Torg Eternity Magic Principle

Main.TorgEternityMagicPrinciple History

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August 21, 2020, at 08:47 PM by 66.18.61.107 -
Changed lines 14-15 from:
This is a specific list of just Principle Magic spells, a necessary thing for those with the Principle Magic perk!
to:
This is a specific list of just Principle Magic spells, a necessary thing for those with the Principle Magic perk! As a reminder, that perk lets the mage cast any unknown spell on this list (assuming they meet the prerequisite skill), but at -6 to skill and the Mishap range becomes 1-4.
Changed lines 54-55 from:
'''Alarm''' (p. 187)\\
''Axiom Level:'' 11\\
to:
'''Detect Magic''' (p. 187)\\
''Axiom Level:'' 6\\
Changed line 57 from:
''Casting Time:'' 1 minute\\
to:
''Casting Time:'' 1 action\\
Changed lines 59-61 from:
''Range:'' Self\\
''Duration:'' 1 day
to:
''Range:'' 25 meters\\
''Duration:'' Concentration
Changed lines 63-73 from:
Alarm creates an immobile and invisible 10-meter
diameter circle
around the wizard, who also
whispers a password while casting. If anyone
without the proper password enters the area, the
spell emits a warning in the wizard’s voice that
continues until someone speaks the password or
it expires. This makes surprise attacks impossible.

The wizard’s warning may be as loud as he can
generate with his own voice
.
to:
The caster sees a faint outline or aura around
anything under the effects of magic: enchanted
objects, people with spells on them, and even
mages maintaining spells on others. A Standard
success detects the presence of any magic within
range and the type of magic (alteration, apportation,
conjuration, or divination) involved in each aura
.
Changed lines 72-73 from:
* Good: If the wizard chooses, Duration is increased up to one week and the circle may be expanded to 100 meters.
* Outstanding: As Good, the alarm can be silent if
the wizard chooses, and he knows if it’s been triggered no matter how far away he is.
to:
* Good: The range of detection increases to 50 meters. If the spellcaster responsible for an effect is also within Range subtle bands of energy connect him to the target of the spell.
* Outstanding: As a Good success, plus the exact spell or enchantment generating each aura
is revealed. If the caster chooses to dispel any of the detected effects, her dispel magic test is Favored as long as she maintains Concentration on detect magic.
Changed line 75 from:
Prep a 10m-diameter area so that an alarm goes off if anyone enters it without the password.
to:
See an aura around anything under the effects of magic.
Changed lines 79-86 from:
'''Animal's Eyes''' (p. A24)\\
''Axiom Level:'' 16\\
''Skill:'' Divination 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' 1 kilometer\\
''Duration:'' 1 hour
to:
'''Dispel Magic''' (p. 188)\\
''Axiom Level:'' 9\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 action\\
''DN:'' The caster's willpower or Spirit\\
''Range:'' 25 meters\\
''Duration:'' Instant
Changed lines 88-103 from:
This spell allows the caster to possess and take
limited control
a normal animal of Small size or
smaller she can see (magical animals and creatures
like animal companions are immune). The mage
can influence where
the animal goes and looks,
but cannot force the animal to make attacks or
interaction attacks, or otherwise endanger itself
.

The spellcaster can use the animal’s senses
but makes tests on Mind-based skills to gather
information using his own skill values. The caster
may not normally act or sense his own body while
possessing an animal, but may split his attention
to do both by taking a Multi-Action penalty. If the
animal gets beyond 1 kilometer, the spell ends
.
to:
Dispel magic ends one or more spell effects
currently affecting
a target. It works only on
cast spells—not magic items, relics, or other
enchanted devices.

To dispel, the caster chooses one or more targets
(using
the Multi-Target option) and makes her
alteration roll. A Standard success ends one spell’s
effects on that target (caster’s choice)
.

Dispel magic must be used on the recipient of a
spell—not the person who actually cast it. It still
uses the original caster’s willpower or Spirit, however
.
Changed lines 103-104 from:
* Good:  The caster’s tests involving the animal are Favored.
* Outstanding: As Good and the range increases to 10 kilometers (if non-contradictory) and the caster ignores the penalty for Multi-Targeting mentioned above. 
to:
* Good: The effects of two spells on the target end.
* Outstanding: The effects of all spells on the target end.
Changed line 106 from:
Direct and use the senses of a small animal.
to:
End the effects of a spell on a target.
Changed lines 110-118 from:
'''(β) Animal Spy Network''' (p. A24)\\
''Prerequisite:'' Beta Clearance and one of birdswarm, messenger hawk, or animal's eyes\\
''Axiom Level:'' 24\\
''Skill:'' Divination 18\\
''Casting Time:'' 1 minute\\
''DN:'' Heroic (DN 18)\\
''Range:'' 1,500 kilometers (or LRC)\\
''Duration:'' Concentration

to:
'''Fear''' (p. 189)\\
''Axiom Level:
'' 10\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower
or Spirit\\
''Range:'' 50 meters\\
''Duration:'' Instant
Changed lines 119-140 from:
This spell may be cast over a vast distance, but the
effect cannot cross reality boundaries and follows normal long-range contradiction rules
.

The caster chooses
an earthly type of animal. This
spell allows the caster to locate a specific creature
or object by looking through the eyes of all animals
of that type in range (even if out of line of sight)
.
If the target is in a location with those animals,
the animal discovering the subject continues to
monitor the target, and the caster can attempt to
decipher where the target is by making one Heroic
(DN 18) divination test.

While an animal monitors the subject, a black circle
appears on the animal’s right eye, and a Mishap on
the test to locate a living target allows the target to
realize it is being watched.

This spell can only be cast once a day to find a
specific person or object regardless of which
animals are used.

to:
The fear spell creates a wave of terror affecting
enemies within a Large Blast (see Area Effect, page
122). Affected targets become Stymied
. Note that
as
an Area Effect attack there’s no Multi-Targeting
penalty, but also no option to add extra targets.

Targets immune to fear effects are also immune
to this spell
.
Changed lines 129-130 from:
* Good:  Skill tests to search for the subject or determine its location become Favored.
* Outstanding: As Good and when the caster figures out where the subject is, he can cast spells targeting the subject as if standing at the animal’s location. Damage or interaction conditions to the animal cause Concentration tests as normal
.
to:
* Good: Affected targets become Very Stymied.
* Outstanding: Affected targets become Very Stymied and suffer 2 Shock
.
Changed line 132 from:
Use all the animals nearby to locate a person or object.
to:
Cause a group of enemies to be terrified (Stymied).
Changed lines 136-143 from:
'''Animate Skeleton''' (p. A25)\\
''Axiom Level:'' 19\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 minutes\\
''DN:'' Very Hard (DN 16)\\
''Range:'' 10 meters\\
''Duration:'' 24 hours
to:
'''Heighten Backlash''' (p. A28)\\
''Axiom Level:'' 23\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 100 meters\\
''Duration:'' Concentration
Changed lines 145-159 from:
This spell must be cast in the presence of nearly
complete skeletons. If it is cast in a Dark or Pitch
Black location, or in a graveyard (not a gospog
field),
the casting is Favored.

On
a success, the skeleton (p. A137) animates
and joins the caster. This spell may be multi-targeted; if multiple skeletons animate,
they form a Mob (see ''Characters and Creatures'' in
Torg Eternity). The skeletons are loyal to the caster
and may be directed by voice with a simple action.
The skeletons do not have any equipment normally,
but may use equipment provided to them.

Only one attempt to cast this spell each day
.
to:
The caster targets another spellcaster, who is surrounded by an invisible barrier
that smells of lilac and lavender. Whenever the
target casts a spell, random flowers appear around
him afterward. Whenever
the target fails a spell, he
takes an additional 2 Shock from backlash
.
Changed lines 152-153 from:
* Good: The skeletons gain +1 to Strength.
* Outstanding: The skeletons gain +1 to Dexterity and Strength
.
to:
* Good: The target takes an additional 1BD Shock from backlash (instead of the flat 2).
* Outstanding: As Good and the target takes 2 Shock even on a Standard success when making a casting test
.
Changed line 155 from:
Raise a skeleton up as undead.
to:
Cause a spellcaster to take more Shock from failed casting.
Changed line 159 from:
'''Armor''' (p. 187)\\
to:
'''Identify Magic Item''' (p. A28)\\
Changed lines 161-162 from:
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
to:
''Skill:'' Divination 10\\
''Casting Time:'' 1 minute\\
Changed lines 165-166 from:
''Duration:'' Concentration
to:
''Duration:'' Instant
Changed lines 168-173 from:
Armor infuses the caster’s skin (or an ally's if
desired) with protective energies that grants her
Armor +1. This is one
of the most common spells
among Delphi Council mages due to the constant
danger they find themselves in
.
to:
This spell only has an effect on magic items.
Successfully casting this spell determines the
properties of the item, including the presence
of a
curse or quirk without triggering it
.
Changed lines 174-175 from:
* Good: The spell provides +2 Armor.
* Outstanding: The spell provides +3 Armor
.
to:
* Good: The caster learns the properties of any curse and if the item is part of a set.
* Outstanding: The caster learns what other items are part of the set (if any), and the abilities gained from obtaining more pieces of that set
.
Changed line 177 from:
Give one person inherent Armor.
to:
Safely learn what a magical item can do.
Changed lines 181-183 from:
'''Astral Form''' (p. N35)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 16\\
to:
'''Invisibility''' (p. 191)\\
''Axiom Level:'' 17\\
''Skill:'' Alteration 14\\
Changed line 185 from:
''DN:'' Hard (DN 14)\\
to:
''DN:'' Challenging (DN 12)\\
Changed lines 190-224 from:
Parallel to our physical existence is an immaterial
one
, a realm of ghosts and spirits. Some of these
vengeful spirits, under a high enough Magic
Axiom, can physically manifest and appear as
demons. Skilled sorcerers have discovered a means
to replicate this feat
, but in the other direction.

When successfully cast
, the sorcerer intentionally
separates his spirit from his physical body, and
his body becomes helpless and inert, as if he were
sleeping. The hero’s astral form is transparent
,
ethereal, and can fly as fast as he can run. The
character remains connected to his physical body
through a silver cord, and can travel up to one
kilometer away. The spellcaster may instantly
move back into his physical body as a free action.
This also happens if the caster loses Concentration
or if the caster’s astral form or physical body is
subject to an effect like the banish miracle.

The hero can view the physical realm as if he
were physically present but cannot interact
with beings or objects present. However, he can
interact with and be attacked by ghosts, spirits, or
other immaterial entities. Any of his abilities not
connected to physical objects can be used in astral
form, including inherent pulp powers, pulp sorcery
rituals, miracles, or spells. He can also attack using
unarmed combat. ''These abilities and attacks only affect immaterial beings.'' Invoking banish while
in astral form on an already immaterial foe has no
effect.

Attacks that can affect ethereal beings work on the
caster’s spirit for full effect
.
to:
Invisibility not only protects a mage from angry
foes
, but is also useful for spies and saboteurs. This
spell makes the wizard and anything she carries at
the time of casting barely visible. If an item leaves
her person, it becomes visible.

Once invisible
, she adds +2 to stealth, and
once spotted
, attacks against her are made at −2.
Invisibility only affects sight, so creatures that don’t
rely on sight aren’t affected. Similarly, getting wet,
walking across a loud surface
, or hit with a visible
marker of some kind, might negate the spell’s
benefits (GM’s call).

Invisibility doesn’t stack with other visibility
penalties—take the highest available
.
Changed lines 208-209 from:
* Good: The character becomes invisible but can become visible and speak to others in the physical realm as a simple action. The caster still cannot touch or otherwise physically interact with any objects, but can make verbal interaction attacks.
* Outstanding: As Good and the spellcaster can travel any distance away (in the same realm or cosm) from his body, and can travel to that location instantly (though he must already be familiar with that location)
.
to:
* Good: The stealth bonus increases to +4 and the penalty to hit becomes –4.
* Outstanding: The stealth bonus increases to +6 and the penalty to hit becomes –6
.
Changed line 211 from:
The spirit separates from the body and journeys forth.
to:
Become invisible, making you difficult to see and attack.
Changed lines 215-218 from:
'''(β) Bind Entity''' (p. A25)\\
''Prerequisite:'' Beta Clearance, protective circle spell\\
''Axiom Level:'' 20\\
''Skill:'' Alteration 18
\\
to:
'''Lightning''' (p. 191)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 14\\
Changed lines 219-222 from:
''DN:'' Target's willpower or Spirit\\
''Range:'' 10 meters\\
''Duration:'' Time to perform one command
to:
''DN:'' Target's dodge or Dexterity\\
''Range:'' 100 meters\\
''Duration:'' Instant
Changed lines 224-239 from:
This spell allows the mage to strike a “bargain”
with one sentient, supernaturally evil creature
within range. If
the creature is reality-rated, the
casting test is a contest instead.

On a success, the caster issues a command to
the creature, which it obeys in the most literal
way possible. Commands that are impossible,
or directly harm the creature (such as “destroy
yourself”) automatically are ignored and the spell
immediately ends.

When the spell ends, or if the casting fails, the
entity cannot be controlled again for a year and a
day
.
to:
This powerful attack spell calls forth a bolt of
lightning strong enough to harm even
the great
dragons of Aysle. The damage of the bolt is 16 and
it ignores 4 points of armor. This spell may not use
the Multi-Target option
.
Changed lines 231-232 from:
* Good: The entity obeys the intent of the command as opposed to the literal wording.
* Outstanding:  As Good and at the conclusion of the task, the caster may contest willpower or Spirit against the creature to require a second task to be completed. Once that task is done, the spell ends
.
to:
* Good: Damage +1BD.
* Outstanding: +2BD
.
Changed line 234 from:
Compel a supernaturally evil creature to obey your command.
to:
Fire a powerful bolt of lightning at a single target.
Changed lines 238-240 from:
'''Birdswarm''' (p. A26)\\
''Axiom Level:'' 18\\
''Skill:'' Apportation 12\\
to:
'''Mage Dark''' (p. 191)\\
''Axiom Level:'' 13\\
''Skill:'' Conjuration 10\\
Changed lines 242-243 from:
''DN:'' Hard (DN 14)\\
''Range:'' 100 meters\\
to:
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
Changed lines 247-261 from:
This spell gathers nearby birds (within 10
kilometers) into a birdswarm (see p. A132) that
manifests at a point within 100 meters of the caster.
If this spell is cast outdoors the apportation test is
Favored
.

The birds attack the nearest target or the caster
can make a simple action to direct them to another
target.

Only one swarm can be summoned at a time. When
the spell ends the swarm immediately dissipates
and no additional swarms may be summoned until
the start of the next scene
.
to:
Mage dark fills a five-meter radius with total
darkness. Everything within the affected area is
shrouded in Pitch Black (–6) conditions.

If cast on an area of existing mage light, it drowns
it out and consumes it
.

See the Darkness penalties on page 122 for
more information
.
Changed lines 258-259 from:
* Good: The birdswarm inflicts three Shock per turn instead of two.
* Outstanding: As Good and the duration increases to one minute
.
to:
* Good: Radius of 10 meters.
* Outstanding: Characters who normally ignore darkness penalties are affected as well
.
Changed line 261 from:
Summon and direct a birdswarm (p. A132).
to:
Fill a 5m-radius area with total darkness.
Changed lines 264-274 from:
(''Errata:'' A normal birdswarm does 2 Shock per turn; the "3 Shock" in the write-up on p. A132 is incorrect.)


'''Block Scrying''' (p. A26)\\
''Axiom Level:'' 12\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 1 day

to:

'''Mage Hands''' (p. 191)\\
''Axiom Level:'' 9\\
''Skill:'' Apportation 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10) or a target's dodge or Dexterity\\
''Range:'' 25 meters\\
''Duration:'' Concentration
Changed lines 274-281 from:
This spell may be attempted once per day. When
cast, this spell ends any effects involving remotely
sensing the target, including the scry and animal
spy network spells. Also, while this spell is active,
any other scry or similar spells
, miracles, psionic
powers or pulp powers targeting the target
automatically fail.

to:
The wizard can manipulate items as if she had
a pair of invisible hands that can reach up to 25
meters distant. The hands are extensions of her
own—her real hands must be free as she makes
appropriate hand motions
, and she can’t lift herself
any more easily than she could with her own hands.
The hands’ Strength is equal to her Spirit, but
they use her skills. If her hands wield a sword, for
example, she uses her melee combat as usual.

Changed lines 285-286 from:
* Good: If someone attempts to scry the target, the caster immediately notices the attempt.
* Outstanding: As Good, plus if a scry effect is ended, the caster can make a divination test vs. the other character’s willpower or Spirit to determine the identity and rough location of the spy
.
to:
* Good: The hands’ Strength is equal to her Spirit +1.
* Outstanding: The hands’ Strength is equal to her Spirit +2
.
Changed line 288 from:
Prevent anyone from using remote senses on the target.
to:
Manipulate items as if your hands were some distance away.
Changed lines 292-294 from:
'''Blue Bands of Bastet''' (p. N36)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 12\\
to:
'''Mage Light''' (p. 192)\\
''Axiom Level:'' 13\\
''Skill:'' Conjuration 8\\
Changed lines 296-297 from:
''DN:'' Target's dodge or Dexterity\\
''Range:'' 20 meters\\
to:
''DN:'' Easy (DN 8)\\
''Range:'' 50 meters\\
Changed lines 301-307 from:
The sorcerer yells out the name of this spell while
making circular motions with his fingers, causing
glowing blue bands of energy to form and constrict
around a single target (Multi-Targeting may not
be used). On a success, the target is Stymied and
Vulnerable until the spell ends
.
to:
The converse of mage dark, mage light fills a five-meter
radius with bright, scintillating light. All
darkness penalties within the radius are negated,
including any existing instances of mage dark.

Any characters or creatures who were in Dark or
Pitch Black conditions prior to casting are dazzled
and automatically Stymied
.
Changed lines 310-311 from:
* Good: The target is restrained. To escape the target must win a contest of Strength vs. the caster's conjuration.
* Outstanding: As Good but the duration increases to one minute, and the caster’s test to keep the target restrained is Favored
.
to:

* Good: Radius of 10 meters.
* Outstanding: Dazzled victims are Very
Stymied
.
Changed line 315 from:
Energy constricts the target.
to:
Fill a 5m-radius area with bright light.
Changed lines 319-322 from:
'''Bolster Will''' (p. C44)\\
''Axiom Level:'' 12\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 minute\\
to:
'''Multiple Images''' (p. A31)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
Changed lines 324-326 from:
''Range:'' Touch\\
''Duration:'' 10 minutes
to:
''Range:'' Self\\
''Duration:'' 1 minute
Changed lines 328-343 from:
This spell may only be attempted once per day.

Interrogation is a common occurrence
in the
Cyberpapacy, although this mostly occurs during
interactions with Church Police at checkpoints
or investigating reports of heretical activity,
occasionally people are interrogated in a more
thorough manner, possibly even in
the GodNet.
Bolster will girds
the recipient against interrogation,
whether by mundane means or through the use of
miracles, spells, or psionic or pulp powers.

On a success, the target’s ''willpower'' and ''intimidation''
defenses gain a +2 bonus and willpower tests are
Favored
.
to:
A false image of the caster appears adjacent to her,
and appears to be identical
in every way. The image
speaks the same words, and moves in a similar
fashion. Any attack against the caster suffers a
–2 Multi-Target penalty. When an attack hits,
the
false image dives back into the caster and then
separates again
, leaving it unclear which is which.
Any attack with a Blast radius doesn’t suffer the
penalty, regardless of size, since the images must
remain very close to one another
.
Changed lines 340-341 from:
* Good: The duration increases to 24 hours.
* Outstanding: As good and tests that target the character's ''willpower'' or ''intimidation'' are Disfavored
.
to:
* Good: Two false images appear, so attacks are at –4.
* Outstanding: Three false images appear, so attacks are at –6
.
Changed line 343 from:
Improves ''intimidation'' and ''willpower'' defenses.
to:
Illusory doppelgangers confuse foes who attack you.
Changed lines 347-349 from:
'''Bullet''' (p. 187)\\
''Axiom Level:'' 8\\
''Skill:'' Apportation 12\\
to:
'''Mystic Darts''' (p. A31)\\
''Axiom Level:'' 19\\
''Skill:'' Conjuration 12\\
Changed lines 351-352 from:
''DN:'' Target's dodge or Dexterity\\
''Range:'' 100 meters\\
to:
''DN:'' Standard (DN 10)\\
''Range:'' 10 meters\\
Changed lines 356-367 from:
This spell hurls a small but dangerous projectile,
such as a slug of metal or a coin, at a target for 13
damage. The magician makes the motion of hurling,
flicking, slinging, or propelling the projectile at the
target, then releases it at his foe. The apportation
total must exceed the Dexterity or dodge of the target
character in order to hit.

There is no penalty for Range, but all other
modifiers (and options such as Multi-Targeting)
for attacks are figured normally.

to:
The caster creates three darts made of magical
force energy and then fires them at one or more
targets which automatically hit, dealing 1 Shock
per dart unless she has a shield (physical item or
any spell or power with shield in the name).

Changed lines 363-364 from:
* Good: Damage +1BD.
* Outstanding: Damage +2BD.
to:
* Good: Fires four darts.
* Outstanding: Fires five darts.
Changed line 366 from:
Shoot a small object (like a coin) at a target, to inflict damage; can multi-target.
to:
Unerringly hit a target with weak projectiles. Shields block it.
Changed lines 370-372 from:
'''Calculate Weakness''' (p. N36)\\
''Axiom Level:'' 8\\
''Skill:'' Divination 12\\
to:
'''Mystic Shield''' (p. A31)\\
''Axiom Level:'' 17\\
''Skill:'' Conjuration 10\\
Changed lines 376-377 from:
''Duration:'' Concentration
to:
''Duration:'' 1 minute or until penetrated
Changed lines 379-394 from:
Calculate weakness is cast on one (and only one)
heavily armored opponent or an object, and allows
the caster to find
a weakness in the target's armor.
The spellcaster writes out a series of equations and
informs his allies in hearing range
the location of
the weak spot. If the caster is unable to write out
the equations
, he must do the calculations in his
head which makes it a Hard (DN 14) divination test.

While this spell is active, the spellcaster allies may
make a Called Shot (-4 penalty). On a hit, the attack
gains Armor Piercing 2.

Calculate weakness cannot be cast again until the
first casting
ends.
to:
The caster is surrounded by a magical barrier that
blocks other spells from passing through.

Any spell that targets the caster has
a -2 penalty
when determining if the test is successful. The
penalty does not apply to other targets who may
be included in
the area of effect or as part of Multi-Targeting.

If the spell succeeds anyway
, the mystic shield
ends
.
Changed lines 391-392 from:
* Good: The hit gains AP 4.
* Outstanding: As Good and the attacker deals the target an additional +1BD damage.
to:
* Good: The penalty increases to -4.
* Outstanding: As Good, plus the foe's casting test is Disfavored.
Changed line 394 from:
Figure out how to bypass a target's armor.
to:
Protect yourself from all spells.
Changed lines 398-401 from:
'''Calling the Quarters''' (p. C45)\\
''Axiom Level:'' 7\\
''Skill:'' Apportation 8\\
''Casting Time:'' 10 minutes\\
to:
'''Shield''' (p. 194)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
Changed lines 404-405 from:
''Duration:'' Until the next sunrise
to:
''Duration:'' Concentration
Changed lines 407-432 from:
Calling the Quarters may only be attempted once
per day.

White Magic typically involves casting rituals to
prepare for a future problem as opposed to casting
them in the heat of the moment. White magic spells
involve the use of spirits to protect or enhance
allies, or harry opponents, and this spell puts the
call out to the various elemental spirits to come to
the witch’s aid.

Traditionally, the elemental spirits are associated
with of earth, air, fire, and water, which are
associated with the cardinal directions of north,
east, south, and west. Depending on the local
geography this can be altered.

On a success, one spirit remains with the witch
and assists her until the next sunrise. Choose one
of the following effects:

* ''Demon Shield:'' Spirits protect the witch from attempted demonic possession. Each spirit protecting the witch reduces the backlash taken by one (with a minimum of one).
* ''Spiritual Aid:'' A spirit assists the witch in casting spells. Choose a magic skill. Attempts to cast spells using that skill are Favored.
* ''Harass:'' An angry spirit harasses the witch’s enemies. Taunt and intimidation attacks are Favored.
* ''Defend:'' A spirit interferes with attacks against the witch. All attacks targeting the witch take a –2 penalty
.
to:
The shield spell helps Storm Knight spellcasters
survive their battles with the High Lords’ minions.

