungo's mind mndness isillusory and can be disbelieved bygenerating a Mind orwillpower total of15 or more.

Phantom Darkness

Axiom Level: 12Skill: conjuration/darkness 15

Backlash: 16Difficulty. 13Effect Value: 14Bonus Number to: effect

Range: 3 (four meters)Duration: 9 (one minute)Casl Time: 5 (10 seconds)Manipulation: state

Plwntom darkness is a focused illu­sion that convinces the target that amage dark spell has been cast abouther. In actuality, the illumination ofthe area remains unchanged. The ef­fect value of the spell must exceed thetarget's Mind for the spell to be suc­cessful. The disbelief difficulty is 15.The actions of casting plwntom dark­ness are the same as mage dark, savethat the mage holds one hand behindhis back while crossing his fingers.

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It should be noted that some victims ofthis spell have reacted to this illusion bycasting light spells, such as su nstore. Ughtspells allow the victim to see under thesame effects described under mnge dark,since the victim believes that mage darkwas the origi11Qf spell.

-Zefephest

Shadow Bats

Axiom Level: 10Skill: alteration/darkness 16

Backlash: 11Difficulty: 8Effect Value: 18Bonus Number to: effect

Range: 6 OS meters)Duration: 12 (four minutes)Cast Time: 3 (four seconds)Manipulation: cast time, duration

Shadow bats is focused on a target.The caster throws a black silk at thetarget. Thesilk transforms mtoa groupof dark bats that fly around and whipinto their target causing the effect of amaneuver action.

Compare the effect value of the spellto the target's Dexterity or dodge. Readthe result points through the PowerPush Table. The result modifier is +7.Read the final result points on themaneuver chart of the Interaction Re­sults Table. The shadow bats botherthe victim until the spell's durationends, the victim makes a successfulactive dodge, or the caster moves thebats to another target. The bats fonn acone around the target, five meters indiameter, and 2-1/2 meters high. Thevictim will take the maneuver resulteach round that the bats are annoyinghim. If moved to another target, com­pare t~e effect total to the new target'sDextenty or dodge. The victim maydisbelieve the spell by generating aMind or willpower total of 18.

This spell is very useful to distract youropponent while you cast another spell ormake aquick getaway. Getting into melee

with your victim is not advisable, as youmny fall prey to theeffeclofyouroum spell.

-Kenipat

Withering Touch

Axiom Level: 12Skill: conjuration/darkness 19

Backlash: 18Difficulty: 15Effect Value: 15Bonus Number to: effect

Range: touchDuration: 9 (one minute)Cast Time: 5 00 seconds)Manipulation: cast time

The mage casting this focused spellspeaks words of sickness and decay ina raspy voice. A cloud of darknessforms in front of the mage, into whichhe places his hand. The dark cloudvanishes and the mage has a glove ofdarkness on his hand.

The caster has six combat rounds tohit one of the opponent's appendagesbygeneratingan unarmed combat totalgreater than his target's dodge or Dex­terity. Compare the effect value to thetarget'sToughness. Read theresultpointsthrough the Power Push Table. Thespell's result modifier is +7. The target'sappendage withers and loses the finalresult points worth ofStrength, Dexterityand Toughness. If any attribute is re­duced to zero or less, the appendage isuseless and hangs limp.

Magic, such as restore limb (see lightspells), must be used to regain lost at­tribute pointsand useoftheappendage.It is not possible to target the victim'sbody. The victim's head can be with­ered if the effect total is greater than thetarget's combined Toughness and Mind.Subtract the spell's final result pointsfrom the target's Toughness and Mindvalue. There are no Dexterityor Strengthadjustments. A successful hit on an op­ponent fully discharges the spell; a spellwould only reach its full duration if thecaster keeps missing his target.

Light

Away Sight

Axiom Level: 7 ,Skill: divination/light 18

Backlash: 18Difficulty: 15Effect Value: 9Bonus Number to: range

Range: 13 (400 meters)Duration: 13 (six minutes)Cast Time: 15 OS minutes)Manipulation: range, speed

Away sight forms a small, slowlyrevolving series of translucent tubesthat catch the images of everything ina 10 meter radius. The whirling con­struct travels 250 meters per round (60mph). The caster can make Perceptionskill checks, but is limited to a maxi­mum effect value of 9. The mage con­trols the movement of the tubes. Thespell is focused through a glass lensfor the duration.

E{adicate Fear

Axiom Level: 12Skill: conjuration/light 17

Backlash: 16Difficulty: 16Effect Value: 18Bonus Number to: effect

Range: touchDuration: 15 OS minutes)Cast Time: 5 00 seconds)Manipulation: range

This is a focused spell. The magecasting eradicate feIlr helps a folk. underthe effects of a create fear or similarspell conquer the emotion that gripshim.

After shaking and screaming at thetarget to stand up to his fears, themage slaps him in the face. Comparethe spell's effect value to the target'sMind. Read the result points throughthe Power Push Table. The result

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modifier is +7. Add the final resultpoints to the target's Mind for pur­poses of defeating the fear. The targetmaymakeanother roll against the fear.

This spell is usUQlly very sucassful,but~ people undo" the eff«ts ofertllltfmr do not take kindly to being slapped inthe faa (espteiDlly when theeradiCQte/ttlrspell does not do its job). This spell is moredifficult when the target is trying fa runfrom his {ears. I have seen mJlny mJlgeshove Q }wrder time CDtching their compan­ions Own CQsting the spell.

-Kenipat

Funtari'sFantastic Fireworks

Axiom Level: 12Skill: conjuration/light 21

8,J,ckluh: 13Difficulty,14Effect Value: 16Bonus Number to: effectRange: 15 (one kilometer>Duration: 15 (15 minutes>Cast Time: 9 (one minute)ManipuloJotion: control, speed

This spell allows the mage to createan illusion of light within a sphere 500meters in diameter. The illusion is lim­ited only by the mage's imaginationand the effect must takeshape as someform of light. Consider the illusioncreated an art form and judge its artis­tic quality as described under the art­ist skill (Torg Rulebook, p. 56). Use theeffect total as the artist skill total. Ig­nore the minimum creation time onthe work quality c.hart. A Mind orwillpower total of 20 or greater is re­quired to disbelieve the spell.

To cast the spell, the mage mustimagine the illusion in her mind asshemimics its movements with her annsand b<xIy. She must concentrate forthe duration of the spell.

'f1u Grttlt Funtari, creator of this spell,is t~ oumu of "Funtari Light Shows", abandofspecially trained mageswho travt:lthe world ofAysle perfonning light showsfor special OIX1lsWns. Each mage times her

•• 28

spell in a magnificently orchestrated pr0­gram that also includes a group ofmagescasting Rinaldo's Resounding Racketspells for a fantastic show of light andsou nd. Othercompanies haveput togethertravellingshows,but 1havt:set7I none thatcompare to Funtari's.

Would-be light show owners shouldavoid using cheap copies of this spell. Ihave been to a few shows using lesserfonns of this spell, only to havt: t~ illu­sions disbelieved by their audience. Theperformers left with very real wounds (itIhey left al aI/),

-Zelephest

Language Enhancer

Axiom Level: 9Skill: divi1UJtion/light 16

Backlash: 18Difficully. 16Effect Value: 20Bonus Number to: effect

R~ge:touch

Duration: 14 (10 minutes)Cast Time: 5 (10 seconds)M~ipulation:state

l.Anguageenhancerisa focused spellthat increases the recipient's languageability. The target must possess addsin the language to be enhanced as thisspell does not bestow new languages.Compare the effect total tothelarget'sPerception. Add the final result pointsto the recipient's Perception. for pur­poses of the specified language only.The recipient of the spell speaks aloudin the language to be enhanced whilethe mage touches his head and repeatsthe words spoken.

Light Writing

Axiom Level: 12Skill: apportatwn/lighl15

Backlash: 10Difficulty, 9Effect Value: 0Bonus Number to: duration

Range: 5 (10 meters)Dwation: 20 (25 hours)Cast Time: 3 (four seconds)Manipulation: control, range

The magician casts the spell byquic.k1y reciting the first word sheintends to write while spelling it outwith movementsofher hand. Thespellaffects a 2.5 meter radius circle. Thecastercontrols the target aspect, effect,duration and fonn of the spell.

As the mage thinks the words in hermind, the light within the area of effectgathers tofonn theletters. Therestofthearea darkens as the light leaves it, mak­ing the letters more legible. The spell'seffect may be switched off and on.

Mage Light

Axiom Level: 12Skill: altuatwn/light 17Bac.klash: 13Difficulty. 10Effect Value: 0Bonus Number to: duration

Range: touchDuration: 18 (one hour)Cast Time: 5 (10 seconds)Manipulation: control

The mage needs a mirror and atleast a faint glimmer of light to castthis focused spell, catching the reflec­tion of the light in the mirror. Themirror glows with a gentle brightness,illuminating everything within a 25meter radius. Mage light has a strange,"thick" quality to it, and objects ap­pear coarse and grainy, occasionallywith a few random gray or blackspeckles. Colors are muted. The spellis not focused through the mirror, butit is a necessary componentof the spell.The spell ends if the magician is sepa­rated from the mirror.

Multiple Images

Axiom u-vel: 12 (t7)Skill: conjuration/light 19

Bac.klash: 15Difficulty, 11

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Effed Value: 0Bonus Number to: durationRange: 12 (250 meters)Duration: 18 (one hour)Dst Time: 18 (one hour)Manipulation: control, duration,cast time

This impressed spell is useful, par.ticularly if all of a caster's impressedmagic has failed him and he needstime to cast something directly. Mul­tiple imogts allows the caster to createunliving simulacrums of himselfwithin a 250 meter radius of the cast·ing location. The images can confuseand distract a foe.

To impress the spell, the caster re­cites the incantation in a room filledwith mirrors. Once impressed, thecaster stands at each spot he wishes adouble to appearand mentally repeatsthe incantation. Therearenoelaboratehand gestures to wam an opponent ofyour plan.

Keep in mind that doubles have nophysical moss. Bt prepared to CQst yournext spell in a hurry. Most moges, whenfr'ced with Q score of identiaJl foes, willblast all ofthem toinsurea nasty death forthe true sorcerer.

-Kenipat

NewHope

Axiom Level: 11Skill: alteration/light 15

Backlash: 16Difficulty: 15Effect Value: 15Bonus Number to: effect

Range: 6 05 meters)Duration: 5 00 seconds)Cut Time: 4 (six seconds)Manipulation: cast time, control

Nt!W hope causes the targets to feelas if all obstacles have been removedand that nothing can stop them fromtheir goals. The spell removes fatigue.Compare the effect total to the target'sSpirit. Read the value on the CombatResults Table, subtracting the numberof shock points from the target. Any

"extra" shock points are lost.Tocast tlUs speU, the mag<> ronjures in

her mind the image ofa stone wall. Thensrepoinlsathe.-Wget(s),whileshatteringthe Unage of the wall in he.- mind.

Rainbow Bracers

Axiom Level: 11Skill: alteration/light 17

Backlash: 13DifficullJr. 15Effect Value: 20Bonus Number to: effect

Range: touchDuration: 25 (one day)Dst Time: 9 (one minute)Manipulation: cast time

ThisspeU must becast insomeformof light and the caster must have aprism or piece of glass that he touchesto the target's wrists. Ught swirls infront of the prism and then flowsthrough it to the recipient's wrists. Abarely visible band of rainbow col·oreel light adorns each wrist. The spellresists the effects of light spells with acasting total less than the effect valueof the rainbow bracers. The recipientcontrols the spell's duration.

Rainbow Bridge

Axiom Level: 9Skill: alteration/light 22

Backlash: 18Difficulty: 15Effed Value: 15Bonus Number to: effect

Range: 15 (one kilometer)Duration: 18 (one hour)Cast Time: 12 (four minutes)Manipulation: control, range

RainlxJwbridge must becast with some"""""of light, sunlightbeingbest. F0cus­ing the tight through a lens, prism '"similar p;eeeofglass, the"""""aaces theoutlineofa rectangle in thearea he wishescross. When cast, abridgeofmu1tiroloredlight,reseni>linga&_minbow,spons

the area designated by the """"". Thebridge may be up to one kilometer long,with a maximum height of60 neers.

Thebridge'.strength istheeffe::tvaJue.The bridge may besma!IB" than theeffe::tvalue~ if the mag<> so _ Thebridgemaybedisbelievedwith a Mindorwill,.,.,.".-J of 15.~mogicUm who rtsClrched this spell

alsoallowed theCtlSter toroilapse the bridgeIxfore the duration of the spell tnds. Thisproves usqul ifthe CtlSter does not wish tob< followed.

-Koripat

Restore Limb

Axiom Level: 13Skill: alteration/light 20

Backlash: 19DifficullJr. 16Effect Value: 21Bonus Number to: effect

Range: touchDuration: 37 00 months)Cast Time: 25 (one day)Manipulation: control

With restore limb, a focused spell, themage repairs damage to a limb that issuffering from the effectsofa witheringtouch spell (see darkness spells). Thespell will also reattach severed limbs.

The caster must have a white silk orsheet large enough to cover the limb.The target lies down on the floor. Themage drapes the cloth over his out­stretched hands and speaks arcaneworosoflightandlife. Theclothglowswith a brilliant white lightand it is laidover the limb (if severed, the limbmust be placed next to the recipient).The recipient must lie still for the du­ration ofthespell while the light drainsfrom the cloth into the limb.

With severed limbs, compare the ef­feet to the tuget'. Toughness. Read theresult points tIuough the Power PushTable.The result modifier is+8. Find thefinal result pointson the General ResultTable. Minim'" success does notreconnect the limb. Atlmlgt' success, orbetter, reconnects the limb, but the tar·get may take a number of wounds de-

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pending on how successful the spell is.Avtnlge success causes three wounds,good success causes two wounds, supe­rior success causes one wound andspectacular success reconnects the limbwith no ill effects.

With withered limbs, compare theeffect value to the target limb's re­ducedToughness. Read the result pointsthrough the Power Push Table. Theresult modifier is +8. The limb regainsany lost Strength, Dexterity andToughness attribute points up to thetotal of the final result points.

Shield of Light

Axiom Level: 12Skill: alteration/light 19

Backlash: 15Difficulty. 9Effect Value: 15Bonus Number to: effect

Range: touchDuration: 18 (one hour)Casl Time: 9 (one minute)Manipulation: cast time

nus isa focused spell.To cast shieldof light, the magician touches thebeneficiary's head with the tips of herfingers, while uttering theorems andequations. Compare the effect to thetarget's Mind or Spirit (whichever isgreater). Read the result points throughthe Power Push Table. The resultmodifier is +6. The recipient increaseshis Mind and Spirit by the final resultpoints for purposes of defense only.Shield of light is illusory. It may bedisbelieved with a Mind or wilfpor.uutotal of 19.

Sunstore

Axiom Level: 10Skill: alteration/light 22

Backlash: 18Difficulty: 15Effret Value: 21Bonus Number to: effect

Range: 10 (100 meters)Dwation: 10 (100 seconds)Cast Time: 3 (four seconds)Manipulation: control

The mage places a glass sphere inthe sunlightso that thesunlight catcheson some part of the sphere. The mageqUickly utters the spell and the sun·light is trapped in the sphere. Thesphere flashes brightlyand illuminatesa 15 meter radius sphere with near·blinding sunlight. Compare the effectvalue to the Dexterity or dodge of anycreature caught in the 15 meter radiussphere. Read result points through thePower Push Table. Find the final re­sult points on the General SuccessTable. With minimQl success, the crea­ture is stymied. With tWerJlgt or goodsuccess, the target is setback. Withsuperior success, the target is setbackfor two rounds. With a spectacularsuccess, the target is setback for fourrounds. The spell is often used to flashopponents into temporary blindness,although it may be used merely forillumination, as with simpler versionsof the spell. The effect may be turnedon and off or reduced.

Sweet Dreams

Axiom Level: 9Skill: apporlation/light 12

Backlash: 17Difficulty: 15Effect Value: 14Bonus Number to: duration

Range: touchDuration: 22 (six hours)Cast Time: 5 (10 seconds)Manipulation: duration

The mage casting this focused spellmust truly care for the target of thespell. While humming a lullaby, themage touches the head of the sleepingtarget. The recipient will have goodand peaceful dreams for the durationof the spell. Nightmares createdthrough magic must have an effecttotal greater than that of the sweddreams spell to affect the target.

Voltofs Little Bird

Axiom Level: 12 (l7)Skill: alteration/light 18

Backlash: 12DUfkulty, 12Effect Value: 9Bonus Number to: range

Range: 15 (one kilometer)Duration: 19 (100 minutes)Cast Time: 18 (one hour)Manipulation: cast time, control,range, speed

Voltors little bird is an impressedand focused spell that allows thecaster to send a message to a Specificperson or place. The spell must becastin sunlight (either natural or magical).The caster needs an object from theperson or location. The mage holdsthe contagion in his hands and raises itabove his head. He then concentrateson the person or place while makingsounds like a chirping bird. The cast­ing consumes the contagion.

To release the spell, the mage sim­ply flaps his anns like a bird whilespeaking the message aloud. The mes­sage may be up to one minute long(the spell's effect value). When themessage has been completed, a smallwhite light streaks forth from themage's mind and takes to the sky inthe form of a bird.

The bird travels at a speed value of15 (one kilometer per round). The tar­get must be within the range totalgenerated by the spell, which has amaximum of value of 25 (100 kilome­ters). The bird seeks the person orlocation with a divination skill of 15.The bird travels to the midpoint of therange and circles the caster at thatdistance until it detects the target. Thesearched area is a vertical circle with aradius of 23 (40 kilometers). Thetarget's range· 10 is the minimumtime to reach the target. The maxi­mum time is range· 7.

The bird can travel through cracksand crevices to get to its destination.Upon arrival, the bird will whisper themessage in the ear of the receiver. U a

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place was designated, the bird willcontinuously repeat the message alouduntil the end of spell's duration orsomoone tells it to stop.

If rime is of the essence, most casterssend the bird to the left of where theybelieve the target to be because the spellcircles clockwise.

-Kenipat

Zero Light

Axiom Level: 9Skill: apportation/light 20

Backlash: 13Difficulty: 13Effect Value: 15Bonus Number to: effect

Range: 10 (100 meters)Duration: 18 (one hour)Cast Time: 5 (10 seconds)Manipulation: duration

Zero light causes all light within an80 meter diameter sphere to be drivenaway for the duration of the spell.While this does not automaticallycause darkness, any available dark­ness in the area of effect will spread tofill the whole area. Any light spellscast in the area will be driven awayunless they have an effect total greaterthan that of the zero light spell.

To cast zero light, the mage covershis eyes with one hand while thinkingof the area to be effected.. He waves afan with his other hand in the direc­tion of that area.

Magic

Carminstabolous'Conductive Cover

Axiom Level: 12Skill: conjuration/rtUlgic 14

Backlash: 14Difficulty: 11Effect Value: 18Bonus Number to: effect

Range: touchDuration: 9 (one minute)Cast Time: 5 (10 seconds>Manipulation: speed

The magestands next to the recipientof this focused spell and begins to rubhis feet on the floor. After building up acharge of static electricity, he toucheshis target. A blanket of shimmeringsparks and tiny lightning bolts cascadearound the target for the spell's dura­tion. If the individual protected. by theconductive cover is hit by a weaponmade of metal, the wielder takes elec­trical damage equal to the effect total ofthe spell.Thisspell isanillusionandcanbe disbelieved by generating a Mind orwillpower total of 15.

Cast Lasher

Axiom Level: 12(17)Skill: alteration/rtUlgic 20

Backlash: 22Duficulty, 8Effect Value: 25Bonus Number to: effect

Range: 9 (60 meters>Duration: 18 (one hour>Cast Time: 18 (one hour)Manipulation: range

This impressed spell increases thebacklash of an opponent's spell cast­ings. To cast the spell, the mage mim­ics the casting of another spell, onefrom which he usually takes backlash.As he pantomimes the effect of thebacklash, the magician castscast lasher.To be effective the magician must takesome backlash when casting the spell,as this is the contagion. The castercontrols the effect of the spell. If thecasting total is high enough that hewould takeno backlash, the mage mayreduce the casting total and the effectto a level where he takes backlash.

When released, the caster gener­ates an alteration rtUlgic total that mustexceed. the target character's Dexterityor dodge to hit him. As the effect valuehas already been set, do not add thebonus number from the targeting roll

to the effect value. Compare the effectvalue is compared to the target's high­est magic skill value. Read the resultpoints through the Power Push table.The final result points is the increased.backlash the target character takeswhen casting spells. The magiciancontrols the duration of cast lasher.

Cleanse Area

Axiom Level: 8Skill: apportation/rtUlgic 14

Backlash: 13Difficulty: 6Effect Value: 2Bonus Number to: range

Range: 4 (six meters>Duration: 16 (25 minutes)Cast Time: 5 (10 seconds>Manipulation: range, control

This spell cleans an item or area.The mage makes a sweeping motion.The spell moves all dirt and refuse intoa pile wherever the caster dictates. Thespell cleans a 2.5 meter radius area, upto one meter high. The caster canchange targets to clean any area.

Destroy Magic

Axiom Level: 12 (17)Skill: alteration/rtUlgic 21

Backlash: 15Difficulty: 10Effect Value: 20Bonus Number to: effect

Range: 10 000 meters)Duration: 9 (one minute)Cast Time: 18 (one hour)Manipulation: control

Destroy magic is an impressed spellthat seeks to void an area of magic. Thespell affects a 60 meter radius sphere.The mage must conjurespell patterns inhermindandsubsequentlyshatterthem.After an hour of this mentally tiringwork, the spell is impressed.

The caster releases the spell byswirling her finger in the air and

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pointing at the center of the area ofeffect. The spell affects any spells witha pattern knowledge that the casterpossesses; spells using a patternknowledge the caster does not haveare unaffected. The spell worksthrough the principle of definition.

An affected spell must generate acasting total greaterthan theeffect valueof thedestroy mQgic spell in order to sur­vive. The destroy mQgtc affects spellsapported intothearea and spellsaffect­ing beings who enter the sphere. Anyspell with an effect total higher thandestroy magic will dispel it.

Detect Magic

Axiom Level: 5Skill: divination/magic 15

Backlash: 18Difficulty: 16Effect Value: 18Bonus Number to: effect

Rm.ge: 10 (100 meters)Duration: 8 (40 seconds)Cut Time: 8 (40 seconds)Manipulation: range, speed

The spell requires the magician tohold a grimoire. The mage opens thegrimoire and incants the spell whileslowly turning in a circle. Umagic is ineffect within the range of the spell. thepages will flutter softly. Compare theeffect value to the effect of the spelldetected. Read the result points on theGeneral Success Table. On a minimol oraverage success, the caster will know thegenernl direction of any magk. A goodsuccess, tells the caster the specific di­rection to the magic. With a superiorsuccess, thecasterknowsthe exact rangeof the magic, while a spectiUUlor successwill tell the caster the skill and patternknowledge of the magic in effect.

Devil's Pit

Axiom Level: 15 onSkill: conjuration/magic 23

Backlash: 20D;H;cuIty. 17

Effect Value: 17Bonus Number to: effect

•Range: 7 (25 meters)Dwation.: 38 (one year)Cast Time: 18 (one hour)Manipulation: control, state, speed

Thedevil's pit spell isa ward used toprotect corridors and rooms from un­wanted intruders. To impress the spell,thecasterusesspedallycarved woodenreplicasof iron spikes. She sets them onthe floor that is to be protected and thenstands among them. Concentrating oneach in tum, she mentally causes themto sink into the floor, until they vanish.The ward is thus impressed into a sec­tion of rorridoror room.

The ward detects folk with a divi~

nation skill of 21. When triggered, theillusion of a pit trap covers an area,usually three meters by three meters,with a depth of 10 meters. If checkedfor traps, a normal pit trap will berevealed with a difficulty of 10. Anycharacter stepping on the pit mustmake a Dexterity roll of 12 to avoidfalling in the pit. The damage valueequals the spell's effect.

The truly annoying partofthis wardis not revealed until someoneattemptsto get to the other side of the pit. Asecond pit, constructed like the first,lies directly next to the first, with thesame chances for detection and thesame damage sustained for falling in.The droil's pit is an illusion. It may bedisbelieved with a Mind or willpowertotal of 18.

Dispel Magic

Axiom Level: 13Skill: alteration/milgic 20

Backlash: 18Difficulty,'6Effeet Value: 29Bonus Number to: effect

Range: 9 (60 meters)Duration: 5 (10 seconds)Cast Time: 3 (four seconds)Manipulation: state, duration

The magician must concentratewhen casting this spell, envisioningthe pattern that he plans to disruptwith this spell. The caster must knowthe arcane knowledge of the spell sheis dispelling. U she does not know thepattern skill and knowledge of thetarget spell effect, the caster suffers a­10 l:xmus modifier when casting thisspell. She must gesture to draw thepattern she envisions, and then aloudcommands the pattern to break.

Dispel magi< wmks through the prin­ciple of definition. The casting mage iscopies the pattern of the spell effectclosely enough to invoke the principleof definition and dispell the spell.Comparetheeffectvalueofdispelmagkto the casting total of the target caster.nus spell affects one target.

Doelaran's Door ofShooting Fire

Axiom Level: 15Skill: conjuration/milgic 22

Backlash: 16Difficulty: 10Effect Value: 17Bonus Number to: effect

Range: 3 (four meters)Duration: 5 (to seconds)Cast Time: 18 (one hour)Manipulation: range, duration

This ward harms those who wish toenter places which the caster wouldrather not have them go. The castermust have fiveadds in the living forcesarcane knowledge.

When casting the spelL the wizardpaints dots of red ink in a circular pat­tern on the door that is to be protected.He bums the pattern into the door byvoicing words of arcane power. At theend of the casting. all markings of thedots disappear from view.

Thespelldetects kindred who touchthe door with a divination skill of 21.Jets of flame gush forth from the dotson the door, hitting the individualstanding at the door. Generate a con­juration skill total greater than thatperson's dexte-rity or Dodge to hit.

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Damage equals the effect total of the~pell. .ooe~aran'sdoor of shooting fireIS an IllUSIOn and can be disbelievedby generatingaMindorwillpawertotalof 15.

Enchanted ErrorAxiom Level: 13Skill: alteration/magic 15

Backlash: 18Difficulty: 16Effect Value: 20Bonus Number to: effect

Range: touchDW'ation: 18 (one hour)Cast Time: 5 00 se<:onds)Manipulation: state

By casting this focused spell a mageattempts to booby trap an item thathasa spell impressed in it. The wizardmust hold or otherwise touch the itemwhile whispering arcane words ofmagic backward.

Any spell cast from the item musthave a casting total greater than theeffect value of the enchanted error spellto function properly. U the enchantederror succeeds, the item will make afizzling sound and produce a smallwisp of smoke.

Floor of Binding

Axiom Level: 12Skill: conjuration/magic 25

Backlash: 18Difficulty: 11Effect Value: 17Bonus Number to: effect

Range: 6 (15 meters)Duration: 18 (one hour)Cast Time: 18 (one hour)Manipulation: duration

. This magical ward will protect aorcu1ar area 50 meters in diameter.The magician walks backward in aspiral pattern, sprinkling iron filingson the flO?r ~hile chanting arcanewords of bmdmg. The mage points tothe center of the area of effect.

The ward detects folk with a divi­nation skill of 28. The folk must touchthe ward to activate it. The part of thebody touching the floor will instantlybe. stuck!o the spot. Once triggered inthIS fashIOn, the spell will remain ineffect for one hour. During this time,any other folk who touch the affectedarea will be stuck.

A bound victim must generate aStrengthtotalgrea....thantheeffectvalueof the spell to free himself. He mustgenerate a total for each limb stuck. Acharactermay attempt to disbelieve thisillusion by generating a Mind or will­power total of 20 or better.

Whife this spell doesn't sound particu­larly dangerous, I might point out that Ihave seen a mighty warrior companionrun}ull tift through a corridor protectedby It. The scream of pain when roth hisankles snapped in two is something I willlive with forever.

-Kenipat

Heal Object

Axiom Level: 12Skill: alteration/magic 15

Backlash: 12Difficulty, 8Effect Value: 12Bonus Number to: effect

Range: 7 (25 meters)Duration: 8 (40 seconds)Cast Time: 6 (15 Seconds)Manipulation: state

By casting this focused spell, themageseeks to cause extreme heat in an?b~ either held or worn by anothermdlvIdual. Themageholdsa Htcandlein front of his face and gazes at thetarget of the spell. The victim feelsintense heat emanating from the oirject in question. Heat damage equalsthe spell's effect value. Apply damageeach round that the target wears orholds the object.

The object itself is unharmed, be­cause the spell is illusory. The victim~Ydisbe~eve the spell bygeneratingaM,nd or Willpower total of 15 or more.

Hide from Magic

Axiom Level: 12Skill: alteration/magic 19

Backlash: 10Difficulty: 9Effect Value: 20Bonus Number to: duration

Range: touchDuration: 25 (one day)Cast Time: 9 (one minute)Manipulation: control, duration

Most mages have access to a trackeror pathfinder spell, which they often usetohuntdownfoes.HidefrommagicalJowsthe caster to create a bubble of mysticenergy around himself that concea1s hispresence from divination spells. Thecast~ is ~till be visible to the naked eye.ConJUl'3.tion, a1teration,and apportation­based spells still affect him.

. Tocreatethesphere,themagedoseshis eyes and mimics the sculpting of thefield around him, as if it were beingmade from day. Compare the spell'se~e:ct v:uue to the casting total of anydivmation spell seeking the caster. Thehide from magic protects the caster if ithas the higher effect value.

Imprisonment

Axiom Level: 12Skill: conjuration/magic 19

Backlash: 17Difficulty: 10Effect Va)ue: 20Bonus Number to: effect

Range: 7 (25 meters)Duration: 18 (one hour)Cast Time: 9 (one minute)Manipulation: control, duration

.~e rite of imprisonment traps a foeWIthinbarsmadeofmysticenergy.Tocastthis, a mage must beckon with his handsas if e><i><>rtrng something to rise from theground. He then mimks the struggle toe;capefrom anarrowcell Hepointsat histarget, and if the casting total of the spell

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is greater than the target's Datuity ordodgt, it effectively traps its quarry.

