Copyright 1984-2001 FileMaker, Inc. HBAM2016AUG95HPro 5.0*j>k€ AD  G A B!PR JU_isACE@@" BBJ" A# A$ A% A& ' C( A) A* + A,-[. B/0 B1 A2 A3 A4 A5 A6C7 A8 A9Y: B;\< A=>L?A@ BAB\C AD! AE"FF BG# AH$ AICJ% AKCL& BM' AN\O( BP) AQCR* ASLT,U AV-KW. AX/ AY0Z B[1 A\2]3E^L_4\`5 Ba6 AbCc8 Ad9\e;Ef< Ag= Ah>  @  dHBAM3016AUG95@  AAHP LaserJet 1100? dXXLetter.HP LaserJet 11002xeIJ@ENNqXDWp.rd!*U (H. '%9k~_/GI^ @&" d3l9J[2AN)%"m~%l2[ݎ3ZҠ^R_ӈCcc'H/Ɲ?z|B&7tRT)^1?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ P4BUUX kr ,YesNo-den   :MArial MS Sans Serif !OPQRST wARangeB GATimeB G  @@@A Layout #1A Layout #1B$$$$@8A kr ,YesNo-den   :B  C kr ,YesNo-den   :D  E kr ,YesNo-den   :F  G kr ,YesNo-den   :H  I kr ,YesNo-den   :B ConvocationDLevelFTitleHBonus effect ML limitJ Bonus effectsLDatabase entry sourceN DB: revisionP DB: serialRDB: userT DescriptionVDescription for listXDurationZ gCurrent_row\ gImport_Row^gList_1`gNumber_of_rowsbgSpellbook_importd gSpell_bookfgSpell_book_ownerh gSpell_CLj gSpell_cnvl gSpell_namen gSpell_SBp gSpell_SIrkeyDummytLevel in alphavRangexTime @BBAp  !"#$%&'()*+,-./01234567pB46            ! ! J  K kr ,YesNo-den   :L  M kr ,YesNo-den   :N  O kr ,YesNo-den   :P  Q kr ,YesNo-den   :R  S kr ,YesNo-den   :T   U kr ,YesNo-den   :V  W kr ,YesNo-den   :X  Y kr ,YesNo-den   :Z  [ kr ,YesNo-den   :\  ] kr ,YesNo-den   :^   _ kr ,YesNo-den   :`  a kr ,YesNo-den   :b  c kr ,YesNo-den   :d  e kr ,YesNo-den   :f  g kr ,YesNo-den   :h   i kr ,YesNo-den   :j  k kr ,YesNo-den   :l  m kr ,YesNo-den   :n  o kr ,YesNo-den   :p  q kr ,YesNo-den   :r   ?s kr ,YesNo-den   :t  u kr ,YesNo-den   :v  w kr ,YesNo-den   :x  AOdivsheB6CRain of AlandisDCML 60+CML 70+CML 80+EFThe caster can move the rainclouds to line of sight if still chanting.UThe caster can choose the intensity of the rain independently of the current weather.The caster can choose to create thunder in the rainclouds, however can not be used as a weapon since the caster has no control of the thunderbolts.F User input AAn area enchantment which condense air and existing clouds to create rain over a small area for example some farmlands. The intensity, duration of the rain and time to gather the clouds depends a lot on the existing weather. Clear sky: Time: 40 - CIS min, Dur. CSI x 1 min, CS: Normal Rain, MS: Easy Rain Few clouds: Time: 30 - CIS min, Dur. CSI x 3 min, CS: Normal Rain, MS: Easy Rain Many clouds: Time: 20 - CIS min, Dur. CSI x 5 min, CS: Heavy Rain, MS: Normal Rain No blue sky: Time: 10 -  ~"# $"%$&&'((*),*.+0,2-4.6        "$&(*,.0246            ! ! QE()L*+E,-P./S01HFJ23@45_67f8  C - W  CC%\%D&7 ).7 8I!;.I"J[#MH[$\m%_+m&n'qP A)E)*;-c;<M?iMN_ cQ _`q c c>q Br u  FQ U K @ ABCDEFGHI J K L M NOPQRSTUVWXYZ[\  B                          c  f q  t " K[Odivshe, LV 6]L'See table above, CSI x 1/3/5/10 minutesY"1"ZVI[Self / CSI x 100/200 meter\*See table above, 40/30/20/10 CSI minutesANeutralB1CRead Magical ScriptDCML 70+CML 80+E/Reading Speed increased to 200 words per minute/Reading Speed increased to 250 words per minuteF User input AAllows the caster to understand the meaning of any writing or runic devices specifically associated with the casting of Convocational Spells. It also identifies any such writing or runes that have been imbued with latent magical energy. It does not reveal the nature of this kind of writing, only that they are magically charged and potentially dangerous. Base reading rate of script is 150 words per minute.K[Neutral, LV 1]L10 Minutes per CSIY"1"ZI[Personal\15-CSI secondsANeutralB1C ResistanceDCML 60+CML 80+EPenalty increased to 5 %.Duration ML secondsF User input5 B-CIS min, Dur. CSI x 10 min, CS: Heavy Rain, MS: Normal Rain The rain occurs above the caster and the range is CSI x MS: 100 meter CS: 200 meter. The caster must stay and chant during time until the first raindrops, thereafter the caster can move while the rain is inmobile and uneffected of any wind.@A-             $  ' 2  = >  C R  V d  h u  x       !  P12A[{Hlandors Lamp}{Lyahvi}{1}{66}{Tome1}] [{Setaths Lures}{Lyahvi}{1}{66}{Tome1}] [{Hlandors Brilliance}{Lyahvi}{2}{61}{Tome1}] [{Taneths Blurring}{Lyahvi}{2}{61}{Tome1}] [{Entorras Reflections}{Lyahvi}{3}{56}{Tome1}] [{Nolars Rainbow}{Lyahvi}{3}{56}{Tome1}] [{Prism of Gethan}{Lyahvi}{3}{56}{Tome1}] [{Mage Mark}{Savorya}{1}{51}{Tome2}] [{Magic Hand}{Neutral}{1}{59}{Tome3}] [{Read Magical Script}{Neutral}{1}{59}{Tome3}] [{Resistance}{Neutral}{1}{59}{Tome3}] [{Feel}{Neutral}{3}{49}{Tome3B}] 12RGTome1 Tome1 Tome1 Tome1 Tome1 Tome1 Tome1 Tome2 Tome3 Tome3 Tome3 Tome3SNarrides DeithalT1 1 2 2 3 3 3 1 1 1 1 3UXLyahvi Lyahvi Lyahvi Lyahvi Lyahvi Lyahvi Lyahvi Savorya Neutral Neutral Neutral NeutralVHlandors Lamp Setaths Lures Hlandors Brilliance Taneths Blurring Entorras Reflections Nolars Rainbow Prism of Gethan Mage Mark Magic Hand Read Magical Script Resistance FeelW14 15 16X#66 66 61 61 56 56 56 51 59 59 59 49`stance}{Neutral}{1}{59}{Tome3}] [{Feel}{Neutral}{3}{49}{Tome3B}] RGTome1 Tome1 Tome1 Tome1 Tome1 Tome1 Tome1 Tome2 Tome3 Tome3 Tome3 Tome3SNarrides DeithalT1 1 2 2 3 3 3 1 1 1 1 3UXLyahvi Lyahvi Lyahvi Lyahvi Lyahvi Lyahvi Lyahvi Savorya Neutral Neutral Neutral NeutralVHlandors Lamp Setaths Lures Hlandors Brilliance Taneths Blurring Entorras Reflections Nolars Rainbow Prism of Gethan Mage Mark Magic Hand Read Magical Script Resistance FeelW14 15 16X#66 66 61 61 56 56 56 51 59 59 59 49 Bavorya, Lvl. 3] [Wisdom of Usela, Savorya, Lvl. 3] [Enesins Quill, Savorya, Lvl. 4] [Farohs Touch, Savorya, Lvl. 4] [Korbins Exchange, Savorya, Lvl. 4] [Bolt of Mintora, Savorya, Lvl. 5] [Arrow of Utern, Savorya, Lvl. 6] [Knife of Kasrith, Savorya, Lvl. 7] [Tongue of Bywan-Koh, Savorya, Lvl. 7] [Mikaads Ward, Savorya, Lvl. M] [Survans Key, Savorya, Lvl. M] [Mage Mark, Savorya, Lvl. 1] [Remove Script, Savorya, Lvl. 2] [Mindread, Savorya, Lvl. 3] [Clairvoyance & Clairvoyance, Savorya, LCvl. 3]#JThis spell temporarily imbues the subject with magical energy that defends against physical and mental attacks. Spells and attacks directed at the subject suffer a 3 % penalty.K[Neutral, LV 1]L1 MinuteY"1"ZI[Touch\15 - CSI SecondsANeutralB2CFynrhads ShieldDCML 70+E Duration x 2F User input AOThis spell creates a circular, invisible shield in front of the caster. The shield has a diamter of CSI feet, and moves with the caster. The shield is centered on the casters mid-section. It provides protection equivalent to Ring-Mail for every body location in an frontal attack. The shield provides no protection from rear or flank.OK[Neutral, LV 2]L CSI RoundsY"1"ZII[Personal\15 - CSI SecondsANeutralB2CFynrhads PorterF User input "$U AThis spell creates within Range a concave circular plane of force. It always remains horizontal and floats about three feet above the ground. It is four feet in diameter and two inches deep at its centre and can support 110 lbs of solid material or two gallons of liquid or gas. It has a MOVE of 10. Porter dissipates if the duration of the spell expires or if the mage moves beyond Range.K[Neutral, LV 2]LCSI x 15 MinutesY"1"ZII[CSI Feet\15 - CSI SecondsANeutralB1C Magic HandDCML 60+CML 80+EDuration CSI x 5 secondsDuration CSI x 10 secondsF User input #%{ AThis spell allows the caster to move or lift an inanimate object from a distance, using the power of the mind. The target object must have no aura (spell cannot affect people, animals or magical objects) and cannot even