1. Cosmic Sorcery
  2. Counterspells
  3. Curses
  4. Divination
  5. Fire Magic
  6. Frost Magic
  7. Hedge Magic
  8. Hypnotism
  9. Immortality
  10. Nature Magic
  11. Necromancy
  12. Oriental Magic
  13. Prestidigitation
  14. Sea Witchery
  15. Serpent Magic
  16. Summoning
  17. Umbra
  18. Weather Witchery

I. Cosmic Sorcery

Cosmic sorcery is one of the most powerful styles of sorcery available, but for the most part it is used to augment and improve other spells. It is most widely understood in the East, and the sorcerers of the Himelians, Vendhya and Khitai are its most accomplished practitioners, but westerners sometimes also learn its secrets. Cosmic Sorcery is closely associated with Divination and Summonings.

Spells
Prerequisites
The Time is Right* (Basic Cosmic Sorcery) Int 15, Knowledge (Arcana) 7 ranks
Beyond Time and Space* (Defensive Blast) Int 15, Knowledge (Arcana) 7 ranks
Alignment of the Heavenly Paths* Int 15, Knowledge (Arcana) 7 ranks, The Time is Right
Dictate Fate Int 15, Knowledge (Arcana) 12 ranks, The Hour of Your Birth, The Hour of Your Death, Visions
Horoscope The Time is Right, Astrological Prediction
Make Gate* Knowledge (Geography) 7 ranks, The Time is Right, Alignment of the Heavenly Paths
Nothing is Immutable* Knowledge (Arcana) 17 ranks, Dictate Fate, Telekinesis
Sorcerer's Vengeance The Time is Right, Int 15, Knowledge (Arcana) 9 ranks
The Hour of Your Birth, The Hour of Your Death Knowledge (Arcana) 12 ranks, Horoscope
The Stars are Right* Int 19, Knowledge (Arcana) 17 ranks, The Time is Right

The Time is Right* (Basic Cosmic Sorcery)

Power Point Cost: x3
Components: V, S, M
Casting Time: 2 weeks
Range: Personal
Effect: As per sorcery style
Duration: As per sorcery style
Saving Throw: As per sorcery style, but see below
Prerequisites: Int 15, Knowledge (Arcana) 7 ranks
Magic Attack Roll: See below

By waiting till the time is right to perform your magic, you are able to remove most of the random factors that might usually reduce or counteract the effects of your spell, ensuring that your own magical power is at its maximum possible level. In game terms, this allows you to Take 20 on your magic attack roll.

For purposes of the cost to include it in a spellbook or as a general gauge of its magical strength and complexity, the time is right can be considered to be a 15 Power Point spell.

Material Component: In addition to the usual components, various oils and incenses to a total value of 750 silver pieces.

Beyond Time and Space* (Defensive Blast)

Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Evil Eye
Effect: Transports a target through time and space
Duration: None
Saving Throw: Will negates
Prerequisites: Int 15, Knowledge (Arcana) 7 ranks

When this spell is cast, the sorcerer instantly loses all his remaining Power Points. The attacker who triggered the defensive blast must make a Will save (DC equals the number of Power Points spent).

If the saving throw is failed, then the attacker is thrown through time and space. It is up to the Games Master when and where the attacker arrives, and while it is generally within a few miles and a few days (forward or back) of his present location, victims have been thrown hundreds of leagues and many centuries by this wild spell.

Alignment of the Heavenly Paths*

Power Point Cost: x2
Components: V, S, M
Casting Time: As per the base spell
Range: As per the base spell
Effect: As per the base spell
Duration: As per the base spell
Saving Throw: As per the base spell, but see below
Prerequisites: Int 15, Knowledge (Arcana) 7 ranks, The Time is Right

This dangerous spell attempts to garner the benefits of the time is right even when the time is patently not right. In effect, the sorcerer attempts to change the universe to suit his needs, instead of waiting until the ceaseless changing of the stars brings them into alignment with his desires.

In game terms, this allows you to Take 20 on your Magic Attack Roll. However, the spell automatically becomes a Mighty spell, and the sorcerer must immediately make a Will save against Runaway Magic even if this is the only Mighty spell he has cast this week.

For purposes of the cost to include it in a spellbook or as a general gauge of its magical strength and complexity, alignment of the heavenly paths can be considered to be a 15 Power Point spell.

Material Component: In addition to the usual components, various oils and incenses to a total value of 500 silver pieces.

Dictate Fate

Power Point Cost: 10+
Components: V, S, F
Casting Time: 1 hour
Range: Magical Link
Effect: Alters a target’s destiny
Duration: Special
Saving Throw: None
Prerequisites: Int 15, Knowledge (Arcana) 12 ranks, The Hour of Your Birth, The Hour of Your Death, Visions

When this spell is cast, the sorcerer must specify a foreshadowing for the target. The sorcerer can then alter events to bring that foreshadowing to pass. This manipulation of destiny links the sorcerer and the target – the target will dream of the sorcerer, and may realise that his destiny is being meddled with. The sorcerer may alter events in two ways:

Using Visions: When the sorcerer is observing the target of dictate fate through a visions spell, the sorcerer may spend Power Points to alter any skill check, attack roll, or saving throw made within the field of view of his sensor. Each Power Point spent gives a +1 or –1 to the roll and the sorcerer may spend a maximum of five Power Points per roll in this fashion.

Using Fate: The sorcerer may also spend 2d6 Power Points to alter the target’s destiny, as if he had spent a Fate point to do so. The sorcerer does not need a vision to this – indeed, it will happen even if the sorcerer is unaware of the need to change the target’s Destiny, and without the consent of the sorcerer. For example, the sorcerer might place a foreshadowing on the target, saying that the target will arrive at the sorcerer’s castle. The target then falls off a cliff to his death – so the spell takes 2d6 Power Points from the sorcerer to alter the target’s destiny, and the target luckily falls into soft mud and survives. The sorcerer becomes aware of the drain and who triggered it as it happens, but does not know any specifics about the event.

A sorcerer reduced to below 0 PP by this spell is reduced to 0 PP instead and suffers 1d6 Wisdom damage.

Horoscope

Power Point Cost: 5
Components: V, S
Casting Time: 1 hour
Range: Touch or Magical Link
Target: One creature
Duration: Until triggered
Saving Throw: None
Prerequisites: The Time is Right, Astrological Prediction

Casting a horoscope for an individual allows the sorcerer to foreshadow an event for that person. For example, a sorcerer casting a horoscope for an adventure could say ‘the jaws of the serpent will close upon you – beware!’ That adventurer would gain one Fate point if he was ever in a situation that could be interpreted as ‘the jaws of the serpent closing upon him’.

Alternatively, a sorcerer can cast a negative horoscope. If the events foreshadowed by a negative horoscope come to pass, then the target loses one Fate Point. Note that as the spell can be cast through a magical link, the sorcerer can curse a foe from afar without the foe being aware of the doom that is upon him.

A sorcerer can only place a single horoscope on an individual. If that horoscope is triggered, then the sorcerer may later cast the spell again on that person. A character can carry multiple foreshadowings from horoscopes cast by different sorcerers.

Birth Horoscope: The horoscope spell can be cast as a permanent spell, but only on a newborn child.

It costs 1000 XP, 25 PP, a focus worth 500 silver pieces and 50 silver pieces’ worth of inks, scrolls and divinatory equipment. When cast in this fashion, the sorcerer may give three foreshadowings, which are triggered in order. The first two are discarded when triggered; the third will remain permanently on the character, but can only be triggered once per adventure.

For example, if Conan had his birth horoscope cast, then it might have been ‘he will travel far from Cimmeria; his greatest love will perish, yet return; the crown will rest uneasily on his head’. Conan would then have received one Fate Point when he left his homeland, one when Bêlit died (and he probably spent that point immediately on a Destiny change to bring her back) and one whenever his rule of Aquilonia was threatened or whenever he felt restless on the throne.

Make Gate*

Power Point Cost: Special
Components: V, S, F
Casting Time: 1 week
Range: Special
Effect: Creates a magical portal
Duration: Mortal
Saving Throw: None
Prerequisites: Knowledge (Geography) 7 ranks, The Time is Right, Alignment of the Heavenly Paths

This spell allows the sorcerer to create a magical portal connecting two points. When the gate is open, a man can step through it as if stepping through a door, even though the two points might be separated by a hundred miles or an ocean or even the gulf between the stars. The Power Point cost of the make gate spell depends on the range of the spell. See the make gate table.

Make Gate Costs

Range
Creation Cost
Activation Cost
Within one mile 5 1
Within ten miles 10 2
Within one hundred miles 15 3
Different nation 20 4
Across a continent 30 6
Across a world 40 8
Different world or dimension 50 10
Distant world or dimension 60 12

The creation cost is the number of Power Points required to create the gate initially.

To make a gate, certain mystic symbols must be drawn at both the points that are to be connected. These symbols do not have to be drawn by the sorcerer himself – a sorcerer planning to make a gate to a distant land might use sorcerous news – or a letter – to instruct an apprentice or agent on how to draw the symbols. Those planning to open gateways to other dimensions might use master-words and signs to contact a suitable denizen of the other dimension. It takes one week of work to inscribe the symbols.

A sorcerer can open a gate through brute force by only drawing the symbols at one end of the gate, but this quintuples the Creation and Activation costs of the gate (thus, if Thoth-Amon wishes to open a gate into the heart of Conan’s palace and send assassins to kill the king, it will cost him one hundred Power Points to do so through brute force, but only 20 if one of his agents can draw the symbols in the palace). If a gate is created by brute force, then it must be ‘anchored’ by drawing the symbols on the far side, or it will cease to function one week after being created.

The cost to create a gate can be halved by placing cosmic restrictions on the gate. For example, many gates are tied to the phase of the moon, only functioning during the full moon. A gate could also be tied to a particular configuration of the stars. Even the loosest restrictions only permit a gate to work a maximum of one-quarter of the time. It is clearly obvious when a gate is functioning, as the symbols glow eerily when active.

Once a gate is created, it can be opened from either side by spending the listed number of Power Points in the Activation column. Anyone with Power Points can open the gate by touching the symbols – they do not need to know the make gate spell, or even know where the gate goes or who made it.

An activated gate remains remains open for 1d6 rounds plus one round per Power Point spent when activating it. During this time, anyone or anything stepping through the gate is instantly transported to the far side of the gate. Gates are two-way when active and show a clear view of whatever is on the other side.

A gate can be destroyed by erasing the symbols.

Focus: The symbol that anchors the gate. These symbols can simply be drawn with paint or charcoal, or carved in stone if the character had the required tools and Craft skill. Either way, the symbols take a week of work to draw.

Nothing is Immutable*

Power Point Cost: Varies
Components: S
Casting Time: 1 action
Range: Evil Eye
Target: One object
Duration: Permanent
Saving Throw: Fortitude negates
Prerequisites: Knowledge (Arcana) 17 ranks, Dictate Fate, Telekinesis
Magic Attack Roll: Sets the difficulty for the target’s Fortitude save

This spell allows the caster to transform any mundane object into any other mundane object of roughly the same size. A man could be transformed into a statue, or a wolf, or a cloud of mist. A dagger could become a flower, or a snake, or a jewel.

The Power Point cost of the spell is equal to the level + Constitution modifier of the target when targeting a living creature, or equal to the weight of an object in lbs. A Fortitude save is permitted if the spell targets a living creature.

Sorcerer's Vengeance

Power Point Cost: 6
Components: V, S, M, F
Casting Time: Ten minutes
Range: Personal
Target: Self
Duration: One week per level (D) or until discharged
Prerequisites: The Time is Right, Int 15, Knowledge (Arcana) 9 ranks

The sorcerer places another spell upon himself so that it comes into effect under some condition he dictates when casting sorcerer's vengeance. sorcerer's vengeance must be cast immediately before the companion spell – if even one full round passes before the latter gets underway, the sorcerer's vengeance will fail.

The spell to be brought into effect by sorcerer's vengeance must be one that affects the sorcerer and cannot require more than half the sorcerer's Power Points (round down).

The conditions needed to bring the spell into effect must be precise (Game Master's discretion, although the conditions can be general. In every case, sorcerer's vengeance immediately being in effect the companion spell, the latter being “cast,” instantaneously when the prescribed circumstances occur.

If convoluted conditions are prescribed, the whole spell combination (sorcerer's vengeance and the companion spell's magic) may fail when called on. If sorcerer's vengeance activation conditions are met, the spell will be triggered without any problems, as long as the condition's definition during the casting was precise and ten words or less. For a statement of conditions that was confusing and/or longer than ten words, the sorcerer must make a Will saving throw (DC 5 + 1 per each word use with the extensive condition statement) or sorcerer's vengeance will fail. The companion spell occurs solely on the stated conditions, regardless of whether you want it to or not.

The sorcerer can only use one sorcerer's vengeance spell upon themselves, if a second is cast, the first spell will be dispelled.

Material components: That of the companion spell, plus quicksilver and the eyelash of a 8th level or greater scholar, or of a spell- or spell-like ability-using creature.

Focus: A statuette of the sorcerer carved from elephant ivory and decorated with gems (worth at least 1,500 silver pieces). The sorcerer must carry the focus for the sorcerer's vengeance to work.

The Hour of Your Birth, The Hour of Your Death

Power Point Cost: 10
Components: V, S
Casting Time: 1 day
Range: Special
Target: One person
Duration: Special
Saving Throw: None
Prerequisites: Knowledge (Arcana) 12 ranks, Horoscope

To cast this spell, the sorcerer must know the date, hour and location of the target’s birth. If he makes a successful DC 20 Knowledge (arcana) check then the sorcerer can use this knowledge as a Magical Link to the target.

The Stars are Right*

Power Point Cost: x4
Components: V, S, M
Casting Time: 1 month
Range: Magical link
Effect: As per sorcery style
Duration: As per sorcery style
Saving Throw: As per sorcery style, but see below
Prerequisites: Int 19, Knowledge (Arcana) 17 ranks, The Time is Right
Magic Attack Roll: See below

By waiting till the stars are right to perform your magic, you may render the target extremely vulnerable, so that he finds resistance to your attacks difficult if not impossible, as well as removing most of the random factors that might usually reduce or counteract the effects of your spell.

In game terms, this allows you to Take 20 on your Magic Attack Roll as for the time is right. Furthermore it halves (round down) any circumstance bonuses, resistance bonuses, or morale bonuses that your target would usually add to his Will saving throw. Finally, it removes any warding or greater warding spell that may be protecting him, immediately before your spell is cast.

For purposes of the cost to include it in a spellbook or as a general gauge of its magical strength and complexity, the stars are right can be considered to be a 20 Power Point spell.

Material Component: In addition to the usual components, various oils and incenses to a total value of 1,000 silver pieces.

II. Counterspells

Counterspells are highly sought-after by almost all sorcerers, since a rival wizard can be even deadlier to the typical sorcerer than a sword-wielding Cimmerian. Many scholars who do not otherwise practice sorcery learn counterspells, just to have a weapon of sufficient power to allow them to fight enemy sorcerers.

Spells
Prerequisites
Warding (Basic Counterspell)
Desperate Ward (Defensive Blast)
Blessing of True SteelKnowledge (Arcana) 9 ranks, Warding, Greater Warding
Dance of the Skull Lesser Ill-Fortune, Warding
Greater Ward by Will Knowledge (Arcana) 7 ranks, Warding, Ward by Will
Greater Ward of Anigmus Knowledge (Arcana) 7 ranks, Warding, Ward of Anigmus
Greater Warding Knowledge (Arcana) 7 ranks, Warding
Hand of the Witch Knowledge (Arcana) 9 ranks, Greater Warding, Warding
Incantation of Amalric’s Witchman Knowledge (Arcana) 1 rank, Warding
Incantation of Fog and Shadow Knowledge (Arcana) 1 rank, Warding
Master Warding Knowledge (Arcana) 12 ranks, Warding, Greater Warding
Rune of Jhebbal Sag Wis 13, Knowledge (Arcana) 1 rank, Knowledge (Religion) 3 ranks, Warding
Ward by Will Knowledge (Arcana) 4 ranks, Warding
Ward Dwelling Knowledge (Arcana) 1 rank, Warding
Ward of Anigmus Knowledge (Arcana) 3 ranks, Warding
Walking Dead Ward Knowledge (Arcana) 3 ranks, Knowledge (Religion) 3 ranks, Warding

Warding (Basic Counterspell)

Power Point Cost: 2
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: One or more spells already affecting you, or one spell about to affect you
Duration: Instantaneous
Magic Attack Roll: Opposes opponent’s magic attack roll

For each spell already affecting the sorcerer when it is cast, the sorcerer casting warding may make a magic attack roll opposed by a magic attack roll from the original sorcerer to cancel the spell completely. Furthermore, a warding can be prepared with a ready action, conditional on another sorcerer casting a spell, allowing for an opponent’s spell to be cancelled before it even begins.

Other counterspells may not be affected by a warding.

Desperate Ward (Defensive Blast)

Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Target: One spell
Duration: Instantaneous
Magic Attack Roll: None required

This form of defensive blast only works against sorcery and can only be invoked when a hostile spell targets the sorcerer. Roll 1d6 for every Power Point expended and add the total of these rolls as a circumstance bonus to the caster’s Saving Throw against the incoming spell.

Blessing of True Steel

Power Point Cost: 6
Components: V, S, M, F
Casting Time: 1 Full Round
Range: Touch
Target: One metal weapon
Duration: One round/level
Prerequisites: Knowledge (Arcana) 9 ranks, Warding, Greater Warding

Magic is mostly air and trickery, and an honest sword will cleave through most magical defences. A character using a weapon under the effect of this spell has a +2 morale bonus to all saving throws against spells.

Furthermore, the character may choose to discharge the blessing when he strikes a foe or object which is under the effect of a spell. The character’s attack roll is pitted against a magic attack roll made by the caster of the enemy spell – if the character’s roll is equal to or higher than the enemy’s magic attack roll, then one spell affecting the target is immediately ended. If the enemy is under the effects of multiple spells, then the Games Master chooses which spell is broken.

For example, a barbarian with a sword under the effects of blessing of true steel is fighting a sorcerer who is using witch’s vigour and channel demon. The barbarian has no idea about the witch’s vigour, but the demon’s taint is obvious. He swings his blade, and discharges the blessing of true steel in an attempt to blast away the channel demon spell.

Focus: The sword or weapon being blessed.

Material Component: Rare oils worth 250 silver pieces, and 1d6 hit points of the sorcerer’s own blood.

Dance of the Skull

Power Point Cost: 4
Components: V, S, F
Casting Time: 3 minutes
Range: Close
Effect: One or more curses already afflicting a victim
Duration: Instantaneous
Saving Throw: None
Prerequisites: Must be learned from a Pict, Lesser Ill-Fortune, Warding

Dancing to the growling and rumbling of Pictish drums, the shaman paces about the subject of his curse, waving his arms in weaving, cryptic patterns. He then throws a skull next to the victim. A female assistant, who is named the Bride of whatever spirit or god guides the shaman then performs a writhing, spinning, bestial dance – and the skull dances with her, bounding and spinning like a living thing.

This spell counteracts attempts to ward or dispel a spell and may, in some cases, stave off the rule of impermanence. Casting the dance of the skull adds a +4 to a sorcerer’s opposed magic attack roll if someone attempts to counter a spell protected by the dance of the skull.

The spell also increases the sorcerer’s magic attack roll by +4 on any secondary saves a spell might allow (such as if the subject of the awful rite of the were-beast or put them into the swamp is given a command, or if someone partially saves against the draw forth the soul spell).

Focus: Female assistant (to be the Bride) and a skull.

Greater Ward by Will

Power Point Cost: 1 per 2 DR (see below)
Components: V, S
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: 1 round per Scholar level
Saving Throw: None
Prerequisites: Knowledge (Arcana) 7 ranks, Warding, Ward by Will

The spell is a ward against physical attacks. This form of spell creates an invisible globe around the sorcerer which is very difficult to pass through with physical weapons. When stuck if becomes visible for a moment as a light blue surface like a the surface of a pond, but thick and endurable, slowing the weapon down, some times to a near stop, if it cannot break though the barrier.

He gains twice as much Damage Reduction as he spends in Power Points, but can only put a number of Power Points into this spell equal to his Scholar levels.

Note: The protection of the spell stacks with any armour protection you already got except with Ward by Will.

Greater Ward of Anigmus

Power Point Cost: 5 +1 per enhancement to spell (see below)
Components: V, S, M
Casting Time: 1 full round
Range: Personal or Touch
Target: Self or one creature
Duration: 1 round per Scholar level
Saving Throw: None
Prerequisites: Knowledge (Arcana) 7 ranks, Warding, Ward of Anigmus

This greater ward of Anigmus is a ward against demon fire that takes time and some power to activate. It offers prolonged but partial resistance against Outsider-originated flame attacks, such as Fiery Breath; including passive Outsider attacks like Body of Flame and Flame Incarnate. It grants a Fire Resistance: 10 against any fire attacks, magical or otherwise.

Material Component: A fine copper dust (which has been treated with fire), thrown into the air in front of sorcerer, the worth of dust is 20 silver pieces.

Greater Warding

Power Point Cost: 4
Components: V, S, M
Casting Time: 1 Full Round
Range: Touch
Target: One spell or creature
Duration: Instantaneous, up to one hour plus one hour/ level or until used, depending on version chosen
Prerequisites: Knowledge (Arcana) 7 ranks, Warding
Magic Attack Roll: Opposes opponent’s magic attack roll

Greater warding has two modes of use.

The first acts like a warding spell that can be cast on another creature, immediately countering any spell or spells affecting it if the sorcerer can succeed at a magic attack roll opposing the magic attack roll of the sorcerer who originally cast the spell.

The second use acts like a one-use warding spell that can be transferred to another creature. Unlike warding and the first use of greater warding, it may be cast in advance, in which case it comes into effect as soon as another sorcerer attempts to cast a spell on the subject. After one use, it stops working.

Material Component: Paints and oils worth 50 silver pieces with which to inscribe protective runes on the subject.

Hand of the Witch

Power Point Cost: 5 per activation
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft. per scholar level)
Subject: One creature per activation
Duration: Concentration
Saving Throw: None
Prerequisites: Knowledge (Arcana) 9 ranks, Greater Warding, Warding
Magic Attack Roll: Opposes opponent’s magic attack roll

The sorcerer begins a chant that hurt mortal ears. As he intones these guttural syllables, mangling the pronunciation of words never meant to pass human lips, his magical might lashes around him, cutting apart spells entering the area. This allows him to protect himself, or others, from the efforts of other arcanists.

Each round the sorcerer maintains concentration he can, as a free action, make a magic attack roll. Each time an allied character within range becomes the target of a spell or magical effect he can spend 5 PP to substitute his magic attack roll for their saving throw.

Incantation of Amalric’s Witchman

Power Point Cost: 2
Components: V
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft. per two levels)
Target: One creature
Duration: Mortal
Saving Throw: Will negates
Prerequisites: Knowledge (Arcana) 1 rank, Warding
Magic Attack Roll: Sets DC for the target’s saving throw

This spell renders any god or demon who has taken on humanoid form to walk the earth partially human, with all the vulnerabilities of any other human.

That is, any innate damage reduction it may have had is lost, as is any immunity to critical hits, sneak attacks and other attack forms. If the god or demon had any particular vulnerabilities, however, these are unaffected.

Incantation of Fog and Shadow

Power Point Cost: 2 per round
Components: V, S
Casting Time: 1 round
Area: 25 ft. + 5 ft. per scholar level radius emanating from caster
Duration: Concentration
Saving Throw: None
Prerequisites: Knowledge (Arcana) 1 rank, Warding
Magic Attack Roll: Sets opponent’s magic attack roll

Many of the dark arts concern themselves with learning secrets. A sorcerer can use these skills to good effect on the field of battle by divining the opponent’s plans, his troop dispositions and other bits of trivial intelligence that is the difference between life and death for the common fighting man. However, a skilled scholar can, to some extent, shield his allies’ plans from outside investigation by using an incantation passed down from the dawn of time.

When the sorcerer begins this ancient incantation he makes a magic attack roll and spends 2 PP. Each round after the first he may continue the incantation by spending an additional 2 PP. He may continue to recite this incantation and spend PP until he runs out of power or desires to stop.

When another sorcerer uses a divination spell to gain information about a conversation or event that occurred within the incantation’s area of effect he must make a magic attack roll in addition to any other checks or rolls called for by the spell. If his magic attack roll fails to beat the incantation’s caster he senses the incantation’s presence, but cannot determine what, if anything, it hides.

Master Warding

Power Point Cost: 8
Components: V, S, M
Casting Time: 10 minutes
Range: 10 feet
Target: 10-foot radius emanation, centred on the sorcerer
Duration: One minute/scholar level
Prerequisites: 15 ranks of Knowledge (Arcana), Warding, Greater Warding
Skill Roll: Knowledge (arcana) DC 18

An invisible barrier surrounds the sorcerer and moves with him. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. A master warding suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within a master warding counts against the suppressed spell’s duration.

Summoned creatures of any type wink out if they enter a master warding. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. (The effects of instantaneous spells are not affected by an antimagic field because the spell itself is no longer in effect, only its result.) Creatures of the construct type remain entirely inanimate when in the region of the spell.

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and an Akbitanan sword at that). Elementals and outsiders are unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field.

Two or more master wardings sharing any of the same space have no effect on each other. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

Material Component: Incenses and oils to a value of 250 sp.

Rune of Jhebbal Sag

Power Point Cost: 3
Components: S, M
Casting Time: 1 Full Round
Range: Touch
Target: Any worshippers of Jhebbal Sag who come within 25 feet + 5 feet/level of the rune
Duration: Mortal
Saving Throw: None
Prerequisites: Wis 13, Knowledge (Arcana) 1 rank, Knowledge (Religion) 3 ranks, Warding

The rune of Jhebbal Sag, when inscribed or painted onto any surface, lets any worshippers of Jhebbal Sag know that the sorcerer is friendly.

Its most notable effect is to release the subject or subjects of a summon beast spell as soon as they come within range.

However, all animals remember their god Jhebbal Sag and will become calm and non-aggressive if they come within range.

Likewise, if any human or other intelligent worshippers of the god come within range, the sorcerer gains a +2 circumstance bonus to all Charisma-based skill checks regarding them.

In effect, he is demonstrating an allegiance to Jhebbal Sag, though this allegiance need not be genuine.

Material Component: Hairs of an Animal of the region.

Ward by Will

Power Point Cost: 1 per 4 DR
Components: S
Casting Time: Free
Range: Personal
Target: Self
Duration: One round
Prerequisites: Knowledge (Arcana) 4 ranks, Warding

This spell is a ward against physical blows. The caster gains two points of damage reduction for every Power Point expended on the spell. Armour Piercing rules work normally.

Note: The protection of the spell stacks with any armour protection you already got except with Greater Ward by Will.

Ward Dwelling

Power Point Cost: 2+
Components: S, M
Casting Time: 1 hour per Power Point
Range: Touch
Target: One dwelling
Duration: One month
Prerequisites: Knowledge (Arcana) 1 rank, Warding
Magic Attack Roll: Opposes opponent’s magic attack roll

This spell protects a structure from evil magic. Two Power Points must be expended to shield a small hut or cave from evil magic; four points would suffice for the average house, six for a large mansion, while a Stygian palace might require 10 or more Power Points.

If anyone tries to cast a spell on a target inside the warded dwelling, or if a summoned or ensorcelled creature tries to enter the dwelling, the ward is triggered (as per greater warding). Each ward dwelling spell only works once, whether or not it blocks the hostile spell but a building can be protected by multiple wards.
The caster of the spell knows when his ward dwelling spell is triggered.

To cast ward dwelling, various arcane marks and runes must be carved into the threshold and pillars of the building. It is possible to ‘disarm’ a spell by removing the right marks (Knowledge (arcana) DC 15 to identify them).

Material Component: Paints and gem dusts worth 100 silver pieces per Power Point with which to inscribe protective runes on the subject.

Ward of Anigmus

Power Point Cost: 2
Components: S
Casting Time: Free Action
Range: Personal
Duration: On round
Saving Throw: None
Prerequisites: Knowledge (Arcana) 3 ranks, Warding

The Ward of Anigmus is a ward against demon fire that takes a bit of power to pull off. It offers brief but complete immunity against Outsider-originated flame attacks, such as Fiery Breath, including passive Outsider attacks like Body of Flame and Flame Incarnate.

Walking Dead Ward

Power Point Cost: 4
Components: V, S, M
Casting Time: One full round
Range: Touch
Target: 10x10 area per level
Duration: One hour per level
Saving Throw: Will negates
Prerequisites: Warding, Knowledge (Arcana) 3 ranks, Knowledge (Religion) 3 ranks
Magic Attack Roll: Sets the DC for Will save

This spell creates an invisible barrier to keep out physical undead (it has no effect on spirits or ghosts). The undead must make a Will save set by the sorcerer's magic attack roll to pass through it, otherwise it cannot pass the ward while it is active. This spell does not help against non-physical aspects of an undead, such as Terror of the Unknown.

Material Component: Something considered magically powerful against undead in the caster's culture, such as garlic, holy water, salt, certain types of bark, etc. This material is used to make a ring around the area to be protected.

Note: This spell can be cast with ward dwelling to protect entire buildings.

III. Curses

Sorcerers are feared most of all not for the dark powers with whom they traffic or the strange artefacts they create but for what they can do to ordinary folk: curse them in a variety of cruel and horrid ways.

Any character who is under the effects of a curse that does not have immediately obvious physical effects may attempt a Knowledge (Arcana) check (DC 10 + Level of the sorcerer who cast the spell) to determine that he is affected by a curse. If he succeeds by at least 20, he can also determine the precise nature of the curse and the name of the sorcerer who cast it.

Spells
Prerequisites
Lesser Ill-Fortune (Basic Curse)
Weapon Curse (Defensive Blast)
Awful Rite of the Were-BeastMagic Attack Bonus +6, Lesser Ill-Fortune
Blistering Squall of EvilMagic Attack Bonus +5, Lesser Ill-Fortune, Warding
Curse of Broken BloodMagic Attack Bonus +3, Lesser Ill-Fortune
Curse of the Hyena-GodMagic Attack Bonus +1, Lesser Ill-Fortune
Curse of Solnarus*Curse of Yizil, Permanent Sorcery
Curse of YizilMagic Attack Bonus +4, Lesser Ill-Fortune, Warding
Cursed Unto the Last Generation*Lesser Ill-Fortune, Permanent Sorcery
Dance of the Changing SerpentMust be a Pict, Magic Attack Bonus +4, Lesser Ill-Fortune
Dance of Shub-NiggurathPerform (Dance) 1 rank, Lesser Ill-Fortune
Death Comes on Swift WingsLesser Ill-Fortune, Death Touch
DoomMagic Attack Bonus +2, Lesser Ill-Fortune
Doom of the DollHexer, Focused Magical Link, Magic Attack Bonus +7, Lesser Ill-Fortune
Draw Forth the SoulRitual Sacrifice, Tormented Sacrifice, Magic Attack Bonus +7, Lesser Ill-Fortune
Dream CurseLesser Ill-Fortune, Visions of Torment and Enlightenment
Dream Plague*Magic Attack Bonus +5, Lesser Ill-Fortune, Black Plague
Enslaved by the Spider-God of YezudMagic Attack Bonus +6, Awful Rite of the Were-Beast
FoxingMagic Attack Bonus +2, Lesser Ill-Fortune
Gelid BonesMagic Attack Bonus +2, Lesser Ill-Fortune, Calm of the Adept
Glimpse of a Sorcerer's SoulLesser ill-fortune, Visions of Torment and Enlightenment, Magic Attack Bonus +6,
at least 7 points of Corruption and/or a Major Insanity
Greater Ill-FortuneMagic Attack Bonus +3, Lesser Ill- Fortune
Ill-FortuneLesser Ill-Fortune
Invocation of XuthallaMagic Attack Bonus +2, Lesser Ill-Fortune, Calm of the Adept
Life LeechMagic Attack Bonus +4, Lesser Ill-Fortune, Death Touch
Perdurable ExcruciationLesser Ill-Fortune, Agonising Doom, Magic Attack Bonus +7, Ritual Sacrifice, Tormented Sacrifice
Put Them into the SwampMagic Attack Bonus +6, Dance of the Changing Serpent
Shrinking DoomRitual Sacrifice, Magic Attack Bonus +5, Lesser Ill-Fortune
Touched by MadnessMagic Attack Bonus +3, Lesser Ill-Fortune
Wind's Hated SonMagic Attack Bonus +3, Lesser Ill-Fortune

Lesser Ill-Fortune (Basic Curse)

Power Point Cost: 2
Components: V
Casting Time: 1 Standard Action
Range: Evil Eye, Touch or Magical Link
Target: One creature
Duration: One day
Saving Throw: Will negates
Magic Attack Roll: Sets DC for the target’s saving throw

A sorcerer places a curse on a victim. The victim suffers a –1 enhancement penalty to all attack rolls, saving throws, ability checks and skill checks. This is not cumulative with the effects of Greater Ill-Fortune or Ill-Fortune. (only the most severe penalty applies)

Weapon Curse (Defensive Blast)

Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Target: Self
Duration: One round
Saving Throw: None

Roll 1d6 for every Power Point expended when this spell is cast and note the total of these rolls. Whenever the caster takes damage from a weapon, the attacker takes the damage instead.

For example, if a sorcerer is struck by a sword for 12 points of damage, the attacker takes 12 points of damage instead of the sorcerer. This effect persists for one round or until the total of the points roll is exhausted. Weapon curse only applies to damage taken from weapons, spells and other direct attacks – a sorcerer could not use the weapon curse if he was trapped in a cave-in, for instance.

Awful Rite of the Were-Beast

Power Point Cost: 8
Components: V, S, M
Casting Time: 5 minutes
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates and see below
Prerequisites: Magic Attack Bonus +6, Lesser Ill-Fortune
Magic Attack Roll: Sets DC for the target’s saving throw

This dire ritual permanently changes a human into a were-creature of a variety chosen by the sorcerer. The target may attempt a Will saving throw to completely negate the effects.

If the sorcerer has the Ritual Sacrifice feat, he gains Power Points as though he had sacrificed the target of the spell, assuming the target fails his save and becomes a were- creature. The magical energy released by this horrific transformation is at least as great as that released by killing the target outright.

The creature altered in this way is at least partially under the thrall of the sorcerer and will attempt to remain within 500 feet of the sorcerer at all times. However, any time the sorcerer gives the target a direct order he must make a magic attack roll against the target’s Will saving throw to compel him to obey. If the target succeeds in saving, he is temporarily released from the sorcerer’s command for 1d6 rounds, after which time he may attempt another Will saving throw. Success on this save means he is permanently released, though he is still a were-creature; failure means he is once more under the sorcerer’s thrall. At any time, the sorcerer can elect to permanently release the creature from his control, though he cannot reverse the spell.

Most sorcerers thus use this spell to create guards or just cause mischief, rather than in the hope of creating a legion of permanent servants; the risk of losing control is just too great and few were-creatures created by this spell will hold back if they get a chance to attack their erstwhile masters. However, for the sorcerer who rarely calls on his creations to carry out a direct order, were-creatures can make useful escorts or guards, perhaps for many years.

Material Component: Various rare essences and herbs to a value of 100 silver pieces.

Blistering Squall of Evil

Power Point Cost: 6
Components: V, S, F
Casting Time: 1 hour
Range: Touch
Area: 10’ radius circle per scholar level
Duration: Discharge, plus 1 minute per scholar level
Saving Throw: See below
Prerequisites: Magic Attack Bonus +5, Lesser Ill-Fortune, Warding
Magic Attack Roll: Sets DC for target’s saving throw

This spell is used to guard certain artefacts or areas. If anyone sets foot inside a preordained circle or opens a cursed book or box, great winds shoot from the centre, a frigid gale of evil from the frigid gulfs of cosmic blackness between the stars. The wind blows at approximately 160 miles per hour, a hurricane force wind. Listen checks are impossible, all characters can hear is the roaring of the wind. All fires are extinguished.

Characters in the wind must first make a Fort Save (DC 20) every round or be knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If that save is made, then the character can move against the wind at half speed. The wind is extremely cold, colder than the arctic gales from the north that blow into the forbidden reaches of Nordheim and it draws heat out of a person.

The first round, if another Fortitude save (set by the sorcerer’s Magic Attack roll) is failed, the characters in the area of effect start to freeze stiff as ice forms around their bodies; characters take 2d6 points of cold damage per round until they leave the area or end the spell. A successful save halves the damage and permits three-quarters movement.

Curse of Broken Blood

Power Point Cost: 4
Components: V
Casting Time: 1 Standard Action
Range: Touch
Target: One creature
Duration: Six hours/scholar level
Saving Throw: Will negates
Prerequisites: Magic Attack Bonus +3 or higher, Lesser Ill-Fortune
Magic Attack Roll: Sets DC for target’s saving throw

With a few whispered words the sorcerer places a terrible curse upon the victim; he gains no sustenance at all from water, wine or any other liquid. After a number of hours equal to 24 plus the character’s Constitution score he must make a Constitution check every hour (DC 10, +1 for every previous check) or take 1d6 points of non-lethal damage.

Characters that take damage from this curse are automatically staggered and cannot remove the effect until they receive a sustaining drink.

Curse of the Hyena-God

Power Point Cost: 3
Components: V
Casting Time: 1 Standard Action
Range: Evil Eye, Touch or Magical Link
Target: One creature
Duration: 1d6 + eight days
Saving Throw: Will negates
Prerequisites: Magic Attack Bonus +1, Lesser Ill-Fortune
Magic Attack Roll: Sets DC for target’s Will saving throw

A common legend in the Black Kingdoms is that the soul of a human devoured by a hyena is forever visible to that hyena. This curse replicates that legend. The recipient of this curse sees the ghosts of anyone they have slain, intentionally or unintentionally. The first spectres arrive in 1d2 hours after the successful casting of the spell; additional spectres arrive with alarming regularity (as the Games Master needs in order to create suspense and horror).

Note that until the first ghost arrives, there is no noticeable effect on the victim of the spell. Also, this spell does not conjure actual spirits, but simply brings the guilt of the victim into visual play – so the spectres of anyone the victim believes he has killed will also show up, regardless of the truth. Thus, if a victim believes he was responsible for his grandmother’s death on some level, she will appear to the victim. These gruesome ghosts dredged from the past hover around the character, stand over him while he tries to sleep and appear to try to communicate with him their anger over being killed (however, unless the victim is prone to hear voices through insanity, the phantoms make no noise).

The result of this congregation of horrors is that, for the first seven days, the character becomes shaken. A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. Also, because they lay down next to the character, lean over him, float above his body and so forth, the character will have problems sleeping. Unless the character makes another Will save (DC set by the sorcerer’s original magic attack roll), he will be unable to sleep – and suffer the effects of fatigue. A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After eight hours of complete rest, fatigued characters are no longer fatigued.

After becoming fatigued, if the sleeplessness persists, the character becomes exhausted. An exhausted character moves at half speed and takes a –6 penalty to Strength and Dexterity. If the character continues to suffer from sleeplessness after becoming exhausted, he remains exhausted and suffers 1d6 hit points of nonlethal damage per day until the character gets eight hours of sleep, when he moves back to being merely fatigued. Another eight hours of sleep restores the character from the fatigued state until he suffers another night of sleeplessness. After the first week, the character must make another save or become frightened that the horrors will never cease. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Unfortunately, running does not help – as the spectral visions give chase. The character may find himself fighting monsters only he can see. Another Will save must be made whenever the character falls down from exhaustion: if failed, the character becomes helpless for 24 hours, curled into a ball, shaking with fright; if successful, the character returns to a shaken state until the next day, when the character must again make the save to avoid becoming frightened.

A helpless target is treated as having a Dexterity of zero (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Thieves, pirates, temptresses and Zingarans can sneak attack helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace. If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.

This curse has no effect on necromancers (sorcerers with knowledge of the Necromancy sorcery style) or a sorcerer with five or more points of Corruption. Although they see the dead people, they merely regard the spectres as a grotesque inconvenience.

Curse of Solnarus*

Power Point Cost: 20
Components: V, S, M
Casting Time: 1 hour
Range: Evil Eye, Touch or Magical Link
Area: One city-sized area
Duration: Discharge, plus 23 days; residual curse is permanent
Saving Throw: None and Fort negates
Prerequisites: Curse of Yizil, Permanent Sorcery
Magic Attack Roll: Sets DC for target’s saving throw

This is a dying curse. When the spell is cast, the sorcerer becomes the Focus of the spell. When he dies, the spell takes effect immediately – affecting the sorcerer first. The specific effect of the spell depends upon the terrain around the sorcerer. If the sorcerer is around a bog, he will turn into peat when he dies, instead of bleeding. If the sorcerer is near a volcano, he will spill lava from his innards instead of blood. If the sorcerer is in a desert, he will bleed sand.

When the sorcerer falls, then the true curse happens. The area around him, the size of a metropolis, becomes consumed by the terrain. The bog will swallow the land, a volcano will instantly cover the land in a blanket of ash or lava, the desert will send waves of sand over it – in any case, a terrible storm lasting 23 days. Everyone in the area is destroyed.

The residual curse is that anyone coming to the cursed area must make a Fortitude save or pick up the curse themselves. Their innards will, over the course of the next 23 days, become whatever is appropriate for the terrain. If a bog is the terrain, the victim will slowly rot and putrefy inside, turning into peat. If in a desert, the victim will slowly turn to sand. This is a painful process, doing 1 point of permanent Con damage per day. The character dies when he reaches 0 Constitution.

The spell was first cast by Solnarus, the Priest-King of Nithia when the City of Brass fell to Acheron, after a power ritual with his lay priests. It is a Final Curse, one that begins with the death of the caster. When this spell was cast and the Priest-King killed, the city of Nithia was swallowed by the sands and all within died. Those who approach the ruins lose their flesh and their innards transform into sand.

Curse of Yizil

Power Point Cost: 2+ (see below)
Components: V
Casting Time: Free action
Range: Evil Eye, Touch or Magical Link
Target: One creature
Duration: One day
Saving Throw: None
Prerequisites: Magic Attack Bonus +4, Lesser Ill-Fortune, Warding

This spell is a dying curse, used by a sorcerer to weaken a rival. It may only be cast by a character who has between –1 and –9 hit points (inclusive) but it may be cast even if that character would usually be unconscious and unable to act – he manages, somehow, to use the last of his fading willpower to cast the spell. Immediately upon casting the spell, he dies, Fate Points notwithstanding.

The target of the spell suffers an enhancement penalty to his magic attack rolls equal to one-half the number of Power Points the sorcerer had left on casting the spell, rounded down. However, the curse of Yizil is so subtle that in most cases the sorcerer will have no idea it is affecting him.

Note: Any sorcerer who meets the prerequisites for this spell automatically knows it, without needing to select it with either the New Spell class feature or the Sorcerer’s Boon feat.

Cursed Unto the Last Generation*

Power Point Cost: As per original spell x5
Components: As per original spell, plus F
Casting Time: As per original spell + one Full Round
Range: As per original spell
Effect: As per original spell
Duration: Permanent
Saving Throw: As per original spell
Prerequisites: Lesser ill-fortune, Permanent Sorcery
Magic Attack Roll: As per original spell

This spell creates effects that travel down the family line, afflicting generation after generation with the same malady.

The spell cast in conjunction with this curse is so potent its effects are passed on down from parent to child. If the duration of the original spell is still in effect when one of its targets parents a child, the child is automatically affected by the spell as though he was originally in the area of effect or targeted by the spell’s original casting.