A successful casting adds +1 to all the caster’s
physical defenses (dodge, melee combat, and unarmed
combat). The bonus follows normal Stacking rules,
so a shield spell cast on a character with a real shield
gets whichever bonus is best
.
Changed lines 417-418 from:
* Good: Two spirits assist the witch.
* Outstanding: Three spirits assist the witch.
to:
* Good: The bonus is increased to +2.
* Outstanding: The bonus is increased to +3.
Changed line 420 from:
Summon a spirit to protect and/or assist you in a specific way.
to:
Provide the same effects that an actual shield would give.
Changed lines 424-431 from:
'''Cast Out''' (p. C45)\\
''Axiom Level:'' 14\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 full round\\
''DN:'' Target controller's willpower or Spirit\\
''Range:'' Touch\\
''Duration:'' Instant
to:
'''Silence''' (p. A32)\\
''Axiom Level:'' 11\\
''Skill:'' Apportation 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's Mind or willpower\\
''Range:'' 10 meters\\
''Duration:'' Concentration
Changed lines 433-444 from:
Cast out ends the temporary control or possession
of
a person via a supernatural force (spells,
miracles,
or psionic or pulp powers). The control
can be in the form of demon possession
, a Babel
Monitor inhabiting a SpiritChip, mind control, etc
.
If the target is permanently possessed he must be
freed through an exorcism (see p. C24 or R3).

Cast out may only be cast on a single target once
per scene, and the target’s controller may make an
Active Defense if able.

to:
This spell uses apportation to scatter the sound
patterns in
a Small Blast radius, making it
more difficult to cast
spells or invoke miracles.
Additionally, attempts to communicate require a
successful Mind or language test.

On a success
, casting spells or invoking miracles
takes Challenging (-2) penalty
.
Changed lines 443-444 from:
* Good: The target is immune to any sort of possession or control for the rest of the scene.
* Outstanding: As Good
and the controller takes a Wound.
to:
* Good: Casting and invoking attempts are Disfavored and take a Challenging (-2) penalty.
* Outstanding:  As Good and silence becomes nearly total
and the penalty increases to Hard (-4).
Changed line 446 from:
Force a temporary possessor out of a person's body.
to:
Communicating and using spells/miracles becomes difficult.
Changed lines 449-452 from:

'''Contemplation''' (p. N36)\\
''Axiom Level:'' 6\\
''Skill:'' Divination 12
\\
to:
(''House Rule:'' The listed penalty applies to communication attempts as well.)


'''Sound Cloud''' (p. A33)\\
''Axiom Level:'' 18\\
''Skill:'' Conjuration 14
\\
Changed lines 456-459 from:
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Instant
to:
''DN:'' Hard (-4) vs the target's Strength\\
''Range:'' 100 meters\\
''Duration:'' Concentration
Changed lines 461-477 from:
To be able to cast this spell at all, the spellcaster
must spend an hour quietly meditating on the
universe. This can include studying astrological
charts as part of the use of the Astrologer Perk. After
this preparation is complete, and until the next sunrise
, the Mathematician
can bring his subconscious considerations to the forefront by casting
contemplation (at most once per scene).

On a success, the Storm Knight may draw two
new Destiny cards and then immediately discard
two Destiny cards.

A nonplayer character who casts this spell
successfully may reroll one test or contest during
the rest of the scene, even a Mishap, as if they
played a Second Chance card
.
to:
The spell creates a cloud of noise in a Large
Blast radius. All targets inside the cloud capable
of hearing become severely disoriented and are
Stymied for the duration and must make a willpower
or Spirit test as a free action, once per turn
, to move.
A Good or Outstanding success on this test ends
the effect for the victim at the end of his turn
.
Changed lines 470-471 from:
* Good: The Storm Knight draws three cards and then discards three cards. A nonplayer character gets a +2 bonus to the reattempt.
* Outstanding: The mathematician draws three cards then discards two cards. Nonplayer characters get a +4 bonus to the reattempt
.
to:
* Good: Those affected are also Vulnerable for the duration.
* Outstanding: : As Good, and those affected can’t cast spells, or invoke miracles
.
Changed line 473 from:
Replace some of your Destiny cards with new ones.
to:
Create a disorienting area of noise.
Changed lines 477-478 from:
'''Corporeal Diffraction''' (p. N36)\\
''Axiom Level:'' 14\\
to:
'''Stun''' (p. 195)\\
''Axiom Level:'' 12\\
Changed lines 480-484 from:
''Casting Time:'' 1 minute\\
''DN:'' Hard (DN 14)\\
''Range:'' Self\\
''Duration:'' Concentration
to:
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 50 meters\\
''Duration:'' Instant
Changed lines 486-506 from:
By calculating his own vibrational frequency, the
mathematician can decrease that frequency to
a
point he (and everything he is wearing) can pass
through spaces physically smaller than himself.
The spellcaster isn’t just able to pass through a
single opening, but can pass through multiple
openings like bars or a portcullis. On a success,
the mathematician can pass through openings 10
centimeters across or larger.

This calculation is not simple and it does pose
some danger. Concentration must be maintained
while passing through openings, and should
concentration fail, the spellcaster’s body is forcibly
ejected forward or backward through the opening
(whichever is closer). To avoid injury, the caster
must succeed at a Hard (DN 14) alteration test. On
a failure, he takes one Wound. On a Mishap, he
takes 1 BD Wounds. These wounds may be soaked
normally
.
to:
A wave of arcane energy overwhelms a group of
foes. It affects everyone within
a Large Blast area
(see page 122
). This is an Area Affect spell and
may not Multi-Target.

Any target affected becomes Very Stymied. Stun
only works on living beings, so undead, constructs,
or animated objects are unaffected
.
Changed lines 496-497 from:
* Good: The spellcaster can pass through openings one centimeter across or larger.
* Outstanding: The mathematician may pass through an opening one millimeter across or larger.
to:
* Good: Affected targets may not move on their next turn.
* Outstanding: Affected targets lose their entire next turn.
Changed line 499 from:
Pass through incredibly small openings.
to:
Hamper the actions of a large group of people (friend or foe).
Changed lines 503-510 from:
'''Create Node''' (p. C46)\\
''Axiom Level:'' 12\\
''Skill:'' Apportation 10\\
''Casting Time:'' 1 full round\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' Instant
to:
'''Wall of Force''' (p. A35)\\
''Axiom Level:'' 18\\
''Skill:'' Conjuration 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 40 meters\\
''Duration:'' Concentration
Changed lines 512-523 from:
This spell activates transfer or exit nodes in the
GodNet. The witch touches an object in the GodNet
and speaks programmatical code. When the spell
takes effect, she and any others touching the object
are transported to that new GodNet sector if she
is
creating a transfer node, or back to their physical
bodies if she is creating an exit node.

Casting this spell can be done as part of a Dramatic
Skill Resolution to bug out (see page C70) and can be
done instead of the test to create an exit node
.
to:
The caster conjures a shimmering wall of force up
to 10 meters long, 3 meters high, and 30 centimeters
thick at a place within range. The wall repels all
attempts to penetrate it until it is dismissed or
beaten down. It has Toughness 18,
is immune to
Shock damage
, and can take 1 Wound.
Changed lines 520-521 from:
* Good: The tracking test is Hard (DN 14).
* Outstanding: The trace cannot be tracked at all.
to:
* Good: The wall’s Toughness increases to 23.
* Outstanding: As Good and the wall’s Wound limit increases to two. 
Changed lines 523-3113 from:
Create a new transfer or exit node in the GodNet.
(:ifend:)


'''Create Zombie''' (p. A26)\\
''Axiom Level:'' 19\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 minute\\
''DN:'' Difficult (DN 12)\\
''Range:'' Touch\\
''Duration:'' 1 act

(:if request fnord:)
This spell may only be cast once per day and only
upon a single humanoid corpse with most of its
flesh still on it. The corpse animates and becomes
a Zombie (see p. A138). The caster may direct the
zombie by voice as a simple action, but it is only
capable of simple tasks, such as carrying objects or
attacking creatures.

Success Levels:
* Good: The zombie has +1 Wound Limit.
* Outstanding: The zombie has +2 Wound Limit.
(:else:)
Raise a single corpse as the undead.
(:ifend:)


'''Cyberharmony''' (p. C46)\\
''Axiom Level:'' 12\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 24 hours

(:if request fnord:)
The cyberwitch intones programming statements
while motioning with her fingers as if typing on
a virtual keyboard. Cyberharmony attunes the
cyberwitch to Tech Constructs and improves
her connection to cyberware. On a success the
witch may use sanctioned gear keyed to specific
individuals without penalty (see page C74), and she
may make taunt or intimidation attacks against Tech
Constructs who are otherwise immune.

This spell may only be attempted once per day.

Success Levels:
* Good: The cyberwitch’s interaction attacks against Tech Constructs are Favored.
* Outstanding: As Good and once while this spell is active, the cyberwitch may take an action and make a computer test against a single hostile Tech Construct’s willpower. On a success it stops attacking, but will become hostile again if attacked by the witch or any of her allies. If the Tech Construct is reality-rated, the test is a contest instead.
(:else:)
Can use gear keyed to others and can intimidate/taunt tech constructs.
(:ifend:)


'''Dancing Sword''' (p. A26)\\
''Axiom Level:'' 18\\
''Skill:'' Apportation 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
The spell is cast on a sword (or other one-handed
melee weapon) the caster controls or is unattended.
Once per turn she may use a simple action to make
the sword fly up to 50 meters and attack a target
in melee. The sword uses the caster’s melee weapons
skill when attacking, and deals 12 damage with
additional bonus dice for Good or Outstanding
hits as normal. The sword defends itself and the
caster using the caster’s melee weapons value, and it
can move back to the caster as a simple action.

A magic sword grants any benefits to the attack
(e.g. damage bonus, Armor Piercing, etc.) as
normal.

Success Levels:
* Good: The sword does 14 damage.
* Outstanding: As Good and the caster’s attack with the sword is Favored.
(:else:)
A melee weapon levitates and attacks on its own.
(:ifend:)


'''Detect Magic''' (p. 187)\\
''Axiom Level:'' 6\\
''Skill:'' Divination 8\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 25 meters\\
''Duration:'' Concentration

(:if request fnord:)
The caster sees a faint outline or aura around
anything under the effects of magic: enchanted
objects, people with spells on them, and even
mages maintaining spells on others. A Standard
success detects the presence of any magic within
range and the type of magic (alteration, apportation,
conjuration, or divination) involved in each aura.

Success Levels:
* Good: The range of detection increases to 50 meters. If the spellcaster responsible for an effect is also within Range subtle bands of energy connect him to the target of the spell.
* Outstanding: As a Good success, plus the exact spell or enchantment generating each aura is revealed. If the caster chooses to dispel any of the detected effects, her dispel magic test is Favored as long as she maintains Concentration on detect magic.
(:else:)
See an aura around anything under the effects of magic.
(:ifend:)


'''Detect Traps''' (p. N37)\\
''Axiom Level:'' 10\\
''Skill:'' Divination 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 6 hours

(:if request fnord:)
The engineer touches the walls of an individual
structure, and closes his eyes. For the duration, the
engineer may use his divination skill to avoid traps.
This spell does not detect traps that are the result
of a Cosm Card or deathtraps (thanks to the Law of
Drama). Casting Detect traps can only be attempted
on the same building once every six hours (even if
the casting fails).

See page N114 for more information on traps.

Success Levels:
* Good: The caster and nearby allies’ tests to avoid traps are Favored.
* Outstanding: As Good and if a player has a Cosm card that causes a trap to go off, that player may discard it for the full benefit.
(:else:)
Use divination skill to detect traps within the structure.
(:ifend:)


'''Detect Undead''' (p. A27)\\
''Axiom Level:'' 8\\
''Skill:'' Divination 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
The caster detects the presence of any affected
undead within 100 meters. The caster only knows
that the undead are present, not their particular
location.

Success Levels:
* Good: The caster knows the direction and distance to each undead, even if vision is blocked, unless blocked by lead.
* Outstanding: As Good, plus the caster also knows the type of each affected undead.
(:else:)
Know if any undead are present nearby.
(:ifend:)


'''Diminish''' (p. 188)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 40 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
Diminish reduces one of the opponent’s attributes
(chosen when the spell is cast) and related skills by
−2. Separate castings may affect multiple attributes.
Spellcasters mime an action related to the affected
attribute while casting—sneering to reduce Spirit,
pretending to stumble if reducing Dexterity, etc.

Reducing Strength or Spirit does not reduce
Toughness or Shock.

Success Levels:
* Good: The penalty is increased to −4.
* Outstanding: As Good and the target cannot roll again on 20s when using the affected attribute and all its related skills.
(:else:)
Temporarily reduce one of a foe's attributes.
(:ifend:)


'''Discern Lies''' (p. A27)\\
''Axiom Level:'' 20\\
''Skill:'' Divination 12\\
''Casting Time:'' 10 minutes\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 5 meters\\
''Duration:'' Shorter of 1 minute or 3 questions asked

(:if request fnord:)
The caster must use a personal item of the target. If
that object has been owned by the target for at least
a year and a day, the divination test to cast this spell
is Favored. The caster points the item at the target
and asks questions. The target is not compelled to
answer, however. If the target makes a knowingly
untrue statement, the object will vibrate.

The caster may ask up to three questions of the
target, and once the duration ends, the target
cannot be affected by this spell for the remainder
of the act.

Success Levels:
* Good: The target is compelled to answer.
* Outstanding:  As Good and the caster can tell which part of the statement the target is lying about.
(:else:)
Know whether an interrogated target is lying.
(:ifend:)


'''Disguise''' (p. 188)\\
''Axiom Level:'' 12\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 10 minutes

(:if request fnord:)
This spell may be cast only once per day.

Disguise gives a caster (or an ally if desired) the
physical appearance of another, including clothing,
weapons, and other normal accessories. Items
created as part of the disguise are useless beyond
looking the part.

The disguise may copy a specific person if the
caster has seen him or her (or a high-quality
painting or photo). Disguise only covers the physical
appearance of the target—interaction may still
require persuasion tests or the like.

The disguised individual stays the same mass,
but can appear as a different gender, ethnicity, or
even race (such as an elf or a dwarf). Once the spell
is cast the mage no longer needs to be within range
to maintain it.

Success Levels:
* Good: The Duration is increased to the end of the scene.
* Outstanding: The disguise mimics the target’s voice as well. It doesn’t grant the target new languages, however!
(:else:)
Transform one subject's physical appearance.

(''Errata:'' This spell can be cast only once per day. A Good success raises the duration to the rest of the scene.)
(:ifend:)


'''Dispel Magic''' (p. 188)\\
''Axiom Level:'' 9\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 action\\
''DN:'' The caster's willpower or Spirit\\
''Range:'' 25 meters\\
''Duration:'' Instant

(:if request fnord:)
Dispel magic ends one or more spell effects
currently affecting a target. It works only on
cast spells—not magic items, relics, or other
enchanted devices.

To dispel, the caster chooses one or more targets
(using the Multi-Target option) and makes her
alteration roll. A Standard success ends one spell’s
effects on that target (caster’s choice).

Dispel magic must be used on the recipient of a
spell—not the person who actually cast it. It still
uses the original caster’s willpower or Spirit, however.

Success Levels:
* Good: The effects of two spells on the target end.
* Outstanding: The effects of all spells on the target end.
(:else:)
End the effects of a spell on a target.
(:ifend:)


'''(β) Electromagnetic Blast''' (p. C46)\\
''Prerequisite:'' Beta Clearance, electromagnetic pulse spell\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 14\\
''Casting Time:'' 1 full round\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' Self\\
''Duration:'' Instant

(:if request fnord:)
Electromagnetic blast is an amped up version
of EMP, capable of overcoming hardened and
shielded electronics found in cyberware and
threats like robots, GodNet entities, and other Tech
Constructs.

To cast, the witch channels energy into her,
releasing it at the end of the round. A burst of
electromagnetic energy emanates from the caster
in a Large Blast Radius out to a maximum of 5
meters. The caster is not affected by this blast. On
a success, affected targets have their electronics
disrupted and become Stymied and Vulnerable.

Additionally, all electronic devices within 5 meters
are shut down for one minute (GM’s discretion).

''Special:'' This spell has no effect on targets that
don’t possess cyberware, Occultech, or internal
electronics.

Success Levels:
* Good: The target becomes Very Stymied and Very Vulnerable.
* Outstanding: The target’s cyberware shuts down for the rest of the scene. Tech Constructs shut down for the rest of the scene. A reality-rated Tech construct can spend a Possibility and a make a reality test. A success downgrades the effect to Good.
(:else:)
Unleash an area-effect EMP against targets with cyberware, Occultech, etc.
(:ifend:)


'''Electromagnetic Pulse (EMP)''' (p. 189)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Instant

(:if request fnord:)
EMP was developed by the rebels of the
Cyberpapacy to thwart Malraux’s ubiquitous agents.
The spell channels a wave of electromagnetic energy
into the target, playing havoc and potentially frying
any electronics.

All electronic or electric devices carried by the
target are disabled for a round. Nile Empire
Weird Science devices may be affected at the
GM’s discretion.

Success Levels:
* Good: All electronic devices are disabled for one minute.
* Outstanding: The devices are disabled for the duration of the Scene.
(:else:)
Briefly disable a target's electronic and electric devices.
(:ifend:)

(''Clarification:'' This affects gear, but not any target with Wounds; e.g., no cyberware, occultech, robots, or Hosts. But see ''electromagnetic blast''.)


'''Energy Shield''' (p. A27)\\
''Axiom Level:'' 11\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' Concentration

(:if request fnord:)
Choose an energy type, such as fire, lightning, or
force. The target gets +4 Toughness vs. that energy
type.

Success Levels:
* Good: +6 Toughness vs. that energy type.
* Outstanding: +8 Toughness vs. that energy type.
(:else:)
Subject highly resistant to one form of energy.
(:ifend:)


'''Enhance''' (p. 189)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's attribute\\
''Range:'' 40 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
This spell enhances a single attribute of the caster
or an ally by +1. Multiple allies may be enhanced at
the same time so long as all are within range and
the caster uses the Multi-Target option. The DN is
the attribute to be affected—the better someone’s
ability, the harder it is to improve on it. Different
attributes may be increased with separate castings.

If the caster increases Strength or Spirit, it does
not increase Toughness or Shock.

Mages pantomime some aspect of the attribute
to be increased while casting—cracking their
knuckles to improve Dexterity, flexing their muscles
to enhance Strength, and so on.

Success Levels:
* Good: The attribute is enhanced by +2.
* Outstanding: The attribute is enhanced by +3
(:else:)
Temporarily increase one of the target's attributes.
(:ifend:)


'''Entropy''' (p. N37)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14) or the target's dodge or Dexterity\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
The engineer points at an inanimate object or a part
of a larger object (such as the wheels of a truck) no
larger than something a typical human can carry,
and states a certain mathematical formula. If the
object is held by a character, the test is treated as a
Called Shot.

On a success, the object begins to rot or disintegrate.
If the object is held by a character, actions using that
item have a –2 penalty, and damage is reduced by
2. If the object is armor, the bonus to Toughness is
decreased by 2. At the end of the spell, the penalty
goes away.

If the object is not in anyone’s possession, it loses
2 points of cover and Toughness each round.
Once the object’s Toughness reaches zero, the
object disintegrates into dust. Eternity Shards and
Darkness Devices are not affected at all by this
spell.

Success Levels:
* Good: The penalties are increased to –4.
* Outstanding: The object disintegrates unless it is a magic item, sacred item, or mystical artifact.
(:else:)
Cause an object to partially or totally disintegrate.
(:ifend:)


'''Fear''' (p. 189)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 50 meters\\
''Duration:'' Instant

(:if request fnord:)
The fear spell creates a wave of terror affecting
enemies within a Large Blast (see Area Effect, page
122). Affected targets become Stymied. Note that
as an Area Effect attack there’s no Multi-Targeting
penalty, but also no option to add extra targets.

Targets immune to fear effects are also immune
to this spell.

Success Levels:
* Good: Affected targets become Very Stymied.
* Outstanding: Affected targets become Very Stymied and suffer 2 Shock.
(:else:)
Cause a group of enemies to be terrified (Stymied).
(:ifend:)


'''Figment''' (p. N37)\\
''Axiom Level:'' 13\\
''Skill:'' Conjuration 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
The illusionist closes his eyes briefly and imagines
an object up to the size of a small house or a large
dinosaur. He then opens his eyes and motions
towards the target location. This spell creates an
illusion of a new object (see Illusions on page
N34). Figment cannot make something that already
exists look like something else. If the caster wishes
to create multiple objects, the Multi-Targeting rule
applies.

As long as the caster maintains concentration he
can make the illusion change shape or state, such
as speaking, or moving its hands, etc. The illusion
can be used as part of an interaction attack, but
cannot do physical damage.

Success Levels:
* Good: The spell's duration is increased to 1 minute and interaction attacks made with the illusion are Favored.
* Outstanding: As Good and the interaction attack may use the caster’s conjuration skill instead of the interaction skill. The Repeated Actions restriction of the Multi-Action rule does not apply for this attack.
(:else:)
Create an illusion of something where there is nothing.
(:ifend:)


'''Fireball''' (p. 189)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 50 meters\\
''Duration:'' Instant

(:if request fnord:)
Fireball conjures a sphere of white-hot magical
flame. The caster shapes and controls the fireball,
then hurls it at his target where it explodes in a
Medium Blast Radius for 14 fire damage (see
Fire, page 136).

There is no penalty for Range, and this is a single
ball of fire, no Multi-Targeting is available.

Success Levels:
* Good: Damage +1BD.
* Outstanding: Damage +2BD
(:else:)
Throw a damaging ball of fire that explodes in an area.
(:ifend:)


'''Fly''' (p. 190)\\
''Axiom Level:'' 14\\
''Skill:'' Apportation 14\\
''Casting Time:'' 1 action\\
''DN:'' Challenging (DN 12)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
While this spell does not allow a mage to soar
like a hawk, it does provide slow if reliable flight
for a short while. Once cast, the wizard may fly
at a maximum speed of 50 meters per round.

Flying more than Dexterity meters counts as
running (page 114).

The mage may haul whatever weight she could
normally carry. A heavy load drops the maximum
speed by half and causes the flier 1 Shock each round.

Success Levels:
* Good: The caster may move maximum speed without suffering a –2.
* Outstanding: The caster’s maximum speed is increased to 100 meters per round.
(:else:)
Fly at reasonable speeds.
(:ifend:)


'''Gain Language''' (p. 190)\\
''Axiom Level:'' 10\\
''Skill:'' Divination 8\\
''Casting Time:'' 1 minute\\
''DN:'' Easy (DN 8)\\
''Range:'' Touch\\
''Duration:'' Concentration

(:if request fnord:)
Gain language allows the wizard to read, write,
and speak any language she chooses as if she had
+1 add in the language skill.

Success Levels:
* Good: +2 skill adds instead.
* Outstanding: +3 skill adds instead.
(:else:)
Temporarily read, write, and speak a language.
(:ifend:)


'''Glamor''' (p. N38)\\
''Axiom Level:'' 13\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
The caster closes his eyes and briefly imagines an
object up to the size of a giant or train locomotive
changes to appear to be something else (e.g.
making a car look like a tree). He then opens his
eyes and motions towards the object in question,
which then appears to be the new object.

This spell is an illusion (see page N34). It
cannot turn an object invisible, nor can it make
an object appear that didn't exist previously
(e.g. an intact bridge over a canyon). If
the caster wishes to make multiple
objects appear different, the Multi-Targeting rule applies.

The illusion cannot do physical
damage, but can be used as
part of an interaction attack.