affect objects held or handled (due to leakage of residual aura into the object). It is not possible to move a part of an object. The stone of a ring cannot be moved without the rest of the ring. Two or more objects cannot be made to occupy the same volume of space. The B    >K[Savorya, LV 2]LNoneY"1"ZII[Touch\(15CSI) x 4 seconds ASavoryaB2CUselas PerceptionDCML 35+CML 70+(* ATouch no longer required. Caster can monitor an individual, or the general environment, within ML feet. The caster can freely alternate between monitoring his environment (within ML feet) or any individual within this range. More detail is generally required when monitoring an individual. When monitoring the environment, the caster is generally unaware of the orgin of the thoughts and emotions he receives.YEnchantment may be laid on a person touched by the caster (making that person sensitive).F User input )+ AA self-enchantment which allows the caster to monitor surface emotion in any/all persons he touches. The basic spell detects only strong emotions such as anger, hostility, love e t c. With improved masterym the caster may be able to analyze the emotion and even pick up visual images from subject minds. The caster is most sensitive to emtoions about himself. This spell demands considerable GM discretion. Special Bonus: A subject with Sensitivity talent adds his Sensitivity CSI to the casteBrs EML.@A>    >K[Savorya, LV 2]LMS: 20 seconds / CS: 1 minuteY"1"ZII[ Self / Touch\(15CSI) x 5 seconds ASavoryaB3CScroll of PasaltDCML 50+CML 70+CML 90+E-Touch no longer requried. Range is CSI yards.vThe caster may, at his option, produce writing free of any magical residue, and indistinguishable from normal writing.*,7 oEnchanted objects may be affected. Scrolls Duration cannot exceed that of any prior enchantment on its object.F User input AA spell which causes writing to appear magically on a scroll or other written work held by the caster. The spell cannot work on enchanted objects. The basic spell leaves a detectable magical residue, if this is removed, the writing vanishes. The number of characters that can be written in a single casting is determined by mastery, and is for a typically complex alphabet, about ML characters per minute. The Time shown is the startup requirement, add more time for the amount written as deBsired by caster.K[Savorya, LV 3]LIndefinite / See CML 91+Y"1"ZIII[Touch / CML 50+ CSI yards\%(15CSI) x 3 seconds (+ writing time) ASavoryaB3CWisdom of UselaF User input +- AThis spell may only be cast immediately following Violet Eye [Savorya/I] (or some similar divination) and extends the lenght of the orginal trance. The purpose of the spell is to elaborate and enchance understanding of knowledge already obtained. Wisdom of Usela may also reveal hidden knowledge. MS will (at least partially) reveal ordinary secrets. See Mikaads Ward [Savorya/M] for guidelines concerning the revelation of magically hidden knowledge. CS will reveal at least that there is hidBden knowledge involved. If the preceding Violet Eye was a CF (and produced false information) successful Wisdom will do no more than reveal the falsity of the orginal results. CF with Wisdom of Usela will reveal nothing (no lies). This spell may not be used to reveal the future.K[Savorya, LV 3]Ln/aY"1"ZIII[n/a\(15CSI) x 2 minutesASavoryaB4CEnesins QuillDCML 60+CML 70+CML 80+CML 90+EICS will warn the caster if the work is Rigged and permit safe aborting.,.HMS/CS warns the caster if the work is Rigged and permit safe aborting.(Spell can be cast without pen/ink e t c.wA caster with this level of mastery can cast the spell more than once on a given written work (effects are cumulative).F User input AAn enchantment by which the caster improves the condition of a written work. Pen and ink (or other appropiate media) is required. The general effect is to improve legibility based on the orginals authors intent (GM discretion). The spell cannot affect Rigged works. With MS the works Condition is increased by one level (eg. from Poor to Fair), with CS by two levels (eg. from Poor to Good). (See: Harnmaster Treasure.) The spell can be used only once on a given written work (this prevent Bany mage from using such a spell a second time). The spell has no effect on the Script/Language, so the caster may not be able to read a document, even after it is fully restored.K[Savorya, LV 4]LMS: Indefinite / CS: PermanentY"1"ZIV-/[Touch\)(15CSI) x 5 minutes per page (200 words)ASavoryaB4C Farohs TouchDCML 40+E-Touch no longer required. Range is CSI yards.F User input AAn enchantment which creates or weakens a prejudice in a subject touched by the caster. The caster and subject must engage in conversation (subject not relevant) for the entire Time to Cast. The effect of this spell is highly variable and its use demands GM discretion. It is generally easier to create a positive prejudicethan to elimante an existing one. Touch might, for example be used to favorable dispose a subject towards the caster personally, or towards an idea he is proposing. Critic.0 Bal Success achieves better results. While Farohs Touch does modify the subjects personality, it cannot perform major changes. If a given prejudice is well-seated, the spell cannot normally remove it. A kings disinclination to hand his crown to the first vagabond that asks for it is, for example too strong to overcome. Successive CS castings may, however break down even such prejudices as these. The victim can test 1xAura or Sensitivity talent to detect the attempt at enchantment. If tCRhe enchantment is laid indefinitely, dispelling it will restore the subject fully..K[Savorya, LV 4]LMS: Indefinite / CS: PermanentY"1"ZIV[Touch / CML 40+ CSI yards\(15CSI) x 2 minutesASavoryaB4CKorbins ExchangeDCML 40+CML 50+CML 60+CML 70+CML 90+EThe effect can be made bi-directional - each party experiences the others sensation. This is also disorienting for the subject.?The enchantment can involve two subjects other than the caster./1,Touch no longer requried. Range is ML yards.%Spell may act on four senses at once.The spell may be made to act on Sensitivity talent and or Aura, in so far as Aura is used as a sensory attribute (which it sometimes is, especially in the absence of Sensitivity).F User input AAn enchantment that permits the caster to experience the sensations of the object person or animal. The caster declares a specific sense (Eyesight, Hearing, Smell/Taste or Touch) and touches the subject. Thereafter for Duration the caster experiences his objects sensation with regard to the designited sense (ie. he sees through the subjects eyes, or hears through his ears e t c.). The effect is disorienting for the caster who retains his own senses, he normally stands or lies quietly for02 B Duration. A special penalty is applied to physical activity for each affected sense: EYE -30, HRG -15, SMT/TCH and or AUR -5. If the subject is separated from the caster by more than SI leagues, the enchantment is broken.K[Savorya, LV 4]L%MS: CSI minutes / CS: CSI x 3 minutesY"1"ZIV[Touch / CML 60+ ML yards\(15CSI) x 5 secondsASavoryaB5CBolt of MintoraDCML 45+CML 70+CML 80+E,Touch no longer required. Range is CML feet.