Thespell's effect value is the Strengthof the bars. The target can free himselfby generating a successful Mind orwillpower total against difficulty num­ber equal to the spell's effect value. Therite confines the target to a 2.5 meterradius sphere. It cannot be used oncreatures larger than the sphere.

Magic Ladder

Axiom Level: 12Skill: conjuration/magic 15

Backlash: 16Difficulty: 16Effect Value: 14Bonus Number to: duration

lUnge: 9 (60 meters)Duration.: 18 (one how)Cui Time: 9 (one minute)Manipulation: speed

The spellcasrer must have a small.hand-held carving of a ladder. Whilestaringat thecarving, he mentally envi­sions a small ladder of magical energyforming from theoriginal He mentallyplaces the magic ladder in the desiredkx:ale. and begins chanting in eve'" iJl.creasingoctaves. As his chant increasesin pitch, the ladder grows to its fullheight of 12 meters. The mage can stopthe growth at any height up to thismaximum. Theladder hasa Strength andToughness of 12.

The ladder can be moved from itsoriginal placement and in all respects is aphys¥:al object. The mag;<: Iadd<!r may bedispelled at anytime if thecaster iswithinu.. .-ange 01 u.. spell

Magic Repulsion

Axiom Level: 10 (17)Skill: apportationlmogic 20

Backlash: 14Difficulty. 8Effect VilIue: 20Bonus Number to: effect

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Range: 8 (40 meters)Duration: 9 (one minute)Cast Time: 18 (one hour)Manipulation: cast time

Thisisan impressed spell.Thecastermustchantmagicwordsofmotionwhilehe danre;, using every part of his bodypossible. Hedances inacircularpattern,beginning in the center and travelingoutward. The caster must dance in thismanner for 20 such circles.

The caster releases the spell by sim­ply waving a hand in a fan-like motionand pointing where the center of theeffect is to appear. Any spell cast insidethe 12 meterdiametersphere must havea casting total greater than the magicrepulsionspellor it ismoved to the edgeof the sphere. Even a spell with a rangeof touch will be pulled away from thetarget. Anyspellcarried beyond itsr.rngewill dissipate.

Spellsdirected into the area will stopat the edge if they do not meet: therequired effect total. Spells which havetargets outside of the sphere can becastnormally, but the magic repulsion spelldoes nolextend the rangeofaspell. Thisspell only affects spells using arcaneknowledges that the caster kno\YS..

This spellam be hazardousfaranycntl! intM arm, including the CIISkr, as it mnainsinuisiblt until aspell with visual efft.ct gdswithin its range. I havt hmrd stories ofwizards who forget aAdly where they putthe spell's center, only to have other spellsthey CtlSt literally "law back in their faces.

-Ktnipat

Maungo's Magic MagnetAxiom Level: 10 (17)Skill: apporlationlltUlgic 18

Backlash: 18Difficulty: 17Effect Value: 15Bonus Number to: effect

Range: touchDwation: 9 (one minute)Cast Time: 18 (one hour)Manipulation: range

This spell is normally impressedinto a small iron ball, but any smallmetal object should due. The mageholds the object in his outstretchedhands while bombarding it withmagical energy bolts. He then men­tally pulls the magic from the object,impressing the spell.

Anyone rubbing the object threetimes releases the spell. Beginningoneround later, the object will attract anyspell within a 10 meter radius that hasa casting total less than the magicmagnet spell. The spell will be suckedinto the object, which will continue toattract spells until the end of the sixthround. At the expiration of the spell,the glowing object fades intooblivion.

Spellswhich nonnally affect an areawill have the object at the centerof theeffect. Spells last one round regardlessof the normal duration.

Maungo origimdly intended for thisspell to be cast on items worn by hiscompanions as a means of magical pr0­tection. Heexpected the item toabsorbanyspell cast at the target.

HtclJanged this thtoryafter hiscompan­ions entered batttewttlringamwrprotectedwith mDgic mDgnet spells. The amwr at·_ the opposing wUmds' fim.>l1 andlightningspells,including theiTckstructivttfft.r:ts. The resulting blau uns said to lightthe night sky few /dIameters away.

Maungo, among others who cast thisspell, naw imprtsses it into small ironballs that he throws or rolls at his oppo­nents. Maungo and his new companionsbelieve this to be much more useful.

-alephest

Maungo's Magic Message

Axiom Level: 15 (17)Skill: conjuration/magic 15

Backlash: 15Difficulty: 8Effect Value: 0Bonus Number to: duration

Range: 4 (six meters)Dwation: 9 (one minute)Cast Time: 18 (one hour)Manipulation: state, duration,range

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Tocastthis ward, thecastermust havea paint brush and some fonn of ink.Maungo's magic message allows themage to write a message in magicallettering within an area six meters bysixmeters. The mage must complete themessage within one hour. The area onwhich themessageis to be written mustbe some type of earth, usually a stonewall or floor. The message may be anylength as long as it fits within thatboundary. When the casting iscompletethe message disappears.

The ward detects any folk touchingthe area with a divination skill of 22.The message will appear in glOWingletters, remaining for one minute andthenfadeaway.Simplywalkingpastawall with a magic message on it willnot release the message; someonemusttouch the wall.

Maungo's magic message may be leftfor a specific folk by tying some hairfrom the individual in the paintbrush

used. to write the message. The mes­sage would appear only if that indi­vidual touches the ward.

Mystic Shield

Axiom Level: 12Skill: conjuration/magic 19

Backlash: 16Difficulty: 11Effect Value: 25Bonus Number to: effect

Range: touchDuration: 25 (one day)Cast Time: 9 (one minute)Manipulation: control, duration

To cast this spell, the mage standswith his hands held out before him,and acts as ifan invisible barrier standsbefore him. He pushesagainst the bar­rier with his hands and discovers that

it surrounds him. As he finishes thisaction, he mouths the words of therite, and a cone of magical force formsaround him.

Thespell's effect value is the Strengthof the shield. Spells directed againstthe casterwithan effect value less thanor equal to the spell's effect value willbe absorbed. A spell that is strongerthan the shield will cause it to shatter,and the now vulnerable mage takesfull damage from the spell.

This rite is one of the most effectivemeansofmagicnldefense. Likeany power­ful spell, the mystic shield has its draw­backs. For example, when encased in themagic-absorbing barrier, a mage cnnnotcast a spell against an enemy. To attack,the mage must drop the shield. The shieldcan only protect one individual.

Cheap versions of this incantation arenot to be relied upon. During my youth inthe limd Between, I once saw a mage toss

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up" sh~ld in battk, only to Set it co11tl1MwhePJ his opponn!t CtlSt " dtt«t mJJgicspell agai1t5t him.

-Kcripat

Mystic Star

Axiom Level: 12Skill: conjuration/1tUl.gic 21

Backlash: 20Difficulty: 15Effect Value: 30Bonus Number to: effect

Range: 8 (40 meters)Duration: 5 (to seconds)Cut Time: 3 (fow seconds)Manipulation: cast time, state, du·ration

Mystic star aUows the mage to cre­ate a swirl of mystic energy with verysharp edges. The mage voices oneword of power while reaching back tothrow. The starappears in her hand asshe hurls it toward her victim. Shemust generatea conjwationskill total,witha+lOaccwaeymodifier.Compa..rethecasting total to the target's Daterityor dodge.

Compare the effect total to thetarget's Toughness or annor value (thespeD will affect enchanted armor). Findthe final result points on the CombatResults Table. The star can be disbe­lieved with a Mind orwillpower total of15.

Rinaldo'sResounding Racket

Axiom Level: 12Skill: conjuration/mllgic 19

Backlash: 15Difficulty: 13Effect Value: 15Bonus Number to: effect

Range: 15 (one kilometer)Duration: 9 (one minute)Casl Time: 12 (four minutes)Manipulation: control, cast time

Thisspell allows the magicianto~ate illusory sounds for the duration ofthe spell Explosions '" loud bangingnoises are common. but other sounds,even musical notes, may be conjured.This spell cannot imitate noises gener·ated by living beings, such as groans,screams, speech, orbarking. Soundsarelimited to those that come from inani·mate objects. The magician covers hismouth with a scarf or silk and points inthe direction the sound is to come from.Thesound iscreated withina 100 meterradius sphere.

Musiccreated with this spell iscon­sidered an art form. Judge its artisticquality as described in the TorgRulebook under the artist skill (page56). Use the spell's effect total as theartist skill totaL Ignore the minimumcreation time on the workqualitychart.The speD may be disbelieved by alistener by generating a Mind or will­power total of 15.

Ryggin's Steel Bands

Axiom Level: 12Skill: alteration/mJJgic 12

Backlash: 11Difficult}" 10Effect Value: 20Bonus Number 10: duration

Range: 5 00 meters)Dwation: 8 (40 seconds)Cast Time: 5 (to seconds)Manipulation: controlThe caster of this speD must have a

metal baror rod. She holds thebar inonehand while creating three identical im­ages of the bar in her mind. When themage points at her target, three metalbands appear and stream toward thetarget of the spell Generate a conjwa­lion skill total greater than the target'sdodgeorDe:xtcity to hillisuccessfuL thebands wrap around the victim's body,restraining his arms and legs.

The bound individual must gener­ate a Strength total of 20 or more tobreak the bonds. Ryggin's steel bandsis an illusion and a Mind or willpowertotal of15 or more will cause the bands

to fade. This speD can only be used onhuman sized or smaller beings.

Shards of Ice

Axiom Level: 12Skill: conjuration/magic 15

Backlash: 15Difficulty, 12Effect Value: 17Bonus Number to: effect

Range: 6 (t5 meters)Duration: 5 (to seconds)Cut Time: 5 (to seconds)Manipulation: range, speed

Themagefaceshistargetandmakescircular motions with his hand in theair in front of him, as ifcleaninga glasswindow. A round sheet of ice, onemeter in diameter, takes shape in mid­air. Thecaster punches the ice, shatter­ing it. The shards streak toward thetarget of the spell.

Generate a conjuration skill totalgreater than the target's Dexterity ordodge to hit. Damage equals the speU'seffect value. Shards of ice is illusoryand may be disbelieved by generatinga Mind or willpcwtr total of 15.

Spell Bouncer

Axiom Level: 10 (tnSkill: apportation/mJJgic 15

Backlash: 13Difficulty: 11Effect Value: 20Bonus Number to: effect

Range: 10 (100 meters)Dwation: 5 (to seconds)Cut Time: 18 (one how)ManipulOilition: duration

The mage must havea small mirrorto impress this spell. She conjures aglOWing ball of magical energy withwhichshe performs rigorous exercises,manipulating the bail toward herselfwhile reflecting it away with the mir­ror. When the mage finally allows the

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ball tosbike her, the spell is impressed.Thewizard may release her spell by

putting up her hand in a stoppingmotion when an enemy mage targetsher with a spell. She must announcethe use of the spell bouncer before shediscovers any effects of the attacker'sspell. Thespelliscastnormallyifithasan effect total greater than the spellbouncer. If the spell bouncer has agreater effect total, the spell is reflecteda distance equal to the result points ofthe spell bouncer. Spells take effectwhere they are reflected to. This spellmay be cast by one or more wizards tobounce the same spell more than once.

This spell achieved notoriety when theWestfain Triplets, Maret, Bergan andLoogin, bounced a lightning bolt betweenthem 16 times before Leogin missed. Un­fortunately, Maret and Bergan had to cel·ebrate their achievement as the WestlainTwins.

-Zelephest

Spell Snatcher

Axiom Level: 13Skill: apportation/magic 19

Backlash: 19Difficulty: 14Effect Value: 30Bonus Number to: effectRange: 10 000 meters)Duration: 9 (one minute)Cast Time: 3 (four seconds)Manipulation: control, range,speed

The magician makes a sweepinggesture from the target character to hishead, while reciting the opening wordsto the theory of state. The spell steals

an impressed spell from the target'smind. The stolen spell immediatelyimpresses itself in the mind of thecaster, but it must be cast before theend of the duration of speff snntcher orit fades away.

Compare the effect value with thetarget'samjurationmagicvalue(hisMindif he does not have conjuration magic).Read the result points on the GeneralResults table. On a minimal, average, orgood success the victim chooses the im·pressed spell he loses (assuming he hasmore than one impressed). Onasuperiorsuccess the gamemaster randomly de­tennines the spell to be gained. A spec­tacularsuccessallowsthecastertochoosethe spell he gains.

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•• 38

,Irr

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Chapter Three

Mixed ForcesInanimate Forces

Dispel Magic Fire

Axiom Level: 9Skill: afterationfirumimate forces 19

Backlash: 14Difficulty: 8Effect Value: 30Bonus Number to: effect

Range: 15 (1 kilometer)Duration: 0 (1 second)Cast Time: 9 (1 minute)Manipulation: control, duration,state

A very specific magical dispel, thisspell can be directed only at magicalfires. If cast successfully, the magecompares the result value of the spellto the casting total generated by thecaster of the magical fire. If the effectvalue is the higher of the two, then themagical fire disappears.

Although the duration of the spell isonly one second, its speed is almostinstantaneous. However, the spill onlyaffects magiall fire; not fire created bymagicandmaintainedbynormalmeans.

Though the limitations of this spell areobvious, it is included in the Gimoire be­CJluseofthewide useo!fireasan elementalpattern.

-Zelephest

Enchant Armor

Axiom Level: 10Skill: alteration/inanimate forces 17

Backlash: 14Difficulty: 9Effect Value: 25Bonus Number to: effect

Range: touchDuration: 32 (one month)Cast Time: 25 (one day)Manipulation: control, duration,cast time

Thecastertakeseach pieceofannorto beenchantedand holds it before him.With his other hand he takes arrows,daggers and otherweaponsand touchesthem to the metal; then he shatters theweapons, simulating the effect themagically toughened annor will havefor the duration of the spell.

Compare the effect total of the spellto the annor value and read the differ­ence on the Power Push Table. Add theresult points to the annor's maximumvalue.

A poor sorcerer using achMp versionof this rite can find himself with a suit ofannor that CIlnnot stand up toa stiffbreezeoff the Trade SM. I once heard a DraconisTeutoniCillaugh heartily when faced witha paladin wearing annor with a flawedenchantedannorspellfocused into it. Thatisa sound Ido not wish to hearagain,andthe best rMson ICIln produce for why Iamteaching and writing texts rather than onthe continent of Aysle, making twice thetrades I do here.

-Kenipat

Enchant Bow

Axiom Level: 10Skill: alteration/inanimate forces 17

Backlash: 19Difficulty: 10Effect Value: 22Bonus Number to: effect

Range: touchDuration: 32 (one month)

Cast Time: 25 (one day)Manipulation: control, duration,cast time

The enchant bow spell is based onthe same pattern of magic as enchantannor, and the effectiveness of the spellcan bedeterminedin thesamemanner,increasing the maximum damagevalue and adds of the weapon.

To cast this spell, the mage shouldtake a piece of annor and heat it until itbegins to grow soft. He then puts anarrow into the bow and fires it at theannor, which it will easily pierce. Hemust repeat this action several times,while reciting the proper incantation.When he finishes the casting, the bowwill fire straight and true and causegreat damage to the enemy.

Again, wizards should bewareofcopiesof this spell. If the stave of the bow absorbsthe enchantment, but the string does not,it may snap at a crucial moment. In ad­dition, some versions of this spell increasethe strength wonderfullywell, but destroythe weapon's accuracy to the point whereeven the best archer cannot hit the broadside ofa Fomarian.

-Kenipat

Find Things

Axiom Level: 7Skill: divinDtion/immimate forces 13

Backlash: 16Difficulty: 8Effect Value: 0Bonus Number to: range

Range: 7 (25 meters)Duration: 9 (one minute)Cast Time: 5 (10 seconds)Manipulation: duration

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To the casual observer, the magi­cian who uses this spell appears tohave an uncanny ability for locatinglost or hidden objects. Casting thisspell merely requires that the magicianhave an accurate description of theobject he is searching for, or he musthave seen it once. The object may notbe larger than the caster.

Once the spell is cast, the mage willlocate the object: if it is within range ofthe spell and has not been magicallyhidden. Thecaster may move while thespell is operating and he may changetarget or even cancel the effect.

This spell is quite popular among t~

"lu!dgtwizards"ofAysle,whomakea tidysum 10000ting lost trinkets, tools, and petcollars (which art: USUllf1y attached to thepet). A prospective buyer of their sm;iceswould be wise, however, to first get anexact price from the mnge in question-asfm often run higher than the value (sen­timental and othmoise) of the lost ob~t.

-Kenipat

Frost Bridge

Axiom Level: 11Skill: alteration/inanimate forces 16

Backlash: 14Difficulty: 9Effect Value: 12Bonus umber to: effect

Range: 15 (one kilometer)Duration: 18 (one hour)Cast Time: 9 (one minute)Manipulation: none

This spell is cast by a mage whowishes to cross a body of water. 1becaster makes a sweeping motion withher ann over the water she wishes tocross. This creates a disc of extremelylow temperature just below the water'ssurface, freezing that small area almostinstantly. The caster may then step onthediscand,controllingtheapportationof the spell, move across the water at arate of 40 meters per round, simulta­neously forming a bridge of water be­hind him. Thisbridgecan hold uptotheeffect total of the spell in kilograms.

••40

Thecastermay, ifshechooses, startthe disc on the opposite shore (up toone kilometer away and within sight)and have the bridge fonn backward.This works nearly as well, except thereis a chanceof fog fanning over the lowtemperaturedisc and obscuring it fromsight. The caster may dispel the discand/or the bridge at any time. Other­wise, it will melt naturally after theduration expires.

Glue

Axiom Level: 12Skill:conjuration/inanimllteforces 16

Backlash: 17Difficulty: 13Effect Value: 18Bonus Number to: effect

Range: 5 (10 meters)Duration: 15 (16 minutes)Cast Time: 5 00 seconds)Manipulation: control

This is a focused spell. The gluespell conjures the inanimate forces thathold objects (or people) together. Thespell produces a sticky film that formsavera 10metersurfacearea,centeringon the target point of the caster'schoosing. Anything that comes incon­tact with an object covered with gluemust make a Strength roD exceedingthe effect value of the spell to breakfree. For each attempt at breaking freefrom the spell's effect, a creature willsuffer two shock points of fatigue.

Tocast thisspell, the magician musthave a small amount of pine sap and acoin. While casting the spell, the mageapplies the sap to the coin and thenpresses her thumb finnly against thesticky surface. This spell is illusory,and a Mind or willpower total of 17 isnecessary to disbelieve its effect.

Increase Weight

Axiom Level: 9 (17)Skill: alteration/inaninwte foras 19

Backlash: 13Difficulty: 6

Effect Value: 24Bonus Number to: duration

Range: 10 (100 meters)Duration: 14 (10 minutes)Cast Time: 18 (one hour)ManipuJation: control, duration,state, cast time

This is an impressed spell. By ma­nipulating the inanimate forcesknowledge, this spell makes it pas-.sible for a sorcerer to increase theweight of an opponent, sending himcrashing to the ground.

1be effect value of this spell is equalto the force that is pulling the target tothe ground. To move, a creature mustgeneratea Strength total greater than theeffect valueofthespell. A flying creaturethat fails its Strength action will plum­met to the ground, taking a damagevalue equal to the effect value of thespell plus thevalueofthedistance fallen.

ThisspeD iscast by holding a pebblein the palm of your hand and thenletting it dropto the ground,as if it hadgrown too heavy to support. In battle,the spell requires only a gesture in thedirection of the target tobe released. Ifthe casting total is greater than theDexterity or dodge value of the target,the speD will be effective.

Note that this spell is of limited useagainst dragons, whose great Strmgthand high Toughness render the spell anuisance. In addition, their connectionswithelemental magic may haveunfore­seen effects upon the spell.

Flying cretltures have long been a pr0b­lem for travelers in Aysle. Dragons,griffins,harpies and wrious other beasts httvf! anannoying habit ofswooping down, wound­ing, and then sooring out of muh of theirprey, and doing so too quickly for theunforunate victim to accurately aim a mis­silewetlTxm. (Natu rally, this rite alii be usedagainst IIoll-flying foes with t:qUJlIeffect, butdoubling the weight of a griffin and thenadmiring thecmter it malLs letwesonewitha tnte sense ofaa:ompiishmmO.

This spell suffrrs from an undeseroedlypoor reputation, owing to theappttlrana ofa flawed version in the popular"Rothenfynn's Grimoire for Beginners."

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ThJJt increase weight spell hJuI atendency totKlck{ire, ctmsing the caster's arm to growheavier while the rest ofhis body remainedthe same, usually with unplensant ccmse­quenas for tM limb in question.

-K.enipat

Light Annor

Axiom Level: 11Skill: alteration/inanimate forces 16

Backlash: 12Difficulty, 11Effect Value: 16Bonus Number to: effect

Range: touchDuration: 9 (one minute)Cast Time: 4 (six seconds)Manipulation: dwation

This spellonlyaffects the mage whocasts it. He must cross his arms on hischestand summon thepowerof magicand transform it into light. The resultof light gives the mage a glowing suitof armor that covers his entire bodywith a Toughness equal to the effectvalue of the spell. The mage may nottum it off, but may shape it into anyform he wishes. It must, however,cover his entire body.

Theglowof thearmorwill alsomakenon-deathordarknessalignedcreaturesreact somewhat more favorably towardthe caster (CM's discretion on how fa·vorably).

Though this spell is undoubtedlyoneo!the most positively oriented protectivespells CTl!ilted, thL CSlre[u' mJlge knowswhDJ to usedisadion in its CSlsting. Afterall,thearmorads as a betlcon for hungrycmJtures in the wildaness.

-Zelephest

Lightning

Axiom Level: 10Skill: altuation/inanimJltefor~ 19

Backbsh: 19Difficulty: 11Effect Value: 20Bonus Number to: effect

Range: 8 (40 meters)Duration: 8 (40 seconds)Cast Time: 5 00 seconds)Manipulation: control, speed,""'ge

Quick, jagged motions by thecaster's arms begin this spell. If sue·eessful, powerful electricity chargeswell up within the caster (doing noharm other than making his hair standup). He may then cast a lightning boltfor each of the next fow rounds, andeach bolt has a damage value equal tothe effect value of the Original casting.To hit the target. the mage must makean alteration total that exceeds thetarget's Dexterity or dodge. This is aseparate roll and has nothing to dowith the initial success roll of the spell.

Magic Marker

Axiom Level: 9Skill: alteration/inanimJlte forces 18

Backlash: 12Difficulty: 7Effect Value: 0Bonus Number to: duration

Range: 5 (10 meters)Duration: 14 (10 minutes)Cast Time: 3 (fow seconds)Manipulation: control, duration,cast time

This spell appears to createa coloredmarker in the air beside a flat. verticalsurface. In actuality, it converts theinanimate forces present in front ofthe surface into light-light whoseform and duration can be controlledby the caster.

Usually, the mage will create amarkerout of light that will then writewords or draw diagrams "on" the flatsurface. The surface that can be soaffected may not have an area greaterthan 3 meters, however, and it must bereasonably flat. If can be of any com·position.

The letters can be produced orchanged within seconds of the mage's

command. Thewholearea,orjustselectedf'U'S, may be affecred immediately.

This spell is very popular at the Acad·emy.'nstrudors,tirtdofchalkstains (andof turning their lTacks on impertinent nro­spellCtlSters) spent /I lot of time resmrch·ing this spell. U was created so that itsmJlnipulation is above the skills ofall butthe most advanced journeymen. Us statepath is convoluted, and there art thrncontrolling theorems involved in its rna·nipulation. However, figuring out andtampering with the mechanism of thisspell has sadly become a "rite of passage"among some of the olelo students.

-Zelephest

Major Eraser

Axiom Level: 9Skill: altuation/inanimJlte forces 22

Backlash: 20Difficulty. 17Effret Value: 40Bonus Number to: effect

Range: 5 00 meters)Duration: 5 00 seconds)Cast Time: 3 (four seconds)Manipulation: duration. range

Based on the less potent (but morewidely used) minor eraser spell <be­low), this spell may only be cast onhumans who are under the effect ofspells with the pattern of inanimateforces. To cast, the mage must "brushhimself off" while nodding in the di·redion of the person to be affected. Ifthe result value of the spell is higherthan the casting value of the magicthat is being "wiped away," then itwill erase the prior effect. If not, thennothing happens.

Minor Eraser

Axiom Level: 9Skill: alteration/immimJlte foras 18

Backlash: 16Difficulty. 10Effect Value: 20Bonus Number to: duration

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Effect Value: 6Bonus Number to: effect

Range: 5 (10 meters)Dwation: 12 (4 minutes)Cast Time: 5 (10 seconds)Manipulation: range, state

A simple apportation spell, it isusually used as an alternative to theann ofair. The caster need only point atthe object, make a "lifting" motionwith her hand, and direct theapportation of the inanimate object.The maximum mass that may bemoved at one time isequal to the effectvalue of the spell.

While the duration lasts, the castermay lift more than one object by sim­ply gesturing with her free hand (thisis, however, a On~n-Many action).Once in the air, theobject(s) will hoverif not directed by a hand motion-foras long as the duration lasts, or untilthe caster puts it(them) down.

Telekinesis Major

Axiom Level: 6 (17)Skill:apportationlinanimateforces 16

Backlash: 18Difficulty: 12Effect Value: 15Bonus Number to: effect

Range: 15 (one kilometer)Duration: 15 (20 minutes)Cast Time: 18 (one how)Manipulation: control, state

This is an impressed, focused spell.Amorepowerful version ofthe telekinesisspell, this v~ion may be impressedinto non-spell casters. The impressingof the pattern is done by having thetarget sit in the middle ofthe room whilethe caster (or an assistant if the caster isthe recipient of the spell) moves objectsat the target's command. In all otheraspects, telekinesis mIljor is identical to itslesser counterpart.

This spell was, soon after its develop­ment, often impressed in servants of themage guilds, making them more able tocarry large loads of supplies and clothingover shortdistances, or to lift thefurn itureto clam underneath. UnfortunJltely, theservants-having the usualamount ofselfcontrol assigned to non magic using be­ings--quicklyabused this privilegeand en­gaged in illicit tamfooleryand mischief. 'WhileUnfiroftheFourTr:rwers wasable toget thismischiefunder control even.tUillly, his solu­fion left us with a very few servants and aconsiderable number offrogs·

-Kenipat

Visual Aid

Axiom Level: 11Skill: conjumticmlirumimatefr:»o!s 18

Backlash: 17Difficulty: 13Effect Value: 0Bonus Number to: range

Range: 6 (15 meters)Dwation: 14 (10 minutes)Cast Time: 5 00 seconds)Manipulation: range, duration,state, control

All this spell requires of the caster isa dear vision of the illusion to be pro­duced. The caster can summon forthand control a pattern of colored lightwith a 15 meter radius. The light cantake on any shape or form, and mayshrink or expand (up to the maximumradius) to the caster's will. It is, how­ever, an illusion (with a Mind or will­power disbelief difficulty of 17).

While teaching classes to younger ap­prentices or instructing the older studentsin spell effect recognition, many instruc­tors filld this spell particularly handy.There is nothing like a large, colorful dia­gram in the front ofthe room to attract theattention of young students. Also, whenteaching spell effect recognition-such asthat of the altered fire ball or the bath ofdeath-it is generally less messy to usethis illusion rather than the real thing.

-Zelephest

Whiteboard

Axiom Level: 9Skill: aiterationlinJlnimate forces 14

Backlash: 14Difficulty: 9Effect Value: 0Bonus Number to: duration

Range: 5 (10 meters)Duration: 18 (one hour)Cast Time: 9 (one minute)Manipulation: control, duration,range, state

To cast thisspell, the mage need onlyuse his mind to outline the area of thewhiteboard. This area cancovera surfacearea of up to 6 meters, and it may be ofany rectangular shape. After casting.the mage has a large, perfectly white,luminescent board hanging in the air.The board has a Toughness of zero, so itis only really good for its intendedpurpose-writingupon.Theboard maybe dispelled by the mage at any time.

Of all the schoolroom spells, this isprobably the most useful. TItewhiteboardprovides a perfect backdrop for nonnalwriting or iflustration-but be carefulwhen applying the magic marker oreraser;one touch and the board will prob­ably be dispelled.

-Zelephest

Living Forces

Awaken

Axiom Level: 9Skill: conjuration/living forces 10

Backlash: 13Difficulty: 8Effect Value: 12Bonus Number to: effect

Range: touchDuration: 5 (10 seconds)Cast Time: 4 (five seconds)Manipulation: none

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Range: 5 (to meters)Duration: 5 (to seconds)Cast Time: 3 (four seconds)Manipulation: duration, range

To casl: this spell the mage need onlyglance at the area to be affected andsummon the energy. The spell createsasmall eraseroflight that will move to thecaster's will for the duration. It can onlybe used. to erase letters made by themagic marker spell. The result value ofthe spell must exceed the original cast­ing value of the magic marker. If it does,then the caster can use it to wipe awaythe letters she chooses.

This spell is nicknamed "Jurytyl'sFolly" fora very good reason. Jurytylwasajourn~an on the verge ofwashing outof the Academy. Not bwm5eofhis lack ofskills, mind you; he was very well accom­plished in the mixed forces and the lightdisciplines. It was b«ause ofhis IIlziness.Given onelfl1lr toeol'm upwitha spell tlultwould be useful to the academicians or beremoved from the Aaulemy,]urytyl sup­posedly sptnt almost the entire fifty-twowetkson thisspcll-orsoheSQid. Thereissome doubt to his veracity. He did, how­euu, produu the spell one day under thetime limit, and it was enough to tIlrn himasecond chance.