Success Levels:
* Good: The spell's duration increases to 1 minute and any interaction attacks made with the glamor are Favored.
* Outstanding: As Good and the caster may use his conjuration skill instead of the interaction skill when making an interaction attack. The Repeated Actions restriction of the Multi-Action rule does not apply for this attack.
(:else:)
Make an object look like something else.
(:ifend:)


'''Grow''' (p. A27)\\
''Axiom Level:'' 20\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's Strength\\
''Range:'' Touch\\
''Duration:'' Concentration

(:if request fnord:)
This spell makes a living creature and any
clothing or armor one size category larger.
Multi-Targeting is not allowed. Any equipment carried
or worn grows as well, but does not change its
statistics.

While the spell is in effect the target gains +1 to
its Strength and Wound limit, and +2 to Shock
limit. Attacks against the target gain a penalty or
bonus according to its new size category. If grow is
cast on a target with shrink already cast on it, both
spells are canceled and both end.

Success Levels:
* Good: The target gains +2 Strength.
* Outstanding: The creature becomes two size categories larger and gains +2 Strength and Wounds and +4 Shock.
(:else:)
Make a creature larger, stronger, and tougher.
(:ifend:)


'''Hack Construct''' (p. C47)\\
''Axiom Level:'' 14\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 10 meters\\
''Duration:'' Concentration

(:if request fnord:)
Casting this spell allows the cyberwitch to
disorient or temporarily take control of a single
Tech Construct. If the target is reality-rated, the
casting is a contest. On a success the target is
Vulnerable.

Success Levels:
* Good: The cyberwitch takes control of the Tech Construct, and may use her action to control it. On the Tech Construct’s turn its only action is to initiate a willpower contest against the caster. If it succeeds, the hack is broken and the caster cannot attempt this spell against it again until the next scene.
* Outstanding: As Good but the cyberwitch controls an Ord Tech Construct for the remainder of the scene. Willpower tests against a controlled reality-rated Tech Construct are Favored for the rest of the scene.
(:else:)
Disorient or take full control of a tech construct.
(:ifend:)


'''Hack Security Feed''' (p. C47)\\
''Axiom Level:'' 9\\
''Skill:'' Divination 12\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 10 minutes

(:if request fnord:)
Hack security feed allows the cyberwitch to quickly
and efficiently use a computer to access the security
feed (video, audio, etc) of a single security system
(either in the GodNet, a single building, etc.). Such
feeds are magically sent to her brain, including those
from drones, robots, and other Tech Constructs if
they are connected to the security system

The spellcaster may alter the feed as an action,
by making an ''alteration'' test. The test is based on
the system’s security, or if it is not listed, Standard
(DN 10). On a success, the feeds are cut until the
end of the scene or an opposing character repairs
the damage. On a Good Success, the feed loops,
but there is the possibility the loop will be noticed
(if a security guard succeeds at a find test). On an
Outstanding Success the loop is nearly flawless
and attempts to notice are Very Hard (–6).

Success Levels:
* Good: The duration increases to an hour.
* Outstanding: As Good and the ''alteration'' test to spoof the feed is Favored.
(:else:)
See and (using ''alteration'') alter a security feed.
(:ifend:)


'''(β) Hailstorm''' (p. A28)\\
''Prerequisite:'' Beta Clearance, ice burst spell\\
''Axiom Level:'' 21\\
''Skill:'' Conjuration 16\\
''Casting Time:'' 1 action\\
''DN:'' Hard (-4) vs each target's dodge or Dexterity\\
''Range:'' 50 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
This spell affects everyone in a Large Blast radius,
pelting them with chunks of ice. This spell may
also be used to block a door or hallway no more
than 5 meters wide.

Targets hit take 16 ice damage and their speed
is reduced by 2 meters. until the end of their next
turn. The damage and effects apply during target’s
turn on the subsequent rounds. Those who are in
the maelstrom at the end of their turn, or enter with
their own movement suffer the effect. Escaping the
storm requires an action and a Dexterity test; a
Mishap on this test adds +1BD damage.

Success Levels:
* Good: +1BD damage.
* Outstanding: +2BD damage and tests to escape the maelstrom are Disfavored.
(:else:)
Trap people in a powerful ice storm.
(:ifend:)


'''Harmonic Wave''' (p. N38)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 10 meters\\
''Duration:'' Instant

(:if request fnord:)
Mathematicians are familiar with the concept that
harmonics can amplify the power of anything,
even to the point of allowing something as light
as air destroy a bridge, simply by blowing at its
harmonic frequency. Harmonic wave changes the
harmonic frequency within an object or organism.
Mathematicians often joke, calling it “being on the
same wavelength as someone”.

The spellcaster motions with her fingers,
starting with a single index finger, then both
index fingers, then four, then eight before
pushing out with her hands at the target. The
harmonic wave causes 10 damage that ignores
armor.

Success Levels:
* Good: +1 BD damage.
* Outstanding: +2 BD damage.
(:else:)
Change someone or something's harmonic frequency to hurt them.
(:ifend:)


'''Haste''' (p. 190)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 3 rounds

(:if request fnord:)
Haste increases the ability of the target to
maximize his actions, effectively letting him do or
concentrate on more things at once. The recipient
ignores the first two points of Multi-Action
penalties and can perform three simple actions each
round instead of two.

Success Levels:
* Good: The Duration increases to one minute.
* Outstanding: As Good, plus the recipient ignores the first four points of Multi-Action penalties.
(:else:)
Reduce Multi-Action penalties and increase how many simple actions the subject can take.
(:ifend:)


'''Heighten Backlash''' (p. A28)\\
''Axiom Level:'' 23\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 100 meters\\
''Duration:'' Concentration

(:if request fnord:)
The caster targets another spellcaster, who is surrounded by an invisible barrier
that smells of lilac and lavender. Whenever the
target casts a spell, random flowers appear around
him afterward. Whenever the target fails a spell, he
takes an additional 2 Shock from backlash.

Success Levels:
* Good: The target takes an additional 1BD Shock from backlash (instead of the flat 2).
* Outstanding: As Good and the target takes 2 Shock even on a Standard success when making a casting test.
(:else:)
Cause a spellcaster to take more Shock from failed casting.
(:ifend:)


'''Ice Burst''' (p. A28)\\
''Axiom Level:'' 18\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 25 meters\\
''Duration:'' Instant

(:if request fnord:)
The caster conjures an intense spray of super-cooled water directed at a target. When hit, the
target takes 14 damage and becomes immobilized
(but not restrained) if he is standing on a solid
surface.

Once per turn, as a simple action, the target may
make a Strength test to break the ice and move
normally.

Success Levels:
* Good: +1BD damage.
* Outstanding: +2BD damage and the target is restrained instead (see ''Grappling'' in Torg Eternity).
(:else:)
Damage and possibly immobilize a target.
(:ifend:)


'''Identify Magic Item''' (p. A28)\\
''Axiom Level:'' 14\\
''Skill:'' Divination 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
This spell only has an effect on magic items.
Successfully casting this spell determines the
properties of the item, including the presence of a
curse or quirk without triggering it.

Success Levels:
* Good: The caster learns the properties of any curse and if the item is part of a set.
* Outstanding: The caster learns what other items are part of the set (if any), and the abilities gained from obtaining more pieces of that set.
(:else:)
Safely learn what a magical item can do.
(:ifend:)


'''Images of Isis''' (p. N38)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 14\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
Images of Isis is cast by the
sorcerer making motions with
his hands and spinning around
once. On a success, two nearly
perfect illusory duplicates of the
caster appear and move into, out of,
and around the caster like a huckster
playing a shell game.

If an enemy succeeds in an attack,
the attack randomly strikes one of
the illusions or the caster. If the
attack hits an image, it disappears.

The individual images can
be included as targets for the
purposes of Multi-Targeting
or in an area effect attack. In this case, the normal
Multi-Targeting penalty applies.

Success Levels:
* Good: Three duplicates are created.
* Outstanding: Four duplicates are created and the duration increases to one minute.
(:else:)
Create illusionary duplicates of yourself for combat.
(:ifend:)


'''(β) Inferno''' (p. A28)\\
''Prerequisite:'' Beta Clearance, fireball spell\\
''Axiom Level:'' 21\\
''Skill:'' Conjuration 16\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14) or Hard (-4) vs target's dodge or Dexterity\\
''Range:'' 50 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
This spell creates a blazing fire tornado, affecting
targets in a Large Blast radius. This spell may also
be used to block a door or hallway no more than 5
meters wide.

Targets hit take 16 fire damage, which targets the
lowest armor rating.

Those who are in the raging fire at the end of their
turn, or enter the fire takes damage again (plus any
bonus damage). Targets may escape the firestorm
easily unless they are immobilized.

Success Levels:
* Good: +1BD damage.
* Outstanding: +2BD damage.
(:else:)
Fill an area with whirling flame.
(:ifend:)


'''Inner Barbarian''' (p. A29)\\
''Axiom Level:'' 18\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 1 minute

(:if request fnord:)
The caster suspends his normal reasoning ability
to tap into more primal instincts. He can’t cast
spells, invoke miracles, or manifest psionic or pulp
powers while this spell is in effect, and she loses
Concentration on any such powers. His Strength,
and Toughness increase by 2, but he is Vulnerable to
taunt and trick attacks, and his own are Disfavored.

Success Levels:
* Good: +3 Strength and Toughness.
* Outstanding: +4 Strength and Toughness.
(:else:)
Caster cannot use arcane abilities but becomes stronger and tougher.
(:ifend:)


'''(β) Inner Berserker''' (p. A29)\\
''Prerequisite:'' Beta Clearance, inner barbarian spell\\
''Axiom Level:'' 20\\
''Skill:'' Alteration 16\\
''Casting Time:'' 1 action\\
''DN:'' Higher of target's Dexterity or Strength\\
''Range:'' Touch\\
''Duration:'' 1 minute

(:if request fnord:)
Through a more powerful application of alteration
magic, the mage releases deep reserves of raw
physical power. The target can’t cast spells, invoke
miracles, or manifest psionic or pulp powers, and
she loses Concentration on any such powers. Her
Wound Limit increases by 2 and she ignores Shock
while the spell is active. When the spell ends she
takes 1BD Shock.

Additionally, her Dexterity, Strength, and Toughness
increase by 2, but she is Vulnerable to taunt and
trick attacks, and her own are Disfavored.

If the target chooses to resist this spell it
automatically fails.

Success Levels:
* Good: +3 to Dexterity, Strength, and Toughness.
* Outstanding: +4 to Dexterity, Strength, and Toughness.
(:else:)
Subject's mental abilities are limited, but physical ones are greatly improved.
(:ifend:)


'''Invisibility''' (p. 191)\\
''Axiom Level:'' 17\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Challenging (DN 12)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
Invisibility not only protects a mage from angry
foes, but is also useful for spies and saboteurs. This
spell makes the wizard and anything she carries at
the time of casting barely visible. If an item leaves
her person, it becomes visible.

Once invisible, she adds +2 to stealth, and
once spotted, attacks against her are made at −2.
Invisibility only affects sight, so creatures that don’t
rely on sight aren’t affected. Similarly, getting wet,
walking across a loud surface, or hit with a visible
marker of some kind, might negate the spell’s
benefits (GM’s call).

Invisibility doesn’t stack with other visibility
penalties—take the highest available.

Success Levels:
* Good: The stealth bonus increases to +4 and the penalty to hit becomes –4.
* Outstanding: The stealth bonus increases to +6 and the penalty to hit becomes –6.
(:else:)
Become invisible, making you difficult to see and attack.
(:ifend:)


'''Keen Blade''' (p. A29)\\
''Axiom Level:'' 17\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 1 minute

(:if request fnord:)
This spell is cast on a bladed metallic weapon.
That weapon gains Armor Piercing 2.

Success Levels:
* Good: Armor Piercing 3.
* Outstanding: Armor Piercing 4.
(:else:)
Make a blade Armor Piercing.
(:ifend:)


'''Kill Machine''' (p. C48)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 10 meters\\
''Duration:'' Instant

(:if request fnord:)
Kill machine is a spell intended to directly damage
and destroy robots, GodNet entities, and other
Tech Constructs. This spell also harms those
with cyberware, though to a more limited extent.
Against any other type of creature, this spell does
nothing.

The spellcaster points at a single target (no Multi-Targeting) and acts like he is crushing an object
into a little ball. If the target is a Tech Construct,
the conjuration test is Favored. A beam of arcane
energy shoots out and a hit does 12 damage
(12 +1BD damage against Tech Constructs) which
ignores armor.

''Special:'' This spell has no effect on targets that
don’t possess cyberware, Occultech, or internal
electronics.

Success Levels:
* Good: 12 +1BD damage, or 12 +2BD damage against Tech Constructs. Ignores armor.
* Outstanding: 12 +2BD damage, or 12 +3BD damage against Tech Constructs. Ignores armor.
(:else:)
Directly harm tech constructs and those with cyberware, Occultech, etc.
(:ifend:)


'''Law of Return''' (p. C48)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 10\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
A principle white witches hold is that whatever
harm a person causes will be returned to that
person three times. In truth this rarely occurs, but
law of return can help ensure that it does.

On a success the white witch summons a
vengeance spirit which stalks the target. It does
not actually hamper the target’s action, but should
he make a physical attack with a spell, miracle,
psionic power, or any other ability, after that attack
is resolved, the spirit makes the same attack using
the same skill total against the attacker. Any success
results in the same effect or effects applying to the
target, and at the same Success Level (i.e. the same
damage total, any Stymied or Vulnerable results,
or any secondary conditions a spell or other ability
causes).

The target is aware of the consequences of any
violent action.

Only one of these spirits may be present in an area
at one time, so only one creature may be targeted
while this spell’s duration has not expired.

Success Levels:
* Good: +1BD damage to the spirit's attacks.
* Outstanding: +2BD damage to the spirit's attacks.
(:else:)
Every time the target attacks someone, a spirit attacks him.
(:ifend:)


'''Lifehacker''' (p. C48)\\
''Axiom Level:'' 12\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 1 hour

(:if request fnord:)
The lifehacker spell increases the productivity and
efficiency of tasks undertaken by the witch. On a
success the witch chooses one skill. For the duration
of the spell, tests using that skill that do not involve
harming another in any fashion are Favored. (All
attacks and interaction attacks are considered to
"harm" another.)

This spell may be attempted only once per day

Success Levels:
* Good: The duration increases to 12 hours.
* Outstanding: The duration increases to 24 hours. Additionally, the caster may declare a single test be Up instead of Favored.
(:else:)
Become temporarily Favored in one skill.
(:ifend:)


'''Lightning''' (p. 191)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 100 meters\\
''Duration:'' Instant

(:if request fnord:)
This powerful attack spell calls forth a bolt of
lightning strong enough to harm even the great
dragons of Aysle. The damage of the bolt is 16 and
it ignores 4 points of armor. This spell may not use
the Multi-Target option.

Success Levels:
* Good: Damage +1BD.
* Outstanding: +2BD.
(:else:)
Fire a powerful bolt of lightning at a single target.
(:ifend:)


'''(β) Little Frog''' (p. A29)\\
''Prerequisite:'' Beta Clearance, shrink spell\\
''Axiom Level:'' 24\\
''Skill:'' Alteration 16\\
''Casting Time:'' 1 minute\\
''DN:'' Hard (-4) vs the target's highest attribute\\
''Range:'' 10 meters\\
''Duration:'' Concentration

(:if request fnord:)
The spell requires a frog doll with patches of folk
skin on it. The caster waves the frog doll at the
target to cast the spell.

If the casting is successful, the target must make a
special Defeat test. If the test is failed, she is cursed
and transformed into an Enchanted Frog (see p. A30).

Any objects held by the victim are dropped but
the rest of the items he carries transform with
him. However, at the GM’s option, specific items
important to the story (like Eternity Shards) may
not transform. The spellcaster may end this spell
at will.

Success Levels:
* Good: Duration becomes 24 hours.
* Outstanding: Duration becomes permanent. It can only be undone through defeating the caster and forcing him to end the spell, or by performing a Quest (see p. A90).
(:else:)
Turn the target into a tiny frog.
(:ifend:)


'''Lucky Charm''' (p. C49)\\
''Axiom Level:'' 12\\
''Skill:'' Alteration 10\\
''Casting Time:'' 10 minutes\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 24 hours but see below

(:if request fnord:)
The white witch casts this spell on a small object,
like a gemstone or rabbit’s foot. This attracts a
spirit which accompanies the bearer and enhances
his luck, until it runs out.

On a success, while the spell is in effect, the
bearer’s tests are Favored until he fails at a test.

The spellcaster may only attempt to cast lucky
charm once per day, resetting at sunrise.

Success Levels:
* Good: The spell only ends if the failed test’s final die roll is odd.
* Outstanding: The bearer instead rolls two dice instead of one, and takes the highest (after resolving any re-rolls due to rolling a 10 or 20). However, if the roll fails, the spell ends (odd/even doesn't matter).
(:else:)
Create a charm which makes all tests Favored. Ends on a failure.

(''Errata:'' Ignore "As Good" in the Outstanding description.)
(:ifend:)


'''Mage Dark''' (p. 191)\\
''Axiom Level:'' 13\\
''Skill:'' Conjuration 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
Mage dark fills a five-meter radius with total
darkness. Everything within the affected area is
shrouded in Pitch Black (–6) conditions.

If cast on an area of existing mage light, it drowns
it out and consumes it.

See the Darkness penalties on page 122 for
more information.

Success Levels:
* Good: Radius of 10 meters.
* Outstanding: Characters who normally ignore darkness penalties are affected as well.
(:else:)
Fill a 5m-radius area with total darkness.
(:ifend:)


'''Mage Hands''' (p. 191)\\
''Axiom Level:'' 9\\
''Skill:'' Apportation 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10) or a target's dodge or Dexterity\\
''Range:'' 25 meters\\
''Duration:'' Concentration

(:if request fnord:)
The wizard can manipulate items as if she had
a pair of invisible hands that can reach up to 25
meters distant. The hands are extensions of her
own—her real hands must be free as she makes
appropriate hand motions, and she can’t lift herself
any more easily than she could with her own hands.
The hands’ Strength is equal to her Spirit, but
they use her skills. If her hands wield a sword, for
example, she uses her melee combat as usual.

Success Levels:
* Good: The hands’ Strength is equal to her Spirit +1.
* Outstanding: The hands’ Strength is equal to her Spirit +2.
(:else:)
Manipulate items as if your hands were some distance away.
(:ifend:)


'''Mage Light''' (p. 192)\\
''Axiom Level:'' 13\\
''Skill:'' Conjuration 8\\
''Casting Time:'' 1 action\\
''DN:'' Easy (DN 8)\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
The converse of mage dark, mage light fills a five-meter
radius with bright, scintillating light. All
darkness penalties within the radius are negated,
including any existing instances of mage dark.

Any characters or creatures who were in Dark or
Pitch Black conditions prior to casting are dazzled
and automatically Stymied.
Success Levels:

* Good: Radius of 10 meters.
* Outstanding: Dazzled victims are Very
Stymied.
(:else:)
Fill a 5m-radius area with bright light.
(:ifend:)


'''(β) Mage Retreat''' (p. A30)\\
''Prerequisite:'' Beta Clearance\\
''Axiom Level:'' 20\\
''Skill:'' Conjuration 16\\
''Casting Time:'' 1 minute\\
''DN:'' Hard (DN 14)\\
''Range:'' Touch\\
''Duration:'' 1 day

(:if request fnord:)
The caster opens a portal to a cube of
extradimensional space 50 meters on a side. It is
furnished with enough supplies to house and feed
10 people for a day. The space can have rooms,
stairs, and other such features to make better use of
the space. At the end of the day, or when the caster
uses an action to dismiss the spell, the people inside
reappear unharmed at the location where the spell
was cast. If this spell is cast in or on something that
is moving, the location does not move with that
object.

On the plane where the spell was cast, the caster
places a hard-to-find (DN 14) glyph to mark the
spot where people can cross between the space
and the casting location. He may show the glyph
to anyone he wants to enter. Those who find (or are
shown) the glyph can cast spells from outside that
affect the space.

Success Levels:
* Good: The people inside the space can see into the casting location.
* Outstanding: As Good, and the casting location moves with any object it was cast on or in.
(:else:)
Create a comfortable, safe pocket dimension.
(:ifend:)

(''Clarification:'' Spells cast inside the retreat cannot target things in the real world.)


'''Map Building''' (p. N39)\\
''Axiom Level:'' 12\\
''Skill:'' Divination 14\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 6 hours

(:if request fnord:)
The engineer touches the walls of a single
structure, closes his eyes and extends his senses
throughout the structure. The spell provides a
vague description of the current level in his head
(e.g. “There’s a large room that way”), but does not
give any information about floors above or below.
The spellcaster automatically detects any secret
doors with stealth 10 or less when he is in line of
sight of them.

Casting map building on a particular floor may
only be done once every six hours, even if the spell
fails.

Success Levels:
* Good: Any secret doors with stealth 14 or less are detected when the spellcaster is in line of sight of them.
* Outstanding: The spellcaster gets a roughly accurate map of the entire building imprinted in his mind. The GM can sketch the map, provide a copy of the actual map (if available), or be very lenient with guiding the spellcaster through the building.
(:else:)
Get the rough layout of a structure's floor, including certain secrets.
(:ifend:)


'''Magical Trap''' (p. N39)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 10 minutes\\
''DN:'' Hard (DN 14)\\
''Range:'' 5 meters\\
''Duration:'' Until the next sunrise

(:if request fnord:)
This spell is cast upon an unoccupied location
within a structure or one of its entrances. The
caster chooses one of the following magical traps
(see page N116):

* Cold Blast Trap
* Ennervate Trap
* Flameburst Trap
* Lightning Trap

The engineer also chooses a trigger, which usually
is stepping on a spot or passing a threshold. The
result is a Standard (DN 10) trap. When triggered
the trap conjures the chosen effect, and then resets
10 seconds later.

An individual caster may only have three traps
(magical and mechanical) active simultaneously.
When the spell ends, the trap disappears.

Success Levels:
* Good: The spell creates a Challenging (DN 12) trap.
* Outstanding: The spell creates a Hard (DN 14) trap.
(:else:)
Create one of the magical traps from p. N116.
(:ifend:)


'''Mechanical Trap''' (p. N39)\\
''Axiom Level:'' 11\\
''Skill:'' Alteration 12\\
''Casting Time:'' 10 minutes\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' Until the next sunrise

(:if request fnord:)
Mechanical trap must be cast inside a structure or
one of its entrances, and the target location cannot
be occupied by any creature. The engineer points
at the spot he wishes to trap, then motions, with
a finger, equations involving motion and gravity.
The spellcaster then chooses one of the following
traps (see page N116):

* Arrow Trap
* Deadfall Trap
* Pit Trap
* Poison Dart Trap
* Spike Trap

The spellcaster also chooses a trigger, such as a
pressure plate, tripwire, or blocking a beam of
light. The materials in the structure, including the
floor, wall, or doors transform to form the chosen
trap. On a success the spell creates a Standard (DN
10) trap.

When the spell ends, the trap components return
to the original shape or state. An individual caster
may only have three traps (magical and mechanical)
active simultaneously.

Success Levels:
* Good: The spellcaster creates a Challenging (DN 12) trap.
* Outstanding: The trap created is Hard (DN 14).
(:else:)
Create one of the mechanical traps from p. N116.
(:ifend:)


'''Messenger Hawk''' (p. A30)\\
''Axiom Level:'' 20\\
''Skill:'' Apportation 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' 1,000 kilometers (or LRC)\\
''Duration:'' 1 hour

(:if request fnord:)
The caster summons a hawk which arrives
instantly, and then speaks a message of up to 1
minute long to it while thinking of the message’s
intended recipient (person or location). At the end
of the casting time, the hawk flies away at incredible
speed and cannot be detected.

The hawk circles out to the intended recipient,
along a path that can’t be followed. At the end
of the hour it lands next to the target (ignoring
barriers) and repeats the message, whispering it
into the person’s ear or standing at the location and
speaking it in a loud voice.

If the caster wishes to cancel the message, she may
do so at will.

Success Levels:
* Good: The hawk delivers the message in just 30 minutes.
* Outstanding: The hawk delivers the message in just 10 minutes.
(:else:)
Deliver a message rapidly via conjured hawk.
(:ifend:)


'''Multiple Images''' (p. A31)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 1 minute

(:if request fnord:)
A false image of the caster appears adjacent to her,
and appears to be identical in every way. The image
speaks the same words, and moves in a similar
fashion. Any attack against the caster suffers a
–2 Multi-Target penalty. When an attack hits, the
false image dives back into the caster and then
separates again, leaving it unclear which is which.
Any attack with a Blast radius doesn’t suffer the
penalty, regardless of size, since the images must
remain very close to one another.