The child receives a saving throw against the original DC of the spell. This happens every time one of the original targets has a child, no matter how often they have offspring. Depending on how powerful the spell is, these offspring may also pass the spell onto their children.

Focus: A lock of hair, fingernail clippings, blood of the victim, or a voodoo doll, whichever is used, it is destroyed in the casting of the spell.

Dance of the Changing Serpent

Power Point Cost: 5
Components: V, S, M, F
Casting Time: 10 minutes
Range: Evil Eye
Target: One creature
Duration: Instantaneous, but see below
Saving Throw: Will negates
Prerequisites: Must be learned from a Pict, Magic Attack Bonus +4, Lesser Ill-Fortune
Magic Attack Roll: Sets DC for targets’ saving throws

This spell places a man’s soul in a ghost snake’s body and vice versa. However, unlike such spells as awful rite of the were-beast, the transposed souls are highly disorientated and have no insight into the correct way to control their new bodies. Both are regarded as helpless in all respects and if left alone will eventually die of starvation as they cannot even feed themselves. Both creatures get Will saving throws and if at least one of them succeeds, the spell fails.

If the sorcerer has the Ritual Sacrifice feat, he gains Power Points as though he had sacrificed the target of the spell, assuming the target fails his saving throw and changes souls with the great serpent. The magical energy released by this horrific swapping of essences is at least as great as that released by killing the target outright.

It is common among the Picts to immediately sacrifice both snake and man once it is clear the spell has worked. If this is done using the Ritual Sacrifice feat, the sorcerer gains Power Points as usual for the sacrifice. He also gains an enhancement bonus of +4 on all Intimidate checks against anyone who witnesses the whole ceremony. Furthermore, he gains a +1 enhancement bonus to all magic attack rolls due to the favour of his gods. These bonuses last for one day per scholar or temptress level.

Material Component: Smoke-powders worth at least 50 silver pieces, plus one ghost snake (see page 373). If desired, this can have been summoned by means of a summon beast spell.

Focus: A bonfire at least five feet by five feet in size.

Dance of Shub-Niggurath

Power Point Cost: 1 point/target
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. per two scholar levels)
Target: Up to three living creatures
Duration: 1 minute per scholar level
Saving Throw: Will negates
Prerequisites: Perform (Dance) 1 rank, Lesser Ill-Fortune
Magic Attack Roll: Sets DC for target’s Will saving throw

To cast this spell, the caster dances wildly and chants. The spell affects those closest to the caster first. Targets who fail their saving throws become sickened and take a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Death Comes on Swift Wings

Power Point Cost: 12
Components: V, S, F, XP
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft
Area: One tomb
Duration: Mortal (D)
Saving Throw: See text
Prerequisites: Lesser Ill-Fortune, Death Touch
Magic Attack Roll: Sets DC for target’s saving throw

This is a curse placed on Stygian tombs. Those who fall prey to it find themselves surrounded by death. The victim of this spell finds himself subject to tomb toxins, horrible diseases present in the moulds and decay of any given tomb. This is an infectious disease that can even affect the victim’s pets and mounts.

The sorcerer chooses three inhaled diseases and one injury disease. When the tomb is invaded, those who fall victim to this curse also fall victim to these diseases and, within 1d20 days, are subjected to the injury disease (for example, ten months after looting the tomb of the sorcerer Anomephis, the thief was bitten by a mosquito and contracted malaria). Regular Fortitude saves are made against these diseases.

Some powerful sorcerers who know how to make their spells permanent often protect their tombs with permanent versions of this spell. The experience point cost makes only the most important of tombs worthy of this spell, although almost all tombs proclaim a curse.

Focus: The focus of this spell is a tomb; the hieroglyphs proclaiming the death of any despoilers must be carved into the doors, walls or seals of the tomb.

Experience Point Cost: 1,000 xp

Doom

Power Point Cost: 1
Components: V, S
Casting Time: 1 Standard Action
Range: Evil Eye
Target: One creature
Duration: One round/level
Saving Throw: Will negates
Prerequisites: Magic Attack Bonus +2, Lesser Ill-Fortune
Magic Attack Roll: Sets DC for the target’s saving throw

The target must make an immediate Will saving throw or be unable to use Fate Points for the duration of the spell.

Doom of the Doll

Power Point Cost: 10 per round
Components: V, S, M
Casting Time: 10 minutes
Range: Magical Link
Target: 1 creature
Duration: Power Points
Saving Throw: Fortitude partial
Prerequisites: Hexer, Focused Magical Link, Magic Attack Bonus +7, Lesser Ill-Fortune
Magic Attack Roll: Sets DC for target’s saving throw

This spell enables the sorcerer to harm and even kill a victim for whom he has made a ‘voodoo doll’ with the Focused Magical Link feat, simply by applying heat or other unpleasantness to the doll.

During each round of the spell’s duration, the sorcerer can spend a full-round action to either burn the doll, stab it, cut it, or crush it, with the following effects:
* Burning: The doll transmits the heat and energy of the flames directly to the target. He is dealt 2d6 + the sorcerer’s level in fire damage. If he succeeds in a Fortitude save, this damage is reduced to 1d6.
* Stabbing: Just as the doll is stabbed, so is the target. He is dealt 1d4 + the sorcerer’s level in piercing damage. If he succeeds in a Fortitude save, this damage is reduced to just the sorcerer’s level.
* Cutting: Just as the doll is cut, so is the target. He is dealt 1d8 + the sorcerer’s level in slashing damage. If he succeeds in a Fortitude save, this damage is halved.
* Crushing: As the doll is crushed, the target too is crushed. He is dealt 1d10 + the sorcerer’s level) in bludgeoning damage. If he succeeds in a Fortitude save, this damage is reduced to 1d10.

The sorcerer will need appropriate (and substantial) implements on hand to harm the doll, such as a bonfire and tongs, a large knife or sword, and a hefty rock or other crushing implement, depending on which method of damage he prefers to deal. The damage caused by doom of the doll bypasses worn armour but can be reduced by any innate damage reduction the target possesses.

Material Component: A ‘voodoo doll’ of the target of the spell, crafted with the Focused Magical Link feat. The doll and all associated magical links are destroyed at the end of the spell’s duration, rather than during the casting time.

Draw Forth the Soul

Power Point Cost: 20 for the first hour, 10 per hour thereafter
Components: V, S, M
Casting Time: 1 day
Range: Magical Link
Target: One creature
Duration: Up to one hour/level
Saving Throw: See below
Prerequisites: Ritual Sacrifice, Tormented Sacrifice, Magic Attack Bonus +7, Lesser Ill-Fortune.
Magic Attack Roll: Sets DC for the target’s saving throw

Draw forth the soul pulls forth the very soul from a single target, an agonising and maddening process that can take several hours.

The victim makes a Will saving throw. If he succeeds, he is able to partially resist the effects of the spell – he is helpless for the next hour, though he is still able to speak in a somewhat rambling and pained manner. If he succeeds by 10 or more, he completely throws off the spell and the sorcerer may not attempt to cast it on him again for at least one day. If he fails, his body dies after 10 + 5d6 minutes (during which he rambles and is helpless, as above) and his soul is forced into a demonic entity, to spend eternity in torment.

A character who partially resists the spell must make another saving throw after the hour is up if the sorcerer elects to spend a further 10 Power Points on continuing the spell. The second save is at a penalty of –1 but otherwise has the same effects as the first. This process continues until the sorcerer chooses not to spend any more Power Points on the spell, the target succeeds by 10 or more or the target fails his saving throw. The save penalty increases by one for every hour of duration.

A target who is killed by this spell counts as having been sacrificed by the Tormented Sacrifice feat; his hit points and the time it took him to die determine the number of Power Points gained by the sorcerer as usual.

Material Component: A prized possession from the target of the spell and oils and powders worth at least 500 silver pieces.

Dream Curse

Power Point Cost: 10
Components: V, S, F
Casting Time: 10 minutes
Range: Magical Link
Target: Seven people
Duration: See text
Saving Throw: See text
Prerequisites: Lesser Ill-Fortune, Visions of Torment and Enlightenment
Magic Attack Roll: Sets DC for target’s Will saving throws

This curse ultimately kills a victim by picking up velocity through several intermediate persons, who may very well end up mad by the time the spell has run its course. You choose seven people; you must have a Magical Link to all of them. The seventh is the victim intended to die.

The first victim must make a Will save set by your Magic Attack Roll. If that victim makes a successful save, that victim is spared and the spell passes to the second, and so on until someone fails the saving throw (if all seven successfully make their saving throw, the spell is negated). Upon a failed save, the victim will have a horrific nightmare during sleep. The nightmare ends with a vision of the next victim in the chain.

The nightmare leaves the character fatigued upon waking and suffers 2 points of Wisdom damage. The character must then make another Will save or tell the next person in the chain the dream. The character will make all arrangements to reach the next victim, feeling inexplicably compelled to search out the next person in the link. The character will not willingly tell another person the dream, but if compelled, the character must first make a successful Will save to do so. If the victim cannot tell the next person in the chain, or simply does not, the dreams recur nightly with the same effect as before, with continued Wisdom damage. If a character drops to zero Wisdom, that character gains a permanent major insanity, even if the Wisdom damage is reversed. By telling the next person in the chain, the curse ends for that victim and is passed onto the next.

Once the next victim in the chain hears the nightmare, that victim must make Will save against the original value plus the magic attack bonus +1 of the first victim! As the nightmare passes along the chain of victims, it grows more and more powerful, as each person adds his or her magic attack bonus, plus 1, to the save. The nightmares change slightly with each new victim, growing longer and longer, as well as more powerful. In this manner, a sorcerer can target someone likely to resist his spells by sending the spell through weak-willed flunkies to build its power.

For example, Achmet huios Seireim the Oneiromancer wants to kill King Conan but believes Conan will resist his spell. Achmet also does not want to actually travel to Aquilonia and put himself in harm’s way by obviously targeting Conan with a spell.

Through nefarious means, Achmet acquires seven magical links from people, allowing him to create a chain of targets. His first target is a 4th level Aquilonian soldier on the Westermarck frontier. Achmet rolls a 16 on his magic attack roll and adds +4 for being 8th level and +2 for having a 15 Cha, for a score of 22. The soldier has a +2 to his Will save (+1 Will save, -1 Wis modifier, +2 code of honour modifier). He fails his saving throw and suffers nightmares. He is driven to tell the nightmare to his noble liege, a noble/soldier 4th/ 2nd.

He travels to Poitain, against orders, to contact his liege lord and tells him the dream. The soldier’s magical attack bonus is +1, modified by a +1 for a 12 Cha. The spell adds another plus one to the attack. The liege lord must save against a 25 to avoid the dream (22 initial, +2 soldier’s magic attack, +1spell modifier). The liege lord fails the save and starts having dreams and must pass the dream onto a friend of his in Count Trocero’s court. This friend must save against a 31 (25 +1 magic attack bonus +4 Cha +1 spell modifier).

By the time it reaches Conan’s ears, the save DC will be considerably higher and much more difficult for Conan to resist. If a victim can be compelled to tell the nightmare to someone other than the person last seen in the dream, then the curse will be broken and the magic will dissipate. Also, the curse ends if the sorcerer dies before its completion.


Focus: The focus for this spell is the seven Magical Links.

Dream Plague*

Power Point Cost: 8
Components: V, S, M
Casting Time: 2 rounds
Range: Touch, Evil Eye or Magical Link
Target: 1 creature
Duration: Mortal
Saving Throw: Will negates
Prerequisites: Magic Attack Bonus +8, Lesser Ill-Fortune, Black Plague
Magic Attack Roll: Sets DC for target’s saving throw

The dreams are caused by an ill humour, an infectious vapour passing from one individual to the next. Once unleashed, the epidemic spreads of its own accord, leaving the sleeper’s minds open and vulnerable to the direst sort of spectral invasion. It is often deployed as an instrument of revenge. There is but one cure, a sleeping infusion produced from the petals of the silver lotus.

The spell first attacks a single person, who must make a Will save (DC set by sorcerer’s Magical Attack roll). The spell causes horrific nightmares. You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The dream plague prevents restful sleep and causes 1d10 points of nonlethal damage. The subject is then fatigued.

Further, the dream plague is contagious. Each person the infected person comes into contact with must make the same saving throw. The plague can quickly get out of hand and have a serious impact on the world if care is not taken.

The difficulty of the save is modified depending how well the sorcerer knows the subject and what sort of magical link to the subject (if any) is possessed.

Knowledge
Magic Attack Roll Modifier
None (1)
-10
Second-hand (you have heard of the subject)
-5
Firsthand (you have met the subject)
+0
Familiar (you know the subject well)
+5
(1) You must have some sort of magical link to a creature you have no knowledge of.

Magical Link
Magic Attack Roll Modifier
Likeness or picture
+2
Possession or garment
+4
ABody part, lock of hair, bit of nail, etc.
+10

Enslaved by the Spider-God of Yezud

Power Point Cost: 8
Components: V, S, M, F
Casting Time: 10 minutes
Range: Evil Eye
Target: One creature
Duration: Instantaneous (see text)
Saving Throw: Will negates, and see below
Prerequisites: Magic Attack Bonus +6, Awful Rite of the Were-Beast
Magic Attack Roll: Sets DC for target’s saving throw

This dire ritual permanently changes a human into a soulless half-spider monster. The target may attempt a Will-saving throw to completely negate the effects. The mental change is instantaneous, but the physical changes take hours to complete. Little black shadowy spiders are summoned and they crawl over the victim for hours, painfully pulling and tugging the victim into his new form.

During the physical change, the victim is undergoing such torture that he can do nothing but writhe in pain and, sometimes, scream. If the sorcerer is killed before the physical change is complete, the changes do not continue, nor do they regress.

Physical changes:

The new slave of the Spider-God undergoes several physical changes.

  • Size & Type: The victim becomes a spider-human hybrid, with attributes of both species. He retains his size and becomes humanoid (augmented)

  • Speed: The victim grows two more sets of arms/ legs and his existing arms and legs take on an arachnid-humanoid hybrid shape. The victim gains a climb speed equal to his land speed

  • DR: The victim gains an outer carapace, giving him a +2 bonus to DR.

  • Attacks: Despite being an eight-limbed monster, the victim does not gain extra attacks by virtue of this spell; however, it does gain a bite attack useable during grapples and is considered to have multiple legs when determining grapple attacks

  • Special Attacks: Poison, Web (see statistics for Giant Spider in Conan the Roleplaying Game)

  • Special Qualities: The victim gains Darkvision 60 ft., tremorsense 60 ft, wide-vision (+4 racial bonus to Spot and cannot be flanked), immunity to Hypnotism spells

  • Abilities: +6 Dex, +2 Con, –8 Int Skills: +8 bonus to Climb (use Dex bonus for Climb, not Str; may always take 10, even when rushed or threatened), +8 bonus to Jump

  • If the sorcerer has the Ritual Sacrifice feat, he gains Power Points as though he had sacrificed the target of the spell, assuming the target fails his save and becomes a horrible monster. The magical energy released by this horrific transformation is at least as great as that released by killing the target outright.

    The creature altered in this way is at least partially under the thrall of the priests of the temple, and will attempt to remain within 500 feet of the temple or the sorcerer who casts this spell at all times.

    However, any time the sorcerer gives the target a direct order he must make a magic attack roll against the target’s Will save to compel him to obey. If the target succeeds in saving, he is temporarily released from the sorcerer’s command for 1d6 rounds, after which time he may attempt another Will save. Success on this save means he is permanently released, though he is still a repulsive monster; failure means he is once more under the sorcerer’s thrall. At any time, the sorcerer can elect to permanently release the creature from his thrall, though again, he cannot reverse the spell.

    Most sorcerers thus use this spell to create guards or just cause mischief, rather than in the hope of creating a legion of permanent servants; the risk of losing control is just too great, and few abominations created by this spell will hold back if they get a chance to attack their erstwhile master. However, for the sorcerer who rarely calls on his creations to carry out a direct order, they can make a useful escort or guard complement, perhaps for many years.

    Material Component: Smoke-powders worth at least 50 sp, plus Various rare essences and herbs to a value of 100 sp.

    Focus: An idol of the Spider-god of Yezud at least 5 feet by 5 feet in size.

    Foxing

    Power Point Cost: 1 per day
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Evil Eye
    Target: One creature
    Duration: One day
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +2, Lesser Ill-Fortune
    Magic Attack Roll: Set’s target’s Will save

    Most sorcerers like to claim access to supernatural powers capable of stripping a man’s flesh from his bones. They want their lackeys to fear their power and to make strong men quake in their boots. Yet sometimes a simple bit of witchery can change the course of fate more surely than the greatest conjuration. Foxing, a curse capable of altering the process of decay, represents one such simple charm.

    When the sorcerer invokes this curse he wraps a little bit of ill fortune into the subject’s aura. This bad luck does not affect the target’s combat prowess or ability to effectively carry out his appointed tasks.

    Instead it slips into any drink or food-stuff he comes into contact with, turning it from whatever dubious state it originally claimed to purely spoiled. Beer turns foul, grains rot and salted meats develop large colonies of worms seemingly overnight. In effect, any food the character touches becomes inedible.

    This curse has two practical effects. First, the character cannot eat anything for as long as the sorcerer maintains the curse by spending 1 PP per day. Second, he cannot prepare food for anyone, as everything he touches turns foul.

    Material Component: A bit of thread dipped in honey

    Gelid Bones

    Power Point Cost: 1
    Components: S
    Casting Time: 1 Standard Action
    Range: Touch
    Target: One creature
    Duration: One hour/level
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +2, Lesser Ill-Fortune, Calm of the Adept
    Magic Attack Roll: Sets DC for the target’s saving throw

    The target must make an immediate Will saving throw or be paralysed for the duration of the spell, his bones unable to support his body.

    Glimpse of a Sorcerer's Soul

    Power Point Cost: 6
    Components: V, S
    Casting Time: 1 minute
    Range: Evil Eye
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Will negates
    Prerequisites: Lesser Ill-Fortune, Visions of Torment and Enlightenment, Magic Attack Bonus +6, at least 7 points of Corruption and/or a major insanity
    Magic Attack Roll: Sets DC for target’s Will and Corruption saving throws

    The caster of this spell not only has intimate knowledge of the Outer Dark, true Corruption of the soul and secrets man was not meant to know, but he also has the ability to force others, against their will, to see what he has seen, to know the unspeakable knowledge that man was not meant to know and suffer devastating effects of glimpsing the things that lurk in the Outer Dark.

    Those who fail their saves lose their will to fight, and lose their resistances to that which was once known to them, and often go mad (or, upon accepting these visions, become Corrupt themselves). Upon a failed save, the target suffers a –10 morale penalty to all attacks, checks and saves, a –5 penalty to Wisdom for 20 minutes, and must make a Corruption save, suffering either madness or Corruption from viewing the naked soul of the sorcerer.

    Greater Ill-Fortune

    Power Point Cost: 8
    Components: V
    Casting Time: 1 action
    Range: Evil Eye, Touch or Magical Link
    Target: One creature
    Duration: One year
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +3, Lesser Ill-Fortune.
    Magic Attack Roll: Sets DC for the target’s saving throw

    As with ill-fortune but the enhancement penalty is increased to –4. This is not cumulative with the effects of Ill-Fortune or Lesser Ill-Fortune. (only the most severe penalty applies)

    Ill-Fortune

    Power Point Cost: 4
    Components: V
    Casting Time: 1 Standard Action
    Range: Evil Eye, Touch or Magical Link
    Target: One creature
    Duration: One month
    Saving Throw: Will negates
    Prerequisites: Lesser Ill-Fortune
    Magic Attack Roll: Sets DC for the target’s saving throw

    As with lesser ill-fortune but the enhancement penalty is increased to –2. This is not cumulative with the effects of Greater Ill-Fortune or Lesser Ill-Fortune. (only the most severe penalty applies)

    Invocation of Xuthalla

    Power Point Cost: 11 per target
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Evil Eye
    Target: Up to 1 creature/3 levels
    Duration: Instantaneous
    Saving Throw: Will negates
    Prerequisites: Magic attack bonus +6, Lesser Ill-Fortune, Animate Statue, Awful Rite of the Were-Beast
    Magic Attack Roll: Sets DC for target’s saving throw

    This spell transforms its still-living targets into iron statues which can, if desired, be animated in a similar manner to the targets of an animate statue spell. It is intended primarily as a curse, but is also sometimes used by sorcerers desiring to create guardians for their treasures or traps for the unwary.

    If the sorcerer has the Ritual Sacrifice feat, he gains Power Points as though he had sacrificed the target of the spell, assuming the target fails his save and becomes a statue. The magical energy released by this horrific transformation is at least as great as that released by killing the target outright.

    The creature altered in this way is not controlled by the sorcerer in any way. However, the sorcerer can set certain conditions related to the creature as follows:

    * Choose whether or not to have it animated some of the time, similar to an animate statue spell. This is done automatically if the sorcerer so desires.
    Statues animated by the invocation of Xuthalla use the game statistics for iron shadows. They retain their own Intelligence, Wisdom, and Charisma scores, though they gain Strength and Dexterity scores appropriate to animated objects for their size (like animated objects, they also have no Constitution scores). They retain any abilities except those that would logically be lost by becoming iron. Parts of their body or pieces of equipment that are separated from them do not revert to their original forms.

    * If it is animated, choose the times or other conditions that will cause it to animate and the conditions that will cause it to return to statue form. It can be animated at most 30% of the time.
    Common conditions include animation when the moonlight strikes it, animation only while snow is on the ground, animation only when statue is being rained on, and animation only when there are living creatures within 30 feet, but almost any condition or time could be used.
    The 30% limit applies over the course of a full year; if during any year the statue has been animated for 30% of the year (110 full days), it can no longer animate for the remainder of the year.

    * Define the area in which the statue can move, if it is animated. This may be at most a one square mile region centred on the place where the original creature was first affected by the spell. At the sorcerer’s discretion, it can be much less than this if desired.
    The only way to restore a statue to life is with a greater warding. However, although the statue is immune to aging, the human who was turned into the statue is not – if restored to human form, he will immediately age to reflect the amount of time he spent as a statue. This can lead to victims of this spell simply dying of old age when ‘saved’ from their curse by a helpful sorcerer.

    Life Leech

    Power Point Cost: 10
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Evil Eye, Touch or Magical Link
    Target: One creature
    Duration: Mortal (D)
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +4, Lesser Ill-Fortune, Death Touch, The Second Mystery of Hathor/Sukhmet
    Magic Attack Roll: Sets DC for target’s saving throw

    This spell curses the recipient to be a bane to those around him who are dying. It does not kill the recipient but it could kill his friends. This is especially malignant when used on a healer.

    Each dying or stable creature within 30 feet of the cursed victim (any creature with –1 to –9 hit points) loses an additional 1 hit point at the beginning of the cursed victim’s turn. The victim gains the same amount as temporary hit points that last for 10 minutes. He cannot control or suppress this effect, which functions on both friend and foe.

    Perdurable Excruciation

    Power Point Cost: 30
    Components: V, S, F
    Casting Time: 1 hour
    Range: Magical Link
    Target: One living creature
    Duration: Permanent (or Mortal)
    Saving Throw: Will negates
    Prerequisites: Lesser Ill-Fortune, Agonising Doom, Magic Attack Bonus +7, Ritual Sacrifice, Tormented Sacrifice
    Magic Attack Roll: Sets DC for target’s Will saving throws

    Unless the victim succeeds at a Will save, the victim’s body is twisted and wracked forever with excruciating pain, rendering the victim helpless – but eternally alive. The spell sustains the victim so there is no need for food, drink, or air. The subject doesn’t even age, insuring an eternity of unmitigated torture.

    The subject takes 1 point of ability damage to each ability score each day until all scores are reduced to 0 (except Constitution, which stays at 1). The subject cannot heal or regenerate. The subject is completely unaware of its surroundings, insensate to anything but the excruciating pain.

    Note: if the scholar does not have the Permanent Sorcery feat, then the spell has a duration of Mortal.

    Put Them into the Swamp

    Power Point Cost: 8
    Components: V, S, M
    Casting Time: 10 minutes
    Range: Evil Eye
    Target: One creature
    Duration: Instantaneous (see text)
    Saving Throw: Will negates, and see below
    Prerequisites: Magic Attack Bonus +6, Dance of the Changing Serpent
    Magic Attack Roll: Sets DC for target’s saving throw

    This dire ritual permanently changes a human into a soulless half-alligator monster called a servant in the swamp. The target may attempt a Will saving throw to completely negate the effects. The mental change is instantaneous, but the physical changes take hours to complete. If the sorcerer is killed before the physical change is complete, the changes do not continue, nor do they regress. The casting of the spell involves sharp knives and small fires, as well as incredible torture on the victim.

    If the sorcerer has the Ritual Sacrifice feat, he gains Power Points as though he had sacrificed the target of the spell, assuming the target fails his save and becomes a horrible monster. The magical energy released by this horrific transformation is at least as great as that released by killing the target outright.

    The creature altered in this way is at least partially under the thrall of the sorcerer, and will attempt to remain within 500 feet of the sorcerer at all times. However, any time the sorcerer gives the target a direct order he must make a magic attack roll against the target’s Will save to compel him to obey. If the target succeeds in saving, he is temporarily released from the sorcerer’s command for 1d6 rounds, after which time he may attempt another Will save. Success on this save means he is permanently released, though he is still a repulsive monster; failure means he is once more under the sorcerer’s thrall. At any time, the sorcerer can elect to permanently release the creature from his thrall, though again he cannot reverse the physical effects of the spell.

    Most sorcerers thus use this spell to create guards or cause mischief, rather than in the hope of creating a legion of permanent servants; the risk of losing control is just too great, and few abominations created by this spell will hold back if they get a chance to attack their erstwhile master. However, for the sorcerer who rarely calls on his creations to carry out a direct order, they can make a useful escort or guard complement, perhaps for many years.

    Servant in the Swamp

    Medium Aberration

  • Hit Dice: HD equals the HD of the original victim less 1 HD (3 HD minimum). HD type will be d8
  • Initiative: Variable. Calculate based on new ability scores
  • Speed: 25 ft. (5 squares), swim 30 ft., burrow 1 ft.
  • Defence Value: Variable (+ Dex bonus, +2 natural, + base bonus for class levels)
  • DR: 2 (leathery hide)
  • Base Attack: 3⁄4 of HD
  • Attack: Bite melee (1d3 base)
  • Full Attack: Bite melee (1d3 base)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Improved Grab
  • Special Qualities: Hold Breath, Low-Light Vision
  • Saves: Good Will saves
  • Abilities: Darkvision out to 60 feet. Immunity to all physical attack forms except for silver and fire. Proficient with its natural weapons. Aberrations eat, sleep and breathe
  • Skills: Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die
  • Feats: New. As a PC

  • A servant in the swamp is a horrible aberration created by a sorcerer via the put them in the swamp spell (see page 131). They tend to remain near the sorcerer who created them, forming a protective guard.

    The servant in the swamp has good Will saves, the calculations for which are based on the creature’s Hit Dice.

    If the victim’s Strength is greater than 19, then subtract 1d4 points from the victim’s Strength. If it is less than 19, then add 1d4. Likewise, compare the victim’s Dex to 12, Con to 17, Int to 1, Wis to 12, and Cha to 2, subtracting 1d4 points if the victim’s score is higher, and adding 1d4 if it is lower.

    Select new skills and feats for the changed victim, based on its Hit Dice and the rules for the aberration type below.

    Skill points will be spent on Hide and Swim.

    New feats need not bear any resemblance to those of the original creature. Generally, the first feats chosen will be Alertness and Skill Focus (Swim or Hide).

    Servants in the swamp have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    A servant in the swamp also gains a +4 racial bonus on Hide checks when in the water. Further, a servant in the swamp can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

    Material Component: Smoke-powders worth at least 50 sp, plus various rare essences and herbs to a value of 100 sp.

    Focus: A raging green bonfire at least 5 feet by 5 feet in size.

    Shrinking Doom

    Power Point Cost: 12
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range: Evil Eye
    Target: One creature
    Duration: 1 round/2 levels, and see below
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +5, Lesser Ill-Fortune, must be a worshipper of Zath
    Magic Attack Roll: Sets DC for target’s saving throw

    This spell causes rapid diminution of a humanoid creature. For the duration of the spell, the target is halved in size each round. This halves its height, length, and width and divides its weight by 8. This decrease changes the creature’s size category to the next smaller one each round. Each drop in size gives the target a +2 size bonus to Dexterity, a –2 size penalty to Strength and Constitution (both to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

    The target’s reach may also be altered. Its speed is also reduced by 5 feet each time it is halved in size. At the end of the spell’s duration, the creature remains at whatever size it was reduced to by that time.

    The sorcerer may as he is casting the spell elect to change the target into a minuscule spider once he has been fully reduced in size, in which case this change occurs during the final round of the spell’s effect.

    A creature changed in this manner will be unable to cast spells or speak, but may otherwise be treated in the same way as any other creature reduced to the appropriate size. He does not gain any new attack modes, despite his new appearance – this is more a cosmetic change than anything else.

    If the target wishes, it may attempt a new saving throw after one full day at its new size – if successful, it returns to normal, both in size and form. (Most sorcerers prefer to simply squish their victims like bugs long before this point.)

    All equipment worn or carried by a creature is similarly reduced by the spell. Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any shrunken item that leaves the shrunken creature’s possession (including a projectile or thrown weapon) remains in its shrunken state.

    A greater warding or similar effect can be used to instantly restore the target to its normal size and form.

    Focus: If desired, a cut gem valued at a minimum of 1,000 sp may be used as a focus. In this case, at any time after the expiration of the spell’s duration, the target may be physically forced into the gem by the simple expedient of touching it to him. The gem must be held in the hand when initially casting the spell. The target may escape the gem by either making a successful save after a day or more, or by having a greater warding successfully cast on him as usual.

    Touched by Madness

    Power Point Cost: 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. +10 ft. per Scholar level)
    Target: Any creature within a 15 feet radius
    Duration: 1 round/Scholar level
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +3, Lesser Ill-Fortune
    Magic Attack Roll: Sets DC for the target's saving throw

    This spell causes the targets to become confused, making them unable to independently determine what they will do.

    Roll on the following table at the beginning of each subject's turn, each round to see what the subject does.

    Roll
    Behaviour
    01-10
    Attack caster with melee or ranged weapons (or closes with caster if attack is not possible)
    11-20
    May act as desired
    21-50
    Do nothing but babble incoherently
    51-70
    Flee away from caster at top possible speed
    71-100
    Attack nearest creature (for this purpose a familiar counts as part of the target's self)

    A subject who cannot do the indicated action, does nothing but babble incoherently unless attacked, in which case the subject will return the aggression at the next possible opportunity as long as the subject in still under the spell's influence. Foes gain no special advantage when attacking a subject of this spell. Note that a subject will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of it's most resent action or because it has been attacked).

    Material Component: Set of three small chimes, rung gently

    Wind’s Hated Son

    Power Point Cost: 4
    Components: V, S, M
    Casting Time: 5 minutes
    Range: Magic Link
    Target: One target
    Duration: One month
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +3, Lesser Ill-Fortune
    Magic Attack Roll: Sets DC for the target’s saving throw

    This curse causes all wind to die around the target character. No wind blows within a one mile radius, excepting those winds caused by magical effects or supernatural creatures.

    Any ship the target is on is automatically bestilled and must be rowed to whatever destination it wishes to reach. Many sailors will kill a person with this curse, believing that it is a precursor to even more dangerous effects.

    IV. Divination

    Almost every sorcerer can find a use for divination. Information and knowledge are crucial, whether as ends in their own right or to show a path to greater power.

    Spells
    Prerequisites
    Astrological Prediction (Basic Divination)Knowledge (Arcana) 1 rank
    Shamanic Ecstasy (Basic Divination)Must have almost died from damage (had less than 0 hit points) or must have suffered from a long, protracted illness,
    or must have been struck by lightning or must have spent a Fate Point to show Fate's hand in the character's destiny
    Not This Hour (Defensive Blast)
    Blessing of FatKnowledge (Arcana) 1 rank, Astrological Prediction
    Dream of WisdomKnowledge (Arcana) 7 ranks, Knowledge is Power Class Feature, Astrological Prediction, Visions
    Far MemoryAstrological Prediction or Shamanic Ecstasy
    Greater Sorcerous NewsKnowledge (Arcana) 13 ranks, Astrological Prediction, Sorcerous News
    Homunculus CommunicationKnowledge (Arcana) 10 ranks, Astrological Prediction, Sorcerous News
    Mind-ReadingKnowledge (Arcana) 5 ranks, Astrological Prediction
    ProjectionKnowledge (Arcana) 12 ranks, Astrological Prediction, Visions, Illusion
    PsychometryKnowledge (Arcana) 2 ranks, Astrological Prediction
    Seek The Broken VowKnowledge (Arcana) 5 ranks, Astrological Prediction, Mind Reading
    ShadeAstrological prediction or shamanic ecstasy, visions, Hide 1 rank
    SoothsayKnowledge (Arcana) 5 ranks, Astrological Prediction, Animal Ally
    Sorcerous NewsKnowledge (Arcana) 9 ranks, Astrological Prediction
    VisionsKnowledge (Arcana) 5 ranks, Astrological Prediction
    Visions of Torment and EnlightenmentKnowledge (Arcana) 9 ranks, Magic Attack Bonus +5, Astrological Prediction, Visions, Entrance
    Whispers from the DeadAstrological Prediction or Shamanic Ecstasy

    Astrological Prediction (Basic Divination)

    Power Point Cost: 1
    Components: V, S
    Casting Time: Three hours
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: No (harmless)
    Prerequisites: Knowledge (Arcana) 1 rank
    Skill Check: Knowledge (Arcana) (DC 11)

    In the Hyborian Age, little distinction is made between astrology and astronomy. If you know another character’s date and hour of birth, you can use this spell to make a somewhat cryptic prediction about his immediate future.

    The subject of the spell gains a special insight bonus of +1 to one die roll. An astrological prediction will apply to some situation within the next week; the Games Master will inform the subject of the situation when it arises. This situation will typically be an encounter.

    Any one time the character must make a skill check, ability check, attack roll or saving throw during that encounter, he may apply the insight bonus to the roll. A character can only ever be the subject of one astrological prediction at a time.

    If the sorcerer’s Knowledge (Arcana) check is 20 or more greater than the DC (that is, if the roll is 31 or higher) the insight bonus is doubled to +2.

    Shamanic Ecstasy (Basic Divination)

    Power Point Cost: 1+
    Components: V, S
    Casting Time: One hour
    Range: Personal
    Target: Self
    Duration: Concentration, up to eight hours
    Saving Throw: Will save DC 10
    Prerequisites: Must have almost died from damage (had less than 0 hit points) or must have suffered from a long, protracted illness, or must have been struck by lightning or must have spent a Fate Point to show Fate’s hand in the character’s destiny
    Skill Check: Relevant Perform skill (DC 12)

    Some cultures do not divine matters from the stars but from looking inward to spectrums of internal reality or casting their souls out of their bodies to consult with spirits. After strenuous training, the shaman can contact the inhabitants of the higher and lower planes, as well as talk with nature spirits in order to aid the passing of souls into the next world, cure the sick or travel the world.

    Tribesmen believe there is a connection between human behaviour and the rest of the natural world, so afflictions such as illness or bad luck are probably the consequence of incorrect behaviour, such as breaking a taboo and/or insulting a spirit, or perhaps a curse has been put on the tribe by another. The shaman may simply want some additional insight on a voyage or activity.

    The Verbal and Somatic components are designed to put the caster into a trance known as shamanic ecstasy. Some pound a drum, others dance and others chant. Choose a Perform skill (other than Perform (ritual)) as the means of going into the trance. Upon making the skill check, the shaman goes into an altered state of awareness, a trance. He makes a Will save or he becomes lost in this other world and another shaman must bring him back within three days or the body of the shaman dies.

    This spell requires some Games Master adjudication. No matter what a shaman is trying to accomplish, be it getting permission from a mountain spirit to climb his mountain or trying to heal the sick, the shaman is dealing with spirits and demons.

    Simple Resolution: For example, a shaman may enter a trance to heal someone. Once the spirit causing or allowing the illness is found, the shaman must make a decisive choice, struggling in a physical battle with the spirits (he can add his base attack bonus to his Heal check against the Heal DC or Save DC in the case of some diseases, poisons or madness), engaging in cunning debates (he can add a Knowledge score to his Heal check) or solving a problem diplomatically, pleading supplication with the spirit causing the problem (he can add his Diplomacy score to his Heal check).

    The shaman prevails in the end (hopefully), sending uncooperative spirits back into the void, dismissing other spirits or even capturing them in jars or pots. Some spirits are simply forced to agree to a compromise (adding an Intimidate score to the Heal check). If the shaman is trying to use the spell to do something other than Heal, another check can be substituted; for example, if shamanic ecstasy is used to gain permission to pass over a mountain, the shaman may have to negotiate or battle the spirit of the mountain (use the Climb DC of the mountain unless the specific statistics of a spirit are known) in order to gain an insight bonus (determined by the Games Master) to his Climb checks while climbing that mountain on that one journey, or the Games Master may choose not to allow random encounters while passing over the mountain on that particular journey, or the weather might be favourable – whatever the Games Master deems appropriate.

    Complex Resolution: Alternatively, the healing process can be fully roleplayed out – described to the shaman character as a monster or demon. Combat or Diplomacy ensues as normal, but the shaman’s Heal ranks modify the other relevant rolls. For example, if the shaman fights a spirit, he adds his Heal ranks to his base attack bonus instead of Strength or Dexterity; if he engages in a dialogue with the spirit, he can add his Heal ranks to his Diplomacy or Intimidate check; if he casts spells at the spirit, he can add his Heal ranks to his magical attack bonus. Any synergy bonuses for related skills also apply here. Once in the spirit world, a shaman, with a Perform (Ritual) check of DC 10 + Animal HD, can change form to that of an animal, gaining that animal’s natural attack forms. If the spirit does damage to the shaman, he takes the damage for real and can die for real. Engaging the spirit world is potentially deadly for a shaman.

    If there was some sort of negotiation, the shaman tells the tribesman or the tribe whatwillappeasethecruelspiritsand cause them to end the problem. To not meet the responsibilities required by the spirits is a sign of disrespect, shredding the balance and harmony of the spirits’ environment. This can give the Games Master a campaign hook to hang a quest upon.

    Special: Like astrological prediction, shamanic ecstasy is a basic spell for the Divination sorcery style; any spell with astrological prediction as a pre-requisite can also use shamanic ecstasy in its place as an alternate pre-requisite – however, all Divination spells that use this as a pre-requisite instead of astrological prediction require the caster to enter shamanic ecstasy before casting the other spell.

    Not This Hour (Defensive Blast)

    Power Point Cost: All remaining points
    Components: V
    Casting Time: Immediate
    Range: Personal
    Target: Self
    Duration: One round
    Saving Throw: None

    It is not the caster’s time to die! When this spell is cast, the caster gains 1d6 bonus hit points per Power Point expended.

    Any damage suffered during the round is taken from those bonus hit points first. At the end of the round, the bonus hit points vanish.

    Unlike most other Defensive Blasts, Not This Hour can be cast in response to any damage that affects the caster.

    Blessing of Fate

    Power Point Cost: 1
    Components: V, S
    Casting Time: 10 minutes
    Range: Evil Eye
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None (harmless)
    Prerequisites: Knowledge (Arcana) 1 rank, Astrological Prediction

    As part of this spell, the sorcerer must perform various divinatory rituals, such as casting bones or drawing cards. The spell allows the caster to intuit some danger that will affect the target and gives the target the power to avoid it.

    The spell’s effect is that the sorcerer transfers one of his Fate Points to another creature.

    Dream of Wisdom

    Power Point Cost: 6
    Components: V, S
    Casting Time: One hour
    Range: Personal
    Target: Self
    Duration: Eight hours
    Prerequisites: Knowledge (Arcana) 7 ranks, Knowledge is Power class feature, Astrological Prediction, Visions

    The sorcerer casts this spell just before going to sleep at night. He dreams of significant events, places or people, depending on what he has decided the night before. When he wakes in the morning, he may have some sort of useful insight. A dream of wisdom brings to the character’s mind legends or other information concerning an important person, place or thing.

    If the person or thing is at hand, or if the character is in the place in question, then only one casting is necessary.

    If the character has only information on the person, place or thing, then 2d6 castings will be necessary over the course of successive nights. The resulting lore is also less complete and specific, though it often provides enough information to help the character find the person, place or thing, thus allowing for a better dream of wisdom next time.

    If the character knows only rumours, at least 2d6 × 10 castings will be necessary over successive nights. The resulting lore is also vague and incomplete, though it often directs the character to more detailed information, thus allowing for a better dream of wisdom.

    When completed, the divination brings legends (if any) about the person, place or things to the character’s mind. These may be legends that are still current, legends that have been forgotten or even information that has never been generally known.

    If the person, place or thing is not of legendary importance, the character gains no information. As a rule of thumb, characters of 11th level and higher are ‘legendary,’ as are the sorts of creatures they contend with, the major magic items they wield and the places where they perform their key deeds.

    Material Component: A feather, placed under the sorcerer’s pillow when he goes to sleep.

    Dream Projection

    Power Point Cost: 2 per minute or 4 per minute
    Components: V, S
    Casting Time: 10 minutes
    Range: 1000 miles plus 100 miles per Scholar level)
    Effect: One dream image of the sorcerer
    Saving Throw: Special [see below]
    Prerequisites: Astrological Prediction, Dream of Wisdom, Visions, Knowledge (Arcana) 7 ranks
    Skill Check: Knowledge [Arcana] DC 10 +1 per 100 miles distant the target is beyond the first 100 miles.

    Dream projection is a spell designed to allow a projection of the sorcerer’s own psyche to invade the dreams of another. For this spell to work, both the target of this spell and the sorcerer casting it must either be asleep or meditating. Like projection this image can take two forms. For a cost of two Power Points per minute the sorcerer can appear as a duplicate of their own self within the target’s dreams. At a cost of four Power Points per minute and if they possess at least 3 points of Corruption can take the form of a black visage of shadow with multiple demonic visages peering from within it. If the latter image is used, the target must make a Corruption save for every full five minutes the image remains in their dreams. To the sorcerer’s eye the target appears in their dreams as a image of their waking self.

    In either case the sorcerer may interact with the dreamer by talking with them, but cannot use any spell upon or engage with a War of Souls with the target. If the target wishes to prematurely end the spell’s effect, they may make Will save opposed by the caster’s magic Attack Roll to ‘push’ the caster’s image out of their mind once per round. The caster can of course end the spell any time they wish. If the target of this spell is protected by a warding of any sort, the caster must penetrate it as usual for the spell to take effect.

    Far Memory

    Power Point Cost: 2
    Components: M
    Casting Time: 10 minutes
    Range: Personal
    Target: Self
    Duration: Varies
    Saving Throw: None
    Prerequisites: Astrological Prediction or Shamanic Ecstasy

    You go into a trance to search for answers by examining the buried memories of your previous lives. This is most appropriate when looking for answers for ancient mysteries and is of little help for anything younger than yourself. You dig through reincarnation after reincarnation, looking for a version of yourself that knows the answer. You relive the appropriate moments.

    Perhaps you want to know how an undead villain originally died, or what happened to an ancient ruin. You may have been involved, or witnessed the event, or heard current events concerning the mystery. Through this spell, you either relive the relevant moment or you witness the event as though through a visions spell. Either way, you have a 75% chance to gain insight into your current mystery (there is always a chance your past lives never connected to the issue at hand).

    The duration of the spell depends on how long it takes for the visions to unravel and reveal themselves. This can take minutes, hours or even days. During this time, you are insensate and unable to awaken from your trance.