]urytyl went on tobecomea ma.sterandsubmitted the major eraser spell as hisMngister's Thesis. It is because of thisspell that I doubt he really spent theyear heclaimed working on the minor eraser-hecreated the major in under two months!

-Kenipat

Prismatic Alteration

Axiom Level: 8Skill: alteration/inanimate forces 15

Backlash: 17Difficulty: 13Effect Value: 16Bonus Number to: effect

Range: 5 (to meters)Duration: 9 (one minute)Cast Time: 5 (to seconds)Manipulation: cast time, duration

• I42

To cast this spell, the mage musthold an irregular pieceofglass in frontof a light source, so that the image ofthe light is bent as it passes through.The prism spell expands this effect sothat it covers a 10 meter area and vol­ume in the direction indicated by thecaster.Thespell hampers manyactionsbased on Perception and Daterity(suchas the skills find, tracking, missile com­bat, and melee}. Anyone attempting touse oneof these skills inor through theprismatic alteration has the difficulty ofthe attempt increased by the numberof result points difference between theeffect total and their Perception skill.

The spell will last for the full dura­tion, and the caster has no control over(or immunity from) its effects.

Rockel

Axiom Level: 10Skill: alteration/inanimate forces 20

Backlash: 17Difficultr- 12Effect Value: 18Bonus Number to: duration

Range: 10000 meters}Duration: 8 (40 seconds)Cast Time: 5 00 seconds)Manipulation: control, duration,range

This is a focused spell. This spelltransforms the gravitational pull on thetarget object into heat. The sudden lackof gravity causes the object to shootskyward-expelling the heat as it goes.The spell will launch the object at aspeed equal to itseffect value minus thetarget's mass. TIle object will continueto travel upwards until the durationends or the caster wills it to stop.

Storm Kill

Axiom Level: 9 (7)Skill:apporlation/inanimateforces 22

Backlash: 25Difficulty: 17Effect Value: 18Bonus Number to: effect

Range: 20 (to kilometers)Duration: 25 (one day)Cast Time: 29 (one week)Manipulation: control, duration,range

Nicknamed "'Mage Kill," this im­pressed spell is one of the most dan­gerous-but effective-weather con­trol spells ever produced. The spellmust be prepared by a caster for anentire week. The mage must standoutside and act as if he were within aterrible storm; swaying back and forthand "fighting" to stay erect. He mustalso open and c10sea jar, pretending to"capture" the storm within.

To release this spell, the caster takeshis jar (open) out into the midst of afierce stonn and hold it up. Then, hequickly caps and seals the jar. Thestorm will actually not rush intothe jar but, rather, be forced out ofthe five kilometer radius at a rateof 2.5 kilometers a round. As thestorm kill is only moving the actualforce of the storm and not the air,however, it does not have overlydevastating effects to the locale.

TIle storm will remain '1cilled" forthe duration or until the caster reopensthe jar-at which time it returns at thesame rate it 1eft. As long as the durationlasts, the caster may continue to "kill"and release the stonn.

Whilethis is undoubtedlyauseful spell,there has been some debate as to whetherthe over five years that went into its de­velopment were well spent. In addition tobeing a risky spell to cast, it is one of themost hoarded works to ever come out (ornot come out) of the magic industry. TheCllsting fee alone is higher tluln the lfl1lrlyincomeofmany small villages, and for thedtvtlopers to relt!QS4! its secrets would be Q

major feat indeed.-Zelq>hest

Telekinesis

Axiom Level: 5Skill:apporlation/inanimateforas 11

Backlash: 16Difficulty: 10

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This spell can awaken a sleeping orunconscious target. To cast, the mageneed only shake the subject lightlyand will her to awaken. The spell, ifcast successfully, will automaticallyawaken the target (if the object of thespell is naturally unconscious). It willalso remove aU shock points and theOofa KOcondition if the target has beenasleep for more than 10 seconds andhas not suffered a Mortal wound.

Charm Person

Axiom level: 11SkiU: conjuration/living forces 16

Backlash: 18Difficulty: 10Effect Value: 14Bonus Number to: effect

Range: 2 (2.5 meters)Duration: 9 (one minute)

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Cast Time: 5 (10 seconds)Manipulation: control, duration,state

Thecastingof this spell beginswith asmile and a gesture resembling a greet­ing. Substitute the effect value of thespell forthecaster'schann skill (oris usedas the chann skill if the mage does nothave the ability). Unlike the skill, how­ever, the caster may roll each roundinstead of every few minutes. Channperson is limited to living beings of mansize or smaller, and those that can un­derstand the caster's language.

Chann person isan illusory spell witha difficulty of 12. If the spell is disbe­lieved, then it has no effect. If the spellduration lapses, the effect wears offrather quickly; it usually takes aboutan hour for intelliegentcreatures or u pto a day for simpler ones.

Command Obedience

Axiom Level: 10 (17)Skill: alteration/living forces 18

Backlash: 18Difficulty: 13Effect Value: 20Bonus Number to: effect

Range: 5 (10 meters)Duration: 16 (30 minutes)Cast Time: 12 (four minutes)Manipulation: duration

This is an impressed, focused spell.To work the spell, the caster must havea metal item,suchas a ringorcollar, thatcan bewom by the target. Afterthespellis impressed in the caster's mind, themage presents the contagion to his tar­get, speaking the words '1 am yourmaster; wear this and serve me well,"

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when the target puts on the item. 'Thespell ;s then released (focused on theiteml, and the target must makea Mind'" .,;II"..,., roll grea.... than the effectvalue of the spell. If this resistance fails,the liugel will obey the caster £0, theduration.,oruntil theenchantedobject isremoved from target a distance greaterthan the spell's.-ange.

If the castercommands the target tocommit a self-destructive act or an acttotally against its nature, the targetreceives additional resistance rolls.

Detect Living Beings

Axiom Level: 7Skill: divination/living forces 12

Backlash: 18Difficulty: 13Effect Value: 16Bonus Number to: duration

Range: 7 (25 meters)Duration: 9 (one minute)Cut Time: 5 (10 seconds)Manipulation: range, state

This spell can be used to locate kin­dred withinrangeofthecaster.Tothrowthe spell, the mage must have a bodypart of one of the kindred in her righthand (a lock of hair from a human, ascale ofa lizard, a feather ofa bird, etc.).The origin of the contagion has no in­fluenceon the spell's effect, as long as itcomes from one of the kindred.

Thecaster then bums the object (if itis flammable) or heats it (if not) andinhales the smoke, all the while con­centrating on expanding her aware­ness. After the casting time ends, themage can then sense any kindredwithin range of the spell.

Initially, the mage may only detectthe presence of kindred-and theirlocation within the range--but, oncedetected, she may attempt to discernwhat they are. If the mage decides todo so, she must concentrate on thatonespecific target. If the kindred has aMind value less than 16 (the effectvalue), then the caster knows which ofthe kindred races it belongs to. If theMind value of the creature is equal tof"' than 16, then the spell ;s

broken. The caster does not have toattempt to discem specific race.

Diminished Senses

Axiom Level: 8Skill: alterationlliuing form 17

Backlash: 22Difficulty. 14Effect Value: 15Bonus Number to: effect

Range: 8 (40 meters)Duration: 1506 minutes)Cast Time: 5 (10 seconds)Manipulation: control

This nasty little curse will reduce thePerception ofany kindred that fall victimto the spell. If the spell is cast correctlythen the effect value of the spell isrompared to the la1"gel's P=pHon andthe difference is read as result pointsonthe Power Push Table. The total resultpoints, plus a modifier of +5, are thenapplied tothedifficultyofanyPerc:eptic:nl­based skill pe<fonned by the victim.This modification lasts the entire dura·tion of the spell

Enhanced Aura

Axiom Level: 9(t7)Skill: alteration/living forces 16

Backlash: 16Difficulty: 11Effect Value: 21Bonus Number to: effect

Range: 5 (to meters)Duration: 29 (one week)Cast Time: 18 (one hour)Manipulation: control, state, casttime

This isan impressed, focused spell.This spell affects the Charisma andSpirit of any kindred. The casting re­quires a long ritual involving holysymbols from the religions ofthecasterand the target. The target must standsilently in a circle, surrounded by theholy symbols while the mage invokesthe power of the spell.

When the spell ;s released, the effectvalue of the spell must be greater thanthe Wge< of the la1"gel's two attriOOtes.The target's Spirit and CJJarisma are thenincreased by 8 plus the result points ofthe spe1I on the Power Push Table.

Example: Giffuduhayem has a Cha­risma of 11 and a Spirit of 9. The spell,when released, generates a +2 bonusnumber, making the total effect value23-highe< than the highe< of the twoattributes by 12. Giffuduhayem's CluJ·rismD and Spirit are each increased bythe result modifier of 8 plus 5 for thePower Push.

Facade of Normality

Axiom Level: 9(17)Skill: alteration/living forces 15

Backlash: 16Difficulty. 13Effed Value: 18Bonus Number To: duration

Range: touchDuration: 18 (one hour)Cast Time: 18 (one hour)Manipulation.: control

This is an impressed,. focused spell.Asa mage releases thisspell, she weavesa web of illusion over the target suchthat anyone who looks at him will seenothing out of the ordinary. Noonewillgive the target a second glance.

If the target does something unusual(pickinga lock, stealinga purse), then allobservers may roll Mind totals to over·come the power of the spell. Any wit­ness toan incongruousact must beat thespeU'seffect valueor ignore the objectofthe speU. U the target is noticed by one!""'On, then the spell ;s broken.

Whenever the target performs anextremely unusual action or one thataffects something very large (largerthan he is), every bystander isallowedto generate a total with an automatic+4 bonus modifier.

If the target of the spell injures an­other person or affects a really largeobject (over twice his size), all observ­ers recieve a +10bonus modifier. Any­one who is directly injured by the tar-

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getautomnticallynoticesand breaks thespell (unless that person is immedi·ately killed or KO'ed).

First Aid

Axiom Level: 8Skill: alteration/living forces 14

Backlash: 10Difficulty: 9Effect Value: 20Bonus Number to: effect

Range: 6 05 meters)Dwation: 5 00 seconds)Cast Time: 5 00 seconds)Manipulation: control, range

To cast this focused spell, the magecrosses her arms over her chest andmimes the casting of a healing miracle.Then, she points at the being to beaided. The effect value of the spell isapplied to the first aid table in the TorgRulebook (pg. 55). If the effect value,modified by thebonus number, equalsor exceeds the necessary first aid rollfor the wound in question, then thefirst aid succeeds. If not, then the spellfails and the caster may not try tostabilize the same wound on the samecharacter that day. The caster mustconcentrateduring the casting and theduration, or the spell will fail.

Gain Sense

Axiom Level: 9Skill: alteratiotl/living forces 18

Backlash: 18Difficulty: 14Effect Value: 18Bonus Number to: duration

Range: touchDuration: 18 (one hour)Cast Time: 12 (four minutes)Manipulation: cast time

This is a focused spell. A useful andversatile spell for the magician whodesires the vision of a hawk or thesmell of a hound. The spell requiresthat some part of the creature whose

••46

sense is to begained must bedried andground into a fine powder during thecasting of the spell. Thecaster (and thetarget> cannot perform any other ac­tions during the casting of the spelland she must concentrate on assum­ing the sense desired.

After thespell hasbeencast, themagemay use the effect value as a bonusnumber to any Perception roll that thetarget makes which directly uses thissense as a mechanism.

Example: A mage with the bonussense of smell (from a hound) can usethe effect value as a bonus number fora find or tracking skill roll. The nose ofa hound would obviously not help herPerception·based skill of language,however.

The acndemicinns of the Two Towerswere correct in describing this as a versa­tile spell. While there are other spells thatcan achieve similar effects, none allow thecaster as much freedom of choice and asmuch latitude with spell components.Donnatfs Gretlt Vision spell, for ex­ample, is absolutely useless unless youhappen t~ have a tail feather of a gianteagle. ThiS spell works fine with any bodypart you can liberate from its owner.

-Kenipat

Heal

Axiom Level: 8Skill: alteration/living forces 15

Bacldash: 17Difficulty: 8Effect Value: 15Bonus Number to: effect

Range: touchDuration: 25 (one day)Cast Time: 9 (one minute)Manipulation: control, duration

To apply this focused spell to awoundedcreature,thecastermusttoucheachofthetarget'swounds,andexaminethecreatureasifthemagewereadoctor.During this time, the mage must con­centrate on the kindred's wounds heal­ing at an accelerated rate.

When this spell is cast, theeffect valueof the spell is read on the Power Push

Table and added to a result modifier of+6. This total then generates a bonusnumberthatisapplied to thecharacter'srecovery roll against the medicine skillchart on page 56 of the Torg Rulebook.

Example: Bargaran the Knight hassustained a heDvy wound from a battlewith the Evil Sorceress. He visits theMad Mageof the Woods who casts thehetll spell. The mage has an alterationskill of 15. He rolls an 8, yielding a castroll of 13-the spell has been cast suc­cessfully. The -2 is then applied to thespell'S effect value of 15, yielding acasting value of 13. The gamemasterconsults the Power PushTable and getsa result of +5. Added to the +6 resultmodifier, this equals a total +11 toBargaran's healing check. He consultsthe medicine table and makes his roll.

This spell may only be cast on thesame target once per day. This is be­cause the duration of the spell must betwenty four hours-the same timeperiod that it takes to attempt woundrecovery. After the duration haselapsed, the kindred's body will haverepaired itself, making the magicalhealing permanent. If the duration ofthe spell is interrupted-by a dispelmagic or by a living forces spell ofgreater casting value than the hea/­then the kindred's wound will returnimmed iately, along with an additionalK2 resulting from thesudden shock ofthe returning wound.

Improved Dexterity

Axiom Level: 9Skill: alteration/living forces 17

Bacldash: 16Difficulty: 12Effect Value: 15Bonus Number 10: effect

Range: 5 00 meters)Dwation: 14 00 minutes)Cast Time: 4 (six seconds)Manipulation: duration, state

This spell can be focused on any kin­dred. To cast this spell, the mage movesher hands--slowly at first, but increasing

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mspeed kr 6.. seconds Then, sre ges­tures with both hands at the tnget.

Compare the effect value of the speDto the Dexterity of the target. If the ef­feet value is higher, then read the dif­ference as a Pawer Push and add thePower result, plus a modifier of 3, tothe target's Datmty.

Improved Magical Strength

Axiom Level.: 9Skill: alteration/titling~ 18

Backlash: 20Difficulty: 16Effect Value: 14Bonus Number to: effect

Range: 10 (tOO meters)Duration: 14 (to minutes)Cast Time: 4 (six seconds)Manipulation: control, duration

This spell uses magic as a mec.ha·nism and can be focused on any kin·dred. Compare the effect value of thespell to the target's Strength and, if theeffect value is higher, then the target'sattribute is increased to theeffect valueof the spell. The caster- controls theduration of the speD and may evenchange its target. The maximum effectthat can begenerated (using Possibili­ties, cards, and additional reUs) is 21.

Light Levitation

Axiom Level: 7Skill: apportation{living forces 18

Backbsh: 14Difficulty. 8Effect Value: 14Bonus Number to: duration

Range: 7 (25 meters)Duration: 13 (six minutes)Cast Time: 5 00 seconds)Manipulation: duration

Tocast this spell, the magician musthold a feather in her right hand. Thecaster makes a slow, upward motionwith both hands and the target of thespell (if its mass is less than 600 kilo-

grams) will rise into the air at a speedof 25 meters per round. Uthe target isliving, then the caster must exceed thedodge or Dexterity of the victim. Thecaster then has full controlof theobject'sapportation, and may even change tar­gets of the spell or end it entirely.

Since the mechanism of this spell isUght, the target will have a slight lumi­nescence about it. U the spell is turnedoff,dispeIJed,or if the magechanges thetargetofthe spelL theoriginalobjectwillfloa.1o the ground slowly and safely.

This is amost enjoyable way to controlunruly students who believe they needn'tpay attention in class. Simply levitatethem to an uncomfortable and embar­rassing height and let them ponder theirsituation: either mruzin aloft and a sp«­tade for their fellow apprentias, or comedown and beJuwe.

-Kmipat

Murgee's Energy Drain

Axiom Level: 10(7)Skill: apportation/living forces 20

Backlash: 15Difficulty. 14Effect Value: 18Bonus Number to: effect

Range: 8 (40 meters)Duration: 18 (one hour)Cast Time: 18 (one hour)Manipulation: range

This is an impressed spell. This is adevious spell produced by the masterof dark forces. Murger's energy draingives the caster additional energy atthe expense of a foe. To cast the spell,the mage must Simply concentrate ondrawing energy from a living crea­ture-since it is an impressed spell,the caster should keep several small,inoffensive creatures handy-and shemust indicate each of them with, first,a pointing of the right index fingerand, second, by making a "comehither" gesture with the left hand.When releasing the spell, the mageneed only repeat the gesture once, in­dicating the primary target. The cast-

ing value must exceed the target'sToughness plus a result modifier of 2forthe spell to work. The result fH)ints,plus 7, are read on the Power PushTable. The Power value equals thenumber of shock points inflicted onthe target creature and transferred to a"pool" set up by the CJlster.

This pool acts as an "extra" amountof shock damage the caster can sus­tain. Any shock (but not wound)damage taken by the caster is firstsubtracted from this pool and, if thereis any remaining shock to be taken,then applied to the caster's Toughness.

In order for the pool to remain, thecaster must concentrate on keeping itsenergyaround herbody. Ifshedoes not,the extra shock resiliency will dissipateimmediateiy. Thecastermay, however,change targets for the duration of thespell. draining many creatures in suc­cession. Each additional attack must beresolved using the Clne<>n-Many !able.

Example: Kathrisa is being attackedby two Viking warriors. Each has aToughness of 8. Kathrisa has sustainedtwo shock points of damage from fa­tigue, but the Vikings are fresh andready to slay. The mage releases herenergy drain on the nearest Viking. Sinceshe has an apporlJlticm skill of 18, thebonusof+1(whenshe rollsa 13)letshersucceedeasi1y. To see how many shockpoints she drains, she subtracts theViking's Toughness +2 (IO) from the re­sult pointsof19,equaling9--a +4 on thePower Push Table. Added to the +7result modifier, this means Kathrisa can"drain" the Viking for 11 shock points.Because the Vikingonly has a Toughnessof 8, he falls unconscious and Kathrisaonlygets8pomts for herpooLSinceshehas already taken 2 points of shockdamage, she recovers those first, givingher a final total of 6 points in her pool.The other Viking gets worried.

If Kathrisa decides to drain the sec­ond Viking, she will have to make an­other casting roll. Additionally, sinceshe is affecting a third target (the firstViking was one, Kathrisa herself wastheother),herdifficultywillbeincreasedby 2 points.

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Persuasion

Axiom Level: 11Skill: conjuration/living forces 16

Backlash: 19Difficulty. 12Effect Value: 20Bonus Number to: effect

Range: 7 (25 meters)Duration.: 14 00 minutes)Cast Time: 5 00 seconds)Manipulation: control. duration.state

The mage casts the spell by nod­ding in agreement with the proposi­tion he intends to offer, and then hespeaks the proposition to finish thespell. It is necessary to speak the entireproposition out loud within the casttime of the spell, so complicated sug·gestionsare usually out ofthequestion.

Substitiute the effect value of thespell for the caster's persuasion skill.P~uasion only works on beings whocan understand the proposition beingoffered. The spell is illusory, and evenafter the proposition is accepted, aMind or willpower total of 12 or morenegates the effectof the spell. After theduration expires the character is nolonger persuaded,although unless thecharacter has a pressing reason to re­examine his acceptance of the offer, orhas an attitude of hostile or enemy to­ward the caster, he will continue withthe terms of the agreement.

Sense Abilities

Axiom Level: 7(7)Skill: divination/living forces 19

Backlash: 8Difficulty: 6Effect Value: 21Bonus Number to: effect

Range: 7 (25 meters)Duration: 1400 minutes)Cast Time: 18 (one hour)M;mipubtion: control, duration

This is an impressed spell. U themagician wishes to size up anotherkindred, then he may wish to use thisspell. To cast the spell, the mage mustflip through as many texts and sowcesof lore (all regarding kindred) as hecan in the cast time. To release thespell, all the mage needs to do is stareat the creature.

If the effect value of the spell ishigher than the Mind of the creatureinspected, then the number of resultpoints is read on the Success Columnof the General PushTable. On a Mini­mal result, the caster learns what skillsthe target has under one ability (Vex·terity, for example). For an Avmlgeresult, the mage would get descrip­tions oftwo attribute skill groups. Andso on. U the caster gets a SpectaculJlrsuccess, he should learn just aboutevery ability the creature has-butthere may be one or two held back bythe GM anyway.

The caster may change targets aslong as the duration lasts, and he maynegate the spell at will.

Perhaps one of my favorite spefls, thismagic has saved many a wise mage's fife.Those spell CJlSters who travel the worldseeking fame, adventure, and-most im­portantly-monetary remuneration,would do well to remember that whifeexperience may be the best teacher, it isalso the leading cause of death amongknow-it-all magicians.

-Kenipat

Sixth Sense

Axiom Level: 6(17)Skill: divi11Qtion/living forces 15

Backlash: 15Difficulty: 7Effect Value: 14Bonus Number to: duration

Range: 10 (100 meters)Dwation: 10 000 seconds)Cast Time: 18 (one how)Manipulation: cast time, duration

This isan impressed, focused spell.The caster must touch the recipient of

the spell with a dead (and preferablydried) bat for the entire cast time. Hemust move it about the target andmimicthecryoftheanimal. The targetmay then release the spell at any time,and he wiD have a "sixth sense" thatallows him to perceive things notnormally seen. When searching forsomething. the target can make a Per­ception or find roD, based on the effectvalue of the speD, after his inititd at­tempt failS. He is also allowed to makesuch a roll even when he is unaware thereis anything to search for (the GM shoulddo this in secret, only informing theplayer on a success).

Likewise, any creatures that comeswithin 100 meters of the spell's targetare subject to the same automaticPerception roD-with no modificationsfor stealth, cover, or even invisibility.The character can "feelN their pres·enee. lntelligent creatures use theirMind totals as the difficulty number,while inanimate and non intelligentbeings are automatically perceived.

If a creature or object has beenmagically "cloaked" from perception,however, the effect value must over­come the casting total ofthe otherspellto work.

Suggestion

Axiom Level: 10Skill: conjuration/living forces 14

Backlash: 18Difficulty: 15Effect Value: 15Bonus Number to: effect

Range: 7 (25 meters)Duration: 11 (two minutes)Cast Time: 5 00 seconds)Manipulation: control, range

This spell acts as a persuasion at­tempt by the caster, using the mage'sresuJt value instead of the persuasionskill. Thecharacter must speak a "sug­gestion" to the target (in a languagethe target can understand) while cast­ing the spell. Compare the effect valueof the spell to the target's wiflpoweror

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Mind with the result read on theChann/PersuadeColumn of the In­teraction Results Table.

The suggestion spell is illusory, andit can be disbelieved by the target (ona result of 12 or higher). After theduration lapses, the suggestion willstay with the creature, with disbeliefrolls increased by thevalueof the timeafter the spell has expired.

The spell uses darkness as a mecha­nism, so the creature's welfare or inter·ests do not effect the castingof the spell.

One must be careful in the casting ofthis spell, as, while it can be effective inattaining help from reluctant acquaintan­ces, it does have the drawback of onlyworking on folk. If one needs to persuade

animals, I have always preferred hiring aprofessional driver.

-Zefephest

Vigor

Axiom Level: 9Skill: alteration/living forces 15

Backlash: 15Difficulty: 11Effect Value: 18Bonus Number to: duration

Range: 8 (40 meters)Duration: 16 (30 minutes)Cast Time: 3 (4 seconds)Manipulation: control, state

This focused spell will increase theToughness of any kindred. The casterneed onlygestureat the target and flexhis arm to cast the spell.

The effect value is compared to theToughness of the target. If the effectvalue is greater, then the difference isread as result points on the PowerPush Table. The target's Toughness isincreased by 3 plus the result points ofthe Push.

If a creature affected by this spellsustains shock damage exceeding itsoriginal Toughness, it will remain con­scious until the spell ends. If it has notrecovered from the shock before thistime, then it will go down.

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Chapter Four

KindredAquatic

Detect Fish Schools

Axiom Level: 6Skill: ditriPUJtKm!oqwlfic 12

B.JIclduh: 14Dil/kulty. 10Effect Value: 6Bonus Number to: effect

Range: 15 (one kilometer)Duration: 21 (fow hours)Cast Time: 17 (40 minutes)Manipui.tion: control, duration

Oded fish schools allows the casterto know the location ofa schoolof fish.To cast, mage chants over a bucket inwhich she has placed fish tails. Thebucket is covered when the spell~gins. As the spell progresses, thecastergradually pulls back the cover, shinesa light in the bucket, and looks in. Thespell will find the closest fish schooluptaa kilometer away. Thespell yieldsknowledge about a 10 meter diametersphere and travels at 25 meters perround. Compare thespell'seffect valueto the difficulty number of fire. Readthe results on the Power Push Table.The result modifier is +3. Read thefinal result points on the General Re­sults Table.

A minimRl success tells the casterthe direction of the school. An avtrtlgtsuccess tells the exact location of theschool. A good success yields the sizeof the school. A suptrior or sptdtJcularresult yields the type of fish in theschool.

•• so

Find Pearl

Axiom Level: 5Skill: divinlltio"!aqWltic 11

Backlash: 9Difficulty. 9Effect Value: 2Bonus Numbu to: duration

Range: 7 (25 meters)Duntion: 15 (15 minutes)Cast Time: 5 00 seconds)Manipulation: duration

Find ptGrl is a divination spell ofextreme simplicity. The caster cupshis hands as if holding a pearl and thenearest oyster bearing a pearl in it (upto a distance of 25 meters) glows softly.Thecastercan tum the spell to the nextclosest oyster, and so on. It can be castwhile holding one's breath.

Fish Eyes

Axiom Level: 5 (7)Skill: divinalion/aquatic 11

Backlash: 10Effect Value: 4Bonus Number to: duration

Range: 13 (400 meters)Duration: 18 (one hour)Cast Time: 9 (one minute)Manipulation: control

Fish eyes allows the mage to seethrough the eyes of • single aquaticcreature. ItonJyconveys information tothe mage and doesn't control the crea­ture. The mage must touch a livingaquatic aeature, hoki it for a geCOnd tomake the link. and then reIeose it. The

caster must concentrate on the visionsthe creaturesends him. Thespell canbeended at any time. The caster seesthrough the fish's eyes if the spell's ef­fect value is greater than the fish's Per·e<pIion. Any I'm>p!imH>ased skill toolsthe castergenerates may not exceed thefish's ful:<pI....

T'htrt 12rt sttJtnIl mJlgics IMt let aI4nd-dt«lleroptnltt undnwater,ln.It it isusually mort tffidtttt to gd~ knowl­edge ofwhAI's down ,,,,,- first.

-KnriPflt

Fish Grab

Axiom Level: 9Skill: apporlatiol1/aquntic 13

Bac.klash: 11Difficulty. 11Effect Value: 5Bonus Number to: effect

Range: 6 OS meters)Duration: 2 (2.5 seconds)Cast Time: 0 (one second)Manipulation: control

The caster must see an aquatic aea­ture less than 15 meters away to use thisspell. To cast, the caster barks a twowordcommand. Uthespell'seffect valueisgreater than the fish'5Stmrgth, the fishis jerked out of the water and into hishands.

TM sptll is illeoelerltly Ctllled "COI1­jurthmch." ThissptllhasalsoCtlu~tM

tkcfi"t ofsome fishing runs. Ofcourse, itam ~ IuuArdoll5 ifafoolish mtIgt bringsup Q fish with stinging spine; or sharpsarlts.

-Knriptlt

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Hatchery

Axiom Level: 9Skill: alterationpquatic 15

Backlash: 12Difficulty: 7Effect Value: 5Bonus Number: effect

Range: 2 (2.5 meter sphere)Duration: 28 (fow days)Cast Time: 21 (fow hours)Manipulation: control, cast time

In hatchery, the mage constructs alarge weir, incorporating some fishand fish eggs into it, while singing achant. After four hours, the casterlowers the weir into the water. Theweir attracts 10 ready-to-spawn fish(assumed to be present in the vicinity)and c~arms them into spawning there.It also mcreases the vitalityofthespawnthat they leave there, making for morefish from the successful spawning.

Just about the first aquatic spell every.one learns is "conjure lunch" (i,e., fishgrab) - where a fish throws itself out ofthe water to you. A convenient enoughthing until the fish supply disappears.Hatchery helps counteract this problem.

-Kenipat

Marker Barnacle

Axiom Level: 9Skill: divinJItionlaquatic 19

Backlash: 9Difficulty: 9Effect Value: 1Bonus Number to: duration

Range: 30 (1000 kilometers)Duration: 18 (one hour)Cast Time: 21 (four hours>Manipulation: duration, cast time

With marker barnacle, the casterchooses a barnacle on the bottom of asmp, knocks offa small pieceand keepsit. When the mage wants to trace theship, he casts thespeU. His awarenesshurtles outward to the rest of the bar·nacle at a rate of 1000 km/hour (speed

value 17). Onceit reaches the barnacle,!he c~ter has True Knowledge of it,mcludmg its location. He also knowsif it is moving and its facing (up ordown). His knowledge lasts one hour,less the time it takes for his awarenessto reach the rest of the barnacle. Hecanmake repeated castings for tracking.

Summon Kraken

Axiom Level: 17Skill: alteration/aquatic 21

Backlash: 20D;fficulty'19Effect Value: 25Bonus Number to: range

Range: 24 (60 kilometers)Duration: 29 (one week)Cast Time: 25 (one day)Manipulation: duration

Summon kraken is a wiU'd spell. Itallows the mage to summon a krakenthrough a taunt to attack the target ofthe spell. The mage must spend onefull day examining the sailing vesselthat is the target of the spell. The castermust possess a kraken figurine. Dur­ing his examination, the magesearchesthe ship for its faults and strengths.