Success Levels:
* Good: Two false images appear, so attacks are at –4.
* Outstanding: Three false images appear, so attacks are at –6.
(:else:)
Illusory doppelgangers confuse foes who attack you.
(:ifend:)


'''Mystic Darts''' (p. A31)\\
''Axiom Level:'' 19\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 10 meters\\
''Duration:'' Instant

(:if request fnord:)
The caster creates three darts made of magical
force energy and then fires them at one or more
targets which automatically hit, dealing 1 Shock
per dart unless she has a shield (physical item or
any spell or power with shield in the name).

Success Levels:
* Good: Fires four darts.
* Outstanding: Fires five darts.
(:else:)
Unerringly hit a target with weak projectiles. Shields block it.
(:ifend:)


'''Mystic Shield''' (p. A31)\\
''Axiom Level:'' 17\\
''Skill:'' Conjuration 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 1 minute or until penetrated

(:if request fnord:)
The caster is surrounded by a magical barrier that
blocks other spells from passing through.

Any spell that targets the caster has a -2 penalty
when determining if the test is successful. The
penalty does not apply to other targets who may
be included in the area of effect or as part of Multi-Targeting.

If the spell succeeds anyway, the mystic shield
ends.

Success Levels:
* Good: The penalty increases to -4.
* Outstanding: As Good, plus the foe's casting test is Disfavored.
(:else:)
Protect yourself from all spells.
(:ifend:)


'''Neutralize Traps''' (p. N40)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' 10 meters\\
''Duration:'' 6 hours

(:if request fnord:)
The engineer touches the walls of an individual
building and closes his eyes. Until the end of the
duration, the engineer may use his alteration skill
to disable traps, and attempts to disable traps
are Favored. Even traps that cannot normally be
disabled may be attempted at Nearly Impossible
(DN 20).

This spell does not affect traps related to a Cosm
card or affect deathtraps (thanks to the Law of
Drama).

This spell cannot be cast on the same building
more than once every six hours, even if the casting
fails.

Success Levels:
* Good: If a player has a Cosm card related to traps, she may discard it for the full benefit.
* Outstanding: As Good plus once per scene, the engineer may automatically succeed at a Dramatic Skill Resolution step when solving a deathtrap.
(:else:)
Use alteration skill (Favored) to overcome a structure's traps.
(:ifend:)


'''One by Four by Nine''' (p. N40)\\
''Axiom Level:'' 9\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 minute, must be cast at sunrise\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Until the next sunrise

(:if request fnord:)
Numbers have power, and one, four, and nine
are the numbers one, two, and three raised to
the second power. This pattern is said to have
cosmic significance, and is rumored to have been
discovered by an early mathematician, Zarathustra.

One by four by nine must be cast at sunrise, while
vocalizing particular notes and drumming a
particular beat. Only one attempt may be made to
cast per day. If an actual drum is used, the test is
Favored.

On a success, the mathematician can reduce the
impact of his misfortune until the next sunrise.
When mathematician rolls a 1 on the first die
roll of any test, he rolls a die and adds it to 1.
This second roll has a minimum of 4, similar to
spending Possibilities. Any Mishap or Malfunction
still takes effect, even if the test is a success.
''This is an exception to the rule that a 1 always fails, and the character can also spend Possibilities or play cards to further improve the result.'' If the Mishap
causes a disconnection, it occurs after the test is
resolved rather than immediately.

Success Levels:
* Good: If the second die roll is a 4 (and not just a lower roll that counts as 4), a third die is rolled and added to the total, with a minimum of 9.
* Outstanding: As Good, but a roll of 1 on any die roll during a test (including Up conditions or Possibilities) starts the 1-4-9 sequence.
(:else:)
Gain a chance for a test to succeed even upon rolling a 1.
(:ifend:)


'''Open Lock''' (p. 192)\\
''Axiom Level:'' 8\\
''Skill:'' Apportation 10\\
''Casting Time:'' 1 action\\
''DN:'' Easy (DN 8)\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
Merchants and others with riches to protect
detest this simple spell. It works on normal or
electronic locks. With it and sufficient skill, a mage
may open any lock with up to a −4 penalty (see
Lockpicking, page 80).

Success Levels:
* Good: Opens heavy or electronic locks with a penalty up to –6.
* Outstanding: Opens any lock silently and avoids any alarms or wards placed on it. Note that some very powerful “seals“ are not necessarily “locks,“ however.
(:else:)
Open a normal or electronic lock.
(:ifend:)


'''Pathfinder''' (p. 192)\\
''Axiom Level:'' 7\\
''Skill:'' Divination 12\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
Pathfinder allows a magician to sense the direction
and distance to an object, location, or being. The
success level determines the spell’s maximum
range of detection.

Success Levels:
* Good: Range of 500 meters.
* Outstanding: Range of 1 kilometer.
(:else:)
Locate an object, place, or being if within range.
(:ifend:)

(''Clarification:'' Pathfinder adds range to your ability to find someone, but does not make conclusions for you. It will fail if the target is shapechanged or disguised, and cannot be used to find abstracts like "the killer.")


'''Peak Performance''' (p. A31)\\
''Prerequisite:'' The enhance spell\\
''Axiom Level:'' 20\\
''Skill:'' Alteration 16\\
''Casting Time:'' 1 action\\
''DN:'' Hard (-4) vs the target's highest attribute\\
''Range:'' Touch\\
''Duration:'' 3 rounds

(:if request fnord:)
The caster touches a creature, giving it +1 to all
its attributes for the duration. The normal Stacking
rules apply to each attribute, so only the highest
bonus applies to any individual attribute.

Success Levels:
* Good: +2 to each attribute.
* Outstanding: +3 to each attribute.
(:else:)
Buff ''all'' of the target's attributes.
(:ifend:)


'''Phantasm''' (p. N41)\\
''Prerequisite:'' Either the figment or glamor spell\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 25 meters\\
''Duration:'' Concentration

(:if request fnord:)
The caster closes his eyes briefly and creates a
mental image of a creature. He then opens his
eyes and motions towards a target location, and
an illusion (see page N34) based on the creature
appears.

Unlike normal illusions, phantasms are partially
real, and can inflict physical, but non-lethal
damage.

No matter what form the illusion takes, once
per turn the caster may attack with it as a simple
action, making a conjuration test against the target's
willpower or Mind. On a success the target takes 10
damage that ignores armor. Good and Outstanding
Successes add bonus dice as usual.

Success Levels:
* Good: The duration increases to 1 minute.
* Outstanding: As Good plus the phantasm instead does a base 13 damage that ignores armor.
(:else:)
Create an illusory creature that can actually hurt others.
(:ifend:)


'''Plant Shackles''' (p. A32)\\
''Axiom Level:'' 20\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 15 meters\\
''Duration:'' 1 minute

(:if request fnord:)
An area with a Medium Blast radius is covered
in writhing plants that capture any living creatures
standing there. Any creature affected by the spell is
restrained, and can only try to break free as normal.

Attempting to break free requires an Easy (DN
8) Strength test. If the victim succeeds this does not
consume his action and he may act normally.

Success Levels:
* Good: Attempts to break free are Standard (DN 10).
* Outstanding: Attempts to break free are Challenging (DN 12).
(:else:)
Plants restrain everyone in the area.
(:ifend:)


'''Portal''' (p. 192)\\
''Axiom Level:'' 14\\
''Skill:'' Apportation 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 50 meters\\
''Duration:'' Instant

(:if request fnord:)
With a brisk incantation and a broad gesture the
mage opens two connected portals. One appears
right next to the caster, and the other anywhere
within 50 meters. Whatever enters one portal
emerges from the other in the same instant.
The portals only exist for a few seconds before
disappearing.

Portal has applications for both movement and
combat. The caster may simply add 50 meters to
his movement when using the spell. If used in a
chase it allows the mage to gain steps using the
apportation skill rather than Dexterity. A failure
to achieve the spell's DN counts as a failure for
backlash, regardless of the DN to gain a step.

In combat, the caster may use a Multi-Action to
reach through and attack a foe adjacent to the other
portal. The connection goes both ways: a grappled
enemy may be pulled back through to the caster's
side or a waiting opponent may strike through the
portal back at the caster on the other side. The portal
closes once the current side finishes their actions.

Success Levels:
* Good: Thanks to excellent timing adjacent allies may also move through the portal or attack adjacent foes. Waiting enemies can't attack through the portal.
* Outstanding: The portal appears in exactly the right spot. Attacks against a target adjacent to the other end gain a +4 bonus for catching the foe Flat-Footed.
(:else:)
Open two portals for a few seconds, allowing instantaneous movement between them.
(:ifend:)

(''Clarification:'' You cannot force someone else through a portal; it is trivial for even goons to avoid this happening.)


'''Portent''' (p. N41, C49)\\
''Axiom Level:'' 10\\
''Skill:'' Divination 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Instant

(:if request fnord:)
The spellcaster thinks of a person, item, area, or
course of action, and receives an indication about
immediate fortune surrounding the situation.
Sometimes the flash of insight is so potent that the
immediate future can even be altered slightly.

On a success, the mathematician may look at the
top card on the Drama deck and then return it to
the top of the deck.

Success Levels:
* Good: Two cards may be looked at and then replaced in the same order.
* Outstanding: Two cards may be looked at and then one discarded and the other placed back on top of the Drama deck.
(:else:)
Get a flash of premonition, including a peek at the Drama deck.
(:ifend:)


'''Possibility Rend''' (p. 193)\\
''Axiom Level:'' 15\\
''Skill:'' Divination 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
The rare offensive use of divination, this spell scans
through a single target’s possible futures and
destroys them!

The game effect is to drain a reality-rated target
of 1 Possibility. An Ord disconnects and counts as
drained of all Possibility Energy. This spell may
not Multi-Target.

Success Levels:
* Good: The target is also Stymied or Vulnerable, caster’s choice.
* Outstanding: As a Good result, and a reality-rated target loses 2 Possibilities.
(:else:)
Drain the target of a Possibility, or force an Ord to disconnect.
(:ifend:)


'''Possibility Shadows''' (p. 193)\\
''Axiom Level:'' 15\\
''Skill:'' Divination 16\\
''Casting Time:'' 1 minute\\
''DN:'' Challenging (DN 12)\\
''Range:'' Touch\\
''Duration:'' 5 minutes

(:if request fnord:)
Possibility shadows allows a caster to ask reality
itself a question. To do so, he must first cast a deep
shadow on a surface, concentrate on a question or
topic for one minute, and finally invoke the spell.
If successful, his shadow (or another’s if casting
for someone else) takes on a life of its own, forming
other objects, creatures, or individuals, and reveals
a vague clue about the chosen topic.

Of course the future isn’t set, so the information
granted is a “best guess“ (as determined by the
GM), and is likely to change based on other events.
Once conjured, the shadow does not appear to
the same conjurer again this scene.

Success Levels:
* Good: The shadow answers two questions.
* Outstanding: The shadow answers three questions.
(:else:)
Ask reality itself a question about the future.
(:ifend:)


'''Protective Circle''' (p. 193)\\
''Axiom Level:'' 9\\
''Skill:'' Alteration 8\\
''Casting Time:'' 1 minute\\
''DN:'' Challenging (DN 12)\\
''Range:'' A two-meter diameter circle\\
''Duration:'' Concentration, or when the circle is
crossed or broken

(:if request fnord:)
Occultists in Orrorsh and treacherous thralls in
Tharkold make frequent use of this spell when
dealing with the deadly demons of their cosms.

To employ a protective circle, the caster draws a
visible, one-meter-radius circle in chalk, blood, salt,
or other material, then embellishes it with arcane
runes. Once drawn, and for as long as the caster
maintains Concentration, supernatural beings
may not cross the border. They may speak and
otherwise interact across the border normally, but
any supernatural powers (such as spells or special
abilties) suffer a –2 penalty.

If another force or being breaks the circle’s drawn
boundary the spell ends.

Success Levels:
* Good: The penalty is increased to –4.
* Outstanding: The being’s supernatural abilities cannot cross the boundary.
(:else:)
Create a circle which supernatural beings cannot cross.
(:ifend:)


'''Repel Curse''' (p. C49)\\
''Axiom Level:'' 9\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 1 scene

(:if request fnord:)
One curse on a person, location, or item is suppressed for the duration.

Success Levels:
* Good: Duration becomes 1 act.
* Outstanding: The curse is permanently removed.
(:else:)
Suppress or possibly remove a curse.
(:ifend:)


'''Scrambler''' (p. 194)\\
''Axiom Level:'' 9\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 50-meter radius\\
''Duration:'' 10 minutes

(:if request fnord:)
Used primarily in the watchdog regime of the
Cyberpapacy, scrambler obscures everyone
in the affected area from all security and
surveillance systems.

Captured video and voices become blurry and
unidentifiable to such devices, and targeting
bonuses from smart ammunition and augmented
reality HUDs are negated.

Success Levels:
* Good: The Range is increased to a 100-meter radius.
* Outstanding: The caster’s video and voice are completely erased and the diration increases to an last hour.
(:else:)
Scramble all surveillance systems in the area.
(:ifend:)


'''Scry''' (p. 194)\\
''Axiom Level:'' 8\\
''Skill:'' Divination 12\\
''Casting Time:'' 1 minute\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 500 kilometers (or LRC)\\
''Duration:'' Concentration

(:if request fnord:)
Scry allows a prying caster to peek in on a subject
from afar. This spell targets a single person, and
requires a vestige of that individual—fingernail
clippings, a lock of hair, a vial of blood, etc.—in
order to work. Without such materials the spell
automatically fails. Those with secrets to protect
closely guard or destroy such residue.

A Standard success grants a view of the target
from directly above. The mage sees and hears
anything within five meters, but nothing outside
that range is visible or audible. Thus it may not be
clear exactly where the target is located, only what
he is currently doing. Anyone viewed or heard by
the spell intuitively feels that he’s being watched,
but isn’t certain how.

Success Levels:
* Good: The observable area increases to 25 meters.
* Outstanding: The target viewed and heard is no longer aware of being observed.
(:else:)
Spy on a subject from afar; they may sense they're being watched.
(:ifend:)


'''Shield''' (p. 194)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
The shield spell helps Storm Knight spellcasters
survive their battles with the High Lords’ minions.

A successful casting adds +1 to all the caster’s
physical defenses (dodge, melee combat, and unarmed
combat). The bonus follows normal Stacking rules,
so a shield spell cast on a character with a real shield
gets whichever bonus is best.

Success Levels:
* Good: The bonus is increased to +2.
* Outstanding: The bonus is increased to +3.
(:else:)
Provide the same effects that an actual shield would give.
(:ifend:)


'''Shrink''' (p. A32)\\
''Axiom Level:'' 20\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's Strength\\
''Range:'' Touch\\
''Duration:'' Concentration

(:if request fnord:)
This spell makes a living creature one size category
smaller.

While the spell is in effect the target takes a -1
penalty to its Strength. If the target was Large or
Very Large his Wound Limit decreases by one, and
his Shock Limit decreases by 2. Attacks against
the target gain a penalty or bonus according to its
new size category. Any equipment carried or worn
shrinks as well, but does not change its statistics.

If shrink is cast on a target with grow already cast
on it, both spells are canceled and both end.

Success Levels:
* Good: The target takes a -2 penalty to Strength.
* Outstanding: The creature becomes two size categories smaller and takes a -2 penalty to Strength. If the target was Very Large his Wound Limit decreases by 2, and his Shock Limit by 4.
(:else:)
A creature becomes smaller and weaker.
(:ifend:)


'''Silence''' (p. A32)\\
''Axiom Level:'' 11\\
''Skill:'' Apportation 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's Mind or willpower\\
''Range:'' 10 meters\\
''Duration:'' Concentration

(:if request fnord:)
This spell uses apportation to scatter the sound
patterns in a Small Blast radius, making it
more difficult to cast spells or invoke miracles.
Additionally, attempts to communicate require a
successful Mind or language test.

On a success, casting spells or invoking miracles
takes Challenging (-2) penalty.

Success Levels:
* Good: Casting and invoking attempts are Disfavored and take a Challenging (-2) penalty.
* Outstanding:  As Good and silence becomes nearly total and the penalty increases to Hard (-4).
(:else:)
Communicating and using spells/miracles becomes difficult.
(:ifend:)

(''House Rule:'' The listed penalty applies to communication attempts as well.)


'''(β) Skeletal Barrier''' (p. A32)\\
''Prerequisite:'' Beta Clearance, armor spell\\
''Axiom Level:'' 20\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' Self\\
''Duration:'' 1 minute

(:if request fnord:)
The caster must have a bone, preferably a human
bone (which makes casting this spell Favored). The
caster points the bone forward, to the right, to the
left, then behind and throws it on the ground.

On a success, the bones multiply into a whirling
barrier around the caster that provides +3 armor
with Full Body protection. The bones do not
impair sight, other senses, or any actions including
spellcasting.

If a melee weapons or unarmed combat attack against
the caster misses, the attacker takes 12 damage.

Success Levels:
* Good:  The skeletal barrier provides +4 armor, and retributive damage gains +1BD.
* Outstanding: As Good but the armor provides +5 protection.
(:else:)
Surround yourself with whirling bones which protect you and damage attackers.
(:ifend:)


'''Slow''' (p. 195)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 20 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
Slow decreases a living being’s speed and makes
it more difficult for him to do multiple things at
once. The caster points at his target in slow motion.

The target’s Speed is decreased by 25% and
the target is Stymied. Speed refers to the target’s
personal walking, running, climbing, swimming,
or flying speed. Slow doesn’t affect machines or
devices of any type.

Success Levels:
* Good: Speed is decreased by 50% and the target may not run.
* Outstanding: Speed is decreased by 75% and the target loses his next turn (he might get another via a Flurry or similar ability, however).
(:else:)
The target is Stymied and has their movement speed reduced.
(:ifend:)


'''Sound Cloud''' (p. A33)\\
''Axiom Level:'' 18\\
''Skill:'' Conjuration 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (-4) vs the target's Strength\\
''Range:'' 100 meters\\
''Duration:'' Concentration

(:if request fnord:)
The spell creates a cloud of noise in a Large
Blast radius. All targets inside the cloud capable
of hearing become severely disoriented and are
Stymied for the duration and must make a willpower
or Spirit test as a free action, once per turn, to move.
A Good or Outstanding success on this test ends
the effect for the victim at the end of his turn.

Success Levels:
* Good: Those affected are also Vulnerable for the duration.
* Outstanding: : As Good, and those affected can’t cast spells, or invoke miracles.
(:else:)
Create a disorienting area of noise.
(:ifend:)


'''Speak with Dead''' (p. 195)\\
''Axiom Level:'' 12\\
''Skill:'' Divination 14\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 5 minutes

(:if request fnord:)
To cast this loathsome spell, the occultist
manipulates the corpse’s jaws while beseeching the
spirit that once resided inside to speak. The spirit
retains its former consciousness–it knows it’s dead,
may refuse to speak, is subject to persuasion, etc.

A particular corpse may only be questioned
once per scene.

Success Levels:
* Good: The corpse may only speak the truth, but may still refuse to answer.
* Outstanding: The corpse must answer any questions truthfully, to the best of its knowledge.
(:else:)
Question the spirit of a particular corpse.
(:ifend:)


'''Stun''' (p. 195)\\
''Axiom Level:'' 12\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 50 meters\\
''Duration:'' Instant

(:if request fnord:)
A wave of arcane energy overwhelms a group of
foes. It affects everyone within a Large Blast area
(see page 122). This is an Area Affect spell and
may not Multi-Target.

Any target affected becomes Very Stymied. Stun
only works on living beings, so undead, constructs,
or animated objects are unaffected.

Success Levels:
* Good: Affected targets may not move on their next turn.
* Outstanding: Affected targets lose their entire next turn.
(:else:)
Hamper the actions of a large group of people (friend or foe).
(:ifend:)

'''Sudden Burial''' (p. A33)\\
''Axiom Level:'' 21\\
''Skill:'' Apportation 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 25 meters\\
''Duration:'' Instant

(:if request fnord:)
The spell is cast on a patch of ground the size of a
Medium Blast radius. The ground up to one meter
deep (and anything on it) lifts 5 meters in the air,
flips over, and then slams back into place. A living
creature in the area takes 10 +1BD damage and is
Stymied.

Success Levels:
* Good: 10 +2BD damage.
* Outstanding: As Good and the target is restrained until they make a Strength test as an action to escape.
(:else:)
Damage, stymie, and possibly restrain everyone in the area.
(:ifend:)


'''Summon Elemental''' (p. A33)\\
''Axiom Level:'' 18\\
''Skill:'' Conjuration 16\\
''Casting Time:'' 1 action\\
''DN:'' Very Hard (DN 16), but see below\\
''Range:'' 10 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
You summon an elemental of your choice: air (see
Sprite, p. A137), earth (see Troll, p. A138), fire
(see Barghest, p. A132), metal (see Clanker, p. A133), plant (see Ghillie, p. A135), or water (see
Charyb, p. A132) to any unoccupied space within
range. The elemental attacks the nearest target each
round, and acts at the end of the Heroes Conflict
Line. At the end of the duration the elemental
breaks apart and vanishes.

The DN drops to Challenging (12) if the appropriate
material for the element is already abundant at the
location.

Only one elemental can be summoned at a time.
When the spell ends the elemental immediately
dissipates and no additional elementals may be
summoned until the start of the next scene.

Success Levels:
* Good: The caster may control the elemental’s movement and attack each turn.
* Outstanding: As Good and the duration increases to 1 minute, but the caster may dismiss the spell early as a simple action.
(:else:)
Summon one of the six types of elemental to fight for you.
(:ifend:)


'''(β) Teleport''' (p. A33)\\
''Prerequisite:'' Beta Clearance, portal spell\\
''Axiom Level:'' 24\\
''Skill:'' Apportation 18\\
''Casting Time:'' 1 full round\\
''DN:'' Heroic (DN 18)\\
''Range:'' 5 meters\\
''Duration:'' Instant

(:if request fnord:)
The caster, and up to five willing targets in range
may be moved up to 100 km to a place that the
wizard has previously visited. Boundaries between
realities cannot be crossed.

If the chosen location is outside of the range
(accounting for success levels), the spell fails and all
who tried to teleport take backlash. If the location
is within range but there is no place for the target to
appear at the location, the target will appear at the
nearest safe space.

A Mishap on the roll means that the teleport fails
dramatically and the GM is going to complicate
the heroes’ lives by taking them somewhere
“interesting”.

When the teleportation is completed, all effects
maintained via Concentration end automatically
and the characters are Flat Footed for a minute.
Teleporting is hard on the body and a creature
who teleports again within 30 days must take a
Disfavored Defeat test on arrival.

Success Levels:
* Good: The caster and any companions may teleport up to 500 km.
* Outstanding: Anywhere on the same plane may be reached, as long as reality boundaries are not crossed.
(:else:)
Teleport up to five targets up to 100 kilometers.
(:ifend:)

(''Reminder:'' Long-Range Contradiction rules still apply; if this spell is contradictory, max teleportation range drops to one kilometer.)


'''Time Crunch''' (p. A34)\\
''Axiom Level:'' 20\\
''Skill:'' Alteration 16\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 10 meters\\
''Duration:'' 1 round

(:if request fnord:)
The caster and allies within range can ignore up
to 2 points of Multi-Action or Multi-Targeting
penalties, and may take three simple actions on
their turn. The duration ends directly after the
caster acts on the next round.

Success Levels:
* Good: Affected allies may Rush without incurring a –2 penalty.
* Outstanding: As Good and allies may ignore up to 4 points of Multi-Action or Multi-Targeting penalties.
(:else:)
Speed up all allies within range.
(:ifend:)


'''(β) True Darkness''' (p. A34)\\
''Prerequisite:'' Beta Clearance, mage dark spell, at least one Darkness perk\\
''Axiom Level:'' 17\\
''Skill:'' Conjuration 16\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 25 meters\\
''Duration:'' 1 minute

(:if request fnord:)
The spell is a more powerful version of mage dark
that calls on the essential nature of darkness to a
5-meter radius sphere centered on a point within
range. It dispels all light in the area, resulting in
Pitch Black Darkness, and even magical light, except
for true light cannot shine. Any other magical light
spell that would affect any part of the area covered
by this spell fails, regardless of its success level.