    Material Component: This spell requires 1,000 sp value in herbs, incense and an amount of black lotus, which is burned and consumed during the casting of this spell.

    Note: There is a 5% non-cumulative chance the caster can become addicted to his past lives. He becomes obsessed, per the rules for obsession in Conan the Roleplaying Game, and suffers the negative consequences for any day that he has not travelled into his own past, but gains the positive consequences for any day that he has done so.

    Greater Sorcerous News

    Power Point Cost: 4+
    Components: V, S, M
    Casting Time: One hour
    Range: 10,000 miles plus 2,000 miles/level
    Duration: Concentration, up to 10 minutes plus one minute/level
    Saving Throw: See below
    Prerequisites: Knowledge (Arcana) 13 ranks, Astrological Prediction, Sorcerous News
    Magic Attack Roll: Sets DC for the target’s saving throw
    Skill Check: Knowledge (Arcana), Bluff, Intimidate or Diplomacy (see below)

    This works much like sorcerous news, except as follows:

    * The sorcerer gains a +2 bonus to the relevant Knowledge (Arcana) check.

    * By making a magic attack roll, the sorcerer can attempt to prevent a specific other sorcerer who has the sorcerous news spell from hearing a particular piece of news that night, or insert a piece of false news for that sorcerer’s ears only. The target may make a Will saving throw to avoid this effect, in which case he also has a chance of discovering the attempted meddling when he uses sorcerous news himself and makes his Knowledge (Arcana) check and beats DC 30.

    * The sorcerer can extend the sorcerous news network to carry rumours or news to ordinary people, as well as the usual sorcerers and similar beings. For each city to which the news is to be carried, this process takes around one hour and costs an additional Power Point. The sorcerer can select specific pieces of news to deliver. This effect can be used to stir up trouble or calm it, depending on the news spread. In this case the sorcerer makes a Bluff, Diplomacy or Intimidate check, as agreed by the player and the Games Master, depending on the type of news to be spread. The DC is set by the Games Master and is usually between 15 and 35, depending on the size and nature of the city, the attitude the people may already have, any especial susceptibility or resistance they may have to sorcerous communications and any other factor determined to be relevant by the Games Master.

    Material Component: Assorted incenses and powders worth 50 silver pieces.

    Homunculus Communication

    Power Point Cost: 2
    Components: V, S, F
    Casting Time: 1 action
    Range: 1,000 miles plus 500 miles/scholar level
    Effect: See below
    Duration: Concentration, up to 10 minutes plus 1 minute/ scholar level
    Saving Throw: None
    Prerequisites: Astrological Prediction, Sorcerous News, Knowledge (Arcana) 10 ranks

    By using a fluid-filled, glass simulation of a human womb, within which floats the misshapen body of one unborn, two sorcerers can communicate at a distance. Each sorcerer must have one of these pellucid wombs. The originator of the communication casts the spell, which attracts the attention of the other sorcerer.

    After casting this spell the homunculus within twitches in agony as the pitiful jaws in its deformed face creak painfully open, echoing the voice of the distant sorcerer as he answers the ‘call’.

    As each sorcerer speaks, the other hears the words via the gurgling distortion of his homunculus’ voice. The homunculus must be able to hear the sounds in order to transmit them. It has a Listen modifier of +2 if a check is needed for it to hear and transmit something. The homunculus curls into a foetal position when the communication is ended, signalling to the other party that the conversation is over.

    Focus: The focus of the spell is the womb simulation and its contained monstrosity. This item is crafted as a magic item and the homunculus is an aberration created as per the rules in Conan the Roleplaying Game. The caster need not be the crafter of the focus. The Lords of the Black Ring occasionally supply one of these items for priests stationed outside of Stygia. This focus costs 50,000 sp and 5,000 XP to create each one.

    Mind-Reading

    Power Point Cost: 2
    Components: V, S
    Casting Time: One standard action
    Range: Evil Eye
    Target: One creature
    Duration: Concentration, up to 1 round plus 1 round/level
    Saving Throw: Will negates
    Prerequisites: Knowledge (Arcana) 5 ranks, Astrological Prediction
    Magic Attack Roll: Sets DC for the target’s saving throw

    Unless the target succeeds at a Will saving throw, you are able to detect its emotional state and current surface thoughts, including its immediate intentions.

    This can only affect creatures that have an Intelligence score. Creatures of animal intelligence (Intelligence 1 or 2) will only have the simplest thoughts and most basic of emotions.

    Projection

    Power Point Cost: 4/minute or 6/minute (see text)
    Components: S, M or F
    Casting Time: 10 minutes
    Range: 1,000 miles plus 100 miles/level
    Effect: One shadow duplicate or other form (see below)
    Duration: Power Points
    Saving Throw: See below
    Prerequisites: Knowledge (Arcana) 12 ranks, Astrological Prediction, Visions, Illusion

    This spell tap can create either a quasi-real, illusory version of the sorcerer, or if he has sufficient Corruption, a warped and misshapen vision of his soul. In effect these are two distinct uses of the spell that share some common characteristics.

    With the first use, the projection looks, sounds, and smells like the sorcerer but is intangible. The projected image mimics the sorcerer’s actions (including speech) unless he directs it to act differently (which is a move action).

    The sorcerer can see through its eyes and hear through its ears as if he were standing where it is, and during his turn he can switch from using its senses to using his own, or back again, as a free action. While he is using its senses, his body is considered blinded and deafened.

    If the sorcerer desires, any spell of the Hypnotism sorcery style he casts can originate from the projection instead of from him. The projected image may not cast any spells on itself. The spells affect other targets normally, despite originating from the projection. This use costs 4 PP/minute.

    The second version of projection may only be used by a character of Corruption 3 or higher. It is identical to the first version except as follows. The image is truly horrific in visage, a black roiling mass of shadow. If it interacts with a character by conversation, it forces the character to make a Corruption save after 5 minutes of such conversation. The second version costs 6 PP/minute.

    Material Component: Sorcerous paraphernalia worth 100 silver pieces.

    Psychometry

    Power Point Cost: 1
    Components: V, S
    Casting Time: One standard action
    Range: Touch
    Target: One object
    Duration: Concentration, up to 10 minutes plus one minute/level
    Saving Throw: None
    Prerequisites: Knowledge (Arcana) 2 ranks, Astrological Prediction
    Skill Check: Knowledge (Arcana) (DC 11)

    Psychometry allows the sorcerer to determine information about the previous owner of an object he touches. The object may be a completely lifeless inanimate object, a body part or fluid previously ‘owned’ by a still-living creature.

    Examples of the latter include the hair of a wolf, found caught in thorn-bush or the blood of a king, spilled on the sand during a desperate fight to the death.

    Each round the sorcerer concentrates on the object, he may make a Knowledge (Arcana) check to learn one piece of information, as shown on the Psychometry table. If he fails, he may make another attempt to determine the same information in the following round instead of moving directly on to the next piece of information.

    Round
    Information Learned
    1Last owner’s species
    2Last owner’s gender
    3Last owner’s land of origin
    4Last owner’s age
    5Last owner’s current state of health
    6Last owner’s location and heading, if moving
    7Last owner’s name, if any
    8How the last owner came to the object
    9How the last owner lost the object
    10Whether the last owner had any corruption
    11Previous to last owner species
    12Previous to last owner gender
    And so on...And so on

    Seek The Broken Vow

    Power Point Cost: 4
    Components: V, S
    Casting Time: 1 round
    Range: Touch
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will negates (see text)
    Prerequisites: Knowledge (Arcana) 5 ranks, Astrological Prediction, Mind Reading
    Magic Attack Roll: Sets the DC for the Will save

    The sorcerer peers into the heart of a sentient creature to see what vows he has broken. He touches the creature and the creature makes a Will save (DC set by Magic Attack Roll).

    On a failed save, both the sorcerer and the creature immediately recognises all vows, oaths and contracts, including those made to themselves as well as with other people or to the gods, that the creature has broken.

    This flood of insight causes the target creature to be stunned for a number of rounds equal to the Wisdom modifier of the sorcerer.

    Shade

    Power Point Cost: 2 +1/extra 10 minute
    Components: V, S
    Casting Time: Five minutes
    Range: See below
    Target: Special
    Duration: 10 minutes per Scholar level
    Saving Throw: Special (see below)
    Prerequisites: Astrological Prediction or Shamanic Ecstasy, Visions, Hide 1 rank
    Magic Attack Roll: Sets DC to dispel via warding
    The shade is an incorporeal shadow of the sorcerer's spirit, pulled from his aura and sent out to uncover secrets and esoteric knowledge for the Scholar while his mind and body rest in safety. The shade is and insubstantial projection of the Scholar's spiritual essence, through which the Scholar may observe, but may not interact.

    The shade is summoned through a complicated process by which the Scholar attunes his mind to esoteric signs and symbols, drawn in the ether of his dreams. Once performed, the very shadow of the caster separates from his body, moving about as he would command it. The shadow can move at twice the speed of the caster and may travel any distance it can reach provided that both the start and end points of the journey are in areas of shadowy illumination. The caster can increase the duration by expending Power Points.

    Through this shade, the sorcerer can hear normally and see as if he had Darkvision 60 feet. He may attempt Listen, Spot and Search rolls, providing he does not need to move or alter the environment to make the skill checks. The shade automatically has a Hide and Move Silently skill of 10 for purposes of avoiding detection. Though it is difficult to detect, the shade appears to be a shadow of a Man that moves independently.

    Any sorcerer who casts warding spell in the presence of the shade must defeat the DC set by the shade master's Magic Attack roll to dispel the projection and severing it's penumbral to it's caster.

    Soothsay

    Power Point Cost: 1 per 5 targets
    Components: V, S, M
    Casting Time: Three hours
    Range: Evil eye
    Target: 5 people per Power Point
    Duration: One week or until discharged
    Saving Throw: None (harmless)
    Prerequisites: Knowledge (Arcana) 5 ranks, Astrological Prediction, Animal Ally

    By reading the entrails of a goat or other animal, the sorcerer can foretell the future for a group of people. The subjects of this spell each get an insight bonus to one die roll made in the next week, as long as it is related to the prophecy or warning made by the sorcerer.

    For example, five warriors have their fortune told using soothsay. One uses his insight bonus when making an attack roll; another uses his when making a saving throw; a third uses it when making a Jump check, and the last two die before they invoke the bonus.

    The size of the bonus depends on the animal sacrificed.

    Sacrifice
    Insight Bonus
    Animal+1
    Sacred Animal+2
    Ordinary Person+3
    Virgin Sacrifice+4
    Ritualy Prepared Virgin Sacrifice+5
    Perfect Offering+6
    Ritual Perfect Offering+7

    Feats like Ritual Sacrifice and Tortured Sacrifice can be used when casting soothsay, to increase the bonus.

    Material Component: The sacrifice

    Sorcerous News

    Power Point Cost: 2
    Components: V, S, M
    Casting Time: One hour
    Range: 2,000 miles plus 1,000 miles/level
    Duration: Concentration, up to 10 minutes plus one minute/level
    Saving Throw: None
    Prerequisites: Knowledge (Arcana) 9 ranks, Astrological Prediction
    Skill Check: Knowledge (Arcana) (see below)

    Certain animals, supernatural creatures and high-level sorcerers alike are connected by a sorcerous ‘news network’ that keeps them informed of major developments around the world. Sorcerous news allows the sorcerer to listen in on this network and send messages out. Sorcerous news may only be cast during the hours of darkness.

    A Knowledge (Arcana) check is made. The check result indicates the type of news gained:

    Check Result
    News
    15Movements of major artefact such as The Heart of Ahriman
    20The sudden appearance or re-appearance of a sorcerer of great power (level 15+)
    25The death of a king
    30The plundering of an ancient tomb

    The precise form and extent of the news given is always up to the Games Master but it should usually include the location and time-scale of any events covered.

    Sending out a message with sorcerous news does not require a check. However, the news will not carry far unless the various messengers who pass it on regard it as highly interesting.

    Material Component: Assorted incenses and powders worth 20 silver pieces

    Visions

    Power Point Cost: 2/minute
    Components: S, M or F
    Casting Time: One full round
    Range: 1,000 miles plus 100 miles/level
    Effect: Magical sensor (see below)
    Duration: Power Points
    Saving Throw: None
    Prerequisites: Knowledge (Arcana) 5 ranks, Astrological Prediction
    Skill Check: Knowledge (Arcana), DC 10 + 1 per 100 miles distant the target is beyond the first 100 miles

    You can see and hear events at any distance. This spell produces an invisible magical ‘sensor’ that sends a moving image back to your focus or material component, providing you with a view of the site or person upon which you wish to spy. This view can be very close up, as though through a human eye, or very far away and high up so as to see the whole of a battlefield or other wide scene, as though through a hawk’s eye.

    If desired, you may instantaneously move your magical sensor to any other point within range, up to once per minute.

    Focus/Material Component: This spell requires a focus or alternatively a material component.

    One or the other will do; if you have a focus available, you have no need for a material component.
    The focus can take the form of a crystal ball or a silvery mirror.
    The material component can be either a handful of special herbs thrown onto an ordinary fire to produce green smoke in which the visions can be seen or a dose or two of a suitably hallucinogenic drug such as black lotus wine.
    In either case, the cost is around 100 silver pieces.

    Visions of Torment and Enlightenment

    Power Point Cost: 4 for the first minute, then 1/minute thereafter
    Components: V, S, M
    Casting Time: One full round
    Range: Touch or Evil Eye
    Target: One sentient creature (Int 3+)
    Duration: Power Points, up to a maximum of one minute per level
    Saving Throw: See below
    Prerequisites: Knowledge (Arcana) 9 ranks, Magic Attack Bonus +5, Astrological Prediction, Visions, Entrance
    Magic Attack Roll: Sets DC for the target’s saving throw

    This spell enables the sorcerer to force a number of bizarre visions upon an unsuspecting victim, propelling him through past lives and ancestral memory in a wild mental voyage of self-discovery.

    This can be a highly disturbing experience and is often used in an attempt to either break prisoners or test potential recruits for sorcerous societies. Those who are overwhelmed by the spell are permanently impaired by what they have learned, while those who can steel themselves to learn something from their tormented visions may achieve some form of enlightenment.

    The target is highly disoriented for the duration of the spell, with a penalty of –4 to all attack rolls, skill checks and defence. At the end of the spell, he attempts a Will saving throw. If he fails, he suffers Wisdom damage depending on how long his visions lasted:

    Duration of Spell (Minutes)
    Wisdom Damage
    1-61D4
    7-111D6
    12-151D8
    16-181D10
    192D6
    202D8

    If he succeeds and the spell lasted at least 10 minutes, he instead gains a permanent +1 bonus to Wisdom.

    No character can be affected by Wisdom gains or losses from this spell more than once, though he will still be affected by the penalties to attack rolls and the like if he is targeted a second time.

    Material Component: A dose of a suitable hallucinogenic drug such as lotus juice, costing around 100 silver pieces. This must somehow be administered to the target before the spell can be cast.

    Whispers from the Dead

    Power Point Cost: 2
    Components: V, S, F
    Casting Time: 5+ minutes
    Range: Personal
    Target: Self and one or more dead spirits
    Duration: Concentration
    Saving Throw: Will may negate (see text)
    Prerequisites: Astrological Prediction or Shamanic Ecstasy

    By speaking to dead ancestors and other spirits from beyond the grave, you gain insight into the future. You raise up a host of spirits (1d20), each of which must be individually addressed and placated before the desired shade appears to answer your questions.

    Summoning a dead spirit is far from a certain or trouble-free enterprise. The base chance that the particular spirit desired will answer the summons is 50% + 1% for each experience level of the caster of the spell. This chance of success also depends on several factors (see the table below).

    Modifier
    Condition
    +5%Caster is a shaman from an ancestor-worshipping culture
    +5%Caster can cast raise dead
    +5%Caster has 10+ ranks in Knowledge (Arcana)
    +10%Caster is a member of a sorcerous religion or prestige class
    +20%Subject and Caster both members of the same sorcerous cult or prestige class
    –30%Subject is an enemy of the caster, either personally or racially
    NoneSubject dead for up to 1 week
    –5%Subject dead for up to 1 month
    –10%Subject dead for up to 1 year
    –15%Subject dead for up to 10 years
    -20%Subject dead for up to 100 years
    -30%Subject dead for up to 1000 years
    -50%Subject dead 1000 + years
    -25%Spell cast by day
    NoneSpell cast at night
    +10%Spell cast at full moon
    +25%Spell cast on a holy day associated with the dead
    +10%Ancestor of desired spirit present at summoning
    -10%Spirit previously summoned by same sorcerer within the last 30 days

    Regardless of actual penalties or bonuses, the chance of success never drops below 5% or rises above 95%.

    Even if the spell fails to summon the desired spirit, almost always the summoning will attract the attention of other (potentially hostile) spirits or undead creatures, either from the netherworld or the general vicinity of the caster. The chances of summoning a malicious undead are 5%, cumulative with every failed attempt by the same caster. Note that this spell in no way protects you (or those present at the casting) from the attacks of inadvertently summoned undead.

    If the summoning is successful, any spirits in the area, as well as the desired spirit, materialise before you, incorporeal but visible (at least to you; The Games Master may decide if they are visible to others or not). Once the desired spirit is located in the group, the spirit’s willingness to answer questions will first determine the effectiveness of the spell. If the spirit formerly had more hit dice than your current level of experience, the shade is entitled to a Will saving throw to resist the interrogation.

    Provided that the spirit is agreeable, it can answer one question for every three levels you have (in any class). Summoned spirits tend to be evasive and cryptic. The Games Master may decide a spirit’s knowledge is limited to what the spirit knew while alive, or it may have some knowledge of future events.

    Regardless, a spirit usually can be called upon to answer specific questions about the near future, regarding actions undertaken before the next nightfall, but anything more than that falls under the category of Games Master’s caveat. The spirit will typically provide you with a useful piece of advice in reply to questions concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful.

    The Games Master may also care to increase the chances of summoning a hostile undead (even if the spell succeeds) to reflect the caster’s location and the tone of the campaign. Obviously, calling a beneficial spirit near the burial mound of a known spirit or outsider may bring both creatures to investigate the unusual summons.

    Material Component: Incense worth at least 250 sp.

    Focus: This spell requires a shallow pit filled with the blood from a slaughtered ram. The pit opens a symbolic link with the netherworld, while the blood serves to lure a spirit back into the world of the living. Note that the blood may also attract hostile undead (if the summoning fails).

    V. Fire Magic

    Fire magic is commonly practiced as a meditative technique in Hyrkania and the far East, but among western practitioners a debased form of the style is in vogue as a form of battle magic. Fire sorcerers learn to command the element of flame and spend long hours staring at candle-flames and into hot coals. The higher mysteries of this style are steeped in alchemy, and a sorcerer learns to burn away the base and the dross and purify his very mind and soul.

    Spells
    Prerequisites
    Heart of Flames (Basic Fire Sorcery)
    Flame Burst (Defensive Blast)Active Heart of Flames
    Beguiling SmokeHeart of Flames
    Boiling BloodActive Heart of Flames
    Candle of PassionActive Heart of Flames, Beguiling Smoke
    Dance of the FlamesActive Heart of Flames
    Elemental Form*Scholar Level 12, Active Heart of Flames, Summon Elemental
    Flames of AgniActive Meart of Flames, Inferno heat, Incinerating Gaze
    Flame WardActive Heart of Flames
    Greater Flame WardActive Heart of Flames, Flame Ward
    Greater Incinerating GazeActive Heart of Flames, Inferno Heat, Incinerating Gaze
    Incinerating GazeActive Heart of Flames, Active Inferno Heat
    Inferno HeatActive Heart of Flames
    Purifying Flames*Scholar Level 12, Craft (Alchemy) 7 ranks, Active Heart of Flames, Inferno Heat, Flames of Agni, Corruption 0
    Ropes of FireActive Heart of Flames, Inferno Heat
    Summon Elemental*Perform (song or an appropriate musical instrument) 7 ranks, Magic Attack Bonus +7, Active Heart of Flames,
    Inferno Heat, Incinerating Gaze

    Heart of Flames (Basic Fire Sorcery)

    Power Point Cost: 1
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Evil Eye
    Target: Self
    Duration: 10 minutes/level

    This is the basic spell of fire sorcery. If this spell is not active, then (with a single exception) the fire sorcerer cannot cast any spells from this style, not even his Defensive Blast.

    To cast Heart of Flames, the sorcerer must meditate for at least one round on a tongue of flame. It can be as small as a candle-flame or as large as a burning city, but the sorcerer must be able to see a flame in order to use this spell.

    Once the spell is cast, the sorcerer may keep trying to attune himself to the fire by making Concentration checks as free actions, with a maximum of one try per round.
    He may take 10 or 20 on this check if conditions permit and may keep making checks as long as the fire is within range. Especially large or small fires affect the difficulty of attunement.

    Heart of Flames Attunement

    Fire Size
    Examples
    Concentration DC
    Tiny
    Candle Flame, Glowing Ember
    25
    Small
    Torch Flame, Campfire
    20
    Medium
    Hearth Fire, Blazzing Torch
    15
    Large
    Bonfire, Forge
    10
    Huge
    Burning Building, Burning Man
    5
    Gigantic
    Burning City
    0

    If the sorcerer makes a successful Concentration check, then a spark leaps from the flame and embeds itself in his eyes. The sorcerer may now use other spells that he knows from this sorcery style for the duration of the heart of flames spell. Furthermore, the sorcerer is now immune to all damage from non-magical fire.

    Splashing water in the sorcerer’s face forces the sorcerer to make a Reflex save (DC 15) – if this test is failed, the spark of fire goes out.

    The Flame-Marked feat makes attunement easier.

    Flame Burst (Defensive Blast)

    Power Point Cost: All remaining points
    Components: V
    Casting Time: Immediate
    Range: Personal
    Effect: All within five feet of the caster
    Duration: Instantaneous
    Saving Throw: Reflex
    Prerequisites: Active Heart of Flames
    Magic Attack Roll: Sets DC for opponent’s Reflex save

    This spell causes a pillar of fire to surround the caster, blasting everyone around him for 1d6 fire damage for every Power Point expended. A successful Reflex save reduces the damage by half.

    Worse yet, anyone slain (reduced to – 10 or more hit points) by the blast also explodes in lesser explosion. These lesser explosions only deal 1d6 damage per level or HD of the victim to all within five feet of the victim (No more than the number of Power Points initially expended), and a Reflex save (DC 10) is allowed to take half damage from these explosions.

    Those killed by secondary explosions will also explode. It is possible for a chain of such explosions to rocket across a battlefield, killing dozens or even hundreds.

    Note, however, that these blasts all have a radius of only five feet.

    Beguiling Smoke

    Power Point Cost: 4
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Touch
    Target: Burning brazier
    Duration: One minute/level
    Prerequisites: Heart of Flames
    Saving Throw: Will resists
    Magic Attack Roll: Sets difficulty for the target’s Will saving throw

    By casting certain rare incenses and herbs into a burning brazier, the sorcerer conjures up a cloud of thick and scented smoke. This dense smoke gives concealment. Anyone in the smoke feels dizzy, disorientated and intoxicated, and so suffers a –2 penalty to all saving throws and skill checks. The sorcerer is immune to this smoke.

    Furthermore, the sorcerer may shape the smoke, causing images and illusions to form. These illusions can be used to disguise the sorcerer’s appearance, create fanciful or erotic images, or even appear horrific, forcing a Terror of the Unknown check (DC for the test is equal to the casting check) on those who see them. Only those who have inhaled the smoke can see the illusions.

    A Will save is permitted to see through the illusions. The sorcerer may change the illusion displayed each round as a free action, but only one Terror of the Unknown check per victim can be caused by this spell.

    Note that the sorcerer does not need an active heart of flames to cast this spell.

    Material Component: Incense and herbs worth 200 silver pieces.

    Boiling Blood

    Power Point Cost: 4
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Touch
    Target: One living creature
    Duration: One round/level
    Saving Throw: Fortitude negates
    Prerequisites: Active Heart of Flames
    Magic Attack Roll: Sets DC for opponent’s Fortitude save

    Boiling blood has two effects – it inflicts a great deal of damage on the creature touched, and it sets the creature’s blood aflame, greatly quickening its actions. When the sorcerer casts this spell, he may choose to inflict the damage at the start of the spell’s duration or at the end of the spell’s duration.

    For example, a sorcerer is attacked by a barbarian. He casts boiling blood on the barbarian, and chooses to have the damage effect of the spell happen immediately. The barbarian explodes.
    If, however, the sorcerer had been an ally of the barbarian, he could have chosen to have the damage effect come at the end of the spell’s duration, so the barbarian would have had the benefits of the fiery blood effect for several rounds before exploding (or having a Flame Ward placed upon him).


    Explosion: The target must make a Fortitude save against the spell. If he fails, he suffers 1d6 damage per level of the sorcerer. If this is enough damage to kill the target, then the target explodes and deals 1d6 damage per level or HD to all within 10 feet (Reflex save DC 15 for half damage).

    Fiery Blood: The victim gains the benefit of the Fighting-Madness feat for the duration of the spell. His movement is increased by ten feet. Furthermore, whenever he is struck by a melee attack with a piercing or slashing weapon, the hot blood that spurts out inflicts 1d6 points of fire damage on the foe who struck him. If the fiery blood effect comes before the explosion, then the victim only makes a saving throw at the end of the spell’s duration. If the spell is ended prematurely by the sorcerer’s death, then the victim explodes immediately.

    Candle of Passion

    Power Point Cost: 5
    Components: V, S, M, F
    Casting Time: 1 Standard Action
    Range: Magical Link
    Target: One person
    Duration: While the candle burns
    Prerequisites: Active Heart of Flames, Beguiling Smoke
    Saving Throw: Will negates
    Magic Attack Roll: Sets the DC for the target’s Will saving throw

    To prepare the candle of passion, the sorcerer must place the magical link to the target into a candle made from human fat and certain other rare oils. Making the candle requires four hours of work.

    Once the candle is prepared, it can be lit as a standard action. The candle will burn for twelve hours, and can be snuffed out and reused in future spells if its full duration is not exhausted.

    When the candle is lit, the target of the spell is seized with an intense emotion or obsession, chosen by the caster. The victim may make a Will save to resist the emotion for a brief time, but the fires of passion will continue to burn within him.

    For example, the victim might be able to make a Will save to avoid his anger driving him to start a brawl in a bar, but would have to make another Will save on the street outside when asked for alms by a beggar.

    Common emotions incited by the candle of passion include:
  • Lust (or lust for a specific person)
  • Anger (or hatred of a specific person)
  • Fear (or fear of a specific person)
  • Madness and hallucinations

  • If the candle is snuffed out, the spell ends immediately. If the candle is lit from the other end, then the sorcerer suffers the effects of the spell as well as the original target.

    Material Component: Rare oils costing 500 silver pieces.

    Focus: The candle itself.

    Dance of the Flames

    Power Point Cost: 4
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Personal
    Target: Self
    Duration: 1 round/level
    Prerequisites: Active Heart of Flames

    The sorcerer’s body seems to shimmer and flicker, as if he were in truth nothing but a man-shaped tongue of flame.

    All non-magical attacks on the sorcerer suffer an automatic 20% miss chance, and the sorcerer’s base movement is increased by 10 feet. When he moves, he seems to flicker from one spot to another without passing through the intervening space, giving him a +4 bonus to his Dodge Defence against attacks of opportunity caused by his movement.

    Elemental Form*

    Power Point Cost: 10
    Components: V, S, M
    Casting Time: 1 Full Round
    Range: Personal
    Target: Self
    Duration: 10 minutes/level
    Prerequisites: Scholar level 12, active Heart of Flames, Summon Elemental

    This spell transforms the caster into a fire elemental. When in elemental form, the sorcerer may still cast fire spells. He may also travel to otherworldly realms of fire using the elemental’s Manifest ability.

    Flames of Agni

    Power Point Cost: 2+
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Medium (100 feet + 5 feet/level)
    Area: Wave of flame 10 feet wide
    Duration: Instant or 1 round/scholar level
    Prerequisites: Active Heart of Flames, Inferno Heat, Incinerate
    Saving Throw: Reflex
    Magic Attack Roll: Sets DC for the victim’s Reflex save

    This potent attack spell is better known as the flames of Ahriman in the western world.

    When cast, a wave of flames ten feet wide and ten feet tall washes out from the sorcerer, starting at his position and rushing in a straight line out to the maximum range of the spell. Anyone caught in these onrushing fires suffers 1d6 points of fire damage per two power points invested in the spell.

    The one restriction on the spell is that the wall of flames must draw energy from a fire nearby – if the wall of flames does not have a flame within twenty feet of it, it vanishes.

    For example, a hundred-foot long corridor is lined with five burning braziers that are spaced evenly down its length. The sorcerer stands at one end and casts this spell, and a wall of flame rushes down the corridor, sustained by the burning braziers, and so reaches a victim at the far end.

    If, however, the middle brazier was not alight, then the flames of Agni would vanish at the mid-point of the corridor, as there is no other fire source within twenty feet.


    Alternatively, this spell can be cast as a stationary wall of fire anywhere within range. In this form, the flames of Agni last for one round per scholar level. The wall still needs a source of fire to sustain it.

    Flame Ward

    Power Point Cost: 1
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Touch
    Target: One creature
    Duration: 10 minutes/level (D)
    Prerequisites: Active Heart of Flames

    This spell prevents the target from being damaged by any non-magical fire, and gives a +4 bonus to all saving throws against magical fire effects.

    Greater Flame Ward

    Power Point Cost: 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature
    Duration: One minutes per Scholar level (D)
    Prerequisites: Active Heart of Flames, Flame Ward
    Magic Attack Roll: None

    The greater flame ward spell prevents the target from being damaged by magical fire and normal fire.

    Greater Incinerating Gaze

    Power Point Cost: 6
    Components: V, S
    Casting Time: One Full action
    Range: Personal (special; see below)
    Duration: One round per Scholar level
    Prerequisites: Active Heart of Flames, Inferno Heat, Incinerating Gaze

    The sorcerer's gaze now crackles with magical energy, and anything he looks at burst into flame.

    The sorcerer may take a number of free actions equal to his Charisma bonus each round. Each free action deals 1 point of fire damage to any target or object within visual range of the sorcerer's gaze. This means that if a sorcerer can see a person a mile away as a speck in the distance, he could still cast this spell on them, even if he not know who they were.

    For Example, a sorcerer with Charisma of 16 (+3) could deal three damage to one target, or one damage to three targets or any combination adding up to three.

    Note that this damage is in addition to any other spells or actions taken by the sorcerer.

    Incinerating Gaze

    Power Point Cost: 3
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Personal
    Target: Self
    Duration: One round per scholar level
    Prerequisites: Active Heart of Flames, Active Inferno Heat

    The sorcerer’s gaze now crackles with magical energy, and anything he looks at bursts into flame. The sorcerer may take a number of free actions equal to his Charisma bonus each round. Each free action deals one point of fire damage to any target or object within Evil Eye range of the sorcerer’s gaze.

    For example, a sorcerer with a Charisma of 16 (+3) could deal three damage to one target, or one damage to three targets or any combination adding up to three.

    Note that this damage is in addition to any other spells or actions taken by the sorcerer.

    Inferno Heat

    Power Point Cost: 5
    Components: V, S, M
    Casting Time: 1 Full Round
    Range: Personal
    Area: 30 ft emanation centred on the caster
    Duration: 1 hour/level (D)
    Saving Throw: Fortitude resists
    Prerequisites: Active Heart of Flames
    Magic Attack Roll: Sets DC for opponent’s Fortitude save

    Inferno heat makes the air around the sorcerer ripple with a heat-haze; it makes each breath feel like it burns the lungs, it makes metal hot to the touch and causes water to boil.

    In this intolerable furnace, it is hard to tell which of these effects are real and which are just hallucinations brought on by the heat of the sorcerer’s presence. The heat saps a man’s ability to think, to act, even to breathe.

    Characters within the area of effect of an inferno heat who are not protected by a Heart of Flames, Flame Ward or similar effect must make a Fortitude save when they enter and every ten minutes thereafter. A character who fails this saving throw becomes fatigued, or becomes exhausted if already fatigued.

    Purifying Flames*

    Power Point Cost: 12
    Components: V, S, M
    Casting Time: 6 hours
    Range: Touch
    Effect: Turns a bonfire into the purifying flames
    Duration: One round/level
    Prerequisites: Scholar level 12, Craft (Alchemy) 7 ranks, active Heart of Flames, Inferno Heat, Flames of Agni, Corruption 0

    This potent spell is the height of Khitan fire magic. Preparing the purifying flames takes six hours of ritual chanting, dancing and throwing alchemical powders into the flames. When the spell is cast, the flames flare blue, green and finally burn a bright gold for the duration of the spell.

    While the spell is in effect, a person who steps into the flames and remains there for one round must make a Will save. The difficulty of the Will save depends on which effect the person desires from the flames. In each case, the Will save is penalised by the person’s Corruption score.

  • Disease or Poison (DC 20): Each round spent in the flames removes one disease or poison afflicting the character
  • Emotions and Memories (DC 25): Each round spent in the flames removes one emotion or group of memories.
    The character either forever loses the memories, or becomes unable to feel a particular emotion again. The character chooses which emotions or memories are burnt away
  • Hostile Magic (DC 25): Each round spent in the flames removes either one spell affecting the character, or destroys one magical link to the character that is in the hands of another
  • Age (DC 30): Each round spend in the flames reduces the character’s physical age by 1d10 years
  • Corruption (DC 40): Each round spent in the flames removes one point of Corruption

  • If the Will save is failed, the person suffers 8d6 points of fire damage from the intense flames.

    A character can remain in the flames for multiple rounds – once he makes a successful Will save, he gains the benefits of the flames for as long as he remains in the fire.

    If more than one person enters the flames at the same time, then the same thing happens to all of them.

    For example, three people enter the purifying flames. One desires youth, and makes his DC 30 Will save. One desires to be cured of a disease, and makes his DC 20 Will save. The third desires purification, but he fails his Will save. All three grow younger, are cured of disease, and suffer 8d6 fire damage.

    Material Component: Rare powders and other alchemical ingredients, costing 10,000 silver pieces.

    Ropes of Fire

    Power Point Cost: 4
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Close (25 feet + 2 feet/level)
    Target: One creature
    Duration: Concentration
    Prerequisites: Active Heart of Flames, Inferno Heat

    When this spell is cast, snaking ropes of fire appear and twine themselves around the limbs of the target.

    The sorcerer can control the movement of these ropes, allowing him to change the target of the ropes to any other creature within range. Commanding the ropes is a free action that can be taken once per round.

    A character trapped in the ropes may not move or take any actions without taking damage – moving against the ropes causes the trapped character to suffer 1d6 fire damage. A character may make an Escape Artist check (DC 30) to slide out of the ropes without taking damage.

    The sorcerer may also choose to command the ropes to constrict, which deals damage equal to 1d6 + the sorcerer’s Charisma bonus.

    Summon Elemental*

    Power Point Cost: 2 per HD of elemental
    Components: F or V, M, XP
    Casting Time: 1 Full Round
    Range: See below
    Effect: One elemental of maximum HD equal to twice the scholar’s level
    Duration: One task, lasting up to one hour/level
    Saving Throw: See below
    Prerequisites: Perform (song or an appropriate musical instrument) 7 ranks, Magic Attack Bonus +7, active Heart of Flames, Inferno Heat, Incinerating Gaze
    Magic Attack Roll: Sets DC for target’s saving throw

    Other than the changed prerequisites, and the fact that this spell only allows the sorcerer to summon a fire elemental, this spell is identical to the version of this spell presented in the Summoning Chapter.

    VI. Frost Magic

    Frost Magic is the magic of the Aesir and the Vanir of the far north, and is practised by shamans and priests of Ymir and other strange northern gods. It is the magic of winter wind and biting cold, of tundra and mountain and storm-cloud. Frost magic is at its strongest during the winter, and weakened severely in summer and in hot climates.

    The Power Point costs for all Frost Magic spells are reduced by two points during winter and increased by two points in summer; similarly, costs are reduced by one in cold nations, unchanged in most lands, and increased by one, two or three in warm, tropical or desert lands respective. These changes are cumulative – beware the Frost Mage in the depths of winter! The cost of a Frost Magic spell cannot be reduced to 0 by these changes.

    Spells
    Prerequisites
    Fell of Frost (Basic Frost Sorcery)
    Icy Flames (Defensive Blast)Fell of Frost
    Become BeastScholar Level 4, Fell of Frost
    Chill TouchFell of Frost
    Command WeatherKnowledge (Nature) 7 ranks, Winds of Madness
    Icy SlumberScholar Level 5, Chill Touch
    Ride the Storm*Scholar Level 10, Command Weather, Servants of Ice, Spirit of the Avalanche
    Servants of IceScholar Level 6, Magic Attack Bonus +4, Shape Snow
    Shape SnowKnowledge (Nature) 2 ranks, Fell of Frost
    Spirit of the Avalanche*Scholar Level 8, Shape Snow, Winds of Madness
    Winds of MadnessKnowledge (Nature) 2 ranks, Fell of Frost

    Fell of Frost (Basic Frost Sorcery)

    Power Point Cost: 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: Self
    Duration: One hour/level
    Saving Throw: None

    The Fell of Frost spell covers the sorcerer’s garments or skin with a shimmering rime of frost.

    This increases the AP of his clothing or his natural AP by 2, and he becomes immune to damage from natural cold.

    Icy Flames (Defensive Blast)

    Power Point Cost: All remaining points
    Components: V
    Casting Time: Immediate
    Range: Personal
    Effect: All within 10 feet of the caster
    Duration: Instantaneous
    Saving Throw: Reflex (see below)
    Prerequisites: Fell of Frost
    Magic Attack Roll: Sets DC for opponent’s Reflex save

    A storm of blue-white flames explodes around the caster, but these tongues of fire are incredibly cold to the touch!

    Icy Flames inflicts 1d6 cold damage on all creatures within 10 feet of the sorcerer for every two Power Points expended. Furthermore, any creature who fails its Reflex save is blinded for one round per Power Point expended.

    Become Beast

    Power Point Cost: 5
    Components: V, S, M
    Casting Time: 1 full round
    Range: Personal
    Target: Self
    Duration: One hour/level
    Prerequisites: Scholar level 4, Fell of Frost

    Other than its changed prerequisites, this spell is identical to the Nature Magic version of Become Beast.

    Chill Touch

    Power Point Cost: 4
    Components: V, S, (F)
    Casting Time: 1 standard action
    Range: Personal
    Target: Self
    Duration: One round/level
    Saving Throw: None
    Prerequisites: Fell of Frost

    Chill touch wreathes the sorcerer’s hands in an aura of deathly cold.

    Anyone touched by the sorcerer suffers 1d4 + the sorcerer’s Charisma bonus in cold damage. If the sorcerer is wielding a weapon, then he may add his Charisma bonus to the weapon’s damage as extra cold damage.

    The cold from a chill touch spell only affects living creatures – it is the cold of death, not a natural cold.

    Focus: Optionally, a weapon.

    Command Weather

    Power Point Cost: 8
    Components: V, S
    Casting Time: 10 minutes
    Range: 10 miles/level
    Duration: 1d4 hours
    Prerequisites: Knowledge (Nature) 7 ranks, Winds of Madness

    This spell allows the caster to control the weather in the surrounding area. He can summon up snowstorms or howling winds, quell the raging seas, or pour so much rain into a river that it bursts its banks and floods a town.

    The caster cannot call up any weather that is outside the possible range for a region in the current season, so he cannot create a snowstorm in the desert or at the height of summer.

    Icy Slumber

    Power Point Cost: 8
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature
    Duration: Until revived
    Saving Throw: Fortitude negates
    Prerequisites: Scholar level 5, Chill Touch
    Magic Attack Roll: Sets DC for opponent’s Fortitude save

    The victim of an icy slumber must make a successful Fortitude save or have all the life drained from their body. If the saving throw is failed, the victim falls down and appears to be dead. He will remain in this comatose state until warmed, where upon he may make another Fortitude saving throw against DC 15.

    If this is successful, the victim is revived safely. If the save fails, the victim permanently loses two points of Constitution and remains comatose.

    This check may be repeated every round until the warmth is removed. A Healing check may be made if the victim is being cared for by a physician, wrapped in blankets and so forth – the result of this skill check may be used instead of the victim’s Fortitude saving throw if it is higher.

    A comatose victim of icy slumber will be warmed naturally after a few hours in temperate climates, or a few minutes in hot lands. In the frozen north, though, the victim may slumber for many years, even centuries, before being discovered and restored.

    Although the victim of an icy slumber does not age while comatose, the DC of the Fortitude save to revive increases by +1 for every 10 years he remains frozen, so a character who has been buried for centuries is more likely to die than return to life.

    Ride the Storm*

    Power Point Cost: 15
    Components: V, S
    Casting Time: 1 full round
    Range: Personal
    Target: Self
    Duration: One round/level
    Prerequisites: Scholar level 10, Command Weather, Servants of Ice, Spirit of the Avalanche

    By means of this spell, the sorcerer leaps into the sky and rides the storm winds. This gives the following benefits:

    * The sorcerer may fly up to 300 feet per round. He may hover freely, and may travel at great speeds, covering a mile every fifteen rounds.

    * The sorcerer may direct hurricane-force winds as he wishes.

    Wind Force
    Wind Speed
    Ranged Attacks Normal / Siege Weapons
    Wind Effect
    Fort DC
    Hurricane
    75-174 Mph
    Impossible / -8
    Blown Away
    20

    * He may command the storm, gaining the benefits of a shape snow and command weather spell.

    * He may hurl one lightning bolt per round. The sorcerer must make a ranged attack to hit with these bolts, and the lightning bolt inflicts 6d6 damage. Lightning bolts have a maximum range of sight.

    * Once per round, he may create a thunderclap with a word or gesture as a free action. A thunderclap inflicts 1d6 damage on anyone within 30 feet of the sorcerer, and those within 120 feet of the sorcerer must make a Fortitude save (DC15) or be deafened for 2d6 rounds. Deafened characters can still hear the sorcerer’s thunderous words.

    Servants of Ice

    Power Point Cost: 6 for the first round, +3 for each additional round
    Components: V, S, M
    Casting Time: 1 full round
    Range: Close (25 ft. + 5 ft. per level)
    Target: One Small object per level; see text
    Duration: Power Points
    Saving Throw: None
    Prerequisites: Scholar level 6, Magic Attack Bonus +4, Shape Snow

    The servants of ice spell creates temporary creatures out of the snow to serve the caster. These behave like the animated objects created by the animate statue spell (Prestidigitation Sorcery Style).

    This spell imbues inanimate objects with limited mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.

    No special concentration is necessary to cause the servants animated by this spell to remain animated and fulfill the sorcerer’s wishes. He may instruct them anew once each round as a free action. No skill check is needed to do this.

    The sorcerer may animate one Small servant per scholar level. Alternatively he can animate larger objects as follows. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. Servants of ice cannot be animated as Tiny or smaller creatures.

    The conjured servants are usually roughly humanoid, although the sorcerer may also create snow-worms, snow-mammoths or other animals. He cannot create shapes that do not echo a living creature commonly found in snowy places (so, he could make a snow-bear, but not a snow-rhino or snow-octopus).

    Use the animated object statistics (Secret of Skelos - P92/93) for the servants of ice, with the following notes:
    * Servants of Ice have hardness 0.
    * Servants of Ice deal one extra point of cold damage with each attack.
    * The sorcerer can cause a Servant to reform, regaining all its hit points. This costs one Power Point for a Small Servant, two for a Medium, four for a Large and so forth. Reforming the servant requires a standard action from the caster.