At~e end of the day, the mage mustplace his handsupon the ship, saying '1challenge thee, foul beast." The magehas an hour to accomplish this portionof the spell He is projecting his super·natural image onto the ship.

Theward will detecta kraken withinthe range of the spell with a divinationskill of 15. Once a kraken is detected,the ward broadcasts the taunt (at aspeed of 15 kilometers per round).Compare the spell's effect value to thetaunt value of the kraken. The castermust achieve a minimal success totaunt the kraken.

Yield Pearl

Axiom Level: 5Skill: apportation/aquatic 11

Backlash: 10Difficulty: 6

Effect Value: 6Bonus Number to: effect

Range: touchDuration: 0 (one second)Cast Time: 4 (six seconds)Manipulation: control

Yield pearl coaxes an oyster in one'shands to expel a pearl The casterspeaks the spell aloud and the pearlpops out without harming the oysteror the pearl.

Avian

Charm Bird

Axiom Level: 8 (17)Skill: alteration/avian 19

Backlash: 12Difficulty, 7Effect Value: 22Bonus Number to: effect

Range: 2 (2.5 meters)Duration: 38 (one year)Cast Time: 16 (25 minutes)Manipulation: cast time, control,range

This impressed spell allows thecaster to make multiple charms on abird within range. A charm attemptmay be made each round until thecaster gets a satisfactory result or fails(birds are generally neutral toward acharacter). The caster may persuadethe bird, attempting to get a yes or vow(the caster may try over each rounduntil a satisfactory result or failureoccurs). Make Charm and persuasionrolls versus the bird's Mind or will­power. Read result points directly onthe charm/persuade column of theInteraction Results Table.

Communicate with Birds

Axiom Level: 7Skill: divinJItion/aviDn 18

Backlash: 7Difficulty: 8

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Effect Value: 12Bonus Number to: effect

Range: 10 (tOO meters)Duration: 18 (one hour)Cast Time: 9 (one minute)Manipulation: cast time, control,state

Thecasterof this spell requires feath­ers from the type of bird he wishes tocommunicate with. The caster uses thefeathers to draw the figure of the bird inthe ground. Thecaster then imitates thespeech of the bird as he swishes thefeathers across the drawing. Comparethe effect value of the spell to the diffi­culty of 12. Read the result on the PowerPush Table. The result modifier is 5.Add the final result points to the caster'sPerception for purposes of using thelanguage skill only. If unskilled, thecaster gains the language skill for theduration of the spell. The caster mayend the spell at any time.

Students using this spell should re­member that most birds are not capable ofcarrying on long conversations or com­plex thoughts.

- Kenipat

Create GiantAvian Servant

Axiom Level: 11Skill: alteration/avian 19

Backlash: 17Difficulty: 18Effect Value: 21Bonus Number to: duration

Range: 3 (four meters)Duration: 17 (40 minutes)Cast Time: 3 (four seconds)Manipulation: control, state

Create giant avian servant is a fo­cused spell that transforms a normalsized avian into a large sized avian ofthe same type. The transformed avianis large enough to be used as a mountby the caster. The caster simply takeshold of the avian and quickly runs hishands from head to tail of the avian.

The avian grows to the large size andremains in that form for the durationof the spell. This spell requires thecaster to have feathers from the par­ticular avian he intends to transform.

The spell assumes the bird has aStrength of 1. Its talons do STR+3, whilethe beak does SfR+2. The avian retainsits mental attributes, but its physicalattributes change as follows:

DEXTERITY 16STRENGTH 16TOUGHNESS 16Natural Tools: talons, STR + 9/25;

beak, STR + 8/24

Eagle Eye

Axiom Level: 7Skill: divination/avian 16

Backlash: 15Difficulty: 19Effect Value: 20Bonus Number to: duration

Range: 20 (to kilometers)Duration: 18 (one hour)Cast Time: 9 (one minute)Manipulation: cast time, control,state

Eagle eye allows the caster to seethrough the eyes ofany avian type thecaster specifies. The caster must holdthe avian and trace its body withfeathers of the same type of avian. Hethen traces the feathers across his faceand eyes, as he releases the avian. Thecaster cansee through theavian's eyesif the spell's effect value isgreater thanthe avian's Perception. Any Perception­based skill totals the caster generatesmay not exceed the bird's Perception.The caster must concentrate to per­ceive the images from the eyes of theavian. The avian's vision travels backto the caster at 4,00J meters per round(speed value of 18).

As long as the avian remains withinthe range of the spell, the caster willsee through its eyes. The spell's effectstops if the avian exceeds the spell'srange. If the avian returns within range,the connection resumes.

Fly

Axiom Level: 8Skill: apportationlavian 20

Backlash: 8Difficultr- 8Effect Value: 13Bonus Number to: duration

Range: touchDuration: 18 (one how)Cast Time: 5 00 seconds)Manipulation: control

Fly is a focused spell and requiresthe feathers, skin or other coveringfrom the skin of a flying creature. Themage flaps the component as if flying,then gives them to the recipient of thespell.Thecharactercanflyas long as thecomponent touching the character'sskin. Passing the component to anothercharacterdoes not allow the other to fly.The character immediately loses theability to fly if the component is lost. Thespeed of llight is equal 10 the effect value.

Scarecrow

Axiom Level: 15Skill: apportation/avian 18

Backlash: 18Difficulty: 12Effect Value: 21Bonus Number to: effect

Range: touchDuration: 37 00 months)Cast Time: 23 00 hours)Manipulation: control, state

Scarecrow is a focused spell used bythe farmers of Aysle to keep birds andotheravian creatures from eating theircrops. The caster focuses the spell intoa scarecrow and places it into themiddle of the field it is to protect. Thecaster must walk about the field for 10hours touching all the plants that en­compass the perimeter of the field. Atthe end of the cast time, the casterapproaches the scarecrow and sticks

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-Kenipat

three feathers into it, shouting. "Flee,flee!" At this time, the spell takes ef­fect. Once cast, the spell cannot beremoved, except through the use ofdispelling magic.

Read the spell's effect total on thePower Push Table to generate result

. ts. The result modifier is +8. The~ result points equals the total massof birds that will be moved from thefield or prevented from entering. ~espell affects a cylinder 100 meters In

radius with a height of six meters.This is a utilitarian spell, lnIt it is

signifiCimt tnough to be included ~n thisvolume. Pity the mage who CilStS. thIS s~"poorly. Thueare few lhin~as frighttnln$as an irate farntn who dlSCODUS tMt thISs",,11 only prottdS his field from , f<wdOU1l crows.

-Zelephest

Summon Bird

Axiom Level: 8Skill: apportationfavian 16

Backlash: 8Difficulty. 8Effect Value: 5Bonus Number to: effect

Range: 15 (one kilometer)Dwation: 16 (25 minutes)Cast Time: 14 no minutes)Manipulation: cast time, state

This spell allow the caster. to sum·mon a bird within a one kilometerradius. The caster must specify thetypeofbird to besummonedand needsto have feathers of that type of bird.The casters stands alone in the forestand rubs the feathers on his arms andlegs. He then makes a full circle whileimitating the sounds of the bird.1l\.ebird is summoned if effect total ISgreater than the bird's Strtngth.

Earthly

Animal Shield

Axiom Level: 8 (17)Skill: alterationfearfh/y14

Backlash: 13Difficulty: 9Effect Value: 15Bonus Number to: duration

Range: touchDwation: 23 (10 hours)Cast Time: 19 (90 minutes)Manipulation: duration

Animal shield is an impressed andfocused spell. The adept prepares alarge, roaring bonfire and hangs a ~agof coal ash above it. While chantmgand screaming, she tosses pieces ofanimal skins onto the fire. The smokefrom the burning skins glow red andconcentrates in and around the bag.Later, the adept pours out ash fromthe bag to form a circle of as~ aroundthe area to be protected. While touch·ing the ash circle, the adept releasesthe spell. The circle can bE; up to 20metersindiameter. The ash ISgood forone use.

The spell protects those within thecircle from attacks by wild beasts. Thespell uses a test attack on any ea~h1ycreature attempting to enter the arcle.Compare the eff~t valu~ of the spelltotheanimal'sMmdorwzllpower. Readthe result points on the Power PushTable. Thespel1's result modifier is +6.Find the final result points on the testcolumn of the Interaction ResultsTable. Animals with a Mind of60r lessare automatically setback, preventingthem from entering the circle.

Communicate with Animals

Axiom Level: 7Skill: divi1UJtionfearthly 16

Backlash: 14Difficulty: 10Effect Value: 26Bonus Number 10: effect

Range: touchDwalion: 13 (five minutes)Cast Time: 4 (five seconds)Manipulation: control, duration

1Oecastermusthavesomethingfromthespecificspedeso!animal withwhichhe wants to communicate (a lock fromthe mane of a horse, the claw of amanticore). Heplaces the specificconta·gion on the ground before ~, anddrawsa line in the ground leading fromthe object to himself. Hedrawsasecondline in the opposite direction- Comparetheeffect value to the difficultyof12. Addthe result points to the caster's. Perceptionfor use in the language skill only. Ifunskilled, the caster gains the languageskill for the duration of the spell.

Whethaor not lhi: animal will wish toanswer theCilster's questions,and its hon­esty if it does so, depends tntirely on itsfemperamtnl.

Enhance Horse

Axiom Level: 9Skill: alterafionfearthly 19

Backlash: 19Difficulty: 14Effect Value: 19Bonus Number to: duration

Range: touchDwation: 18 (one hour)Cast Time: 16 (25 minutes)Manipulation: control

£n1uJnce~addstoahorse'sspeedlimit value,Dalerityand Toughness. Tocast the speU, the mage needs threehairs from the target horse's mane.Whilecasting the spell, the magebraidsthe hairs and ties them into a strongknot. Comparethespell'seffect value tothe horse's Dexterity or Toughness(whichever is higher). Add the resultpoints to both attributes. Read the re­sult points on the Powe; P.ush Tableand add it to the speed hout.

The speU leaves the horse raven­ously hungry when it wears off.lf thehorse is given sufficient food, the spellcan be safely cast repeatedly.

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HorseDEXTERITY 9Dodge 10, running 11, unarmedcombat 10STRENGTH 13TOUGHNESS 10PERCEPTION 6MIND 3Willpower 8CHARISMA 3SPIRIT 3Natural Tools: hooves, damage

value STR+2/15; speed value, 11

Insect Repenent

Axiom Level: 8Skill: alteration/earthly 13

Backlash: 10Difficulty: 9Effect Value: 12Bonus Number to: duration

Range: touchDuration: 25 (one day)Cast Time: 14 00 minutes)Manipulation: duration

Insect repellent is a focused spell. Asmall willow twig must be peeled ofbarkand placed above a smouldering,smoky fire for 24 hours (several can bemade at once). The adept can renderany folk immune from insects for aday by rubbing the twig on the folk'sarm while incanting. The smoke twigis good for one application only. Twigsretain their potency until broken. Thespell protects an area 1.5 meters inradius and volume, through a test at­tack. Compare the spell's effect valueto the Mind of the insect. Find the re­sult on the Power Push Table. Theresult modifier is +5. Find the finalresult points on the test chart of theInteraction Results Table. Insects witha Mind of 0 are automatically setback.

Mighty Mouse

Axiom Level: 13 (7)Skill: alteration/earthly 18Backlash: 12

Difficulty: 9Effect Value: 18Bonus Number to: duration

Range: 7 (25 meters)Dwation: 13 (six minutes)Cast Time: 15 OS minutes)Manipulation: control

Mighty mouse is an impressed andfocused spell that changes a mouseinto a lion. The mage needs a lion'stooth to cast the spell. The mage con·<:eals the tooth in the palmof his hand,pointdown. Hebegins casting the spellcrouched down andspeaking ina high,squeaky voice. As the casting contin­ues the mage gradually exposes thetooth below his fist while standing upand deepening his voice. To cast, themagician points at the mouse hewantsto transform and roars loudly.

The transformed mouse has the fol·lowing statistics:

LionDEXTERITY 10Running 11, stealth 13, unarmedcombat 11STRENGTH 14TOUGHNESS 12Natural Tools: bite, STR+4/18;

c1aws,STR+3/17Note that this spell just changes the

mouse'sbody;itdoesn'tchangethemouse'smind. The mouse's behaviorcan be unpre·dictable.

-Kenipat

Paralyzation

Axiom Level: 8Skill: alteration/earthly 16

Backlash: 18Difficulty, 16Effect Value: 17Bonus Number to: duration

Range: 6 05 meters)Duration: 14 (10 minutes)Cast Time: 3 (four seconds)Manipulation: control

Pdralyzation reduces the target'sDexterity so that it is incapable of physi·cal action. The mage needs a smallhandful of sand. He flings severalpinches at the targefs eyes and each ofthe major joints. Compare the spell'seffect value to the target's Dexterity.Reduce the target's Dexterity by the re­sult points of the spell. If the target goesbeyond the range of the spell, it regaiMnormal movement and coordination,but the spell will resume if the animalreenters the range of the spell.

Scarebeast

Axiom Level: 10Skill: alteration/earthly 14

Backlash: 10Difficulty: 9Effect Value: 13Bonus Number to: duration

Range: 10 (100 meters)Dwation: 29 (one week)Cast Time: 21 (four hours)Manipulation: control, duration

Scarebeast is a magical analog to ascarecrow: it keeps animals away fromfields and granaries. It repels deer, rats,rabbits,worms, insects, andotherearthlycreatures. The caster chants the spellwhile assembling a display of tokensrepresenting what happens to animalsthat inbUde: pelts of rabbits, slcu1ls ofrats, deer antlers, locusts impaled onpins, etc. The affected. area 000 meterradius circle) makes an intimidation at·tack againstearthly creatures. Comparethe effect value to the animal's Spirit.Read the result points on the PowerPush Table. The result modifier is +5.Read the final result points on the in·timidate column of the Interaction Re­sults Table. If successful, the creaturesseek food elsewhere.

Fanners often use channs to protectbeDsts ot burden and watchdogs from theeffects ot this spell. Alternative ways atgetting the work done, usually magical innature, are also popular.

-Zelephest

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Shear Sheep

Axiom ~vel: 8Skill: alterationleJlrthly 11

Backlash: 10Difficulty: 9Effect Value: 1Bonus Number to: duration

Range: touchDuration: 23 00 hours)Cast Time: 12 (four minutes)Manipulation.: duration

With slwrshrep, the.dept places he>­handsovera pairofcuttingshears. Boththecuttingshearsand the adept'shandsglow blue while he recites the spell. Tosheara sheep, the adept makes shearingmotionsaJongthesheep'sskin.Thecastermust concentrate to maintain the spell.

••56

Few ptOplt even begin to rttlliu howdlffi<ult 'hL It" offann", and shepherdswas until the advent of modern mJlgic.HOUIf!tJeT. it isgenerally believed thllt crude"",;"nsofspe/~ lac. shear sheep had beenused well before records wereeverkept. Hawusers miJinlained control without our uni­fied magic theory remains a mystery.

-ZeI"Phes'

Soothe Animal

Axiom Level: 8Skill: alterationlf'1lrlhly 11

Backlash: 9Difficully. 10Effect Value: 14Bonus Number to: duration

Range: 2 (2.5 meters)Duration: 18 (one hour)

Cast Time: 3 (four seconds)Manipulation: range

During soothe animal, the castermakes a strong brew of camomile tea.The caster places a leather bladderover the tea to capture the tea's odor,which is sewn shut until needed. Torelease the spell, the caster pierces thebladder and compresses it toward theanimal's head while speaking in asoothing voice. Yellow*green vaporscondense around the animal's nose asthe spell takes effect.

Compare the spell's effect value tothe animal's Mind. Read the resultpoints on the Power Push Table. Thespell's result modifier is + 5. Read thefinal result points on the General Re­sultsTable. With a minimJll success theanimal will stand still quietly. On anaverageor good success, the animal willrelax and be calm. With a superior or

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sprctacu/Qr success, the animal will goto sleep.

Tame Horse

Axiom Level: 9 (I7)Skill: alteration/earthly 14

Backlash: 18Difficulty, 16Effect Value: 15Bonus Number to: duration

Range: 3 (four meters)Dur;ation: 29 (one week)C;ast Time: 18 (one hour)Manipul;ation: control

This spell is impressed and fo­cused. To use tame horse, a new ropemust be braided using hairs from themane of a previously tamed horse.

While braiding the rope, the magemust softly chant the spell in a sing­song voice. The caster must lasso thewild horse and then release the spell.Usuccessful, the rope will flare white,and a white corona envelops brieflyaround the horse. Compare the spell'seffect value to the horse's Mind orwillpcn.uer. Read the result points onthe Power Push Table. The spell'S re­sult modifieris +6. Find the final resultpoints on the charm column of theInteraction Results Table. A successfulcharm versusa neutralorhostileattitudeis necessary to chann the horse.

The rope must remain on the horsefor one week. At the end of the week,.horsesgenerally becomeaccustomed totheir new role in life and remain tame.

Of course, who would f!Ver want totame ahorse? This spell is useful only as arrsmrch vehicle to dttmnine Qprotectionfrom the dark spell, enslave folk, knowntoluwebeen peroerttd from ,he tame00...spell.

-Kenipat

Winged Horse

Axiom Level: 13Skill: alteration/earthly 19

Backlash: 10Difficulty: 10

Effect Value: 9Bonus Number to: duration

Range: touchDur;ation: 21 (four hours)Cast Time: 15 (15 minutes)Manipulation: control

Winged horse transfonns a horsephysicallyand mentally, but not spiri­tually, into a pegasus. The horse gainsthe ability to fly, but has the sameattitudes and loyalties.

'The caster rots five hails from themane of the target horse. He braidsthese hairs into a circle and inserts twowhite feathers into the braid. He placesthe braid on the horse's back. The braidtransfonns into the wings of a pegasus.See enhllnce horse (earthly) and trainpegasus (enchanted) for statistics.

Enhance horse and this spell are thelegacy of Teronia Daroor, a mage whospecialized in spells affecting horses. Shewas known for her great affection for theanimals and for her rough, raspy voice.She nf!Ver included the voice theorem inherspells. ShestoppedCIIStingthewingedhorse spell Qfter Qn unfortunate lJCddentin which she overestimated the spell's du·ration. She surtlit1f!d the subsequent filII.Her horse was not as lucky.

-Zelephest

Elemental

Charm Elemental

Axiom Level: 11 (17)Skill: conjurQtionlelemental21

Backlash: 18Difficulty, 18Effect Value: 27Bonus Number 10: effect

Range: 5 (10 meters)Duration: 25 (one day)Cast Time: 21 (four hours)Manipulation: cast time, control.state

This impressed and focused spellallows the caster to charm a conjured

elemental The spell uses the same con­tagion as the conjure elemental spell.The spell channs the elemenmJ eachround until achieving a satisfactory re­sult or failing. The elemental, whenconjured, has a hostile attitude. Afterthe charm, the caster may persuade theelemental once per round until acmev·ing a vow, yes or failure result.

The caster substitutes the spell'seffect value for her charm and persua·sion skills. Compare the spell's effectvalue to the elemental's Mind or will­power. Read the result points on theExtended Power Push Table. Thespell's result modifier is +10. Find thefinal result points on the charm/per·suade column of the Interaction Re­sults Table. With a vow result the el­emental will obey the caster for theduration of the spell. The results arereal for the duration of the spell.

Conjure Elemental

Axiom Level: 15Skill: conjurQtion/elementQI 21

Backbsh: 14Difficulty, 8Effect Value: 27Bonus Number 10: range

Range: 5 (10 meters)Duration: 5 (10 seconds)Casl Time: 18 (one hour)Manipulation: cast time, control.duration, range, speed, state

With this spell, the casterronjures aphysical manifestation of the chosenelement. The spell opens a portal toanother dimension and pulls the be­ing through. At the end of the dura­tion, the portal collapses, trapping theelemental on this plane. The conjuredelemental is a sentient being.

Therontagion for this spell dependson the type of elemental being con·jured. Fire elementals require a largebonfire or hearth fire. Air elementalsrequire a strong wind tobe blowing inthe immediate vicinity. Earth el·ementals arise from a large mound ofearth prepared by the caster. Waterelementals must be conjured on or

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near a large body of water. Metalelementals require a small humanoidmetal figurine. Plant elementals re­quire a plant (or tree) that is at leastman-sized.

Compare the spell's effect value tothe elemental's largest physical at·tribute. Read the result points on thePower Push Table. The spell's resultmodifier is +9. If the final result pointsare equal to or greater than theelemental's Spirit, it is conjured. Thisspell automatically works for all of theelementals below.

Air ElementalDEXTERITY 17Aight 18, unarmed combat 18STRENGTH 12TOUGHNESS 15PERCEPTION 12Trick (13)MIND 12CHARlSMA9Taunt (10)SPlR1T 8Possibility Potential: Some (21)NmuaI Ability. ftigh~ speed value 17Special Attacks: suffocation: an air

elemental attacks a creature by creat·ing a whirlwind around it. The el·emental generates an unarmed com­bat total against the intended victim. Ifthe attack achieves Good success orbetter, it catches the creature. The el­emental makes an ummned combat at­tackeach round on any creaturecaughtin the whirlwind. To escape a whirl·wind, the creature must generate aStre"gth total vs. the elemental'sStrength and achieve superior successor better.

Special Defenses: air elementalscan only beaffected by magical attacks(enchanted weapons or spells).

Earth ElementalsDEXTERITY 10Unarmed combat 12STRENGTH 18TOUGHNESS 15PERCEYTION 9Tric.k (10)MIND 11CHARISMA 9Taunt (10)

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SPIRlT 13Possibility Potential: Some (21)Special Attacks: earthquake: earth

elementals can create small but pow·erful earthquakes in the area immedi·ately surrounding them. The elemen·tal generates a Strength total vs. a dif­fieultyof 18.The level of suc.cessdeter­mines how long the quake lasts andhow powerful it is. The earthquakeaffects any character within a 60 meterradius, with the value determined bythe success of the quake.

Success DurationIVa)ueminimal 2 rounds/ISaverage 3 rounds/18

good 4 rounds/21superior S rounds/24

spectacular 6 rounds/27

The quake stops if the elemental isdestroyed. All actions performed dur­ing the earthquake have their diffi­rulty numbers increased by 2 for eachlevel of success achieved by the el­emental. The earthquake does not af­fect the elemental.

Fire ElementalsDEXTERITY 13Unarmed combat 15STRENGTH 10TOUGHNESS 15PERCEPTION 12Trick (13)MINDSCHARISMA 7Taunt (9)SPIRIT 12Possibility Potential: Some (21)Natural Tools: unarmed combat

flame SfR +8/damage value 18Special Attacks: engulf fire

elementals are capable of engulfingopponents with their b<xl.ies with anUtulrmed combat grappling attack. Usuccessful, the opponent is trapped inthe flames. The elemental may take noother actions while engulfing an op­ponent. To escape, the victim mustgenerate a Strmgth total greater thanthe elemental's Sfrtngth.

Special Defenses: Fire elementalsare only affected by magical attacks(enchanted weapons or spells) andwater-based attacks

Meta} ElementalsDEXTERITY 12Unarmed combat 14STRENGTH 15TOUGHNESS 18PERCEPTION 8Trick (10)MIND 10CHARISMA 10Taunt 0 t)SPIRIT 12Possibility Potential: Some (21)Special Defenses: Metal elementals

are immune to any light-based or elec·meal attacks.

Plant ElementalsDEXTERITY 13Unarmed combat 15STRENGTH 1.TOUGHNESS 1.PERCEPTION 16Trick (17)M1ND11CHARISMA 8Taunt (10)SPIRIT 9Possibility Potential: Some (21)Special Attacks: entanglement:

plant elementals control any naturalplant We within a radius of 60 meters.The elemental can use the plant We toattack and entangle any opponentswithin that area. The elemental gener·ates a Perceptio" total vs. the Dexterityor dodgf! of the intended victim. Thevictim takes damage equal to the resultpoints. The victim is entangled andprevented from moving if the attack'sresult point total exceeds the victim'sStrength. To escape, the victim mustgenerate a Strength total equal to orgreater than the original attack total.

Special Vulnerability: Fire-basedattacks on plant elementals add +3 tothe damage total.

Water ElementalDEXTERITY 15Swimming 16, unarmed combat 17STRENGTH toTOUGHNESS 16PERCEPTION 11Trick (3)MIND 11

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CHARISMA 10Taunt (12)SPIRIT 12Special Attacks: drowning: water

elementals can engulf and drown vic·tims with an unarmed. combat grap­pling attack. When engulfinga victim,the elemental can take no otheraction;the victim takes full damage eachround. To escape, the victim mustgenerate a Strength total greater thanthe elemental's Strength.

Attacks made by a water elementalagainst a fire-based creahue add +3 totheir damage total. Attacks madeagainst metal-based creatures add +2to the damage total.

Special Vulnerability: Fire-basedattacks made against a water elementaladd +3 to the damage total.

Casters of this spell should have acharm elemental spell impressed for im­mediate use after the summoning. Un­controlled eJementaJs Qre known to CQusegreat havoc in their aimless wandering,asthe things of man matter little to them.Fire elementals can be particularly nasty,especially if conjured indoors.

-Kenipat

Enchanted

Baby-Sitler

Axiom Level: 9 (I7)Skill: conjuration/enchanted 17

Backlash: 19Difficulty: 15Effect Value: 22Bonus Number to: effect

Range: 8 (40 meters)Duration: 21 (four hours)Cast Time: 14 00 minutes)Manipulation: cast time, control

Baby-sitter is an impressed spell.Baby4sitter is a charm applied on theenchanted creature, but the charmmakes the creature feel good about athird party <the child). The magespends 10 minutes singing and com4

forting the child. The mage looses the

spell on the enchanted creature.Compare the effect value of the spell

tothecreature'sMindorwiflpower. Readthe results on the Power Push Table.The spell's result modifier is + 3. Findthe final result points on the charm 0014

umn of the Interaction Results Table.Most enchanted creatures will be neu­tral The caster can charm each rounduntil rolling a loyal or failure result.After charming, the caster will want topersuade the creature into a vow towatch the child. This spell is an illusionand may be disbelieved with a Mind orwillpower roll of 15.

Findin8 a trustworthy guardian whois alS<l fun for the kids is easy when used onone of the friendlier enchanted creatures.You need to be careful with this spell,because some creatures of the hiding/hoarding predisposition maycarry thechildoff to their lair. Bind fairy godmother isa popular improved version of this spell.

-Zelephest

Banish Dragon

Axiom Level: 8 (17)Skill: apportation/enchanted 27

Backlash: 17Difficulty: 10Effect Value: 38Bonus Number to: duration

Range: 14 (600 meters)Duration: 38 (one year)Cast Time: 25 (one day)Manipulation: control, duration,state

Banish dragon allows a caster to over­come the willpower ofdragons and cre­ate a mental aversion to the caster. Amage must impress the spell into adragon scale. The caster holds the scaletohischest. Witha low growl,hethruststhescaleawayfromhimse1f,spinningina circle. As the caster completes thegesture, the growl rises to a dragon'sroar. The spell affects any dragon whoattempts to approach within60) metersof the caster. Compare the spell's effectvalue to the dragon's largest physicalattribute.

As the story goes, the mJ'lgewho origi4nnlly constructed this spell didn't putenough range into it and was flaSh-frozenby a Draconis Teutonial. Fortunately forus, he had the insight to record the spellbefore attempting it.

-Zelephes!

Control Lycanthropy

Axiom Level: 11Skill: alteration/enchanted 22

Backlash: 16Difficulty: 10Effect Value: 27Bonus Number to: duration

Range: 8 (40 meters)Duration: 25 (one day)Cast Time: 5 (10 seconds)Manipulation: duration

Control lycanthropy forces awerewolf to revert to human form. Tocast, the mage commands, ''Wolf toman." The spell affects the werewolfsDexterity, Strength, Toughness, Mindand ChariSmJ'l. Compare the spell's ef·feet value to the attribute that under­goes the greatest change between thetwo forms. Usually, the largest at­tribute change is Mind. The spell suc­ceeds if the result points equal or ex­ceed the attribute difference.

Speak to Enchanted

Axiom Level: 8Skill: divinntion/encJulnted 17

Backlash: 15Difficulty: 11Effect Value: 20Bonus Number to: duration

Range: 8 (40 meters)Duration: 20 (2.5 hours)Cast Time: 9 (one minute>Manipulation: cast time

SptQk to enchanted allows the casterto speak the languageofany enchantedcreature within range. The creaturemust speak its languageand the castertries to mimic it while casting the spell.

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The mage touches his ears and throatwhile his voice begins to sound moreand more like the enchanted's.

Compare the spell's effect value tothe language's difficulty (normally inthe 12 to 22 difficulty range, depend­ing upon the creature). Add the resultpoints to the caster's Perception forpurposes of the language skill (if un­skilled, the caster gains language forthe duration of the spell). Only themage can understand or speak withany enchanted creature of that typewithin 40 meters. The mage must con­centrate on the language during thespell and may not confer with hiscompanions.

Summon Pegasus

Axiom Level: 10Skill: apportation/enchanted 21

Backlash: 10Difficulty: 10Effect Value: 14Bonus Number to: duration

Range: 18 (four kilometers)Duration: 18 (one hour)Cast Time: 22 (four hours)Manipulation: cast time

To cast summon pegasus, the magemust possess an apple and two feath­ers from the wing of a pegasus. Themage first draws a pentagram on theground. The mage walks the circum­ferenceof the circle in measured steps,holding a feather in each hand whilemaking flying motions. He places theapple in the center of the pentagram tocomplete the spell. The spell affects thefirst pegasus within range. The pegasusis summoned if the spell's effect valueexceeds the pegasus' Strength.

