Air
Animal
Earth
Fire
Illusions
Plant
Water
Storm
Healing

Faerie Magic (Book of Spells)

Spells inspired by Fantasy Hero, © Hero games 1989, and Amber Diceless Role-playing, © Phage Press.

With the destruction of Ygg, Magic, as the Amberites and Chaosians knew it, ceased to exist. In its place remained Faerie Magic, the First Magic, original to the world that the Serpent and the Unicorn had fled to eons ago.

The Magic of the Fey can be split into three categories, Summoning, Defensive and Invasive Magics. Under these three categories are four subcategories of Magic, Shadow Opening, Shadow Manipulation, Magical Energy, and Mind Touch. It is by using these seven spell components that spells are built. (Just as in Amber, DRPG.)

Mechanics

Invasive magic (IM): Base cost 3 points

Defensive Magic (DM): Base cost 2 points

Summoning Magic (SM): Base cost 1 point

Shadow Opening (SO), Shadow Manipulation (SM), Magical Energy (ME), and Mind Touch (MT) have a base cost of 1 point each. Adding the type of spell to the components it contains gives you the base cost of the spell.

Three new traits will be added for sorcery. These are Magic Power, (equal to a PC's PSYCHE), Magic Pool, (which is the average of PSYCHE and ENDURANCE), and Magic Strength, (an average of the character's PSYCHE, STRENGTH and ENDURANCE), which is used to resist the damage done by physical spells.

To cast a spell effectively upon another, the victim's Magical Power must first be overcome. The caster can put any or all of the points from their Magic Pool into the spell to increase the strength of the spell to overcome the victim's Magic Power. (Normally the caster would deduct the base cost of the spell from their pool. Spent Magic Pool points will return at a rate equal to the PC's ENDURANCE per hour, or fractions thereof) Secondly, if the spell is invasive, the victim's PSYCHE must be overcome, or if the spell carries damage, the victim's Magic Strength must be overcome. Once these two hurdles are surmounted, the caster can then put Magic Pool points into the spell to increase it's effectiveness.

Often, visible effects of spells are never reached, as the magical combatants spend all of the energy in their Magic Pools trying to overcome one another.

Back to the beginning...

SPELL BOOK

Air Magic

Since the components for Air Magic generally surround the caster at all times, the sorcerer need not plan ahead for these spells.

  • Detect Magic

    (Summoning, SM, ME) Base cost 3 points.

    Can be used to detect the inherent magic in inanimate objects, unless the creator of the object attempted to disguise the magic present. If so, the caster must overcome the number of points placed in the disguise spell by the creator of the object with their own Magic Pool.

  • Lightning Strike

    (Summoning, SO, SM, ME) Base cost 4 points.

    Creates an electrical discharge that travels from the castor's hand to the intended target. The strength of the bolt varies depending on the number of Magic Pool points placed into the spell. To kill an opponent, the castor must first hit the target (WARFARE), then overcome the target's Magic Power and Strength with their Magical Pool.

  • Whirlwind Wall

    (Defensive, SO, SM, ME) Base cost 5 points.

    Wild winds swirl around the caster, making him or her hard to attack. The strength of the spell depends on the Magic Pool points put into it. An attacker must overcome the Magic Pool points with STRENGTH or WARFARE to harm the caster.

  • Dispel

    (Summoning, ME) Base cost 2 points.

    Can be used to destroy either a magical spell or an item. For a spell, the castor must overcome the Magic Pool points invested in the spell. For an item, the castor must overcome the artifact's point cost times two.

  • Crosswind

    (Defensive, SO, SM, ME) Base cost 2 points.

    This spell deflects missile attacks. The castor's Magic Pool must be overcome by WARFARE for the castor to be harmed.

  • Stolen Breath

    (Invasive, SM, ME) Base cost 5 points.

    This spell steals the breath out of the target. The castor must overcome the target's Magic Power and Strength with their Magic Pool to cause unconsciousness or death in the target. (This spell is also not terribly effective against shape shifters.)

  • Foul Air

    (Summoning, SO, SM, ME) Base cost 4 points.

    This spell creates noxious fumes about the head of the target, causing coughing, watery eyes and burning lungs. For the spell to incapacitate the target, the target's Magic Power and Strength must be overcome by the castor's Magic Pool.

  • Fresh Air

    (Summoning, SO, SM, ME) Base cost 4 points.

    Opposite of Foul Air, it also allows the castor to breathe underwater or in other hostile situations.