    Shape Snow

    Power Point Cost: 5
    Components: V, S
    Casting Time: 10 minutes
    Range: One mile/level
    Effect: Controls snowfall
    Duration: One hour/level
    Prerequisites: Knowledge (Nature) 2 ranks, Fell of Frost

    By means of this spell, the sorcerer can control the shape and course of the falling snow. He can, for example, cause the snow to pile up in front of a cave mouth and block it off, or turn a snowy tundra into a surreal labyrinth of icy walls. He can even build structures and castles out of the falling snow.

    For simple projects, such as creating a huge snowdrift in front of a castle wall, the sorcerer does not need to concentrate – he simply casts the spell, gives his commands to the snow, and can carry on about his business. More complex works, such as a labyrinth or causing the snow to bury a moving target, require the sorcerer to concentrate. Major construction works, like building a snow castle, require a Knowledge (Architecture and engineering) check to ensure the finished building is relatively stable.

    The DC varies with the complexity of the building.

    The amount of snow that the sorcerer can command depends on how much snow is actually falling from the sky.

    A wall made from snow has Hardness 0 and 1 hit point per inch of thickness. In the cold north, the sorcerer can pack the snow into ice, which has three hit points per inch of thickness. Snowy structures are unstable, but will last as long as the snow does not melt.

    If this spell is cast on a party travelling through the snows, it slows their movement by half and gives a –6 penalty to Survival checks for finding direction.

    Spirit of the Avalanche*

    Power Point Cost: 10
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 feet + 10 feet/level)
    Area: Up to one square/level
    Duration: Instantaneous
    Saving Throw: Reflex
    Prerequisites: Scholar level 8, Shape Snow, Winds of Madness
    Magic Attack Roll: Sets the DC for the victim’s Reflex save and escape checks

    When this spell is cast, the sorcerer causes ice and snow and rocks around him to spontaneously rise up and then crash down upon his foes, burying them. A number of five-foot squares equal to the scholar’s level are affected. These squares must be non-diagonally contiguous (each square must be adjacent to at least one other affected square). The spell can only be cast on rocky or snowy ground.

    Those in squares affected by the spell suffer 3d6 damage, are knocked prone and buried under the snow. A successful Reflex save halves the damage and prevents the victims from being knocked down and buried. A buried character must dig himself out, which requires a Strength or Escape Artist check against the sorcerer’s magic attack roll. A buried character is considered to be drowning.

    If this spell is cast in a place where an avalanche might naturally happen, the damage is doubled to 6d6.

    Winds of Madness

    Power Point Cost: 7
    Components: V, S
    Casting Time: 10 minutes
    Range: 10 miles/level
    Target: One individual/two levels
    Duration: One hour/level
    Saving Throw: Will negates
    Prerequisites: Knowledge (Nature) 2 ranks, Fell of Frost
    Magic Attack Roll: Sets DC for target’s Will save

    The winds of madness are icy gusts of air that seem to howl and whisper eerie messages. All the individuals targeted by this spell must be in the same general area, so that the same wind can reach them all. The spell can have two effects.

    Firstly, the spell can be used to carry a message to the targets. The same message is given to each target, as the sorcerer’s words are carried on the howling winds.

    Secondly, the spell can be used to drive its victims insane. Targets must make a Will save every hour – if the saving throw is failed, then the victim suffers a –1 penalty to further Will saves made against the sorcerer’s spells until he is able to sleep. Targets cannot rest or get to sleep in the hour after failing a Will save, and so cannot regain power points or avoid becoming fatigued. If a character’s Will save is a negative result (for example, the target has a +2 Will save, rolls a 3, and has a –6 penalty to saving throws because of six hours of winds of madness), then he goes temporarily insane.

    The spell has no effect on sleeping or unconscious characters.

    VII. Hedge Magic

    Hedge magic is the commonest form of magic in the Hyborian age. It is a half-understood collection of folk beliefs and charms, some of which have some little power. It is primarily intended for use by non-player characters and dabblers. A village wisewoman might have a Scholar Level or three and know a few spells from this style. Hedge magic is noticeably weaker and less flashy than other sorcery styles.

    A sorcerer who knows only Hedge Magic is not subject to the Rule of Obsession. A character with the Dabbler feat may choose Hedge Magic as their style of magic.

    Spells
    Prerequisites
    Blessings and Curses (Basic Hedge Magic)
    Sign Against Evil (Defensive Blast)Blessings and Curses
    Blessing of the Good GodCure-All
    BlightMagic Attack Bonus +1, Blessings and Curses
    Cure-AllHeal 1 rank, Blessings and Curses
    Love CharmTwisting of Tongue and Eye
    Send DreamsTwisting of Tongue and Eye
    Twisting of Tongue and EyeBluff 1 rank, Sleight of Hand 1 rank, Blessings and Curses

    Blessings and Curses (Basic Hedge Magic)

    Power Point Cost: 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Evil Eye
    Target: One creature
    Duration: Up to one day
    Saving Throw: Will negates
    Magic Attack Roll: Sets the DC for the target’s Will save

    This spell puts a minor blessing or curse on the target. The exact nature of the blessing or curse is up to the sorcerer, but the spell cannot do more than give a +1 bonus or –1 penalty to any one roll. It is up to the Games Master when exactly this spell takes hold.

    For example, a hedge wizard might cast blessings and curses on a player character who insulted him, and declares that animals will hate the character. For the rest of the day, dogs growl and cats hiss at the character, and he suffers a –1 penalty to one Riding check chosen by the Games Master.

    Sign Against Evil (Defensive Blast)

    Power Point Cost: All remaining points
    Components: V
    Casting Time: Immediate
    Range: Personal
    Target: Self
    Prerequisites: Blessing and Curses

    The sorcerer gains a luck bonus to any one saving throw or to their Dodge/Parry Defence against a single attack equal to the number of power points expended.

    Blessing of the Good God

    Power Point Cost: Varies
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: One living creature or one field of crops
    Duration: Instantaneous (counter-spell) or one season (other uses)
    Prerequisites: Cure-All
    Magic Attack Roll: Special

    The blessing of the good god is known by different names in different lands. In Aquilonia, it is the blessing of Mitra; in Stygia, the spell is attributed to Derketo, while in Shem, it is Ishtar’s spell.

    This spell can be cast in three ways.

    Firstly, it can be used as a counter-spell against a blight spell. The caster may make a magic attack roll against the magic attack roll of the blight; if the blessing roll is higher, the blight is lifted. The PP cost of the blessing spell must be equal to or greater than that of the blight.

    Secondly, when cast on a herd or field, it increases the harvest by 5% per Power Point spent.

    Thirdly, when cast on an individual, it gives a +1 bonus per two Power Points spent to any Fortitude saving throw against a mundane disease or poison, or against the travails of child-birth.

    Material Component: Charms, sacrifices and other ritual components costing 10 silver pieces per Power Point.

    Blight

    Power Point Cost: Varies
    Components: V, S
    Casting Time: 1 standard action
    Range: Evil Eye or Magical Link
    Target: One living creature or one field of crops
    Duration: Until healed or one season
    Saving Throw: Special (see below)
    Prerequisites: Magic attack bonus +1, blessings and curses
    Magic Attack Roll: Sets the DC for the victim’s saving throw

    Blight allows the sorcerer to curse a victim. There are several manifestations of this spell, which cost a varying number of Power Points:
    * Weakness: The target feels weak and drained. His Strength is reduced by one point per two Power Points spent until the character rests. A successful Fortitude save negates this effect.

    * Lameness: The target twists his ankle or sprains his wrist. His Dexterity is reduced by one point per two Power Points spent until the character receives a successful Heal check (DC 15). A successful Fortitude save negates this effect.

    * Sickness: The target feels ill and dizzy. His Constitution is reduced by one point per two Power Points spent until the character receives a successful Heal check (DC 15). A successful Fortitude save negates this effect.

    * Bad Dreams: The target suffers from series of nightmares and waking hallucinations that affect his sanity. His Intelligence is reduced by one point per two Power Points spent until the character makes a successful Concentration check (DC 20). A successful Will save negates this effect.

    * Foolish Thoughts: The target’s good judgement is clouded and he becomes distracted or obsessed by foolish things. His Wisdom is reduced by one point per two Power Points spent until the character makes a successful Concentration check (DC 20). A successful Will save negates this effect.

    * Ugliness: The target suffers from boils, pock-marks and a foul body odour. His Charisma is reduced by one point per two Power Points spent until the character receives a successful Heal check at (DC 15). A successful Fortitude save negates this effect.

    * Bad Harvest: When cast on a field, orchard or garden, this reduces the yield of the area by 10% per Power Point spent for one harvest. When cast on a herd of animals that produce some useful item, such as wool from sheep or milk from cows, the yield of the herd is reduced by 10% per Power Point spent until the animals are tended with a successful Handle Animal or Heal check at (DC 20).

    * Barrenness: The target is unable to sire or bear children until he or she receives a successful Heal check at (DC 20). A successful Fortitude save negates this effect. This effect costs 5 Power Points.

    Cure-All

    Power Point Cost: Varies
    Components: V, S, M
    Casting Time: Special
    Range: Personal
    Target: Self
    Duration: One Heal Check
    Prerequisites: Heal 1 rank, Blessings and Curses

    For each Power Point expended in casting this spell, the sorcerer gains a +1 insight bonus to a Heal check made at the same time, up to a maximum of the sorcerer’s Wisdom bonus. For example, a sorcerer with Wisdom 16 could spend three Power Points when casting this spell to get a +3 bonus to a Heal check.

    Material Component: Potions, herbs, poultices and charms worth 2 silver pieces per Power Point.

    Love Charm

    Power Point Cost: 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Evil Eye
    Target: One living creature
    Duration: Until the target sleeps
    Prerequisites: Twisting of Tongue and Eye
    Saving Throw: Will negates
    Magic Attack Roll: Sets the DC for the target’s Will save

    If the target falls victim to the love charm, he is charmed and fascinated by the caster, and will normally respond favourably to him.

    In game terms, the target’s reaction towards the caster is shifted one step towards Helpful. Often, the target will be attracted or lustful towards the caster.

    This spell automatically wears off while the target sleeps.

    Send Dreams

    Power Point Cost: 4
    Components: V, S
    Casting Time: One night
    Range: Magical Link
    Target: One living creature
    Duration: One night
    Saving Throw: Will negates (see below)
    Prerequisites: Twisting of Tongue and Eye

    The send dreams spell allows the sorcerer to project his dreams to another living being. The sorcerer must dream these dreams too, so if the sorcerer wishes to project a specific message, he must practise lucid dreaming. This requires a Concentration check (DC varies depending on the complexity of the dream). The target knows that he is dreaming, and may not remember all of the dream upon awakening.

    If the sorcerer wishes, he can project nightmares or other unusual dreams to the target. The target must make a Will save (DC equals the caster’s Concentration result) to avoid being fatigued when he awakens. The sorcerer is automatically fatigued by the shared nightmares and does not regain any Power Points for sleeping.

    The projected dreams can be detected and read using the sorcerous news spell.

    A character may also use send dreams to enter the Dreamlands :
    Descend the Steps of Lighter Slumber, and you enter the realm of mortal dreams. These are passing fancies, fragile fantasies that vanish with the dawn. The eternal Dreamlands lie beyond these common dreams, and only accomplished dreamers can descend the much longer Steps of Deeper Slumber each night.

    The Dreamlands are a series of fantastic and strange kingdoms, thronged with magic and horrific monsters. Most of the denizens of the Dreamlands are native to the plane, even the humans who live there.

    However, especially skilled dreamers have managed to transfer their souls to the Dreamlands upon death, to dwell in crystal palaces and marvellous sunset cities. Life in the Dreamlands is quite literally unreal, and there is a hollowness to many dreams that makes them unsatisfying, but there are wonders here too.

    Sorcerers from both the mortal world and other dimensions visit the Dreamlands on occasion.

    Twisting of Tongue and Eye

    Power Point Cost: Varies
    Components: V, S
    Casting Time: 1 standard action
    Range: Evil Eye
    Target: One living creature
    Duration: One skill check
    Prerequisites: Bluff 1 rank, Sleight of Hand 1 rank, Blessings and Curses

    This glamour gives a bonus of +1 per Power Point spent to any one of the caster’s skill checks using a skill from the following list: Bluff, Diplomacy, Disguise, Hide, Intimidate, Move Silently or Sleight of Hand.

    The caster cannot spend more Power Points than the relevant ability score bonus to that skill.
    For example, Diplomacy is a Charisma-based skill, so the caster cannot spend more Power Points than his Charisma Bonus +2.

    VIII. Hypnotism

    Hypnotism is extremely useful both as a direct means of attack and for far more subtle purposes. Though it may not be so quick as a hurled globe of demon-fire, it can still provide fairly rapid effects that are significantly more versatile than mere flaming destruction.

    Hypnotism is not inherently sorcerous. Much hypnotism is simply mesmerism, an ability to take advantage of another’s superstitious fears and unconscious willingness to be dominated. This type of hypnotism requires no expenditure of Power Points but simply takes time. It is for this reason that some scholars regard hypnotism as beneath themselves, considering it to be no true sorcery.

    However, many of the more advanced hypnotic spells do require sorcery, such as when it comes to forcing a victim to do one’s bidding, or affecting him at distances where mere mesmerism would be quite unfeasible.

    Spells
    Prerequisites
    Entrance (Basic Hypnotism)
    Terrible Fascination (Defensive Blast)
    Binding of the WillDomination, Demonic Pact or Greater Demonic Pact, Knowledge (Arcana) 7 ranks, Intimidate 7 ranks, Magic Attack Bonus +5
    BoundaryMagic Attack Bonus +7, Entrance, Hypnotic Suggestion
    Call of DamballahMagic Attack Bonus +4, Cha 13, Domination, Enslave, Entrance, Hypnotic Suggestion, Ranged Hypnotism
    Crimson PortentsEntrance
    Dance of AtaliCha 13, Magic Attack Bonus +7, Entrance, Hypnotic Suggestion, must be a female worshipper of the Nordheimir pantheon
    Dance of the CobrasPerform (any musical instrument) 5 ranks, Ritual Sacrifice, must be a worshipper of Hanuman, Entrance, Telekinesis
    Delay SuggestionMagic Attack Bonus +4, Entrance, Hypnotic Suggestion
    DominationMagic Attack Bonus +3, Entrance
    Dread SerpentMagic Attack Bonus +4, Entrance
    Dream DancePerform (Dance) 7 ranks, Entrance, Mass Hypnotic Suggestion
    Dreams of EcstasyMagic Attack Bonus +4, Ritual Sacrifice, Entrance
    Dreams of HorrorMagic Attack Bonus +4, Ritual Sacrifice, Entrance
    Dreams of VictoryMagic Attack Bonus +5, Dreams of Ecstasy, Dreams of Horror, Entrance
    EnslaveCha 13, Magic Attack Bonus +4, Entrance, Domination, Hypnotic Suggestion, Ranged Hypnotism
    Greater Voice of PowerMenacing Aura, Magic Attack Bonus +8, Voice of Power
    Hypnotic SuggestionMagic Attack Bonus +2, Entrance
    IllusionMagic Attack Bonus +5, Entrance, Dread Serpent, Conjuring
    Inviolate OathKnowledge (Arcana) 5 ranks, Entrance, Mass Hypnotic Suggestion, Greater Ill-Fortune
    Mass Delay SuggestionMagic Attack Bonus +8, Entrance, Delay Suggestion
    Mass Hypnotic SuggestionMagic Attack Bonus +5, Entrance, Hypnotic Suggestion
    Peacock's BeautyEntrance
    Ranged HypnotismMagic Attack Bonus +5, Entrance, Hypnotic Suggestion
    Reverse LoyaltiesEntrance, Mass Hypnotic Suggestion, Magic Attack Bonus +6
    Savage BeastMagic Attack Bonus +3, Entrance, Hypnotic Suggestion
    SeductionEntrance
    SwellMagic Attack Bonus +4, Entrance, illusion, Dread Serpent, Conjuring
    TormentMagic Attack Bonus +1, Entrance
    Voice of PowerSteely Gaze, Magic Attack Bonus +7, Entrance, Master-Words and Signs or Greater Demonic Pact
    Walk of ShadowsMagic Attack Bonus +3, Entrance
    Walk UnseenStealth 5 ranks, Entrance, Calm of the Adept

    Entrance (Basic Hypnotism)

    Power Point Cost: None
    Components: S, M or F
    Casting Time: One full round
    Range: Evil Eye
    Target: One creature
    Duration: Concentration
    Saving Throw: Will negates
    Magic Attack Roll: Sets DC for the target’s saving throw

    When you cast this spell, the target creature must make a Will saving throw or be unable to take any actions for as long as you concentrate.

    If the creature is attacked or sustains damage while entranced, it may attempt a saving throw again to throw off the effects of the spell. This second saving throw gets a bonus equal to the amount of damage inflicted.

    This spell can only affect a creature that has six or fewer hit dice.

    It is possible to boost the power of this spell by preparation. For each full round in which you do nothing but stare at the target creature before attempting to entrance it (whether or not you have eye-to-eye contact over that time) you can affect a creature of +2 HD and you gain a circumstance bonus of +1 on your magic attack roll.

    Note that an entranced creature is not stunned, so attackers gain no special advantage against it.

    Material Component or Focus: A shining object, such as a small mirror, suspended from a cord

    Terrible Fascination (Defensive Blast)

    Power Point Cost: All remaining points
    Components: V
    Casting Time: Immediate
    Range: Personal
    Area: 10 foot radius around the sorcerer
    Duration: 1d4 rounds
    Saving Throw: Will negates
    Magic Attack Roll: Sets DC for the victims’ saving throw

    When this spell is cast, all creatures within 10 feet of the sorcerer must make a Will saving throw or be entranced as if by the entrance spell. The entrancement lasts for 1D4 rounds and cannot be maintained longer than this, although the sorcerer may use the entrance spell on one of his victims while he is under the effect of terrible fascination.

    Binding of the Will

    Power Point Cost: 1 point/level or HD of the target
    Components: V, S
    Casting Time: One action
    Range: Touch
    Target: One living creature
    Duration: Permanent
    Saving Throw: Will negates
    Magic Attack Roll: Sets DC for target’s saving throw
    Prerequisites: Domination, Demonic Pact or Greater Demonic Pact, Knowledge (Arcana) 7 ranks, Intimidate 7 ranks, Magic Attack Bonus +5

    This spell is properly known as Ubbu-Zorath’s Binding of the Will, according to the book of unholy Acheronian sorcery where it was first discovered.

    To cast this spell on a foe, the sorcerer must be touching or grappling the target. If successfully cast and the correct number of Power Points are expended, then the victim is bound to the caster forever.

    This has the following effects:
    * The caster’s personal sigil or rune is branded onto the target’s flesh, inflicting 1d6 damage and forever marking the target as a possession of the caster.
    * The mark counts as a magical link for the purposes of spellcasting.
    * The target now counts as the caster’s thrall for the purposes of The Rule of the Master.
    * The caster has a +10 morale bonus to all Diplomacy, Intimidate or Sense Motive checks made against the target.
    * The target suffers a -4 penalty to all saving throws against the master’s spells.
    * If the caster is reduced to -1 Hit Points, the target is stunned for 1d4 rounds.
    * The only ways for a binded character to become free are for the sorcerer to voluntarily end the spell, or for it to be ended by the Rule of Impermanence.

    Furthermore, the caster may make a Concentration check (DC20) to attune himself to the target. This takes one full round at least, more if the target is very distant or if the target resists.

    While attuned, the caster has the following added abilities:
    * The caster possesses the target’s body and may dictate the target’s actions.
    * The caster may cast spells through the target, as long as the spells are Verbal or Somatic only. Spells with a Material component or a Focus can be cast if the target has the relevant items on his person. If the caster casts a spell through the target, then each spell costs the target one Power Point (or inflicts 1d4 points of Wisdom damage, if the target has no Power Points remaining). Use the target’s Spell Failure chance if the target is wearing armour.

    Yoking the will of another to your own is a vile deed; casting the spell garners one Corruption Point.

    Experience Point Cost: 250 xp.

    Boundary

    Power Point Cost: 1 point/10 ft. of boundary
    Components: V, S, M
    Casting Time: 1 round or more (see text)
    Range: Touch
    Line: A boundary up to 100 ft. long per level, and 100 ft. high
    Duration: Mortal
    Saving Throw: Will partial
    Prerequisites: Magic Attack Bonus +7 or higher, Entrance, Hypnotic Suggestion
    Magic Attack Roll: Sets DC for target’s saving throw

    This spell causes an invisible boundary to be created. The boundary emanates magical vibrations that repel a specific kind of creature as defined by the spellcaster. The kind of creature to be affected must be named specifically. A creature type or subtype is not specific enough.

    Creatures of the designated kind feel an overpowering urge to avoid crossing the boundary.

    A compulsion forces the creatures to avoid crossing the boundary, shunning the region of the boundary and never willingly returning to it while the spell is in effect.

    A creature that makes a successful saving throw can cross the boundary but feels uncomfortable doing so. This distracting discomfort reduces the creature’s Dexterity score by 4 points until it re-crosses the boundary.

    Material Component: Chalk or other powder to draw the line, at a cost of 10 silver pieces per 10 feet of line.

    Call of Damballah

    Power Point Cost: 6+6
    Components: V, S or F
    Casting Time: 1 hour, plus see below
    Range: Evil Eye and Magical Link
    Target: One creature of the same species as the sorcerer
    Duration: Mortal
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +4 or higher, Cha 13, Domination, Enslave, Entrance, Hypnotic Suggestion, Ranged Hypnotism
    Magic Attack Roll: Sets DC for target’s saving throw

    This spell is used to totally enslave a person and force him/her to come forward and be sacrificed at the appropriate time required by the caster.

    The spell is initially cast with a one-hour ceremony incorporating a Magical Link to the planned target. The sorcerer then has 24 hours in which to find the target and complete the spell.

    The Power Point cost listed reflects an expenditure of 6 PP to initially cast the ceremony, and a further 6 PP to complete the spell when the sorcerer speaks with the target.

    The end result of the call of Damballah spell is to produce an effect very similar to that of the domination spell, except that the duration is permanent and the target does not gain a new saving throw each time he is given an instruction. The sorcerer will need to give the target direct instructions, as for domination, but call of Damballah may not be used to cause the target to fall asleep or remove memories, unlike domination.

    In addition, a target who has failed his initial Will saving throw automatically fails any future Will saving throws against spells, spell-like effects or supernatural effects cast or caused by the sorcerer. The only ways for an affected character to become free are for the sorcerer to voluntarily end the spell, or for it to be ended by the Rule of Impermanence.

    The actual name of the spell varies with each shaman. A shaman dedicated to Jhebbal Sag would call this spell call of Jhebbal Sag.

    Focus: Magical link.

    Crimson Portents

    Power Point Cost: 1
    Components: V, S, F
    Casting Time: 2 minutes
    Range: Evil Eye
    Effect: All Picts or Ligureans in a radius of 30 ft. +5 ft. per scholar level
    Duration: Until the conclusion of the event ‘foretold’
    Saving Throw: Will negates
    Prerequisites: Entrance
    Magic Attack Roll: Sets DC for target’s Will saves

    This spell is used by the shamans of the Picts as a form of self-fulfilling prophecy to meet the ends of the shaman. If a war-chief has decided to wage war against an enemy he may ask the shaman to predict success to hearten the people. This is not a true divination, but a hypnotism, a means to take advantage of the Pict’s inherent superstitions.

    The shaman takes a captive and sacrifices him to the dark spirits (he may gain Power Points for this as normal), then cuts out the captive’s heart and glares at the throbbing mass to read the omens within. If the shaman wants success, that is what he announces when the sacrifice is dead, and if the Picts believe him, by failing their saving throw (which they can do willingly), then each of them receives a +1 bonus to all attack, damage and skill rolls when engaged in the event in question.

    If the shaman feels strongly against the event in question, the can announce failure or a costly victory, and the members of the tribe who believe him receive a -1 penalty to all attack, damage and skill check rolls when engaging in the event. Often a prediction of failure will lead to the abandonment of the engagement and has been known to upset the plans of many a would-be war-chief.

    Focus: Sacrificial victim.

    Dance of Atali

    Power Point Cost: 6 for the first round, 1 for each round thereafter
    Components: V, S, F
    Casting Time: 1 action
    Range: Close (25 ft. + 5 ft. per level)
    Target: Up to one male human/level
    Duration: Power Points
    Saving Throw: Will partial
    Prerequisites: Cha 13, Magic Attack Bonus +7, Entrance, Hypnotic Suggestion, must be a female worshipper of the Nordheimir pantheon
    Magic Attack Roll: Sets DC for target’s saving throw

    This spell causes males to follow the sorcerer wherever she goes, so long as she continues a wild and sensual dance begun with the casting of the spell.

    The sorcerer must make a Perform (dance) check each round. If her check result is below 20, the spell ends. If her check result is above 20, she adds half her check result as an enhancement bonus to her movement rate that round, rounded to the nearest 10 feet.

    All males affected by the spell will be filled with immediate and pressing feelings of lust for the sorcerer, and will follow her wherever she goes, though they will not be completely careless of danger and will certainly stop and fight if attacked. They may attempt Will saving throws when she initially casts the spell. Even a successful Will save does not entirely negate the effects of dance of Atali, and a character who successfully saves will still regard the sorcerer as devastatingly attractive – he may well follow her anyway.

    As a side benefit of the dance of Atali, the sorcerer is entirely immune to the effects of non-magical cold for the duration of the spell.

    If the sorcerer has the Ritual Sacrifice feat, she gains Power Points as though she had sacrificed any of the targets who die as a direct result of following her, whether she is able to lead them to a cold death at the bottom of a crevasse somewhere, or into an ambush.

    Focus: A scanty garment of high quality, which is the sorcerer’s only item of clothing.

    Dance of the Cobras

    Power Point Cost: 5
    Components: S, M, F
    Casting Time: One full round
    Range: Evil Eye
    Target: One humanoid creature
    Duration: Concentration
    Saving Throw: See below
    Prerequisites: Perform (any musical instrument) 5 ranks, Ritual Sacrifice, must be a worshipper of Hanuman, Entrance, Telekinesis
    Magic Attack Roll: Sets DC for the target’s saving throws or Perform checks

    The dance of the cobras is an extensive and elaborate but powerful ritual sacrifice that revolves around four pre-prepared hypnotised snakes. Four jars containing the snakes are smashed about the target.

    In effect, the snakes are inside the target’s five-foot square, though at the very corners of it. For the first 1d6 rounds, the target must make a Reflex saving throw each round or be bitten by one of the snakes, suffering the usual damage and poison effects for such a bite. If he chooses to spend the whole of each round just dodging snakes (similar to a Total Defence action in combat) he gains a +4 circumstance bonus to his Reflex saving throws.

    Note that the snakes do not make normal attack rolls against the target; they are, after all, hypnotised and even at this stage there is a strange, rhythmic quality to their rapid, darting movements. However, if the target attempts to leave the square, all four snakes immediately make attacks as normal. They are assumed to have attacks readied for just such an eventuality.

    After the initial 1d6 rounds, the spell creates unearthly music sacred to the god Hanuman and the hypnotised snakes begin to dance. The target may either continue to make Reflex saving throws to avoid them, with a +2 synergy bonus if he has at least five ranks of Perform (dance) or he may instead simply make Perform (dance) checks at the same DC.

    If the victim dies from being bitten by the snakes, whether from direct damage or from poison, the sorcerer who cast the spell gains a number of benefits as follows:
    * Power points as though the target had been slain by the sorcerer. One Power Point is gained for every three of the target’s hit points, or one Power Point for every two of the target’s hit points if the target was a human female.
    * +2 morale bonus to all attack rolls and magic attack rolls for the next 24 hours.

    If the victim somehow escapes or is rescued, the sorcerer instead suffers a –1 morale penalty to Defence and all saving throws for the next day.

    Material Component: Four jade jars, worth at least 100 silver pieces each. With the snakes inside (see below), these must be balanced among the rafters of the room in which the spell is to be used or, if the sorcerer has Improved Telekinesis available, concealed somewhere in the room or about the person of the sorcerer.

    Focus: Four cobras, of at least Small size. These must somehow be placed in jars before the spell is cast.

    Delay Suggestion

    Power Point Cost: 2
    Components: V, S
    Casting Time: 1 standard round
    Range: Evil Eye
    Target: 1 living creature
    Duration: 3 days per Scholar level until trigged, afterwards it lasts for 10 minutes plus 1 minute per Scholar level or until completed
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +4, Entrance, Hypnotic Suggestion
    Magic Attack Roll: Sets DC for the target's saving throw

    This spell works identically to hypnotic suggestion except the influence over the subject's actions does not come into affect until triggered by something defined by the sorcerer. This trigger could be a simple as the spell's target going to a certain place, meeting a specific person or hearing a key word or phrase.

    The instructions on what trigger is must be 10 words or less; if the instructions are longer, the target is allowed another Will saving throw to shake off the spell's effects, gaining a +1 bonus to their roll per word of the instructions beyond 10.

    Domination

    Power Point Cost: 2
    Components: V, S
    Casting Time: One standard action
    Range: Evil Eye
    Target: One humanoid who is already affected by your entrance spell
    Duration: Concentration
    Saving Throw: See below
    Prerequisites: Magic attack bonus +3, entrance
    Magic Attack Roll: Sets DC for the target’s saving throw

    The sorcerer can control the actions of any humanoid that he has already entranced. The sorcerer and his target must share a common language so the sorcerer can give instructions. Casting this spell ends the effects of the entrance spell, as domination immediately supersedes said spell.

    The target does not gain a saving throw to resist the domination except as follows:
    * This spell can only affect a creature with 8 or fewer Hit Dice.
    * Targets resist this control if forced to take actions against their nature. In this case they receive a Will saving throw with a bonus of +1 to +2, depending on the type of action required. Obviously self-destructive orders would be worth a +2 bonus.

    Among other uses of this spell, the sorcerer can cause the target to fall asleep, as well as remove short-term memories from the target (such as the memory of having seen the sorcerer in the first place).

    Once control is established, the range at which it can be exercised is unlimited but new orders can only be granted if the sorcerer is within shouting distance of the target (60 feet).

    Dread Serpent

    Power Point Cost: 3
    Components: V, S, (F)
    Casting Time: One standard action
    Range: Evil Eye
    Target: One humanoid
    Duration: One round
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +4, Entrance
    Magic Attack Roll: Sets DC for the target’s saving throw

    This spell creates an illusionary snake or similarly dread, poisonous creature from another object. The illusion affects only the target, with any other observers seeing clearly that the object remains as it really is.

    Dread serpent can be used in one of two modes:
    * Turn part of the target’s clothing into a serpent. In this case, you must entrance the target before the spell is cast. Casting this spell ends the effects of the entrance spell, as dread serpent immediately supersedes said spell; this means that if the dread serpent fails, the target is no longer entranced either.

    * Turn your own sorcerer’s staff into a serpent, which you hurl at the target’s feet. In this case the target must be within 20 feet of you, though you need not make an attack roll against him. The main advantage of this mode of the spell is that you need not have entranced the target before casting it.

    The target receives a Will saving throw. If he makes his saving throw, he perceives himself slaying the serpent and the object reverts to its original state. If he fails, he perceives the serpent biting him and dies at once. In either case, making the saving throw (and, in the target’s perception, fighting the snake) takes one round (two for a failed saving throw), during which time the target may not take any other actions and is at –2 to Defence due to distraction.

    Focus: For the second mode of operation, this spell requires you to be carrying a staff worth at least 50 silver pieces, though it can functionally be quite mundane. It could be simply an ornate or decorated quarterstaff, or some kind of magical staff if you are willing to fling said staff at the feet of an enemy.

    Dream Dance

    Power Point Cost: 6
    Components: S
    Casting Time: 1 round
    Range: Evil Eye
    Area: All creatures in a radius of 30 ft
    Duration: Duration of dance + 1d6 rounds
    Saving Throw: Will negates (see text)
    Prerequisites: Perform (Dance) 7 ranks, Entrance, Mass Hypnotic Suggestion
    Magic Attack Roll: Sets the DC for the Will save

    After a full round of dancing, the subjects must make a Will save against the sorcerer’s Magic Attack Bonus plus her Perform (Dance) check.

    Those that fail succumb to the lure of the dance. They see their wildest fantasies and deepest desires played out in front of them. The victims stand helpless for 1d6 rounds after the dance ends. If attacked, they snap out of the fantasy but are stunned for 1d4 rounds as they attempt to return to reality.

    Dreams of Ecstasy

    Power Point Cost: 3 per target
    Components: V, S, M
    Casting Time: 1 hour
    Area: 1 mile per scholar level radius emanating from the sorcerer
    Target: One character per 3 PP expended
    Duration: One day
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +4, Ritual Sacrifice, Entrance
    Magic Attack Roll: Sets targets’ Will save

    Every man knows his dreams can lead him into temptation. In dreams a man can do and say things he would never dare in the waking world, experience forbidden pleasures and unleash the bounds of behaviour separating him from the beasts.

    A sorcerer can use this spell to link these dreams to events about to occur in the waking world. When he does so he strengthens those who willingly give in to the evil they carry in their own hearts.

    When the sorcerer casts this spell he must torture, then kill, a virgin female in an hour-long ritual. At the end of the ritual he may name any number of human targets within the area of effect. Each target requires the sorcerer to spend 3 PP.

    Those targets may, if they wish, make a Will save to resist the vision of debauchery sent to them. If they decide not to, or fail the Will save, they gain the following ability for one day:

    Vision of Ecstasy (Su): Each time you activate this ability you gain one point of Corruption. For a number of rounds equal to your Constitution modifier you may ignore any conditions applied to you and, temporarily, the effects of damage. When the character comes out of this vision they are immediately dealt all damage taken during this vision from their current total hit points. You may activate this ability as a free action and may use it to respond to a conditions application.

    Material Component: One adult human female virgin for sacrifice.

    Dreams of Horror

    Power Point Cost: 3 per target
    Components: V, S, M
    Casting Time: 1 hour
    Range: 1 mile per scholar level radius emanating from the sorcerer
    Target: One character per 3 PP expended
    Duration: One day
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +4, Ritual Sacrifice, Entrance
    Magic Attack Roll: Set’s targets’ Will save

    Just as dreams can lead a man into temptation they can also show him the depths of human suffering and terror. In dreams a man can survive horrible things, things capable of breaking his body and spirit. Occasionally someone will naturally suffer such a horrific dream without being able to wake up from it. When one man experiences such a dream it seems like a natural phenomenon. When a dozen, or a hundred, find themselves trapped in the same dream, hearing one another’s screams, then they know it for the work of a sorcerer.

    When the sorcerer casts this spell he must torture, then kill, a virgin male in an hour long ritual. At the end of the hour he may name any number of human targets within the area of effect. Each target requires the sorcerer to spend 3 PP.

    Those targets may make a Will save to resist the spell. Each target that succeeds has a troubled night’s sleep, but can shake off the dream as nothing more than an evil omen. Those that fail this saving throw suffer from a –4 penalty to attack rolls and skill checks for a 24-hour period.

    The horrific dream lasts for at least two hours. A target that fails his saving throw will not awake unless he suffers physical damage.

    Material Component: One adult human male virgin for sacrifice.

    Dreams of Victory

    Power Point Cost: 4 points per target
    Components: V, S, M
    Casting Time: 1 hour
    Range: 1 mile per scholar level radius emanating from the sorcerer
    Target: One character per 4 PP expended
    Duration: One day per scholar level
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +5, Dreams of Ecstasy, Dreams of Horror, Entrance
    Magic Attack Roll: Set’s targets’ Will save

    Dreams of ecstasy and horror are simple to craft, especially for those whose depraved desires far exceed the bounds of sane mortal minds.

    Creating a vision of victory tailored for each recipient, a dream in which the dreamer lives out his personal fantasies of prosperity and the good life, takes a bit more care and craft.

    However, such a vision can inspire a man to greatness where others simply call forth a man’s basest elements.

    When the sorcerer casts this spell he must ritually torture, then kill, two virgins: one male, one female. At the end of an hour-long ritual he may target any number of male characters within range. Each target requires the sorcerer to spend 4 PP. The target may make a Will save to resist the enchantment.

    Those that fail, or who do not wish to make the save, spend an eight hour period dreaming of how the sorcerer’s dominion will further their personal goals. In the privacy of their dreams they see how, by betraying their comrades and swearing to the sorcerer’s side, they can achieve their deepest desires. By the end of the eight-hour period the target becomes a conditioned ally of the sorcerers, automatically moving to a helpful disposition.

    Material Component: Two adult human virgins (one male, one female) for sacrifice.

    Enslave

    Power Point Cost: 6+6
    Components: V, S, M or F
    Casting Time: 1 hour, plus see below
    Range: Evil Eye, Touch and Magical Link
    Target: One creature of the opposite sex to, but same species as, the sorcerer
    Duration: Mortal
    Saving Throw: Will partial
    Prerequisites: Cha 13, Magic Attack Bonus +4 or higher, Entrance, Domination, Hypnotic Suggestion, Ranged Hypnotism

    This spell is used to totally enslave one member of the opposite sex for life, by means of sexual power.

    The spell is initially cast with a one-hour ceremony incorporating a magical link to the planned target. The sorcerer then has 24 hours in which to find the target and have sex with him or her. This must be voluntary on the part of the target. This willingness on the part of the target is what gives the spell its unusual power, which is to affect the target whether or not a saving throw is successful.

    The Power Point cost listed reflects an expenditure of 6 PP to initially cast the ceremony, and a further 6 PP to complete the spell when the sorcerer has sex with the target.

    The end result of the enslave spell is to produce an effect very similar to that of the domination spell, except that the duration is permanent and the target does not gain a new saving throw each time he is given an instruction. The sorcerer will need to give the target direct instructions, as for domination, but enslave may not be used to cause the target to fall asleep or remove memories, unlike domination.

    In addition, a target who has failed his initial Will saving throw automatically fails any future Will saving throws against spells, spell-like effects or supernatural effects cast or caused by the sorcerer.

    If the target succeeds at his initial saving throw, he is still enslaved but will never act in a self-destructive manner or act completely against his nature, including against his code of honour if any.

    The effect of a successful saving throw must be carefully roleplayed by the target and carefully adjudicated by the Games Master – the target may find his desire to serve the sorcerer warring with his inner nature, and often he will find himself either unable to act at all or else able to choose either a compromise between his own desires and the sorcerer’s, or another course of action entirely.

    If the Games Master feels that a particular situation necessitates an either/or response, such as a command to slay an old comrade of the target’s when said comrade is attacking the sorcerer, he may call for a new Will saving throw and magic attack roll, but any such new Will saving throw will be at a -4 penalty and even success will not completely throw off the effects of the spell.

    In addition, a target who has succeeded at his initial Will saving throw automatically has the same -4 resistance penalty applied to all future Will saving throws against spells cast or caused by the sorcerer.

    The only ways for a totally or partially enslaved character to become free are for the sorcerer to voluntarily end the spell, or for it to be ended by the Rule of Impermanence.

    Material Component: 1 dose of black lotus blossom, used during the consummation of the spell.

    Focus: If a living black lotus plant is available within 20 feet, this can serve as a focus in place of the material component.

    Greater Voice of Power

    Power Point Cost: 40 points
    Target: Up to one living creature/two levels
    Prerequisites: Menacing Aura, Magic Attack Bonus +8 or higher, Voice of Power

    As voice of power, except as noted above.

    Hypnotic Suggestion

    Power Point Cost: 1
    Components: V, S
    Casting Time: One standard action
    Range: Evil Eye
    Target: One living creature
    Duration: 10 minutes plus one minute/level, or until completed
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +2, Entrance
    Magic Attack Roll: Sets DC for the target’s saving throws

    The character influences the actions of the enchanted creature by suggesting a course of activity, limited to a sentence or two. The suggestion must be worded in such a manner as to make the activity sound reasonable to the person.

    In effect, it can remove the influence of either the person’s conscious will or his unconscious desires so that he will perform the suggested course of action that reason or instinct might otherwise have prevented.

    This spell can only affect a creature that has 12 or fewer Hit Dice.

    The suggested course of activity continues for the entire duration of the spell. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what he was asked to do.

    The character can instead specify conditions that will trigger a special activity during the duration of the spell. For example, the character might suggest that a noble knight give his warhorse to the first beggar he meets. If the condition is not met before the spell expires, the activity is not performed.

    A very reasonable suggestion causes the saving throw to be made with a penalty (such as –1, –2 or such like) at the discretion of the Games Master.

    Alternatively, the caster can suggest an illusion to the victim. This illusion cannot be damaging (dread serpent is required for that) but he could convince the victim that a blank scroll is actually a royal warrant or that the caster is actually dressed in rich robes, not rags.

    If the caster chooses to create an illusion, the victim’s will is not affected, just his senses. An unreasonable illusion (say, that a horde of barbarians has just charged into the inn) will be dismissed instantly as false by the victim – the spell is capable of only subtle illusions.

    Illusion

    Power Point Cost: 9
    Components: V, S, M
    Casting Time: 1 action
    Range: Evil Eye
    Target: One humanoid
    Duration: One round/three levels
    Saving Throw: Will disbelief (if interacted with)
    Prerequisites: Magic Attack Bonus +5, Entrance, Dread Serpent, Conjuring
    Magic Attack Roll: Sets DC for target’s Will saves

    This spell creates in the target’s mind the illusion of an object, creature, or force, as visualised by the sorcerer. The illusion can include visual, auditory, olfactory, and thermal components. The illusion follows a script determined by the sorcerer. The illusion follows that script without the sorcerer having to concentrate on it. The illusion can include intelligible speech if the sorcerer wishes. He can move the illusion so long as it and the target are always within 30 feet of him.

    The target receives a Will saving throw to disbelieve the illusion, if he interacts with it. Unless and until he successfully disbelieves it, the target may not take any actions other than those relating to interacting with the illusion, and is at -4 to Defence due to distraction.

    Material Component: This must be something vaguely suggestive of the illusion. For example, a paper picture of a buffalo could be used as a material component for an illusion of a herd of charging buffalo, or a handful of dirt could be used as a material component for an illusion of a mountain.

    A player who has learned this spell should write down some specific material components he has available to use to create the illusion.

    Inviolate Oath

    Power Point Cost: 8
    Components: V, S
    Casting Time: 1 round
    Range: Evil Eye or Magical Link
    Area: All creatures in a radius of 30 ft
    Duration: Instantaneous
    Saving Throw: Will negates (see text)
    Prerequisites: Knowledge (Arcana) 5 ranks, Entrance, Mass Hypnotic Suggestion, Greater Ill-Fortune
    Magic Attack Roll: Sets the DC for the Will save

    The sorcerer creates a mystical bond that requires various targets within 30 feet of the sorcerer to keep their word or suffer serious consequences. Everyone who makes a vow, an oath of Allegiance or a contract must keep to their word.

    Once the vow or ritual is complete, the subjects must make a Will save against the sorcerer’s Magic Attack Roll. If the save fails, the subject is bound to his word.

    If one of the contractors who failed the save ever willingly breaks the rules outlined, he is subject to greater ill-fortune until they return back to the prescribed behaviour. The effect also ends if the contract is fulfilled or reaches a given period outlined in the contract or vow.