\Caster can broadcast the effect. Everyone (except the caster) within SI yards is affected.ACaster can exclude up to three persons from the broadcast effect.F User input 13 AAn enchantment which causes a single victim touched by the caster to suffer Aural Shock. In this condition, the victim is unable to use any Aura dependent talents or skills, including spells. Once the enchantment is laid, it lasts indefinitely. Once a minute (MS) or once every thress minutes (CS) the victim tests 1xAura (with 1d100) to recover. Special Bonus: A caster with Mental Bolt talent may add its SI to EML.@A> ]  k >K[Savorya, LV 5]LIndefinite (see above)Y"1"ZV[Touch / CML 45+ CML feet\(15CSI) x 2 secondsASavoryaB6CArrow of UternDCML 40+CML 50+CML 60+E,Touch no longer required. Range is CML feet.Effect may be broadcast, to all entities within range, with reduced effect (subtract one d6 from fatigue accrual and shock roll). The caster is personally immune.LCaster can exclude up to CSI individuals from the broadcast effect (CML 50+)F User input 24 AiA spell that inflicts a powerful psionic shock on a single victim. With MS, the victim accrues 4d6 Fatigue Points and makes an E4 Shock Roll. With CS, the victim acquires 5d6 Fatigue Points and makes an E5 Shock Rol. The basic spell requires that the victim can be touched. Special Bonus: A caster with the psionic talent Mental Bolt adds its CSI to Arrow EML.i@A>   " >K[Savorya, LV 6]Ln/aY"1"ZVI[Touch / ML 40+ CML feet\15CSI secondsASavoryaB7CKnife of KasrithDCML 35+CML 70+CML 80+E,Touch no longer required. Range is CML feet.Caster can, at his option, permit the victim to retain designated bodily functions, for example speech, or walking. This would allow the caster to converse with the victim or lead him around by the hand.8Caster can activate/deactivate bodily functions at will.F User input 35 AAn enchantment which servers the spirit and mind of a victim touched by the caster from his body. Automatic body functions continue normally, hence the victim can see, hear, smell, taste, ande feel normally, and can also chew/digest, but is unable to operate most muscles (eg. his limbs) and requires feeding e t c. Such personality can perform psionic/magical actions if he were disembodied. The victim tests 2 x Will (MS) or 1 x Will (CS) to avoid the effect.K[Savorya, LV 7]L IndefiniteY"1"ZVII[Touch / ML 35+ CML feet\(15CSI) x 3 secondsASavoryaB7CTongue of Bywan-KohDCML 70+EKEnchantment can be laid on a person other than the caster (touch required).F User input 46 AA self enchantment which causes the caster to seem perfectly reasonable to anyone with whom he converses. With this spell the caster can convince guards to let him pass or shop keepers to hand over their products as gifts (this might be considered illegal in som jurisdictions, and is certainly against the laws of the Shek-Pvar). The spell works by making suggestions to the victim. If the suggestion is not unreasonable, he accepts it automatically, otherwise he tests 2x Will (MS) or 1x WiBll (CS) to refuse. The victim may be distressed if he is unable to satisfy the caster. A victim who achieves CS on a Will test is no longer affected, but will not automatically act against the caster. This spell demands considerable GM discration.K[Savorya, LV 7]L%MS: CSI minutes / CS: CSI x 5 minutesY"1"ZVII[ Self / Touch\(15CSI) x 5 secondsASavoryaBMC Mikaads WardE(None)F User input 57 AA spell to protect a designated secret from discovery by divining spells and psionic talents. Caraks Ward cannot prevent knowledge being gained by mundane means, nor remove information from someones memory. A ward is rated at CSI (MS) or CSI +3 (CS) levels. Ward level should be modified according to the number of people who know the secret. This modification is dynamic and may fluctuate. Hence, if a secret is known by three persons a Ward is modified 1. If one of them tells a friend, Bthe Ward is modified 2. If one of the four kills the other three, the Ward is now modified back to +0. The GM is advised to keep track of the Ward level and the number of persons who know the secret (at least in general). Facts known by more than 128 people are not secrets and cannot be warded. People Ward Level Knowing Modifier 1 +0 2+ 1 4+ 2 8+ 3 16+ 4 32+ 5 64+ 6 128+ n/a A warded secret cannot be discovered by arcane means (divination) until the Ward is removed. Any68 C|one who knows of a Wards existence may attempt to dispell it. The original caster is immediately aware of a dispelled ward.X@A>   > >K[Savorya, LV M]L IndefiniteY"1"[n/a\15 - CSI hoursASavoryaBMC Survans KeyDCML 50+CML 80+EThe caster has the option to leave the Ward in place, that is to divine the hidden knowledge without unwarding it. The Wards caster will be aware that someone has learned the hidden knowledge.The caster does not count as a person who knows the secret, even when he learns it. This means that the caster can unlock the ward, divine the hidden knowledge, and lock the ward back up, all without the Ward-caster becoming aware of the intrusion.F User input 79 AA spell to unward hidden knowledge (See Mikaads Ward Savorya/M). Survans Key unlocks hidden knowledge so that the caster (only) can, subsequently, divine it. Success with Key, immediately increases the number of persons who know the secret by one (the caster). This may reduce the Wards level. Whether or not this is the case, the Wards caster will know that the Ward has been broken. Survans Key will only work on a Ward that is of Lower Level than itself.K[Savorya, LV M]Ln/aY"1"[ Unlimited\!(15 - CSI) x 10 minutes per levelASavoryaB1C Mage MarkDCML 80+EPThe mark can be rendered as invisible (revealed by the spell Feel or Read Magic)F User input 8: AThis spell allows the caster to leave their personal sigil or device upon any object or even upon living flesh. This device is no larger than six inches in height and width and does not damage the material in any way. If places upon targets with a distinct aura (living creatures and magical items) the mark fades and diappears within CSI days. Otherwise, the mark is permanent and cannot normally be dispelled by anyone other than the caster.K[Savorya, LV 1]L PermanentY"1"ZI[Touch\15CSI secondsASavoryaB2C Remove ScriptDCML 60+AMagical writings (including Mage Mark) can be removed. CF: This result when trying to erase magical wards will cause the activation of such wards@A> 7  ; >F User inputJThis spell removes non-magical writing, glyphs, runes and sigils form an area of two feet square. Only the caster can touch the writings or the spell terminates.K[Savorya, LV 2]L Instantaneous9;Y"1"ZII[CSI Feet\15CSI secondsASavoryaB3CMindreadDCML 70+CML 80+CML 90+E- 5 % to Will Check-10 % to Will Check-20 % to Will CheckF User input AThe caster can detect the surface thoughts of the majority of conscious creatures with an INT of at least one. If the mage is unaware of who or what he is looking for it takes some time to find and home in on targets: Round 1: Caster reaches out and identifies presence of Auras within range. Round 2: Caster shifts through multiple Auras and determines highest to lowest. Round 3: Caster can attempt to enter target mind. Note that creatures being subjected to the spell receive a Will Check:< B x 2 to negate its intrusion. Normally the subject of the spell is unaware of the attempt to mind-read. The caster picks up what the creatures main concerns of the moment are when successfully entering the target mind. This takes one round and the caster can then withdraw and select a new target, repeating the process until the spell expires. Any information provided is at the GMs discretion. In addition to range requirements, the spell is blocked by one inch of metal, one foot of stoneC` or three feet of wood or dirt. The minds of the Undead and Deities (minor and major) are immune to mind reading. CF: Subject (if intelligent enough) is aware of someones mind touching his or her own. Most common folk will be simply be spooked; more learned people would be highly suspicious, while another mage will definitely know what is going on.