  • Gust

    (Summoning, SO, SM, ME) Base cost 4 points.

    Creates a strong gust of wind in any direction the castor wishes. The wind gusts at one mile per hour for every point put into the spell from the Magic Pool with a base gust of 4 mph.

  • Gale

    (Summoning, SO, SM, MEx2) Base cost 5 points.

    A stronger version of Gust, Gale winds are created at five mph for every Magic Pool point put into the spell, for a base of 25 mph.

  • Glide

    (Summoning, SO, SM, ME) Base cost 4 points.

    Creates an updraft that allows the castor to avoid the sudden stop at the end of a fall.

  • Summon Winds

    (Summoning, SO, SM, ME) Base cost 4 points.

    These winds are not effective for protection, but are generally good at blowing things about, like closing doors, snuffing out candles, blowing away part of that oh so important powder pentagram on the floor...

  • Predict Weather

    (Summoning, SM, ME) Base cost 3 points.

    Allows the character insight into the general weather patterns for one day per Magic Pool point invested.

  • Sense Air Currents

    (Summoning, SM, ME) Base cost 3 points.

    This spell lets the castor sense minute disturbances in air currents, like a cat's whiskers do. It allows the castor to find his or her way about in complete darkness, and the spell can also detect disturbances caused by movement. A five foot radius can be scanned for every Magic Pool point placed into the spell.

Back to the beginning...

Animal Magic

These spells make up a good part of the Faerie ability to shape shift.

  • Animal Claws

    (Invasive, ME) Base cost 4 points.

    A minor form of shape shifting, Animal Claws allows the castor to 'conjure' his or her fingers into weapons. Extra Hard can be achieved with ten Magic Pool points, Double Damage with 20, and Deadly Damage with 40. To harm the victim, their Magic Power and Strength must be overcome.

  • Night Eyes

    (Summoning, ME) Base cost 2 points.

    Allows the caster to see in poor light, but not complete darkness.

  • Ears of the Bat

    (Summoning, ME) Base cost 2 points.

    Gives the castor active sonar, allowing maneuverability in complete darkness.

  • Snakeskin

    (Defensive, ME) Base cost 3 points.

    This spell hardens the castor's skin to attack. Versus Normal Weapons can be achieved with a ten point investment from the Magic Pool, Versus Guns with 20, and Invulnerability for 40.

  • Realm of the Small

    (Summoning, ME) Base cost 2 points.

    A limited shape shift allowing the caster to reduce his mass by one pound for every Magic Pool point invested in the spell.

  • Realm of the Great

    (Summoning, ME) Base cost 2 points.

    A limited shape shift allowing the caster or increase his mass by one pound for every Magic Pool point invested in the spell.

  • Water Travel

    (Summoning, ME) Base cost 2 points.

    A limited shape shift that allows the castor to both breathe underwater and to swim quickly. Movement under water can be purchased for ten Magic Pool points, Double Speed for 20 and Engine Speed for 40.

  • Spider Walk

    (Summoning, ME) Base cost 2 points.

    Allows the caster to adhere to rough surfaces much in the same way that spiders and other wall crawlers do. Base movement is slow. Movement can be increased with the normal ten, 20 and 40 point additional investment in the spell from the Magic Pool.

  • Wings

    (Summoning, ME) Base cost 2 points.

    Allows the castor to fly. Movement can be purchased at the normal exchange ratio (See above).

  • Animal Forms

    (Summoning, MEx2) Base cost 3 points.

    Limited shape shift allowing the caster to assume any animal form. Mass can not be changed with this spell. Realm of the Great or Small must be cast in addition to change mass.

Back to the beginning...

Earth Magic

For these spells to be effective, the caster must have access to earth or stone. They are ineffective at sea, for example.

  • Stone Blast

    (Invasive, SO, SM, ME) Base cost 6 points.

    A handful of stones is shot at the target from the castor's hand at considerable force. These stones can be made Extra Hard for ten points from the Magic Pool, Double Damage for 20 and Deadly Damage for 40 points. To inflict damage on the victim, their Magic Power and Strength must be overcome.

  • Stone Wall

    (Defensive, SO, SM, ME) Base cost 5 points.

    The caster summons a magical stone wall to stand between himself and harm. A portal can be added to allow the caster to see out, and others to see in, but this portal shifts so that no attacks can be made through it. This wall can be made Resistant Versus Weapons, Guns and Invulnerable for ten, 20 points, respectively.

  • Stone Body

    (Defensive, SM, ME) Base cost 4 points.