    Mass Delay Suggestion

    Power Point Cost: 14
    Components: V, S
    Casting Time: 1 standard round
    Range: Medium (100 ft. +10 ft. per Scholar level)
    Area: Any living creature in a radius of 30 ft. + 5 ft. per Scholar level
    Duration: 3 days per Scholar level until trigged, afterwards it lasts for 10 minutes plus 1 minute per Scholar level or until completed
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +8, Entrance, Hypnotic Suggestion
    Magic Attack Roll: Sets DC for the target's saving throw

    The spell works in exactly the same fashion as mass hypnotic suggestion except that that it is triggered in the same way as is delayed suggestion.

    Mass Hypnotic Suggestion

    Power Point Cost: 8
    Components: V, S
    Casting Time: One standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: All creatures in a radius of 30 ft. + 5 ft. per level
    Duration: 10 minutes plus one minute/level, or until completed
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +5, Entrance, Hypnotic Suggestion
    Magic Attack Roll: Sets DC for the target’s saving throws

    As with hypnotic suggestion, except that the spell affects all creatures of 8 Hit Dice or below who can hear the sorcerer’s voice.

    Furthermore, the sorcerer is able to magically project his voice as though it were emanating from any point in the spell’s range.

    Any creature within the area is affected, unless they are deaf or have stopped their ears in advance. Stopping their ears ahead of time allows opponents to avoid having to make saving throws against sound-based spells. Stopping one’s ears is a full-round action and requires wax or other soundproof material to stuff into the ears.

    Peacock's Beauty

    Power Point Cost: 2
    Components: V, S, F
    Casting Time: 1 action
    Range: Personal or Touch
    Target: One person
    Duration: 1 minute/scholar level
    Saving Throw: Will negates (harmless)
    Prerequisites: Entrance
    Magic Attack Roll: Sets the DC for the Will save

    The sorcerer transmutes herself or another to become more attractive.

    The spell grants a +4 enhancement bonus to all Charisma-based skill checks where appearance plays a role when used against anyone who has failed their Will save.

    The spell also adds a +2 to a sorcerer’s Magic Attack Roll for further hypnotism spells cast while this spell is in effect against anyone who fails their Will save.

    Focus : A wisp of feather from a peacock.

    Ranged Hypnotism

    Power Point Cost: +4
    Components: As per original spell, plus M
    Casting Time: As per original spell, plus one full round
    Range: Long (400 ft. + 40 ft. per level) or Magical Link
    Target: As per original spell
    Duration: As per original spell
    Saving Throw: As per original spell
    Prerequisites: Magic Attack Bonus +5, Entrance, Hypnotic Suggestion
    Magic Attack Roll: As per original spell

    A hypnotist of sufficient power can expend a vast amount of energy to hypnotise someone at a distance. The victim must either be within line of sight, or connected to the sorcerer via a magical link.

    Any of the standard hypnotism spells can be made ranged with this spell.

    The components are as for the original spell, except as follows:

    Material Component: In addition to any material components required by the original spell, ranged hypnotism requires various herbal powders to a total cost of 100 silver pieces.

    Reverse Loyalties

    Power Point Cost: 12
    Components: V, S
    Casting Time: 10 minutes
    Range: Medium or Magical Link
    Area: All living creatures in a radius of 30 ft. + 5 ft. per scholar level
    Duration: 1 day plus 1 day per level, or until a certain task is completed
    Saving Throw: Will negates
    Prerequisites: Entrance, Mass Hypnotic Suggestion, Magic Attack Bonus +6
    Magic Attack Roll: Sets DC for target’s Will saving

    This spell causes those who fail the Will save (DC set by your Magic Attack Roll) to regard you as the object of their loyalties.

    They automatically have their Allegiance changed from a particular Allegiance to you. They accept logical military orders from you. For instance, they will break formations and turn on their former leader but hey won't do nothing obviously fatal to themselves.

    Their loyalties have been magically switched, but are not magically maintained; if you take actions that make you less worthy of these newfound loyalties, they may desert (make a new save).

    When individuals within the subject group make their saves, they desert, but cannot convince others still under the spell to desert. Each subject has full memory of actions taken under this spell.

    Savage Beast

    Power Point Cost: 4
    Components: V, S
    Casting Time: One standard action
    Range: Evil Eye
    Target: One living creature, plus see below
    Duration: One round/level, plus see below
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +3, Entrance, Hypnotic Suggestion
    Magic Attack Roll: Sets DC for the target’s saving throws

    This spell turns an ordinary animal into a ravening and berserk monster, very difficult to kill and very dangerous to fight. The creature resembles a rabid animal when affected by the spell. This spell can only affect a creature that has 16 or fewer Hit Dice.

    The target is affected as though it was in a state of Fighting-Madness. The target also gains the benefits of the Diehard feat.

    The sorcerer can specify an enemy or group of enemies within the target’s line of sight. The creature will move as rapidly as possible towards them and attack them ferociously. If no enemy or enemies are specified, it will simply attack the closest living creature to it.

    In addition, the target’s bite attack, if any, has the side effect of ‘transmitting’ the spell to any creature damaged by the bite. This acts in every way as though the creature damaged had the spell cast on it by the same sorcerer that cast it on the original target, though this creature is not affected until 2d10 rounds after being bitten.

    Seduction

    Power Point Cost: 3
    Components: V, S, F
    Casting Time: 1 action
    Range: Magical Link
    Target: One person
    Duration: 1 minute/2 scholar levels
    Saving Throw: Will negates (see text)
    Prerequisites: Entrance
    Magic Attack Roll: Sets the DC for the Will save

    The sorcerer incites a sudden, overwhelming lust in the target creature, focused on the caster.

    If the target fails its save, its attitude shifts to ‘helpful’ tempered by the fact that it strives (short of attacking or using magic) to have sex with the caster. If the target’s sexual orientation conflicts with the caster’s gender, the target gains a +4 bonus on his save.

    The actual method of seduction employed by the creature varies by individual. Normally violent creatures show displays of their physical prowess, including attacking others, while more eloquent beings use words and body language to woo their new love.

    During this time, the target does not willingly attack, use spells or spell-like abilities on, or even take a negative verbal tone with the object of its desire. The effect ends as soon as the caster attacks or makes a violent gesture (such as casting a spell) on the target creature.

    The spell focus is the magical link with the target.

    Swell

    Power Point Cost: 5
    Components: V, S
    Casting Time: 1 action
    Range: Evil Eye
    Target: All creatures within range
    Duration: One round/level
    Saving Throw: Will partial (see below)
    Prerequisites: Magic Attack Bonus +4, Entrance, Illusion, Dread Serpent, Conjuring
    Magic Attack Roll: Sets DC for targets’ Will saves
    Swell makes the sorcerer appear to be far larger than he actually is.

    For purposes of the Rule of the Sorcerer’s Soul and for no other purposes, a sorcerer who is affected by a swell spell may double his current Power Points.

    Furthermore, he gains a +2 circumstance bonus to his magic attack roll during any war of souls that occurs with one of the affected creatures.

    Finally, he gains a +4 circumstance bonus to all Intimidate checks made to target the affected creatures. The creatures may attempt a Will saving throw to avoid this effect, but not the other effects.

    Torment

    Power Point Cost: 2
    Components: V, S
    Casting Time: 1 action
    Range: Evil Eye
    Target: One creature
    Duration: One round/three levels
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +1, Entrance
    Magic Attack Roll: Sets DC for target’s Will save

    When you cast this spell, the target creature must make a Will save or be unable to take any actions for as the duration of the spell, due to the extreme pain and suffering to which this spell subjects him. He is also dealt 1d4 subdual damage per round from the pain.

    At the end of the spell’s duration, you gain a +4 circumstance bonus to any Intimidate checks you make concerning the target of the spell within the next hour.

    Creatures with 8 or more HD are unaffected.

    Voice of Power

    Power Point Cost: 10 points
    Components: V, S
    Casting Time: 1 action
    Range: Close (25 ft. + 5 ft. per level)
    Target: One living creature
    Duration: See below
    Saving Throw: None
    Prerequisites: Steely Gaze, Magic Attack Bonus +7, Entrance, Master-Words and Signs or Greater Demonic Pact

    You utter words of enormous magical power that instantly cause one creature of your choice to become either stunned or frightened, your choice as to which, whether the creature can hear the words or not.

    As a standard action, you may change the state of the affected creature from stunned to frightened or vice versa, at any time during the spell’s duration, without affecting that duration.

    The duration of the spell depends on the target’s current hit point total. Any creature that currently has 151 or more hit points is unaffected by voice of power.

    Hit Points
    Duration
    50 or less4D4 rounds
    51-1002D4 rounds
    101-1501D4 rounds

    Walk of Shadows

    Power Point Cost: 6
    Components: V, S
    Casting Time: 1 action
    Range: Personal
    Duration: Concentration
    Saving Throw: None
    Prerequisites: Magic Attack Bonus +3, Entrance

    The casting of this spell requires the tracing in the air of a key symbol akin to the Stygian hieroglyph for ‘seeing’, a stylized eye with a long, curling, lash. A warm tingling runs out from the air-traced sigil and up the fingertips of the sorcerer; the air will ripple and bend where the fingertips trace.

    The Walk of Shadows is not an invisibility spell, but it does grant the user the ability to travel unnoticed. The spell will not protect a sorcerer from his own clumsiness. One trip, one dropped object and he could be revealed to anyone nearby.

    The spell gives a character a +20 competence bonus to Hide checks for the duration of the spell. It is generally disregarded in Stygia as costing too much for a limited effect.

    Walk Unseen

    Power Point Cost: 1/round
    Components: S
    Casting Time: 1 action
    Range: Evil Eye
    Target: All living creatures with range
    Duration: Power Points
    Saving Throw: Will negates
    Prerequisites: Stealth 5 ranks, Entrance, Calm of the Adept
    Magic Attack Roll: Sets the DC for the targets’ Will saves

    This spell permits the caster to become unseen. The spell does not grant actual invisibility, but forces those who fall victim to the spell to ignore the sorcerer. Whenever anyone sees the sorcerer, they must make a Will save. If the saving throw is failed, they do not see the sorcerer and the sorcerer gains all the benefits of invisibility.

    If the sorcerer casts a spell or makes an attack when under the effects of walk unseen, then all those affected by the spell may make another Will save each round to resist its effects. The sorcerer may not use this spell to fade from view – anyone who is looking at the sorcerer when the spell is cast continues to see the sorcerer.

    IX. Immortality

    Many of the more powerful sorcerers learn to become quite formidable hand-to-hand combatants through learning the Immortality sorcery style. The most powerful of all can even become virtually eternal, by one foul means or another.

    Most Immortality spells require the payment of a most dreadful price – the sacrifice of another human being. It seems there is only so much life to go around during the Hyborian Age, and if a sorcerer is to be restored to youth or granted supernatural vitality, he must take that life-force from another.

    Unlike the spells of most other sorcery styles, Immortality spells tend to be elaborate one-off or periodically renewed rituals.

    Note that for those Immortality spells that require human sacrifices as part of their material component, the sorcerer gains the usual Power Point benefits from performing the sacrifice in addition to being able to use it as a material component. Some or all of the Power Points gained may be used immediately to cast the spell if desired.

    Unlike other sorcery styles, Immortality has no Defensive Blast.

    Spells
    Prerequisites
    Witch's Vigour* (Basic Immortality Sorcery)3 or more sorcery styles, Ritual Sacrifice, Magic Attack Bonus +4
    Eternal Youth*Ritual Sacrifice, Tortured Sacrifice, Magic Attack Bonus +5, Witch's Vigour
    Glance of EternityWitch's vigour, Sorcerer must be at least 100 years old
    Life DrainRitual Sacrifice, Tortured Sacrifice, Permanent Sorcery, Magic Attack Bonus +6, Witch's Vigour, Eternal Youth, Raise Corpse, Death Touch
    The Picture of CorruptionMaster-Words & Signs or Demonic Pact, Witch's Vigour, Cha 15
    Unholy RevitalisationWitch's vigour
    Unnatural Strength*Ritual Sacrifice, Tortured Sacrifice, Permanent Sorcery, Magic Attack Bonus +6, Witch's Vigour, Eternal Youth
    Vampire Transformation*Ritual Sacrifice, Tortured Sacrifice, Permanent Sorcery, Magic Attack Bonus +7, Witch's Vigour, Demonic Pact

    Witch's Vigour* (Basic Immortality Sorcery)

    Power Point Cost: 10
    Components: V, S, M
    Casting Time: 1 hour
    Range: Personal
    Target: Self
    Duration: 1 day per level
    Saving Throw: None
    Prerequisites: 3 or more sorcery styles, Ritual Sacrifice, Magic Attack Bonus +4

    Casting this spell requires the caster to make a DC 20 Perform (Ritual) check or the spell fails and the sacrifice is wasted.

    Witch’s vigour renders the sorcerer significantly more difficult to kill than most humans. If he is reduced to 0 hit points, so long as he still has Power Points remaining, he can continue to act, but may only take either one standard action or one move action per round (his choice).

    Rather than being reduced to negative hit points when he would usually be reduced below 0 hit points, any additional damage comes directly off his current Power Points on a one-for-one basis.

    This even applies if he is Left For Dead though in this case his Power Points will be immediately reduced to 1 and his hit points to 0 instead of -1 (thus making him enormously vulnerable if attacked in that state, but still allowing him to act).

    For example, Salome has 6 hit points and 15 Power Points remaining. She is struck by an attacker wielding a broadsword for 9 points of damage. She is reduced to 0 hit points and 12 Power Points, and is still able to act, though she may only take either one standard action or one move action per round.

    Material Component: One human, who is sacrificed during the casting of the spell. The human’s blood is splashed all over the sorcerer. Also, various incenses, oils, and candles to a total value of 200 silver pieces are consumed when casting the spell.

    Eternal Youth*

    Power Point Cost: 15
    Components: V, S, M
    Casting Time: 1 hour
    Range: Personal
    Target: Self
    Duration: Instantaneous
    Saving Throw: None
    Prerequisites: Ritual Sacrifice, Tortured Sacrifice, Magic Attack Bonus +5, Witch’s Vigour

    This spell reduces the sorcerer’s current age by a number of years equal to the class level of the sacrificed human. Casting this spell requires the caster to make a DC 25 Perform (Ritual) check or the spell fails and the sacrifice is wasted.

    Material Component: One human aged 30 or less, who is sacrificed by being tortured to death during the casting of the spell. The human’s blood is splashed all over the sorcerer. Also, various incenses, oils, and candles to a total value of 3,000 sp are consumed when casting the spell.

    Glance of Eternity

    Power Point Cost: 2
    Components: S
    Casting Time: 1 standard action
    Range: Evil Eye
    Target: One person
    Duration: 1d4 rounds
    Saving Throw: Will Negates
    Prerequisites: Witch’s Vigour, sorcerer must be at least 100 years old
    Magic Attack Roll: Sets DC for target’s Will save

    Those who have outlived their natural lifespan are divorced from their base humanity by a vast gulf – they have denied death, the great leveller, and so are utterly different from mere mortals. The glance of eternity spell conveys the knowledge of this essential difference to the victim. For an instant, the target feels all the long years of the sorcerer’s unnatural lifespan. The shock of revelation is vertiginous and disorientating.

    In game terms, the victim of this spell must make a Will save against a DC of the sorcerer’s magic attack roll, plus the sorcerer’s Corruption, plus +1 per full hundred years lived by the sorcerer. If the victim fails his save, then he is dazed for 1d4 rounds.

    Life Drain

    Power Point Cost: 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Living Creature Touched
    Duration: Instantaneous
    Saving Throw: None
    Prerequisites: Ritual Sacrifice, Tortured Sacrifice, Permanent Sorcery, magic attack bonus +6, Witch’s Vigour, Eternal Youth, Raise Corpse, Death Touch

    This spell allows a sorcerer to heal and revivify himself by draining the life energy from others with a mere touch.

    To activate life drain, the sorcerer must succeed on a melee touch attack. His touch deals 1d6 points of damage per two scholar levels (maximum 10d6). He heals hit points equal to the damage he deals. However, he may not heal more than the subject’s current hit points +10, which is enough to kill the subject.

    If he does kill the subject in this way, he gains Power Points as though he had sacrificed the target of the spell. A target killed by this spell appears to be a shrivelled, dried-out husk.

    The Picture of Corruption

    Power Point Cost: 20 points
    Components: V, S, F
    Casting Time: 1 hour
    Range: Personal
    Target: Self and one Portrait of Self
    Duration: Until the portrait is intentionally damaged with intent to destroy
    Saving Throw: None
    Prerequisites: Master-Words & Signs or Demonic Pact, Witch’s Vigour, Cha 15+

    You cause an image of yourself to bear the burden of your years and your Corruption. You will no longer age or suffer the physical effects of Corruption; instead, the portrait will age and become Corrupt. The painting does not have to be a recent one – you immediately take on the physical appearance of the painting (if you use a painting of you made as a child, you will forever appear as a child).

    Once this is done, however, you will never be able to atone for your Corruption or lose Corruption. On the other hand, each point of Corruption earned hereafter grants you 1 bonus power point. The portrait also becomes a Magical Link and it becomes an Obsession of the most powerful sort (see the rules for Magical Links and Obsessions). You may also take the Debaucher feat without meeting the usual prerequisites once this spell is cast.

    Serious wounds and scars will seemingly heal overnight, appearing on the picture instead. The burdens of your sins will appear on the picture. The effects of drugs, alcohol and disease appear only on the portrait. If Left for Dead, you will successfully stabilise yourself. You cannot die of age, drug overdose or disease.

    If you die, or the picture is completely destroyed, or even if the portrait is damaged with the intent to destroy it (such as stabbing it with a weapon), then the picture will return to normal, and all the consequences of your life will overtake your physical body. Depending on how bad those consequences are, you could die if the picture is destroyed.

    Focus: A picture (either a painting or tapestry), image or statue of you (you cannot use the portrait of another).

    Unholy Revitalisation

    Power Point Cost: 4 per round
    Components: S
    Casting Time: 1 action
    Range: Personal
    Target: Self
    Duration: Special
    Saving Throw: None
    Prerequisites: Witch’s Vigour

    Unholy revitalisation allows the sorcerer to swiftly heal wounds and injuries by tapping the energies of the dark dimensions. For each round that this spell is maintained, the sorcerer gains 2d4 hit points, heals one point of ability damage or drain, or is permitted another Fortitude save against a poison or disease that is currently afflicting him.

    The sorcerer must make a Corruption save each round; the DC begins at DC 12 and increases by +2 each round.

    Unnatural Strength*

    Power Point Cost: 14+
    Components: V, S, M
    Casting Time: 1 day
    Range: Personal
    Target: Self
    Duration: 1 month per level
    Saving Throw: None
    Prerequisites: Ritual Sacrifice, Tortured Sacrifice, Permanent Sorcery, Magic Attack Bonus +6, Witch’s Vigour, Eternal Youth

    For every 14 Power Points expended, you gain a +2 enhancement bonus to your Strength. You may expend up to 14 Power Points per four scholar levels. A second casting of unnatural strength before the end of the previous spell has no effect.

    Material Component: One human, who is sacrificed by being tortured to death during the casting of the spell. The human’s blood is splashed all over the sorcerer. Also, various incenses, oils, and candles to a total value of 3,400 sp are consumed when casting the spell.

    Vampire Transformation*

    Power Point Cost: 20
    Components: V, S, M, XP
    Casting Time: 1 day
    Range: Personal
    Target: Self
    Duration: Instantaneous
    Saving Throw: None
    Prerequisites: Ritual Sacrifice, Tortured Sacrifice, Permanent Sorcery, Magic Attack Bonus +7, Witch’s Vigour, Demonic Pact

    This spell transforms the sorcerer into a vampire if he makes a successful Perform (Ritual) check at DC 30.

    If the check fails, so does the spell; the sacrifice is wasted. If the check succeeds he must immediately make a Corruption save (DC 30) or gain 1 point of Corruption. A sorcerer transformed into a vampire by this spell must drink human blood at least once per week, or become fatigued (-2 to Strength and Dexterity, may not run) and unable to be healed by any means (including the use of his fast healing special quality) until he drinks human blood once more.

    Material Component: One human, who is sacrificed by being tortured to death during the casting
of the spell. The sorcerer drinks the
human’s blood. Also, various incenses, oils, and candles to a total value of 6,000 silver pieces are consumed when casting the spell.

    Experience Point Cost: 75,000 XP. For the purpose of vampire transformation a sorcerer can sacrifice enough XP to lose levels. The transition to undead status will strip him of a lot of the power he is used to.

    X. Nature Magic

    Nature magic affects or summons plants and animals. It is commonly found among witches, wise women and shamans, since it is relatively simple to learn and highly effective in the wilderness or rural environments favoured by such scholars.

    Spells
    Prerequisites
    Summon Beast (Basic Nature Magic)Knowledge (Nature) 1 rank
    Animal Intercessor (Defensive Blast)
    Animal AllyKnowledge (Nature) 3 ranks, Summon Beast
    Become BeastScholar Level 4, Summon Beast, Animal Ally
    Binding of SerpentsKnowledge (Nature) 3 ranks, Summon Beast, Greater Summon Beast
    Blood of BeastsKnowledge (Nature) 4 ranks, Summon Beast
    Bones of LifeKnowledge (Nature) 12 ranks, Heal 12 ranks, Permanent Sorcery, Summon Beast, Raise Corpse
    Children of the NightKnowledge (Nature) 5 ranks, Summon Beast
    Choke HarbourKnowledge (Nature) 4 ranks, Summon Beast
    Command Weather*Knowledge (Nature) 7 ranks, Summon Beast, Spirit of the Land
    Control Magical BeastKnowledge (Nature) 7 ranks, Handle Animal 7 ranks, Summon Beast, Animal Ally
    Control Monstrous HumanoidKnowledge (Nature) 9 ranks, Handle Animal 9 ranks, Summon Beast, Control Magical Beast, Animal Ally
    Creature of the WavesKnowledge (Nature) 5 ranks, Summon Beast
    Creeping DoomKnowledge (Nature) 9 ranks, Summon Beast
    EntangleKnowledge (Nature) 2 ranks, Summon Beast
    Fruit of AirKnowledge (Nature) 17 ranks, Craft (Herbalism) 17 ranks, Summon Beast, Sorcerous Garden
    Greater BeastKnowledge (Nature) 8 ranks, Summon Beast
    Greater Summon BeastKnowledge (Nature) 2 ranks, Summon Beast
    One with the LandKnowledge (Nature) 5 ranks, Knowledge (Geography) 5 ranks, Summon Beast, Astrological Prediction
    Plague of One Hundred LegsScholar level 10, Knowledge (Nature) 11 ranks, Summon Beast
    Rage from before TimeKnowledge (Nature) 4 ranks, Summon Beast, Greater Summon Beast
    Sorcerous GardenKnowledge (Nature) 7 ranks, Craft (Herbalism) 9 ranks, Summon Beast
    Spirit of the LandKnowledge (Nature) 2 ranks, Summon Beast
    Summon SwarmKnowledge (Nature) 5 ranks, Summon Beast
    Wrath of the DeepKnowledge (Nature) 7 ranks, Summon Beast, Greater Summon Beast

    Summon Beast (Basic Nature Magic)

    Power Point Cost: 1+
    Components: V, S, F, XP
    Casting Time: One standard action
    Range: One mile/level

    Target: One animal that can be found in local environment
    Duration: One minute per level, plus see below
    Saving Throw: Will partial (see below)
    Prerequisites: Knowledge (Nature) 1 rank

    This spell summons a creature of the animal subtype, up to Medium-size, to serve the sorcerer. The Power Points cost is one for an animal of Small size or smaller and two for a Medium-size animal.

    The sorcerer may specify the animal he wishes to summon. If that animal is not found within one mile, he may specify an alternate animal but this will take another action and require a different focus (see below). He may keep specifying alternate animals until he finds one that is within a mile. The Power Point cost is always paid for the animal that is actually summoned, regardless of whether that animal is the sorcerer's first choice.

    The animal will serve the sorcerer without question, including by attacking his enemies. However, summoned creatures may become uncontrolled if they sustain damage.

    At the end of any round during which a summoned creature is dealt damage, it must make a Will saving throw (DC = 10 + damage sustained that round). Failure indicates that the creature's pain overcomes it's desire to serve the sorcerer and it flees from the damage-dealing source as rapidly as possible.

    For some reason, any animal summoned by a Pictish sorcerer has a pale, almost ghostly appearance. This has no particular game effect but simply appears to be peculiarity of the Pictish style of sorcery.

    Focus: A small image or carving of the animal to be summoned. This can be re-used on a later occasion.

    Experience Point Cost: 25 XP (50 XP for a Medium-size creature).

    Animal Intercessor (Defensive Blast)

    Power Point Cost: All remaining Power Points
    Components: V
    Casting Time: Immediate
    Range: Touch
    Target: One animal that can be found in local environment
    Duration: One round
    Saving Throw: None

    This spell summons an animal from nearby, which arrives instantly to defend the caster from an attacker. The animal immediately makes a Reflex save against the attacker's Attack Roll. If the saving throw is successful, the animal places itself between the strike and the sorcerer and takes the damage instead. Regardless of whether or not the animal is struck, it makes one charge against the attacker before leaving.

    If the caster expends fewer than 4 Power Points, he summons a Medium-size creature. If the caster expends between four and eight Power Points, he summons a Large creature. If the caster expends more than eight Power Points, he summons a Huge creature. The animal will make one attack on the caster's foe, then leave unless it is attacked again. The animal comes thundering out of the jungle or swooping out of the sky to protect the sorcerer for an instance, then leaves.

    If the animal is large enough to carry or be ridden by the sorcerer he may make a Reflex save (DC 15) to mount the animal as it leaves.

    Animal Ally

    Power Point Cost: 6
    Components: V, S, M, XP
    Casting Time: One day
    Range: One mile/level
    Target: One animal that can be found in the local environment
    Duration: Instantaneous
    Saving Throw: Will negates
    Prerequisites: Knowledge (Nature) 3 ranks, Summon Beast
    Magic Attack Roll: Sets DC for the target’s saving throw

    The sorcerer gains an animal ally selected from the animal list with, at most, HD of the sorcerer -2. This animal is a loyal companion that accompanies the sorcerer on his adventures as appropriate for its kind.

    A 1st level caster’s ally is completely typical for its kind except as noted below. As a scholar advances in level, the animal’s power increases as shown on the table.

    If this spell is cast while the sorcerer already has an animal ally acquired by use of animal ally, the previous ally, if still alive, is released from service.

    Should the sorcerer select an 
animal ally with more of 2 Hit Dice or more, the creature gains abilities as if the character’s level were lower than it actually is. Subtract the value indicated in the table from the character’s level and compare the result with the level entry on the table to determine the animal ally’s powers. If this adjustment would reduce the scholar’s effective level to zero or lower, he cannot have that animal as an ally.

    An animal ally is different from a normal animal of its kind in many ways. The ally is treated as a magical beast, not an animal, though it retains an animal’s HD, base attack bonus, saving throws, Skill Points and feats. It is superior to a normal animal of its kind and has special powers, as described below.

    Animal Ally Basics: Use the base statistics for a creature of the ally’s kind but make the following changes:


    * Class Level: The character’s level.

    * Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier as normal. Remember that extra Hit Dice improve the animal ally’s base attack, dodge and saving throw bonuses. An animal ally has good Fortitude, Will and Reflex saving throws; treat it as a character whose level equals the animal’s HD. It gains +1 base attack bonus per Hit Die and +1 base dodge bonus for every two Hit Dice. An animal ally gains additional Skill Points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

    * Natural DR Adj.: The number noted here is an improvement to the animal ally’s existing natural damage reduction.

    * Str/Dex Adj.: Add this value to the animal ally’s Strength and Dexterity scores.

    * Bonus Tricks: The value given in this column is the total number of ‘bonus’ tricks that the animal knows in addition to any that the sorcerer might choose to teach it. These bonus tricks do not require any training time or Handle Animal checks and they do not count against the normal number of tricks known by the animal. The sorcerer selects these bonus tricks; once selected, they cannot be changed.

    * Link: A sorcerer can handle his animal ally as a free action or push it as a move action, even if he does not have any ranks in the Handle Animal skill. The sorcerer gains a +4 circumstance bonus on all Ride and Handle Animal checks made regarding
 an animal ally.

    * Evasion: If an animal ally is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    * Devotion: An animal ally gains a +4 morale bonus on Will saving throws against hypnotism spells and effects.

    * Multi-Attack: An animal ally gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal ally instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

    * Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal ally takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.


    Animal Allies
    (Sorcerer Level + 1) - HD of the Creature
    Bonus HD
    Natural DR Adj
    Str/Dex Adj
    Bonus Tricks
    Special
    3-5+2+1+1+1Link
    6-8+4+2+2+2Evasion
    9-11+6+3+3+3Devotion
    12-14+8+4+4+4Multi-Attack
    15-17+10+5+5+5
    18-20+12+6+6+6Improved Evasion

    Material Component: A small image or carving of the animal to be allied with, plus 100 silver pieces worth of incense and herbs.

    Experience Point Cost: 150 XP

    Become Beast

    Power Point Cost: 5
    Components: V, S
    Casting Time: 1 full round
    Range: Personal
    Target: Self
    Duration: One hour per Scholar level (D)
    Prerequisites: Scholar Level 4, Summon Beast, Animal Ally

    This spell allows the sorcerer to transform himself into an animal. The sorcerer must choose the type of animal when he first casts the spell, and will use the same form every time he cast the spell again.

    This spell enables the sorcerer to assume the form of any single non-unique animal (any creature of the animal type) from fine to Colossal size. The assumed form cannot have more than twice his Scholar level in Hit Dice (to a maximum of 40 HD).

    His creature type and subtype (if any) change to match his new form. He gains the Strength, Dexterity and Constitution scores of the new form but retain his own Intelligence, Wisdom and Charisma score. He gains all abilities (both attack and qualities) of the assumed form but loses his own spellcasting abilities for the duration of the spell.

    A sorcerer may take this spell again in a different form as another Advanced Spell. If he does so, he gets a new beast form.

    Binding of Serpents

    Power Point Cost: 5
    Components: V, S
    Casting Time: 10 minutes
    Range: Long (400 ft. + 40 ft. Per Scholar level)
    Target: One room or chamber
    Duration: Concentration plus one minute per scholar level
    Saving Throw: None
    Prerequisites: Knowledge (Nature) 3 ranks, Summon Beast, Greater Summon Beast

    You fill an area with deadly snakes. Viper appear in bedding, asps in clothing, mambas hanging from beams overhead and so forth. In short while amount of time the serpents form a nauseating carpet of looping and wriggling life.

    The sheer number of snakes appearing from hidden places is disturbing, to say the least. Any living creature that begins it's turn with a swarm in it's area must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The serpent swarm will mostly have surprise over it's victims (GM decision).

    A viper swarm has the following statistics:
    Size and Type: Huge Animal (Tiny snakes)
    Hit Dice and Hit Points: 4d8 (25 hit points)
    Initiative: +5 (+2 Dex, +2 Ref)
    Speed: 15 ft
    Dodge Defence: 14 (-2 Size, +3 Dex, +3 natural)
    Damage Reduction: 1
    BAB/Grapple: +3/+11
    Attacks: Automatic attack
    Damage: Swarm 1d4 + poison (see below)
    Special Attacks: Poison, distraction
    Special Qualities: Scent, Low-light Vision, swarm traits
    Size/Reach: 10 ft./0 ft
    Save: Fort: +2, Ref: +5, Will: +1
    Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
    Skills: Balance: +11, Climb: +12, hide: 18, listen: +8, Spot: +8
    Viper's poison causes internal haemorrhaging. Those struck by the vipers must make a Fortitude save DC 11 or suffer immediate initial 1d2 Constitution damage each.

    A total of 4 saves will be required, once every two rounds.

    Envenomed characters will feel weak and faint, and will suffer from nausea and vomiting. The victim with perspire with cold sweat. Urine will become bloody and tissue around the wounds will die. Internal bleeding will increase. Some victims will drop into a coma. Breathing will shallow until internal organs break down, then breathing simply stops and victim dies.

    Those who live through the bite of a viper swarm generally require several days to heal.

    Blood of Beasts

    Power Point Cost: 1 per animal afflicted
    Components: V, S
    Casting Time: 1 full round
    Range: Close (25 ft. + 5 ft. per two Scholar levels)
    Target: One animal per Scholar level
    Duration: One hour per Scholar level
    Saving Throw: Will negates
    Prerequisites: Knowledge (Nature) 4 ranks, Summon Beast
    Magic Attack Roll: Sets DC for the target's saving throw

    The state of war, though natural to Humans, does not suit the animals they enslave to their service. Men alone find the pursuit of hot blood and the screams of dying pleasurable; other creatures would rather kill on the hunt than stand toe to toe with their opponents trading blood and insults. A sorcerer who knows the right charms can take advantage of this predisposition, turning formerly stable animals against their handlers.

    When a sorcerer casts this spell he may select a number of creatures within range equal to this Scholar level. Each creature may make a Will save to negate this effect. If the creature required a Handle Animal or Ride skill check in the last round, or was struck by an attack, it becomes panicked. The handler or rider must make an appropriate skill check (DC 30) to maintain his control over the animal. If this skill check fails the animal bolts, running at top speed for the duration of the spell. At high levels this spell can cause a creature to run itself to death.

    Bones of Life

    Power Point Cost: 1 per HD of target creature
    Components: V, S, M
    Casting Time: One hour
    Range: Touch
    Target: The bones of one creature; which in life had a maximum of 1 HD/caster level
    Duration: Instantaneous
    Saving Throw: None
    Prerequisites: Knowledge (Nature) 12 ranks, Heal 12 ranks, Permanent Sorcery, Summon Beast, Raise Corpse

    This spell enables to restore a form of life to the bones of any creature. However, it cannot be used to resurrect a specific individual; rather, it creates entirely new flesh and blood on the creature's bones, so that the resulting creature is also entirely new. It will be a typical example of it species, considering the age of the creature when it died, except that it's Strength, Dexterity and Constitution scores will be identical to those of the original creature.

    You gain no special power over the creature you restore to life is this way; if you are it's natural prey, it will attack you immediately, as though you had nothing to do with restoring it to life.

    Material Component: Assorted healing herbs, incenses and oils to a total value of 20 silver coins per HD of the target creature.

    Children of the Night

    Power Point Cost: 1 per Raven
    Components: V, S, F
    Casting Time: One full round
    Range: One mile/level
    Target: One creature whose name or description is known to you, or to whom you have a magical link
    Duration: One hour/level
    Saving Throw: None
    Prerequisites: Knowledge (Nature) 5 ranks, Summon Beast

    Children of the night is designed as a tracking spell. It conjures up a semi-corporeal, supernatural raven to hover directly above the target’s location, loudly squawking and drawing attention to him.

    If the target is more than a mile away from the sorcerer, further raven-things appear and hover in the air directly between the sorcerer and the first raven at intervals of one mile. Each raven beyond the first costs an additional Power Point but appears automatically without the sorcerer needing to recast the spell or take any other action. The sorcerer can end the spell at any time rather than spend the extra Power Point needed to produce another raven.

    The ravens always hover some 500 feet up, so as to be highly visible to the sorcerer but difficult to shoot down with ranged weapons; assume range increments for all weapons are halved when shooting directly upwards. The ravens have a Dodge Defence of 14 and have one hit point each but any raven that is slain is immediately replaced, at a cost of one Power Point as usual. It is possible for a target to end this spell by shooting down ravens but only by causing the sorcerer to run out of Power Points or by shooting down so many ravens that he chooses to end the spell anyway.

    The target must be known to the sorcerer either by name or description, so there is some way for the magic of the spell to find him. Alternatively, a magical link to the target will do just as well.

    Focus: A small image or carving of a raven. This can be re- used on a later occasion.

    Choke Harbour

    Power Point Cost: 16 plus 8 points per day
    Components: V, S, F
    Casting Time: One hour
    Range: 10 miles
    Area: One mile per Scholar level radius
    Duration: One day, continuous
    Saving Throw: None
    Prerequisites: Knowledge (Nature) 4 ranks, Summon Beast
    Magic Attack Roll: None

    By invoking the powers of the sea the sorcerer calls up a vast mass of quickly growing kelp. The entire area under effect becomes choked with algae, kelp and strange, twisted plants from the depth of the sea. The effect radiates outward from a point selected by the caster and affects the coast as well all coastal features including swamps and local rivers.

    The waters become impassable to ships with medium or large hulls. From small-hulled ships reduce their speed by half. Furthermore the waters, regardless of their original abundance, become barren of fish or other wildlife. Settlements that rely on the local fishing for significant portion of their food will begin to starve in 2d4 days.

    Once cast the sorcerer may maintain the spell by spending 10 minutes repeating the original incantations. He must do this at the same place, and using the same focus, that he originally cast the spell from. If he fails to do so the magic ends.

    When the magic ends the choking mass vanishes within 1d4 hours and fish return to area in 1d6 days.

    Focus: A large alter made from fragments of driftwood and weed. The alter is hallow and contains water from the deepest depths of the sea and sargassum.

    Command Weather*

    Power Point Cost: 8
    Components: V, S
    Casting Time: 10 minutes
    Range: 10 miles/level
    Duration: 1d4 hours
    Prerequisites: Knowledge (Nature) 7 ranks, Summon Beast, Spirit of the Land

    This spell allows the caster to control the weather in the surrounding area. He can summon up snowstorms or howling winds, quell the raging seas or pour some much rain into a river that it bursts it's banks and floods a town. The caster cannot call up any weather that is outside the possible range for a region in the current season.

    For Example: He cannot create a snowstorm in the desert or at the time of summer.

    Control Magical Beast

    Power Point Cost: 9
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Evil Eye
    Target: One magical beast
    Duration: Instantaneous
    Saving Throw: Will negates
    Prerequisites: Knowledge (Nature) 7 ranks, Handle Animal 7 ranks, Summon Beast, Animal Ally
    Magic Attack Roll: Sets DC for the target's saving throw

    The sorcerer wills the loyalty of a magical beast through an initial rapport and a continued regimen of training. A magical beast's loyalty, once gained, is natural (not magical) and lasting. It may be lost and the beast may leave or even attack the sorcerer if the sorcerer ill-treats the magical beast.

    The sorcerer can teach the magical beast three specific tricks or tasks for each point of Intelligence it possesses. Typical tasks are those given in the Handle Animal skill (see Conan the Roleplaying Game, Page: 104). The sorcerer may use Handle Animal with regard to the magical beast without penalty.

    A magical beast with an Intelligence score of 3 or higher could be trained more in the manner of a Human servant, if desired.

    At any time, the sorcerer can only have a certain number of magical beasts under his control. The sorcerer can have under his control magical beast whose Hit dice total no more than his caster level. The sorcerer may dismiss magical beasts to enable the character to control new ones.

    Focus: A masterwork whip or crop worth 100 silver coins.

    Control Monstrous Humanoid

    Power Point Cost: 12
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Evil Eye
    Target: One monstrous humanoid
    Duration: Instantaneous
    Saving Throw: Will negates
    Prerequisites: Knowledge (Nature) 9 ranks, Handle Animal 9 ranks, Summon Beast, Control Magical Beast, Animal Ally
    Magic Attack Roll: Sets DC for the target's saving throw

    As control magical beast, except that this spell allows the sorcerer to take control of a monstrous humanoid instead of a magical beast. The HD limit applies separately to the magical beast and monstrous humanoids under the sorcerer's control, so that a 15th level Scholar who knows both spells could command up to 15 HD worth of magical beasts in addition to 15 HD of monstrous humanoids.

    Creature of the Waves

    Power Point Cost: 2 per hour
    Components: V, S, F
    Casting Time: 1 full round
    Range: Ten miles per Scholar level
    Target: One ship whose name description is known to you
    Duration: Concentration
    Saving Throw: None
    Prerequisites: Knowledge (Nature) 5 ranks, Summon Beast
    Magic Attack Roll: None

    Creature of the Waves calls forth a dolphin or whale from the surrounding seas and binding it to your will. This creature takes the image of a ship from your mind, and then use it's knowledge of the sea to find your target. It tries to lead you to it, swimming in a relatively straight line.

    You must concentrate to maintain control over the sea creature. Each hour that you concentrate you must invest 2 PP to maintain the spell.

    Focus: A small carving of a dolphin.

    Creeping Doom

    Power Point Cost: 2 per swarm
    Components: V, S, F
    Casting Time: 1 standard round
    Range: Close (25 ft. + 5 ft. per two Scholar levels)/ 100 ft., (see below)
    Effect: One swarm of scarabs or locusts per two levels
    Duration: 1 minute per scholar level
    Saving Throw: None
    Prerequisites: Knowledge (Nature) 9 ranks, Summon Beast

    When you utter the spell of creeping doom, you call forth a mass of scarab or locust swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which appear from you mouth or from the ground around you if the ground is soft enough (such as sand).

    You may summon the scarab or locust swarms so they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action).

    As standard action you can command any number of the swarms to move towards any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, if you move more that 100 feet from any swarm, that swarm remains stationary, attacking any creature in it's area (but it can be commanded again if you move within a 100 feet).

    Focus: The character should have a effigy of a scarab or locust.

    Entangle

    Power Point Cost: 2+
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./Power Point beyond the base)
    Area: Plants in a 40 ft. radius spread
    Duration: 1 minute, plus 1 minute per Power Point beyond the base
    Saving Throw: Reflex partial; see text
    Prerequisites: Knowledge (Nature) 2 ranks, Summon Beast
    Magic Attack Roll: Sets DC for target's Reflex save

    Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled.

    The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

    Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.

    Focus: Plants.

    Fruit of Air

    Power Point Cost: 2
    Components: V, S, M
    Casting Time: 10 minutes
    Range: Touch
    Target: One 10-foot by 10-foot area of ground or other surface
    Duration: 1 day
    Saving Throw: None
    Prerequisites: Knowledge (Nature) 17 ranks, Craft (Herbalism) 17 ranks, Summon Beast, Sorcerous Garden

    This spell creates simple foodstuffs such as fruit and vegetables. The crops created by it grow astonishingly fast with no more nutrients required than simple air. One day after the spell has been cast, the food will have grown sufficiently to be ready to eat.

    The sorcerer makes a Craft (Herbalism) check to determine how much food he can create. For every full 5 points of the check result, he has created sufficient food to keep one Human or other Medium creature well fed for 24 hours. The food created decays as usual, so after between a day and a week it will begin to become over-ripe or even rotten, depending on the conditions in which it is stored.

    Material Component: A handful of seeds.

    Greater Beast

    Power Point Cost: 4 per animal
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft. Per Scholar level)
    Target: Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart
    Duration: 1 minute per Scholar level
    Saving Throw: Fortitude negates
    Prerequisites: Knowledge (Nature) 5 ranks, Summon Beast
    Magic Attack Roll: Sets DC for the target's saving throw

    The animal grows to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest, grants it a +8 size bonus to Strength and +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 penalty to Dexterity. The size change also affects the animals modifier to Dodge Defence and attack rolls, and it's base damage. The animal's space and reach change as appropriate to the new size, but it's speed remains the same.

    The spell also grants each subject damage reduction 10 and +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using it's increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it - the spell cannot be used to crush a creature by increasing it's size.

    Any equipment worn or carried by an animal is similarly enlarged by the spell, although this change has no effect on the magical properties of any such equipment.

    Any enlarged item that leaves the enlarged creature's possession instantly return to normal size.

    The spell gives no means of command or influence over the enlarged animal.

    Multiple magical effects that increase size, do not stack.

    Greater Summon Beast

    Power Point Cost: 4+
    Components: V, S, F, XP
    Casting Time: One standard action
    Range: One mile/level
    Target: One animal that can be found in local environment
    Duration: One minute per level, plus see below
    Saving Throw: Will partial (see below)
    Prerequisites: Knowledge (Nature) 2 ranks, Summon Beast

    As for summon beast spell, except than an animal of up to Huge size can be summoned. The Power Point cost is four points for a Large size creature, or eight points for a Huge creature.