Train Pegasus

Axiom Level: 10Skill: alteration/enchanted 23

Backlash: 19Difficulty: 17Effect Value: 59Bonus Number to: effect

•• 60

Range: 3 (four meters)Duration: 5 (10 seconds)Cast Time: 18 (one hour)Manipulation: state, range

Train pegasus, an impressed spell,enables the caster to tame a pegasus.The mage must have the knowledgenecessary to train a Pegasus. The spellcompresses a 15 month training rou~

tine into a few seconds. While castingthe spell, the mage speaks in alternat­ing commanding and soothing voicesand acts out the steps necessary totrain the animal.

This spell compresses time. Thecaster makes a training roll everyround. Compare the spell's effect valueto the time value of one round (5).Read the result points on the PowerPush (16 result points). The spell'sresult modifier is +18. The final resultpoints (34) must equal the value of 2­1/2 months (also value 34).

If the caster makes a successfulpersuasion roll, 2-1 /2 months of train­ing is compressed intoone round. Thecaster must get a yes or vow result. Anew persuasion roll is made everyround the spell's duration of one. Ifallsix rolls are successful, the full 15­month training program is compressedinto one minute. The spell ends assoon as the caster fails a persuasion roll,although any training gained beforethe failure is retained.

PegasusDEXTERITY 14Dodge 15, flight 17, unarmed com­bat 15STRENGTH 13TOUGHNESS 11PERCEPTION 10Tracking 12MINDSTest (10), willpower 13CHARISMA 9Taunt (13)SPIRIT 7Intimidation (10)Possibility Potential: some (15)Natural Tools: hooves, STR +3/16;

bite, STR+l/14;wings,speed value 11

Entity

Animate Golem

Axiom Level: 15Skill: conjuration/entity 21

Backlash: 22Difficulty: 18Effect Value: 21Bonus Number to: duration

Range: 3 (four meters)Duration: 32 (one month)Cast Time: 18 (one hour)Manipulation: duration, state

The magician must build the golemhe wishes to animate. The caster fo­cuses the spell into the golem, bring­ing it to life. During the casting time,the spell caster must encircle the galemwith shards (or pieces) of the samematerial as the golem to be animated.Hemustrubapreparedointment,madeofoils, herbs and human blood, all overthe golem. At the end of the cast time,the caster must take a sample of thegolem material and burn it in a brazier.As the fire is lit, the golem is conjured.

Compare the spell's effect value tothe golem's largest physical attributeexcept Toughness (contained in thegolem statue). Read the result pointson the Power Push Table. The spell'Sresult modifier is +6. The spell sum­mons thegolem ifthe final result pointsexceed the golem's Spirit. Golemstypically serve as guards for wizardswho wish to keep their work secretfrom others. There are five types ofgolems: Crystal, Flesh, Iron, Marbleand Wood.

Note: Golems suffer from a com­mon drawback. For each wound levelthe golem suffers, the golem suffers a-1 bonus modifier to all its totals (-1 forwound, -2 for heavy wound, etc.).

Crystal GolemDEXTERITY 13Unarmed combat 14STRENGTH 12TOUGHNESS 13PERCEPTION 11

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Trick (15)MIND 8CHARISMA 8Taunt (15)SPIRIT 10Possibility Potential: Some (35)Crystal golems are usually com-

posed of quartz or other unrefinedcrystal or glass. The caster sculpts thegolem from a large piece of crystal.

Flesh GolemDEXTERITY 12Unarmed combat 13STRENGTH ISTOUGHNESS 12PERCEPTION 9Trick (16)MIND 7CHARISMA 7Taunt (12)SPIRIT 13Possibility Potential: Some (35)F1eshgolemsareusuallycomposed

of well preserved bodies of variousfolk types.

Iron GolemDEXTERITY 10Melee weapons 12, unarmed com­bat 12STRENGTH 15TOUGHNESS ISPERCEPTION 8Trick (12)MIND8CHARISMA 8Taunt (13)SPIRIT 11Possibility Potential: Some (35)Iron golems are generally suits of

armor animated to serve as guards.They often carry weapons such asswords and maces.

Marble GolemDEXTERITY 9Unarmed combat 11STRENGTH 15TOUGHNESS 15PERCEPTION 9Trick (14)MIND 7CHARISMA 10Taunt (14)SPIRIT 10

Possibility Potential: Some (35)Marblegolemsare marble (or stone)

statues carved either by the individualwho wishes to animate the golem, orcan be a statue that serves as a decora­tive piece.

Wood GolemDEXTERITY 11Unarmed combat 13STRENGTH 13TOUGHNESS 14PERCEPTION 9Trick (13)MIND 9CHARISMA 8Taunt (12)SPIRIT 11Possibility Potential: Some (35)Woodgolemsarecarvedfromlarge

tree trunks into the desired size andshape.

Studen fs experimentingwith this spellshould keep in mind that golems, despitehaVing adequnte mental capabilities, arequite dumb. They will only do as told, andgenerally don't understand comnumdsmore complex than "Attack any who in­trude" or "Move this over there."

-Zelephest

Animate Skeletal Warrior

Axiom Level: 15 (17)Skill: conjuration/entity 20

Backlash: 20Difficulty: 15Effect Value: 18Bonus Number to: dwation

Range: 3 (four meters)Duration: 25 (one day)Cast Time: 18 (one hour)Manipulation: control, duration

Animate skeletal warrior is an im­pressed spell used when the mageexpects he may need somequick fight­ing power. The caster requires a boneofthe folk type ofskeleton tobe raised,and must wrap a band of metal aboutthe bone. The caster touches the bone toeach of the skeleton's hands and feet,

and its head. Thecaster must smash thebone (and metal band) with the edge ofa sword, impressing the spell.

Skeletal WarriorDEXTERITY 14Dodge 17, melee weapons17,missiJeweapons 17, unanned combat 17STRENGTH 13TOUGHNESS 13PERCEPTION 11Trick (14)MIND 9CHARISMA 9Taunt (12)SPIRIT 11Possibility Potential: some (45)

Banish Demon

Axiom Level: 15Skill: conjuration/entity 21

Backlash: 19Difficulty: 12Effect Value: 36Bonus Number to: range

Range: 10 (100 meters)Dwation: 5 (10 seconds>Cast Time: 3 (fow seconds)Manipulation: cast time, control,duration, state

The caster must make eye contactwith the demon, and state "I Com­mand Thee, Begone". He must smasha small crystal orb etched with thefigure of a pentagram. Compare thespell's effect value to the demon'shighest physical attribute. Read theresult points on the Extended PowerPushTable. The spell's result modifieris +8. U the final result points exceedthe demon's Spirit, the demon is re­turned to the planefrom which itcame.

Bind Demon

Axiom Level: 17Skill: conjuration/entity 21

Backlash: 17Difficulty: 15Effect Value: 36Bonus Number to: duration

I.

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Range: 3 (four meters)Duration: 27 (60 hours)Cast Time: 18 (one hour)Manipulation: cast time, control,state

Bind demon is an impressed andfocused spell, usually cast and im·pressed before casting the summondemon spelL The caster must repeatthe name of the home dimension ofthe demon he intends to control. Whilehe does this, he must trace the figure ofa pentagram upon a piece of parch.ment. At the end of the cast time, thecaster sets the parchment on fire andextinguishes the flames with his barehands.

Compare the effect value of the spelltothedemon'sMindorwillpower. Readthe result points on the charm columnof the Interaction Results Table. Thecaster may attempt a charm everyround until roUing a satisfactory re-­suit or a failure. The demon's has astarting attitude of enemy. After thecharm, the caster may attempt to per·suade the demon to follow his com·mands. U the caster gets a vow resultthe demon obeys him.

This spell can be used to wrest con·trol over a previously controlled de-­mon, but the caster's skill total mustexceed the original controller's total(seeSynonymousKnowledgespg.112of the Torg Rulebook). The spell is ilIu·sory and may be disbelieved with aMind or willpower total of 20.

Control Golem

Axiom Level: 13 (17)Skill: conjuration/entity 23

Backlash: 18Difficulty: 18Effect Value: 16Bonus Number to: duration

Range: 5 (to meters)Duration: 32 (one month)Cast Time: 18 (one hour)Manipulation: state, duration

Control golem is an impressed andfocused spell that usescharm and per·

••62

suasion attacks. A golem's beginningattitude is neutral. Compare the spell'seffect value to the golem's Mind orwillpower. Read the result points onthe charm/persuade column of theInteraction Results Table. The castercharms each round until achieving asatisfactory result or a failure. AfterchamUng the golem, the cas"" may p""suade once per round. The golem obeysthe caster on a yes result. The spell is il·lusory and may be disbelieved with aMind or willpower total of 20.

Demon Soul Ring

Axiom Level: 15Skill: alteration/entity 21

Backlash: 19Difficulty: 10Effect Value: 24Bonus Number to: effectRange: 3 (four meters)Duration: 5 (to seconds)Cast Time: 3 (four seconds)Manipulation: control, state

Demon soul ring is focused intoa ringand allows the caster to place the soulof a demon into that ring. The castermust learn the true nameof the demon(normally only known by other de­mons). The gold ring may not havedecorative markings.

The caster must take the ring andplace it upon the finger ofthe demon. Ashe does this, the caster declares, "Andnow ··Name of Demon-, your soulshall be mine to command!" The casterthen places the ring on his finger.

The spell successfully affects de-­mons with a Spirit of 13 or less. Com·pare the spell's effect value to thedemon's Spirit. Read the result pointson the Extended Power Push Table.The spell's result modifier is +9. If thefinal result points equals the demon'sSpirit, the ring captures the demon'sCharisma, Spirit, Mind and Perceptionand the demon'sbodydies. Thedemonhas access to all mental abilities. De­stroying the ring releases the demon'sspirit.

Exorcise Ghost

Axiom Level: 17Skill: conjuration/entity 21

Backlash: 18Difficulty: 14Effect Value: 30Bonus Number to: effect

Range: 8 (40 meters)Duration: 16 (25 minutes)Cast Time: 18 (one hour)Manipulation: none

This impressed spell destroys in·corporeal creatures such as ghosts,spirits, and banshees. The mage caststhe spell before entering the dwellinghe wishes to exorcise. Thecasterchantsmystic verses, and encircles a fire. Eachtime he circles the fire, he must place asmall handful of holly leaves into theflames. The caster must disperse thesmoke as quickly as possible once itrises from the fire. The effect total isgenerated when the spell is released.Compare the spell's effect value to theghost's Spirit. Read the result pointsread on the Power Push Table. Thespell's result modifier is+11. The ghostis exorcised if the final result pointsexceed the ghost's Spirit.

Typical GhostDEXTERITY 4Stealth 20STRENGTH 2TOUGHNESS 10PERCEPTION 12Find 15, trick 14MIND 13CHARISMA 14Taunt 16SPIRIT 15Intimidation 19Possibility Potential: some (35)Natural Defenses: Ghosts cannotat·

tack or be attacked by physical means.Magic weapons and attacks will harma ghost.

lhtweseen thisspel/ fail as often Ihaveseen it succeed. III most cases, the magedoesn't prepare the spell properly anddiscovers that the ghost is more powerful

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than he had imagined. When combinedwith the anger most ghosts display whenattacked, the rtUlge who CQSts this spelllight-heartedly is often not heard fromagain.

-Kenipat

Raise Skeleton

Axiom Level: 15 (17)Skill: conjuration/entity 19

Backlash: 12Difficulty: 10Effect Value: 10Bonus Number to: duration

Range: 7 (25 meters)Duration: 38 (one year)Cast Time: 18 (one hour)Manipulation: cast time, control,duration, range, speed, state

This impressed and focused spellrequires the caster to have a bone. Thespell creates skeletons when released.The caster traces the outline of theskeleton and smashes the bone. Anyskeletonswithin a 25 meter radius willbe animated. The caster focuses spellon one skeleton; all others must staywithin the 25 meter radius to remainanimated. This illusory spell may bedisbelieved with a Mind or willpowertotal of 15. The caster may dispell theskeletons at any time.

SkeletonDEXTERITY 9Dodge 10, melee weapons 10, mis·sile weapons 10, unarmed combat10STRENGTH 10TOUGHNESS 10PERCEPTION 9Trick (11)MIND 7CHARISMA 7Taunt (9)SPIRIT 9Possibility Potential: none

Raise Zombie

Axiom Level: 15 (17)Skill: conjuration/entity 23

Backlash: 22Difficulty: 17Effect Value: 15Bonus Number to: duration

Range: 2 (2.5 meters)Duration: 38 (one year)Cast Time: 18 (one hour)Manipulation: cast time, control,duration, range, speed, state

This impressed spell requires thecaster to have a bone with flesh on it.The spell requires a corpse with mostof its flesh remaining. The casterquickly traces the outline of the zom­bie, and smashes the bone, animatingthe zombie.

Thecaster maydispel the zombie atany time. Raise zombie is illusory andmay be disbelieved with a Mind orwillpower of total 20.

ZombieDEXTERITY 10Dodge 11, melee weapons 11, mis­sile weapons 11, unarmed combat11STRENGTH1STOUGHNESS 11PERCEPTION 8Trick (11)MIND 7CHARISMA 7Taunt (10)SPIRIT 9Possibility Potential: None

Many stories are told of evil mageswho raise the corpses offallen opponents.The psychological impactofbeingattackedby the corpse of a former alfy has turnedthe tideofbattle in more Hum one instance.Surely those who would u~ magic forsuch a purpose are of a twisted aTld de­ranged sort.

-Zelephest.

Sense Undead

Axiom Level: 6Skill: divination/entity 16

Backlash: 13Difficulty: 11Effect Value: 20Bonus Number to: range

Range: 10 (100 meters)Duration: 9 (one minute)Cast Time: 5 (10 seconds)Manipulation: range, speed

This spell requires an item worn orusedbyan undeadorpartofanundeadentity. The mage wraps the item in adark doth. When casting, the magi­cian stares intently at the doth, un­wrapping the item and revealing it tohis sight. The caster points in the di­rection ofthe detection (she maysweepthe whole area by turning in a circle).The magician must concentrate for thespell's duration.

Compare the spell's effect value tothe lowest Spirit ofany entity in range.Read the results on the Power Pushtable. The spell's result modifier is +7.Read the final result points on theGeneral Results table. With mininwl oraverage success, the caster knows ifundead are in the area. On a goodsuccess, the casterknows directionanddistance. With superior success, thecaster can knows activity level of theundead (moving or at rest). Withspectacular success, the caster knowsthe creatures' Spirit value.

Summon Demon

Axiom Level: 15Skill: conjuration/entity 21

Backlash: 17Difficulty: 15Effect Value: 30Bonus Number to: effect

Range: 0 (one meter)Duration: 7 (15 seconds)Cast Time: 18 (one hour)Manipulation: none

The caster summons a demon fromanother plane of existence. The castermust draw a pentagram where hewishes the demon to appear, begin­ning the spell's casting. The caster en­circles the pentagram, speaking aloudthe name of the demon's plane. Thecaster may summon a particular de­mon by speaking its name aloud.

At the end of the cast time, the

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caster stands at the apex of the penta­gram and commands, "'By the forcesof magic, I summon thee!" Thedemonis drawn through a dimensional gateand contained within the pentagramforthespell'sduration.11legatecloses,trapping the demon on this plane. Thedemon is free to act once the spell'sduration expires.

To summon the demon, comparethe spell's effect value to the demon'shighest physical attribute. Read theresult on the Power Push Table. Thespell'S result modifier is +11. The de­mon is summoned if the spell's finalresult points is equal to the demon'sSpirit.

Gurlth DemonDEXTERITY 12Dodge 13, maneuver 13, unannedcombat 13STRENGTH 14TOUGHNESS 15PERCEPTION 14Alteration magic 15, divinationmagic 15, trick 15M1NDUCHARISMA 12Taunt 13SPIRlT12Intimidation 15Possibility Potenti.al: AlwaysNatural Tools: claws, damage

value +3/17; venomous bite, damagevalue 16 (rolled in three successiverounds)

Special Ability: Disguise.Theymaymake themselves appear as a human(difficulty 12 to penetrate disguise).The demon may switch between thechosen specific human form and itsnatural form. The demon may choosea new form each time it is summonedfrom its home plane. The caster of thespell will be able to penetrate the dis­guise automatically.

Curlth demons are commonlysummoned because of their magicalabilities and their special method ofdisguise.

UlanuDEXTERITY 13Unarmed combat 16STRENGTH 15

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TOUGHNESS 14PERCEPTION 11Trick 13MIND 9Willpower 11CHARISMA 6Intimidate 9, taunt 8SPIRIT 8Reality 9Possibilities: 1Natural Tools: claws, damage

value STR+3/18Ulanu demons are summoned by

mages because they tend to be morecooperative than other demon species.

Banish demon, bind demon, de­mon soul ring and summon demonweredtsigned by Horol1omous Clay, alatecolleague of mine who enjoyed delvinginto thearCQtuJ ofdemol1s. While the spellsareofexcel/en tdesign, they should only beattempted by I1UJges with extreme courageand perlulpsa fewstrong fightm as aI/its.Nothing is as danguous as a demon an·gertd by the audacity of a hUl1UJn I1UJgetrying to control it. This is t:rJJctly howHoronomous died. My memory ofhis fifewill live with me a fong time, but thememory of his death will never Imvt me.

-Zeltp/u!st

Folk

Astral Self

Axiom Level: 16Skill: apportationlfofk 16

Backlash: 18Difficulty: 11Effed: Value: 27Bonus Number to: duration

Range: selfDwation: 17 (40 minutes)Cast Time: 9 (one minute)Manipulation: cast time, control,duration, state

This focused spell allows thecasterto separate his spirit from his physicalbody. The caster must sit absolutelystill while casting the spell. He closeshis eyes and speaks the words "May

my spirit soar free!", activating thespell. Compare the spell's effect valueto the caster's Spirit. Read the resultson the Power Push Table. The spell'sresult modifier is +10. The final resultpoints must equal the caster's Spirit.The spell works for all folk with aSpirit of 15 or less. The caster's bodyremains, with only a slight pulse.

Thespirit fonn travets at a rate equalto thecaster's Spirit.lfthespirit isawayfrom the body longer than the spell'Sduration, the body takes a mortalwound. It receives one shock point perround until the spirit returns to thebody. If the shock point total equalsthe character's Toughness, he dies.Possibilities may not be spent to pre­vent damage done to the caster's bodywhile in astral form. First aid andmedical treatment will not stop thebody from taking shock points. Thecaster may return to his body simplyby willing himself back.

A magician in asb'al form may beattacked onJy by magical weapons thataffect incorporeal beings, spells that af·feet mental attributes and astral crea·tures. While inastral form, the magicianmay only cast spells that rely on mentalmarupulation.

Onlyonadid I hearofa I1UJge wJw wasCQreless and forgot how long he had beforehe needed to return to his body. As othmlooked on, his body convulsed, and SOOI1

died.! mystlflulvt tried thissptll and Iulvefound the efftcts truly exhilarating, butthe risk involved is ol1e tlult should 110t betakel1lightly.

-Zetephest

Change to Falcon

Axiom Level: 13Skill: alteration/folk 22

Backlash: 14Difficulty,SEffect Value: 24Bonus Number to: duration

Range: touchDuration: 25 (one day)Cast Time: 9 (one minute)Manipulation: control, state, casttime

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This simple spell is of great helpwhen hopelessly lost in the forests ofAysle. The caster takes a lock of hu·man hair and mixes it with falconfeathers. He then touches the target,who will physically transform into afalcon, but retain his Perception, Mind,Charisma and Spirit attributes.

FalconDEXTERITY 10Dodge 11, flight 13, maneuver 11,stealth 11, unarmed combat 12STRENGTHSTOUGHNESS 6Natural Tools: wings, speed value

10;beak,damagevalueS1R+2/7;ciaws,damage value S1R+3/8

Beware of imitations of this spell, pub­lished in cheap commerdnl grimoires. Ihave seen Aylish hUTfUlns sporting feath­ers, I have seen tuJo.meter tall falconsstandingon cliffs fran tiCQlly flapping their

T

arms before falling to their deaths. Aresuch horrible results really worth the fewtrades you save with such volumes?

-Kenipat

Detect Truth

Axiom Level: 6Skill: diVination/folk 17

Backlash: 12Difficulty: 8Effect Value: 27Bonus Number to: effect

Range: touchDuration: 18 (one hour)Cast Time: 12 (four minutes)Manipulation: control

Detect truth causes a bright aura toappeararound the target for as long asthe target tells the truth. The caster

speaks the word "truth" in the target'snative language as he touches the tar­get. Compare the spell's effect valueto the target's ChariSTfUl or intimidation.Read the result points on the interro­gation column of the Interaction Re­sults Table. If the target lies aboutsomething and the result matches thetarget's loyalty to the subject, the lightdims. The aura returns whena truth isstated. The spell will not detect mis­takes of fact or have any effect whenthe target believes the falsehood.

Disguise Self

Axiom Level: 7Skill: alteration/folk 15

Backlash: 14Difficulty: 10Effect Value: 0Bonus Number to: duration

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Range: selfDuration: 12 (four minutes)Cut Time: 5 (to seconds)Manipub.tion: control, state

Prior to casting this spell, the castermust have a rendition of the kind ofperson or being he wishes to look like.He must somehow attach the render·ing to his person. The mage casts thespell by "sculpting" the image withhis hands as he imagines his new look.The spell weaves an illusion of thisbeing.

Disgu~sel/is not precise enough tocopy a specific person. Disguisingoneself as a different race (such as ahuman disguising himself as a dwarf)increases the diffirulty to 15. The spellisillusoryand maybedisbelieved. witha Mind orwillpower total of15 or better.Anyone makingcontact with the casterautomatically disbelieves the spell.

Ethereal Form

Axiom Level: 12Skill: alteration/folk 17

Backlash: 19Difficulty: 17Effect Value: 27Bonus Number to: duration

Range: selfDuration: 17 (40 minutes)Cast Time: 3 (four seconds)Manipulation: cast time, control,duration, state

This spell turns the caster's bodyinto a smoky apparition. The castermust light a candlescented with holly,and inhale the smoke as it billowsfrom the flame. Thecaster's body thenquickly becomes incorporeal. Thecaster's possessions are also affected.

Compare the spell's effect value tothe caster's Toughness. Read the resultpoints through the Power Push Table.The spell's result modifier is +10. Thefinal result pointsmustequal thecaster'sToughness. The spell works on charac·tets with a Toughness of 15 or less.

While in ethereal form, the castermay move at his apportation skill

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value. The caster must contain hisethereal form withina 25meter sphere.A magician in ethereal form can onlybe attacked by spells, energy attacks,magical weapons affecting incorpo-­real beings and other ethereal forms(such as ghosts). Spells may be castwhile in ethereal fonn, but none thatrequire physical manipulation of anysort. The caster controls the spell'sduration.

Folk Repelspell

Axiom Level: 10Skill: alteration/folk 18

Backlash: 18Difficulty: 12Effect Value: 25Bonus Number to: effect

Range: touchDuration: 25 (one day)Cast Time: 18 (one hour)Manipulation: state, duration

The caster repeatedly mimics thecasting of another folk spell (which hemust know) while casting the spell. Atthe end of the hour he touches therecipient's head, focusing thespell intothat character. The character's eyeslook dull while protected by this spell.Any folk spell with an effect value lessthan the folk repelspell doesn't affect therecipient. The recipient controls thespell's duration.

Gain Language

Axiom Level: 7Skill: divitultion/folk 16

8.J.ckbsh: 13Difficulty: 11Effect Value: 18Bonus Number to: effect

R.J.nge: selfDuration: 16 (25 minutes)Cast Time: 6 (15 seconds)Manipulation: duration

The mage must touch the lips of thespeaker whose language he wishes togain. At the same time he begins to

parrot the speech to the best of hisability.Compare thespeD'seffect valueto the caster's Ptraption. Read the re­sult points on the Power Push Table.The spell's result modifier is +7. Addthe final result points to the caster'sPerception for use with the languageskill only (if unskilled, the caster re­ceives the language skill for spell'sduration). This spell can be used forany kindred languages.

Haste

Axiom Level: 9Skill: altfTQtion/folk 18

Backlash: 18Difficulty: 15Effect Value: 21Bonus Number to: effect

Range: touchDuration: 12 (four minutes)Cast Time: 4 (six seconds)Manipulation: control

This focused spell increases thetarget's speed. Compare the spell'seffect value to the target's Datmty.Read the result points on the PowerPushTable. Thespell'sresult modifieris +8. Add the final result points tothe target's Dexterity for purposesof speed only. To cast the spell, thetarget character and the castermove their hands up and down withincreasing frenzy. The magiciantouches the character, stating, "Runlike the wind." The spell's effect maybe turned on and off.

Houndscent

Axiom Level: 9Skill: alteration/folk 15

Backlash: 15Difficulty,'2Effect Value: 15Bonus Number to: duration

Range: touchDuration: 21 (four hours)Cast Time: 9 (one minute)Manipulation: state

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For this focused spell, the magemust sniff the ground in an imitationof a hound, ending the casting bytouching the recipient's nose with hisown. The recipient controls the spell'seffect and duration. Compare thespell's effect value to the recipient'sPerception. Read the result points onthe Power Push Table. The resultmodifier is +6. Add the final resultpoints to the recipient's Perceptionwhen using his sense of smell.

Increase Charisma

Axiom Level: 9Skill: alteration/folk 16

Backlash: 17Difficulty: 11Effect Value: 15Bonus Number to: effect

Range: selfDuration: 14 00 minutes)Cast Time: 6 (15 seconds)Manipulation: control

The caster needs two images: onesmiling, one frowning. He crumplesthe frowning image and places thesmiling image against his skin. Com­pare the spell's effect value to thecaster's Charisma. Read the results onthe Power Push Table. The resultmodifier is +6. Add the final resultpoints to the target's Charisl1Ul for theduration of the spell.

Invisibility to Undead

Axiom Level: 12Skill: alteration/folk 17

Backlash: 13Difficulty: 11Effect Value: 20Bonus Number to: duration

Range: touchDuration: 17 (40 minutes)Cast Time: 3 (four seconds)Manipulation: cast time, control,duration, state

Thecasterofthis focused spellmustcover the bone of a folk with pitchprior to casting. To cast, he waves itaround himself (or someone else if heis to be the target of the spell). Thetarget's body flashes brightly.

Compare the spell'S effect value tothe target's Dexterity. Add the resultpoints to the target's Dexterity for pur­poses use of the stealth skill only.lf un~skilled, the character gains the stealthskill for the spell'S duration. This spellonly affects undead creatures.

Jump

Axiom Level: 6Skill: apportation/folk 18

Backlash: 13Difficulty: 10Effect Value: 20Bonus Number 10: effect

Range: 5 00 meters)Duration: 12 (four minutes)Cast Time: 5 (10 seconds)Manipulation: control

This focused spell requires the hindlegs from an animal known for jump­ing, such as a cricket or frog. The ma­gician makes the sound of the animalwhile making hopping motions withthe hand holding the legs. The casterthen points at the recipient.

Thespell affects up tosix characterswithin a 10 meter radius of the recipi­ent. Compare the spell's effect value tothe target's Dexterity. Add the resultpoints to the targel's Dexterity forpurposes of long jumping only. Readthe result points on the Power PushTable. Add the final result points tothe target's long jumping skill.

Possession

Axiom Level: 17Skill: alteration/folk 21

Backlash: 12Difficulty: 8Effect Value: 21Bonus Number to: duration

Range: touchDuration: 38 (one year)Cast Time: 18 (one hour)Manipulation: control

Acompanionspell tosunderspirit, thelatter must beusedbefore possession canbe effective. Thespell requires an objectbelonging to the target, over which themage recites the incantation. When thecaster touches the target, the caster'sspirit occupies that body.

This spell is relatively simple be­cause the body to be possessed has nospirit.lf occupying a form other thanhis own, the mage must recast beforethe end of theduration.lf a disembod­ied spirit uses this spell, it will need acorporeal ally to obtain the object be­longing to the target.

Possibility Shadows

Axiom Level: 7Skill: divination/folk 18

Backlash: 18Difficulty: 13Effect Value: 37Bonus Number to: effect

Range: touchDuration: 9 (one minute)Cast Time: 9 (one minute)Manipulation: control

Thespell requires that a light sourcebehind the mage and the target. Themagician arranges herself so hershadow overlaps that of her subject,and casts the spell while touching thesubject. Once cast, the shadow of themage fades and the shadow of thesubject begins to act out the chosennear future. The surroundings arefaint, wavering shadows. The morelikely the outcome, the more distinctthe shadows. Images will appear infront of the characters ina two-dimen­sional, two meter diameter circle.

The mage may choose to examineany point in the future each time shecasts the spelL Thetimeexamined maybegin at any time from the presentthrough to the spell's effect value, ex­pressed as time. The caster maysearch

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fora condition within theallowed timespan (moment ofgreatest danger, etc).When looking for events, the castermust determine how far into the fu·ture she will try to look before shecasts the spell. The effect value mustbe large enough to account for theamount of time chosen, even if thecondition is shorter than the statedtime span.

Compare the spell's effect value tothe maximum distance chosen. Findthe result points on the General Re­sultsTable. Minimal reveals confusingimages. Avtrage success allows oneuseful fact to be gleaned from thereading. Good success tells the magethe exact time of the occurrence. Su­perior allows the mage to note detailsof the location. Spectacular success letsthe mage see the scene as if she werepresent: the shadow world exists onlyin black and white. The caster can seeone minute's worth of the future.

Protection from Undead

Axiom Level: 12Skill: alteration/folk 17

B;ackJash: 9Difficulty: 10Effed: Value: 21Bonus Number to: effect

Range: touchDuration: 17 (40 minutes)Cast Time: 3 (four seconds)Manipulation: cast time, control,duration, state

Thecasterofthis focused spell mustsprinkle himself with three drops ofholy water as he casts the spell. Oncefinished, if performed correctly, thecaster (or someone else chosen by thecaster) is protected from all attacksmade by undead creatures.

Compare the spell'S effect value tothe Mind of any undead approachingwithin one meter of the recipient. Findthe result on the Power Push Table.The result modifier is +8. Find the finalresult points on the test column of theInteraction Results Table.