    A minor shape shift that turns the caster's body to stone. The same defensive effects from Stone Wall can also be applied to this spell for the same point cost.

  • Stone Will

    (Summing, SM, ME) Base cost 3 points.

    Provides defense against all mental attacks and the destruction of spells or items through Dispels. For the caster to be effected, his Magical Strength must be overcome, then the amount of points from the Magical Pool that were placed into the spell must also be overcome.

  • Mud Trap

    (Invasive, SO, SM, ME) Base cost 6 points.

    Sticky mud is summoned from the ground to encase the target. WARFARE determines whether or not the target can be hit, and more points from the Magic Pool must be placed into the spell than the target has STRENGTH for the target to remain entangled. There is little the target can do to defend himself once encased, however.

  • Earth Reading

    (Summoning, SM, ME) Base cost 3 points.

    A minor spell of clairsentience, this allows the caster to tell the last person or creature to pass over the ground that is being scried.

  • Earth Passage

    (Summoning, SM, ME) Base cost 3 points.

    This allows a form of Faerie transportation to the caster, but it is not as powerful in that it does not allow travel to different Shadows. Within the same Shadow, however, the caster can step into any stone or earth formation, and step out again anywhere within the Shadow he wishes, provided there is stone or earth there as well.

  • Earthquake

    (Summoning, SM, ME) Base cost 3 points.

    This spell summons an earthquake into being. The strength of the quake depends on the Magic Pool points put into the spell. The area of effect is a foot radius per Magic Pool point put into the spell. Anyone with less in Magical Strength than the amount of Magic Pool points put into the spell will lose their balance and footing and fall to the ground. Brittle structures will also receive the normal amount of damage from this spell.

  • Like a Rock

    (Defensive, SM, ME) Base cost 4 points.

    A minor shape shift, this spell allows the caster to exist in any environment that stone would survive, i.e., Resistance Versus Weapons and Guns can be bought for ten and 20 points, respectively. This spell can not make the caster Invulnerable, however.

  • Flesh to Stone

    (Invasive, SM, ME, MT) Base cost 6 points.

    This spell allows the caster to turn their target to living stone. For this spell to be successful the target's PSYCHE and Magic Strength must be over come with the caster's Magic Power and Magic Pool, respectively.

Back to the beginning...

Fire Magic

For these spells to be effective there must be fire about, or the caster must summon the flame into being.

  • Fire Blast

    (Invasive, SO, SM, ME) Base cost 6 points.

    Flame leaps from the caster's hand and flies toward the target. To hit, the caster must overcome the target's WARFARE. The fire's damage can be increased at the normal ten, 20 and 40 point cost from the Magic Pool. To damage the victim, their Magic Power and Strength must be overcome.

  • Fire Shell

    (Defensive, SO, SM, ME) Base cost 5 points.

    Fire surrounds the caster, protecting him from harm. The effectiveness of this spell can be increased at the normal ten, 20 and 40 point cost from the Magic Pool.

  • Blinding Flames

    (Invasive, SO, SM, ME) Base cost 6 points.

    The caster throws a ball of flame at the target. At the last moment this ball explodes in a bright flash, temporarily blinding the target, provided that the target's Magical Power and Strength are overcome. This spell is not based on WARFARE as it is an area effect spell.

  • Dancing Flames

    (Summoning, SO, SM, ME) Base cost 4 points.

    A spell mostly used to impress, it creates flames that do the caster's bidding. These are fragile flames, easily destroyed with a simple Gust.

  • Fireball

    (Invasive, SO, SM, ME) Base cost 6 points.

    A larger version of Fire Blast, it has the same effect, but over a room-sized area, negating the need for a WARFARE check. Target's Magical Power and Strength must still be overcome for damage to be inflicted.

  • Fire Sight

    (Summoning, SM, ME) Base cost 3 points.

    By looking into flame, the caster can see out of flame anywhere within the same Shadow.

  • Hypnotic Flames

    (Invasive, SO, SM, ME, MT) Base cost 7 points.

    The caster uses dancing flames to hypnotize the target. The target's PSYCHE must be overcome by Magic Power and Magic Pool points for the spell to be effective.

  • Produce Flame

    (Summoning, SO, SM, ME) Base cost 4 points.

    A spell that creates a small, contained burst of fire, useful for lighting lamps, fires, etc., or for staging larger fire spells.

  • Searing Touch

    (Invasive, ME) Base cost 4 points.