    From the moment the summoned creature has lost 25% of its HP, it must make a Will saving Throw (DC = 10 + damage taken during that turn / 2) at the end of each round during which it takes damage. Failure indicates that the creature's pain overcomes it's desire to serve the sorcerer and it flees from the damage-dealing source as rapidly as possible.
    Experience Point Cost: 100 XP (200 XP for a Huge creature).

    One with the Land

    Power Point Cost: 3
    Components: V, S
    Casting Time: 10 minutes
    Range: Personal (see below)
    Target: Self
    Duration: Instantaneous
    Prerequisites: Knowledge (Nature) 5 ranks, Knowledge (Geography) 5 ranks, Summon Beast, Astrological Prediction

    The caster becomes one with the land, attaining knowledge of the surrounding territory. He instantly gains knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, People, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.

    In outdoor settings, the spell operates in a radius of 1 mile per Scholar level. In natural underground settings - caves, caverns, and the like - the radius is limited to 100 feet per Scholar level. The spell does not function where nature has been replaced by construction or settlements, such as dungeons or towns.

    Plague of One Hundred Legs

    Power Point Cost: 3 per swarm
    Components: V, S, M
    Casting Time: 1 full round
    Range: Close (25 ft. + 5 ft. per two Scholar levels)/ 100 ft., (see below)
    Duration: Instantaneous
    Saving Throw: None
    Prerequisites: Scholar level 10, Knowledge (Nature) 11 ranks, Summon Beast

    This spell calls forth a mass of centipede swarms (up to one per two Scholar levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.

    The sorcerer may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creature in their area, unless the caster commands them to move (a move action).

    As a standard action, the sorcerer can command any number of the swarms to move towards any prey within a 100 feet of him. He cannot command any swarm to move more than a 100 feet away from him, and if he moves more than 100 feet from any swarm, that swarm remain stationary, attacking any creature within it's area (but it cannot be commanded again if the caster moves within 100 feet for them).

    Material Component: The carapace of a dead centipede.

    Rage from before Time

    Power Point Cost: 12
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One animal
    Duration: One round per Scholar level
    Saving Throw: Will negates
    Prerequisites: Knowledge (Nature) 4 ranks, Summon Beast, Greater Summon Beast
    Magic Attack Roll: Sets DC for the target's saving throw

    The Hyborian Age is an age of Men, of steel and stone and wheels that harness the flood. It's animals slave under similar shackles, bound to Men's will by harness and whip. However, in an age not long past great beasts stalked the lands. A sorcerer who knows the right charms can awaken the whispers of those great beasts' blood held in the lesser animals inhabiting the land.

    By whispering the right incantations and placing his hand on the shoulder of the animal the sorcerer can grant that animal a measure of it's ancestor's power. The animal doubles in Hit Dice and increases it's size by one category. It also becomes berserk, attacking any Human near it other than the sorcerer who awoke it.

    Sorcerous Garden

    Power Point Cost: 2
    Components: V, S, M
    Casting Time: One standard action
    Range: See below
    Area: See below
    Duration: Instantaneous
    Saving Throw: None
    Prerequisites: Knowledge (Nature) 7 ranks, Craft (Herbalism) 9 ranks, Summon Beast

    This spell enables the sorcerer to cultivate magical plant creatures or to grow a number of more ordinary plants rapidly. It has different effects depending on the version chosen.

    Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per Scholar level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect.

    You may designate places within the area that are not affected by this spell.

    Enrichment: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one third above normal.
    Magical Plants: This effect allows you to grow one or more plant creatures from seed or seedling to full adult size rapidly. You can cause them to grow to normal size of up to one Hit dice per caster level.

    Example: A 15th level Scholar could grow a single 15 HD yothga, or 15 1st level black lotus blossom.

    Each plant grows at one HD per round. Thus, in the above example the yothga would take fifteen rounds to reach it's full 15 HD size but the black lotus blossom all grow to full one HD size within one round.

    Material Component: Various special fertilizers and plant foods, costing at least 40 silver coins.

    Spirit of the Land

    Power Point Cost: 4
    Components: V, S
    Casting Time: 10 minutes
    Range: Up to 10 miles/level
    Target: Self
    Duration: 10 minutes/level
    Prerequisites: Knowledge (Nature) 2 ranks, Summon Beast

    By means of this spell, the caster projects his mind into the land around him. If in a forest, he becomes the trees and small animals and the vermin. If in the desert, he becomes the sandstorm and circling vultures.

    The caster can perceive what animals are within the area of effect. He can also dimly sense the presence of men but cannot see who they are or learn much more than the culture and rough numbers. The caster also can perceive large-scale events, changes or unusual things like a forest fire, a raging battle or the location of a large structure like a castle in the depth of the forest.

    While the spell is in effect the sorcerer's body is comatose and helpless as his mind wanders the land around him. He is aware of its location and if it suffers harm, but no more. He may return his mind to his body as an immediate action at any time.

    Summon Swarm

    Power Point Cost: 5 or 10 (see below)
    Components: V, S, F
    Casting Time: 1 standard round
    Range: 1 mile per scholar level
    Effect: 1d6 animal swarm that can be found in the local environment
    Duration: 1 minute per scholar level (see below)
    Saving Throw: None
    Prerequisites: Knowledge (Nature) 5 ranks, Summon Beast

    This spell summons 1d6 swarm of the animal subtype to serve the sorcerer. The PP cost is 5 for a swarm of Small size or smaller animals, and 10 for a herd of Medium-size animals. Summoned swarms are causes for horror checks.

    The sorcerer may specify the animal swarm he wishes to summon. If that animal is not found within one mile, he may specify an alternate animal swarm, but this will take another action and require a different focus (see below). He may keep specifying alternate animal swarms until he finds one that is within a mile. The PP cost is always paid for the animal that is actually summoned, not necessarily the first choice of animal.

    The animal swarm will serve the
 sorcerer without question, including
 attacking his enemies. However,
 summoned creatures may become
 uncontrollable if they sustain damage.
 At the end of any round during which
 a summoned swarm is dealt damage, it
 must make a Will save (DC = 10 + damage sustained that round). Failure indicates that the creature’s pain overcomes its desire to serve the sorcerer, and it flees away from the damage-dealing source as rapidly as possible.

    For some reason, any animal summoned by a Pictish scholar has a pale, almost ghostly appearance. This
 has no particular game effect, but simply appears to
be a peculiarity of the Pictish style of sorcery.

    Focus: A small image or carving of the animal type to be summoned. This can be re-used on a later occasion.

    Experience Point Cost: 25 xp (50 xp for a medium-size creature horde).

    Wrath of the Deep

    Power Point Cost: 8+
    Components: V, S, F, XP
    Casting Time: Standard action
    Range: One miles per Scholar level
    Target: One animal whose name description is known to you
    Duration: One minute per Scholar level
    Saving Throw: Will partial (see below)
    Prerequisites: Knowledge (Nature) 7 ranks, Summon Beast, Greater Summon Beast

    This spell acts as the summon beast spell, but can summon Huge or larger aquatic creatures. Huge creatures cost 8PP, Gargantuan cost 16 PP and Colossal creatures cost 32 PP.

    From the moment the summoned creature has lost 50% of its HP, it must make a Will saving Throw (DC = 10 + damage taken during that turn / 2) at the end of each round during which it takes damage. Failure indicates that the creature's pain overcomes it's desire to serve the sorcerer and it flees from the damage-dealing source as rapidly as possible.

    Focus: A small carving of the animal you wish to summon. This carving can be reused.

    Experience Point Cost: 200 XP for Huge creatures, 400 XP for Gargantuan creatures and 800 XP for Colossal creatures.

    XI. Necromancy

    The scholar who learns necromancy achieves limited mastery over the very mysteries of life and death. This is especially popular for those who wish to slay their enemies outright, rather than merely harming or inconveniencing them.

    Spells
    Prerequisites
    Raise Corpse (Basic Necromancy)Magic Attack Bonus +2
    Chill of the Grave (Defensive Blast)
    Agonising DoomMagic Attack Bonus +6, Raise Corpse, Death Touch
    Amenkuhn’s GolemScholar level 5, Raise Corpse, Knowledge (Arcana) 5 ranks, Decipher Script 5 ranks
    Black Plague*Magic Attack Bonus +7, Raise Corpse
    Blackblood Plague*Scholar level 8, raise corpse, Craft (Alchemy) 8 ranks, Knowledge (Arcana) 8 ranks, Ritual Sacrifice
    Call of the DeadRaise Corpse
    Corrupted TouchMagic Attack Bonus +6, Death Touch, Raise Corpse
    Crawlers from the MouthMagic Attack Bonus +4, Raise Corpse, Summon Beast
    Create HorrorImproved Telekinesis, Raise Dead, Bind Demon, Knowledge (Arcana) +20 (not ranks, just overall modifier), Magic Attack Bonus +7
    Death TouchMagic Attack Bonus +5, Raise Corpse
    Derketa's DhowMagic Attack Bonus +6, Ritual Sacrifice, Raise Corpse
    Draw Forth the HeartRitual Sacrifice, Opportunistic Sacrifice, Tormented Sacrifice, Magic Attack Bonus +7, Raise Corpse, Death Touch, Agonising Doom, Conjuring, Telekinesis
    Drums of the DeadMagic Attack Bonus +3, Ritual Sacrifice, Raise Corpse
    Essential Salts*Craft (Alchemy) 7 ranks, Heal 7 ranks, Raise Corpse
    Fangs of the NightRaise Corpse, Magical Attack Bonus +4
    Finger of NergalRaise Corpse
    Ghost LureThe Dead Speak, Magic Attack Bonus +2
    Greater Black Plague*Magic Attack Bonus +8, Raise Corpse, Black Plague
    Greater Legion of the Dead*Raise Corpse, Magic Attack Bonus of +10
    Language of the JudgedRaise Corpse
    Legions of the Dead*Magic Attack Bonus +4, Raise Corpse
    Life FeastMagic Attack Bonus +3, Raise Corpse
    Make Ghost TrapThe Dead Speak
    Make Greater UndeadRaise Corpse, Knowledge (Arcana) 3 ranks, Heal 3 ranks, Magic Attack Bonus +3
    Memories of the DeadMagic Attack Bonus +7, Raise Corpse
    Opening of the Mouth and Eyes*Raise Corpse, The fourth mystery of Yinepu, At least ten participants
    Plague of FliesMagic Attack Bonus +3, Raise Corpse
    Scent of Rot and FearMagic Attack Bonus +3, Raise Corpse
    Simulacrum*Raise Corpse, Animate Statue, Permanent Sorcery, Magical Attack Bonus +10
    Skin of the GraveRaise Corpse
    Summon EssenceRaise Corpse, Magical Attack Bonus +2
    Taper of DeathMagic Attack Bonus +6, Raise Corpse, Death Touch
    The Dead SpeakRaise Corpse
    TransferenceMagic Attack Bonus +6
    Unclean TouchRaise Corpse, Magical Attack Bonus +5
    Undying SentinelRaise Corpse, Astrological Prediction or Shamanic Ecstasy, Psychometry, Knowledge (Arcana) 5 ranks, Magical Attack Bonus +4
    Usurpation of the SoulRaise Corpse, Magical Attack Bonus +6
    Verdant MasteryKnowledge (Nature) 2 ranks
    Zukala's Jest*Raise Corpse, Draw Forth the Soul

    Raise Corpse (Basic Necromancy)

    Power Point Cost: 1/corpse
    Components: V, S
    Casting Time: One standard action
    Range: Close (25 ft. + 5 ft. per two levels)
    Target: Up to one corpse/level
    Duration: Concentration + 1d6 rounds
    Saving Throw: See below
    Prerequisites: Magic Attack Bonus +2

    This spell turns the bodies of dead creatures into undead zombies that follow the sorcerer’s spoken commands. The zombies can follow the sorcerer, remain in an area and attack any creature (or just a specific type of creature) that enters the place or perform simple actions according to the sorcerer’s commands. The zombies remain animated until they are destroyed. A destroyed zombie may not be animated again.

    The zombies the sorcerer creates remain under his control for the duration of the spell. At the expiry of the spell, they become simple corpses once more, falling in lifeless heaps wherever they stand.

    A zombie can be created only from the mostly intact corpse of a humanoid or animal and its statistics depend more upon the corpse it was created from than any abilities it had in life. See the bestiary for details on the risen dead.

    Chill of the Grave (Defensive Blast)

    Power Point Cost: All remaining points
    Components: V
    Casting Time: Immediate
    Range: Personal
    Area: 10 foot radius around the sorcerer
    Duration: Instantaneous
    Saving Throw: Fortitude half
    Magic Attack Roll: Sets DC for the victims’ saving throw

    All those within 10 feet of the sorcerer take 1d6 cold damage for every Power Point expended in the casting of this spell.

    A successful Fortitude save (DC = the result of the sorcerer’s magic attack roll) means the victim takes half damage.

    The sorcerer himself is immune to the defensive blast, as are zombies and other undead creatures.

    Agonising Doom

    Power Point Cost: 4/target
    Components: V, S
    Casting Time: One full round
    Range: Close (25 ft. + 5 ft. per two levels)
    Target: One or more creatures, up to a maximum of one creature/two levels
    Duration: 1d6 rounds
    Saving Throw: Fort negates and see below
    Prerequisites: Magic Attack Bonus +6, Raise Corpse, Death Touch
    Magic Attack Roll: Sets DC for the targets’ saving throws

    Black tendrils of power shoot out from the sorcerer’s hands, slaying his enemies agonisingly and rapidly. This spell only affects creatures with fewer than 8 HD.

    The targets must all make Fortitude saving throws, with success completely negating the effects of the spell. A character who fails his saving throw begins to lose 4d6 hit points per round.

    Furthermore, he is in such extreme pain that he must make a Will saving throw on any round in which he wishes to act. Success means he may take either a move action or a standard action but not both and stops the spell; failure means he may not do anything that round other than lie prone in agony.

    Amenkuhn’s Golem

    Power Point Cost: 10 plus 1/extra HD/see below
    Components: V, S, M
    Casting Time: One Week
    Range: See below
    Target: Special
    Duration: Permanent
    Saving Throw: Special (see below)
    Prerequisites: Scholar level 5, Raise Corpse, Knowledge (Arcana) 5 ranks, Decipher Script 5 ranks

    To cast this spell, a sorcerer must gather a dozen or more corpses inside a magic circle that must be drawn from ancient arcane script derived from the Acheronian language. The corpses must have been the victims, directly or indirectly or sorcery. If the sorcerer intends for the golem to be possessed, then he must have possession of the possessing spirit’s soul, either in the form of a body part or a magical device which contains the soul.

    The spell takes one week to prepare, during which the bodies must be ritually sewn together inside the circle of magic, with a lengthy litany of enchantments spoken during this period. At the end of the week, the sorcerer must spend one hour investing his power points into the golem, bringing it to life. The creature (page 28) will complete its sorcerous animation as the desiccated flesh takes on a strange unlife and the golem’s various components coagulate into a terrible whole. The creature will function as an automaton, albeit one with a strange thirst for destruction.

    The golem is controllable by its creator, who must invest one Power Point per day in the creature to keep control of it in a ritual that takes 10 minutes, during which the golem must remain within the circle of power in which it was created. Should the sorcerer fail to make this offering, the golem will become autonomous, killing at random. The sorcerer may re-establish control by offering a sacrifice of four Power Points and making a Will save (DC 20) to bring the golem back under his control.

    Should the sorcerer wish to provide a possessing spirit to bring sentience to the golem, he must offer up the artefact or object containing the soul of the possessor. It must be placed on or in the body of the golem and allowed six days to bond with the creature, during which time the spirit must make a Will save (DC 20) to take control of the body. The spirit will have a Will save equal to that which it had in life. If the spirit fails, then the golem rejects the possessor, ripping the object from its body and losing control, becoming violent to all around it, including its creator. The sorcerer may not regain control of the raging construct as what little mind it had is now completely unhinged. If the possessing spirit succeeds, then the golem becomes, effectively, a new body for the wayward soul and the golem is now under control of this spirit, rather than its creator.

    Bone Golem (Large Construct)

    Hit Dice: 12d10 (66 hp)
    Initiative: +4 (+4 Reflex)
    Speed: 20 ft. (4 Sq)
    Defence Value: 19 (+9 natural)
    Damage Reduction: 4
    Base Attack/Grapple: +9/+20
    Attack: Slam +17 melee (1d8+7)
    Full Attack: Two slams +17 melee (1d8+7 each)
    Space/Reach: 10 ft. (2 Sq)/15 ft. (3 Sq)
    Special Attacks: Absorbing Attack
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +8, Ref +8, Will +4
    Abilities: Str 24, Dex 10, Con –, Int 3*, Wis 10, Cha 1
    Skills: Perception +6
    Feats: Greater Cleave, Multiattack, Power Attack, Weapon Focus (slam)
    Advancement: 13 – 15 HD (huge); 16 – 18 HD (colossal)
    * The intelligence of a controlling spirit will supplement the golem’s base Intelligence

    Combat :

    Bone golems are surprisingly fast, for although they lumber along at an even pace, they can make short and sudden bursts to grab and absorb opponents. The bone golem’s primary tactic is to bash a target into submission before attempting to absorb it into its mass. The golem will gradually expand its body in this fashion, adding to its own dimensions. Bone golems created by the ancient Acheronians were said to grow to a staggering 20-feet

    Absorbing Attack (Ex): If the bone golem succeeds in a grapple attack, then it inflicts its full slam damage on the first round and each round thereafter will attempt to absorb its grappled opponent into its own mass.
    The grappled target must make a Fortitude saving throw (DC 16) on each successive round or suffer 1d3 points of Constitution drain in addition to the continued slam damage. The bone golem will gain five additional hit points for each point of Constitution its victim loses. When the grappled target has lost all of its Constitution, then it is dead and has become a part of the bone golem’s body. The bone golem will gain a permanent extra hit die and will retain the absorbed hit points for 24 hours or until depleted.

    Darkvision (Ex): The bone golem can see in the dark up to 60-feet. Darkvision enables the bone golem to see in black and white only, but it is otherwise like normal sight, and golem can function perfectly well with no light at all.

    Black Plague*

    Power Point Cost: 20
    Components: V, S, M
    Casting Time: One day
    Range: One mile per level
    Area: One mile radius per level, or 10 foot radius per level; see below
    Duration: One week/level
    Saving Throw: Fortitude negates
    Prerequisites: Magic Attack Bonus +7, Raise Corpse

    This is a dreadful spell capable of driving hundreds or even thousands of victims to horrible, tormented deaths. It creates a great wind propelling a foul, stinking miasma which can strike down all within its path. The effects of this spell closely resemble a disease, though in fact sorcery is responsible for the victims’ demise.
    The black plague has two different forms: one is designed to strike terror into a population, the other is designed to wipe out the sorcerer’s enemies wholesale.
    In either case, once the plague strikes, it is rapid and lethal from its onset to the victims’ death a few minutes later. A Fortitude saving throw (DC 17) must be made. Failure causes the targets 1d4 Constitution damage and turns their bodies purple. After 3d6 minutes they take another 1d4 Con damage and their bodies turn black. From that point onwards, they are dealt a further 1d4 Con damage per minute until they are dead.

    The first form of black plague affects a random scattering of individual humans throughout the area of its effect (which is one mile radius per level) at a rate of one per the sorcerer’s level per day. The sorcerer may not specify which individuals are affected in this way. This form of black plague tends to significantly demoralise the population through which it is sweeping, for they can see no comprehensible reason for its spread. This is likely to have a number of effects at the Games Master’s discretion, including disruption to the area’s economy, widespread looting or other lawlessness and an unwillingness among the population to become involved with other issues (such as fighting a war) until the problem of the plague is resolved.
    A further side-effect of this form is that it gives the sorcerer a +4 bonus on any Bluff, Diplomacy or Intimidate checks he makes to deliver news by the greater sorcerous news spell, so long as he can plausibly tie in the effects of the plague with the message he is attempting to communicate. This will usually be most effective if he is able to present the plague as a divine punishment or warning of some kind.

    The devastation that this form of black plague inflicts on the community is further heightened by the scorching, blasting effects of the wind that drives the disease-ridden miasma. This wind blasts corn in the fields and fruit in the trees alike, withering plants and slaying animals. The precise effects of this on crop plants are up to the Games Master but if nothing else all creatures of the animal subtype within the area of effect must make Fortitude saving throws just as the small number of humans did, or die themselves.

    In the often shaky economies of many Hyborian nations, such loss of food crops and animals can weaken or destroy entire communities even more effectively than the direct effects of the plague.

    The second form of the spell is much more extreme in its devastation of humans but affects only a small area and has no effect on animals or plants. All humans within the specified area (a 10 foot radius per level of the sorcerer) must make Fortitude saving throws (DC 17) or die as above. A successful saving throw protects them for a week, but if they re-enter the area after that they must save again.

    Furthermore, with this version of the spell, the sorcerer may concentrate to move the area of effect at a speed of up to four miles per hour. This requires almost all the sorcerer’s attention, as is usual for a concentration type effect; also, Concentration checks may need to be made if he is attacked or otherwise distracted while moving the area of effect.

    Note that the plague is not actually contagious in either version.

    The plague will last for the entire duration of the spell. The only way for the sorcerer or anyone else to end it prematurely is by somehow taking control of the weather in the area and sweeping away the miasma with a great storm. Unlike with true diseases, conventional physicians using the Heal skill cannot alleviate the plague, though certain spells and magical objects may be useful for this.

    Material Component: Essences collected from certain tombs in Stygia, to a value of 1,500 silver pieces.

    Blackblood Plague*

    Power Point Cost: 18/vial
    Components: V, S, M
    Casting Time: One evening (8 hours)
    Range: See below
    Target: Special
    Duration: Permanent
    Saving Throw: Fortitude negates (see below)
    Prerequisites: Scholar level 8, raise corpse, Craft (Alchemy) 8 ranks, Knowledge (Arcana) 8 ranks, Ritual Sacrifice
    Magic Attack Roll: Sets DC for the target's saving throws

    The Blackblood plague was a terrifying disease unleashed upon Messantia and was responsible for the death of thousands. Behind this terrible spell was the Stygian, Amenkuhn, whose quest for ancient power and revenge nearly laid the city low before his death. The Blackblood plague spreads through filth, vermin and human contact. It is extremely contagious and once someone is within 30 feet of an infected subject, they are immediately subject to the Fortitude saving throw to stave of the disease. Likewise, moving through filth in a plague-ridden area or being bitten or touched by diseased animals is sufficient for exposure.

    The Blackblood plague begins with a small vial of blackish, sanguine liquid distilled from a mixture of ancient mummies and the blood of a suitable human sacrifice. The sorcerer must perform the ritual over a day, after grinding the flesh of a desiccated mummy into powder with a pestle made of human bone. The sacrificial victim must be virginal, pure of spirit and deed. The ritual must be performed on the night of a new moon. If all requirements are met, then the spell maybe cast. The sorcerer must have a special vial, a reliquary in which to store the tainted blood, which is mixed with the powdered mummy flesh. The end product is about two ounces of deadly liquid, a pure form of the Blackblood plague that will infect on contact.

    Victims of Blackblood suffer initially from trembling limbs and black, bloody welts that begin to spread across their bodies. For each day of infection, the victim may make a Fortitude save against the DC, which is based on the sorcerer’s magical attack bonus. Because of the nature of the contagion, the DC is calculated once as a value equal to 10 + the magical attack bonus and Charisma modifier of the sorcerer. This applies to those who are subjected to the pure form of Blackblood. The DC is –4 for saving throws of those who are exposed indirectly through infected people or areas.

    For each daily Fortitude save failed on the daily checks, a target suffers the permanent loss of 1d3 points of Constitution, Strength and Charisma. If the victim’s Charisma eventually reaches 0 first, then the disease goes into remission and the victim falls into a coma. The character may make a Fortitude save once a week to see if he recovers; success means he regains one point of Charisma and the disease ceases its continued ravaging of the victim’s body. However, the effects already inflicted on the victim remain. If the victim’s Strength of Constitution reach 0 first, then the character dies. Death by Blackblood is a terrible sight and victims are rarely recognisable towards the final stages of the disease as they are covered in welts, cough blackened blood from their rotting lungs and bleed from every orifice.

    Call of the Dead

    Power Point Cost: 1 per undead called
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Caster’s level in miles
    Target: Undead
    Duration: 10 minutes per level of the caster
    Prerequisites: Raise Corpse

    This spell allows the caster to call an undead being to come to his area from within a range equal to the caster’s level in miles. The undead creature will be naturally drawn to the place where the spell is cast; assuming nothing interferes with their movement. If the undead being can circumvent the barrier without bringing harm to itself, it will do so.

    The spell does nothing to dissuade the wants or needs of the creature summoned if it is an intelligent undead but will place any mindless undead in the thrall of the caster when they arrive.

    As a note, this spell does not create undead, it merely calls existing undead to the caster.

    Once the undead arrive they remain under the caster’s control for 10 minutes per his level; at the end of the spell the creatures become inert unless the caster invests a further Power Point for every 10 minutes he wishes to maintain control over the creatures.

    Corrupted Touch

    Power Point Cost: 4 + (see below)
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature, contagious
    Duration: One day/scholar level
    Saving Throw: Fortitude negates
    Prerequisites: Magic Attack Bonus +6, Death Touch, Raise Corpse
    Magic Attack Roll: Sets targets’ Fortitude save DC

    Raising an army of the undead requires quite a bit of time, effort and energy. However, raising an army of the mostly undead, of men who should have died, but did not due to the sorcerer’s timely intervention, mostly requires a bit of patience and a fairly large battle.

    A sorcerer who knows this spell can weave a charm about his hand. When he touches a target the charm passes to him, nestling down into his heart if the target fails his Fortitude saving throw. For the next 2d4 days every creature the target comes into contact with must make a Fortitude save or pick up a bit of the residual taint. This taint lasts until the initial charm fades at the end of the spell’s duration.

    If a creature affected by the taint goes below 0 hit points it automatically stabilises at –9 hit points. It does not respond to healing or to magical healing if that healing is available. The near-corpse does not rot or suffer from the effects of hunger or thirst.

    Once enough bodies accumulate the sorcerer may invoke the second part of this charm. He must spend 1 PP for each near-corpse he wishes to affect. All affected corpses must be within a one-mile radius of his position. The corpses rise within 1d4 rounds as risen dead. Once risen the corpses remain under the necromancers control until they are destroyed.

    The scholar does not regain the PP invested in the raising the corpses until something destroys them.

    Crawlers from the Mouth

    Power Point Cost: 2/target
    Components: V, S
    Casting Time: 1 action
    Range: Close (25 ft. + 5 ft. per scholar level)
    Target: One or more creatures, up to a maximum of one creature/two scholar levels
    Duration: Concentration + 1d4 rounds
    Saving Throw: Fort (see below)
    Prerequisites: Magic Attack Bonus +4, Raise Corpse, Summon Beast
    Magic Attack Roll: Sets DC for target’s saving throw

    The spell summons serpents, bees, flies, mice, scorpions, spiders or other vermin from the interior of enemies, as a Summon Beast spell. The vermin of choice comes from the victim’s mouth.

    A target is entitled to attempt a Fortitude saving throw to resist the effect based on the sorcerer’s Magic Attack Roll. A failed saving throw indicates the character begins choking to death on the vermin slithering out of his mouth.

    A character who begins choking can hold his breath for 1 round per point of Constitution, coughing up vermin the entire while. After this period of time, the character must make a DC 10 Constitution check in order to continue holding his breath. The save must be repeated each round, with the DC increasing by +1 for each previous success.

    When the character fails one of these Constitution checks, he begins to suffocate. In the first round, he falls unconscious (0 hit points). In the following round, he drops to –1 hit points and is dying. In the third round, he suffocates and dies. The process of being choked by a stream of vermin is painful. The pain imposes a –4 penalty on attack rolls, defence, movement, skill checks and ability checks the first round of contact (a second Fortitude save DC 18 may be made to halve the penalties).

    If the first save is successful, he is instead stunned for 1 round. A stunned character may not act, nor may he use Dodge Defence or Parry Defence. Attackers get a +2 bonus on attack rolls against a stunned opponent.

    Create Horror

    Power Point Cost: 6 + 1 per hit dice of the creation
    Components: V, S, F
    Casting Time: 10+ minutes
    Range: Close
    Target: One creature
    Duration: Equal to your Magic Attack roll in minutes
    Saving Throw: None
    Prerequisites: Improved Telekinesis, Raise Dead, Bind Demon, Knowledge (Arcana) +20 (not ranks, just overall modifier), Magic Attack Bonus +7

    This spell shows your complete mastery of life and death, for it creates the worst form of life, summoning it out of the things around you and forcing it to serve your whims. The body congeals from shadows and dust, sand, debris or bric-a-brac, or otherwise assembles from non-living materials around you into a horrific form.

    You then provide it with the spark of life by binding a spirit, life force or demon into it, creating something fundamentally wrong.

    The resulting aberration has a maximum hit dice equal to half of your magic attack roll; use the Created Horror table to determine the size and statistics of the creature (necromancers can create less powerful ones if desired). It will obey your verbal commands. Even though it is an aberration, it has no particular special powers although it does provoke a Terror of the Unknown check. The creature will fall apart into its base components at the end of the duration.

    The created horror has a base attack bonus equal to 3⁄4 of its hit dice and the saving throw progression of a scholar. It does not have skills and has Damage Reduction equal to the Hardness of the materials that created it (if any, or if known) plus 2d4–5 (minimum 0). It is not immune to any particular attack form, and gets two slams and a bite attack if it takes a full attack action. It has base Defence progressions as a scholar.

    Created Horror Table

    Hit Dice (D8)
    Size
    STR
    DEX
    CON
    Slam
    Bite
    1-6
    M
    10
    14
    12
    1D4
    2D6
    7-12
    L
    18
    12
    16
    1D6+4
    2D8+2
    13-18
    H
    26
    10
    20
    1D8+8
    4D6+4
    19-24
    G
    34
    10
    24
    2D6+12
    4D8+6
    25+
    C
    42
    10
    28
    2D8+16
    6D6+8

    Death Touch

    Power Point Cost: 2/touch
    Components: V, S
    Casting Time: One standard action
    Range: Touch
    Target: One or more creatures touched, up to a maximum of one creature/level
    Duration: One round/level
    Saving Throw: Fortitude partial
    Prerequisites: Magic Attack Bonus +5, Raise Corpse
    Magic Attack Roll: Sets DC for the targets’ saving throws

    Any creature touched by a sorcerer’s unarmed touch attack while death touch is active die instantly. A target is entitled to attempt a Fortitude saving throw to resist the effect.

    If successful, he is instead stunned for one round. A stunned character may not act, nor may he use Dodge Defence or Parry Defence. Attackers get a +2 bonus on attack rolls against a stunned opponent.

    Each sorcerer or sect has its own variant of this spell, differing only in the details. For example, the version used by the Priests of Set causes the sorcerer’s hand to turn completely black and is known as the Black Hand of Set. Anyone slain with it has a black handprint burned on to his body with a cold, deathly fire. By contrast, Khitan sorcerers (who often wield a Staff of Death to deliver their death touches) turn the whole of an enemy corpse completely black when using this spell. The Games Master and players are encouraged to devise their own ‘signature’ effects when casting death touch.

    Derketa’s Dhow

    Power Point Cost: 15 plus 5 per hour
    Components: V, S, M
    Casting Time: 1 hour
    Range: 100 miles
    Target: One sunken ship
    Duration: Concentration
    Saving Throw: None
    Prerequisites: Magic Attack Bonus +6, Ritual Sacrifice, Raise Corpse
    Magic Attack Roll: None

    This horrific spell wrenches a sunken boat from its watery grave, drags echoes of the sailors’ spirits from whatever awaited them beyond the veil, and then forces them to crew the ship until the sorcerer chooses to release them.

    Regardless of the ship’s original crew or cargo it is populated by 40 of the risen dead. It moves on the winds of the sorcerer’s will, travelling at 10 knots across any body of water regardless of the weather or water conditions. The ship does not take damage from natural weapons, but the crew can be slain.

    If the sorcerer is onboard the ship when he ceases concentration or can no longer pay the power point cost he is immediately attacked by the crew.

    Once the spell ends the Derketa’s Dhow sinks back beneath the waves, never to be seen or heard from again.

    Material Component: A fragment from a ship lost at sea.

    Draw Forth the Heart

    Power Point Cost: 7
    Components: S
    Casting Time: One standard action
    Range: Evil Eye
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Prerequisites: Ritual Sacrifice, Opportunistic Sacrifice, Tormented Sacrifice, Magic Attack Bonus +7, Raise Corpse, Death Touch, Agonising Doom, Conjuring, Telekinesis
    Magic Attack Roll: Sets DC for the target’s saving throw

    This powerful spell can both dispose of an enemy and allow the sorcerer to recoup some or all of the Power Points used to cast it, with perhaps a few more besides if the victim was sufficiently tough.

    If the target fails his saving throw, he dies, his heart pulled out of his body and into your hands by a magical force. The process is so painful to him that although he dies within moments, you immediately gain Power Points as though you had sacrificed him with the Tormented Sacrifice feat after torturing him for fifteen minutes.

    A target who makes his saving throw suffers an effect similar to a mild heart attack and is dealt 4d6 damage. He may only perform either a move action or standard action on his next turn.

    Drums of the Dead

    Power Point Cost: 8
    Components: V, S, F
    Casting Time: 1 hour
    Range: Touch/One target
    Target: One ship
    Duration: One day per scholar level
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +3, Ritual Sacrifice, Raise Corpse
    Magic Attack Roll: Sets the DC of the Will save

    This spell targets a victim who must make a Will save while being ritually sacrificed by the sorcerer. If the target fails the save, his tortured death not only provides power but also becomes a part of the larger spell being cast.

    He picks up a properly prepared ox-hide drum and beats it until his body finally fails. His spirit continues to sound the drum until the duration elapses or the spell is somehow lifted.

    The drum increases the overland movement speed of any ship with oars by +2 and gives the ship +2 movement points during a closing turn.

    Focus: An elaborately made ox-hide drum costing no less than 50 gl.

    Essential Salts*

    Power Point Cost: 2 per level of the target
    Components: V, S, (M)
    Casting Time: 1 full round
    Range: Close (25 ft. + 5 ft. per level)
    Target: One living being or bottle of essential salts
    Duration: Mortal
    Saving Throw: None
    Prerequisites: Craft (Alchemy) 7 ranks, Heal 7 ranks, Raise Corpse

    This spell is a method for a sorcerer to preserve his soul while long centuries pass. By reducing himself to a small pile of dust – his essential salts – the sorcerer can wait out an eternity, and be resurrected good as new in centuries to come. The spell can be cast in one of three ways.

    First, the sorcerer can cast the spell on himself. This causes the sorcerer to crumble into his essential salts, effectively killing himself. This version of the spell requires no material components.

    Secondly, the spell can be cast on a pile of essential salts, bringing them back to life. The caster must make a Craft (alchemy) check at DC 20 when casting the spell. Increase the DC if the salts were not stored properly or were mixed with common dust or ash. If this check is failed, then the target comes back only as ‘ye liveliest awfulness’, suffering 1d6 Points of Wisdom and Charisma damage and gaining one point of Corruption for every point of difference between the DC and the caster’s skill check result. The essential salts spring back to life. The resurrected character has only 1d6 Power Points and is fatigued. The material component for this spell is the pile of essential salts itself.

    Finally, the spell may be cast offensively, on a character who has already been brought back by the second variant of this spell. When the spell is cast, the target crumbles back into essential salts. The third variant of the spell has no effect on those who have not already benefited from the second variant. This version of the spell requires no material components.

    Fangs of the Night

    Power Point Cost: 3
    Components: V, S
    Casting Time: One minute
    Range: Touch
    Target: One target touched per use
    Duration: Instantaneous once released
    Saving Throw: Fortitude negates
    Prerequisites: Raise Corpse, Magical Attack Bonus +4
    Magic Attack Roll: Sets DC for target’s saving throw

    Some sorcerers find it within themselves to invoke a venomous bite, which will unleash a deadly poison in their target. The boldest and most feral of sorcerers find this tactic useful, and some sects make it a centrepiece to their rituals.

    The sorcerer must have in his possession a creature that is known for its deadly bite, such as an asp or spider. The creature must be killed, eaten alive or dead as the spell is invoked in an ecstatic dance. Once done, the sorcerer is imbued with the essence of the creature’s venomous bite. This bite may be held and used at a later date, after which the spell must be recast.

    If the sorcerer makes a successful touch attack against a target, then he has bitten his foe, which must make a Fortitude saving throw to resist the effects of the poison. If the saving throw is failed, the target takes 1d4 immediate Constitution damage, and must make an additional saving throw the following round to avoid taking additional 1d3 Constitution damage. The foe also takes 1d3 points of normal damage from the bite regardless of the saving throw.

    Finger of Nergal

    Power Point Cost: 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft. per two scholar levels)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Reflex half
    Prerequisites: Raise Corpse
    Magic Attack Roll: Sets DC for target’s Reflex saving throw

    When casting this spell, the caster touches a nearby corpse with one hand and points his other hand at the target, channelling a black ray that blasts and blackens the target’s flesh. The target takes 1d4 points of cold damage per caster level (maximum 10d4).

    The caster can attempt to increase the damage dice used from four-sided dice to six-sided dice by making a Fortitude saving throw (DC 18). If this saving throw fails, the spell uses four-sided dice and the damage is evenly divided between the caster and the target (who still gets a Reflex save to further reduce the damage).

    Material Component: A corpse, which becomes blackened and withered and cannot be re-used for the same spell.

    Ghost Lure

    Power Point Cost: 1 per round of concentration
    Components: V, S, M
    Casting Time: One action
    Range: Medium (100 feet + 10 feet/level)
    Effect: Attracts all ghosts and free-willed undead within range
    Duration: Concentration+1d6 rounds
    Saving Throw: Will negates
    Magic Attack Roll: Sets DC for target’s saving throw
    Prerequisites: The Dead Speak, Magic Attack Bonus +2

    When this spell is cast, the sorcerer scatters a few droplets of blood around. Any ghosts or other undead creatures within range of the spell scent this sweet blood and are drawn to the location where the spell is cast. Undead creatures must make a Will save each round that the spell is maintained to resist this compulsion.

    Undead creatures that have prior commandments have a +5 bonus to their Will saving throws to resist this spell. Undead creatures that sight living foes clearly or are commanded by their master have a +10 bonus to their Will saving throws to resist.

    Undead creatures that are attacked or in combat may ignore the spell completely.

    The primary use of ghost lure is in concert with a ghost trap – it increases the chance that a ghost is caught that day by 5% per round of concentration. It can also be used to distract undead guards or horrors.

    Greater Black Plague*

    Power Point Cost: 15
    Components: V, S, M
    Casting Time: One hour
    Range: Magical Link
    Target: Up to one creature per three levels
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Prerequisites: Magic Attack Bonus +8, Black Plague, Raise Corpse
    Magic Attack Roll: Sets DC for the targets’ saving throws

    This enhancement to black plague allows the sorcerer to target specific individuals, making it an ideal tool for magical assassination. It can only be cast while a standard black plague cast by the sorcerer is already in operation and can only affect targets within that spell’s area of effect.

    Those targets must immediately make Fortitude saving throws as usual for black plague, except that the DC is set by the sorcerer’s magic attack roll. These saving throws are in addition to any saving throws the victims may have already had to make for the black plague spell.

    Greater Legion of the Dead*

    Power Point Cost: 10 per 100 corpses
    Components: V, S, F
    Casting Time: 1 full round
    Range: Long (400 ft. + 40 ft. Per Scholar level)
    Target: Up to hundred corpses/Scholar level
    Duration: Concentration +1d6 Days
    Saving Throw: See below
    Prerequisites: Raise Corpse, Magic Attack Bonus of +10

    The spell works as more a powerful version of Legion of the Dead, allowing a veritable army of undead to rise and work for the sorcerer. The undead follow the sorcerer's verbal commands until the spell expires, when the undead become lifeless corpses again.

    Focus: The focus for this spell is a ceremonial tool of command worth at least 1,000 silver pieces – a crown, a whip of golden thread, a bejewelled sceptre or some other item.

    Language of the Judged

    Power Point Cost: 1
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Touch
    Target: Sentient Creature
    Duration: 1 minute per level of the caster
    Prerequisites: Raise Corpse

    This spell allows the target to speak to mindless undead (zombies, skeletons, etc.). Although it does not instantly give the target the ability to command or lead these creatures, it does allow him to communicate normally with them and perhaps to get them to do his bidding. Most mindless undead have no reason to lie or hold back information as they have no concept of what they are saying but they also do not have to stop attacking to answer the target’s questions...

    Legions of the Dead*

    Power Point Cost: 2 per 5 Corpses
    Components: V, S, F
    Casting Time: 1 full round
    Range: Close (25 ft. + 5 ft. per level)
    Target: Up to five corpses/level
    Duration: Concentration + 1d6 Hours
    Saving Throw: None
    Prerequisites: Magic Attack Bonus +4, Raise Corpse

    This spell works as a more powerful version of raise corpse, allowing a veritable army of the undead to rise and work for the sorcerer. The undead follow the sorcerer’s verbal commands until the spell expires, when the undead become lifeless corpses again.

    Focus: The focus for this spell is a ceremonial tool of command worth at least 200 silver pieces – a crown, a whip of golden thread, a bejewelled sceptre or some other item.

    Life Feast

    Power Point Cost: 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous/10 minutes per HD of subject; see text
    Saving Throw: Will negates
    Prerequisites: Raise Corpse, Magic Attack Bonus +3
    Magic Attack Roll: Sets DC for the target's saving throw

    The caster draws forth the ebbing life force of a creature and uses it to fuel his own power. Upon casting this spell, the sorcerer touches a living creature that has -1 or fewer hit points. If the subject fails a Will saving throw, it dies, and the caster gains 1d8 temporarily hit points and +2 bonus to Strength.

    Additionally, the sorcerer's effective caster level raises by +1, improving spell effect depending on caster level. (This increase in effective caster level does not grant access to more Power Points or Class Abilities). These effects last for 10 minutes per HD of the subject creature.

    Make Ghost Trap

    Power Point Cost: 2
    Components: V, S, M, F
    Casting Time: One day
    Range: Touch
    Effect: Creates a ghost trap
    Duration: 3d6 months
    Saving Throw: Will negates
    Magic Attack Roll: Sets DC for target’s saving throw
    Prerequisites: The Dead Speak

    This spell turns a simple braid of leather and hair into a ghost trap. The trap lasts for 3d6 months before losing its power.

    Each day, there is a base 1% chance that a ghost wanders into the ghost trap (this chance can be increased by ghost lure or by clever positioning of the trap). Most of the ghosts that wander into the trap are just animal spirits, which are useless for most purposes, although a sorcerer who also knows Nature Magic can use these spirits as part of a Summon Beast or Animal Ally spell. Other ghosts are the ghosts of recently deceased mortals, which are of more use to the sorcerer.

    A sorcerer may speak to trapped ghosts, although the spirits are not compelled to respond in any way. Ghosts retain most of their memories but are usually confused by their deaths and tend to repeat themselves a great deal. Ghosts also slowly decay along with the trap, so a trap has only a month of useful power left to it will hold a ghost that is very disorganised and forgetful. Destroying a trap frees a ghost and it is impossible to reuse traps.