In addition, this spell hampers those with Light
Perks and enhances those with Darkness Perks.
Interaction attacks by heroes with at least one Light
Perk are Disfavored. Characters with at least one
Darkness Perk can see in the darkness without
penalty and their interaction attacks are Favored
when used from inside the darkness.

If true light and true darkness overlap, the casters of
each spell contest conjuration and the loser’s spell
is dispelled.

Success Levels:
* Good: Contests against a true light spell are Favored and Light Perks don’t function at all.
* Outstanding: As Good except contests against a true light spell are Up.
(:else:)
Create pitch darkness, which The Dark may ignore, that especially hinders The Light.
(:ifend:)


'''(β) True Light''' (p. A34)\\
''Prerequisite:'' Beta Clearance, mage light spell, at least one Light perk\\
''Axiom Level:'' 17\\
''Skill:'' Conjuration 16\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 25 meters\\
''Duration:'' 1 minute

(:if request fnord:)
The spell is a more powerful version of mage
light that calls on the essential nature of light to
illuminate a 5-meter radius sphere centered on
a point within range. It dispels all darkness in
the area, even magical darkness, except for true
darkness. Any other magical darkness spell that
would affect any part of the area covered by this
spell fails, regardless of its success level.

In addition, this spell hinders those with Darkness
Perks and enhances those with Light Perks.
Interaction attacks by heroes with at least one
Darkness Perk are Disfavored. Heroes with at least
one Light Perk recover 1 Shock automatically at the
end of their turn, and their interaction attacks are
Favored when done inside the area of effect.

If true light and true darkness overlap, the casters of
each spell contest using conjuration and the loser’s
spell is dispelled.

Success Levels:
* Good: Contests against a true darkness spell are Favored and Darkness Perks don’t function at all.
* Outstanding: As Good, except contests against a true darkness spell are Up.
(:else:)
Create pure light that heals The Light and hinders The Dark.
(:ifend:)


'''Violence Hex''' (p. C49)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 25 meters\\
''Duration:'' 1 minute

(:if request fnord:)
White witches believe fighting is a last resort to
solving disagreements, and this spell dampens
violence. This spell may only be cast on a target
that has made a physical attack (not an interaction
attack) in the last 10 minutes.

On a Standard success, the target reduces all damage they deal by -2.

Success Levels:
* Good: The target reduces all damage they deal by -1BD.
* Outstanding: The target halves all damage they deal (round up).
(:else:)
Reduces the damage dealt by the target.
(:ifend:)


'''Vision of Doom''' (p. A35)\\
''Axiom Level:'' 23\\
''Skill:'' Divination 10\\
''Casting Time:'' 1 free action (see below)\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 1 round

(:if request fnord:)
This spell can be cast once per scene, as a free
action, immediately after a failed test for a Dramatic
Skill Resolution. On a success, the Storm Knights
gain an extra round to complete the Dramatic Skill
Resolution.

Success Levels:
* Good: As Standard and any effects from a Dilemma are reversed.
* Outstanding:  As Good, plus the test for the current step or steps is Up.
(:else:)
Get a second chance to complete a Dramatic Skill Resolution.
(:ifend:)


'''(β) Vision of Harm''' (p. A35)\\
''Prerequisite:'' Beta Clearance, vision of doom spell\\
''Axiom Level:'' 24\\
''Skill:'' Divination 18\\
''Casting Time:'' 1 action\\
''DN:'' Hard (-4) vs target's willpower or Spirit\\
''Range:'' 10 meters\\
''Duration:'' Concentration

(:if request fnord:)
To cast this spell, the wizard utters a pronouncement
of doom: "I foresee harm in your immediate future."
If the caster has a unique object belonging to the
intended target, on that has been owned for at least
a year and a day, the divination test is Favored.
On a success, the target’s attempts to Soak damage
have a Hard (-4) penalty.

Success Levels:
* Good: The target’s attempts to Soak damage are also Disfavored.
* Outstanding: As Good and when the target spends a Possibility to Soak Damage, the caster may spend a Possibility to contest the Soak roll (using reality).
(:else:)
Make it very difficult for a target to Soak damage.
(:ifend:)


'''Wall of Force''' (p. A35)\\
''Axiom Level:'' 18\\
''Skill:'' Conjuration 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 40 meters\\
''Duration:'' Concentration

(:if request fnord:)
The caster conjures a shimmering wall of force up
to 10 meters long, 3 meters high, and 30 centimeters
thick at a place within range. The wall repels all
attempts to penetrate it until it is dismissed or
beaten down. It has Toughness 18, is immune to
Shock damage, and can take 1 Wound.

Success Levels:
* Good: The wall’s Toughness increases to 23.
* Outstanding: As Good and the wall’s Wound limit increases to two.
(:else:)
Create a resilient barrier to block attacks and passage.
(:ifend:)


'''Whirlwind''' (p. A35)\\
''Axiom Level:'' 17\\
''Skill:'' Apportation 14\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10) or target's dodge or Dexterity\\
''Range:'' 25 meters\\
''Duration:'' 1 minute

(:if request fnord:)
The spell creates a whirlwind with a Medium
Blast radius and can be directed at specific targets
immediately, or created and then moved around.

As an action, the caster may direct the whirlwind
as long as it remains in range. It attacks targets
in a Medium Blast radius with an apportation test
vs. the target’s dodge or Dexterity.

Those hit, or those who are forced into the vortex
(such as by a Player’s Call), take 10 damage — and
those who take at least 1 Shock from this are pushed 4 meters
along the whirlwind’s path, or 2 meters if they're Large.
If a target would be pushed into a dangerous area, it may
make a Dexterity test to prevent it. Larger creatures
suffer the damage but are not moved.

Good or Outstanding results on the apportation
attack test apply as if the spell was just cast.

Success Levels:
* Good: +1BD damage, and targets are pushed 10 meters, or 5 meters if Large.
* Outstanding: +2BD damage, and targets are pushed 15 meters, 10 meters if Large, and 5 meters if Very Large.
(:else:)
Create a whirlwind that injures and possibly flings its subjects about.
to:
Create a resilient barrier to block attacks and passage.
August 21, 2020, at 08:40 PM by 66.18.61.107 -
August 21, 2020, at 08:40 PM by 66.18.61.107 -
Added lines 1-3244:
(:if request fnord:)
Return to [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMagic?fnord=yes | Torg Eternity Magic]]
(:else:)
Return to [[Torg Eternity Magic]]
(:ifend:)

----

(:if request fnord:)
%red% '''Additional Info Mode Unlocked! Please do not share this page.''' %%

(:else:)
(:ifend:)
This is a specific list of just Principle Magic spells, a necessary thing for those with the Principle Magic perk!

'''Note:''' The addendum "(or LRC)" in the Range stat is a reminder that ''contradictory'' effects are limited to a range of one kilometer, per the Long-Range Contradictions rules on p. 180.

>>padding=20px bgcolor=#eeffee<<
!! %center% Spell List

On a failure, the magician suffers 2 Shock. On a Mishap, the caster takes 2 Shock and becomes Very Stymied.

'''Principle Magic'''
* ''Alteration:'' absorb magic, dispel magic, fear, heighten backlash, invisibility, stun.
* ''Apportation:'' mage hands, silence.
* ''Conjuration:'' lightning, mage dark, mage light, multiple images, mystic darts, mystic shield, shield, sound cloud, wall of force.
* ''Divination:'' detect magic, identify magic item.
>><<

>>padding=20px bgcolor=#ffeeff<<
!! %center% Spells

'''Absorb Magic''' (p. A24)\\
''Axiom Level:'' 22\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action, or as a free action in response to being the target of a spell and the caster is taking an Active Defense\\
''DN:'' Hard (DN 14) or opposed spellcaster's casting total\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
The next spell targeting the caster is absorbed and
has no effect on the caster. The spell still affects
other targets.

Success Levels:
* Good: As Standard and if the caster has the required skill, she may capture the spell and may subsequently cast it before absorb magic expires. Only one spell may be captured in this fashion.
* Outstanding: As Good, but multiple spells may be captured.
(:else:)
Absorb (and possibly store) a spell targeting you.
(:ifend:)


'''Alarm''' (p. 187)\\
''Axiom Level:'' 11\\
''Skill:'' Divination 8\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 1 day

(:if request fnord:)
Alarm creates an immobile and invisible 10-meter
diameter circle around the wizard, who also
whispers a password while casting. If anyone
without the proper password enters the area, the
spell emits a warning in the wizard’s voice that
continues until someone speaks the password or
it expires. This makes surprise attacks impossible.

The wizard’s warning may be as loud as he can
generate with his own voice.

Success Levels:
* Good: If the wizard chooses, Duration is increased up to one week and the circle may be expanded to 100 meters.
* Outstanding: As Good, the alarm can be silent if the wizard chooses, and he knows if it’s been triggered no matter how far away he is.
(:else:)
Prep a 10m-diameter area so that an alarm goes off if anyone enters it without the password.
(:ifend:)


'''Animal's Eyes''' (p. A24)\\
''Axiom Level:'' 16\\
''Skill:'' Divination 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' 1 kilometer\\
''Duration:'' 1 hour

(:if request fnord:)
This spell allows the caster to possess and take
limited control a normal animal of Small size or
smaller she can see (magical animals and creatures
like animal companions are immune). The mage
can influence where the animal goes and looks,
but cannot force the animal to make attacks or
interaction attacks, or otherwise endanger itself.

The spellcaster can use the animal’s senses
but makes tests on Mind-based skills to gather
information using his own skill values. The caster
may not normally act or sense his own body while
possessing an animal, but may split his attention
to do both by taking a Multi-Action penalty. If the
animal gets beyond 1 kilometer, the spell ends.

Success Levels:
* Good:  The caster’s tests involving the animal are Favored.
* Outstanding: As Good and the range increases to 10 kilometers (if non-contradictory) and the caster ignores the penalty for Multi-Targeting mentioned above.
(:else:)
Direct and use the senses of a small animal.
(:ifend:)


'''(&beta;) Animal Spy Network''' (p. A24)\\
''Prerequisite:'' Beta Clearance and one of birdswarm, messenger hawk, or animal's eyes\\
''Axiom Level:'' 24\\
''Skill:'' Divination 18\\
''Casting Time:'' 1 minute\\
''DN:'' Heroic (DN 18)\\
''Range:'' 1,500 kilometers (or LRC)\\
''Duration:'' Concentration

(:if request fnord:)
This spell may be cast over a vast distance, but the
effect cannot cross reality boundaries and follows normal long-range contradiction rules.

The caster chooses an earthly type of animal. This
spell allows the caster to locate a specific creature
or object by looking through the eyes of all animals
of that type in range (even if out of line of sight).
If the target is in a location with those animals,
the animal discovering the subject continues to
monitor the target, and the caster can attempt to
decipher where the target is by making one Heroic
(DN 18) divination test.

While an animal monitors the subject, a black circle
appears on the animal’s right eye, and a Mishap on
the test to locate a living target allows the target to
realize it is being watched.

This spell can only be cast once a day to find a
specific person or object regardless of which
animals are used.

Success Levels:
* Good:  Skill tests to search for the subject or determine its location become Favored.
* Outstanding: As Good and when the caster figures out where the subject is, he can cast spells targeting the subject as if standing at the animal’s location. Damage or interaction conditions to the animal cause Concentration tests as normal.
(:else:)
Use all the animals nearby to locate a person or object.
(:ifend:)


'''Animate Skeleton''' (p. A25)\\
''Axiom Level:'' 19\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 minutes\\
''DN:'' Very Hard (DN 16)\\
''Range:'' 10 meters\\
''Duration:'' 24 hours

(:if request fnord:)
This spell must be cast in the presence of nearly
complete skeletons. If it is cast in a Dark or Pitch
Black location, or in a graveyard (not a gospog
field), the casting is Favored.

On a success, the skeleton (p. A137) animates
and joins the caster. This spell may be multi-targeted; if multiple skeletons animate,
they form a Mob (see ''Characters and Creatures'' in
Torg Eternity). The skeletons are loyal to the caster
and may be directed by voice with a simple action.
The skeletons do not have any equipment normally,
but may use equipment provided to them.

Only one attempt to cast this spell each day.

Success Levels:
* Good: The skeletons gain +1 to Strength.
* Outstanding: The skeletons gain +1 to Dexterity and Strength.
(:else:)
Raise a skeleton up as undead.
(:ifend:)


'''Armor''' (p. 187)\\
''Axiom Level:'' 14\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' Concentration

(:if request fnord:)
Armor infuses the caster’s skin (or an ally's if
desired) with protective energies that grants her
Armor +1. This is one of the most common spells
among Delphi Council mages due to the constant
danger they find themselves in.

Success Levels:
* Good: The spell provides +2 Armor.
* Outstanding: The spell provides +3 Armor.
(:else:)
Give one person inherent Armor.
(:ifend:)


'''Astral Form''' (p. N35)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 16\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
Parallel to our physical existence is an immaterial
one, a realm of ghosts and spirits. Some of these
vengeful spirits, under a high enough Magic
Axiom, can physically manifest and appear as
demons. Skilled sorcerers have discovered a means
to replicate this feat, but in the other direction.

When successfully cast, the sorcerer intentionally
separates his spirit from his physical body, and
his body becomes helpless and inert, as if he were
sleeping. The hero’s astral form is transparent,
ethereal, and can fly as fast as he can run. The
character remains connected to his physical body
through a silver cord, and can travel up to one
kilometer away. The spellcaster may instantly
move back into his physical body as a free action.
This also happens if the caster loses Concentration
or if the caster’s astral form or physical body is
subject to an effect like the banish miracle.

The hero can view the physical realm as if he
were physically present but cannot interact
with beings or objects present. However, he can
interact with and be attacked by ghosts, spirits, or
other immaterial entities. Any of his abilities not
connected to physical objects can be used in astral
form, including inherent pulp powers, pulp sorcery
rituals, miracles, or spells. He can also attack using
unarmed combat. ''These abilities and attacks only affect immaterial beings.'' Invoking banish while
in astral form on an already immaterial foe has no
effect.

Attacks that can affect ethereal beings work on the
caster’s spirit for full effect.

Success Levels:
* Good: The character becomes invisible but can become visible and speak to others in the physical realm as a simple action. The caster still cannot touch or otherwise physically interact with any objects, but can make verbal interaction attacks.
* Outstanding: As Good and the spellcaster can travel any distance away (in the same realm or cosm) from his body, and can travel to that location instantly (though he must already be familiar with that location).
(:else:)
The spirit separates from the body and journeys forth.
(:ifend:)


'''(&beta;) Bind Entity''' (p. A25)\\
''Prerequisite:'' Beta Clearance, protective circle spell\\
''Axiom Level:'' 20\\
''Skill:'' Alteration 18\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 10 meters\\
''Duration:'' Time to perform one command

(:if request fnord:)
This spell allows the mage to strike a “bargain”
with one sentient, supernaturally evil creature
within range. If the creature is reality-rated, the
casting test is a contest instead.

On a success, the caster issues a command to
the creature, which it obeys in the most literal
way possible. Commands that are impossible,
or directly harm the creature (such as “destroy
yourself”) automatically are ignored and the spell
immediately ends.

When the spell ends, or if the casting fails, the
entity cannot be controlled again for a year and a
day.

Success Levels:
* Good: The entity obeys the intent of the command as opposed to the literal wording.
* Outstanding:  As Good and at the conclusion of the task, the caster may contest willpower or Spirit against the creature to require a second task to be completed. Once that task is done, the spell ends.
(:else:)
Compel a supernaturally evil creature to obey your command.
(:ifend:)


'''Birdswarm''' (p. A26)\\
''Axiom Level:'' 18\\
''Skill:'' Apportation 12\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 100 meters\\
''Duration:'' Concentration

(:if request fnord:)
This spell gathers nearby birds (within 10
kilometers) into a birdswarm (see p. A132) that
manifests at a point within 100 meters of the caster.
If this spell is cast outdoors the apportation test is
Favored.

The birds attack the nearest target or the caster
can make a simple action to direct them to another
target.

Only one swarm can be summoned at a time. When
the spell ends the swarm immediately dissipates
and no additional swarms may be summoned until
the start of the next scene.

Success Levels:
* Good: The birdswarm inflicts three Shock per turn instead of two.
* Outstanding: As Good and the duration increases to one minute.
(:else:)
Summon and direct a birdswarm (p. A132).
(:ifend:)

(''Errata:'' A normal birdswarm does 2 Shock per turn; the "3 Shock" in the write-up on p. A132 is incorrect.)


'''Block Scrying''' (p. A26)\\
''Axiom Level:'' 12\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 1 day

(:if request fnord:)
This spell may be attempted once per day. When
cast, this spell ends any effects involving remotely
sensing the target, including the scry and animal
spy network spells. Also, while this spell is active,
any other scry or similar spells, miracles, psionic
powers or pulp powers targeting the target
automatically fail.

Success Levels:
* Good: If someone attempts to scry the target, the caster immediately notices the attempt.
* Outstanding: As Good, plus if a scry effect is ended, the caster can make a divination test vs. the other character’s willpower or Spirit to determine the identity and rough location of the spy.
(:else:)
Prevent anyone from using remote senses on the target.
(:ifend:)


'''Blue Bands of Bastet''' (p. N36)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 20 meters\\
''Duration:'' Concentration

(:if request fnord:)
The sorcerer yells out the name of this spell while
making circular motions with his fingers, causing
glowing blue bands of energy to form and constrict
around a single target (Multi-Targeting may not
be used). On a success, the target is Stymied and
Vulnerable until the spell ends.

Success Levels:
* Good: The target is restrained. To escape the target must win a contest of Strength vs. the caster's conjuration.
* Outstanding: As Good but the duration increases to one minute, and the caster’s test to keep the target restrained is Favored.
(:else:)
Energy constricts the target.
(:ifend:)


'''Bolster Will''' (p. C44)\\
''Axiom Level:'' 12\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 10 minutes

(:if request fnord:)
This spell may only be attempted once per day.

Interrogation is a common occurrence in the
Cyberpapacy, although this mostly occurs during
interactions with Church Police at checkpoints
or investigating reports of heretical activity,
occasionally people are interrogated in a more
thorough manner, possibly even in the GodNet.
Bolster will girds the recipient against interrogation,
whether by mundane means or through the use of
miracles, spells, or psionic or pulp powers.

On a success, the target’s ''willpower'' and ''intimidation''
defenses gain a +2 bonus and willpower tests are
Favored.

Success Levels:
* Good: The duration increases to 24 hours.
* Outstanding: As good and tests that target the character's ''willpower'' or ''intimidation'' are Disfavored.
(:else:)
Improves ''intimidation'' and ''willpower'' defenses.
(:ifend:)


'''Bullet''' (p. 187)\\
''Axiom Level:'' 8\\
''Skill:'' Apportation 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 100 meters\\
''Duration:'' Instant

(:if request fnord:)
This spell hurls a small but dangerous projectile,
such as a slug of metal or a coin, at a target for 13
damage. The magician makes the motion of hurling,
flicking, slinging, or propelling the projectile at the
target, then releases it at his foe. The apportation
total must exceed the Dexterity or dodge of the target
character in order to hit.

There is no penalty for Range, but all other
modifiers (and options such as Multi-Targeting)
for attacks are figured normally.

Success Levels:
* Good: Damage +1BD.
* Outstanding: Damage +2BD.
(:else:)
Shoot a small object (like a coin) at a target, to inflict damage; can multi-target.
(:ifend:)


'''Calculate Weakness''' (p. N36)\\
''Axiom Level:'' 8\\
''Skill:'' Divination 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
Calculate weakness is cast on one (and only one)
heavily armored opponent or an object, and allows
the caster to find a weakness in the target's armor.
The spellcaster writes out a series of equations and
informs his allies in hearing range the location of
the weak spot. If the caster is unable to write out
the equations, he must do the calculations in his
head which makes it a Hard (DN 14) divination test.

While this spell is active, the spellcaster allies may
make a Called Shot (-4 penalty). On a hit, the attack
gains Armor Piercing 2.

Calculate weakness cannot be cast again until the
first casting ends.

Success Levels:
* Good: The hit gains AP 4.
* Outstanding: As Good and the attacker deals the target an additional +1BD damage.
(:else:)
Figure out how to bypass a target's armor.
(:ifend:)


'''Calling the Quarters''' (p. C45)\\
''Axiom Level:'' 7\\
''Skill:'' Apportation 8\\
''Casting Time:'' 10 minutes\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Until the next sunrise

(:if request fnord:)
Calling the Quarters may only be attempted once
per day.

White Magic typically involves casting rituals to
prepare for a future problem as opposed to casting
them in the heat of the moment. White magic spells
involve the use of spirits to protect or enhance
allies, or harry opponents, and this spell puts the
call out to the various elemental spirits to come to
the witch’s aid.

Traditionally, the elemental spirits are associated
with of earth, air, fire, and water, which are
associated with the cardinal directions of north,
east, south, and west. Depending on the local
geography this can be altered.

On a success, one spirit remains with the witch
and assists her until the next sunrise. Choose one
of the following effects:

* ''Demon Shield:'' Spirits protect the witch from attempted demonic possession. Each spirit protecting the witch reduces the backlash taken by one (with a minimum of one).
* ''Spiritual Aid:'' A spirit assists the witch in casting spells. Choose a magic skill. Attempts to cast spells using that skill are Favored.
* ''Harass:'' An angry spirit harasses the witch’s enemies. Taunt and intimidation attacks are Favored.
* ''Defend:'' A spirit interferes with attacks against the witch. All attacks targeting the witch take a –2 penalty.

Success Levels:
* Good: Two spirits assist the witch.
* Outstanding: Three spirits assist the witch.
(:else:)
Summon a spirit to protect and/or assist you in a specific way.
(:ifend:)


'''Cast Out''' (p. C45)\\
''Axiom Level:'' 14\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 full round\\
''DN:'' Target controller's willpower or Spirit\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
Cast out ends the temporary control or possession
of a person via a supernatural force (spells,
miracles, or psionic or pulp powers). The control
can be in the form of demon possession, a Babel
Monitor inhabiting a SpiritChip, mind control, etc.
If the target is permanently possessed he must be
freed through an exorcism (see p. C24 or R3).

Cast out may only be cast on a single target once
per scene, and the target’s controller may make an
Active Defense if able.

Success Levels:
* Good: The target is immune to any sort of possession or control for the rest of the scene.
* Outstanding: As Good and the controller takes a Wound.
(:else:)
Force a temporary possessor out of a person's body.
(:ifend:)


'''Contemplation''' (p. N36)\\
''Axiom Level:'' 6\\
''Skill:'' Divination 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Instant

(:if request fnord:)
To be able to cast this spell at all, the spellcaster
must spend an hour quietly meditating on the
universe. This can include studying astrological
charts as part of the use of the Astrologer Perk. After
this preparation is complete, and until the next sunrise, the Mathematician
can bring his subconscious considerations to the forefront by casting
contemplation (at most once per scene).

On a success, the Storm Knight may draw two
new Destiny cards and then immediately discard
two Destiny cards.

A nonplayer character who casts this spell
successfully may reroll one test or contest during
the rest of the scene, even a Mishap, as if they
played a Second Chance card.

Success Levels:
* Good: The Storm Knight draws three cards and then discards three cards. A nonplayer character gets a +2 bonus to the reattempt.
* Outstanding: The mathematician draws three cards then discards two cards. Nonplayer characters get a +4 bonus to the reattempt.
(:else:)
Replace some of your Destiny cards with new ones.
(:ifend:)


'''Corporeal Diffraction''' (p. N36)\\
''Axiom Level:'' 14\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 minute\\
''DN:'' Hard (DN 14)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
By calculating his own vibrational frequency, the
mathematician can decrease that frequency to a
point he (and everything he is wearing) can pass
through spaces physically smaller than himself.
The spellcaster isn’t just able to pass through a
single opening, but can pass through multiple
openings like bars or a portcullis. On a success,
the mathematician can pass through openings 10
centimeters across or larger.

This calculation is not simple and it does pose
some danger. Concentration must be maintained
while passing through openings, and should
concentration fail, the spellcaster’s body is forcibly
ejected forward or backward through the opening
(whichever is closer). To avoid injury, the caster
must succeed at a Hard (DN 14) alteration test. On
a failure, he takes one Wound. On a Mishap, he
takes 1 BD Wounds. These wounds may be soaked
normally.