    Makes the caster's hands searing hot. Damage can be purchased at the normal ten, 20 and 40 points from the Magic Pool. To inflict this damage, the victim's Magic Power and Strength must be overcome.

  • Skin of Flame

    (Defensive, SO, SM, ME) Base cost 5 points.

    Blue flame encircles the caster, protecting him from harm at the normal point expenditure ratio. These flames do no damage to the caster.

  • Smoking Fire

    (Summoning, SO, SM, ME) Base cost 4 points.

    Existing flames will belch black smoke upon the casting of this spell, giving cover to the caster, provided he has some means of seeing in the dark and getting around the choking smoke...

Back to the beginning...

Illusions

The success of these spells depends entirely on being able to trick the mind, or overcome the Magic Power of the victim. However, once this is successfully accomplished, the victim can not use Magic Strength for defense, only Magic Power, making the College of Illusions quite powerful spells indeed.

  • Mind Missile

    (Invasive, ME, MT) Base cost 5 points.

    The caster convinces the target that he has just thrown something dangerous at them. If the target believes the spell, i.e., the caster overcomes the targets PSYCHE, the target will take damage per the item thrown.

  • Blur

    (Defensive, ME, MT) Base cost 4 points.

    This spells blurs the caster, making his outline difficult to see. If the caster overcomes his target's PSYCHE, the caster may add one point to his defensive WARFARE per point from the Magic Pool invested in the spell.

  • Dispel Illusion

    (Summoning, ME) Base cost 2 points.

    Banishes the illusionary. The caster's Magic Pool must overcome those Magic Pool points previously invested in the illusion.

  • Images

    (Summoning, ME, MT) Base cost 3 points.

    Creates a visual and audible illusion, provided the target's PSYCHE is overcome.

  • Invisibility

    (Summoning, ME, MT) Base cost 3 points.

    Makes the caster invisible by placing an illusion of the surrounding terrain between the caster and any trying to view him. The illusion is perfect, provided the necessary PSYCHEs are overcome, accept at close range where the light can be seen to be 'warping'.

  • Wardrobe

    (Summoning, ME, MT) Base cost 3 points.

    Allows for quick changes to anything the caster can imagine. Any PSYCHEs that are not overcome by the spell will see through the illusion to what the caster is really wearing.

  • Shadow

    (Summoning, ME, MT) Base cost 3 points.

    The caster creates an illusion of darkness, which is impenetrable to normal sight, provided targets' PSYCHEs are overcome.

  • Disguise

    (Summoning, ME, MT) Base cost 3 points.

    Allows the caster to undergo illusionary plastic surgery, making his face look like any he wishes, or to just change his features subtlety. Anyone with a PSYCHE greater than the Magic Pool points placed into the spell will be able to see through the illusion.

  • Duplicate

    (Summoning, ME, MT) Base cost 3 points.

    The caster creates a double of anything he can see with this spell. Anyone with a higher PSYCHE than Magic Pool points placed into the spell will not be able to see the duplicate.

  • Temperature

    (Summoning, ME, MT) Base cost 3 points.

    This allows for dramatic, if illusionary, changes in temperature. This perceived change in environment will begin to effect targets over the long term, unless their PSYCHE is greater than the Magic Pool points placed in the spell.

  • Light

    (Summoning, SM, ME) Base cost 3 points.

    The caster creates a ball of light that hovers near his shoulder and provides illumination. The ball is actually there and is not an illusion, making it subject to Dispels.

Back to the beginning...

Plant Magic

This college of spells depends on the natural world and living plants. Without these, the spells are ineffective.

  • Oak Shield

    (Defensive, SO, SM, ME) Base cost 5 points.

    Makes the caster's skin as tough as wood. Defense can be purchased up to Resistance to Guns. Invulnerability may not be purchased.

  • Wood Bolt

    (Invasive, SO, SM, ME) Base cost 6 points.

    This spell is begun by throwing a small stick at the target. In mid flight, the stick turns to sharpened wooden spear. Damage on this spear can be purchased in the normal fashion, but the caster must use his WARFARE to hit the target, and then overcome the target's Magic Power and Magic Strength.

  • Circle of Ash

    (Defensive, SO, SM, ME) Base cost 5 points.

    The caster convinces the trees to protect him, and any he chooses from harm. The trees literally come to life to do this. Their effectiveness can be purchased at the normal ten, 20 and 40 point ratio from the Magic Pool.

  • Wood's Renewal

    (Invasive, ME, MT) Base cost 5 points.