<@A> O  S >K[Savorya, LV 3]LCSI x 30 sekunderY"1"ZIII[CML Feet;=\35CSI secondsASavoryaB3CClairvoyance & ClairvoyanceDCML 90+E4Both Clairaudience and Clairvoyance can be combined.F User input A2Allows the caster to extend their awareness to any location personally known or obvious to them and see or hear (not both) what is currently transpiring there. The location must be in the same world (plane) as the caster. The caster must remain stationary and not take any action during the spell effects.2K[Savorya, LV 3]LCSI x 10 SecondsY"1"ZIII[Same World (plane)\15 - CSI HoursANeutralB1C Ear of PvaraDCML 65+CML 85+CML 90+CML 95+EUThe caster may place the enchantment on a person other than himself (touch required).,Touch no longer required; Range = CSI yards.qThe effect becomes universal - The subject will understand any intelligent language in his vicinity for Duration.cLimited understanding of unintelligent or semiintelligent creatures is possible (at GM discretion).F User input <> AA self-enchantment that enables the caster to understand a single, specified other person in the absence of a common language. The basic spell establishes a special relationship between the caster and the designated other person, and cannot be expanded to include others. This is not true telepathy, and is not subject to psionic interference, nor does it affect sound(s) heard by anyone but the caster. Ear of Pvara does not enable the designated other person to understand the caster. The dBepth of understanding depends on the success level achieved with Ear. MS allows communication roughly at the level of eight-years olds. Undertstanding with CS is complete. Regardless of success, this spell will not make an inarticulate person suddenly articulate.K[Neutral, LV 1]L%MS: CML minutes / CS: CML x 3 minutesY"1"ZI[ See above\20-CSI secondsANeutralB1CVeil of NashalDCML 50+CML 85+EJThe spell may be cast on another person or creature touched by the caster.=?*The veil may be cast on inanimate objects.F User input AA spell to protect the caster from enchantment by reducing the ML of the first spell directed specifically at him (by 10). Veil works against one spell and then dissipates. The spell cannot distinguish between friendly, neutral, and or hostile enchantment. Multiple veils may be cast on the same object, but they will work one at a time, on consecutive spells, not cumulatively against the same spell. Veil cannot be combined with any other protective enchantment. Until the caster has attaiBned a sufficiently high level, his own magic is also affected by Veil. The EML for any spell he attempts while wearing a veil is reduced by 10 - CSI. Hence once he attains a CSI of 10 (with Veil), he is no longer hindered by the Veil. If the caster is wearing multiple Veils they hinder his castings (of another spells) cumulatively. To overcome this effect, the caster may dispell the Veil at no cost at any time.K[Neutral, LV 1]>@L%MS: CML minutes / CS: CML x 3 minutesY"1"ZI[Touch\30-CSI secondsANeutralB2CPower of DarasDCML 85+EIf he is constructing the artifact himself, the caster may install a Psionic talent possessed by anyone involved in the manufacture of the artifact.F User input AThis spell is used to install a caster-designated psionic talent (possessed by the caster) in an artifact. The talent is considered a major power and occupies three points of Ego/will. Care should be taken to insure that any talent installed in an artifact is compatible with its Convocation, Morality, and Purpose (if any). The Mastery Level of a talent installed in an artifact with Artificial Personality is 5 x Ego and cannot be developed. Fatigue form the use of the talent is drawn froBm the artifacts wielder. The Duration of the installation is indefinite unless the spell is cast on the artifact as it is being created.xK[Neutral, LV 2]LIndefinite / PermanentY"1"ZII[Touch\15 - CSI hours?AoANeutralB2C Talins BaneDCML 75+EFCaster can influence the nature of the Enchantment (at GM discretion).F User input AAn enchantment which enchances the power(s) of an artifact when used in a specific type of situation. Bane is a major power and can only be installed in a major artifact. It occupies one point of Ego/Will. Talins Bane can only be installed in an artifact in which Talins Eye (or some similar spell) has been installed, and the object of the Eye and that of the Bane must be the same. That is, if Talins Eye were installed to allow the artifact to detect gargun, Talins Bane would enchanc@B Be the artifacts powers when it is used against Gargun (only). This spell cannot be installed in an artifact with a Natural Personality. The effect of the enchancement is randomly determined at GM discretion. A sword, for example, might inflict an additional point or two of impact when striking its object, and so on. Bane cannot install new powers, only enchance existing ones. If the Bane power is installed as the artifact is being made/grown/etc, its Duration is Permanent, otherwise it Cis Indefinite.K[Neutral, LV 2]L"Indefinite / Permanent (see above)Y"1"ZII[Touch\(15 - CSI) x 30 minANeutralB2CTouch of IlindiaDCML 65+CML 75+CML 85+CML 95+EAt the end of Touchs Duration, a roll is made to determine whether the object enchantment is destroyed. The chance of destruction is equal to the objects complexity level x 10 %. Objects spells over level 4 cannot be destroyed.ACkCan affect an Indefinite enchantment for Duration, after which the object enchantment will recover fully.kWill distort a permanent enchantment for half Duration, after which the object enchantment recovers fullySMay, at GM discretion and with CS, destroy indefinite enchantments (after Duration)F User input AA spell to create random and unpredictable magical disturbances in an existing enchantment. Touch tends to distort and disrupt, rahter than destroy. Touch has been likened to a cancerous disease that infects enchantment. The basic spell has no effecton Indefinite or Permanent enchantments and cannot actually destroy Temporary enchantments. The spell lacks finesse and is an usubtle and dangerous (if easy) way to suspend or kill enchantment. Ten times the Object Enchantments Complexity LevBeel i subtracted from EML, but the caster does not need to know anything about the object enchantment.SK[Neutral, LV 2]L"Indefinite / Permanent (see above)Y"1"ZII[TouchBD)\(15 - CSI) x 2 seconds ANeutralB3C Energy PoolDCML 60+CML 85+CML 90+CML 95+EWhile contact is maintained between the participants, an Energy Bond exists, wherein any fatigue acquired by any participant is diveded equally among all of the particpants.Caster can equalize fatigue with unwilling participant(s) however, unwilling participants cannot outnumber willing ones. Physical contact is still required for casting. An Energy Bond cannot be formed with unwilling participants.An energy artifact may be included in the link. Note however, that