Success Levels:
* Good: The spellcaster can pass through openings one centimeter across or larger.
* Outstanding: The mathematician may pass through an opening one millimeter across or larger.
(:else:)
Pass through incredibly small openings.
(:ifend:)


'''Create Node''' (p. C46)\\
''Axiom Level:'' 12\\
''Skill:'' Apportation 10\\
''Casting Time:'' 1 full round\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
This spell activates transfer or exit nodes in the
GodNet. The witch touches an object in the GodNet
and speaks programmatical code. When the spell
takes effect, she and any others touching the object
are transported to that new GodNet sector if she is
creating a transfer node, or back to their physical
bodies if she is creating an exit node.

Casting this spell can be done as part of a Dramatic
Skill Resolution to bug out (see page C70) and can be
done instead of the test to create an exit node.

Success Levels:
* Good: The tracking test is Hard (DN 14).
* Outstanding: The trace cannot be tracked at all.
(:else:)
Create a new transfer or exit node in the GodNet.
(:ifend:)


'''Create Zombie''' (p. A26)\\
''Axiom Level:'' 19\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 minute\\
''DN:'' Difficult (DN 12)\\
''Range:'' Touch\\
''Duration:'' 1 act

(:if request fnord:)
This spell may only be cast once per day and only
upon a single humanoid corpse with most of its
flesh still on it. The corpse animates and becomes
a Zombie (see p. A138). The caster may direct the
zombie by voice as a simple action, but it is only
capable of simple tasks, such as carrying objects or
attacking creatures.

Success Levels:
* Good: The zombie has +1 Wound Limit.
* Outstanding: The zombie has +2 Wound Limit.
(:else:)
Raise a single corpse as the undead.
(:ifend:)


'''Cyberharmony''' (p. C46)\\
''Axiom Level:'' 12\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 24 hours

(:if request fnord:)
The cyberwitch intones programming statements
while motioning with her fingers as if typing on
a virtual keyboard. Cyberharmony attunes the
cyberwitch to Tech Constructs and improves
her connection to cyberware. On a success the
witch may use sanctioned gear keyed to specific
individuals without penalty (see page C74), and she
may make taunt or intimidation attacks against Tech
Constructs who are otherwise immune.

This spell may only be attempted once per day.

Success Levels:
* Good: The cyberwitch’s interaction attacks against Tech Constructs are Favored.
* Outstanding: As Good and once while this spell is active, the cyberwitch may take an action and make a computer test against a single hostile Tech Construct’s willpower. On a success it stops attacking, but will become hostile again if attacked by the witch or any of her allies. If the Tech Construct is reality-rated, the test is a contest instead.
(:else:)
Can use gear keyed to others and can intimidate/taunt tech constructs.
(:ifend:)


'''Dancing Sword''' (p. A26)\\
''Axiom Level:'' 18\\
''Skill:'' Apportation 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
The spell is cast on a sword (or other one-handed
melee weapon) the caster controls or is unattended.
Once per turn she may use a simple action to make
the sword fly up to 50 meters and attack a target
in melee. The sword uses the caster’s melee weapons
skill when attacking, and deals 12 damage with
additional bonus dice for Good or Outstanding
hits as normal. The sword defends itself and the
caster using the caster’s melee weapons value, and it
can move back to the caster as a simple action.

A magic sword grants any benefits to the attack
(e.g. damage bonus, Armor Piercing, etc.) as
normal.

Success Levels:
* Good: The sword does 14 damage.
* Outstanding: As Good and the caster’s attack with the sword is Favored.
(:else:)
A melee weapon levitates and attacks on its own.
(:ifend:)


'''Detect Magic''' (p. 187)\\
''Axiom Level:'' 6\\
''Skill:'' Divination 8\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 25 meters\\
''Duration:'' Concentration

(:if request fnord:)
The caster sees a faint outline or aura around
anything under the effects of magic: enchanted
objects, people with spells on them, and even
mages maintaining spells on others. A Standard
success detects the presence of any magic within
range and the type of magic (alteration, apportation,
conjuration, or divination) involved in each aura.

Success Levels:
* Good: The range of detection increases to 50 meters. If the spellcaster responsible for an effect is also within Range subtle bands of energy connect him to the target of the spell.
* Outstanding: As a Good success, plus the exact spell or enchantment generating each aura is revealed. If the caster chooses to dispel any of the detected effects, her dispel magic test is Favored as long as she maintains Concentration on detect magic.
(:else:)
See an aura around anything under the effects of magic.
(:ifend:)


'''Detect Traps''' (p. N37)\\
''Axiom Level:'' 10\\
''Skill:'' Divination 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 6 hours

(:if request fnord:)
The engineer touches the walls of an individual
structure, and closes his eyes. For the duration, the
engineer may use his divination skill to avoid traps.
This spell does not detect traps that are the result
of a Cosm Card or deathtraps (thanks to the Law of
Drama). Casting Detect traps can only be attempted
on the same building once every six hours (even if
the casting fails).

See page N114 for more information on traps.

Success Levels:
* Good: The caster and nearby allies’ tests to avoid traps are Favored.
* Outstanding: As Good and if a player has a Cosm card that causes a trap to go off, that player may discard it for the full benefit.
(:else:)
Use divination skill to detect traps within the structure.
(:ifend:)


'''Detect Undead''' (p. A27)\\
''Axiom Level:'' 8\\
''Skill:'' Divination 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
The caster detects the presence of any affected
undead within 100 meters. The caster only knows
that the undead are present, not their particular
location.

Success Levels:
* Good: The caster knows the direction and distance to each undead, even if vision is blocked, unless blocked by lead.
* Outstanding: As Good, plus the caster also knows the type of each affected undead.
(:else:)
Know if any undead are present nearby.
(:ifend:)


'''Diminish''' (p. 188)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 40 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
Diminish reduces one of the opponent’s attributes
(chosen when the spell is cast) and related skills by
−2. Separate castings may affect multiple attributes.
Spellcasters mime an action related to the affected
attribute while casting—sneering to reduce Spirit,
pretending to stumble if reducing Dexterity, etc.

Reducing Strength or Spirit does not reduce
Toughness or Shock.

Success Levels:
* Good: The penalty is increased to −4.
* Outstanding: As Good and the target cannot roll again on 20s when using the affected attribute and all its related skills.
(:else:)
Temporarily reduce one of a foe's attributes.
(:ifend:)


'''Discern Lies''' (p. A27)\\
''Axiom Level:'' 20\\
''Skill:'' Divination 12\\
''Casting Time:'' 10 minutes\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 5 meters\\
''Duration:'' Shorter of 1 minute or 3 questions asked

(:if request fnord:)
The caster must use a personal item of the target. If
that object has been owned by the target for at least
a year and a day, the divination test to cast this spell
is Favored. The caster points the item at the target
and asks questions. The target is not compelled to
answer, however. If the target makes a knowingly
untrue statement, the object will vibrate.

The caster may ask up to three questions of the
target, and once the duration ends, the target
cannot be affected by this spell for the remainder
of the act.

Success Levels:
* Good: The target is compelled to answer.
* Outstanding:  As Good and the caster can tell which part of the statement the target is lying about.
(:else:)
Know whether an interrogated target is lying.
(:ifend:)


'''Disguise''' (p. 188)\\
''Axiom Level:'' 12\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 10 minutes

(:if request fnord:)
This spell may be cast only once per day.

Disguise gives a caster (or an ally if desired) the
physical appearance of another, including clothing,
weapons, and other normal accessories. Items
created as part of the disguise are useless beyond
looking the part.

The disguise may copy a specific person if the
caster has seen him or her (or a high-quality
painting or photo). Disguise only covers the physical
appearance of the target—interaction may still
require persuasion tests or the like.

The disguised individual stays the same mass,
but can appear as a different gender, ethnicity, or
even race (such as an elf or a dwarf). Once the spell
is cast the mage no longer needs to be within range
to maintain it.

Success Levels:
* Good: The Duration is increased to the end of the scene.
* Outstanding: The disguise mimics the target’s voice as well. It doesn’t grant the target new languages, however!
(:else:)
Transform one subject's physical appearance.

(''Errata:'' This spell can be cast only once per day. A Good success raises the duration to the rest of the scene.)
(:ifend:)


'''Dispel Magic''' (p. 188)\\
''Axiom Level:'' 9\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 action\\
''DN:'' The caster's willpower or Spirit\\
''Range:'' 25 meters\\
''Duration:'' Instant

(:if request fnord:)
Dispel magic ends one or more spell effects
currently affecting a target. It works only on
cast spells—not magic items, relics, or other
enchanted devices.

To dispel, the caster chooses one or more targets
(using the Multi-Target option) and makes her
alteration roll. A Standard success ends one spell’s
effects on that target (caster’s choice).

Dispel magic must be used on the recipient of a
spell—not the person who actually cast it. It still
uses the original caster’s willpower or Spirit, however.

Success Levels:
* Good: The effects of two spells on the target end.
* Outstanding: The effects of all spells on the target end.
(:else:)
End the effects of a spell on a target.
(:ifend:)


'''(&beta;) Electromagnetic Blast''' (p. C46)\\
''Prerequisite:'' Beta Clearance, electromagnetic pulse spell\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 14\\
''Casting Time:'' 1 full round\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' Self\\
''Duration:'' Instant

(:if request fnord:)
Electromagnetic blast is an amped up version
of EMP, capable of overcoming hardened and
shielded electronics found in cyberware and
threats like robots, GodNet entities, and other Tech
Constructs.

To cast, the witch channels energy into her,
releasing it at the end of the round. A burst of
electromagnetic energy emanates from the caster
in a Large Blast Radius out to a maximum of 5
meters. The caster is not affected by this blast. On
a success, affected targets have their electronics
disrupted and become Stymied and Vulnerable.

Additionally, all electronic devices within 5 meters
are shut down for one minute (GM’s discretion).

''Special:'' This spell has no effect on targets that
don’t possess cyberware, Occultech, or internal
electronics.

Success Levels:
* Good: The target becomes Very Stymied and Very Vulnerable.
* Outstanding: The target’s cyberware shuts down for the rest of the scene. Tech Constructs shut down for the rest of the scene. A reality-rated Tech construct can spend a Possibility and a make a reality test. A success downgrades the effect to Good.
(:else:)
Unleash an area-effect EMP against targets with cyberware, Occultech, etc.
(:ifend:)


'''Electromagnetic Pulse (EMP)''' (p. 189)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Instant

(:if request fnord:)
EMP was developed by the rebels of the
Cyberpapacy to thwart Malraux’s ubiquitous agents.
The spell channels a wave of electromagnetic energy
into the target, playing havoc and potentially frying
any electronics.

All electronic or electric devices carried by the
target are disabled for a round. Nile Empire
Weird Science devices may be affected at the
GM’s discretion.

Success Levels:
* Good: All electronic devices are disabled for one minute.
* Outstanding: The devices are disabled for the duration of the Scene.
(:else:)
Briefly disable a target's electronic and electric devices.
(:ifend:)

(''Clarification:'' This affects gear, but not any target with Wounds; e.g., no cyberware, occultech, robots, or Hosts. But see ''electromagnetic blast''.)


'''Energy Shield''' (p. A27)\\
''Axiom Level:'' 11\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' Concentration

(:if request fnord:)
Choose an energy type, such as fire, lightning, or
force. The target gets +4 Toughness vs. that energy
type.

Success Levels:
* Good: +6 Toughness vs. that energy type.
* Outstanding: +8 Toughness vs. that energy type.
(:else:)
Subject highly resistant to one form of energy.
(:ifend:)


'''Enhance''' (p. 189)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's attribute\\
''Range:'' 40 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
This spell enhances a single attribute of the caster
or an ally by +1. Multiple allies may be enhanced at
the same time so long as all are within range and
the caster uses the Multi-Target option. The DN is
the attribute to be affected—the better someone’s
ability, the harder it is to improve on it. Different
attributes may be increased with separate castings.

If the caster increases Strength or Spirit, it does
not increase Toughness or Shock.

Mages pantomime some aspect of the attribute
to be increased while casting—cracking their
knuckles to improve Dexterity, flexing their muscles
to enhance Strength, and so on.

Success Levels:
* Good: The attribute is enhanced by +2.
* Outstanding: The attribute is enhanced by +3
(:else:)
Temporarily increase one of the target's attributes.
(:ifend:)


'''Entropy''' (p. N37)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14) or the target's dodge or Dexterity\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
The engineer points at an inanimate object or a part
of a larger object (such as the wheels of a truck) no
larger than something a typical human can carry,
and states a certain mathematical formula. If the
object is held by a character, the test is treated as a
Called Shot.

On a success, the object begins to rot or disintegrate.
If the object is held by a character, actions using that
item have a –2 penalty, and damage is reduced by
2. If the object is armor, the bonus to Toughness is
decreased by 2. At the end of the spell, the penalty
goes away.

If the object is not in anyone’s possession, it loses
2 points of cover and Toughness each round.
Once the object’s Toughness reaches zero, the
object disintegrates into dust. Eternity Shards and
Darkness Devices are not affected at all by this
spell.

Success Levels:
* Good: The penalties are increased to –4.
* Outstanding: The object disintegrates unless it is a magic item, sacred item, or mystical artifact.
(:else:)
Cause an object to partially or totally disintegrate.
(:ifend:)


'''Fear''' (p. 189)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 50 meters\\
''Duration:'' Instant

(:if request fnord:)
The fear spell creates a wave of terror affecting
enemies within a Large Blast (see Area Effect, page
122). Affected targets become Stymied. Note that
as an Area Effect attack there’s no Multi-Targeting
penalty, but also no option to add extra targets.

Targets immune to fear effects are also immune
to this spell.

Success Levels:
* Good: Affected targets become Very Stymied.
* Outstanding: Affected targets become Very Stymied and suffer 2 Shock.
(:else:)
Cause a group of enemies to be terrified (Stymied).
(:ifend:)


'''Figment''' (p. N37)\\
''Axiom Level:'' 13\\
''Skill:'' Conjuration 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
The illusionist closes his eyes briefly and imagines
an object up to the size of a small house or a large
dinosaur. He then opens his eyes and motions
towards the target location. This spell creates an
illusion of a new object (see Illusions on page
N34). Figment cannot make something that already
exists look like something else. If the caster wishes
to create multiple objects, the Multi-Targeting rule
applies.

As long as the caster maintains concentration he
can make the illusion change shape or state, such
as speaking, or moving its hands, etc. The illusion
can be used as part of an interaction attack, but
cannot do physical damage.

Success Levels:
* Good: The spell's duration is increased to 1 minute and interaction attacks made with the illusion are Favored.
* Outstanding: As Good and the interaction attack may use the caster’s conjuration skill instead of the interaction skill. The Repeated Actions restriction of the Multi-Action rule does not apply for this attack.
(:else:)
Create an illusion of something where there is nothing.
(:ifend:)


'''Fireball''' (p. 189)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 50 meters\\
''Duration:'' Instant

(:if request fnord:)
Fireball conjures a sphere of white-hot magical
flame. The caster shapes and controls the fireball,
then hurls it at his target where it explodes in a
Medium Blast Radius for 14 fire damage (see
Fire, page 136).

There is no penalty for Range, and this is a single
ball of fire, no Multi-Targeting is available.

Success Levels:
* Good: Damage +1BD.
* Outstanding: Damage +2BD
(:else:)
Throw a damaging ball of fire that explodes in an area.
(:ifend:)


'''Fly''' (p. 190)\\
''Axiom Level:'' 14\\
''Skill:'' Apportation 14\\
''Casting Time:'' 1 action\\
''DN:'' Challenging (DN 12)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
While this spell does not allow a mage to soar
like a hawk, it does provide slow if reliable flight
for a short while. Once cast, the wizard may fly
at a maximum speed of 50 meters per round.

Flying more than Dexterity meters counts as
running (page 114).

The mage may haul whatever weight she could
normally carry. A heavy load drops the maximum
speed by half and causes the flier 1 Shock each round.

Success Levels:
* Good: The caster may move maximum speed without suffering a –2.
* Outstanding: The caster’s maximum speed is increased to 100 meters per round.
(:else:)
Fly at reasonable speeds.
(:ifend:)


'''Gain Language''' (p. 190)\\
''Axiom Level:'' 10\\
''Skill:'' Divination 8\\
''Casting Time:'' 1 minute\\
''DN:'' Easy (DN 8)\\
''Range:'' Touch\\
''Duration:'' Concentration

(:if request fnord:)
Gain language allows the wizard to read, write,
and speak any language she chooses as if she had
+1 add in the language skill.

Success Levels:
* Good: +2 skill adds instead.
* Outstanding: +3 skill adds instead.
(:else:)
Temporarily read, write, and speak a language.
(:ifend:)


'''Glamor''' (p. N38)\\
''Axiom Level:'' 13\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
The caster closes his eyes and briefly imagines an
object up to the size of a giant or train locomotive
changes to appear to be something else (e.g.
making a car look like a tree). He then opens his
eyes and motions towards the object in question,
which then appears to be the new object.

This spell is an illusion (see page N34). It
cannot turn an object invisible, nor can it make
an object appear that didn't exist previously
(e.g. an intact bridge over a canyon). If
the caster wishes to make multiple
objects appear different, the Multi-Targeting rule applies.

The illusion cannot do physical
damage, but can be used as
part of an interaction attack.

Success Levels:
* Good: The spell's duration increases to 1 minute and any interaction attacks made with the glamor are Favored.
* Outstanding: As Good and the caster may use his conjuration skill instead of the interaction skill when making an interaction attack. The Repeated Actions restriction of the Multi-Action rule does not apply for this attack.
(:else:)
Make an object look like something else.
(:ifend:)


'''Grow''' (p. A27)\\
''Axiom Level:'' 20\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's Strength\\
''Range:'' Touch\\
''Duration:'' Concentration

(:if request fnord:)
This spell makes a living creature and any
clothing or armor one size category larger.
Multi-Targeting is not allowed. Any equipment carried
or worn grows as well, but does not change its
statistics.

While the spell is in effect the target gains +1 to
its Strength and Wound limit, and +2 to Shock
limit. Attacks against the target gain a penalty or
bonus according to its new size category. If grow is
cast on a target with shrink already cast on it, both
spells are canceled and both end.

Success Levels:
* Good: The target gains +2 Strength.
* Outstanding: The creature becomes two size categories larger and gains +2 Strength and Wounds and +4 Shock.
(:else:)
Make a creature larger, stronger, and tougher.
(:ifend:)


'''Hack Construct''' (p. C47)\\
''Axiom Level:'' 14\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 10 meters\\
''Duration:'' Concentration

(:if request fnord:)
Casting this spell allows the cyberwitch to
disorient or temporarily take control of a single
Tech Construct. If the target is reality-rated, the
casting is a contest. On a success the target is
Vulnerable.

Success Levels:
* Good: The cyberwitch takes control of the Tech Construct, and may use her action to control it. On the Tech Construct’s turn its only action is to initiate a willpower contest against the caster. If it succeeds, the hack is broken and the caster cannot attempt this spell against it again until the next scene.
* Outstanding: As Good but the cyberwitch controls an Ord Tech Construct for the remainder of the scene. Willpower tests against a controlled reality-rated Tech Construct are Favored for the rest of the scene.
(:else:)
Disorient or take full control of a tech construct.
(:ifend:)


'''Hack Security Feed''' (p. C47)\\
''Axiom Level:'' 9\\
''Skill:'' Divination 12\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 10 minutes

(:if request fnord:)
Hack security feed allows the cyberwitch to quickly
and efficiently use a computer to access the security
feed (video, audio, etc) of a single security system
(either in the GodNet, a single building, etc.). Such
feeds are magically sent to her brain, including those
from drones, robots, and other Tech Constructs if
they are connected to the security system

The spellcaster may alter the feed as an action,
by making an ''alteration'' test. The test is based on
the system’s security, or if it is not listed, Standard
(DN 10). On a success, the feeds are cut until the
end of the scene or an opposing character repairs
the damage. On a Good Success, the feed loops,
but there is the possibility the loop will be noticed
(if a security guard succeeds at a find test). On an
Outstanding Success the loop is nearly flawless
and attempts to notice are Very Hard (–6).

Success Levels:
* Good: The duration increases to an hour.
* Outstanding: As Good and the ''alteration'' test to spoof the feed is Favored.
(:else:)
See and (using ''alteration'') alter a security feed.
(:ifend:)


'''(&beta;) Hailstorm''' (p. A28)\\
''Prerequisite:'' Beta Clearance, ice burst spell\\
''Axiom Level:'' 21\\
''Skill:'' Conjuration 16\\
''Casting Time:'' 1 action\\
''DN:'' Hard (-4) vs each target's dodge or Dexterity\\
''Range:'' 50 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
This spell affects everyone in a Large Blast radius,
pelting them with chunks of ice. This spell may
also be used to block a door or hallway no more
than 5 meters wide.

Targets hit take 16 ice damage and their speed
is reduced by 2 meters. until the end of their next
turn. The damage and effects apply during target’s
turn on the subsequent rounds. Those who are in
the maelstrom at the end of their turn, or enter with
their own movement suffer the effect. Escaping the
storm requires an action and a Dexterity test; a
Mishap on this test adds +1BD damage.

Success Levels:
* Good: +1BD damage.
* Outstanding: +2BD damage and tests to escape the maelstrom are Disfavored.
(:else:)
Trap people in a powerful ice storm.
(:ifend:)


'''Harmonic Wave''' (p. N38)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 10 meters\\
''Duration:'' Instant

(:if request fnord:)
Mathematicians are familiar with the concept that
harmonics can amplify the power of anything,
even to the point of allowing something as light
as air destroy a bridge, simply by blowing at its
harmonic frequency. Harmonic wave changes the
harmonic frequency within an object or organism.
Mathematicians often joke, calling it “being on the
same wavelength as someone”.

The spellcaster motions with her fingers,
starting with a single index finger, then both
index fingers, then four, then eight before
pushing out with her hands at the target. The
harmonic wave causes 10 damage that ignores
armor.

Success Levels:
* Good: +1 BD damage.
* Outstanding: +2 BD damage.
(:else:)
Change someone or something's harmonic frequency to hurt them.
(:ifend:)


'''Haste''' (p. 190)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 3 rounds

(:if request fnord:)
Haste increases the ability of the target to
maximize his actions, effectively letting him do or
concentrate on more things at once. The recipient
ignores the first two points of Multi-Action
penalties and can perform three simple actions each
round instead of two.

Success Levels:
* Good: The Duration increases to one minute.
* Outstanding: As Good, plus the recipient ignores the first four points of Multi-Action penalties.
(:else:)
Reduce Multi-Action penalties and increase how many simple actions the subject can take.
(:ifend:)


'''Heighten Backlash''' (p. A28)\\
''Axiom Level:'' 23\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 100 meters\\
''Duration:'' Concentration

(:if request fnord:)
The caster targets another spellcaster, who is surrounded by an invisible barrier
that smells of lilac and lavender. Whenever the
target casts a spell, random flowers appear around
him afterward. Whenever the target fails a spell, he
takes an additional 2 Shock from backlash.

Success Levels:
* Good: The target takes an additional 1BD Shock from backlash (instead of the flat 2).
* Outstanding: As Good and the target takes 2 Shock even on a Standard success when making a casting test.
(:else:)
Cause a spellcaster to take more Shock from failed casting.
(:ifend:)


'''Ice Burst''' (p. A28)\\
''Axiom Level:'' 18\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 25 meters\\
''Duration:'' Instant

(:if request fnord:)
The caster conjures an intense spray of super-cooled water directed at a target. When hit, the
target takes 14 damage and becomes immobilized
(but not restrained) if he is standing on a solid
surface.

Once per turn, as a simple action, the target may
make a Strength test to break the ice and move
normally.

Success Levels:
* Good: +1BD damage.
* Outstanding: +2BD damage and the target is restrained instead (see ''Grappling'' in Torg Eternity).
(:else:)
Damage and possibly immobilize a target.
(:ifend:)


'''Identify Magic Item''' (p. A28)\\
''Axiom Level:'' 14\\
''Skill:'' Divination 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
This spell only has an effect on magic items.
Successfully casting this spell determines the
properties of the item, including the presence of a
curse or quirk without triggering it.