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Ritual of Mind Preparation

Axiom Level: 9Skill: alteration/folk 15

Backlash: 16Difficulty: 7Effect Value: 18Bonus Number to: effect

Range: selfDuration: 25 (one day)Cast Time: 18 (one hour)Mwpulation: control, duration

This spell requires the mage tomemorize a poem or geometric proof.Hemustsilentlyrecitetheprooforpoem,asscx:iating a hand gesture with eachpart of the work. Compare the spell'seffect value tothe target'sMind. Read theresult on the Power Push Table. Thespell's result modifier is +7. Add thefinal result points to the target's Mindfor the duration of the spell.

Ritual of PerceptionPreparation

Axiom Level: 9Skill: alteration/folk 15

Backlash: 16Difficulty: 7Effect Value: 18Bonus Number to: effect

Range: selfDuration: 25 (one day)Cast Time: 18 (one hour)Manipulation: control, duration

Tocast this spell, the sorcererdrawsthree concentric circles. The smallestmust be large enough for him to sit in,the others about a hand span fartherout. He seats himself and examineseach circle in tum, seeking imperfec­tions. He touches each circle in the spotwhere it is furthest from a true c:ircle.

Compare the spell's effect value tothe target's Perception. Read the re­sults on the Power Push Table. Thespell's result modifier is +7. Add thefinal result points to the target's Per­ception for the duration of the spell.

Silence

Axiom Level: 9Skill: alteration/folk 15

Backlash: 13Difficulty: 9Effect Value: 20Bonus Number to: duration

Range: 7 (25 meters)Duration: 18 (one hour)Dost Time: 5 00 seconds)Manipulation: control. duration

To cast silence, the mage speaks thefirst half of the incantation aloud, thenpasses a hand over his mouth. At thatpoint. he stops speaking and finishesthe incantation in his mind.

The target is silenced for the spell'sduration if the spell's effect value isgreater than the Mi"d of the target.

A spell I have been known to use onclasses ofunruly students, which not onlyallows me to proceed with my lecturesuninterrupted, but leaves them with awonderful look of panic in their eyes.

-Ktnipat

Slow

Axiom Level: 9Skill: alteration/folk 19

Backlash: 15Difficulty: 12Effect Value: 18Bonus Number to: effect

Range: 9 (60 meters)Duration: 18 (one hour)Cast Time: 3 (four seconds)Manipulation: control, range,speed

To cast this focused spell, the magepoints at his target in slow motion.Compare the spell's effect total to thetarget's Dexterity or dodge. Read theresult pointson the Power Push Table.Thespell's result modifier is +7. Reducethe target's Dexterity for movementpurposes only by the result points.

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Snail Wit

Axiom Level: 9Skill: alteration/folk 16

Backlash: 14Difficulty: 10Effect Value: 15Bonus Number to: effect

Range: 7 (25 meters)Duration: 15 05 minutes)Cast Time: 3 (four seconds)Manipulation: duration

The mage casts the spell by saying"two plus two is, urn, uhhh...", or itsequivalent, while pointing toward thetarget. Compare the effect value to thetarget's Perception. Read the result onthe Power Push Table. The resultmodifi~r is +3. Decrease the target'sPercept,~n for the duration of the spellby the final result points.

Stealth Walk

Axiom Level: 9Skill: alteration/folk 17

Backlash: 16Difficulty: 9Effect Value: 21Bonus Number to: effect

Range: touchDuration: 20 (2.5 hours)Cast Time: 5 (10 seconds)Manipulation: control, duration

To cast this focused spell, the magemust stan~ three paces from his targetand hold his hand out, palm up. Whilethe caster chants the spell, the targettakes three steps toward the mageandplaces a personal possession in theuPt:m'ed hand. The mage must holdthe Item for the spell's duration or itwill be ended. Stealth walk increase thetarget'sstealth value. Thisspellcannotbe used on beings larger than man­sized (a safeguard introduced. to pre­vent the creation ofstealthy wyvems).

Compare the spell's effect value tothe target's Dexterity. Read the result onthe Power PushTable. Thespell'sresult

modifier is+8. Add the final result pointsto the target's Dexterity for purposes ofthe stet;'lt~skill only (the character gainsthe skill if he does not have it).

A ~stly ~sie;, version of the spell firstp~blls~,ed!n Spell-Casting MadeSImple, whIch was written in amonth bytwo drunken wizards employed by Houseo.aleron. C,ranted: this enst will require aIJlt mor~ skil" but It leaves you with stenlthmuch Ii~ that ofan elf, whereas theorigi­lUll versIOn made one sound like a giantshod in very large boots.

- Kenipat

Strength

Axiom Level: 9Skill: alteration/folk 16

Backlash: 16Difficulty: 12Effect Value: 18Bonus Number to: effect

Range: touchDwation: 17 (40 minutes)Cast Time: 5 00 seconds)Manipulation: control

The mage places a heavy object inthe hands of t~e recipie,nt, and helpsthe character hft the object, applyingmore force as he finishes the spell.Compare the spell's effect value to thetarget's Strength. Read the result onthe Power Push Table. The resultmodifier is +7. Add the final resultpoints to the target's Strength for theduration of the spell.

Summon Hero

Axiom Level: 17Skill: conjuration/folk 22

Backlash: 19Difficulty: 16Effect Value: 18Bonus Number to: duration

Range: touchDwation: 25 (one day)Cast Time: 29 (one week)Manipulation: duration

S.um"!on hero tra.nsforms a willingsubject lOto a specific hero from thepast. The spell is impressed into aweapon of the summoned hero. Themage must work with the weapon fora week, getting a knowledge of theattributes of its owner. At the end ofthe week, the magespeaks the nameofthe hero as he grasps the weapon. The~arget of the spell releases it by hold­109 the weapon while again speakingthe name of the hero.

The spell actually transforms the tar­get in~ the hero, affecting the target's~enty,Strength, Toughness,Perception,Mmd, CharismD and Spirit. The trans­fonnation is real for the spell'sduration.Compare the spell's effect value to thetarget's attribute that will change most.Read the result points on the PowerPushTable.Thespell'sresultmodifieris+7. The final result points must equalthe amount of change for the target tohero transformation.

Typical HeroDEXTERITY 13Beast riding 15, dodge 17, maneu­ver 14, melee weapons 19STRENGTH 15Lifting 18TOUGHNESS 14PERCEPTION 10Find 12, tracking 13, trick 14MIND 11CHARISMA 13Persuasion 16, taunt 15SPIRIT 9Possibilities: 15

So you want tobeahero? Well,itshouldbe noted thllt having some ancient herotaking over your body, mind and spirit cant:e abit disconcerting. To say the very leJlSt,If enn bedangerous, parliculllrly ifthllt heroturns out to be aberserker who likes to fightto the denth, both yours and his.

-Kenipat

Sunder Spirit

Axiom Level: 12 (17)Skill: alteration/folk 29

Backlash: 22Difficulty: 24

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Effect Value:.50Bonus Number to: effect

Range: touchDuration: 52 (500 years)Cast Time: 29 (five days)Manipulation: control

This impressed spell does not re­quire the complicated actions somespells do. It is imperative, however,that the mage possess an object be­longing to the target (this was builtinto the spell to prevent the indis­criminate sundering of spirits). Thesorcerer speaks words of power overthat object for five days, remaining inseclusion and fasting.

To release the spell, the sorcerermust touch his target while carryingthe possession on his person. Com­pare the spell's effect value to thetarget's Spirit. Read the result pointson the Power Push Table. Read thefinal result points on the Combat Re­sults Table. If the spirit is "killed" or"mortally wounded," thespell has tomit free from itsbOOy, leaving anemptyshell behind. Some sorcerers will thenpossess that form, and destroy theirown. Others will simply slay the bOOyof their foe.

The spirit will be barred from itsown bOOy for the duration of thespell.Though still possessed of magic, thespirit will be unable to cast spells thatrequire physical manipulations. Itsonly hope of returning to a physicalshell will be to sunder another's spiritand take their bOOy, something abhor­rent to most followers of the Light.

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Telepathy

Axiom Level: 5Skill: difJinQtion/{oIk 17

Backlash.: 13Diffirul'r- 6Effect Value: aBonus Number to: range

Range: 15 (one kilometer)Duration: 18 (one hour)Cast Time: 5 (10 seconds)Manipulation: range, speed

The magician must have a lock ofhair from the target or an item used bythe target character for at least a year.For the target character to sendthoughts to the mage he must have alock of hair or item which the casterhas used for a year. The mage mustconcentrate while the spell is in effect;performing any other actions breaksthe concentration and ends the spell.The mage begiM the spell by imagin­ing he is speaking to the target whileholding the target's item. Because thespell hasan effect value of0, the castermay only send and receive verbalmessages. Skill rolls are not allowed tointerpret information received.

The message travels at 1,000meters per round (speed value 15).At a range of one kilometer it takesa full round (to seconds) for amessage to be received. At a rangeof six kilometers it takes a fullminute to receive a message. Themage controls the spell's durationand effect.

Accomplishal divinQtion mages haveadjusted to the illg time, and 1uroe dnJtl­oped a priwte code to make the sending ofmessages more convenient and efficient.ThLtast time Iusci thisspeflavera signifi­amt distana, I n1anQged to "overthink'"portions of the message to the point whereI became confusci as to which thoughtsoriginated with me, and which I had re­ceived. My confusion, ofcourse, reflectedin my thoughts, which were sent to mycomrade. This self-reinforcing loapofcon­fusion forced us to abandon the spell notlong after we had gotten past the manda­tory pleasantries.

-Zelephest

Weakness

Axiom Level: 9Skill: alteration/folk 16

Backlash: 19Difficulty: 17Effect Value: 15Bonus Number to: effect

Range: 5 (to meters)Duration: 9 (one minute)Cast Time: 3 (four seconds)Manipulation: duration

This is a focused speU. The magepoints at the target character and letshis arm fall limp as he finishes thespell. Compare the spell's effect valueto the target's Strength. Read the resultpoints on the Power Push Table. Thespell's result modifier +6. Subtract thefinal result points from the target'sStrength for the spell'S duration.

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Chapter Five

ElementsAir

Arm of Air

Axiom Level: 5Skill: apporlationlair 10

Backlash: 10Difficulty: 6Effect Value: 5Bonus Number to: duration

Range: 6 (15 meters)Duration: 9 (one minute)Cast Time: 5 ( 10 seconds)Manipulation: duration, range

The caster blows air underneath hishand, moving each finger as he blowsair upon it. Helhen vocallycommandsthe ann of air to perform a task. Thearm has a Strength equal to the effectvalue of the spell. Only simple physi­cal tasks may be performed by thearm; if the task would normally re­quirea character to generatea Dexteritytotal to perform the action. the actionis beyond the capacity of theann alair.

The mage must concentrate uponthis spell for the full duraticn; the spelleffect ends as soon as the mage per·fonns an action other than directingthe spell.

This spell is Q common spell amongapprentices. It hJJs been designed to lulVtthe minimum complexity for an appor­talion spell,giving the rnngisters aperfectlygood excuse to have the apprentices do allthe housework.

-ill""'"

Creale Dark Cloud

Axiom Level: 8Skill: apportation/air 14

BOilcklash: 14DifficullJr. 8Effect V.tlue: 0Bonus Number to: duration

Range: 10 (100 meters)DurOiltion: 29 (one week)Cast Time: 25 (one day)MOilnipulOiltion: control

Create dilrk cloud is a fairly simplespell often taught to mages who havereached the journeyman level. Usedwith dark cloud familiar, it prOVides avessel for spell storing that is easy tocreate and control.

To cast this spell, the mage mustbuild a small fire. Then, as it bums, hemust carefully throw moist leaves andother wet (but still flammable) objectson the fire. This causes a black, sootysmoke to billow up. When it does, thecaster uses her hands to "shape" thesmoke into a small cloud. The fire, thesmoke, and the shapingmust continuethroughout the spell's cast time. Of·ten, a mage will have an assistant onhand instructed to keep the fire burn­ing and smoking.

When the spell is complete, thecaster has a small (one meter radius)cloud ofsmoke that she can control forthe duration of the spell. She can moveit around, change its shape, and evendispel it if she pleases. The cloud maynot move farther away from the casterthan the range allows, and will movewith the caster unless otherwise in·structed.

VVhen journeyman mages put downtheirann ofair spellsand pick up this one,they beli~ it is the beginning of theirentry into "real" spell CQsting. They feelthat this spell, when used with its afore­mentioned companion, opens up newworlds for them. They are right. Thae isnothing quite like having a black cloudhanging over your head to give you theproper perspective.

-Kenipat

Dark Cloud Familiar

Axiom Level: 13Skill: conjuration/air 18

Backlash: 22Difficulty: 12Effect Value: 15Bonus Number to: duration

Range: touchDuration: 32 (l month)Cast Time: 25 (1 day)Manipulation: control, duration,state

This is a focused spell. This spellcan only be used as a companion tocrmte dilrk cloud. The process involvedallows the mage to ready thedarkcloudto receive impressed inanimate forcesspells. The caster must touch his al­ready created cloud and will into it thelife force necessary to hold impressedspells. While touching it, the mageconcentrateson all the inanimate forcesspells and knowledges he knows, andtries to imbuesomeof his own magicalknowledge into the dark cloud.

Thenumberofimpressedinanimateforces spells the dark cloud may store isequal to the effect value of the spell(15) as read on the Power Push Table(+6) plus an additional six point resultmodifier. The spells to be impressed

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must be cast separately into the cloud.They must also be inanimate forcesspells that can becast impressed. Theywill remain in the cloud until the casteruses them, dispels the cloud, or theduration of one of the two dark cloudspells lapses.

I must admit that some rruJges havefound many uses for the familiar. Thoughthe cloud is Qlways visible, some mageshave extended their control over the formofthe fami/iIlr into making it hss obvious.Some hove t'Vttl gone to the atent ofmaking both spells pmnanent. In myopinion, this is Qnmlhss bother. But I Qmconfined in this dusty room pouring overold tats while they are out winning re­nown Qnd mllQrd-Qnd, of course, get.ting mten by varWuSQnd sundrycrttlturtS.

-Ktnipat

Fighting Whirlwind

Axiom Level: 8Skill: apportationlair 16

Backlash: 14Difficulty, 9Effect Value: 21Bonus Number to: effect

Range: 9 (60 meters)Duration: 9 (one minute)Cast Time: 3 (four seconds)Manipulation: speed, range, con·trol

The magician spins himselfaroundonce while exhaling to make an everloudening whooshing noise. The spellcausesa whirlwind to form,2.5 meterstall and 2.5 meters wide at the top. Themagician controls the movement of

the whirlwind, which travels up to 60meters each round. The magician alsocontrols the duration and the form ofthe spell. To target a character themagician generates an Qpportationmagic total; if the total equals or ex·ceeds the target character's Dexterityor dodge, the whirlwind hits. Anyonecaught within 2.5 meters of the targetcharacter must also evade or be hit bythe full force of the whirlwind.

Floater

Axiom Level: 5Skill: apportQtionlair 17

Bac.kJash: 15Difficulty. 12Effect Value: 15Bonus Number to: effect

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Range: 7 (25 meters)Duration: 14 (to minutes)Cast Time: 3 (four seconds)Manipulation: none

The caster begins the spell by puff­ing air under a lightweight disc (with

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a surface area of no greater than onemeter). This action causes it to rise intothe air and float, moving to the caster'smental command. The disk can sup­port weight equal to its effect valueand may move at speeds up to thespell's effect value minus the weight

v v.....

carried.. A person riding the flOQt~ isbuffeted by the hard, rolling air cur·rents that keep the disk aloft. Whilenot dangerous, these winds do occa·sionally blowsmall, unsecured objectsoff the disk. The mage controls roththe duration and apportation of thedisc (within the range of the spell).

Frigid Air

Axiom Level: 8Skill: alteration/air 16

Backlash: 20Difficulty. IIEffect Value: 16Bonus Number to: effect

Range: 8 (40 meters)Duration: 7 ( 25 seconds)Cast Time: 3 (four seconds)Manipulation: state

When casting the frigid air spell, themage wraps his arms around his bodyand rubs his hands up and down, as ifattempting to wann himself. Afterinhaling deeply. the caster then blowsforth (in an exaggerated manner) agust of frigid, frosty air. The gust ex­pands to a 10 by 10 meter cone, andanything caught within the area ofeffect takes damage equal to the finaleffect value. The mage may change thetarget of the cone by turning his bodyor his face in the desired direction. Theround after the mage stops blowing,the spell ends.

It is the wise mage who IctuTws his limi­tations. One former acquaintance of minehad the misfortune ofbring afflicted with aminorbrmthingdisorder. Whenheattemptedtocnst thisspell,hebrokeintoafit ofcoughingand gagging. Unwilling to admit deftat,iloweve>---<Sp«ially in front ofh~ employ­ns---he amtinued to attempt the GlSting.The spell, of course, U¥l5 ruined, lJut notbefore the unlucky man had ingestedagoodportion of the effrd of h~ own spell. Hewould be pleased to note thilt almost no onesnickered dUring his eulogy.

-Kenipat

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Wall of Air

Axiom Level: 8(17)Skill: alteration/air 15

Backlash: 19Difficulty: 14Effect Value: 30Bonus Number to: effect

Range: 7 (25 meters)Duration: 14 (10 minutes)Cast Time: 18 (one hour)Manipulation: control, state

This is an impressed, focused spell.Thecaster mimes the shaping ofa wallin the air 10 meters high by 10 meterswide (he probably will need a stepladder), Healsomimesthrowinghim­self and other objects at the imaginarywall, stopping just short of "impact."The castercontinues this building andstriking process for one hour.

To release the spell, the caster needonly thrust both hands outward in agesture of repelling. The air in thatdirection will coagulate into a squareshaped wall 10 meters high, 10 meterswide, and one meter thick.

The wall has a Toughness equal tothe spell's effect. Anything trying topass through the area protected by thewall must do it damage (in one round)equal to or exceeding this value. Allother damage is ignored. The castermay, however, end the duration be­fore the ten minutes have elapsed.

Again I say, beware imitations! Thisspell is impressive, and it Jws been copiedoften-usually inadequately. The nwgewho originally designed this spell spentnwny monthsand was amasterofcontrol.Her work uws never adequately dupli­cated. Often, imitations are betrayed bythe SWirling air effect caused by the lesserspell-theoriginnl Jws nosucheffect! Thesefakes can be thuwrted by an apprenticeusing an arm of air-much to the dismayof the wall's Cilster.

-Kenipat

Weather Control

Axiom Level: 13Skill: alteration/air 23

Backlash: 20Difficulty: 12Effect Value: 0Bonus Number to: duration

Range: 19 (six kilometers)Duration: 38 (one year)Cast Time: 32 (one month)Manipulation: duration

This is a focused spell. The magi­cian must spend a full month castingthis spell. Each sunrise, the mage writessymbols for that morning's weatheron the perimeter of a circle with aradius ofsix meters. Shethenalters thesymbols to match the changes in theday's weather. After a month, she hascompleted constructing a diagram ofthat month's weather, and the patternis formed. This allows the mage tocontrol the weather within a 6 kilome­ter radius. She may change the airtemperatureat a rate ofsix degrees perhour, and affect the humidity by sixpercent per hour. The changes are suf­ficient to cause/stop rain in about twohours (for a moderate rainfall) and ittakes about four hours to affect (orcause) a raging storm. The magicianalso may alter low and high pressureareas to "shunt" unfavorable weatherpatterns away from her area.

Windy Ears

Axiom Level: 9Skill: divination/air 22

Backlash: 17Difficulty: 12Effect Value: 0Bonus Number to: range

Range: 20 00 kilometers)Duration: 14 00 minutes)Cast Time: 9 0 minute>Manipulation: control, state, range

This spell allows the caster to hearnews from afar. To cast it, the magi­cian cocks his head upwind, cups hisear with his hand, and asks in a clearvoice "What news from the (directionthe wind is blowing from)?" The wind, ifthe caster is addressing the correct thedirection, answers. Thecaster rnay thenask more specific questions, but thewind only answers those questionsconcerning thedirection it comesfrom.The speed of the spell is 10 kilometersa round, so the news will be nearly "asit happens."

As many mages of Aysle agree, thewind is a quick-tempered, impatient en­tity; but few oftheelements-save perJwpswater-are more infonned about the do­ings of the cretltures of the retllm. Onemust be cnreful when detlling with thewind, though,as it is quick to take offenseat any affront-real or imagined.

-Zelephest

Zephyr of Flight

Axiom Level: 13 (7)Skill: apportationlair 18

Backlash: 11Difficulty: 5Effect Value: 19Bonus Number to: speed

Range: 3 (four meters)Duration: 18 (one hour)Cast Time: 25 (one day)Manipulation: control, duration

This is an impressed spell. To castthis flight spell, the mage must spendthe entire cast time outside in a clear(and preferably windy) area running,walking, jumping, and mimicking fly­ingonany prevailingwinds. Thecastermust wear robes or other clothingdesigned specifically to catch thewind-that haveas much surfaceareaas she can move around in.

When released, the spell causes theair arolUld the caster to become verywindy and dense, lifting her off theground. The mage may then controlthe direction the wind takes her, theduration of the speD, and the speed of

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the wind (up to 25 meters a tum). Thetotal amount of weight the zephyr maycarry is equal to the effect total of thespell.

Since the caster is only controllingthe wind around her body (an area notto exceed a four meter sphere), themage may only carry what will fit inthat sphere.

The mage's flight can be hindered oreven stopped by astrong prevailing windheaded in the oppositedirection. Likewise,a strong tail wind can cause her to speedup to where she loses control. Though thespell will operate without the caster's di­rect concentration, it is important she payattention.

-Zelephest

Earth

Brittle Walls

Axiom Level: 9Skill: alteration/earth 18

Backlash: 19Difficulty: 13Effect Value: 25Bonus Number to: duration

Range: 4 (six meters)Duration: 14 (10 minutes)Cast Time: 4 (sixseconds)Manipulation: controL state

The sorcerer places a piece of stoneon the ground and smashes a piece ofglass upon it. He then lifts the rock andcrushesany remaining glass fragmentswith it.

After reciting the appropriate in­cantation, the caster touches the stonehe wishes to transmute. An area withina four meter radius of his hand thenbecomes brittle, its Toughness de­creased by the effect total of the spell.

The spell has a divination compo­nent that allows it to separate eachcomponent piece of rock in a wall, sothe effect is applied against one pieceof the wall instead of the wall as awhole. A brick has a Toughness of 4, abrick sized piece of granite has a

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Toughness of 9, while a one meter byone meter by half a meter granite slabwould have a Toughness of 24.

This spell was perfected some years agoby a group of dwarves being held in aHouse Vareth slave pen-needless to say,they were not prisoners for long after mas­tering this bit ofarcalUl.

-Kenipat

Dust to Water

Axiom Level: 9Skill: alteration/earth 18

Backlash: 14Difficulty: 10Effect Value: 13Bonus Number to: duration

Range: touchDuration: 29 (one week)Cast Time: 9 (one minute)Manipulation: control, duration,state

Tocast this spell, the sorcerer needstwo one-liter jugs, one empty and one!illed wi.th earth. While repeating themcantatlon, he pours the earth into thee,:,p~ jug, allowing it to run throughhiS fingers as he does so. This trans­forms the dust to water.

On a minimal or average success, thewaterwill bedirty; on agood successorabove, it will look and taste clean.

Earth Shield

Axiom Level: 8Skill: apportation/earth 12

Backlash: 14Difficulty: 8Effect Value: 15Bonus Number to: duration

Range: touchDuration: 7 (25 minutes)Cast Time: 5 (10 seconds)Manipulation: control, duration

The mage scoops a small piece ofearth ~m the gro~nd and quicklymolds It IOta a crude Image of a shield.He then touches the ground where he

had scooped out the dirt. A shield ofearth two meters high and one meterwide then rises out of the ground infront of him. The shield has an armorvalue of +10, maximum 25, and willremain standing until dispelled or ittakes a number of shock points equalto its effect value.

Earthly Arms

Axiom Level: 9Skill: alteration/earth 20

Backlash: 20Difficulty: 14Effect Value: 21Bonus Number to: effect

Range: 6 (15 meters)Duration: 18 (one hour)Cast Time: 0 (one second)Manipulation: control, range

This spell must be cast on a patch ofground that is primarilyearth. It causesa pair of large arms to rise up from theground, grasping at anything withinrange of the spell. The area of earthaffected is 15 meters long and fourmeters across. The arms themselvesmay come from any point within thatarea, but they may not reach morethan 2.5 meters out or up.

Use the Power Push Table (with aresult modifier of +8) to determine theStrength and Toughnessofthearms. Tograsp a foe or object, the mage'sapportation roll must exceed thetarget'sDexterity or dodge.

Pathfinder

Axiom Level: 7Skill: divination/earth 14

Backlash: 12Difficulty: 5Effect Value: 16Bonus Number to: range

Range: 13 (400 meters)Duration: 18 (one meter)Cast Time: 9 (one minute)=pulation: control, duration,

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Tocast this spell the sorcererdrawsa simple design in the earth over andoveragain, making itdeepereach time.At thesame time, he pictures the placeor object he desires to find.

When the spell is completed, thedesign will move through the earthtoward the place or object specified. Itwill move in as direct a manner aspossible, at a speed of 10 meters perround. If the object or place sought iswithin range and connected to earthor stone, the spell will find it. How­ever, if the range of the spell is greaterthan 18, its duration will expire beforeit arrives at its destination.

Quicksand

Axiom Level: 8Skill: alterationleorlh 20

Backbsh: 18Difficulty' 13Effed VaJue: 15Bonus Number 10: effect

Range: 5 00 meters)Duration: 18 (one hour)Cui Time: 6 OS seconds)Manipulation: control, duration

A particularly nasty spell,quicksandis cast by rubbing a small amount ofwater into the earth with one's hands.The caster creates a very soft and ex·tremely wet 10 by 10 by 10 meter areaof earth immediately in front of him.This cube is soft and wet enough tocause anyone stepping on it to sinkrapidly, yet solid enough to look likenormal ground. The Perception totalneeded to detect the trap is 13 (undernormal conditions). Thischeckshouldonly be made if the victims are ac­tively examining the ground.

The suction strength of the trap isequal to the effect total of the spe1I.Anyone within the area of effect mustmake a swimming roll in excess of thetrap's suction or be pulled under. Asul>me.ged charnct... will take three fa­tigue points a round until uncondous,and then one wound per round there­after. A swimming character takes twofatigue per round until free.

The caster controls the duration ofthe spell The caster may reverse thealteration, trapping anyone caught bythe quicksand in solid earth.

Quixal's Awful Burial

Axiom Level: 8(7)Skill: apportationlearth 21

Backlash: 18Difficulty: 10Effect Value: 20Bonus Number to: duration

Range: 10 (100 meters)Duration: 9 (one minute)Cast Time: 18 (one hour)Manipulation: control, range

Quiml'sawfulburial isan impressed,focused spell. Thecaster lifts handfulsof earth and casts them to the groundwith great force. Themage who wishesto impress this spell must go to thearea of earth she wishes to affect, anddo this motion over and over duringthe cast time. To release the spell, thecaster picks up one handful of theearth and hurls it in the direction shewishes the spell to go.

This spell picks up a patch of earth100 meters wide, 100 meters long.. and2 meters thick. The mage then raises itseveral meters (up to the range of thespell) into the air, turns the earth over,and slams it down, burying anythingunderneath. Be<:ause the casting is im·pressed and the area of earth is sospecifically regulated, it is of limiteduse.

Quixal's spell was not originally de·signedwith combat in mind. In fact, Quixalwas somethingofa pacifist moved to whathe thought too's a momentous gesture.

After a particularly wasteful battle,Quixal witnessd thL mass burials withdisgust. He was hOrrifi£d by thL seemingcomplacency shared by thL commandersas well. All thL while, they sat comfort­ably-upwind-in their tents, seeminglyoblivious to the operation.

Thus, in amiraculously short period oftime, the peace·loving magedeveloped thisawesome spell. After thL next battlt--but

before the burials could be begun---.N OlStit. Helifted theground near the command­ers' tents, turned it over, and buried theircommand center. Quixal belicmf he Juuf

made his point.UnfortunJltely, within the nat two or

thr« heartbeats, the commanders werebadgering him for details about thL spelland trying to figure how to work it intotheir nert campaign.

-Zeleph<sl

Stone Tunnel

Axiom Level: 8Skill: apportationlearth 12

Backlash: 16Difficulty: 9Effect Value: 25Bonus Number to: effect

Range: touchDuration: 12 (four minutes)Cast Time: 9 (one minute)Manipulation: control, duration

Themage begins by takinga chipofthe rock to be apported and smashingit into fine pieces. Once he has donethis, he may cast the spell by kneadingthe stone dust into a piece ofclay, thensmearing the clay onto the wall. Thecaster then pounds his hands on thestone, with increasing firmness, and atthe end of the cast time the stone hascracks and breaks; he has moved partsof the stone outwards from the center.

The effect total of the spell repre­sents the weight of the stone that canbe moved each round (1 cubic meterofstone equals approximately 2500 kilo-­grams). The stone, of course, has to becleared away from in front of the casterbefore hecan proceed, but this issimplecompared to digging through solidrock.

TItrorvaJd's Tracker

Axiom Level: 7Skill: divinJltionlearth 14

Backlash: 9Difficulty. 6Effect Value: 0Bonus Number to: range

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Range: 13 (400 meters)Duration: 20 (2.5 hours)Cast Time: 9 (one minute)Manipulation: control, duration,range, speed

This is a focused spell. The magemust bury an object belonging tothe person being tracked, and hemust sit beside the burial spotduring the casting of the spell. Atthe end of the cast time, the magi­cian digs up the object, "discover­ing" it, and puts it on the ground.If the person who the object be·longed to is within the spell'srange, then the object begins to"hop" in the direction of that per·son at a speed of 10 meters a round-a moderate walking pace. Theobject continues moving in themost direct manner possible untileither the cast time elapses or theperson moves out of range of thespell. If the range of the spell at thestart is greater than 20, then theduration will end before the objectreaches its former owner.