periapts are not rechargeable so their energy can be transferred to other participants, but Energy pool cannot be used to recharge them.NAnimals may be included for redistribution of Fatigue, but not an Energy Bond.F User input CE9 AGA spell to equalize the accumulated fatigue of the caster and up to CSI willing participants. The spell resets the accumulated fatigue of all particpating at the average for the group. (The energy accrued by casting Energy Pool is also distributed.) If the Caster achieves CS, his FP (only) are halved following redistribution.GK[Neutral, LV 3]LUntil touch is brokenY"1"ZIII[Touch\(15 - CSI) x 5 seconds!ANeutralB3C Sulds WardDCML 45+CML 55+ CML 65+CML 75+E)Caster may ward his own Temporary spells.fCaster can ward any active spell provided he is capable of casting a reasonalby similar spell himself.uCaster may protect any active spell that he can identify, whether or not he can cast it (or a similar spell) himself.'Caster may be protect any active spell.F User input DF! AA spell to protect another enchantment from being dispelled. Generally, only Indefinite spells may be protected. Sulds Ward reduces the EML of anyone attempting to dispell the protected spell. The reduction is determined by the level of success achieved: CS: CSIx3 / MS: CSI, hence each Ward has a specific penalty value (which should be noted). Sulds Ward cannot itself be dispelled. Nor does it dissipate after one use. It remains in place until the spell it is protecting is dispelled. OnBly one Sulds Ward may be cast on a given object enchantment, and Sulds Ward cannot be combined with any other warding spell. With the basic spell, only the casters own spell may be protected.K[Neutral, LV 3]LThat of the object spellY"1"ZIII[Touch (as applicable)\15 - CSI minutes"ANeutralB4C EnchancementDCML 75+ECaster can abort the conjunctive spell after casting (failing to cast) Enchancement. However, if Enchancement is cast without a conjunctive spell, it can misfire.EG"F User input AA self-enchantment which improves the EML of a single, caster-specified, conjunctive spell. The caster must announce the conjunctive spell and his intent to enchance it before making either success roll. Note that although the enchancement spell is rolled before the target spell, they are cast (almost) simultaneously. The caster cannot abort a spell because its Enchancement fails. Enchanchement does not, itself misfire (but can cause its conjunctive spell to misfire). The effect of EnchaFH" Bncement depends on its success level: CS adds 20 to the conjunctive spell EML. MS adds 10 points. MF has no effect and CF subtracts 20. EML cannot be increased above 95 or reduced below 05 by Enchancement. The fatigue and time to cast for Enchancement is equal to that of the conjunctive spell; in effect enchancing a spell doubles the time and fatigue cost. Enchancement cannot itself be enchanced, stored, or maintained. Enchancement can only be used with a single conjunctive spell; it caC.nnot be used to enchance learning or research. K[Neutral, LV 4]L!Time to Cast of Conjunctive SpellY"1"ZIV[n/a\As for Conjunctive Spell#ANeutralB4CResurgeF User input GI# AA major artifact power than can only be installed with Fount of Power or some other rechargeable EP store. Resurge is a major artifact power and occupies two points of Ego / Will. Resurge allows the Fount-artifact to automatically recover Energy Points equal to 20 % of its EP capacity per hour (ie. to self-recharge). For ease of play, the Fount may be assumed to add restore EP every hour on the hour. A Fount with a Resurge Installed will recover to its full capacity in somewhat over fivB!e hours. Once the artifact is full, Resurge lies dormant. Resurge drwas its energy from primal powers, so it has no dertrimental effect on the artifacts wielder. The Duration of Resurge is Indefinite unless it is installed as the artifact is being made, in which case it is Permanent.K[Neutral, LV 4]L"Indefinite / Permanent (see above)Y"1"ZIV[Touch\15 - CSI Hours$ANeutralB5CVessel of IladanF User input HJ$ AA major artifact power which occupies four points of Ego / Will. The presence of a Vessel allows a person attuned to the artifact to store spells for instant recall (by any person attuned to the artifact). Vessel of Iladan is a Permanent duration enchantment if cast as the artifact is being made or grown, Indefinite otherwise. Only one Vessel can be installed in an artifact and Vessel cannot be combined with other spell-storing enchantments/power. The Vessels Level Capacity (LC) is deteBrmined at time of casting and is equal to the casters CSI x 3. It should be carefully recorded. A spell can be stored in a Vessel by expanding double its Fatigue and taking twice its normal Time to Cast. The stored spells CML (at time of storing) must be noted and an up to date list of contents must be maintained. No success roll is made for a spell until it is invoked from the artifact. The Vessel can hold any combination of spells up to a combined Complexity Level of LC. An attuned peIKi$ Crson is aware of the contents of his vessel. If anyone attempts to store a spell imcompatible with the artifact, or to exceed LC, all contained spells misfire. Any person attuned to and in control of the artifact can invoke any spell without any fatigue cost. The success roll for each stored spell is made as it is invoked against the noted ML at time of casting. In effect, Vessel of Iladan only allows the sorcerer to pre-pay spells fatigue and time requirements.K[Neutral, LV 5]L"Indefinite / Permanent (see above)Y"1"ZV[Touch\15 - CSI Hours%ANeutralB6CNoituacs StormF User input JL% AA spell which creates a interdimensional vortex hungry for major sources of magical energy. This is (in some ways) the Neutral equivalaent of a convocational Release spell. The vortex created is almost pure chaos, and very hard to control. Consequently, very few mages deem it a good idea to cast this spell. Once created (or more accurately, imported into the world) the Storm heads for the neartest major source of magical power and eats it, then it will make fort the next largest source, Beat it, and so on. Major spells cannot control the vortex since it eats them (and their casters too). The vortex is capable of slipping through itself into other worlds, which it will do in search of magical effects to consume. Vortices come in all sizes (the smallest is more than large enough to swallow a man) and can grow alarmingly large. Things, people, effects that are eaten are ejected in some randomly determined location after an objective lapse of 1-20 days and a subjective lKM% C"apse of 1-10 very confusing hours.K[Neutral, LV 6]Ln/aY"1"ZVI[ CSI yards\ (15 - CSI) x 5 seconds&ANeutralBMCAbortDCML 70+CML 90+ECaster can attempt to abort a spell being cast by another person, but can only be effective if his spellfire occurs before the Target spellfire. The caster does not have to know anything about the target spell.;Caster has the option to cause the Target spell to misfire.F User input AA spell to abort another spell currently being cast. With the basic spell, the caster can only abort his own spell. The caster announces his intention to abort and stops casting the target spell. The Abort casting attempt is made. If the Abort fails, the casters continues with the Target spell (except in the case of CF in which case both spells misfire). If abort is successful, the caster expands the Fatigue for both spells, the time to cast for Abort and half the Time to Cast for the TarLN& Bget spell. Abort will not normally cause the Target spell to misfire, just to fail marginally. Abort will only work on a spell of lower Complexity than itself (hence a level 4 Abort will work on a level 1-3 target spell).K[Neutral, LV M]LNoneY"1"[ CSI yards\ 15 - CSI seconds'ANeutralBMCChainDCML 65+CML 75+CML 80+EFIf CS is achieved with Chain, total FP accumulation is reduced by 1/3.