Success Levels:
* Good: The caster learns the properties of any curse and if the item is part of a set.
* Outstanding: The caster learns what other items are part of the set (if any), and the abilities gained from obtaining more pieces of that set.
(:else:)
Safely learn what a magical item can do.
(:ifend:)


'''Images of Isis''' (p. N38)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 14\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
Images of Isis is cast by the
sorcerer making motions with
his hands and spinning around
once. On a success, two nearly
perfect illusory duplicates of the
caster appear and move into, out of,
and around the caster like a huckster
playing a shell game.

If an enemy succeeds in an attack,
the attack randomly strikes one of
the illusions or the caster. If the
attack hits an image, it disappears.

The individual images can
be included as targets for the
purposes of Multi-Targeting
or in an area effect attack. In this case, the normal
Multi-Targeting penalty applies.

Success Levels:
* Good: Three duplicates are created.
* Outstanding: Four duplicates are created and the duration increases to one minute.
(:else:)
Create illusionary duplicates of yourself for combat.
(:ifend:)


'''(&beta;) Inferno''' (p. A28)\\
''Prerequisite:'' Beta Clearance, fireball spell\\
''Axiom Level:'' 21\\
''Skill:'' Conjuration 16\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14) or Hard (-4) vs target's dodge or Dexterity\\
''Range:'' 50 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
This spell creates a blazing fire tornado, affecting
targets in a Large Blast radius. This spell may also
be used to block a door or hallway no more than 5
meters wide.

Targets hit take 16 fire damage, which targets the
lowest armor rating.

Those who are in the raging fire at the end of their
turn, or enter the fire takes damage again (plus any
bonus damage). Targets may escape the firestorm
easily unless they are immobilized.

Success Levels:
* Good: +1BD damage.
* Outstanding: +2BD damage.
(:else:)
Fill an area with whirling flame.
(:ifend:)


'''Inner Barbarian''' (p. A29)\\
''Axiom Level:'' 18\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 1 minute

(:if request fnord:)
The caster suspends his normal reasoning ability
to tap into more primal instincts. He can’t cast
spells, invoke miracles, or manifest psionic or pulp
powers while this spell is in effect, and she loses
Concentration on any such powers. His Strength,
and Toughness increase by 2, but he is Vulnerable to
taunt and trick attacks, and his own are Disfavored.

Success Levels:
* Good: +3 Strength and Toughness.
* Outstanding: +4 Strength and Toughness.
(:else:)
Caster cannot use arcane abilities but becomes stronger and tougher.
(:ifend:)


'''(&beta;) Inner Berserker''' (p. A29)\\
''Prerequisite:'' Beta Clearance, inner barbarian spell\\
''Axiom Level:'' 20\\
''Skill:'' Alteration 16\\
''Casting Time:'' 1 action\\
''DN:'' Higher of target's Dexterity or Strength\\
''Range:'' Touch\\
''Duration:'' 1 minute

(:if request fnord:)
Through a more powerful application of alteration
magic, the mage releases deep reserves of raw
physical power. The target can’t cast spells, invoke
miracles, or manifest psionic or pulp powers, and
she loses Concentration on any such powers. Her
Wound Limit increases by 2 and she ignores Shock
while the spell is active. When the spell ends she
takes 1BD Shock.

Additionally, her Dexterity, Strength, and Toughness
increase by 2, but she is Vulnerable to taunt and
trick attacks, and her own are Disfavored.

If the target chooses to resist this spell it
automatically fails.

Success Levels:
* Good: +3 to Dexterity, Strength, and Toughness.
* Outstanding: +4 to Dexterity, Strength, and Toughness.
(:else:)
Subject's mental abilities are limited, but physical ones are greatly improved.
(:ifend:)


'''Invisibility''' (p. 191)\\
''Axiom Level:'' 17\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Challenging (DN 12)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
Invisibility not only protects a mage from angry
foes, but is also useful for spies and saboteurs. This
spell makes the wizard and anything she carries at
the time of casting barely visible. If an item leaves
her person, it becomes visible.

Once invisible, she adds +2 to stealth, and
once spotted, attacks against her are made at −2.
Invisibility only affects sight, so creatures that don’t
rely on sight aren’t affected. Similarly, getting wet,
walking across a loud surface, or hit with a visible
marker of some kind, might negate the spell’s
benefits (GM’s call).

Invisibility doesn’t stack with other visibility
penalties—take the highest available.

Success Levels:
* Good: The stealth bonus increases to +4 and the penalty to hit becomes –4.
* Outstanding: The stealth bonus increases to +6 and the penalty to hit becomes –6.
(:else:)
Become invisible, making you difficult to see and attack.
(:ifend:)


'''Keen Blade''' (p. A29)\\
''Axiom Level:'' 17\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 1 minute

(:if request fnord:)
This spell is cast on a bladed metallic weapon.
That weapon gains Armor Piercing 2.

Success Levels:
* Good: Armor Piercing 3.
* Outstanding: Armor Piercing 4.
(:else:)
Make a blade Armor Piercing.
(:ifend:)


'''Kill Machine''' (p. C48)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 10 meters\\
''Duration:'' Instant

(:if request fnord:)
Kill machine is a spell intended to directly damage
and destroy robots, GodNet entities, and other
Tech Constructs. This spell also harms those
with cyberware, though to a more limited extent.
Against any other type of creature, this spell does
nothing.

The spellcaster points at a single target (no Multi-Targeting) and acts like he is crushing an object
into a little ball. If the target is a Tech Construct,
the conjuration test is Favored. A beam of arcane
energy shoots out and a hit does 12 damage
(12 +1BD damage against Tech Constructs) which
ignores armor.

''Special:'' This spell has no effect on targets that
don’t possess cyberware, Occultech, or internal
electronics.

Success Levels:
* Good: 12 +1BD damage, or 12 +2BD damage against Tech Constructs. Ignores armor.
* Outstanding: 12 +2BD damage, or 12 +3BD damage against Tech Constructs. Ignores armor.
(:else:)
Directly harm tech constructs and those with cyberware, Occultech, etc.
(:ifend:)


'''Law of Return''' (p. C48)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 10\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
A principle white witches hold is that whatever
harm a person causes will be returned to that
person three times. In truth this rarely occurs, but
law of return can help ensure that it does.

On a success the white witch summons a
vengeance spirit which stalks the target. It does
not actually hamper the target’s action, but should
he make a physical attack with a spell, miracle,
psionic power, or any other ability, after that attack
is resolved, the spirit makes the same attack using
the same skill total against the attacker. Any success
results in the same effect or effects applying to the
target, and at the same Success Level (i.e. the same
damage total, any Stymied or Vulnerable results,
or any secondary conditions a spell or other ability
causes).

The target is aware of the consequences of any
violent action.

Only one of these spirits may be present in an area
at one time, so only one creature may be targeted
while this spell’s duration has not expired.

Success Levels:
* Good: +1BD damage to the spirit's attacks.
* Outstanding: +2BD damage to the spirit's attacks.
(:else:)
Every time the target attacks someone, a spirit attacks him.
(:ifend:)


'''Lifehacker''' (p. C48)\\
''Axiom Level:'' 12\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 1 hour

(:if request fnord:)
The lifehacker spell increases the productivity and
efficiency of tasks undertaken by the witch. On a
success the witch chooses one skill. For the duration
of the spell, tests using that skill that do not involve
harming another in any fashion are Favored. (All
attacks and interaction attacks are considered to
"harm" another.)

This spell may be attempted only once per day

Success Levels:
* Good: The duration increases to 12 hours.
* Outstanding: The duration increases to 24 hours. Additionally, the caster may declare a single test be Up instead of Favored.
(:else:)
Become temporarily Favored in one skill.
(:ifend:)


'''Lightning''' (p. 191)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 100 meters\\
''Duration:'' Instant

(:if request fnord:)
This powerful attack spell calls forth a bolt of
lightning strong enough to harm even the great
dragons of Aysle. The damage of the bolt is 16 and
it ignores 4 points of armor. This spell may not use
the Multi-Target option.

Success Levels:
* Good: Damage +1BD.
* Outstanding: +2BD.
(:else:)
Fire a powerful bolt of lightning at a single target.
(:ifend:)


'''(&beta;) Little Frog''' (p. A29)\\
''Prerequisite:'' Beta Clearance, shrink spell\\
''Axiom Level:'' 24\\
''Skill:'' Alteration 16\\
''Casting Time:'' 1 minute\\
''DN:'' Hard (-4) vs the target's highest attribute\\
''Range:'' 10 meters\\
''Duration:'' Concentration

(:if request fnord:)
The spell requires a frog doll with patches of folk
skin on it. The caster waves the frog doll at the
target to cast the spell.

If the casting is successful, the target must make a
special Defeat test. If the test is failed, she is cursed
and transformed into an Enchanted Frog (see p. A30).

Any objects held by the victim are dropped but
the rest of the items he carries transform with
him. However, at the GM’s option, specific items
important to the story (like Eternity Shards) may
not transform. The spellcaster may end this spell
at will.

Success Levels:
* Good: Duration becomes 24 hours.
* Outstanding: Duration becomes permanent. It can only be undone through defeating the caster and forcing him to end the spell, or by performing a Quest (see p. A90).
(:else:)
Turn the target into a tiny frog.
(:ifend:)


'''Lucky Charm''' (p. C49)\\
''Axiom Level:'' 12\\
''Skill:'' Alteration 10\\
''Casting Time:'' 10 minutes\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 24 hours but see below

(:if request fnord:)
The white witch casts this spell on a small object,
like a gemstone or rabbit’s foot. This attracts a
spirit which accompanies the bearer and enhances
his luck, until it runs out.

On a success, while the spell is in effect, the
bearer’s tests are Favored until he fails at a test.

The spellcaster may only attempt to cast lucky
charm once per day, resetting at sunrise.

Success Levels:
* Good: The spell only ends if the failed test’s final die roll is odd.
* Outstanding: The bearer instead rolls two dice instead of one, and takes the highest (after resolving any re-rolls due to rolling a 10 or 20). However, if the roll fails, the spell ends (odd/even doesn't matter).
(:else:)
Create a charm which makes all tests Favored. Ends on a failure.

(''Errata:'' Ignore "As Good" in the Outstanding description.)
(:ifend:)


'''Mage Dark''' (p. 191)\\
''Axiom Level:'' 13\\
''Skill:'' Conjuration 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
Mage dark fills a five-meter radius with total
darkness. Everything within the affected area is
shrouded in Pitch Black (–6) conditions.

If cast on an area of existing mage light, it drowns
it out and consumes it.

See the Darkness penalties on page 122 for
more information.

Success Levels:
* Good: Radius of 10 meters.
* Outstanding: Characters who normally ignore darkness penalties are affected as well.
(:else:)
Fill a 5m-radius area with total darkness.
(:ifend:)


'''Mage Hands''' (p. 191)\\
''Axiom Level:'' 9\\
''Skill:'' Apportation 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10) or a target's dodge or Dexterity\\
''Range:'' 25 meters\\
''Duration:'' Concentration

(:if request fnord:)
The wizard can manipulate items as if she had
a pair of invisible hands that can reach up to 25
meters distant. The hands are extensions of her
own—her real hands must be free as she makes
appropriate hand motions, and she can’t lift herself
any more easily than she could with her own hands.
The hands’ Strength is equal to her Spirit, but
they use her skills. If her hands wield a sword, for
example, she uses her melee combat as usual.

Success Levels:
* Good: The hands’ Strength is equal to her Spirit +1.
* Outstanding: The hands’ Strength is equal to her Spirit +2.
(:else:)
Manipulate items as if your hands were some distance away.
(:ifend:)


'''Mage Light''' (p. 192)\\
''Axiom Level:'' 13\\
''Skill:'' Conjuration 8\\
''Casting Time:'' 1 action\\
''DN:'' Easy (DN 8)\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
The converse of mage dark, mage light fills a five-meter
radius with bright, scintillating light. All
darkness penalties within the radius are negated,
including any existing instances of mage dark.

Any characters or creatures who were in Dark or
Pitch Black conditions prior to casting are dazzled
and automatically Stymied.
Success Levels:

* Good: Radius of 10 meters.
* Outstanding: Dazzled victims are Very
Stymied.
(:else:)
Fill a 5m-radius area with bright light.
(:ifend:)


'''(&beta;) Mage Retreat''' (p. A30)\\
''Prerequisite:'' Beta Clearance\\
''Axiom Level:'' 20\\
''Skill:'' Conjuration 16\\
''Casting Time:'' 1 minute\\
''DN:'' Hard (DN 14)\\
''Range:'' Touch\\
''Duration:'' 1 day

(:if request fnord:)
The caster opens a portal to a cube of
extradimensional space 50 meters on a side. It is
furnished with enough supplies to house and feed
10 people for a day. The space can have rooms,
stairs, and other such features to make better use of
the space. At the end of the day, or when the caster
uses an action to dismiss the spell, the people inside
reappear unharmed at the location where the spell
was cast. If this spell is cast in or on something that
is moving, the location does not move with that
object.

On the plane where the spell was cast, the caster
places a hard-to-find (DN 14) glyph to mark the
spot where people can cross between the space
and the casting location. He may show the glyph
to anyone he wants to enter. Those who find (or are
shown) the glyph can cast spells from outside that
affect the space.

Success Levels:
* Good: The people inside the space can see into the casting location.
* Outstanding: As Good, and the casting location moves with any object it was cast on or in.
(:else:)
Create a comfortable, safe pocket dimension.
(:ifend:)

(''Clarification:'' Spells cast inside the retreat cannot target things in the real world.)


'''Map Building''' (p. N39)\\
''Axiom Level:'' 12\\
''Skill:'' Divination 14\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 6 hours

(:if request fnord:)
The engineer touches the walls of a single
structure, closes his eyes and extends his senses
throughout the structure. The spell provides a
vague description of the current level in his head
(e.g. “There’s a large room that way”), but does not
give any information about floors above or below.
The spellcaster automatically detects any secret
doors with stealth 10 or less when he is in line of
sight of them.

Casting map building on a particular floor may
only be done once every six hours, even if the spell
fails.

Success Levels:
* Good: Any secret doors with stealth 14 or less are detected when the spellcaster is in line of sight of them.
* Outstanding: The spellcaster gets a roughly accurate map of the entire building imprinted in his mind. The GM can sketch the map, provide a copy of the actual map (if available), or be very lenient with guiding the spellcaster through the building.
(:else:)
Get the rough layout of a structure's floor, including certain secrets.
(:ifend:)


'''Magical Trap''' (p. N39)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 10 minutes\\
''DN:'' Hard (DN 14)\\
''Range:'' 5 meters\\
''Duration:'' Until the next sunrise

(:if request fnord:)
This spell is cast upon an unoccupied location
within a structure or one of its entrances. The
caster chooses one of the following magical traps
(see page N116):

* Cold Blast Trap
* Ennervate Trap
* Flameburst Trap
* Lightning Trap

The engineer also chooses a trigger, which usually
is stepping on a spot or passing a threshold. The
result is a Standard (DN 10) trap. When triggered
the trap conjures the chosen effect, and then resets
10 seconds later.

An individual caster may only have three traps
(magical and mechanical) active simultaneously.
When the spell ends, the trap disappears.

Success Levels:
* Good: The spell creates a Challenging (DN 12) trap.
* Outstanding: The spell creates a Hard (DN 14) trap.
(:else:)
Create one of the magical traps from p. N116.
(:ifend:)


'''Mechanical Trap''' (p. N39)\\
''Axiom Level:'' 11\\
''Skill:'' Alteration 12\\
''Casting Time:'' 10 minutes\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' Until the next sunrise

(:if request fnord:)
Mechanical trap must be cast inside a structure or
one of its entrances, and the target location cannot
be occupied by any creature. The engineer points
at the spot he wishes to trap, then motions, with
a finger, equations involving motion and gravity.
The spellcaster then chooses one of the following
traps (see page N116):

* Arrow Trap
* Deadfall Trap
* Pit Trap
* Poison Dart Trap
* Spike Trap

The spellcaster also chooses a trigger, such as a
pressure plate, tripwire, or blocking a beam of
light. The materials in the structure, including the
floor, wall, or doors transform to form the chosen
trap. On a success the spell creates a Standard (DN
10) trap.

When the spell ends, the trap components return
to the original shape or state. An individual caster
may only have three traps (magical and mechanical)
active simultaneously.

Success Levels:
* Good: The spellcaster creates a Challenging (DN 12) trap.
* Outstanding: The trap created is Hard (DN 14).
(:else:)
Create one of the mechanical traps from p. N116.
(:ifend:)


'''Messenger Hawk''' (p. A30)\\
''Axiom Level:'' 20\\
''Skill:'' Apportation 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' 1,000 kilometers (or LRC)\\
''Duration:'' 1 hour

(:if request fnord:)
The caster summons a hawk which arrives
instantly, and then speaks a message of up to 1
minute long to it while thinking of the message’s
intended recipient (person or location). At the end
of the casting time, the hawk flies away at incredible
speed and cannot be detected.

The hawk circles out to the intended recipient,
along a path that can’t be followed. At the end
of the hour it lands next to the target (ignoring
barriers) and repeats the message, whispering it
into the person’s ear or standing at the location and
speaking it in a loud voice.

If the caster wishes to cancel the message, she may
do so at will.

Success Levels:
* Good: The hawk delivers the message in just 30 minutes.
* Outstanding: The hawk delivers the message in just 10 minutes.
(:else:)
Deliver a message rapidly via conjured hawk.
(:ifend:)


'''Multiple Images''' (p. A31)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 1 minute

(:if request fnord:)
A false image of the caster appears adjacent to her,
and appears to be identical in every way. The image
speaks the same words, and moves in a similar
fashion. Any attack against the caster suffers a
–2 Multi-Target penalty. When an attack hits, the
false image dives back into the caster and then
separates again, leaving it unclear which is which.
Any attack with a Blast radius doesn’t suffer the
penalty, regardless of size, since the images must
remain very close to one another.

Success Levels:
* Good: Two false images appear, so attacks are at –4.
* Outstanding: Three false images appear, so attacks are at –6.
(:else:)
Illusory doppelgangers confuse foes who attack you.
(:ifend:)


'''Mystic Darts''' (p. A31)\\
''Axiom Level:'' 19\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 10 meters\\
''Duration:'' Instant

(:if request fnord:)
The caster creates three darts made of magical
force energy and then fires them at one or more
targets which automatically hit, dealing 1 Shock
per dart unless she has a shield (physical item or
any spell or power with shield in the name).

Success Levels:
* Good: Fires four darts.
* Outstanding: Fires five darts.
(:else:)
Unerringly hit a target with weak projectiles. Shields block it.
(:ifend:)


'''Mystic Shield''' (p. A31)\\
''Axiom Level:'' 17\\
''Skill:'' Conjuration 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 1 minute or until penetrated

(:if request fnord:)
The caster is surrounded by a magical barrier that
blocks other spells from passing through.

Any spell that targets the caster has a -2 penalty
when determining if the test is successful. The
penalty does not apply to other targets who may
be included in the area of effect or as part of Multi-Targeting.

If the spell succeeds anyway, the mystic shield
ends.

Success Levels:
* Good: The penalty increases to -4.
* Outstanding: As Good, plus the foe's casting test is Disfavored.
(:else:)
Protect yourself from all spells.
(:ifend:)


'''Neutralize Traps''' (p. N40)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' 10 meters\\
''Duration:'' 6 hours

(:if request fnord:)
The engineer touches the walls of an individual
building and closes his eyes. Until the end of the
duration, the engineer may use his alteration skill
to disable traps, and attempts to disable traps
are Favored. Even traps that cannot normally be
disabled may be attempted at Nearly Impossible
(DN 20).

This spell does not affect traps related to a Cosm
card or affect deathtraps (thanks to the Law of
Drama).

This spell cannot be cast on the same building
more than once every six hours, even if the casting
fails.

Success Levels:
* Good: If a player has a Cosm card related to traps, she may discard it for the full benefit.
* Outstanding: As Good plus once per scene, the engineer may automatically succeed at a Dramatic Skill Resolution step when solving a deathtrap.
(:else:)
Use alteration skill (Favored) to overcome a structure's traps.
(:ifend:)


'''One by Four by Nine''' (p. N40)\\
''Axiom Level:'' 9\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 minute, must be cast at sunrise\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Until the next sunrise

(:if request fnord:)
Numbers have power, and one, four, and nine
are the numbers one, two, and three raised to
the second power. This pattern is said to have
cosmic significance, and is rumored to have been
discovered by an early mathematician, Zarathustra.

One by four by nine must be cast at sunrise, while
vocalizing particular notes and drumming a
particular beat. Only one attempt may be made to
cast per day. If an actual drum is used, the test is
Favored.

On a success, the mathematician can reduce the
impact of his misfortune until the next sunrise.
When mathematician rolls a 1 on the first die
roll of any test, he rolls a die and adds it to 1.
This second roll has a minimum of 4, similar to
spending Possibilities. Any Mishap or Malfunction
still takes effect, even if the test is a success.
''This is an exception to the rule that a 1 always fails, and the character can also spend Possibilities or play cards to further improve the result.'' If the Mishap
causes a disconnection, it occurs after the test is
resolved rather than immediately.

Success Levels:
* Good: If the second die roll is a 4 (and not just a lower roll that counts as 4), a third die is rolled and added to the total, with a minimum of 9.
* Outstanding: As Good, but a roll of 1 on any die roll during a test (including Up conditions or Possibilities) starts the 1-4-9 sequence.
(:else:)
Gain a chance for a test to succeed even upon rolling a 1.
(:ifend:)


'''Open Lock''' (p. 192)\\
''Axiom Level:'' 8\\
''Skill:'' Apportation 10\\
''Casting Time:'' 1 action\\
''DN:'' Easy (DN 8)\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
Merchants and others with riches to protect
detest this simple spell. It works on normal or
electronic locks. With it and sufficient skill, a mage
may open any lock with up to a −4 penalty (see
Lockpicking, page 80).

Success Levels:
* Good: Opens heavy or electronic locks with a penalty up to –6.
* Outstanding: Opens any lock silently and avoids any alarms or wards placed on it. Note that some very powerful “seals“ are not necessarily “locks,“ however.
(:else:)
Open a normal or electronic lock.
(:ifend:)


'''Pathfinder''' (p. 192)\\
''Axiom Level:'' 7\\
''Skill:'' Divination 12\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
Pathfinder allows a magician to sense the direction
and distance to an object, location, or being. The
success level determines the spell’s maximum
range of detection.

Success Levels:
* Good: Range of 500 meters.
* Outstanding: Range of 1 kilometer.
(:else:)
Locate an object, place, or being if within range.
(:ifend:)

(''Clarification:'' Pathfinder adds range to your ability to find someone, but does not make conclusions for you. It will fail if the target is shapechanged or disguised, and cannot be used to find abstracts like "the killer.")


'''Peak Performance''' (p. A31)\\
''Prerequisite:'' The enhance spell\\
''Axiom Level:'' 20\\
''Skill:'' Alteration 16\\
''Casting Time:'' 1 action\\
''DN:'' Hard (-4) vs the target's highest attribute\\
''Range:'' Touch\\
''Duration:'' 3 rounds

(:if request fnord:)
The caster touches a creature, giving it +1 to all
its attributes for the duration. The normal Stacking
rules apply to each attribute, so only the highest
bonus applies to any individual attribute.

Success Levels:
* Good: +2 to each attribute.
* Outstanding: +3 to each attribute.
(:else:)
Buff ''all'' of the target's attributes.
(:ifend:)


'''Phantasm''' (p. N41)\\
''Prerequisite:'' Either the figment or glamor spell\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 25 meters\\
''Duration:'' Concentration

(:if request fnord:)
The caster closes his eyes briefly and creates a
mental image of a creature. He then opens his
eyes and motions towards a target location, and
an illusion (see page N34) based on the creature
appears.

Unlike normal illusions, phantasms are partially
real, and can inflict physical, but non-lethal
damage.

No matter what form the illusion takes, once
per turn the caster may attack with it as a simple
action, making a conjuration test against the target's
willpower or Mind. On a success the target takes 10
damage that ignores armor. Good and Outstanding
Successes add bonus dice as usual.