    If the ghost is that of a powerful entity (5 or more HD/Levels), then the ghost tends to be stronger and more assertive. Such trapped ghosts can sometimes manifest for a few seconds after the trap is destroyed. The ghosts of sorcerers retain some spellcasting ability and have 2+Wisdom Modifier Power Points remaining to them. They can only cast spells with Verbal or Somatic components. Ghostly sorcerers can be induced to teach their spells to others.

    Material Component: Twigs, leather strips, strings and feathers.

    Focus: The completed trap itself.

    Make Greater Undead

    Power Point Cost: Varies
    Components: V, S, M, F
    Casting Time: Varies
    Range: Touch
    Effect: Creates an undead monster
    Duration: Concentration +1d6 rounds or permanent
    Saving Throw: None
    Prerequisites: Raise Corpse, Knowledge (Arcana) 3 ranks, Heal 3 ranks, Magic Attack Bonus +3

    This spell is a more powerful and complex form of the raise corpse spell. It can be used to create ordinary zombies or more powerful undead creatures. Each form of undead requires its own particular magical incantations and spell components and each recipe must be researched or discovered individually.

    If the sorcerer spends the listed experience cost, the undead creature is animated permanently, lasting as long as the sorcerer’s magic endures. Otherwise, the creature lasts for as long as the sorcerer concentrates +1d6 rounds. The casting time for the spell varies depending on the type of creature being created.

    The table below is not an exhaustive list of the monsters that can be created with this spell but it covers all the undead monsters conjured up by Logri.

    Undead
    Notes
    Power Point Cost
    Experience Point Cost
    Component Cost
    Creation Time
    Lesser Walking Dead
    Creates a 1 HD Zombie
    1 per 5 corpses
    10 XP per corpse
    0
    1 standard action
    Walking Dead
    Creates a 3 HD Zombie
    1 per corpse
    50 XP per corpse
    0
    1 standard action
    Greater Walking Dead
    Creates a Zombie with HD equals to its HD in life
    3 per corpse
    100 XP per corpse
    50 silver
    1 standard action
    Skull Face
    Conjures a Skull Face
    4
    50 XP
    100 silver
    10 minutes

    Skull-faces of the Air (Medium Undead)

    Hit Dice: 6d12 (30 hp)
    Initiative: +4 (+3 Dex, +1 Reflex)
    Speed: 30 ft., Fly 50 ft.
    Dodge Defence: 16 (+3 Dex, +3 natural)
    Damage Reduction: 2
    Base Attack/Grapple: +3/+7
    Attack: Claw +7 (1d8+4)
    Full Attack: Two claws +7 (1d8+4)
    Space/Reach: 5 ft. (1 Sq)/5 ft. (1 Sq)
    Special Attacks: Screech
    Special Qualities: Darkvision, Undead
    Saves: Fort +2, Ref +5, Will +2
    Abilities: Str 19, Dex 17, Con -, Int 8, Wis 10, Cha 11
    Skills: Stealth +7, Perception +4
    Feats: Fly-By Attack, Mobility

    This horror is a ragged black cloak topped with a leering human skull. Two bony hands reach for your throat, but the monster’s body is a tangled wreck of bones, rags and feathers

    Skull-Faces of the Air are undead monsters, which flap grotesquely through the clouds in the service of Logri the Binder. The shrieking horrors weigh no more than a child but are capable of carrying a full-grown man off into the sky, then dropping him to his death. The Skull-Faces are made by binding an evil spirit to a framework of bone and cloth.

    Combat

    Skull-Faces are relatively fragile, so they prefer to keep moving while using their Fly-By Attack and Mobility feats to slash at their foes. They only shriek when they have been spotted, preferring to ambush enemies from the air.

    Screech (Su): Once per combat, a Skull-Face can let out a horrific shrieking cackle. This shriek triggers Terror of the Unknown, forcing those who hear it to make a Will save against DC13. In a group of Skull-Faces, the horror is multiplied – increase the DC by +1 per extra Skull-Face present.

    A character who has previously been affected by the screech of the Skull-Face no longer suffers from Terror of the Unknown but will be shaken if he fails his Will save against the screech.

    Memories of the Dead

    Power Point Cost: 40 + 3 per ghost raised
    Components: V, S
    Casting Time: 1 hour
    Area: 100 ft. per scholar level radius emanating from the sorcerer
    Duration: One hour/scholar level
    Prerequisites: Magic Attack Bonus +7, Raise Corpse

    Those who fall in battle sleep restlessly as long as the ravens consume their flesh and the worms gnaw at their bones. An unscrupulous sorcerer might use this brief time between the flesh’s failing and the spirit’s passing on to raise for himself an unconquerable army of the dead with which to inflict his will on the world.

    The sorcerer must find a place where one or more individuals have died within the last day. He can then speak words so fell even the darkest demons would not dare to utter them save in the most extreme of situations. By doing so he binds the spirits of the dead to his service, creating an army of ghosts. Unlike natural ghosts these creatures remain active for one hour per level of the scholar who cast the spell. They will act and fight as the sorcerer demands, though they will not bring harm to those they held dear in life.

    Opening of the Mouth and Eyes*

    Power Point Cost: 6 + 2 from each participant
    Components: V, S, F
    Casting Time: 1 hour
    Range: Touch
    Target: One mummy or statue
    Duration: Mortal
    Saving Throw: See below
    Prerequisites: Raise Corpse, Priest of Yinepu, at least ten participants
    Magic Attack Roll: Sets DC for target’s saving throw

    The Opening of the Mouth and Eyes ceremony is cast so the dead can partake of nourishment in the afterlife and be able to see. It restores all the senses of a mummy or ghost, including movement. The ka gains control of speech, thought and motion. The ka can then move back and forth from the tomb as it wills. The spell is cast while touching an adze to the mouth of a mummy or statue of the deceased. Most forms of this ritual is simply ritual, with no sorcerous element. By expending true sorcerous power on the ritual, the spell takes on a much more real and terrible aspect. It creates a true ghostly ka.

    The spell begins with at least ten people involved. The Kher- heb priest, who actually casts the spell, the Sem priest, a friend of the deceased (a stand-in is acceptable), the son of the deceased (or a representative), a priestess who represents Isis, a priestess who represents Nephthys, a Menhu priest, an Am-asi priest, an Am-khent priest and someone to represent the armed guard of Harakht. The spell begins by sprinkling water around the mummy or statue from four vessels, one for each direction, accompanied with prayers to Set, Harakht, Thoth and Sept.

    This symbolically gives the dead the use of his head. Four vases of incense are brought forth to purify the body and strengthen the heart. The Sem priest, at this point, dresses in the skin of a cow and pretends to be asleep at the foot of the statue or mummy. The Am-asi ritually awakens the Sem priest and takes him to his seat. The four priests take the heads of a hawk, an ape, a jackal and a man to transform themselves into the children of Harakht. They give a ritual prayer to return the deceased’s shadow. The priest representing the honour guard of Harakht touches the lips of the mummy or statue.

    Once this is done, the Menhu priest sacrifices a bull, two gazelles and several ducks. The heart is taken out of the bull and offered to the mummy or statue. The foreleg of the bull is cut off and touched to the lips and eyes of the mummy or statue four times as the Sem priest recites a formula. The other sacrifices are offered to the mummy or statue. The Sem priest takes two instruments and touches the mouth of the statue or mummy with them as the Kher-heb priest says another ritual formula.

    The Sem priest then takes a curious, sinuous wand with a ram’s head on one end and touches the wand to the statue or mummy four times while the Kher-heb priest tells the mummy or statue the ‘words of power’. The representatives of the deceased’s friends and children then perform similar touching rituals with their own instruments, a chisel and a bag of red carnelians. The Sem priest then touches the mouth and eyes four times with a Y-shaped instrument. Food is offered to the mummy and an ostrich feather is waved four times in front of the mummy or statue. The mummy is then presented with scents, perfumes and clothing.

    The ka is now free to wander and do the bidding of the lead sorcerer (see page 136 for the statistics of the ka).

    Note: Keep in mind the rules of mortality in regards to spell casting. Unless steps are taken to make this spell permanent, then as soon as the sorcerer dies, the spell ends.

    Focus: The spell requires a mummy or statue of the deceased.

    Plague of Flies

    Power Point Cost: 10
    Components: V, S, M
    Casting Time: 1 round
    Range: 1 mile per scholar level
    Area: 100 ft. radius per scholar level
    Duration: One hour per scholar level
    Saving Throw: Fortitude negates
    Prerequisites: Magic Attack Bonus +3, Raise Corpse
    Magic Attack Roll: Sets Fortitude save DC in area of effect

    Soldiers must, perforce, become nearly immune to the horrors encountered on a field of battle after the warring ceases. They must deal with the hideous visages of corpses mangled by war, the buzzing of flies and the stench only slaughterhouses and battlefields can produce. However, a talented sorcerer can weave a simple charm capable of amplifying these terrors to the point where even a hardened man of war might blanch.

    This charm only works on battlefields less than a day old. By weaving it, the sorcerer speeds the natural rate of reproduction in those creatures (flies and maggots especially) who feed off of the carrion left by battle. Within an hour the battlefield swarms with thick clouds of biting flies, flies willing to feast on living as well as dying flesh.

    Any creature entering into the area of effect must make a Fortitude saving throw each round. If he fails then he takes one point of damage. Animals will immediately attempt to leave the area of effect, while humans may exercise their own will to remain in place until the maggots and flies strip their flesh from their bones if they wish.

    Material Component: A handful of maggots.

    Scent of Rot and Fear

    Power Point Cost: 1
    Components: V, S
    Casting Time: 1 round
    Area: 100 ft. + 10 ft. per scholar level radius emanating from the sorcerer
    Duration: One round per scholar level
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +3, Raise Corpse
    Magic Attack Roll: Sets the Will save DC of animals in the area of effect

    Few things spook animals quite like the sharp coppery- sweet smell of blood, entrails and offal wafting up from a disembowelled body. A sorcerer skilled in the arts of necromancy can easily cause this scent to permeate an area, causing domesticated and wild animals to flee in panic.

    When the sorcerer invokes this spell the area begins to stink like a charnel house. All animals within the area of effect must make a Will save or become difficult to handle. Any human wishing to them to engage in work will have to make a Handle Animal or Ride skill check (for tricks or riding the mount respectively) in order to force the animal to co- operate. If he fails then the animal’s fear prevents it from responding in accordance with its training.

    Any creature capable of using its sense of smell can detect the presence of a sorcerer using this spell without making a Wisdom check. Tracking the sorcerer by smell still requires the Scent ability.

    Simulacrum*

    Power Point Cost: 20
    Components: V, S, M, F, Magical Link
    Casting Time: 5 minutes
    Range: Close (25 ft. + 5 ft./scholar level)
    Effect: 1 slightly larger than life-size clay statue (unfired)
    Duration: Mortal
    Saving Throw: None
    Prerequisites: Raise corpse, Animate Statue, Permanent Sorcery, Magical Attack Bonus +8

    To begin this spell, the sorcerer must either construct or have constructed a clay replica of the person to be duplicated, built slightly larger than the person and its mouth must be open. This clay replica must have magical links, including hair, fingernail pairings, sweat, blood and seed (or menses), worked arduously into the clay. When the effigy is ready, but before it is fired, three vials, a strip of parchment and a quill pen must used to prepare the next item.
    The first vial must contain the blood of the person to be duplicated, mixed with various tinctures to keep it liquid. The pen is dipped into the blood and the person’s name is written across the parchment. A sprinkling of powder from the second vial dries the blood on the parchment instantly. The third vial has the sorcerer’s blood. The pen is dipped into this and the sorcerer’s name is written on the parchment in larger script, overlaying that of the victim’s name. A sprinkling again from the second vial dries the blood.

    Now the verbal component begins as the parchment is folded into a precise pattern and placed into the open mouth of the clay statue. Then, using chalks from Stygia (these usually have to be smuggled as Stygians do not use these as trade items or sell them on any sort of market), the sorcerer scribes an incomplete pentagram around the feet of the statue, drawing a star within a pentagon within a circle. Foul black candles are then placed on the points where the shapes touch. Each candle is lit and the pentagram is completed. The final words of power are spoken.

    The flames from the candles grow and eventually bend inward, arcing over the statue. When the tongues of flame touch, lighting strikes down and hits the clay. If the construct proves not to be a masterwork construct, it will burst into flames and be destroyed. Otherwise, at the end of the incantation, the candles are consumed and the statue is but dry and cracked. The statue will then tremble and crumble. The clay will fall away, leaving a living, breathing duplicate of the person targeted. It will know its name and it will obey the sorcerer’s commands, having the same Intelligence, Wisdom and Charisma as the duplicated character. The simulacrum will be inhumanly fast (+10 to the original’s Dexterity and speed) and superhumanly strong (+20 to the original’s Strength). Its skin will be tough (natural DR 16). The duplicate will be half the level of the original (minimum 1st level).

    However, fire will destroy it in an instant; its oils are extremely flammable, so the duplicate will fear fire and stay away from it. The subject who was copied must remain alive. If the copied subject dies, the simulacrum loses its levels, mental abilities (Int, Wis and Cha) and all skills and feats.

    Skin of the Grave

    Power Point Cost: 1+
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft. per two Scholar levels)
    Target: Breathing opponent
    Duration: 2 minutes per level of the caster
    Saving Throw: To reject the spell, Fortitude Saving Throw DC equal to caster’s level +10
    Prerequisites: Raise Corpse

    The spell causes the target to appear to be an animated corpse: the skin takes on the cyanotic pallor of the grave and the target’s motions become sluggish and jerky for the duration of the spell. To all observers the target is an undead creature although the target himself, although being unable to act quickly, feels no ill effects other than all skill tests suffering an automatic increase in the DC equal to the caster’s level, +1 for each additional Power Point invested in the spell. His movement rate is also halved for the spell’s duration.

    If the target succeeds in a Fortitude Saving Throw then the spell has no effect.

    Material Component: A handful of dirt taken from a graveyard.

    Summon Essence

    Power Point Cost: 5 per jar of blood
    Components: V, S, M
    Casting Time: 1 full round/jar of blood
    Range: Close (25 ft. + 5 ft./scholar level)
    Effect: Up to 1 jar of blood/scholar level
    Duration: Magic Attack roll sets the duration in hours
    Saving Throw: See Below
    Prerequisites: Raise Corpse, Magical Attack Bonus +2
    Magic Attack Roll: Sets the duration in hours

    Jars of blood are placed within a circle. With a piece of blue chalk, the sorcerer marks ancient Khitan ideograms for the four seasons equidistantly about the circle. Then the sorcerer draws the ideograms for the four humours, then the four elements, all without breaking the ancient chant. Finally the symbol for life is drawn and the symbol of death is drawn over the symbol of life.

    A chill will rise in the air as the sorcerer chants this spell until his breath comes out in puffs of white and his voice takes on a hollow timbre. Mist will roll over the circle and in the centre of the mist argent and azure lightning will flash. The stone jars will disintegrate into sand and the earth will drink the blood.

    The sorcerer must then, with every fibre of his being, use the power of his will to complete the summoning, making a Will save (DC 12), otherwise the essences resist the summoning. If successful, the earth will crack and break and hands, withered and mottled, will claw at the surface. Drawn by the sorcerer’s chant, horrible entities will dig their way from the bowels of the earth. These things are stumpy and misshapen, their skin a mottled mouldy grey-green colour.

    These are the summoned corporeal manifestations of the essences of murdered men and women. There is no distinction between male and female. They are hairless with opalescent eyes that have seen the grave from inside. Their lipless mouths emit a cacophony of howls and lamentations.

    he sorcerer may end the chant once they are all summoned, one essence per stone jar, and when the chanting stops, they will await orders from the sorcerer. They have statistics as ghouls except that they can turn incorporeal and can function as spies or guards.

    Taper of Death

    Power Point Cost: 5
    Components: V, S, M, XP
    Casting Time: 3 days plus 1 action
    Range: Close
    Target: 1 creature
    Duration: See below (D)
    Saving Throw: Will negates
    Prerequisites: Magic Attack Bonus +6, Raise Corpse, Death Touch
    Magic Attack Roll: Sets DC for target’s saving throw

    Created by the Seers of Yimsha, this death spell takes three days to prepare. Once prepared, it takes but one further action, taken anytime thereafter, to cast the spell. It creates a phantom image of a white candle with a black flame on the wick. This image represents the melting of the subject’s soul.

    The sorcerer sets the duration, which cannot be less than 1 day or more than a fortnight. When the mystic candle burns down and extinguishes itself, the subject dies and his soul is forced to flee the mortal realms forever. It is used by the Seers of Yimsha and by Thoth-Amon to force subjects to do their bidding within a certain time frame.

    Material Component: The sorcerer must first fashion a soul candle in his mind. The ghostly, mental conception melts to nothingness during the course of the spell.

    Experience Point Cost: This mental construct costs 50 xp/HD of the subject.

    The Dead Speak

    Power Point Cost: 1
    Components: V, S
    Casting Time: One standard action
    Range: Touch
    Target: One corpse
    Duration: Concentration + 1d6 rounds
    Saving Throw: See below
    Prerequisites: Scholar level 4, Raise Corpse

    The necromancer forces a semblance of life back into a corpse or at least a head. The animated horror can speak and think and see as it did in life, assuming it still has the necessary body parts to do so (a severed head can still speak if it has a tongue and jaw and see if it has eyes). The spark of life lasts only a few moments but this may be long enough to interrogate a fallen guard or mock a defeated foe one last time.

    Transference

    Power Point Cost: 8
    Components: V, F, XP
    Casting Time: 1 action
    Range: Personal
    Target: 1 creature and 1 magic item
    Duration: 2d6 hours (D)
    Saving Throw: None
    Prerequisites: Magic Attack Bonus +6

    This spell’s purpose is to drain all the power from a mystical object and temporarily transfer it to a sorcerer’s body. Once this spell is cast, all the properties of a magic item are now personal properties of the caster; the caster functions exactly as the magic item in question. Any divinations regarding the magic item now target the caster. At the end of the duration, the magic bleeds from the sorcerer back to the original vessel.

    Focus: The magic item is the focus.

    Experience Point Cost: Half of what it would take to create the magic item (100 xp minimum)

    Unclean Touch

    Power Point Cost: Varies by illness
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Prerequisites: Raise Corpse, Magic Attack Bonus +5
    Magic Attack Roll: Sets DC for the target's saving throw

    The subject contracts a disease selected from the chart (below), which strikes immediately (no incubation period). The Fortitude save DC noted is for the subsequent saves (use the spell's normal save DC for the initial saving throw).

    Disease
    DC
    Damage
    PP Cost
    Blinding Sickness
    16
    1D4 STR*
    6
    Cackle Fever
    16
    1D6 WIS
    6
    Filth Fever
    12
    1d3 DEX and 1D3 CON
    6
    Mindfire
    12
    1D4 INT
    4
    Red Ache
    15
    1D6 STR
    6
    Shakes
    13
    1D8 DEX
    8
    Slimy Doom
    14
    1D4 CON
    4
    * If the victim takes 2 or points or more points of STR damage from blinding sickness, he or she must make another fortitude save or be permanently blinded.

    Undying Sentinel

    Power Point Cost: 4 per corpse or sense
    Components: V, S, M
    Casting Time: 30 minutes
    Range: Long (400 feet + 40 feet per scholar level)
    Target: One corpse or sense per every two caster levels
    Duration: 1 day per scholar level
    Saving Throw: None
    Prerequisites: Raise Corpse, Astrological Prediction, Psychometry, Knowledge (Arcana) 5 ranks, Magic Attack Bonus +4

    When this spell is cast upon a corpse (not an undead), the sorcerer chooses one of the target's senses. This sense will then be available to the sorcerer for as long as he stays within 100 miles/scholar level of the corpse; leaving the range dismisses the spell. This sense cannot cannot be changed once the spell is cast, nor can the sorcerer cast the spell once more on the same corpse while a previous casting's duration remains in effect.

    Accessing the corpse's sense requires a DC 15 Concentration check as a free action, after which they can use any skill through that sense that they would use through their own. For example, if the spell were affecting the corpse's eyes, the caster could use Spot checks. The range of the accessed sense is limited to the corpses location – the caster can only see what is in the corpse's line of sight, for instance, and would be useless if the corpse's eyes were closed. Deterioration is also a problem – a penalty of -1 is applied to any skill checks using the sense if the corpse is freshly dead, to a maximum penalty of -8 if eyes, ear, etc. has entirely rotten away from the bone. While accessing the corpse's sense, his other die rolls (combat, skill checks, etc.) for the sorcerer's own body suffer a -2 penalty because of the distraction of simultaneous sensory input.

    For every two scholar levels, the sorcerer can choose to add another corpse to the spell influence or an additional sense may be added to a corpse that has previously been selected. Only one corpse may be accessed at a time, but each corpse's senses affected by the spell are simultaneously available. For every sense beyond the first that is active in the corpse being contacted, increase the Concentration check's DC by 2 and increase the penalty for the sorcerer using his own skills by a further -2 penalty.

    Sight and hearing are the senses most often used chosen to be conjured with the spell, as being able to taste, touch or feel what a corpse can usually scry has a very limited effect (not to mention the discomfort of tasting or smelling the rotten corpse used).

    Material Component: Flesh, hair or fingernail from the targeted corpse(s).

    Usurpation of the Soul

    Power Point Cost: 4/HD of victim
    Components: V, S, magical link
    Casting Time: 2 rounds
    Range: Touch or Evil Eye
    Target: One Creature
    Duration: 1 hour/level or until you return to your body
    Saving Throw: Will negates; see text
    Prerequisites: Raise Corpse, Magical Attack Bonus +6
    Magic Attack Roll: Sets DC for target’s saving throw

    By casting usurpation of the soul, you place your soul in a nearby body, forcing its soul into submission. You may move back to your own body (thereby returning the trapped soul to its body), which ends the spell. When you transfer your soul upon casting your body is, as near as anyone can tell, dead.

    Attempting to possess a body is a full-round action. It is blocked by warding or similar protective spells. You possess the body and force the creature’s soul into submission unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in your own body and the target automatically succeeds on further saving throws if you attempt to possess its body again.

    If you are successful, your life force occupies the host body and the host’s life force is suppressed. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, defence, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You cannot choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body.

    As a standard action, you can shift freely from a host to another host if within range, returning any usurped souls back in control of their bodies. The spell ends when you shift from a host to your own body. If the host body is slain, you return to your body, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die.

    If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position) and the usurped soul takes control of its own body, remembering only nightmarish images of the experience. Destroying either body ends the spell.

    Focus: A magical link to the prospective hosts

    Verdant Mastery

    Power Point Cost: 5
    Components: V, S
    Casting Time: 1 Standard Action
    Range: 1 yard per level of caster
    Target: Plantlife only
    Duration: Varies
    Prerequisites: Knowledge (Nature) 2 ranks
    Magic Attack Roll: Must beat DC of 20 with Magic Attack bonus

    The sorcerer can control plant life within the range of the spell, which is 1 yard for every level of the sorcerer. To successfully cast the spell, the sorcerer must beat a DC of 20 with his Magic Attack.

    Successfully casting the Spell allows the sorcerer to give any of the following commands, to be obeyed by the local plants:
    * Plants die. All plant life within the target area shrivels and dies.
    * Plants grow. Plants undergo a spurt of rapids growth, doubling their size and volume for every 2 Power Points invested in the spell. The plants remain at this size for a number of days equal the caster’s level x10 before shrinking back to normal size.
    * Whispers of the Green: the sorcerer can perceive things, which happened in the plant’s vicinity for a period in hours equal to his level. Since there may be much trivia and confusing data in such impressions, the spell allows him to determine if some activity of interest to him occurred in the area by making a Will Saving Throw against DC of 18

    Zukala’s Jest*

    Power Point Cost: Power Points gained from draw forth the Soul + 2
    Components: V, S, M
    Casting Time: 2 rounds
    Range: Touch
    Target: One creature
    Duration: Mortal
    Saving Throw: None
    Prerequisites: Raise Corpse, Draw forth the Soul

    After drawing forth a soul from a victim using the draw forth the soul spell, the sorcerer can then mould the soul into a female child so beautiful that men will sell their own souls to possess her. She will cause problems wherever she goes as men fight for her or do whatever she asks. Unless magically aged, she will grow at a human rate and die a natural death between 40 and 60 years old (unless her creator dies first) but will never physically age beyond 16 to 18 in appearance. Her Charisma will begin at 30, although her other attributes are determined normally. The girl also gains the Smouldering Glance supernatural ability.

    Smouldering Glance (Su): She can cause an irrational lust in another being just by looking at it. This ability can be used a number of times per day equal to her Charisma modifier. She makes a ranged touch attack against a living creature within 30 feet. The creature must make a Will save (DC 10 + her Hit Dice + her Charisma modifier) or find itself utterly captivated. This is a mind-affecting charm.

    The material component is not really a material, but the bodiless soul drawn from another victim. She generally has no residual memories of the soul’s former life but, at the Games Master’s discretion, may recover those memories or may experience them as dreams.

    Note: The girl created from this spell can be made permanent, otherwise she dies 1d10 minutes after the sorcerer who created her dies.

    XII. Oriental Magic

    Oriental magic is most commonly found in Khitai, Vendhya and the Himelias, though oriental sorcerers do travel the world like all their kind.

    Generally, the Games Master should not overly restrict characters from non-oriental cultures from selecting Oriental Magic as a sorcery style, though in most cases they will need to learn it from another adept or demon or be a member of one of the oriental religions such as Asura, rather than research it independently.

    A character who does research it independently will likely need to travel to Khitai or similarly far afield to do so.

    Spells
    Prerequisites
    Calm of the Adept (Basic Oriental Magic)Wis 13
    Vanish (Defensive Blast)
    Darting SerpentScholar Level 3, Calm of the Adept
    Eyes of TruthKnowledge (Arcana) 1 rank
    Harmony of Body and SpiritHeal 7 ranks, Calm of the Adept
    Harmony of Earth and SkyCalm of the Adept, Warrior's Trance
    Mirror of the Tactical MindScholar Level 4, Calm of the Adept
    Mirror of the Strategic MindScholar Level 4, Astrological Prediction, Calm of the Adept
    Shape-ShifterScholar Level 12, Calm of the Adept
    Walk on CloudsScholar Level 5, Calm of the Adept, Willow Dance
    Warrior TranceScholar Level 3, Calm of the Adept
    Willow DanceScholar Level 3, Calm of the Adept
    Yimsha's CarpetScholar Level 14, Calm of the Adept, Summon Element

    Calm of the Adept (Basic Oriental Magic)

    Power Point Cost: 2
    Components: V, S
    Casting Time: 3 hours
    Range: Personal
    Target: Self
    Duration: 21 hours
    Prerequisite: Wis 13

    By spending much of each morning in meditation, you are able to significantly enhance your mind, body and spirit for the remainder of the day. You gain a +2 enhancement bonus to Dexterity, Wisdom and Charisma for the duration of the spell. Furthermore, you gain a +2 bonus on any Will saves made to resist spells of the Hypnotism school or similar mesmeric effects.

    Vanish (Defensive Blast)

    Power Point Cost: All remaining points
    Components: V
    Casting Time: Immediate
    Range: Personal
    Target: Self
    Duration: One round
    Saving Throw: None

    Roll 1d6 for every Power Point expended when this spell is cast. If the total is greater than the damage inflicted by the attack which provoked the defensive blast, the sorcerer takes no damage. Instead, the sorcerer vanishes from the scene, leaving only his outer robes behind, which crumple to a heap where he was standing.

    The sorcerer reappears in a place chosen by the Games Master – normally a nearby sanctum, temple or garden or other tranquil safe place. The sorcerer has no control over where he reappears.

    Darting Serpent

    Power Point Cost: 2+
    Components: V, S
    Casting Time: One standard action
    Range: Personal
    Target: Self
    Duration: One round/level
    Prerequisites: Scholar Level 3, Calm of the Adept

    For every two Power Points expended, you gain a +2 bonus to your Dexterity and an additional +1 enhancement bonus to all Initiative checks. You may expend up to two Power Points per level. If you use this spell during combat, your initiative score is adjusted by +1 per two Power Points you expended from the next round onwards. When the spell expires your initiative returns to its previous score.

    Eyes of Truth

    Power Point Cost: 2
    Components: V, S
    Casting Time: One Standard Action
    Range: Close
    Target: One Object or Person

    Duration: Concentration, up to 10 minutes, plus 1 minute per level
    Saving Throw: None
    Prerequisites: Knowledge (Arcana) 1 rank
    Skill Checks: Knowledge (Arcana) DC 11

    The spell allows the sorcerer to see through any illusion to the truth within. It does not dispel the illusion and nor does it reveal its source (unless its source is evident when the illusion’s nature is penetrated).

    Harmony of Body and Spirit

    Power Point Cost: 7
    Components: V, S
    Casting Time: One day
    Range: Touch
    Targets: One living being
    Duration: Instantaneous
    Saving Throw: None
    Prerequisites: Heal 7 ranks, Calm of the Adept

    This potent healing spell allows the sorcerer to cure injuries and poisons that would otherwise be incurable. Harmony of mind and body allows the sorcerer to make a Heal check on the patient with a +10 bonus.

    The patient also recovers lost hit points or ability scores as if he had rested for one full week under the sorcerer’s care. This spell can cure magical diseases and poisons.

    Harmony of Earth and Sky

    Power Point Cost: 10
    Components: V, S
    Casting Time: 1 action
    Range: Touch
    Targets: One demon, undead or other unnatural creature
    Duration: 1 minute
    Saving Throw: Fortitude negates
    Prerequisites: Calm of the Adept, Warrior’s Trance
    Magic Attack Roll: Sets DC for target’s Fortitude save. (See below.)

    Harmony of earth and sky is an offensive spell that only works on beings that are outside the natural order – demons from hell or the Outer Darkness, undead, aberrations, sorcerers with a Corruption score of 10 or more and so forth.

    The caster must make a successful melee attack as part of casting this spell. This melee attack inflicts normal damage, and may also banish the creature. If the attack hits, then the victim must make a Fortitude save against a DC of 10 + half the caster’s magic attack roll.

    If the save fails undead crumble to dust, demons are banished, and mortal sorcerers and corrupt creatures are reduced to –1d10 hit points.

    Mirror of the Tactical Mind

    Power Point Cost: 4
    Components: V
    Casting Time: 1 minute
    Range: Personal
    Target: Self
    Duration: One hour per scholar level
    Prerequisites: Scholar Level 4, Calm of the Adept
    Magic Attack Roll: Sets the result of the stored tactical roll

    The disciplines required of a master sorcerer can make him a deadly tactician if he wishes to bend his skills in that direction. By using specific chants and mental exercises a sorcerer can heighten his tactical awareness to supernatural levels, granting him an edge even a highly trained soldier might not have the cunning to overcome.

    When the sorcerer casts this spell he makes a magical attack roll, adding his base attack bonus to the result. This result becomes a stored Knowledge (warfare) check result he may use in place of any battle related skill check he must make during the spell’s duration.

    An adept may cast this spell on himself as many times as he wishes. Each time he does so he must make a new magic attack roll. He may draw the stored checks in any order.

    Mirror of the Strategic Mind

    Power Point Cost: 4
    Components: V
    Casting Time: 1 minute
    Range: Personal
    Target: Self
    Duration: Instantaneous
    Prerequisites: Scholar Level 4, Astrological Prediction, Calm of the Adept
    Magic Attack Roll: Determines the total bonus to tactical checks available to the sorcerer

    The disciplines of a master sorcerer allow him to stand head and shoulders above the common lot, deducing patterns and intuiting motivations unfathomable to lesser minds. This perspective gives him insight into his opponents’ strategic goals and reserves; an invaluable tool on the field of battle.

    When the sorcerer casts this spell he automatically wins any opposed Knowledge (warfare) check.

    Shape-Shifter

    Power Point Cost: 10
    Components: V, S, M
    Casting Time: One full round
    Range: Personal
    Target: Self
    Duration: 10 minutes/level
    Prerequisites: Scholar Level 12, Calm of the Adept

    This spell enables you to assume the form of any single non-unique animal (any creature of the animal type) from Fine to Colossal size. The assumed form cannot have more than twice your scholar level in Hit Dice (to a maximum of 40 HD).

    Your creature type and subtype (if any) change to match the new form. You gain the Strength, Dexterity and Constitution scores of the new form but retain your own Intelligence, Wisdom and Charisma scores. You gain all the non-supernatural abilities (both attacks and qualities) of the assumed form but lose your own ability to cast spells.

    The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms. While you are in your new form, you can heal up to one hit point of damage per scholar level by spending one minute resting.

    You can become just about anything you are familiar with. You can change form a number of times equal to your scholar level during the spell’s duration, with each change of form being a full-round action.

    If slain, you revert to your original form, though you remain dead.

    Material Component: Assorted gems worth at least 500 silver pieces.

    Walk on Clouds

    Power Point Cost: 5
    Components: S
    Casting Time: 1 standard action
    Range: Personal
    Target: Self
    Duration: One round/level
    Prerequisites: Scholar Level 5, Calm of the Adept, Willow Dance

    For the duration of this spell, the caster may tread on water, clouds, mist or any other surface as if it were solid ground. As long as there is something there, the sorcerer can walk on it. This spell also gives a +5 bonus to Acrobatics, Balance and Jump checks.

    Warrior Trance

    Power Point Cost: 6
    Components: V, S
    Casting Time: One standard action
    Range: Personal
    Target: Self
    Duration: One round/level
    Prerequisites: Scholar Level 3, Calm of the Adept

    Warrior trance gives one of the sorcerer’s natural weapons a +2 enhancement bonus to attack and damage rolls and gives the caster a +2 dodge bonus to Dodge Defence. The spell can affect a slam attack, fist, bite or other natural weapon. This spell does not change an unarmed strike’s damage from nonlethal damage to normal damage.

    The dodge bonus and enhancement bonus are increased to +3 if the sorcerer is 6th level or higher and by another +1 each three levels thereafter.

    Willow Dance

    Power Point Cost: 2+
    Components: S
    Casting Time: One standard action
    Range: Personal
    Target: Self
    Duration: One round/level
    Prerequisites: Scholar Level 3, Calm of the Adept

    For every two Power Points expended, you may increase your base movement by five feet and gain a +2 bonus to Balance and Jump checks.

    You may expend up to two Power Point per level.

    Yimsha's Carpet

    Power Point Cost: 20
    Components: V, S, M
    Casting Time: One full round
    Range: Personal
    Area: Up to one foot radius per level
    Duration: One minute/level
    Saving Throw: Fortitude partial
    Prerequisites: Scholar Level 14, Calm of the Adept, Summon Elemental
    Magic Attack Roll: Sets DC for the victims’ saving throws

    Yimsha’s carpet is a supernatural cloud of gold-veined crimson that can transport, conceal and protect its occupants. It may also be used as an offensive weapon against the sorcerer’s enemies. Powered by elemental energies, it extends outwards from the sorcerer like a vast crimson aura.

    The cloud has four effects: concealment, protection, transport and stunning.

    * Concealment – The sorcerer who created the cloud can see through this concealment normally but any other occupants of the cloud cannot. If there are more than five feet of cloud between two occupants, the concealment is total.

    * Protection – solid objects such as weapons have difficulty penetrating the cloud from without, giving the occupants an effective damage reduction of 4 against any attack that originates outside the cloud. This stacks with other forms of damage reduction normally. Attacks may be made out of or within the cloud without hindrance.

    * Transport – by concentrating, the sorcerer who cast the spell can make Yimsha’s carpet fly with perfect manoeuvrability at the stately speed of 20 feet per round. The sorcerer is automatically carried by the carpet, and he may bring along any number of passengers that fit entirely within its boundaries. If the sorcerer ceases concentrating the cloud continues to hover in place and support passengers, but moves no further.

    * Stunning – living things that enter the cloud must make a Fortitude saving throw or be dealt 1d6 nonlethal damage per two levels of the casting sorcerer and be stunned for 1d6 rounds. A stunned character may not act and cannot use Dodge Defence or Parry Defence; attackers get a +2 bonus on attack rolls against a stunned opponent. A success on the saving throw halves the damage and means the creature is only dazed, not stunned.

    A character may only be affected once by each casting of Yimsha’s carpet.

    The sorcerer who created the cloud may freely chose which creatures within the area of effect are friends and which are foes. Friends are protected, concealed and transported by the cloud and are immune to its stunning and damaging effects. Foes gain the effects of protection from outside attacks and benefit from concealment while within the cloud, but are not transported by it and must content with its stunning and damaging effects.

    The sorcerer can ‘switch on’ and ‘switch off ’ the cloud as a free action up to once per round during its duration. While switched off the cloud has no effects at all but any rounds it is switched off still count towards the duration.

    Material Component: Gold dust and herbal smoke-powders to a total value of 850 silver pieces.

    XIII. Prestidigitation

    Prestidigitation is often one of the first sorcerous paths a scholar learns, since it allows the production of more or less immediate magical effects with which to impress or terrify ordinary folk.

    Spells
    Prerequisites
    Conjuring (Basic Prestidigitation)Sleight of Hand 1 rank
    Blast Wave (Defensive Blast)
    Animate SwordsScholar Level 4, Base Attack Bonus +3, Conjuring, Telekinesis, Improved Telekinesis
    Animate StatueScholar Level 6, Base Attack Bonus +4, Conjuring, Telekinesis, Improved Telekinesis, Animate Swords
    BlindnessImproved Telekinesis, Sleight of Hand 6 ranks
    Burst BarrierScholar Level 3, Conjuring
    Conjure ItemConjuring
    DeflectionScholar Level 3, Prestidigitation
    Greater TelekinesisScholar Level 7, Improved Telekinesis
    Improved TelekinesisScholar Level 3, Sleight of Hand 3 ranks, Bluff 3 ranks, Conjuring, Telekinesis
    Loft to the SkyScholar Level 4, Sleight of Hand 3 ranks, Bluff 3 ranks, Conjuring, Improved Telekinesis
    Magic BuilderScholar Level 10, Conjuring, Telekinesis, Improved Telekinesis
    Shake EarthScholar Level 10, Conjuring, Telekinesis, Improved Telekinesis
    TelekinesisScholar Level 3, Sleight of Hand 2 ranks, Conjuring

    Conjuring (Basic Prestidigitation)

    Power Point Cost: 1
    Components: S
    Casting Time: 1 Standard Action
    Range: Close (25 ft. + 5 ft. per two levels)
    Target: See below
    Duration: Concentration
    Saving Throw: None
    Prerequisites: Sleight of Hand 1 rank

    This spell allows the sorcerer to do minor acts of prestidigitation or illusion at a cost of one Power Point for each effect. Examples include suspending objects in mid-air or causing his eyes to glow red.

    The following effects are all possible uses of this sorcery style:

    Blast Wave (Defensive Blast)

    Power Point Cost: All remaining points
    Components: V
    Casting Time: Immediate
    Range: Personal
    Target: A 10 foot radius around the sorcerer
    Duration: Instantaneous
    Saving Throw: Reflex half
    Magic Attack Roll: Sets DC of the victims’ saving throws

    When this spell is cast, all characters within 10 feet of the caster are struck by an invisible wave of force. The characters are hurled back 1d6 feet for every Power Point expended when the spell is cast and take normal falling damage (1d6 point of damage per 10 feet fallen). This damage is doubled if the victims hit a wall or other barrier. Victims are hurled straight back away from the caster.

    A successful Reflex save (DC equals the caster’s magic attack roll) means that the victims are only thrown half as far.

    Animate Swords

    Power Point Cost: 4 for the first round, +2 for each additional round
    Components: V, S
    Casting Time: 1 full round
    Range: Close (25 ft. + 5 ft. per level)
    Target: One Small object or two Tiny objects per level
    Duration: Power Points
    Saving Throw: None
    Prerequisites: Scholar level 4, base attack bonus +3, conjuring, telekinesis, Improved telekinesis.

    This spell imbues inanimate objects with limited mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate. An animated object can be of any material. The sorcerer may animate one Small object per scholar level, two Tiny objects per scholar level, or any combination.

    Statistics for swords and other objects animated by this spell can be found on page 92 of the book Secrets of Skelos.

    Animate swords cannot allow an object to bend or flex in any way it could not otherwise do. This is why it is most commonly used for animating objects to use as weapons, in a similar manner to the Improved Telekinesis spell, though it allows for a great deal of control over the objects animated – rather than simply flying at an enemy, for example, a sword could be swung to cut and hack just as though it were wielded by a warrior. An animated statue, though, could only be used in a manner similar to an improvised thrown weapon of the appropriate size – it could not pick up objects to use as weapons, open doors, or move in any way like the creature of which it is a statue. This spell cannot animate objects carried or worn by a creature.

    No especial concentration is necessary to cause the objects animated by this spell to remain animated and fulfill the sorcerer’s wishes. He may instruct them anew once each round as a free action. No skill check is needed to do this.

    Animate swords can be made permanent using the Permanent Sorcery rules.

    Animate Statue

    Power Point Cost: 6 for the first round, +3 for each additional round Components: V, S Casting Time: 1 full round Range: Close (25 ft. + 5 ft. per level) Targets: See below Duration: Power Points Saving Throw: None Prerequisites: Scholar level 6, base attack bonus +4, conjuring, telekinesis, Improved telekinesis, animate swords. This spell works as animate swords, except as follows: The sorcerer may animate one Small object per scholar level, two Tiny objects per scholar level, or any combination, just as for animate swords. Alternatively he can animate larger objects as follows. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. The animated objects can bend and move in any way the sorcerer wishes, though they must roughly retain their original shapes if made from rigid material. For example, a stone statue of a man could walk, manipulate objects, wield weapons and grapple enemies. It could not fold itself around an opponent and re-form itself into a stone tomb for him. However, this spell works best of all when animating objects which resemble living things and can be made to move in a reasonably natural manner, such as statues. A sorcerer who wishes to cause an object to move in what would seem to be an illogical or counter-intuitive manner – for example, a stone statue that bends at the shin, rather than at the knee or ankle – must actively concentrate on ordering it to do so. This requires either a free action and a Concentration check (DC 20 to 30 at the Games Master’s discretion, depending on how unnatural-looking a contortion is required of the object), or a standard action to be taken.

    Blindness

    Power Point Cost: 4 points Components: S Casting Time: 1 standard action Range: Evil Eye Target: One living creature Duration: Instantaneous Saving Throw: Fortitude partial Prerequisites: Improved telekinesis, Sleight of Hand 6 ranks Magic Attack Roll: Sets DC for target’s saving throw This spell blinds a victim by yanking his eyeballs out of his skull in a terrific display of telekinetic power; on a failed Fort save, the victim’s bloody eyeballs fly from the skull into your waiting hands. The victim takes 2d12 points of damage and is permanently blinded. A target who makes his saving throw suffers severe eye strain and probably some burst blood vessels, taking 2d6 points of damage.

    Burst Barrier

    Power Point Cost: 2 Components: S Casting Time: One standard action Range: Close (25 ft. + 5 ft. per two levels) Target: One door, portcullis, wall, chest or other barrier Duration: Instantaneous Saving Throw: None Prerequisites: Scholar level 3, conjuring The sorcerer creates a surge of magical force, as though a giant had shoulder-charged some barrier or other object that for some reason merits the sorcerer’s displeasure. He makes a Strength check as though the object had been hit by a Huge creature (+8 size bonus to Strength checks) with a Strength equal to the sorcerer’s 
level × 5. 
 Note that unlike a more physical attempt to break or burst an object, the magical force created by this spell is entirely silent. As a useful side effect, the spell also silences any noises that would usually caused by its action. Even if the door falls to the ground, completely torn asunder from its hinges, no noise will be created.