#Caster can abort chain in progress.    >K[Neutral, LV 2]L Indefinite/Permanent (see above)Y"1"ZII[Touch\ 15CSI hours*ANeutralBMCPeriapt of PowerDCML 85+ECPeriapt can be made to hold its charge indefinitely or until drawn.F User input RT* AA spell which creates a non-renewable store of Energy Points (EP), which can be used instead of Fatigue Points to Power spells of any convocation. The enchantment can only be laid on an unenchanted object to which the caster is attuned, and cannot be combined with any other enchantment. When a periapt is created, its Level (that of the spell) and its Energy Point total must be recorded. Successful casting creates a non-rechargeable store to power one spell at two level below, at which levBel Periapt of Power is cast. A CF result may destroy (GM discretion) the object the spell is being laid upon. No more than one Periapt (or another energy artifact) can be used to power a single spell or spell chain. Touch, and attunement are required to use the periapt. When the power is used it is effectively dispelled. A standard periapt has a halflife of its level in months. Hence, when dormant, it loses it powers and are dispelled after level x months period. K[Neutral, LV M]SU*LUntil used or level x monthsY"1"[Touch (attunement)\(15CSI) x 3 hours+ANeutralBMCRaldyns BubbleF User input AA spherical zone within which magical effects are halted. The sphere, centered on the caster, extends CSI hexes in all directions. With the basic spell, the caster cannot move more than a foot in each direction for Duration (the Bubble is non-mobile). Indefinite and Permanent spells are suspended within the sphere; they resume normally when the bubble pops. Temporary enchantments are also suspended, but resume only if they have Duration remaining. While the Bubble is in place, magic (iBLncluding the casters) cannot operate within nor penetrate from the outside.:K[Neutral, LV M]L CSI roundsY"1"[Self\25CSI seconds,ANeutralBMCShield of KailDCML 45+CML 55+CML 80+CML 90+CML 95+E2The caster learns the nature of the incoming spellTV,If no higher bonus effect is invoked, Shield remains in place for successive uses up to Duration (detection / analysis do not expend it). Further uses require additional success rolls.ACaster may dispell a portion of incoming effect(s). Level Advantage is determined by subtracting the Level of the incoming magic from the Shields Level. The percentage of effect dispelled is as follows MS: LA0 50 %, LA1 75 %, LA2+ 100 %, CS: LA0 75 %, LA1+ 100 %.@Af       f$Dispelled effects may be redirected.XShield may be laid on another person, but can only dispell (cannot analyze or redirect).F User input UW, AA self-enchantment to detect / analyze / counter a casting in progress. Shield lies dormant for Duration or until triggered by any spell of equal or lower complexity directed at the caster. The basic enchantment only detects the convocation and complexity level of triggering magic and is dispelled after the first triggering. Shields success rol lis made as it triggers, so CML at time of casting must be noted.K[Neutral, LV M]L!MS: CSI hours / CS: CSI x 3 hoursY"1"[ Self / Touch\15CSI minutes-ANeutralBMCTriggerF User input AAn enchantment which causes a stored/cached spell to fire under specified circumstances, such as when it gets dark or when the object is probed by magic. The caster specifies the triggering circumstances as he casts the Trigger spell. They must be fairly simple and relate to environmental conditions that the spell could reasonalby detect. Trigger can only be used with a storing spell and target spell of equal or lower complexity.VXZ-K[Neutral, LV M]LMS: CML days / CS: IndefiniteY"1"[Touch\(15CSI) x 30 seconds.ANeutralBMC Zynas WellDCML 55+CML 95+ETouch no longer required: Range = CSI yards. If a subject is not touched, the effect extends to all possible subjects within CSI yards (except the caster himself). A singel roll (Level d6) applies to all victims.The caster recovers a portion of the energy lost by the subjects. He removes his own FP equal to 25 % (MS) or 50 % (CS) of the total Fatigue accrued by all victims, but cannot reduce his Fatigue below zeron or transfer it to artifacts.F User input WY. AA spell which drains energy (inflicts Fatigue Points) on a subject. The basic spell works on a single subject who must be touched by the caster at the culmination of casting. Level d6 is rolled and compared to the subjects Will. For each five point by which the roll exceeds the subjects Will, the subjects accrues one Fatigue Point. Note that the spell is not much use until upgraded to at least level 3.K[Neutral, LV M]LNoneY"1"[Touch / CML 55+ CSI yards\(15CSI) x 2 seconds/ANeutralBMCAbsorbDCML 70+CML 90+ECaster need not specify object spell. Absorb lies dormant until the cster misfires an eligible spell, or until Duration expires, whichever comes first.:Caster may lay an Absorb upon a person other than himself.F User input XZ/ AA self-enchantment to neutralizew the miscreant energies of a misfiring spell. Absorb is cast prior to a designated object spell with which it is specifically linked, and lies dormant for Duration. It is triggered if the object spell misfires - a kind of insurance. Absorb is triggered only by misfiring spell of the same convocation (or neutrality) of equal or lower Complexity. The spell absorbs 50 % / 75 % of the misfire effects with MS / CS. The spell triggers once and is gone. Absorb cB`an counter research misfire, but interferes with the Aural Environment and causes a RTL penalty.NK[Neutral, LV M]L%MS: CSI minutes / CS: CSI x 3 minutesY"1"[ Self / Touch\15CSI seconds0ANeutralBMCFadeDCML 60+CML 75+CML 85+CML 90+EqCaster need not have laid the object enchantment himself, but must be aware of its nature and be able to cast it.