Success Levels:
* Good: The duration increases to 1 minute.
* Outstanding: As Good plus the phantasm instead does a base 13 damage that ignores armor.
(:else:)
Create an illusory creature that can actually hurt others.
(:ifend:)


'''Plant Shackles''' (p. A32)\\
''Axiom Level:'' 20\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 15 meters\\
''Duration:'' 1 minute

(:if request fnord:)
An area with a Medium Blast radius is covered
in writhing plants that capture any living creatures
standing there. Any creature affected by the spell is
restrained, and can only try to break free as normal.

Attempting to break free requires an Easy (DN
8) Strength test. If the victim succeeds this does not
consume his action and he may act normally.

Success Levels:
* Good: Attempts to break free are Standard (DN 10).
* Outstanding: Attempts to break free are Challenging (DN 12).
(:else:)
Plants restrain everyone in the area.
(:ifend:)


'''Portal''' (p. 192)\\
''Axiom Level:'' 14\\
''Skill:'' Apportation 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 50 meters\\
''Duration:'' Instant

(:if request fnord:)
With a brisk incantation and a broad gesture the
mage opens two connected portals. One appears
right next to the caster, and the other anywhere
within 50 meters. Whatever enters one portal
emerges from the other in the same instant.
The portals only exist for a few seconds before
disappearing.

Portal has applications for both movement and
combat. The caster may simply add 50 meters to
his movement when using the spell. If used in a
chase it allows the mage to gain steps using the
apportation skill rather than Dexterity. A failure
to achieve the spell's DN counts as a failure for
backlash, regardless of the DN to gain a step.

In combat, the caster may use a Multi-Action to
reach through and attack a foe adjacent to the other
portal. The connection goes both ways: a grappled
enemy may be pulled back through to the caster's
side or a waiting opponent may strike through the
portal back at the caster on the other side. The portal
closes once the current side finishes their actions.

Success Levels:
* Good: Thanks to excellent timing adjacent allies may also move through the portal or attack adjacent foes. Waiting enemies can't attack through the portal.
* Outstanding: The portal appears in exactly the right spot. Attacks against a target adjacent to the other end gain a +4 bonus for catching the foe Flat-Footed.
(:else:)
Open two portals for a few seconds, allowing instantaneous movement between them.
(:ifend:)

(''Clarification:'' You cannot force someone else through a portal; it is trivial for even goons to avoid this happening.)


'''Portent''' (p. N41, C49)\\
''Axiom Level:'' 10\\
''Skill:'' Divination 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Instant

(:if request fnord:)
The spellcaster thinks of a person, item, area, or
course of action, and receives an indication about
immediate fortune surrounding the situation.
Sometimes the flash of insight is so potent that the
immediate future can even be altered slightly.

On a success, the mathematician may look at the
top card on the Drama deck and then return it to
the top of the deck.

Success Levels:
* Good: Two cards may be looked at and then replaced in the same order.
* Outstanding: Two cards may be looked at and then one discarded and the other placed back on top of the Drama deck.
(:else:)
Get a flash of premonition, including a peek at the Drama deck.
(:ifend:)


'''Possibility Rend''' (p. 193)\\
''Axiom Level:'' 15\\
''Skill:'' Divination 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
The rare offensive use of divination, this spell scans
through a single target’s possible futures and
destroys them!

The game effect is to drain a reality-rated target
of 1 Possibility. An Ord disconnects and counts as
drained of all Possibility Energy. This spell may
not Multi-Target.

Success Levels:
* Good: The target is also Stymied or Vulnerable, caster’s choice.
* Outstanding: As a Good result, and a reality-rated target loses 2 Possibilities.
(:else:)
Drain the target of a Possibility, or force an Ord to disconnect.
(:ifend:)


'''Possibility Shadows''' (p. 193)\\
''Axiom Level:'' 15\\
''Skill:'' Divination 16\\
''Casting Time:'' 1 minute\\
''DN:'' Challenging (DN 12)\\
''Range:'' Touch\\
''Duration:'' 5 minutes

(:if request fnord:)
Possibility shadows allows a caster to ask reality
itself a question. To do so, he must first cast a deep
shadow on a surface, concentrate on a question or
topic for one minute, and finally invoke the spell.
If successful, his shadow (or another’s if casting
for someone else) takes on a life of its own, forming
other objects, creatures, or individuals, and reveals
a vague clue about the chosen topic.

Of course the future isn’t set, so the information
granted is a “best guess“ (as determined by the
GM), and is likely to change based on other events.
Once conjured, the shadow does not appear to
the same conjurer again this scene.

Success Levels:
* Good: The shadow answers two questions.
* Outstanding: The shadow answers three questions.
(:else:)
Ask reality itself a question about the future.
(:ifend:)


'''Protective Circle''' (p. 193)\\
''Axiom Level:'' 9\\
''Skill:'' Alteration 8\\
''Casting Time:'' 1 minute\\
''DN:'' Challenging (DN 12)\\
''Range:'' A two-meter diameter circle\\
''Duration:'' Concentration, or when the circle is
crossed or broken

(:if request fnord:)
Occultists in Orrorsh and treacherous thralls in
Tharkold make frequent use of this spell when
dealing with the deadly demons of their cosms.

To employ a protective circle, the caster draws a
visible, one-meter-radius circle in chalk, blood, salt,
or other material, then embellishes it with arcane
runes. Once drawn, and for as long as the caster
maintains Concentration, supernatural beings
may not cross the border. They may speak and
otherwise interact across the border normally, but
any supernatural powers (such as spells or special
abilties) suffer a –2 penalty.

If another force or being breaks the circle’s drawn
boundary the spell ends.

Success Levels:
* Good: The penalty is increased to –4.
* Outstanding: The being’s supernatural abilities cannot cross the boundary.
(:else:)
Create a circle which supernatural beings cannot cross.
(:ifend:)


'''Repel Curse''' (p. C49)\\
''Axiom Level:'' 9\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 1 scene

(:if request fnord:)
One curse on a person, location, or item is suppressed for the duration.

Success Levels:
* Good: Duration becomes 1 act.
* Outstanding: The curse is permanently removed.
(:else:)
Suppress or possibly remove a curse.
(:ifend:)


'''Scrambler''' (p. 194)\\
''Axiom Level:'' 9\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 50-meter radius\\
''Duration:'' 10 minutes

(:if request fnord:)
Used primarily in the watchdog regime of the
Cyberpapacy, scrambler obscures everyone
in the affected area from all security and
surveillance systems.

Captured video and voices become blurry and
unidentifiable to such devices, and targeting
bonuses from smart ammunition and augmented
reality HUDs are negated.

Success Levels:
* Good: The Range is increased to a 100-meter radius.
* Outstanding: The caster’s video and voice are completely erased and the diration increases to an last hour.
(:else:)
Scramble all surveillance systems in the area.
(:ifend:)


'''Scry''' (p. 194)\\
''Axiom Level:'' 8\\
''Skill:'' Divination 12\\
''Casting Time:'' 1 minute\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 500 kilometers (or LRC)\\
''Duration:'' Concentration

(:if request fnord:)
Scry allows a prying caster to peek in on a subject
from afar. This spell targets a single person, and
requires a vestige of that individual—fingernail
clippings, a lock of hair, a vial of blood, etc.—in
order to work. Without such materials the spell
automatically fails. Those with secrets to protect
closely guard or destroy such residue.

A Standard success grants a view of the target
from directly above. The mage sees and hears
anything within five meters, but nothing outside
that range is visible or audible. Thus it may not be
clear exactly where the target is located, only what
he is currently doing. Anyone viewed or heard by
the spell intuitively feels that he’s being watched,
but isn’t certain how.

Success Levels:
* Good: The observable area increases to 25 meters.
* Outstanding: The target viewed and heard is no longer aware of being observed.
(:else:)
Spy on a subject from afar; they may sense they're being watched.
(:ifend:)


'''Shield''' (p. 194)\\
''Axiom Level:'' 14\\
''Skill:'' Conjuration 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
The shield spell helps Storm Knight spellcasters
survive their battles with the High Lords’ minions.

A successful casting adds +1 to all the caster’s
physical defenses (dodge, melee combat, and unarmed
combat). The bonus follows normal Stacking rules,
so a shield spell cast on a character with a real shield
gets whichever bonus is best.

Success Levels:
* Good: The bonus is increased to +2.
* Outstanding: The bonus is increased to +3.
(:else:)
Provide the same effects that an actual shield would give.
(:ifend:)


'''Shrink''' (p. A32)\\
''Axiom Level:'' 20\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's Strength\\
''Range:'' Touch\\
''Duration:'' Concentration

(:if request fnord:)
This spell makes a living creature one size category
smaller.

While the spell is in effect the target takes a -1
penalty to its Strength. If the target was Large or
Very Large his Wound Limit decreases by one, and
his Shock Limit decreases by 2. Attacks against
the target gain a penalty or bonus according to its
new size category. Any equipment carried or worn
shrinks as well, but does not change its statistics.

If shrink is cast on a target with grow already cast
on it, both spells are canceled and both end.

Success Levels:
* Good: The target takes a -2 penalty to Strength.
* Outstanding: The creature becomes two size categories smaller and takes a -2 penalty to Strength. If the target was Very Large his Wound Limit decreases by 2, and his Shock Limit by 4.
(:else:)
A creature becomes smaller and weaker.
(:ifend:)


'''Silence''' (p. A32)\\
''Axiom Level:'' 11\\
''Skill:'' Apportation 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's Mind or willpower\\
''Range:'' 10 meters\\
''Duration:'' Concentration

(:if request fnord:)
This spell uses apportation to scatter the sound
patterns in a Small Blast radius, making it
more difficult to cast spells or invoke miracles.
Additionally, attempts to communicate require a
successful Mind or language test.

On a success, casting spells or invoking miracles
takes Challenging (-2) penalty.

Success Levels:
* Good: Casting and invoking attempts are Disfavored and take a Challenging (-2) penalty.
* Outstanding:  As Good and silence becomes nearly total and the penalty increases to Hard (-4).
(:else:)
Communicating and using spells/miracles becomes difficult.
(:ifend:)

(''House Rule:'' The listed penalty applies to communication attempts as well.)


'''(&beta;) Skeletal Barrier''' (p. A32)\\
''Prerequisite:'' Beta Clearance, armor spell\\
''Axiom Level:'' 20\\
''Skill:'' Alteration 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' Self\\
''Duration:'' 1 minute

(:if request fnord:)
The caster must have a bone, preferably a human
bone (which makes casting this spell Favored). The
caster points the bone forward, to the right, to the
left, then behind and throws it on the ground.

On a success, the bones multiply into a whirling
barrier around the caster that provides +3 armor
with Full Body protection. The bones do not
impair sight, other senses, or any actions including
spellcasting.

If a melee weapons or unarmed combat attack against
the caster misses, the attacker takes 12 damage.

Success Levels:
* Good:  The skeletal barrier provides +4 armor, and retributive damage gains +1BD.
* Outstanding: As Good but the armor provides +5 protection.
(:else:)
Surround yourself with whirling bones which protect you and damage attackers.
(:ifend:)


'''Slow''' (p. 195)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 20 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
Slow decreases a living being’s speed and makes
it more difficult for him to do multiple things at
once. The caster points at his target in slow motion.

The target’s Speed is decreased by 25% and
the target is Stymied. Speed refers to the target’s
personal walking, running, climbing, swimming,
or flying speed. Slow doesn’t affect machines or
devices of any type.

Success Levels:
* Good: Speed is decreased by 50% and the target may not run.
* Outstanding: Speed is decreased by 75% and the target loses his next turn (he might get another via a Flurry or similar ability, however).
(:else:)
The target is Stymied and has their movement speed reduced.
(:ifend:)


'''Sound Cloud''' (p. A33)\\
''Axiom Level:'' 18\\
''Skill:'' Conjuration 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (-4) vs the target's Strength\\
''Range:'' 100 meters\\
''Duration:'' Concentration

(:if request fnord:)
The spell creates a cloud of noise in a Large
Blast radius. All targets inside the cloud capable
of hearing become severely disoriented and are
Stymied for the duration and must make a willpower
or Spirit test as a free action, once per turn, to move.
A Good or Outstanding success on this test ends
the effect for the victim at the end of his turn.

Success Levels:
* Good: Those affected are also Vulnerable for the duration.
* Outstanding: : As Good, and those affected can’t cast spells, or invoke miracles.
(:else:)
Create a disorienting area of noise.
(:ifend:)


'''Speak with Dead''' (p. 195)\\
''Axiom Level:'' 12\\
''Skill:'' Divination 14\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 5 minutes

(:if request fnord:)
To cast this loathsome spell, the occultist
manipulates the corpse’s jaws while beseeching the
spirit that once resided inside to speak. The spirit
retains its former consciousness–it knows it’s dead,
may refuse to speak, is subject to persuasion, etc.

A particular corpse may only be questioned
once per scene.

Success Levels:
* Good: The corpse may only speak the truth, but may still refuse to answer.
* Outstanding: The corpse must answer any questions truthfully, to the best of its knowledge.
(:else:)
Question the spirit of a particular corpse.
(:ifend:)


'''Stun''' (p. 195)\\
''Axiom Level:'' 12\\
''Skill:'' Alteration 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 50 meters\\
''Duration:'' Instant

(:if request fnord:)
A wave of arcane energy overwhelms a group of
foes. It affects everyone within a Large Blast area
(see page 122). This is an Area Affect spell and
may not Multi-Target.

Any target affected becomes Very Stymied. Stun
only works on living beings, so undead, constructs,
or animated objects are unaffected.

Success Levels:
* Good: Affected targets may not move on their next turn.
* Outstanding: Affected targets lose their entire next turn.
(:else:)
Hamper the actions of a large group of people (friend or foe).
(:ifend:)

'''Sudden Burial''' (p. A33)\\
''Axiom Level:'' 21\\
''Skill:'' Apportation 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 25 meters\\
''Duration:'' Instant

(:if request fnord:)
The spell is cast on a patch of ground the size of a
Medium Blast radius. The ground up to one meter
deep (and anything on it) lifts 5 meters in the air,
flips over, and then slams back into place. A living
creature in the area takes 10 +1BD damage and is
Stymied.

Success Levels:
* Good: 10 +2BD damage.
* Outstanding: As Good and the target is restrained until they make a Strength test as an action to escape.
(:else:)
Damage, stymie, and possibly restrain everyone in the area.
(:ifend:)


'''Summon Elemental''' (p. A33)\\
''Axiom Level:'' 18\\
''Skill:'' Conjuration 16\\
''Casting Time:'' 1 action\\
''DN:'' Very Hard (DN 16), but see below\\
''Range:'' 10 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
You summon an elemental of your choice: air (see
Sprite, p. A137), earth (see Troll, p. A138), fire
(see Barghest, p. A132), metal (see Clanker, p. A133), plant (see Ghillie, p. A135), or water (see
Charyb, p. A132) to any unoccupied space within
range. The elemental attacks the nearest target each
round, and acts at the end of the Heroes Conflict
Line. At the end of the duration the elemental
breaks apart and vanishes.

The DN drops to Challenging (12) if the appropriate
material for the element is already abundant at the
location.

Only one elemental can be summoned at a time.
When the spell ends the elemental immediately
dissipates and no additional elementals may be
summoned until the start of the next scene.

Success Levels:
* Good: The caster may control the elemental’s movement and attack each turn.
* Outstanding: As Good and the duration increases to 1 minute, but the caster may dismiss the spell early as a simple action.
(:else:)
Summon one of the six types of elemental to fight for you.
(:ifend:)


'''(&beta;) Teleport''' (p. A33)\\
''Prerequisite:'' Beta Clearance, portal spell\\
''Axiom Level:'' 24\\
''Skill:'' Apportation 18\\
''Casting Time:'' 1 full round\\
''DN:'' Heroic (DN 18)\\
''Range:'' 5 meters\\
''Duration:'' Instant

(:if request fnord:)
The caster, and up to five willing targets in range
may be moved up to 100 km to a place that the
wizard has previously visited. Boundaries between
realities cannot be crossed.

If the chosen location is outside of the range
(accounting for success levels), the spell fails and all
who tried to teleport take backlash. If the location
is within range but there is no place for the target to
appear at the location, the target will appear at the
nearest safe space.

A Mishap on the roll means that the teleport fails
dramatically and the GM is going to complicate
the heroes’ lives by taking them somewhere
“interesting”.

When the teleportation is completed, all effects
maintained via Concentration end automatically
and the characters are Flat Footed for a minute.
Teleporting is hard on the body and a creature
who teleports again within 30 days must take a
Disfavored Defeat test on arrival.

Success Levels:
* Good: The caster and any companions may teleport up to 500 km.
* Outstanding: Anywhere on the same plane may be reached, as long as reality boundaries are not crossed.
(:else:)
Teleport up to five targets up to 100 kilometers.
(:ifend:)

(''Reminder:'' Long-Range Contradiction rules still apply; if this spell is contradictory, max teleportation range drops to one kilometer.)


'''Time Crunch''' (p. A34)\\
''Axiom Level:'' 20\\
''Skill:'' Alteration 16\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 10 meters\\
''Duration:'' 1 round

(:if request fnord:)
The caster and allies within range can ignore up
to 2 points of Multi-Action or Multi-Targeting
penalties, and may take three simple actions on
their turn. The duration ends directly after the
caster acts on the next round.

Success Levels:
* Good: Affected allies may Rush without incurring a –2 penalty.
* Outstanding: As Good and allies may ignore up to 4 points of Multi-Action or Multi-Targeting penalties.
(:else:)
Speed up all allies within range.
(:ifend:)


'''(&beta;) True Darkness''' (p. A34)\\
''Prerequisite:'' Beta Clearance, mage dark spell, at least one Darkness perk\\
''Axiom Level:'' 17\\
''Skill:'' Conjuration 16\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 25 meters\\
''Duration:'' 1 minute

(:if request fnord:)
The spell is a more powerful version of mage dark
that calls on the essential nature of darkness to a
5-meter radius sphere centered on a point within
range. It dispels all light in the area, resulting in
Pitch Black Darkness, and even magical light, except
for true light cannot shine. Any other magical light
spell that would affect any part of the area covered
by this spell fails, regardless of its success level.

In addition, this spell hampers those with Light
Perks and enhances those with Darkness Perks.
Interaction attacks by heroes with at least one Light
Perk are Disfavored. Characters with at least one
Darkness Perk can see in the darkness without
penalty and their interaction attacks are Favored
when used from inside the darkness.

If true light and true darkness overlap, the casters of
each spell contest conjuration and the loser’s spell
is dispelled.

Success Levels:
* Good: Contests against a true light spell are Favored and Light Perks don’t function at all.
* Outstanding: As Good except contests against a true light spell are Up.
(:else:)
Create pitch darkness, which The Dark may ignore, that especially hinders The Light.
(:ifend:)


'''(&beta;) True Light''' (p. A34)\\
''Prerequisite:'' Beta Clearance, mage light spell, at least one Light perk\\
''Axiom Level:'' 17\\
''Skill:'' Conjuration 16\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 25 meters\\
''Duration:'' 1 minute

(:if request fnord:)
The spell is a more powerful version of mage
light that calls on the essential nature of light to
illuminate a 5-meter radius sphere centered on
a point within range. It dispels all darkness in
the area, even magical darkness, except for true
darkness. Any other magical darkness spell that
would affect any part of the area covered by this
spell fails, regardless of its success level.

In addition, this spell hinders those with Darkness
Perks and enhances those with Light Perks.
Interaction attacks by heroes with at least one
Darkness Perk are Disfavored. Heroes with at least
one Light Perk recover 1 Shock automatically at the
end of their turn, and their interaction attacks are
Favored when done inside the area of effect.

If true light and true darkness overlap, the casters of
each spell contest using conjuration and the loser’s
spell is dispelled.

Success Levels:
* Good: Contests against a true darkness spell are Favored and Darkness Perks don’t function at all.
* Outstanding: As Good, except contests against a true darkness spell are Up.
(:else:)
Create pure light that heals The Light and hinders The Dark.
(:ifend:)


'''Violence Hex''' (p. C49)\\
''Axiom Level:'' 10\\
''Skill:'' Alteration 10\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 25 meters\\
''Duration:'' 1 minute

(:if request fnord:)
White witches believe fighting is a last resort to
solving disagreements, and this spell dampens
violence. This spell may only be cast on a target
that has made a physical attack (not an interaction
attack) in the last 10 minutes.

On a Standard success, the target reduces all damage they deal by -2.

Success Levels:
* Good: The target reduces all damage they deal by -1BD.
* Outstanding: The target halves all damage they deal (round up).
(:else:)
Reduces the damage dealt by the target.
(:ifend:)


'''Vision of Doom''' (p. A35)\\
''Axiom Level:'' 23\\
''Skill:'' Divination 10\\
''Casting Time:'' 1 free action (see below)\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 1 round

(:if request fnord:)
This spell can be cast once per scene, as a free
action, immediately after a failed test for a Dramatic
Skill Resolution. On a success, the Storm Knights
gain an extra round to complete the Dramatic Skill
Resolution.

Success Levels:
* Good: As Standard and any effects from a Dilemma are reversed.
* Outstanding:  As Good, plus the test for the current step or steps is Up.
(:else:)
Get a second chance to complete a Dramatic Skill Resolution.
(:ifend:)


'''(&beta;) Vision of Harm''' (p. A35)\\
''Prerequisite:'' Beta Clearance, vision of doom spell\\
''Axiom Level:'' 24\\
''Skill:'' Divination 18\\
''Casting Time:'' 1 action\\
''DN:'' Hard (-4) vs target's willpower or Spirit\\
''Range:'' 10 meters\\
''Duration:'' Concentration

(:if request fnord:)
To cast this spell, the wizard utters a pronouncement
of doom: "I foresee harm in your immediate future."
If the caster has a unique object belonging to the
intended target, on that has been owned for at least
a year and a day, the divination test is Favored.
On a success, the target’s attempts to Soak damage
have a Hard (-4) penalty.

Success Levels:
* Good: The target’s attempts to Soak damage are also Disfavored.
* Outstanding: As Good and when the target spends a Possibility to Soak Damage, the caster may spend a Possibility to contest the Soak roll (using reality).
(:else:)
Make it very difficult for a target to Soak damage.
(:ifend:)


'''Wall of Force''' (p. A35)\\
''Axiom Level:'' 18\\
''Skill:'' Conjuration 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 40 meters\\
''Duration:'' Concentration

(:if request fnord:)
The caster conjures a shimmering wall of force up
to 10 meters long, 3 meters high, and 30 centimeters
thick at a place within range. The wall repels all
attempts to penetrate it until it is dismissed or
beaten down. It has Toughness 18, is immune to
Shock damage, and can take 1 Wound.

Success Levels:
* Good: The wall’s Toughness increases to 23.
* Outstanding: As Good and the wall’s Wound limit increases to two.
(:else:)
Create a resilient barrier to block attacks and passage.
(:ifend:)


'''Whirlwind''' (p. A35)\\
''Axiom Level:'' 17\\
''Skill:'' Apportation 14\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10) or target's dodge or Dexterity\\
''Range:'' 25 meters\\
''Duration:'' 1 minute

(:if request fnord:)
The spell creates a whirlwind with a Medium
Blast radius and can be directed at specific targets
immediately, or created and then moved around.

As an action, the caster may direct the whirlwind
as long as it remains in range. It attacks targets
in a Medium Blast radius with an apportation test
vs. the target’s dodge or Dexterity.

Those hit, or those who are forced into the vortex
(such as by a Player’s Call), take 10 damage &mdash; and
those who take at least 1 Shock from this are pushed 4 meters
along the whirlwind’s path, or 2 meters if they're Large.
If a target would be pushed into a dangerous area, it may
make a Dexterity test to prevent it. Larger creatures
suffer the damage but are not moved.

Good or Outstanding results on the apportation
attack test apply as if the spell was just cast.

Success Levels:
* Good: +1BD damage, and targets are pushed 10 meters, or 5 meters if Large.
* Outstanding: +2BD damage, and targets are pushed 15 meters, 10 meters if Large, and 5 meters if Very Large.
(:else:)
Create a whirlwind that injures and possibly flings its subjects about.
(:ifend:)

>><<

----

(:if request fnord:)
Return to [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMagic?fnord=yes | Torg Eternity Magic]]
(:else:)
Return to [[Torg Eternity Magic]]
(:ifend:)