    The caster calls upon growing things to help recover from physical or magical harm and from poisons. Rapid Healing may be purchased for 20 points and a limited Regeneration for 40.

  • Wood's Grasp

    (Invasive, SO, SM, ME) Base cost 6 points.

    The undergrowth comes alive at the caster's command and entwines itself around the target. The caster must overcome the target's STRENGTH to contain and restrain them.

  • Storm of Thorns

    (Invasive, SO, SM, ME) Base cost 6 points.

    This spell forces any existing naturally sharp objects to fly at the target. Since the target is attacked from all directions, a WARFARE check is not required, but the caster must overcome the target's Magical Power and Strength to do them any real harm. Damage on the spell can be bought up to Extra Hard.

  • Paths of Confusion

    (Invasive, SM, ME, MT) Base cost 6 points.

    The caster calls upon the woods to confuse his path, befuddling any pursuers. Since this spell is partly illusion, the caster must overcome the target's PSYCHE.

  • Wood Speak

    (Summoning, SM, ME, MT) Base cost 4 points.

    The caster is able to 'talk' to the trees to find out events that have happened in the past. This is a long spell to cast, as trees tend to be slow talkers.

  • Visions of the Forest

    (Summoning, SM, ME, MT) Base cost 4 points.

    By 'talking' to the forest, the caster is able to determine who and what is currently within it.

  • Swirling Leaves

    (Summoning, SO, SM, ME) Base cost 4 point.

    The caster causes leaves and forest floor debris to swirl around, making it impossible to see or hear normally.

  • Secret Paths

    (Summoning, SM, ME, MT) Base cost 4 points.

    Using these paths, the caster is almost impossible to see or hear in the woods, provided the Magic Power's of those looking for him are overcome by the caster's Magic Pool.

  • Wood Shaping

    (Summoning, SM, ME) Base cost 3 points.

    Allows the caster to shape living wood into any form he wishes. Trees can also be made to attack opponents, using the caster's WARFARE.

  • Black Touch

    (Invasive, ME, MT) Base cost 5 points.

    If this spell successfully overcomes the target's Magical Power and Strength, all of the target's characteristics will be halved until the spell is removed.

Back to the beginning...

Water Magic

These spells depend on the presence of water or the caster's ability to create water.

  • Water Balls

    (Invasive, SO, SM, ME) Base cost 6 points.

    The caster throws water at the target. In mid flight it changes to boiling water. Damage on the water can be purchased at the ten, 20 and 40 point level, but WARFARE must be used to hit the target and the target's Magical Power and Strength must be overcome for the target to receive the damage.

  • Dowsing

    (Summoning, SM, ME) Base cost 3 points.

    This spell allows the caster to locate water.

  • Water Fist

    (Invasive, SO, SM, ME) Base cost 6 points.

    This spell can only be cast around large collections of water. At the caster's command, this water rises up and strikes the target. Damage can be bought at the ten, 20 and 40 point level, but WARFARE must be used to hit the target and the target's Magical Power and Strength must be over come for the damage to be received.

  • Create Water

    (Summoning, SO, SM, ME) Base cost 4 points.

    This spell creates one cubic foot of water per Magic Pool point invested in the spell.

  • Purify Water

    (Summoning, SM, ME) Base cost 3 points.

    Removes impurities, and poisons, from any liquid, making it drinkable.

  • Change Water Temperature

    (Summoning, SM, ME) Base cost 3 points.

    This allows the caster to change water temperature from freezing to very hot. No damage can be delivered with this spell.

  • Far Sight

    (Summoning, SM, ME) Base cost 3 points.

    Much like Fire Sight, this spell allows the caster to look into water, and see out from water anywhere within the same Shadow.

  • Dehydrate

    (Invasive, SM, ME, MT) Base cost 6 points.

    This spell draws the moisture from the target. The target's Magic Power and Strength must first be overcome, then damage can be purchased at the normal ten, 20 and 40 point level.

  • Steam Cloud

    (Invasive, SO, SM, ME) Base cost 6 points.

    This spell creates a cloud of superheated steam, and does not rely on WARFARE to successfully hit. Damage may be bought at the normal ten, 20 and 40 point ratio, but the target's Magic Power and Strength must be overcome for the damage to be effective.

  • Mist Form

    (Summoning, ME) Base cost 2 points.

    This major shape change turns the caster and his belongings to mist. While rendering the caster immune to physical attacks, mind attacks, and some energy attacks, like wind and fire, will still effect the caster. The caster can use this form to get into very small places. Of course, this would be an awful time to have a Dispel successfully cast by an enemy...