Fire

Allered Fireball

Axiom Level: 10Skill: alteration/fire 14

Backlash: 18Difficulty: 10Effect Value: 14Bonus Number to: effect

Range: 8 (40 meters)Duration: 5 00 seconds)Cast Time: 3 (four seconds)Manipulation: speed, control

Altered fireball requires a largeflammable ball as a contagion. Thetraditional ball is pitch and coal,weighing a third of a pound. The rna·gician lights the ball from a source offlame, grabbing a piece before thesphere is completely engulfed. Therest of the ball flies toward its target.

The magician controls its movementby mimicking its flight with the piecehe retained. He controls the detona­tion by slamming the piece into hishand when the ball arrives at its target.The ball explodes to its full volume, asphere with a radius of four meters. Itdoes damage equal to the spell's effecttotal.

Allered Fireball (improved)

Axiom Level: 10Skill: alteration/fire 18

Bacldash: 17Difficulty: IIEffect Value: 18Bonus Number to: effect

Range: 13 (400 meters)Duration: 9 (one minute)Cast Time: 3 (four seconds)Manipulation: speed, control

Cast as the altered fireball above,with enhancements. The burningsphere has a radius of ten meters. Themagician controls the movement andthe duration of the spell. For the dura­tion, he may move the ball, either be­fore or after it explodes to its full vol­ume. The sphere travels at 400 metersper round 000 miles per hour). Onceexploded, the fireball does damageeach round.

Fireballs were the obsessive specialty ofVascher FIametongue. He developed thetwo above, as well as his infamousVascher's Colossal Fireball. it took weeksto cast,andhe launched it in theGorundenHills, where it impacted at what is 'lOW

called the Black Glass Crater, ahole betterthan 8,DOO meters across.

-Zelephest

Atlack's Instant Immolation

Axiom Level: 12Skill: conjuration/fire 25

Bacldash: 22Difficulty: 14Effect Value: 30Bonus Number to: effect

Range: 5(10 meters)Duration: 5 (10 seconds)Cast Time: 2 (2.5 seconds)Manipulation: control, range

Atlack's Instant Immolation createsanillusory pillar of fire four meters highwith a radius of 2.5 meters. It appearsincredibly hot, and any object or beingunfortunate enough to be within itsarea of effect is usually incinerated.The disbelieve roU (made versus thetarget's Mind or willpower) is 18.

To cast the spell, the caster must cryout in a loud voice, "Flame of Atlack,I summon thee," while pointing at aspot on the ground within the spell'srange. The casting total must exceedthe target's Dexterity or dodge.

Atlack was, long ago, a premier jour­neyman of the Fire School begun byVascher Flametongue. Unlike Vascher,however, Atlack specialized in the precisecontrol offire, instead of the raw power ofthe element. Upon developing this spell,he vanished from human knowledge beforehis Magister status could be conferred­or he could be questioned about the deathsof several people.

-Zelephest

Conjured Fireball

Axiom Level: 13 (7)Skill: conjuration/fire 20

Backlash: 19Difficulty: 6Effect Value: 18Bonus Number to: effect

Range: 7 (25 meters)Duration: 5 00 seconds)Cast Time: 18 (one hour)Manipulation: control, speed, state

This is an impressed spell. Theconjuring must be done near an openflame, although the fire may be assmall as a pair of candles. The spellmay be released within a round, themagician uttering a cast word of hischoosing and mimicking the shapingof a ball of flame through motions ofhis hands. The fireball has a burst ra­dius of 10 meters and anyone not dis-

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believing(witha Mind orwillpower total18 or higher) takes the effect value asdamage.

Fiery Visions

Axiom Level: 9Skill: divination/fire 19

Backlash: 15Difficulty: 9Effect Value: 0Bonus Number to: range

Range: 20 (10 kilometers)Duration: 18 ( one hour)Cast Time: 18 (one hour)Manipulation: range

A versatile divination spell, fieryvisions requires nothing in the way ofmaterial from the subject(s) beingseried. The caster must, however,know who or what he wants to view.He must either have a very vivid de­scriptionof the objectof the spell,orhehimself must have seen the object.

To cast and maintain the spell, themage must have a fire at least fourmeters high and four meters widenearby. He then chants a descriptionof the target while concentrating onmaking the description fonn outof theflames. If the spell is cast correctly(and the object of the vision is within10 kilometers) the flames will take onthe appearance of the object, alongwith as much of its surroundings aswill fit in the 4 by 4 area of the spell.The vision will move with the object ifit moves, as long as it does not moveout of range. Thevisions will besimpleand not very detailed-but they willbe complete.

After getting the initial vision, thecaster may change his target as long asthe spell lasts. The targets can be com­pletely unrelated, or the castercan usethe motionof the vision to "backtrack"the locationof the object-though thisisslowgoing.. and there isno guaranteethat the object will not move in theintervening time.

If the caster ceases to concentrateon the spell, or if the fire is extin­guished, the spell ends.

Developed ",r'fully over Q period ofmony months, this sptll is tM produd ofaconsortium of Ayslt sorct!rus. It is, be­causeofits tmnaIdoustJQlutasan "infor­mation gathering" tool,jealouslyguarrhdby tilt mages who know tilt secrets of itscasting. Liktwist, thtst mages and tltdrfriends have developtd mJlny ways tocounter jt~nd trace the source of thesptll back to its caster.

-Zelephesl

Flame Summons

Axiom Level: 12Skill: conjuration/fire 10

Backlash: 14Difficulty: 8Effect Value: 10Bonus Number to: effect

Range: touchDuration: 2 (2.5 seconds)Cast Time: 9 (one minute)Manipulation: control

To use this simple spell, the casterholds some flammable inanimate ob­ject-a piece of dry wood or doth is agood idea. The caster concentrates onthe object and wills it to burst intoflame. If the spell works, the objectwill continue to bum until it is con­sumed or the flame is extinguished.

For purposes of combat, the spelldoes damage equal to the effect total.

Flickering Fire Shield

Axiom Level: 11Skill: alteration/fire 18

Backlash: 12Difficulty: 15Effect Value: 25Bonus Number to: effect

Range: touchDuration: 25 (one day)Cast Time: 9 (one minute)Manipulation: state, control

This is a focused spell. The casterpasses his hand through a flame whilecasting the spell, touching the hand of

the recipient, focusing the spell intothat character. That hand now has abarely visible flicker of flame in theshape of a shield. The spell resists theeffects of all fire spells with a castingtotal less than the effect value of theflickering shield. The spell's durationis controlled by the recipient.

Ochial's Flaming Circle

Axiom Level: 9Skill: alteration/fire 18

Backlash: 15Difficulty: 8Effect Value: 26Bonus Number to: effect

Range: 9 (60 meters)Dur..tion: 14 ( 10 minutes)Cast Time: 6 OS seconds)Manipulation: control

The casting of l/Us spell is begun bytracinga circulararea nogreaterthansixmeters in diameter and filling it withoil. The caster lights the oil and invokesthe power of the spell A circle of flameshoots up six meteJS and remains untilthe duration of the spell ends.

After the initial casting.. the con­trolling mage may shrink the circle'scircumference down to a narrow jet offire or, if it is not already at its maxi­mum diameter of six meters, he mayexpand it. The mage may not move thecircle off of its original center. Thecircle expands orshrinks at a rate of60meters per round (it canonlydoseandwiden completely once per round,however).

Anything attempting to passthrough the flames (whether volun·tarily or because the circle is now toosmall tohold it) will take damage equalto the spell's effect value.

At tilt time of this spell's daJelopment,Mllgister Exemplar Ckhial WlZS a veryyoung man and pronL toa cmain r«kItSSmthusiJJsm. Constantly disciplinLdforhisaf'P'lrmt lJlck ofcontrol, his master-lMvenerable Yuiglmion Kli of the FourTowus -assigned him the task ofbuild­ing aspelf using the control process theo­rem as a main component. Some short

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eighteen weeks later, Ochial demonstratedthis spell for her, emphIlsizing loudly haweasily control hIld come to him.

In the many years since. Ochial hIlsapologized, both privately and publicly,for his sarcostic response to his formerf1U1.ster but, to the day of her death, whenOchial's name is mentioned or the tale ofhis deeds is told, Magister Yuiglenian Klitilted her head, turned up her nose, andsaid, "Ochial Who?"

-Zelephest

Metal

Armor of theDraconis Metallica

Axiom Level: 13Skill: alterationjmetal25

Backlash: 9Difficulty: 10Effect Value: 30Bonus Number to: effect

Range: touchDuration: 32 (one month)Cast Time: 29 (one week)Manipulation: control, cast time,state

This focused spell is cast upon anormal-but high quality-suit ofplate mail. Themailcould beencrustedwith gemstones and inlaid with silverand gold, but this is not absolutelynecessary for the spell to work. Everymultiple to the armor's base valueshould be read on the Torg ValueChartas a measurement, and the Valueadded to the spell as a bonus number.When using this multiple, theGM hasfinal say on the armor's true value.Just paying ten times the cost for a suitof plate mail doesn't make it worthmore.

The caster must spend the entireweek of the cast time focusing all hisconcentration and his powers of TrueKnowledge on the armor. He mustconcentrate on imbuing it with thetoughness of thecreatures thearmor isnamed for.

While the duration is fairly long,

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this spell has been attempted as per­manent magic. It is, however, an ex­tremely dangerous (and costly) pro­cess.1f a mage without financial back·ing and great skill attempts the pro­cess, he could be killed. Any attemptsat casting permanent magic are madeat an increased. difficulty equal to 33minus the axiom level the attempt ismade in.

Example:The magecasting thespellis in Aysle. Aysle has a magical axiomof 18. 33-18=15; the mage must gen­erate a result of 25 00+15) or higher. Ifhe buysannorthat hasa valueequal to10 times its base value (Torg value of5), thedifficulty iseffectivelydecreased.to 20. Good luck.

After the spell is cast, the Toughnessvalue of the armor is compared to theeffect value of the spell. If the annorvalue is less, then it is increased. by thePower Push of the difference, plus aresult modifier of 11.

This isan impressive spell developed bya mage of great patience and ability. Hewas able to make the spell permanent thefirst time he Cilst it. Since then, manymages-backed financially by some of theHouses-have duplicated the feat. Stillmore (many, many more) have killedthemselves trying. Be satisfied with themonth-long effect, or be prepared for direresults.

-Zelephest

Bullet

Axiom Level: 7Skill: apportationjmetal13

Backlash: 16Difficulty: 10Effect Value: 17Bonus Number to: effect

Range: 8 (40 meters)Duration: 5 (to seconds)Cast Time: 3 (four seconds)Manipulation: control

The bullet spell can sling a metalmass about the size of a small slingbullet, or a quarter. The magician pan­tomimes the whirling of a sling with

the hand holding the metal, then re­leases it toward his opponent. Theapportation mngic total of the cast mustequal or exceed the Dexterity or dodgeof the target character to hit the target.

Dagger Draw

Axiom Level: 12Skill: conjurationjmetal14

Backlash: 15Difficulty: 7Effect Value: 2Bonus Number to: duration

Range: touchDuration: 14 00 minutes)Cast Time: 0 (one second)Manipulation: duration, speed,control

This spell conjures a throwing dag­ger into the open hand of the caster.The total weight that may be conjuredis equal to the Power Push of the effectvalue plus two. However, the daggermay not weigh more or be larger thana normal throWing dagger. The excesseffect total is ignored. The dagger isnot illusory, or unusual in any way,but it does vanish after the durationelapses.

This is quite handy when the inquisi~

tors are Sfllrching for murder weapons.The inclusion of such a spell in the Prac­tical Grimoire causes one to wonder justexactly haw fara mage will go for money.But, then, the spell itself illustrates thIltdistallce quite clearly.

-Kenipat

Dagger Throw

Axiom Level: 7Skill: apportationjmeta/14

Backlash: 14Difficulty: 7Effect Value: 18Bonus Number to: effect

Range: 5 00 meters)Duration: 5 00 seconds)Cast Time: 0 (one second)Manipulation: control, range

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This is a focused spell, cast on athrowing dagger. After it is cast, themage uses hisapportation skill, insteadof his missile combat to "throw" thedagger. His skill total must exceed thetarget's dodge or Dtxterity to hit. Thethrown dagger does damage equal tothe effect total of the spell, instead ofits normal damage value.

Stra~.

-Kmipat

Fool's Gold

Axiom Level: 10(1nS~alttTanon/metaI13

Backlash.: 14Difficultr- 12Effect Value: 12Bonus Number to: effect

Range: touchDuration: 23 (10 hours)Cast Time: 17 (40 minutes)Manipulation: duration

This is a focused, impressed spell.The caster must have a sample of theprecious metal he wishes to fake. Herubs a little of the metal onto the metalhe intends to "transform", then caststhe spell. The spell converts one kilo­gram of metal or coins into an illusionof the precious metal used during thespell casting. The effect value, includ­ing the bonus number, must be at leastfive to convert the metal. The spell isreleased by tapping the metal with thesample, and generating an alterationmagic total of zero or greater. The"gold" may be disbelieved on a Mindor willpower total of 13 or better.

It is interesti'!8 to note that this spell isan impressive effort by a young student,lovalio Consent who was studying underMagister Ufgul of the Six Towers. Hischoice of effrct was inspired, optimizinghischances ofsuccessfullyovercoming thetoughness ofgold, it greGtest attribute, forthe iIlw.sory transformotion. His useof thetheorem of exclusion to have the effrctwork solely on a kilogram of the targetmetal WQS etlWllly peraptive; not onlydidit incre4Se the likelihood tlwt the spell

could hemst, but it limited the amount ofillusory metal which could flood the mar­ket at anyone time, reducing the probabil­ity ofdiscovery. And all this in nine short'Wtf!ks. Quite impressive. As we shall set,most authorities considD" the work to hetoo impressive.

-Zeleph<sl

Keen Blade

Axiom Level: 10Skill: alteration/metal IS

Backlash: 15Difficultr- 11Effect Value: 25Bonus Number to: effect

Range: touchDuration: 18 (one how)~st Time: 9 (one minute)Manipulation: duration, state

The magician must have a bladedweapon which he keeps extremelysharp. He quickly hones this bladewith a whetstone while casting thespeU, and the touches the ritual bladeto the blade which receives the speU.

Compare theeffect valueof thespellto the maximum damage value on thePower Push Table, and the maximumdamage value and the damage bonusare each increased by the result.

Kelfain'sSword Shalter Spell

Axiom Level: 9Skill: alteration/metal 20

Backlash: 18Difficulty: 14Effect Value: 27Bonus Number to: effect

Range: 7 (25 meters)Dwation: 5 00 seconds)Cast Time: 18 (one how)Manipulation: state

This is an impressed speU. To pre­pare this speU for use, the caster mustimitate the sound of metal shatteringand breaking with his voice. As this is

not easy, the caster usually spends theentirecast time mimicking this sound,hoping that one noise will be accept­able. While doing this vocal imper­sonation, the casterconcentrates onanarray of broken, bladed weapons­swords, axes, daggers and the like­and makes the cracking sound overeach of them several times.

When released, the caster consultsthe Power Push Table and applies aresult modifier of +10 to the PowerPush of the effect total. H the finalnumber is equal to or greater than theweapon's calculated Toughness, theweapon's metal blade shatters.

This spell will only work on metalbladed weapons. As a rule of thumb,the weapon must have a blade at least12 centimeters in length and must becomposed of metal.

To figure the Toughness of the targetweapon, apply its maximum damagevalue (as a Result> to the Power PushTable, plus its estimated weight value(assign most melee weapons a mini­mum weight value of 3). The finalvalue equals the weapon's Toughness.

Example: A typical Ayslish swordhas a damage value of 21. This readson the Power Push Table as a result of8. Adding the default weight value of3 (4 kilograms), this gives the sword aToughness of 11.

Lodestone

Axiom Level: 10Skill: alteration/metal 16

Backlash: 17Difficulty: 10Effect Value: 18Bonus Number to: effect

Range: 8 (40 meters)Dwation: 14 ( 10 minutes)Cast Time: 4 (six seconds)Manipulation: control

This focused speU is cast on a piece(or pieces) of any type of metal. Theaffected area may not be greater thana two metersphere.Thecaster looksatthe target of the spell, extends botharms, and then brings her hands to-

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gether with a loud slap.The target is then highly magne­

tized. Theradiusofthefield isequal tothe spell's range, and the strength ofthe magnetism is equal to the effectvalue. Any metal objects in the spell'srange are then drawn towards thespell's target, or, if they are more mas­sive, they draw the target towardsthem. Objects that can may resist bymaking Strength rolls higher than thespell's effect value--but they must dothis every round they remain in the field.

Example: Wellathyn themagecaststhis spell on the full plate armor ofBargaran the Knight. She generates atotal result of 18 for the spell's casting.Thisgives the field a Strength of18. Theknight hasa Strength of12, and he fightsthesudden pull of his metal-armoredlimbs to his body. He rolls a 16, givinghim a bonus of +3. His Strength checktotal equals 15--not enough! The fieldis effectively immobilizing the unfor­tunate warrior.

If something metallic-or metalclothed-tries to move through themagnetic field, it must make a checkversus the strength of the field in thesame way. If it fails, then it is drawntoward the lodestone.

Example: Bargaran's loyal follow­ersare behind him and, when they seeWellathyn cast a spell on their leader,they shoot a volley of arrows over hishead at the mage. The Strength of thefield is still 18, so their shots must beatthat number before the arrows canpass over.

The target will continue to be highlymagnetic until the spell's durationlapses, or the caster turns it off.

Open Lock

Axiom Level: 6Skill: apportation/metal 14

Backlash: 11Difficulty: 5Effect Value: 16Bonus Number to: effect

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Range: touchDuration: 15 (15 minutes)Cast Time: 6 (15 seconds)Manipulation: control, duration

To cast this simple spell, the magetouches the lock with one hand andtakes a key in the other, miming theopening of the lock. After reciting theincantation, he takes the key, places itas near to the lock as possible, andturns it. If the effect value of the spellexceeds the difficulty of the lock, itopens.

Precious Metal Plate

Axiom Level: 6Skill: divination/meta/18

Backlash: 16Difficulty: 11Effect Value: 32Bonus Number to: effect

Range: touchDwation: 32 (one month)Cast Time: 14 (10 minutes)Manipulation: duration, range,speed

This is a focused spell. The mageenchants a plate by placing dozens ofpieces of iron pyrite or illusory gold(or other illusory precious metal) ontoits surface. Along side each fake, heplaces one small real piece of eachprecious metal the plate is to detect.He removes the false metals one at atime, until only the true precious met­als are left. He then casts the spell. Totest the plate, he drops the pieces ofmetal (one at a time) to be examinedonto the plate. If the spell was success­ful, each real metal produces a distincttone when it falls, while the fake met­als are soundless.

The user activates the plate by plac·ing the metal onto it. The effect valueof the spell is compared to the disbe­lief value of the metal sampled (if themetal is illusory), or the casting totalused to create any truly transformedmetal. Precious metals to which theplate has not been attuned will still

sometimes register with a funny, hol­low sound.

As mentioned earlier, it seemed oddHUlt a young student, Jovalio Consen,would develop a spell as effective as fool'sgold. Things become clearer, or at leastmore plausible, once it is known theMagister Ulgul, Jovalio's instructor, de­veloped the precious metal plate spell ­before Jovafio's version of fool's gold ap­peared. Now, what deftUlnd is there for aremedy where there is no malady? Voila!Less than three months after Ulgul fin­ished his spell, false gold first hit Aysle insignificant quantities.

-Zelephest

Steel Shower

Axiom Level: 8Skill: apportation/metal15

Backlash: 13Difficulty: 8Effect Value: 20Bonus Number to: effect

Range: 8 (40 meters)Duration: 5 (10 seconds)Cast Time: 3 (4 seconds)Manipulation: speed, control

To use this spell, the caster musthavea half kilogram of iron filings. Hethrows these filings in the direction ofa target during the casting of the spell.The magic gives the mage a +5 to theaccuracyoftheapportation attack. If theapportation total exceeds the Dexterityor dodge of the target, she hits. Theshowerdoes damage equal toits effecttotal.

Vorgal's Metal Tale

Axiom Level: 8Skill: divination/metal 21

Backlash: 18Difficulty: 12Effect Value: 38Bonus Number to: effect

Range: touchDuration: 18 (one hour)

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Cast Time: 14 00 minutes)Manipulation: control

While casting this spell, the magemust touch the piece of metal to beexamined with both hands. He thenasks the metal questions about its pre­vious owners or those that havehandled it within a time period equalto the effect value of the spelL Themetal will then answer-if thoseaskedabout are (or were) living beings.

When the caster has finished withone target. he may decide to questionanother during the spell's duration.He may ask as many questions as timepermits.

While the mage's control over the spellkeeps the metal answering questionstruthfully, the caster should remember theqUQfities of "living" metal-it tends to bevery strong willed and loyal to ownerswho treated it well. .. and treacherous tothose who treat it poorly. This "personnl­ity" mny assist the mage in his question­ing, but it mny also hinder.

-Zelephest

Plant

Lenfrieu's Spell Staff

Axiom Level: 13Skill: conjuration/plant 22

Backlash: 16Difficulty: 7Effect Value: 12Bonus Number to: effect

Range: touchDuration: 32 (one month)Cast Time: 18 (one hour)Manipulation: control, duration,state

Lenfrieu's spell staffis ofgreat use toalmost any mage. The spell can onlybe cast on oaken staves that are be­tween the lengthsofl.5 and 2.5 meters.

After casting this spell properly ona staff, thewood will receive impressedspells with the pattern of folk. Thenumber of spells that can be stored is

equal to the Power Push of the effecttotal plus five.

Thisspell willonlyallow the storingof folk spells that are cast impressed.Thespells will remainstored until castor until the duration of the spell stafflapses.

This spell, and those that allow thestoring ofother types ofmngics, is ofgreatpopularity among the various MageGuilds. Most mages would rather puttheir impressed spells in staves, wands, oreven their pet parakeets than have to relyon their failing memories.

-Kenipat

Plant Shackles

Axiom Level: 8Skill: alteration/plant 15

Backlash: 15Difficulty: 11Effect Value: 18Bonus Number to: effect

Range: 8 (40 meters)Duration: 18 (one hour)Cast Time: 9 (one minute)Manipulation: control

To put this incantation to use, thecaster takes five blades of grass (orwhatever plants are nearby) anddrapes one across both wrists, bothankles, and his neck. When he muttersthe correct words and specifies thetarget with a hand gesture, the plantswithin range will begin to writhe andwrap themselves about the opponent.The casting total must exceed thetarget's Dexterity or dodge. They willhold the target in their leafy embracefor up to one hour, with a strengthequal to the effect value of the spell.

This spell was discovered by dwarfmagicians in Upper Aysle, shortly afterthe establishment of House Vareth. It hasproved to be of limited use to Land Be­tween dwarves, as the plant life in thatarea consists largely of mushrooms andmosses, which are not effective in the con­text of this spell.

-Kenipat

Sun Flower

Axiom Level: 10(7)Skill: alteration/plant 15

Backlash: 14Difficulty: 8Effect Value: 20Bonus Number to: effect

Range: 8 (40 meters)Duration: 14 00 minutes)Cast Time: 18 (one how)Manipulation: state

This is an impressed spell. It is alsocast focused on a specific plant: asunflower. If the plant is still living orrecently (within 1 day) plucked, thereis a +3 to the mage's casting roll. Themage must hold the plant in the sun­light with its face directed away fromhis body and towards the sun.

When released, the spell causes anarrow beam of sunlight to shine di­rectly from the sunflower's face to thetarget. If the target creature is notaligned with Death or Darkness, andhas somesortofcommon ground withthe caster, it can be affected. The effectvalue of the spell, minus thecreature'sMind, is used as a bonus modifier toany charm or persuasion attempts madeby the caster for the duration of thespell. The light effect of the spell alsolasts for the duration.

It is told how the creatorofthespell, oneAlyssan of the Seven Towers, used itspersUQsive effects successfully on a /QrgeDraconis Terra. She convinced it to notonly migratefrom the region it was near toshaking apart, but to join heron an adven­ture. Alyssan, hawever, was not the mostdiplomatic ofmages (perhaps that is whatprompted her to create the Sunflower),and forgot the limitationsofherown spell.The story tells how the dragon grew in­creasinglyoffended by herdemanding andinsistent manner and-in an act he feltbeneficial to dragon/humnn relations ingeneral-ate her.

-Kenipat

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Thorn Staff

Axiom Level: 8Skill: alteration/plant 19

Backlash: 18Difficulty: 11Effect Value: 24Bonus Number to: effect

Range: touchDuration: 14 (10 minutes)Cast Time: 0 (one second)Manipulation: cast time, state

Thisspellwillonlyworkonwoodenstaves no longer than two meters. Thecaster touches the staff to invoke thepattern. This causes illusory thorns togrow all over the surface of the wood(except where the caster's hands are).The disbelief difficulty is 18. U an 0t:jed is struck with the Thorn Staff, Itwill take the staffs normal damageplus the casting value of the spell. Usomeone is touching the staff whenthe spell is cast, he will take damageequal to the casting value only. Thecaster can control where on the woodthe thorns grow, but not the durationof thespeU.

Tree Ward

Axiom Level: 9Skill: alteration/plant 17

Backlash: 18Difficulty: 11Effect Value: 0Bonus Number to: range

Range: 12 (250 meters)Duration: 14 00 minutes)Cast Time: 9 0 minute)Manipulation: state, range

This is a focused, warding spell caston a tree. If, after the spell is cast, anyliving creature enters within the spell'srange the tree's leaves, branches, andtrunk'will light up with a magicallu­minescence that can be seen for kilome­ters. The light will last for the durationof the spell, unless the invading

•• 84

creature(s) make a disbelieve roll of 18.Inorder to detennine how sensitive

the tree ward is, the caster must alsogenerate a divination or P~~tion~~lafter casting the spell. This IS the diffi­culty a creature must achieve in orderto sneak past the ward.

Water

Aeluin's Water Valley

Axiom Level: 10 (7)Skill: apportation/water 20

Backlash: 15Difficulty: 12Effect Value: 30Bonus Number to: duration

Range: 7 (25 meters)Duration: 21 (four hours)Cast Time: 18 (one hour)Manipulation: speed, control

An impressed spell, Aeluin's watervalley must be cast in advance. To doso, the mage must have water takenfrom the body she wishes to affectwith the spell, and placed in a largetub. Then, the mage must use herha~dsto part the water in a gentle, sweepmgmotion, while summoning the powerfor the spell. The caster must concen­trate on making a "valley" in the wa­ter, centering the motion with herhands.

To invoke the spell, the caster leansover the prow of a ship a":d ag~in

makes the same parting motion Withher hands. A "valley" will open up inthe water two and a half meters deep,ten meters wide, and extending therange of the spell. The water on thesidesof the valley and at the end of therange will remain stationary, whilethe water under the ship will rushforward, carrying the vessel along atgreat speed. When the ship reachesthe end of the spell's initial range, thewater will again separat~,fanning y~t

another water valley. This process willrepeat itself until the duration ends, orthe caster wills it to end.

The mage may change. the di·rection of the vessel by leamng overthe prow and sweeping her handsto either the right or the left of thevessel. At the beginning of the nextwater valley, the ship will continuein the new direction.

Note: The caster may not changethe direction by more than ten degreeseach valley without flipping the boat.

Use the Speed Column on the Gen­eral Results Table to determine theresultant speed of the vessel. The re­sult points equal the Power Push ?fthe difference between the boat soriginal speed and the speU's effecttotal. The shock points of the Push areapplied as damage to the vessel (as innormal speed pushes, however, thecaster may limit the effect of the Push).

This spefl was first developed by anelven mage for the Freetraders of Aysl~,who used it primarily toescape the CorsaIrand Viking pirates. It took the greater partoftwoyears to perfect. Useful in its presentfor, Aeluin discovered another use for thespell, however. .

\-Vhen being overhauled by a pIratecraft, the mage realized hisdamaged vesselwould not be able to Sllfely undergo thestress of sudden acceleration. So, in amoment of inspiration, he~t the spell offthe starboard side of the Shlp--at the pI­rate. The water impacted with such forcethat it split the pirate ship in two!

A warning to would-be Cilsters, how­ever. As creator of the spell and a fl~ent

water specialist, Aeluin got away with atrick that has yet to be repeated.. Othe;'mages have succeeded in.destroyln$ pI­rates this way-at the pnc~ of capslz.lngtheir own vessels or slamming them Intoother ships.

-Kenipat

Bath of Death

Axiom Level: 10Skill: alteration/water 16

Backlash: 14Difficulty: 9Effect Value: 20Bonus Number to: effect

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Range: 10 (100 meters>Duration: 5 (10 seconds)Cast Time: 2 (2.5 seconds)Manipulation: state, range

To use this spell, the caster musthave an open containerofwater in herhands, such as a bucket or pail. Thecaster throws the water at a target,controlling its apportation and form(mainly keeping it together and mov­ing it in a straight line at a rate of 100meters a round), and invokes thepower of the spell. The water becomeshighly erosive and does damage to thetarget equal to its final effect value.

While an extremely effective (andsomewhat gruesome) combat spell, somespell casters have found less violent usesfor the Bath of Death-from tunnelingthrough solid rock to opening that reallytough door.

Cleanse

Axiom Level: 10 (17)Skill: afteration/woter 19

Backlash: 19Difficulty: 7Effect Value: 20Bonus Number to: duration

Range: touchDuration: 26 (1.5 days)Cast Time: 18 (one hour)Manipulation: control

This is a focused, impressed spell,affecting a liter of specially preparedwater. Thewatercontainsa very smallamount of herb tea. When a characterdrinks the water, the spell works as acountering agent to any poisonspresent in the body. If the spell'seffectvalue is greater than the strength ofthe poison, then the poison has noeffectat all. Unfortunately, the reverseis also true.