>Fade can remove an Indefinite enchantment of lower complexity.Y[0LSpell will fade a Permanent enchantment at least two complexity level lower.Caster can suspend object enchantments of Indefinite Duration.F User input AA spell which interrupts the effect(s) of a Temporary object enchantment, without dispelling it. After Duration, the object enchantement continues undiminished. The period for which the object spell is suspended is added to its Duration. Suspension can only work on an enchantment of lower complexity level. A convocational Suspension can only affect an enchantment of its own convocation and a Neutral Suspension can only work on a Netural enchantment. The basic spell can only suspend an enBchantment laid by the caster. K[Neutral, LV M]L%MS: CML seconds / CS: CML x 3 secondsY"1"[Touch / CML 60+ CSI feet\(15CSI) x 2 seconds3ANeutralBMC TransformDCML 60+CML 70+CML 80+]_3ETransforming caster need not have cast the object spell himself, but the lowest EML rule still applies (so he must know how to cast both the object spell and the target spell).,Touch no longer required. Range is CSI feet.O Caster does not have to know the object spell, but must understand its nature.F User input AA spell to change an existing enchantment (object spell) laid by the caster into another enchantment known by the caster (target spell). Both the object and target spell must be of the same convocation and of lower complexity than Transform. The Target spell must be of equal or lower complexity than the object spell. When Transforming, the casters applicable EML is the lower of his EML for the Target Spell and Transform. Transform will not work on Indefinite enchantments unless they are Bat least two levels of complexity lower than the Transform. Transform cannot affect Permanent enchantments unless they are at least three levels lower.K[Neutral, LV M]^`3LNoneY"1"[Touch / CML 70+ CSI feet\(15 - CSI) x 5 seconds4ANeutralB3CInfuseF User input AA spell which temporarily enchances the elemental essence of an unechanted object, thereby making it more an object of the spells convocation. The spell has no effect on the objects physical shape or appearance. An Infuse cast on a diametric object renders it a Neutral object, an Infuse on a Tertiary objects renders it a Secondary object, and an infuse on a secondary makes it a Primary object. Note that when Infuse is cast, it may be subject to an object element enchantment penalty. TheBE purpose of the spell is to make the object easier for spells of the Infusing convocation to handle, usually as a perquiesite to further enchantment. Only one infuse can be cast on an object at a time. If an Infuse wears off while its objects is still enchanted, the enchantment either dispells or misfires at GM discretion.3K[Neutral, LV 3]LMS: CML minutes / CS: CML hoursY"1"ZIII[Touch_a44\(15 - CSI) x 3 seconds5ANeutralB3CReleaseF User input AA spell which releases primal element into the mundane world, seeming to actually create it. This is a dangerous and unpredictable spell (it functions entirely at GM discretion). The caster contacts a plane containing his primal element and opens a channel thereto. This allows the element to flow freely into the world. Release does not control the element and this is very dangerous, even for the brief instant in which the channel remains open. The hazard varies from one convocation to a`bU5 Bnother, although raw spirit can just as dangerous as pure fire. Release is cast by itself only in desperation when the caster is planning a quick (preferably simultaneous) departure and will not have to face the consequences of his action. The spell is usually cast only after a controlling framework, Channel N8, for example is created to control the element. Consequently, Release is primarily a component of Instant magic. It is generally considered an easy procedure, despite the risk. ReCClease is always unpredictable and depends heavily on GM discretion.K[Neutral, LV 3]LNoneY"1"ZIII[Self\15 - CSI seconds6ANeutralB8CChannelDCML 90+ECaster can attempt to steal and re-form an eligible principle being summoned by another mage (assuming he detects the mages action and can get his spell off first).F User input ac6 AA spell which creates a spell Form. Channel can create a Form without research or preparation. The caster simply explains to the GM what the Form is supposed to do and then casts it. He then casts a principle spell, such as Release to power the effect, then stands back and hopes for the best. If all goes well, the principle will be properly formed by channel and the instant spell will achieve the appropriate effects. The Release and the Channel must bo of the same convocatoin (there areB no neutral equivalent spells). The spell description must fit the element /convocation, and be reasonably clear in terms of derivation (instant magic demands simplicity). The GM must also judge that the effects are of no more than the VIII Level of Complexity. If the instant spell is dissimilar to all spells already known by the caster, EML is penalized by 5-20 points. If the Channel misfires, the result is usually Total Release (this is dangerous). Channel cannot be stored in any bdH6 Cway, but can be chained.K[Neutral, LV 8]L GM discretionY"1"ZVIII[SI yards (as appropiate)\15 - CSI seconds7ANeutralB8CDestroyDCML 70+EfCaster can destroy the driving essence of a spell in progress (provided it is of no more than level 7)F User input AA spell which removes loose elemental principle from the mundane plane, thereby seeming to destroy it. Destroy will work only on an elemental principle of its own convocation. This spell is the opposite of Release and demands a high degree of GM discretion. The basic spell will only destroy loose elemental essence. It will not eliminate naturalyy occuring elemental objects, nor eliminate the driving force of an enchantment in progress.K[Neutral, LV 8]Ln/aY"1"ZVIII[SI yards\15 - CSI seconds8AOdivsheB2CVeshels CloudF User input ce8 ACauses a cloud of vapour to aris around the caster. This spreads out to a sphere CSI hexes in diameter. The vapour conceals the caster and all those within the cloud from view. All within the cloud, including the caster, suffer a 20 % penalty to all sight related activities. Wind speeds of 11-20 mph will dissipate Cloud in 30 seconds. Stronger winds will disperse the cloud in 20 seconds.K[Odivshe, LV 2]L CSI roundsY"1"ZII[ CSI hexes\15-CSI seconds9AOdivsheB3CFinger of DhivuDCML 60+EOBeam may originate from an Odivshe elemental object within CSI hexes of caster.F User input A=A beam of freezing cold air is discharged from the casters fingertips. Treat the beam as a standard Missile Attack using the CML of the mage. The target of the spell can take standard defensive moves to avoid attack. Spell causes CSI + 1d6 (MS) and CSI + 3d6 (CS) Frost damage if it hits (reduced by armour values).=K[Odivshe, LV 3]L InstantaneousY"1"ZIII[ CSI hexesdf9\25 - CSI seconds:AOdivsheB1CBonals QuenchingDCML 70+CML 85+CML 90+EAEnchantment can be laid on a person/animal other than the caster.Enchantment can be laid on a plant. The spell does not allow a plant to grow in the absence of water, but will prevent it from dying for lack thereof.,Touch no longer required. Range is 100 feet.F User input AAn enchantment to eliminate the casters thirst for eight or twenty-four hours, depending on the success achieved. When the enchantment expires (or is dispelled) the caster is exactly as thirsty as he was before the casting. Quenching cannot be used to produce/isolate water. Its effect is to make supplies of (a kind of) ethereal water available. This postpones the requirement for mundane water and prevents the caster from growing more thirsty or dehydrated.K[Odivshe, LV 1]LMS: 8 hours / CS 24 hoursY"1"ZI[Touch / CML 90+ 100 feet\15 - CSI seconds;AOdivsheB1CPower of UlmerDCML 50+CML 70+CML 90+eg;E.Touch no longer required. Range is CSI hexes. 8Subject can be up to two (2) times the casters weight. 