  • Fog Bank

    (Summoning, SO, SM, ME) Base cost 4 points.

    The caster summons a thick fog, rendering normal sight useless.

  • Breathe Water

    (Summoning, ME, MT) Base cost 3 points.

    Allows the caster to breathe under water and resist cold and pressure.

  • Water Walking

    (Summoning, SM, ME) Base cost 3 points.

    Allows the caster to walk on water.

Back to the beginning...

Storm Magic

This college relies on the presence of storms, or the caster's ability to create them.

  • Detect Weather Manipulation

    (Summoning, SM, ME) Base cost 3 points.

    The caster can use this spell to determine whether the weather currently being experienced happens to be natural, or not.

  • Rain Storm

    (Summoning, SO, SM, ME) Base cost 4 points.

    This spell causes a sudden downpour, quenching any flames that happen to be in the area.

  • Wind Control

    (Summoning, SO, SM, ME) Base cost 4 points.

    Allows the caster to summon and control winds. The speed and force of these winds can be purchased at the normal ten, 20 and 40 point level, but if damage to the target is intended, the target's Magic Power and Strength must be overcome. Unless, of course, you want to just blow them off of something...

  • Wind Riding

    (Summoning, SO, SM, ME) Base cost 4 points.

    Summons winds to the caster that swirl around him and enable flight. The speed of this flight can be purchased at the normal ten, 20 and 40 point ratio. Do watch out for low branches, high steeples, mountains, the untimely Dispel...

  • Thunder Clap

    (Invasive, SO, SM, ME) Base cost 6 points.

    The Faeries' version of the Big Bang, this spell sets off a thunderclap just outside the target's ears. Damage may be inflicted at the normal ratio, and if the target's Magic Power and Strength are overcome.

  • Weather Vision

    (Summoning, ME) Base cost 2 points.

    Like Fire and Water Sight, this spell allows the caster to look through a storm and see out of a storm anywhere else in the same Shadow.

Back to the beginning...

Healing Magic

Since this College draws on the substance of the caster himself, the caster need only rely on his Magic Pool for these spells. There is one catch, however. For the spells to be effective, the Magic Power of the target must always be overcome by the caster. Otherwise, the spells have no effect whatsoever. The target can not allow the spells to just 'happen' to them. The caster must overcome the target's Magic Power, making up any difference from their Magic Pool, before the spell is paid for.

  • Minor Healing

    (Invasive, ME, MT) Base cost 5 points.

    This spell will counter damage done by normal weapons.

  • Major Healing

    (Invasive, MEx2, MT) Base cost 6 points.

    This spell will counter damage done by magical weapons up to Double Damage.

  • Exalted Healing

    (Invasive, MEx4, MT) Base cost 8 points.

    This spell will counter damage done by magical weapons up to Deadly Damage.

  • Restore Physique

    (Invasive, ME, MT) Base cost 5 points.

    This spell is the counter to Black Touch and will restore the target's diminished characteristics.

  • Restore Mind

    (Invasive, ME, MT) Base cost 5 points.

    Allows the caster to repair mental damage done to the target, such as memory loss and mental illness.

  • Restore Senses

    (Invasive, ME, MT) Base cost 5 points.

    Allows the caster to restore sight or hearing to those that have had them destroyed or damaged through normal or magical means. This spell will not correct birth defects, however.

  • Cure Disease

    (Invasive, ME, MT) Base cost 5 points.

    Allows the caster to kill any nasty viruses or bacteria running around the target's body.

  • Neutralize Poison

    (Invasive, ME, MT) Base cost 5 points.

    Allows the caster to stop the progress of poison through the target's system. It does not, however, take care of the damage already done. Other spells in this College will have to be consulted for that.

  • Detect Ailment

    (Invasive, ME, MT) Base cost 5 points.

    Allows the caster to determine what ails the target.

  • Immune

    (Invasive, ME, MT) Base cost 5 points.

    Renders the caster, or any that the spell is cast upon, to resist completely the effects of any natural disease and some magical ones.

  • Regain Health

    (Invasive, ME, MT) Base cost 5 points.

    Restores vim and vigor to the caster, or any who the spell is cast upon, including restoration of the Magic Pool.

Back to the beginning...
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Text and artwork © Wendi Strang-Frost, 1999, unless otherwise noted.
This page was last updated on July 30, 1999.