The antidote remains in the target'ssystem for the entire duration and at-

tempts to counter any new poisonsthat enter the body. The spell remainsat full potency unless defeated, inwhich case its protection is destroyed..The poisons it has already overcomewill stay inert, but any subsequentpoisons will take full effect.

Corgain's Gill Spell

Axiom Level: 9Skill: alteration/water 15

Backlash: 15Difficulty: 11Effect Value: 5Bonus Number to: duration

Range: 5 (10 meters)Duration: 18 (one hour)Cast Time: 5 (10 seconds>Manipulation: duration

This focused spell requires the gillsfrom a fish. The mage splashes wateronto the gills and then breathesthrough them, casting the spell on histhird breath by pointing at the targetcharacter.

The effect value is the maximumnumber of kilos of water (10 kilos>converted. to air when the recipient ofthe spell breathes underwater. Thisrepresents about eight full breaths,more than enough for a normal round.A panicked or strenuously activecharacter may breathemore often thanthis, and water will bubble through tobe inhaled, causing damage. Thegamemaster rolls a bonus number,interpreting the bonusas result pointsof damage.

A character on land suffers no illeffect from this spell, and thespell willremain active for the duration. Therecipient controls the duration of thespell.

Fog

Axiom Level: 7Skill: alteration/water 12

Backlash: 15Difficulty: 12Effect Value: 0Bonus Number to: duration

Range: touchDuration: 11 (2.5 minutes)Cast Time: 5 (10 seconds>Manipulation: control, duration

The fog spell requires that the casterhold a liter of water in an open con·tainer. As the magician casts the spell,hepoursthewateroveronofhishands,splashing the drops into the air. Thewater turns to vapor and billows forthinto a dense fog. This fog will com­pletely fill a 600 meter radius and riseto a height of 25 meters, centeringaround the vessel. The fog is dense,but evaporates quickly after the dura­tion expires.

Frost Hair

Axiom Level: 11Skill: alteration/water 18

Backlash: 16Difficulty: 11Effect Value: 28Bonus Number to: effect

Range: touchDuration: 25 (one day>Cast Time: 9 (one minute)Manipulation: state, control

~o use this spell, the mage Simplysprinkles a few drops of water into thetarget's hair while casting the spell.The water will then become frost,turning the hair white and making itslightly brittle for the duration of thespell. The effect then serves to resistany water spells with a casting resultless than thefrost hairs effect value. Therecipient of the spell controls the du­ration, and the frost will not meltnaturally until the duration expires.

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Ice Bolt

Axiom Level: 9Skill: alteration/water 16

Backlash: 15Difficulty. 9Effect Value: 15Bonus Number to: effect

Range: 6 (I5 meters)Duration: 6 05 seconds)Cast Time: 3 (four seconds)Manipulation: range

The caster pours a stream of waterthrough his open fist while invokingthe pattern of the spell. The waterfreezes into a long spear, which themage must immediately hurl at thechosen target.

•• 86

Due to the nature of the magic, thecaster has a +5 bonus to his apportationattack rolL If the attack roll is higherthan the target's Dexterityordodge, thenhe effect total equals the damage in­flicted. After the duration lapses, thebolt reverts to normal, fragile ice.

SweetWater

Axiom Level: 8Skill: alteration/water 14

Backlash: 11Difficulty: 8Effect Value: 0Bonus Number to: duration

Range: touchDuration: 19 000 minutes)Cast Time: 9 (one minute)Manipulation: control, duration

Sweet tmter pUrifiesone literofwater,or a solution that is primarily water,each round of its duration. To cast thespell, the magician requires two con­tainers, one of which must be immacu­lately clean. The magician pours theliquid into the less clean vessel, andplaces the clean vessel an arm's lengthaway. He then scrubs one hand deanand places it over the immaculate ves­sel. When casting the spell, the mageconcentrates on moving the water fromthe dirty container, over his hand, andinto the clean vessel. As this happens,the dirt coagulates on his dean handand the water is purified. That handthen sparkles and glows, transportingthe dirt to the other hand.

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Water Bubble

Axiom Level: 9Skill: apportatiol1/water 19

Bac.klash: 18Difficulty: 11Effect Value: 24Bonus Number to: duration

Range: touchDuration: 18 (one hour)Cast Time: 2 (2.5 seconds)Manipulation: control, duration,state

The water bubble spell causes thewater around the mage to push outaway from her, forming a 2.5 metersphere of air around her body. Themage must actually be in the water tocast the spell, but all she need do istouch it and "push it away." Once thecaster has activated the spell, she maymove freely underwater at a rate of 10meters per round or bob to the surface.

Themagemayalsochoosetochangethe object of the spell from herself toanother living creature. To do so, thecreature must enter the bubble. Themage touches the creature and willsthe spell's effect to be transferred. Inany event the target creahue controlsthe duration of the speD (up to thehour limit) and the movement ortransfer of the bubble.

Water Spray

Axiom Level: 8Skill: alteration/water 12

Backlash: 10Difficulty: 10Effect Value: 15Bonus Number to: effect

Range: 6 (15 meters)Duration: 6 (15 seconds)Cast Time: 5 (10 seconds)Manipulation: control

The magician requires a liter ofwater in acontainer that hecansqueezeto produce a spray. As she incants thespell, the mage squirts the water ontoone hand, reflecting it in the generaldirection desired. The volume andforce behind the water spray increasesdramatically. The magician is able tocontrol its apportation with gesturesby the wet hand. The spray lasts fortwo rounds of combat. The alterationskill roll must exceed. the dodge orDexterity of the target in order to hit,and the effect value of the spell is usedto determine damage.

••87

Page 89: Pixauds Practical Grimoire 1

Chapter Six

Spell DesignSpell DesignInstructions

This is an abbreviated explanationof spell design. For more information,refer to the this book's Introductionand 11u! lIysJe Sourcebook.

Spell design begins when the mageobsetves a supernatural pattern. Themage must havea general idea of whathe wants the spell to accomplish. Themage must have all four magic skillsand adds in the spell's pattern arcaneknowledge.

Pattern Skill: Choose the patternskill based on the spell's most impor­tant effect:

ditrination-Krowledge/infonnatiooapporlation-Movementalteration-Change something ex­istingconjuration-ereate somethingfrom nothingortumsomethingintonothing

Pattern Knowledge: Thespell'srawmaterial. A fireball spell uses fire asthe Pattern Knowledge; a dragon toman spell uses enchanted (the dragon

•• 88

is an enchanted creature). See pages63-70 of The Ayste Sourcebook for moreinformation on pattern knowledges.Enter the knowledge and the cost (thenumber next to the knowledge on theMagic State Paths diagram, The AysleSourcebook, page n).

The next three steps require tracingapathontheStatePathdiagram. Whengoing in the direction of the arrow, thecost is the number on that line. Whenthe path goes against the arrow, thecost is 2. If the path has a knowledgecircle upon itself, the direction mustagree with the arrow.

Example: The Pattern Knowledgeis Magic (cost 15). The mechanismandresult knowledge is light. Travellingto light costs 5 (two--against the aT­

row-to inanimate forces, and three tolight). Using light as the result costs 3(it cannot go against the arrow).

Additional: U impressing the spellintoanother kindred, tracea path fromthe Pattern Knowledge to Iivmg forces,then to the kindred knowledge.

If impressing the spell into an ob­ject, the path from the PatternKnowledge must go to living forces,then the kindred knowledge that wUlbe able to use the spell (folk for folk,enchanted for enchanted, etc. U thespell can be used by all kindred, theliving forces knowledge circles on it­selO.Thepath then goes tolheelementknowledge which best describes thematerial of the object.

Write down the path and enter the=t.

Mechanism Knowledge: Enter theMechanism Knowledge and the costto get there from the Pattern Knowl­edge. Refer to pages 63-70 of The AysleSourcebook for appropriate mecha-

nisms. Magic is one of the most popu­lar mechanisms because its results arenotread through the PowerPushTable(all other mechanisms are).

Result Knowledge: Enter the Re­sult Knowledge and the cost to gettherefromtheMechanismKnowledge.Refer to pages 63-70 of The AysltSourcebook for appropriate resultknowledges.

Che<:k the Knowledge InteractionChart (Introduction, page 8) to see ifthis pattern/mechanism/result com­bination is allowed.

Casting Method: Choose how thespell will be cast. A direct spell is im­mediately released by the caster andhas a cost of o. A focused spell has acost of 2 and takes effect immediatelyaher the casting and is cast into anobject. An impressed spell has a costof 3 and is memorized, retainedindefinatelyand released by the casterin one second. An impressed and fo­cused spell has a cost of 5. A ward hasa cost of 5 and is cast into an object orperson, to be activated when a certaincondition occurs (explained underAspects).

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Thecastermayalsomanipulateareaand volume for shapes extending be­yond the drcle or sphere while stillremaining within the value of the pur·chased area and volume (essentially,stretching the sphere to form a cube,cylinder or cone). Each item manipu­lated counts toward theOne-on-Manytotal:

Aspects: Aspects are controllableportions of the spell. Determine thenumber of aspects chosen and enterthe One-on-Many cost. Unlike Multi·Attribute, the first Aspect is not free.For more information see The AysleSou,abook, page 74. List all Aspects.List the cost for variable Aspects.

.Change Target - The spell's Effectcanchange targets. Ua spell ischangedto another target, the initial target is nolonger affected by the spell. Duringspell design, the caster chooseswhether the caster or recipient canchange targets.• Effect - The spell's Effect can beturned on and off if the spell is perma­nent. Anyspell'seffectcan be lessonedthrough the Effect Aspect.• Form (elements, mixed forces, prin­dples only) - The caster controls theshape of the spell within the spell'saffect (circle or sphere).

v

Area SpellsManipulationsAreaArea, Form

ShapeRectangleCone

Pattern: The sum of the Area, Vol·ume, Effect and Result Modifier.

Multi-Attributes:Aspe11aHectsoneattribute for free, but additional at­tributes may be bought. All skills gov­erned byan attribute will be increasedby the spell's result points.

SpecificskillsorspedaJabilitiesmaybe affected by buying each one indi­vidually (called derived effects). Readthe spell's result points on the PowerPush Table, and increase the derivedeffects by the final result points.

Any additional attributes, skills orspecial abilities affected must bebought using the One-on-Many (thecost is the number in the ON+I col­umn). List all Multi-Attributes.

Example: A spell is designed to af­fect just Dexterity at no Multi-At­tribute cost (the first attribute is free).

A spell affects DexttTity, Strengthand Toughness. TheOne-on-Manycostfor three attributes (It CharColumn) is6 (I)N+If).

A spell affects Daterity, Strength,Toughness and the dodge and fire com­batskills (theskillsarederived effects).Fiveaffected itemscosts8.ln addition,after the Dexterity, Strength androughness are increased, read the re­sult points through the Power PushTable, and increase dodge and firecombat by the final result points.

A caster may target only some ofthe characters within the area ofeffectif she buys a multi-target and the Ef­fect and ChangeTarget Aspects. Multi­Target costs are figured separatelyfrom Multi-Attribute. Add the One­on-Many cost for the number of char­acters chosen. When the spell is used,if the number of characters in the areais less than or equal, the caster decideswhoisaffected;ifthenumberisgreater,the spell affects all characters in thearea of affect.

Example: A cost of 8 (How ManySucceed/Difficulty Increase column)allows the caster to determine who isaffected if there are six or fewer indi­viduals in the area ofeffect. U thereareseven or more individuals in the area,the spell will affect everyone.

Volume: This value is the radiusfor the third dimension of the spell'seffect (area must also be bought). Un­less otherwise stated, the spell's formwill be a sphere (see Form in Aspects).Area and volume should be equal; ifnot, thespell'smaximum area affectedis the smaller value.

Stolte: Enter the State Total.

Area: This value is the radius forthe two-dimensional area the spell af­fects. An Area may be horizontal orvertical. Unless otherwise stated, thespell's form is a circle (see Form inAspects).

St.1le Tolal: Add up the PatternKnowledge, Additional, MechanismKnowledge, Result Knowledge andCasting Method.

Effect: This is how "powerful" thespell is. Effect can be used for anynumber of things, including damage(fireball spells), and Strength (arm ofair). Effect is usually compared to aquality of the target.

Result Modifier. A Result Modiferis allowed for spells which do not usemagic as the mechanism. Find thespell's effect value on the left columnof the Extended Power Push Table(The Aysle Sourcebook, page 83). Thebonus number in the right column isthemaximumResultModifierthatcanbe bought. See page 7 of the Introduc­tion.

89I.

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:

Area and Volume SpellsShape ManipulationsCylinder VolumeCube Area, VolumeCone Volume, Form

Example: A caster just buying theForm Aspect, with a spell whose areaand volume are both 6 05 meter ra­dius) may make the effect any shapeas long as it fits entirely within thesphere.

By buying just volume, the castermay form a cylinder up to 30 meterslong and 30 meters high. By buyingarea and volume, the caster may makea cube up to 30 meters high, long andwide. Both of these shapes exceed theoriginal sphere, but do not exceed thearea and volume bought with thespell.

-Apportation -If the mage does notcontrol the apportation of the spell, ittravels in a straight line towards thetarget. If apportation is controlled, thespell can travel any path the casterwishes.- Duration - The spell can be turnedoff. Otherwise, the spell cannot beturned off.

These Aspects are variable, and arenot part of the One-on-Many cost:- Accuracy - Accuracy is a bonus tohit the target. The to-hit increase is theaccuracy cost (i.e., a +3 bonus to hitcosts 3).-Wards - Wards use the caster'sdivination skill plus knowledge addsfor whatever is detected to see if theyare activated. The ward costs 8 plusthe knowledge adds.

••90

Disbelief: Transformations or con­jurations which do not use an essence(death, life, true knowledgeor time)asthe pattern or mechanism are illusoryand can be disbelieved. Each pointallocated adds one to the disbeliefdif­findty. Thedisbeliefdifficulty isbasedon the Pattern Knowledge: For theseven kindred and the elements, thedifficulty is 8. For inanimate forcesand living forces (mixed forces), thedifficulty is 12. For the principles(darkness, light and magic), the diffi­culty is 15.

Skill: A modifier determined bythe Pattern Skill:

divirwtion 8apportation 10alteration 13conjuration 16

Control: The sum of Multi-At­tributes, Aspects, Disbeliefand Skill.

Speed:ThespelJ'sspeed.. Fora spellto reach its full range by the time thespell ends, use the following formulafor the minimum speed:

Speed = Range - Duration + 5

Range: The maximum range of thespell's effect. An Area/Volume maybe placed anywhere within the range,but thespell's Effect will neverexceedthe Range.

Apportation:ThesumofSpeed. andRange.

Duration: The spell's duration. A

short duration reduces a spell's diffi­culty.

Generate conjuration, Pattern, divi­rwlion, apporlation and alteration skilltotals by adding the skill, the adds inthe pattern knowledge and the bonusnumber. Enter these totals where in­dicated.

Subtract the knowledge totals fromthe State, Pattern, Control, Appor­tation and Duration. Only the Dura­tion minus Alteration total may belower than -5. Spell characteristics,except Theorems, may not be alteredonce the mage has begun generatingskill totals. Pattern knowledge addsare added to skills only during spencreation. They are never added whencasting spells.

Characters may not spend cardswhen generating knowledge totals;they may spend possibilities.

MagicSkill: Enter the PatternSkill'smodifier:

divirwtion 17apportation ]9alteration 22conjuration 25

PfO(ess Maximum: Enter the high­est total from the column above it(State, Pattern, Control, Apportation,Duration).

Spell Sum: Enter the sum of theentries above it. If the sum is less thanzero, enter zero.

CastTime: A longcast time reducesthe spell's difficulty. lmpressed spells

Page 92: Pixauds Practical Grimoire 1

often have a long cast time becausethey can be sto!"ed in the caster'smemory until they are needed, atwhich time they can be instantly re­leased.

Basic Complexity: The sum ofMagic Skill, Process Maximum, andSpell Sum, minus Casting Time.

TheOf'em Sum: Afte!" the calculat­ing the Basic Complexity, the magesubtracts any bonuses generated withtheorems. According to Aysle magictheory, the use of theorems aids thecaster in pulling the correct magicalpattern from the supernatural.

Mages may apply as many or asfew theorems as they want on a givenspell. Oncea mage begins rolling theo­rem totals, she may notadd or removeany theorems. Fa!" more information,see pages 61 and 62 of The AysleSourcebook. There are two kinds oftheorems: Pattern and Process.

Pattern theorems require compo­nents or actions, and must be strictlyadhered to when casting a spell. Char·acters may not have skill adds in pat·tern theorems.

Process theorems are portions ofthe spell which help characterscontrolthe spell. Characters may have skilladds in process theorems (see columnon Lab Sheet). II a character has all ofthe process theorems ofa spell he maymanipulate it (see pages 78 and 79 ofThe Ays/e Sourcebook).

The character roUs a bonus numberto detennine the how well the theo­rem has been applied. When rolling

theorem totals, all characters (includ­ing Ords) roll again on a 10 or 20. Nopossibilities or cards may be spent ontheorem rolls.

Pattern Theorems-Concentration - The mage mustconcentrate on the spell while it is ineffect or the spell is ended.-Contagion - The mage must have aphysical object representing the targetof the spell.-SpecificContagion-Themagemustpossess something belonging to thetarget. The object may also be used forthe contagion theorem.-Exclusion - The spell uses only apart of the knowledge included in ei­ther the pattern or result knowledge.-Uniqueness - The spell can only beused on one specific individual orobject. Uniqueness automatically al­lows the use of exclusion.-Similarity-Whencasting, thecastermimics the spell's actions or results.-Touch - The spell can only be usedwhen touching the target.-Sell - The spell can only be used onthe caster. Using sell automaticallyallows use of touch.-Voice - The caster speaks aloudwhile casting.

Process TheoremsCast TimeControlDurationRangeSpeedState

Final Complexity: Subtract theTheorem Sum from the Basic Com­plexity. Spells must have a minimumdifficulty, dependent upon their pat­tern skill:

diviruJtion 14apportation 16alteration 19conjllrah'on 22Divide the Final Complexity into

Difficulty and Backlash (Spell Log).

Spell Log: The Axiom Level shouldbe determined based on theCamemaster and the Axiom Descrip­tions (Torg Rulebook, page 93). lm­pressedspeilshaveaminimumAxiom

of 17. The Skill equals the caster's pat·tern skill plus the caster's adds in thepattern arcane knowledge. Mages whowant to cast the spell must have pat­tern skill + knowledge adds equal tothis number. AspeU may be designedat less than the caster's full skill level(so less experienced mages can use it.See page 76 of The Aysle Sourabook formore information). The Bonus Num­ber To must be assigned to Effect,Rangeor Duration. Find Effect, Range,Duration, and Cast Time on the SpellLab Sheet. Manipulation lists the Pr0­cess Theorems used.

Thespell'sdescriptionexplains howPattern Theorems are used, and howthe spell uses game mechanics.

Design Time: The initial observa·tion of the spell takes one hour (deter·mining the spell's cha!"acteristics andgenerating skill rolls). The mage maytry to observe in less than one hour,increasing Pattern by the value of thetime cut short.

If the mage dislikes the skill rolls,he may try to observe the supernatu­ral patternagain inone week, rerollingall skills. This may be repeated as of­ten as the mage likes, but skill rollsfrom previous observations are lost.

Observing a Theorem takes oneweek of time. Additional weeks maybespent, adding the vaJueof the weeksas a bonus (spending six weeks ob­serving the contagion theorem yieldsa +4 bonus). Theorem totals may begenerated multiple times, but all pre­vious rolls are lost.

••91

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FinalCornpkxily itlllphlllp I1lJfJI!fd.IMh •• Difficulty. TIwF'IIIIICom~ty lIIlG1 "'~lrt

faIlawtl lIIiJlinlll'-:Om.tlM 14......... 16AhtnI,... "C.fllfIfllIll 22

FinalComplexity

=Theorem

Sum

BasicComplexity

0-B..'sic

Complexity

Spell:

Backlash: _

Difficulty: -:=========Effect Value:Bonus Num. to: _

Axiom level: _

Skill: _

RUlge: _

Duration: _

Cut Time: _

MUlipulation:

0=0Casting

Time

""~..... -5

MiyNJt~

..... -5

MiyNJtbt..... -5

Miynol bt..... -5

""""~..... -5

Spell Sum(Must bE' 2:0)

+

Skill andpattern

knowledgeadd. andbonuses

SPELLLABORATORY

SHEETVersion the Second

(A.lIcration)

=0-0'=(Statt) (ConjuNltion

+0Process

Maximum(h;ghest lobi

in this column)

., ..... ClI991 w.. Ende.- ............... lovonted 10 phoIo<opy lhll~fof prnonoal_.

Range

0=0-0'=~~ (ApportAtion) (Apporlation,

Duration

0-10'=

Speed

0+

ResultEffect Modifier

+0+0=0-10'=

""2125

(Pflttun) I(Patttrn Skill,

Pattern SkillDisbelief Cost

+0+9=0 - 0,=~Miny- ) (Control) (Divination)

<I'll ~

Result Knowledge

Pattern Knowledge

AdditionalPilth cost if impressed into object or other kindred

Mechanism Knowledge

StateTotal

Casting Method

Area Volume

0+0

~Miny­

IAttribuleI (first is Ire-"I>ri"" ...., II-I--'==--'1

MuJti.Tlrgd

Pattern Skill:

8~JO-.-, IJ

16

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IndexPage numbers alone refer to this volume; all spells whichwere given in the Pixaud sampler in The Ayslt Sourcebook areonly listed here. TWB= Torg World Book .TRB=Torg Rulebook.

AAbrasion 22Aeluin's Water Valley 84Altered Fireball 78

TRB 116Altered Fireball (Improved.) 78Animal Shield 54Animate Calem 60Animate Skeletal Warrior 61Arm of Air 72Armor of the Draconis Metallica 80Astral Self 64Attack's Instant Immolation 78Awaken 43Away Sight 27, TRB 116

BBaby-Sitter 59Banish Demon 61Banish Dragon 59Banishment 16Bath of Death . 84Bind Demon 61Black Bart's Deadly Darts 22Bleeding Blade TWB 30Blink Walk 17Boiling Blood TWB 16Brittle Walls 76Bullet................................. . 80, TRB 116

cCall Forth Spirits of Earth 17Carminstalbolous' Conductive Cover 31Cast Lasher 31Change to Falcon 64Charm Bird 51Charm Elemental 57Charm Person 44, TRB 116Cleanse 85, TRB 116Cleanse Area 31

Command Obedience 44Communicate with Animals 54Communicate with Birds 55Conceal Evil 22Conjure the Bouncing Hordes of Doom 11Conjure Elemental 57Conjured Fireball 78, TRB 117Control Golem 62Control Lycanthropy 59Corgain's Gill Spell 85Create Giant Avian Servant 53Create Dark Cloud 72Create Fear 22Create Homunculus ... 12Curse of Infinite Shapes 14

DDagger Draw 80Dagger Throw 80Dark Cloud 24Dark Cloud Familiar 72Demon Soul Ring 62Destroy Magic 31Detect Fish Schools 50[)etect Folk Evil 24Detect Living Beings 45Detect Magic 32Detect Truth 65Devil's Pit 32Diminished Senses 45Disguise Self 65, TRB 117Dispel Magic 32Dispel Magic Fire 39Ooelaran's Door of Shooting Fire 32Oust to Water 76Dvergamal (Voice of the OwarO TWB, 31

EEagle Eye 53Earth Shield 76, TRB 117Earthly Arms 76Element Shaping 17Enchant Annor 39Enchant Bow 39Enchanted Error 33Enchanting Growth 13

.-93

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Enhance Horse 54Enhanced Aura 45Eradicate Fear 27Erase from Mortal Memory 18Ethereal Fonn 66Exorcise Ghost 62Extradimensional Gate 18. TRB 117

FFacade of Normality 45Fields of Death 24Fiery Visions 79Fighting Whirlwind 73Find Pearl 50Find Things 39First Aid 46Fish Eyes 50Fish Grab 50Rame Summons 79Rickering Fire Shield 79Rooter 73, TRB 118Roor of Binding 33Rowers of Frustration 15Rowing Shapes 15Fly 53, TRB 118Fog 85, TRB 118Folk Repelspell 66FooI's Gold 81Free Spirit 18Freeze Time 15Frigid Air 74Frost Bridge 40Frost Hair 85Funtari's Fantastic Fireworks 28

GGain Language 66, TRB 118Gain Sense 46Guardian Spirit 24Glue 40Grave Assistance 10

HHaste 66, TRB 118Hatchery 51Heal 46Heat Object 33Hibernation 13

••94

Hidden Tracks 19Hide from Magic 33Houndscent 66

IIce Bolt 86Imprisonment 33lmproved I::>exterity 46Improved Magical Strength 47Increase Charisma 67, TRB 118Increase Weight 40Insect Repellent 55Invisibility 19Invisibility to Undead . 67

JJump 67, TRB 119

KKeen Blade 81Kelfain's Sword Shatter Spell 81

LLanguage Enhancer 28Lenfrieu's Spell Staff 83Light Amlor 41Light Levitation 47Lightning 41, TRB 119Light Writing 28Lodestone 81Low Spirits 25

MMadness TW"B 16Mage Dark 26, TRB 11Mage Light 28, TRB 119Magic Ladder 34Magic Marker 41Magic Repulsion 34Major Eraser 41Marker Barnacle 51Maungo's Malidous Mastiff 26Maungo's Magic Magnet 34Maungo's Mind Madness 26

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New Hope 29

N

p

<Jchia)'s Raming Circle 79Open Lock 82, TRB 119

Talking IJead 11Tame Horse 57Tame Pegasus 60

T

Rocket 42Rot of the Grave 10Ryggin's Steel Bands 36

sScarebeast 55Scarecrow 53Scrying Eyes 20Sense Abilities xxSense Life 14Sense Undead 63Shadow Bats 27Shards of Ice 36Shear Sheep 56Shield of Light 30Silence 68Sixth Sense xxSlow 68, TRB 120Snail Wit 69Soothe Animal 56Spatial Feelings 20Speak to Enchanted 59Spell Bouncer 36Spell Lock 16Spell Snatcher 37Stay Voice TWB 31Stealth Walk 69, TRB 121Steel Shower 82Stone Tunnel 77, TRB 121Storm Kill 42Strength 69, TRB 121Suggestion 48Summon Bird 54Summon IJemon 63Summon Hero .. 69Summon Kraken 51Summon Pegasus 60Summon Scholar 21Sunder Spirit 69Sun Flower 83Sunstore 30, TRB 12Sweet Dreams 30Sweet Water 86, TRB 121Sylph Call 21

.............................. 77

.............................. 77

R

QQuicksand .Quixal's Awful Burial .

Rainbow Bracers . 29Rainbow Bridge 29Raise Skeleton . 63Raise Zombie 63Ravages of Time 16Restore Limb 29Rinaldo's Resounding Racket 36Ritual of Mind Preparation 68, TRB 120Ritual of Perception Preparation 68, TRB 120

Maungo's Magic Message 34Mighty Mouse 55Minor Eraser 41Mirror of Other Worlds 19Multiple Images 28Multiple Selves TWB 31Murgee's Energy Drain.. . 47Mystic Shield . 35Mystic Star . 36

Paralyzation . 55Pathfinder 76, TRB 119Persuasion 48Phantom Darkness 26Plant Shackles 83Possession 67Possibility Shadows 67, TRB 120Precious Metal Plate 82Prismatic Alteration 42Protection from Undead 68

a

I.

95

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Telekinesis 42

ft~E:;~~~:::::::::::::::::::::::::::::::::::::::::::::::::::::::~:*Thorn Staff 84Throrvald's Tracker 71Tracker TRB 121

~~n~~~~.~.::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::Touch of Healing 14Transmute Lead to Gold TWB 16True Light 21, TRB 112Turn to Stone TWB 31

vVigor 49Visions of [)eath 11Visions of the Past 16Visual Aid 43Voltol's Little Bird 30Vorgal's Metal Tale 82

wWall of Air 75Water Bubble 87Water Scry TWB 31Water Spray 87, TRB 122Weakness 70, TRB 122Weather Control 75, TRB 122Whiteboard 43Windy Ears 75Winged Horse 57Withering Touch 27

y

Yield Pearl 51

zZephyr of Flight 75Zero Light 31

•• 96

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A Supplement for

RD3 Box 2345Honrsd.ue, PA 18431

20559

P1XAUD'S PRACT1CALGR1M01Rf

Buy it. Read it. ThrIYW same spells. Take backlash. Enjoy.-Kenipot

Pixaud's Practical Grimoire was the life's work of Pixaud, SecondDean of the Academy of the Four Towers. Inside the Grimoire are:

• Over 150 new spell descriptions;

• Revised versions of popular spells from the Aysle Sourcebookand the Torg Rulebook;

• An index to the spells of Aysle, including those in the TorgRlIlebook, the Torg Worldbook, and the Aysle Sourcebook; and

• An introduction that supplements the Magic System ofAysle and supplies tips for players and gamemasters alike.

All this, and the helpful annotations of two Master Magicians:

Probably one of the most helpful guides to modern magic lise in exist­ence today. I recommend it for journeymen and masters alike.

-Zelephest

Collected and Edited bythe Academy of the Four Towers

Before Uthorion, before Ardinay, there was Pixaud ...

Pwl4d's Pradialf Gnmoirr~ pa.rt ofror.!. an eptc gameof adventure, magic iuKl IIltered reality. Thts volumedescribes spells and spell design tosupplement the realmof A)'!ile. T'hi5 book was C'S'Nted before the Pc.ibllityRaKlt'TS camE' to Aysle ~nd contains knowll!dge tNt pre­dates written histoTy_ Represenhng perhapl the n....t at­tempt by the mages of the mystiall IWIlm at Unity ilndcentralization of knowledge. the GnMOlrt' has S1~ be­come the standard by whkh all other texts.tt' JUdged,

For ages 12 and up.

Roleplaying the Possibility Wars TM

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