3Subject can be up to CSI times the casters weight.F User input AAn enchantment to increase the buoyancy of any living entity touched by the caster that works by making its subject partially ethereal. The effect is to double Swimming ML for Duration. With the basic enchantment, the subjects weight cannot exceed that of the caster.K[Odivshe, LV 1]LCSI x10 minutesY"1"ZI[Touch/CSI hexes at CML50+\15CSI secondsAOdivsheB2CTarls AlchemaDCML 65+ECaster can separate the stratified liquids simply by pouring them out. This is a matter of timing. The exercise must be completed within CSI minutes after separation.F User input hl> AA spell to separate discrete liquids from a mixture. The caster stirs a mixture and waits. After Time, the liquids will separate into strata within the container, and can not be siphoned off as desired. The spell will not work on more than SI pints at a time and cannot be used to break natural liquids inte their components, (eg water could not be broken into hydrogen and oxygen, but ethanol coulb be purified from wine) nor to extract solids from liquids. The discrete liquids usually remaiBDn in strata until disturbed, then (may) begin recombining over time.2K[Odivshe, LV 2]Ln/aY"1"ZII[Touch (or spoon range)\15 - CSI minutes?AOdivsheB3CGlamour of FanonDCML 90+CML 95+E,Touch no longer required. Range is CSI feet.kB@ED  G A B!PR JU_isACE@@" BBJ" A# A$ A% A& ' C( A) A* + A,-[. B/0 B1 A2 A3 A4 A5 A6C7 A8 A9Y: B;\< A=>L?A@ BAB\C AD! AE"FF BG# AH$ AICJ% AKCL& BM' AN\O( BP) AQCR* ASLT,U AV-KW. AX/ AY0Z B[1 A\2]3E^L_4\`5 Ba6 AbCc8 Ad9\e;Ef< Ag= Ah> Ai @  j>?Al[m@KnA AoBApCDq BrDLsE AtFAuGAv BwH AxCyJJzLJ{M B|N B}O~P AQ ARST BU AVA AW ALX[Y AZ AC[ A\ AZ] A^_J` ALbEc Ad BeKf Bg AhE Bi Aj Ak Al Am An Ao Ap Aq Ars BtE Au A\v Bw @x BLy Az{ A| A} A~[€ A€E€F B€E B€ A\€ B€L€ A€  B€ F€ A€ im?A9If CS is achieved, the spell may be cast a second time (cumulatively with itself). If laid as a major artifact power, each additional casting occupies only 2 points of EGO. Hence, it the spell is initially laid with CS, the caster can lay it a second time, producing a Glamour that occupies 6 EGO points in total.9F User input AAn enchantment to reduce the temperature of an inanimate object touched by the caster. Glamour can be installed as an artifact power. The Duration of the spell is CML days (MS) or Indefinite (CS). If used as a minor artifact power, it cannot be combined with any other enchantment. If installed as a major artifact power, Glamours Duration is Indefinite with MS or Permanent with CS. The power occupies four points of Ego / Will. Glamour reduces the temperature of its objects by (approximB`ately) CSI degrees Celsius (twice this with CS). The basic spell cannot be combined with itself.NK[Odivshe, LV 3]L (see above)Y"1"ZIIIln?[Touch / CML 90+ CSI feet\(15 - CSI) x 2 hours@AOdivsheB3CTarls CrystalsDCML 80+CML 95+E`Spell can be used to reduce the size of raindrops / snowflakes / hailstones by up to half CML %.Spell can be used to slow the fall of precipitation within range. This may make it seem as if more is falling (because each drop, flake, e t c remains airborne longer).F User input AAn enchantment which enlarges snowflakes, raindrops, hailstones, or other precipation over a wide area near the caster. Generally, the maximum effect is to combine, for example, CSI hailstones into one; hence there are proportionately fewer but larger hailstones. The spell cannot cause precipitation, it simply changes the way in which it falls. The effects are unpredictable and rather random, they are left largely to GM discretion. The spell is effective on precipitation that is currentlyBp falling on the caster. The modification(s) will be felt for CML yards around the cater (CML x 3 yards with CS).^mo^@K[Odivshe, LV 3]L"As long as the precipitation fallsY"1"ZIII[n/a\(15 - CSI) x 10 secondsAAOdivsheB4C Evos SweatDCML 60+CML 70+CML 75+EiCaster can Double the Duration and halve the rate. This causes a more gentle effect over a longer period.ACaster can use the spell to normalize an over-hydrated subject. That is, if the object/entity is retaining too much moisture, the spell can be used to sweat it off. If cast in this way, the spell will terminate when the subject achieves a normal moisture balance..Touch no longer required. Range is CSIx5 feet.F User input npA AAn enchantment which causes moisture to exude from an object (or creature) touched by the caster at a high rate. If cast on a personal/animal, the enchantment causes a cold sweat (that it turns causes a special penalty of 2d6). The general effect of the spell is to cause its object to exude one percent of its moisture per minute. Most mammals will collapse at (ENDx0,5)% dehydration, and die if dehydration reaches (ENDx1,5)%. With CS, the caster has the option to double the Duration or doB0uble the rate of dehydration (to 2% per minute).K[Odivshe, LV 4]L%MS: CSI minutes / CS: CSI x 3 minutesY"1"ZIV[Touch / CML 75+ CSI x 5 feet\(15 - CSI) x 5 secondsBAOdivsheB4C Kalsors TrapDCML 75+oqBA7The spell may be used to cause rain within CSI km. In this form Kalsors Trap is very hard to control and cannot be stopped once started. The result depends on the cloud cover/atmospheric moisture. With CS the caster is able to exert minimal control over the movement of clouds, but nature will take its course.7F User input AA spell to condense atmospheric water. Kalsors Trap creates an invisible 1diameter sphere of very cold air anywhere within Range. When atmospheric moisture contacts the sphere it condenses and drips down, if a bowl is placed under the sphere, water may be collected. The rate of collection depends on the atmospheric moisture available and on the success achieved. MS in a typical cool maritime climate will produce about CSI / 10 pints per hour. CS doubles this amount. The effect continues B(as long as the caster remains in trance.K[Odivshe, LV 4]LDuration of tranceY"1"ZIV[CSI feet\(15 - CSI) x 4 secondsCAOdivsheB5C Hand of UlmerprCDCML 40+CML 70+E,Can be used on unfresh water (eg sea water).Spell can be applied to liquids other than water. However, Object Element penalties may apply if the object liquid contains alien elemental essence (lamp oil, for example, contains Peleahn principle)F User input AAn enchantment to manipulate bodies of fresh water. The spell can be used to make water flow uphill, move it out of a pond, increase the power of waves, and so on. With great mastery, the caster can create hydro-sculptures. Water must always adhere to at least on surface. This spell demands considerable GM discretion. The spell can move a volume of CSI feet cubed, CSI per minute, or hold a similar amount of water stationary against its natural inclination. Hence, at CML 100 (CSI 10), a qsC B'caster could drain a 10x10x10depression in about a minute, by drawing the water up its sides and away. Another use would be to hold such an amount of water in place for Duration. Water can be raised up to CML feet above its natural level. The spell is flexible in its possible applications.K[Odivshe, LV 5]LMS: 1 minute / CS: 3 minutesY"1"ZV[CML feet\(15 - CSI) x 4 secondsDAOdivsheB5C Tovals RestDCML 40+CML 90+E,Touch no longer required. Range is CML feet.The enchantment may be laid on etheral creatures, although this does not render them material, nor necessarily render them visible.F User input A=An enchantment to place an object touched by the caster in stasis. The metabolism of a living object stops and he (and his clothing e t c) are immune to any harm for Duration. The subject remains immobile and seems infinitely hard. A living object is unaware of the passage of time (or anything else) while enchanted.=K[Odivshe, LV 5]rtrDL MS: CML minutes / CS: IndefiniteY"1"ZV[Touch / CML 40+ CML feet\(15 - CSI) x 4 secondsEAOdivsheB5C Web of MariasDCML 35+CML 40+CML 55+CML 70+CML 85+E