    Conjure Item

    Power Point Cost: 1+ Components: S Casting Time: One standard action Range: Touch Effect: See below Duration: 1d6 hours Saving Throw: None Magic Attack Roll: Sets Appraise DC Prerequisite: Conjuring By means of this spell, the sorcerer can conjure up any simple, common item that he could fit in his pocket or bag, up to a maximum size of a one-handed weapon. The spell costs one Power Point for tiny items like daggers or keys; larger items like swords or helmets cost more points. He cannot create true gold or other precious metals or gemstones with the spell but he can make false valuables. An Appraise roll against a DC equal to the sorcerer’s magic attack roll can be made to identify such conjured items. The sorcerer must be able to precisely visualise the item he desires. When the spell expires, the item is revealed to be what it truly is – twigs, folded paper, rusted scraps of metal or a handful of dust given shape by sorcery.

    Deflection

    Power Point Cost: 2 Components: V, S Casting Time: Immediate or one standard action Range: Close (25 ft. + 5 ft. per two levels) Target: One attack Duration: Instantaneous Prerequisites: Scholar level 3, prestidigitation. Magic Attack Roll: Becomes Parry Defence By means of this spell, the sorcerer can deflect incoming blows. The spell can be cast in two ways: as an immediate action to deflect a blow aimed at the sorcerer; or as a standard action (normally a readied action), in which case it can be used against any blow that falls within range regardless of target. In either form the spell is cast after the attack roll is compared to the target’s chosen Defence. The sorcerer’s magic attack roll for this spell effectively functions as an extra Parry, deflecting the blow if the magic attack roll is higher than the attack roll. This spell can be used to parry ranged attacks.

    Greater Telekinesis

    Power Point Cost: Components: Casting Time: One standard action Range: 120 ft Effect: Up to one object/level within Close range (25 ft. + 5 ft. per two levels) Duration: Instantaneous Saving Throw: Special Prerequisites: Scholar level 7, Improved Telekinesis.

    Improved Telekinesis

    Power Point Cost: 1/object Components: S Casting Time: One standard action Range: 120 ft Effect: Up to one object/level within Close range (25 ft. + 5 ft. per two levels) Duration: Instantaneous Saving Throw: Special Prerequisites: Scholar level 3, Bluff 6 ranks, Sleight of Hand 6 ranks, Prestidigitation, Telekinesis. This works like telekinesis, except as indicated above. Most notably the sorcerer may throw more than one object and he need not be touching the objects he hurls. Each object may have a separate target if the sorcerer so wishes. The sorcerer may also use Improved Telekinesis in a manner known as ‘hidden death’. When using hidden death, the sorcerer can affect a maximum of two objects which must both be on the sorcerer’s person. He may draw and throw them both as part of the standard action taken to cast the spell, hurling one from each hand (and at separate targets if he wishes). If he succeeds in a Bluff check opposed by his target’s Sense Motive check, the target loses any dodge or Dexterity bonuses to his Dodge Defence. Otherwise, hidden death follows all the normal rules for telekinesis attacks.

    Loft to the Sky

    Power Point Cost: 3 points Components: S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft. per scholar level) Target: One touched object Effect: Move to 20 lb. per scholar level Duration: Instant Saving Throw: None Prerequisites: Scholar level 4, Sleight of Hand 3 ranks, Bluff 3 ranks, conjuring, Improved Telekinesis Magic Attack Roll: Against target’s Dodge Defence As sorcerers developed larger and ever more dangerous forms of alchemical weapons they also developed the means to hurl them at their foes. This spell represents one such magic; others certainly exist for the purpose of moving extremely large objects even further distances. In order to activate this spell the sorcerer must place his hand on a single inanimate object and utter a single profane word. If that object weighs less than 20 lb. per scholar level the sorcerer touching it instantly flings the object in the direction he wills, out to the maximum spell range. If the sorcerer targets a living creature with this object he must make a ranged attack against the target’s Dodge Defence. The target takes 1d4 damage for each 20 lb. of the object’s weight in addition to any effect the object may invoke of its own accord.

    Magic Builder

    Power Point Cost: 10 for the first hour, +5 for each additional hour Components: V, S, XP Casting Time: 10 minutes Range: Close (25 ft. + 5 ft. per level) Area: See text Duration: Power Points Saving Throw: None Prerequisites: Scholar level 10, conjuring, telekinesis, Improved Telekinesis. This spell enables the sorcerer to rapidly erect structures, starting from having almost no raw materials. By simple magical power, he can draw stone from deep within the earth and wood from forests many miles away to assemble into towers, houses, castles or other structures. In effect, magic builder allows the sorcerer to create structures to a value equal to (scholar level x 10) golden lunas per hour. Fine detail can be achieved by the spell, including the creation of doors, windows, crenellations, bars and simple locks. If more complex detail still is required, such as masterwork components or high-DC locks, the sorcerer will need to have at least 10 ranks in an appropriate craft, though otherwise these items can be created along with the rest of the structure. Experience Point Cost: One fifth of the golden luna value of the finished structure.

    Shake Earth

    Power Point Cost: 10 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft. per level) Area: See text Duration: Instant Saving Throw: See below Prerequisites: Scholar level 10, conjuring, telekinesis, Improved Telekinesis. Magic Attack Roll: Sets DC for Balance checks. This spell causes the earth around the sorcerer to quake violently. All those within range of the spell except the sorcerer himself must make Balance checks (DC equals the sorcerer’s magic attack roll) or be knocked to the ground. Large creatures have a +4 bonus to their Balance checks to resist; Huge and bigger creatures are immune. The spell can also shatter nearby objects – compare the sorcerer’s magic attack roll to the Break DC (see page 217 of Conan the Roleplaying Game) for any nearby doors or walls.

    Telekinesis

    Power Point Cost: 1 Components: S Casting Time: One standard action Range: 120 ft Effect: One object touched Duration: Instantaneous Saving Throw: Special (see below) Prerequisites: Scholar level 3, Sleight of Hand 5 ranks, conjuring. The sorcerer can hurl an object from his hand at an opponent, expending personal sorcerous power to do so. Objects which can be thrown in this manner include all the herbal and alchemical items marked by an asterisk (*) later in this chapter, as well as such items as rocks, weapons and so on. The sorcerer must make a ranged attack roll as normal to hit his target. The main advantage of telekinesis over simply throwing the object by hand is its increased accuracy, particularly at range. An object can be hurled up to 120 feet and is never affected by range penalties. Most objects will deal either their standard weapon damage or improvised weapon damage appropriate to their size and composition. Herbal or alchemical items will have their standard effects and may or may not require saving throws depending on the item.

    XIV. Sea Witchery

    The restless churning of the sea represents a dark mystery that many sorcerers cannot resist. To become master of that which cannot be mastered sorcerers will risk any degree of corruption; the sea is both a symbol of that mastery and the ultimate target.

    Whole nations depend upon it for their livelihood; whole stretches of human history are defined by its boundaries; a sorcerer who masters those boundaries could be said to have mastered life itself.

    Spells
    Prerequisites
    Sense Currents (Basic Sea Witchery)Knowledge (Arcana) 1 rank
    Fountains of Waves (Defensive Blast)
    Blood and WaterKnowledge (Arcana) 3 ranks, Sense Currents
    Grip of the DeepKnowledge (Arcana) 4 ranks, Sense Currents
    Rolling WavesKnowledge (Arcana) 2 ranks, Sense Currents
    Set's BlessingsKnowledge (Arcana) 5 ranks, Tortured Sacrifice, Ritual Sacrifice, Sense Currents
    Storm of WavesKnowledge (Arcana) 7 ranks, Rolling Waves, Sense Currents
    Tentacles of the DeepKnowledge (Arcana) 5 ranks, Sense Currents
    WhirlpoolKnowledge (Arcana) 5 ranks, Sense Currents, Rolling Waves, Perform (Drum) 1 rank

    Sense Currents (Basic Sea Witchery)

    Power Point Cost: 1
    Components: V, S
    Casting Time: 1 round
    Range: 10 miles/scholar level radius
    Target: Self

    Duration: 24h
    Saving Throw: None
    Prerequisites: Knowledge (Arcana) 1 rank
    Magic Attack Roll: None

    When you cast this spell you gain a clear picture of the water’s movement within range of the spell. If you wish you may use this knowledge to assist a ship’s captain, increasing the ship’s base speed by +1 knot for the rest of the day.

    Fountains of Waves (Defensive Blast)

    Power Point Cost: All remaining points
    Components: V
    Casting Time: Immediate
    Range: Personal
    Target: Any within 10 ft of the caster
    Duration: Instantaneous
    Saving Throw: Reflex half
    Prerequisites: Sense Current, must be within 60 ft of a large body of water
    Magic Attack Roll: Sets DC for opponent's Reflex save

    A great wave erupt from the closest source of water, rising into the air like an angry fountain, large enough to bring down a large volume of crushing water in waves on the heads of the Sorcerer's enemies. Around the Sorcerer appears a faint globe-shell of transparent force that stops the Sorcerer being drench by any spray that comes from being in such a close vicinity. The water does crushing damage to those within 10 ft of caster at 1d6 per Power Point expended.

    A successful Reflex save means the victim takes only half damage. The Sorcerer's victims must now make Balance checks if they took any damage or fall prone (DC 10 + half damage taken).

    The wave takes the shape of anything the sorcerer desires, though it should be discussed with Game Master previously as he must meditated for two hours to change image from the first selected image to another.

    Blood and Water

    Power Point Cost: 4
    Components: V, S
    Casting Time: 1 round
    Range: Touch
    Target: One pint of liquid
    Duration: One minute
    Saving Throw: Fortitude resists
    Prerequisites: Knowledge (Arcana) 3 ranks, Sense Currents
    Magic Attack Roll: Sets the DC of the Fortitude save

    With a touch and a muttered word the sorcerer transforms a goblet of ordinary liquid into deadly poison. This poison does 1d6 Constitution primary damage and 2d6 Constitution secondary damage one minute later to the individual who ingests it.

    Material Component: A fine black powder ground from the burned bones of a poison victim.

    Grip of the Deep

    Power Point Cost: 8
    Components: V, S, F
    Casting Time: 1 round
    Range: Long (400 ft. + 40 ft. per scholar level)
    Target: One ship/5 scholar levels
    Duration: One minute/level
    Saving Throw: Will negates
    Prerequisites: Knowledge (Arcana) 4 ranks, Sense Currents
    Magic Attack Roll: The size of the ship sets the DC

    With a broad gesture of his hand the sorcerer causes one or more fleeing ships to stop dead in the water. For the duration of this spell the target ships freeze in place, unable to move regardless of the efforts of wind or oar. The targets have 0 movement points and the captains cannot make Profession (Sailor) skill checks to avoid closing. After the duration elapses the ships begin moving as normal.

    Ship's Size
    Difficulty DC
    Tiny
    Easy : 5
    Small
    Average : 10
    Medium
    Tough : 15
    Large
    Challenging : 20
    Huge
    Formidable : 25
    Gargantuan
    Heroic : 30

    If the ship is moving at more than four knots it takes 2d10 structural damage and everyone on board must make a Reflex save (DC 14) or be thrown to the deck, becoming prone and taking 1d4 non-lethal bludgeoning damage.

    All of the target ships must be within range, but they do not have to be close to one another.

    Focus: A stone from the bottom of a still harbour. The stone may be reused.

    Rolling Waves

    Power Point Cost: 4 per ship
    Components: V, S
    Casting Time: 1 round
    Range: Long (400 ft. + 40 ft. per scholar level)
    Target: One ship/ 5 scholar levels
    Duration: One minute/level
    Saving Throw: None
    Prerequisites: Knowledge (Arcana), Sense Currents
    Magic Attack Roll: None

    This spell calls up a vast arcane tide, deep but very narrowly focused. It rises up under an individual ship (one per 5 levels of the scholar class the caster has) and allows that ship to travel inland as if it were on the sea. This spell lasts for one minute per scholar level, and so is primarily used for sudden attacks or to quickly reach a specific point close to water.

    The spell does not do appreciable damage to the environment, although the water called up leaves a strong stench of decaying fish when it recedes.

    Set's Blessings

    Power Point Cost: 18 plus 6 per hour
    Components: V, S, F
    Casting Time: 10 minutes
    Range: Close (25 ft. + 5 ft. / 2 levels)
    Target: One ship
    Duration: Concentration
    Saving Throw: None
    Prerequisites: Knowledge (Arcana) 5 ranks, Ritual Sacrifice, Tortured Sacrifice, Sense Currents
    Magic Attack Roll: None

    This horrific spell is well known in the unhallowed halls of Set’s Temple, but rarely used in public. When preparing the
 spell the sorcerer must carefully torture a sacrifice, then lash him to the prow of the ship to be blessed. After speaking the dreaded words, the ship is lifted up by a blood-red wave and carried forward at enormous speed.

    As long as the sorcerer can maintain his chant and the power expenditure required, the ship gains enhanced movement and manoeuvrability.

    A ship affected by Set’s blessing moves at 12 knots per hour (12 Movement Points), regardless of sea or weather conditions. It also leaves a trail of blood that stains the sea’s surface for at least 24 hours after the ship passes. Unlike a normal ship it can change facing without moving and gains a +4 bonus to any boarding manoeuvre.

    Focus: The iron nails used to attach the sacrifice to the prow must be blessed and properly enchanted in the temple of Set. They may be reused.

    Storm of Waves

    Power Point Cost: 20
    Components: V, S, XP
    Casting Time: 1 hour
    Range: One mile/scholar level
    Target: 100 yards of beach/2 scholar levels
    Duration: Instant
    Saving Throw: None
    Prerequisites: Knowledge (Arcana) 7 ranks, Rolling Waves, Sense Currents
    Magic Attack Roll: None

    After a lengthy ritual you cause the sea to roll in, inflicting 8d10 structural damage on every building within range. Any cargo stored within the area is also instantly destroyed.

    Experience Point Cost: 100 XP

    Tentacles of the Deep

    Power Point Cost: 4
    Components: V, S
    Casting Time: 1 round
    Range: Long (400 ft. + 40 ft. per scholar level)
    Target: One target per round
    Duration: One round/scholar level
    Saving Throw: Reflex negates

    Prerequisites: Knowledge (Arcana) 5 ranks, Sense Currents
    Magic Attack Roll: Once per attack, sets the DC of the Reflex save

    This mighty spell causes the water around the target vessel to roil and bubble. Each round, the sorcerer may target one person on the vessel. The ocean water lashes upward at that person, attempting to grasp them and pull them under water.

    The target may make a Reflex save with a DC set by the sorcerer’s magical attack roll to resist. If he fails then he takes 1d6 non-lethal damage and is taken off of the ship and into the roiling water. There he must swim normally or sink into the fathomless sea.

    Whirlpool

    Power Point Cost: 10
    Components: V, S, F
    Casting Time: 1 round
    Range: Long (400 ft. + 40 ft./scholar level)
    Target: Area
    Duration: One round/scholar level
    Saving Throw: Reflex negates (see text)
    Prerequisites: Knowledge (Arcana) 5 ranks, Sense Currents, Rolling Waves, Perform (Drum) 1 rank
    Magic Attack Roll: Sets the DC for Swim checks, Profession (Sailor) checks and Reflex saves

    The sorcerer creates a powerful vortex of spinning water moving through the water just under the surface at 60 feet per round. The sorcerer can control the whirlpool’s movement or change its programmed movement as a standard action, moving during the character’s turn in Initiative order.

    If the whirlpool moves beyond the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds – possibly endangering the sorcerer or his allies – and then dissipates. The sorcerer cannot regain control of the whirlpool once it is lost, even if it comes back within range.

    Any Large or smaller creature that comes into contact with the whirlpool must succeed at a Reflex save or take 3d6 points of damage. Medium or smaller creatures that fail the first save must succeed at a second one or be sucked into the whirlpool and held suspended in its powerful currents, taking 1d8 points of damage each round with no saving throw. The sorcerer may direct the whirlpool to eject any creatures suspended within it at any time, depositing the hapless victims wherever the whirlpool happens to be at when they are released.

    The sorcerer may also cause the whirlpool to suck in swimmers. Swimmers sucked into the whirlpool take damage as noted above. If they are not capable of water breathing, they will begin to drown. The DC of the Swim checks to avoid drowning is set by the sorcerer’s Magic Attack Roll. Once the whirlpool dissipates or has ejected them, they will be as much as 30 feet below the surface of the water and must make Swim checks as appropriate to return to the surface. These checks are at the normal DC for swimming in the current conditions.

    If the whirlpool is created under or touches a ship, the ship begins to be pulled into or around the vortex. If the ship is Tiny or Small, such as a lifeboat or rowboat, it will simply be sucked in unless the crew of the ship can succeed at a Profession (Sailor) check (DC set by Magic Attack Roll). This check must be made for each round the ship is in contact with the whirlpool. If a boat is sucked in, all of the crew members must make Reflex saves as above, but suffer a circumstantial penalty of –2. The boat itself takes 5d10 points of damage per round to its hull. Compare the damage with the total number of hit points the ship possesses, using the Damage to the Ship table found in Conan: Pirate Isles.

    Larger vessels cannot be sucked down, but they can be spun around, inflicting significant damage to the ship as it is twisted and turned. If the pilot of the ship fails a Profession (sailor) check (DC set by sorcerer’s Magic Attack Roll), the ship is spun on its axis in the direction of the spin of the whirlpool, taking 3d10 points of damage to its hull as long as it is in contact with the whirlpool. Compare the damage with the total number of hit points the ship possesses, using the Damage to the Ship table found in Conan: Pirate Isles.

    Focus : The focus for this spell is a drum, which must be rhythmically played during the casting time.

    XV. Serpent Magic

    This style of magic is primarily associated with the sorcerers of Stygia, although the powerful lords of the Black Ring disdain it, claiming that it is a foolish waste of power that would be better spent on the higher arts of necromancy and demonology.

    The style is said to be derived from the workings of the primordial serpent-folk, but these are likely just tales to frighten apprentices.

    Spells
    Prerequisites
    Blessing of Yig (Basic Serpent Magic)Knowledge (Arcana) 1 rank, Knowledge (Nature) 1 rank
    Unseen Serpents (Defensive Blast)Blessing of Yig
    Animal AllyKnowledge (Nature) 3 ranks, Blessing of Yig
    Call the Great Snake*Magic Attack Bonus +7, Shed the Skin
    Curse of Ten Thousand Serpents*Scholar Level 15, Hexer, Unseen Serpents, Animal Ally
    Curse of YigHexer, Magic Attack Bonus +5, Snakeshift
    Dread SerpentMagic Attack Bonus +4, Hypnotic Gaze
    Hands of DeathTouch of Power, Magic Attack Bonus +5, Slither
    Hypnotic GazeConcentration 1 rank, Blessing of Yig
    Shed the Skin*Magic Attack Bonus +6, Slither
    SlitherScholar Level 5, Sleight of Hand 1 rank, Snakeshift
    Snake ArrowKnowledge (Nature) 2 ranks, Blessing of Yig
    SnakeshiftScholar Level 4, Animal Ally

    Blessing of Yig (Basic Serpent Magic)

    Power Point Cost: 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: Self
    Duration: 10 minutes/level
    Prerequisites: Knowledge (Arcana) 1 rank, Knowledge (Nature) 1 rank

    The blessing of Yig (also known as the Blessing of Set in some lands) causes the sorcerer’s skin to appear scaled in some lights.

    The sorcerer gains a +1 bonus to his natural Damage Reduction, and a +4 bonus to all saving throws against poison. Furthermore, for the duration of the spell, he gains the Loathsome Weapons feat.

    Unseen Serpents (Defensive Blast)

    Power Point Cost: All remaining points
    Components: V
    Casting Time: Immediate
    Range: Personal
    Effect: All within ten feet of the caster
    Duration: Instantaneous
    Saving Throw: Special
    Prerequisites: Blessing of Yig
    Magic Attack Roll: Sets the DC for the victim’s Fortitude saving throws

    When this spell is cast, one serpent per enemy within ten feet of the caster appears. The serpents slither out of the folds of the caster’s robes, out of cracks in the floor and so forth, and immediately each serpent attacks one victim.

    The serpents have an attack bonus of +10, +1 per Power Point expended in casting this spell. If a victim is hit, then he must immediately make a Fortitude saving throw against the serpent’s poison (DC equals the sorcerer’s Magic Attack roll).

    If this saving throw is failed, then the victim is stunned for one round and loses 1d4 Strength. He must make another four saving throws against the poison at one-round increments. As per the usual rules for poison, the die type used increases by one step for each failed saving throw (so, on the first failed save, the victim loses 1d4 Strength, and will make his second saving throw to avoid losing 1d6 Strength).

    The serpents crawl away after making one attack on each enemy within range of the spell.

    Animal Ally

    Power Point Cost: 6
    Components: V, S, M, XP
    Casting Time: 1 day
    Range: 1 mile/level
    Target: One snake
    Duration: Instantaneous
    Saving Throw: Will negates
    Prerequisites: Knowledge (Nature) 3 ranks, Blessing of Yig
    Magic Attack Roll: Sets DC for target’s Will saving throw

    This spell works just like the Nature Magic spell of the same name, with one exception – the spell can only be used to call a snake or other serpentine creature.

    Call the Great Snake*

    Power Point Cost: 5
    Components: V, S
    Casting Time: 1 full round
    Range: Close (25 ft. + 5 ft./two levels)
    Effect: Conjures one Man-Serpent
    Duration: One task, lasting up to one hour/level
    Saving Throw: See below
    Prerequisites: Magic Attack Bonus +7, Shed the Skin

    This spell conjures a Man-Serpent (see Bestiary of the Hyborian Age) who immediately appears to aid the sorcerer. The Man-Serpent is not under the caster’s command, but will be favourably disposed towards him.

    Curse of Ten Thousand Serpents*

    Power Point Cost: 12
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 feet + 40 feet/scholar level)
    Area: Either one building or district, or a circular area 30 feet in radius per level
    Duration: Special
    Prerequisites: Scholar Level 15, Hexer, Unseen Serpents, Animal Ally

    The curse of ten thousand serpents is an understatement – the curse of uncounted serpents might be a better title for the spell. When the curse is thrown at the target area, the spell causes a great many venomous serpents (mostly Tiny, Small or Medium vipers and cobras) to crawl out of cracks and shadows and attack all living things. Anyone in the area of effect is attacked by 1d6 serpents each round while they remain within the area of effect.

    The serpents emerge full of wrath and venom and will attack on sight, but after a few minutes this initial burst of anger fades and the snakes become mundane serpents, attacking only when threatened. The snakes do regard the area of the spell’s effect as their natural lair and will feel threatened by any trespassers. They regard the sorcerer who cast this spell as friendly and will not attack him.

    The duration of the spell varies depending on the conditions. Once summoned the snakes are just normal serpents and will die off or thrive depending on normal circumstances. If the spell is cast on a place inimical to serpents (such as an icy castle in Hyperborea), for example, then the snakes will die off in a few days. If cast in a tropical climate, the place may remain infested for centuries.

    Curse of Yig

    Power Point Cost: 8
    Components: V, S
    Casting Time: 1 full round
    Range: Special
    Target: One humanoid
    Duration: One round per level
    Prerequisites: Hexer, Magic Attack Bonus +5, Snakeshift
    Saving Throw: Fortitude resists
    Magic Attack Roll: Sets the DC for the victim’s Fortitude saving throw

    Casting curse of Yig conjures a handful of sweet-smelling dust, which lasts for one round per level of the scholar. Normally, this dust is hurled into the face of a foe, but it can also be sprinkled on a sleeping victim, mixed into food or drink like a poison, or scattered on the winds. If the dust is thrown, it counts as a splash weapon.

    One casting of the spell conjures enough dust for a single thrown attack or to poison six victims if the dust can be applied covertly.

    Anyone who inhales or otherwise consumes the dust must make a Fortitude save (DC equals the sorcerer’s Magic Attack Roll). If this saving throw is failed, then the victim is nauseated for 1d6 rounds. At the end of this time, the victim must make another Fortitude save. If this second saving throw is failed, then the victim transforms permanently into a small viper snake.

    The sorcerer is unaffected by his own dust.

    Dread Serpent

    Power Point Cost: 3
    Components: V, S, (F)
    Casting Time: 1 standard action
    Range: Evil Eye
    Target: One humanoid; usually one who is already affected by your hypnotic gaze spell (but see below)
    Duration: One round
    Prerequisites: Magic attack bonus +4, Hypnotic Gaze
    Saving Throw: Will negates
    Magic Attack Roll: Sets DC for target’s Will saving throws

    Other than the changed prerequisites, this spell works just like the Hypnotism spell of the same name.

    Hands of Death

    Power Point Cost: 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: Self
    Duration: One minute/level
    Prerequisites: Touch of Power, Magic Attack Bonus +5, Slither

    The hands of death spell warps either or both of the sorcerer’s forearms into venomous serpents. He can see through the eyes of the snakes and bite with their vicious fangs, making him a dangerous combatant. The snakes count as weapons being wielded by the sorcerer, but he cannot be disarmed.

    The sorcerer may add his magic attack bonus to his base attack bonus when fighting with the hands of death. If he turned both hands into serpents, then he gains the feats of Two-Weapon Combat and Improved Two-Weapon Combat for the duration of the spell.

    The snakes deal 1d6-1 damage on a successful hit, plus the sorcerer’s Strength modifier as normal, and anyone injured by a hand of death must make saving throws against poison as follows:

    Fortitude Saving Throw DC: 10 + the sorcerer’s Constitution modifier
    Damage: 1d6 damage to Dexterity and 1d6 damage to Constitution

    The sorcerer may not wear any garments or armour on his arms when casting this spell, and he may not pick up any items or perform any action that requires the use of his hands (including casting spells with somatic or material components) if he has transformed both arms.

    If the sorcerer’s hands are sundered (they have hardness equal to the sorcerer’s DR + 2 and hit points equal to the sorcerer’s total level) then the snake-head is cut away and the sorcerer finds himself missing a hand when the spell ends.

    Hypnotic Gaze

    Power Point Cost: 1
    Components: S
    Casting Time: 1 full round
    Range: Evil Eye
    Target: One creature
    Duration: Concentration + 1d6 rounds
    Saving Throw: Will negates
    Prerequisites: Concentration 1 rank, Blessing of Yig
    Magic Attack Roll: Sets DC for target’s Will saving throw

    This Serpent Magic spell works just like the Entrance spell from the Hypnotism style, except that it costs one Power Point and requires no components other than the sorcerer’s own eyes, which become serpentine slits when the spell is cast.

    The effect of the spell also lasts an extra 1d6 rounds.

    Shed the Skin*

    Power Point Cost: 10+
    Components: V, S, M
    Casting Time: One hour
    Range: Personal
    Target: Self
    Duration: Permanent
    Prerequisites: Magic Attack Bonus +6, Slither

    This spell of rebirth allows the sorcerer to shed his skin and be transformed. When the ritual begins, the sorcerer’s body begins to warp and swell, and his skin begins to slough away. At the end, he bursts out of his own flesh in a new form.

    The spell completely transforms the sorcerer’s body. He is cured of any diseases or poisons afflicting him, and may change his appearance. He must remain humanoid, but can switch race and even gender during the ritual. He may also remove the physical signs of aging. He is cured of all damage suffered.

    The sorcerer’s physical ability scores (Strength, Dexterity and Charisma) are set to 8 after this spell is cast. If the sorcerer spent extra power points when casting the spell above the minimum of ten, then he may buy better physical ability scores using these extra points.

    For example, a sorcerer who spends 20 Power Points on a casting of shed the skin has ten points with which to buy ability scores. See page 9 of the Conan rulebook for rules on buying ability scores using points. A sorcerer can buy physical ability scores above 18, but each ability point about 18 costs 4 Power Points.

    If the sorcerer wishes, his new appearance can mimic that of another person with whom he is familiar. The sorcerer must buy exactly the same ability scores as the target and must have a magical link to that target.

    For example, if a sorcerer wishes to copy the appearance of a princess who has Strength 6, Dexterity 14 and Charisma 18, then he must spend at least 28 power points when casting the spell (10 points to cast the spell itself, minus two points for dropping his Strength from its base of 8 to 6, six points for raising his Dexterity from 8 to 14, and 14 points for raising his Charisma from 8 to 18).

    The sorcerer is exhausted and ravenous after casting this spell, and must feast on the flesh of one human victim per 3 sorcerer level within an hour the ritual being completed. If the sorcerer does not have sufficient food available, then he permanently loses 1d6 hit points per missing victim.

    Material Component: Rare oils and venoms, costing 5,000 silver pieces.

    Slither

    Power Point Cost: 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: Self
    Duration: 10 minutes/level
    Prerequisites: Scholar Level 5, Sleight of Hand 1 rank, Snakeshift

    When the sorcerer casts slither, his limbs distend and elongate disturbingly. His fingers lengthen until they resemble pale, eyeless worms that wriggle and poke. He gains the following benefits from the spell:
    * His weird limbs increase his reach by 10 feet and his movement by 10 feet.
    * He gains a +8 bonus to Climb, Escape Artist and Sleight of Hand checks.
    * He gains a +8 bonus to Grapple checks.

    * He gains a +4 bonus to his Dodge Defence.

    * He may squeeze through spaces as small as two inches wide.

    The sorcerer may control the elongation and warping of his limbs, so he could appear completely normal until he stretches one arm out ten feet to steal a coin-purse.

    Snake Arrow

    Power Point Cost: 1+ (see below)
    Components: S, F
    Casting Time: 1 standard round
    Range: Touch
    Effect: One viper/casting
    Duration: Until touch by another other than the caster
    Saving Throw: Fort negates poison damage
    Prerequisites: Knowledge (Nature) 2 ranks, Blessing of Yig
    Magic Attack Roll: Sets DC for the target's Fortitude saving throw

    With a twisting motion, a living viper is stretched into the a scale-covered arrow. The envenomed arrow is then shot toward a foe, dealing poison as well as appropriate damage for the type of bow used if it strikes (regular attack roll for the character).

    The poison requires a Fortitude save (DC set by Magic Attack roll). Initial and secondary damage is 1d6 temporary with the expenditure of additional Power points, with each point spent adding 1 point of Constitution damage. The extra expenditure must be made at the casting before the saving throw is rolled by the victim.

    The arrow will return to being a mere viper if withdrawn from the wound. The focus item is a small viper. The viper still needs to eat and drink, so making a multitude of these with a Permanent Sorcery will be difficult.

    Focus: One living viper.

    Snakeshift

    Power Point Cost: 5
    Components: V, S
    Casting Time: 1 full round
    Range: Personal
    Target: Self
    Duration: One hour/level
    Prerequisites: Scholar Level 4, Animal Ally

    Other than its changed prerequisites, this spell is identical to the Nature Magic spell Become Beast with one exception – the only form that the spellcaster can take is that of a serpent.

    XVI. Summoning

    Perhaps the gateway to the greatest magical power is through summoning otherworldly entities to do one’s bidding. Demonic pacts in particular can offer the sorcerer almost unlimited power but only at the most dreadful price: the corruption of his very soul.

    The Summoning sorcery style is unusual in that it offers a choice of two basic spells: Master-Words and Signs and Demonic Pact. Put simply, the essential difference between these two spells is that Master-Words and Signs compels a demon to work for you and Demonic Pact involves making a deal with a demon whereby you will work for it in return for certain assistance.

    Spells
    Prerequisites
    Master-Words and Signs (Basic Summoning)Knowledge (Arcana) 12 ranks, Magic Attack Bonus +6, must know at least four sorcery styles, must never have cast the demonic pact spell
    Demonic Pact (Basic Summoning)Knowledge (Arcana) 1 rank
    Master, Aid Me! (Defensive Blast)
    Bag of Demons*Master Words and Signs, Summon Demon, Craft Major Magic Item
    Banish OutsiderKnowledge (Arcana) 12 ranks, Magic Attack Bonus +5, Master-Words and Signs or Demonic Pact, Summon Demon
    Bind DemonKnowledge (Arcana) 15 ranks, Magic Attack Bonus +6, Master-Words and Signs or Greater Demonic Pact, Summon Demon, Banish Outsider
    Channel DemonDemonic Pact
    Conquering GazeKnowledge (Arcana) 7 ranks
    Cosmic Sacrifice*Greater Demonic Pact, Summon Demon, Ritual Sacrifice, Knowledge (Arcana) 12 ranks Perform (Ritual) 12 ranks, Corruption 7+
    Form DemonPermanent Sorcery, Magic Attack Bonus +6, Master-Words and Signs or Demonic Pact, Summon Demon
    Greater Demonic PactKnowledge (Arcana) 12 ranks, Ritual Sacrifice, Tortured Sacrifice, Magic Attack Bonus +6, Demonic Pact, must know at least four sorcery styles, must be subject to a demonic pact
    Greater PossessionMagical attack bonus +6, Knowledge (Arcana) 5 ranks, Demonic Pact, Master-Words and Signs
    Ground RotKnowledge (Nature) 2 ranks
    Lesser PossessionMagical Attack Bonus +4, Knowledge (Arcana) 3 ranks, Demonic Pact, Master-Words and Signs
    Ritual Execution by DemonsMaster-Words and Signs or Demonic Pact, Summon Demon, Ritual Sacrifice
    Spawn of the Black HeartScholar Level 4+, Knowledge (Arcana) 3 ranks, Craft (Alchemy) 3 ranks
    Summon Demon*Magic Attack Bonus +4, Master-Words and Signs or Demonic Pact
    Summon Elemental*Perform (song or any musical instrument) 7 ranks, Magic Attack Bonus +7, Master-Words and Signs or Greater Demonic Pact
    Travel BeyondMagic Attack Bonus +5, Dream of Wisdom, Master-Words amd Signs
    Vomit HorrorConcentration 5 ranks, Summon Demon, Channel Demon, Conjure Item
    White DarknessKnowledge (Arcana) 3 ranks, Perform (Dance) 3 ranks, Magic Attack Bonus +1, Demonic Pact or Master Words and Signs

    Master-Words and Signs (Basic Summoning)

    Power Point Cost: 12
    Components: V, S, M
    Casting Time: 1 week
    Range: See below
    Target: One demon lord
    Duration: Instantaneous
    Saving Throw: Will negates
    Prerequisites: Knowledge (Arcana) 12 ranks, Magic Attack Bonus +6, must know at least four sorcery styles, must never have cast the Demonic Pact spell
    Magic Attack Roll: Sets DC of the target’s saving throw

    Master-words and signs summons up a demon lord and forces it to instruct the sorcerer in the master-words and signs by which almost any entity ranked below it can be compelled. The sorcerer is able to compel the demon lord by demonstrating his superior magical prowess over it.

    Only fairly high-powered sorcerers can learn this spell and so most prefer the quick and easy path of a demonic pact. Though the demon lord will not serve the sorcerer directly, the knowledge of the master-words and signs can be used to force other demons and similar entities to work for the sorcerer, which is often more useful in any case.

    The sorcerer gains a permanent +2 circumstance bonus to any magic attack rolls made in connection with summon demon, summon elemental or any other Summoning spells or when targeting summoned creatures with other spells.

    Furthermore, he may, up to once per round, use his knowledge of master-words and signs to formulate a simple spell based on either a single Verbal or a single Somatic component (his choice). This is cast as a free action, costs two Power Points and affects a single summoned creature within Evil Eye range. The summoned creature must immediately make a Will saving throw (DC set by the sorcerer’s magic attack roll) or be instantly dismissed back to its home.

    Essentially, this spell opens the door to (and enhances) other summoning spells and assists with dismissing creatures summoned by other scholars; it has no special effects other than that.

    The demon lord gains a Will saving throw to resist the sorcerer’s summoning and remain in its hellish home. For this purpose, its total Will saving throw bonus is assumed to be +12. If it succeeds, the sorcerer may not cast the spell again until his magic attack bonus has increased, which may be by a simple level increase or some other means such as a Charisma bonus increase.

    Once you have successfully cast this spell once, you no longer have any particular need to cast it again.

    Material Component: Powders, potions, incenses and other trappings to a total cost of 2,000 silver pieces.

    Demonic Pact (Basic Summoning)

    Power Point Cost: 2
    Components: V, S, M
    Casting Time: 1 hour
    Range: Effectively unlimited
    Target: One demon
    Duration: One hour/level or until task is fulfilled, but see below
    Saving Throw: None
    Prerequisites: Knowledge (Arcana) 1 rank

    The first time a sorcerer casts this spell, he voluntarily enters into a long-term pact with a demonic entity of medium power. The Games Master determines the precise nature of the demon, possibly in consultation with the player of the sorcerer character. The demon is usually chosen from among the types listed in the Hyborian Bestiary.

    Usually the demon will know all the spells from 1d4+1 sorcery styles (not including Summoning) in addition to greater demonic pact, summon elemental and summon demon from the Summoning style, though the precise number of styles known will be dependent on the type of demon with whom the pact is made.

    The demon will teach the sorcerer one of these spells or styles (of the sorcerer’s choice) whenever he would normally be eligible to learn a new spell or sorcery style; however, the sorcerer will need to summon the demon by casting this spell once more.

    If the sorcerer waits until he is eligible for a new spell before casting demonic pact for the first time, he can learn the new spell when he summons the demon; he does not have to re-cast demonic pact. The duration of demonic pact will always be sufficient for the sorcerer to learn a new spell from the demon.

    Instead of learning a new spell, the sorcerer can call up the demon by casting demonic pact and make a deal that involves the demon performing a specific task for the sorcerer, such as attacking an enemy or scaring a rival. Such a task is always at the demon’s discretion; it will not necessarily agree to the task sorcerer’s asks for, or it may suggest an alternate task.

    Furthermore it will always demand a price of some kind, usually a human sacrifice, for performing the task. Finally, because it is a demon, it may well attempt to twist the sorcerer’s words so that it performs the letter but not the spirit of the task.

    The demon will also help the sorcerer in a more direct manner, by granting him a small talisman, tattoo or brand which he can touch as a free action up to once per week in order to gain a +4 luck bonus on any skill check, ability check, attack roll or magic attack roll or to gain a +4 insight bonus to his Defence for one round. This talisman, tattoo or brand retains its power even when the demon is not present but it only works for the sorcerer himself.

    If ever a month goes by when the sorcerer does not either call up the demon or sacrifice a creature to it, the power of the talisman, tattoo or brand is lost until the next time he performs one of those actions. Worse, the demon will consider this a breach of contract; sooner or later, he will come for the sorcerer, to carry him off to hell...

    Each time a sorcerer casts this spell, he must make a Corruption saving throw or gain one point of Corruption. The first time he casts the spell, he automatically fails this saving throw.

    A character who has already cast this spell on his own behalf can also cast it for the benefit of another willing character. In that case the other character gains all the benefits and drawbacks of the spell, including the Corruption, although the casting sorcerer also has to make a Corruption save for casting the spell as usual.

    As well as the usual effects of Corruption, the sorcerer applies his Corruption as a circumstance penalty to any Will saving throws he makes against the sorcery or supernatural abilities of the demonic entity with whom he has the pact. In addition, he applies his Corruption as a circumstance penalty to all magic attack rolls he makes against the demon with whom he has the pact.

    Furthermore, if a sorcerer ever casts this spell for the benefit of another willing character the demon may use either character’s Corruption against them in this way. Thus many sorcerers are reluctant to cast this spell on another’s behalf, since the more people a sorcerer assists to make their own demonic pacts, the more demons there will be against whom his powers are weak.

    No character can have a pact with more than one demon at any one time. If ever a sorcerer with a demonic pact should cast a greater demonic pact spell, the more powerful spell replaces the effects of the other.

    Material Component: Powders, potions, incenses and other trappings to a total cost of 50 silver pieces.

    Master, Aid Me! (Defensive Blast)

    Power Point Cost: All remaining points
    Components: V
    Casting Time: Immediate
    Range: 10 feet
    Target: One or more demons (see below)
    Duration: One round/Power Point expended
    Saving Throw: None

    This spell can only be cast if the sorcerer has already entered into a demonic pact.

    When this spell is cast, the sorcerer’s demonic master appears instantly to defend its pawn. The demon appears anywhere within 10 feet of the sorcerer and acts immediately.

    For example, the demon may choose to block the attack that provoked the casting of this defensive blast – if the demon chooses this option, it must make a Reflex saving throw against a DC equal to the attacker’s attack roll. If the Reflex save is successful, the demon takes the damage from the attack instead of the sorcerer.

    The demon remains for one round per Power Point expended or until it is slain or banished, using its powers as it sees fit.

    The sorcerer automatically gains one Corruption Point when this spell is cast.

    If the sorcerer is subject to a greater demonic pact when this spell is cast, he may use it to summon more than one demonic minion to his side. Each Power Point that powers the spell summons a single demon for a single round.

    Bag of Demons*

    Power Point Cost: 2 per 100 demons (1 minimum)
    Components: V, S, M
    Casting Time: 1 round
    Range: See text
    Target: All demons within two square miles
    Duration: Until released from sack
    Saving Throw: Will negates
    Magic Attack Roll: Sets DC for targets’ saving throws
    Prerequisites: Master-Words and Signs or Demonic Pact, Summon Demon, Craft Major Magic Item

    This devastating spell summons all the demons in a given area of a specific type, such as swamp-demons, and stuffs them into a large sack. The upper limit is around 500 demons. When released, they slay everything standing. Those who lay down are not harmed.

    Anytime a sorcerer casts this spell, he must make a Corruption save or gain one point of Corruption, as for demonic pact, however, he does not automatically fail this save the first time he casts bag of demons.

    Material Component: A magical sack prepared before hand by the scholar (see The Scrolls of Skelos for magic item creation rules). The sack is destroyed when the demons are released.

    Banish Outsider

    Power Point Cost: 2 per HD of outsider
    Components: V, S, M
    Casting Time: 1 Full Round + 10 minutes (see text)
    Range: Evil Eye
    Target: One outsider that has the Manifest special quality
    Duration: One day/level
    Saving Throw: Will negates
    Magic Attack Roll: Sets DC for target’s saving throw
    Prerequisites: Knowledge (Arcana) 12 ranks, Magic Attack Bonus +5, Master-Words and Signs or Demonic Pact, Summon Demon

    This spell attempts to temporarily force a creature of the outsider type, which has the Manifest special quality, to return from whence it came and to remain there for several days. Banish outsider is unusual in that it is cast in two parts, one to initially banish the outsider, the second to force it to remain banished.

    The sorcerer selects one outsider within range. If the outsider fails its Will saving throw, it is instantly banished to the Outer Dark or to hell, depending on its own place of origin.

    The sorcerer must then continue casting the spell to force the outsider to stay banished. The initial banishing takes only one round, but to force the outsider to remain there, the spell must be continued and strengthened for another ten minutes thereafter.

    If the spell is finished properly, taking a full ten minutes, the outsider may not use its Manifest special quality for the full duration of the spell, though it might be possible for it to return by other means.

    If the spell is not finished, the outsider may manifest once more as soon as the sorcerer stops casting the spell.

    Material Component: First part – a pinch of silver dust worth 1 silver piece. Second part – assorted paraphernalia to a total value of 50 silver pieces per HD of the outsider banished.

    Bind Demon

    Power Point Cost: 4 per HD of demon
    Components: V, S, M
    Casting Time: 1 Full Round
    Range: Evil Eye
    Target: One demon that does not have the Manifest special quality
    Duration: See text
    Saving Throw: Will negates
    Magic Attack Roll: Sets DC for target’s saving throw
    Prerequisites: Knowledge (Arcana) 15 ranks, Magic Attack Bonus +6, Master-Words and Signs or Greater Demonic Pact, Summon Demon, Banish Outsider

    This spell attempts to transport a creature of the demon subtype, and which does not have the Manifest special quality, to hell or a similar place of torment and captivity.

    The sorcerer selects one demon within range. The demon is sent to hell and bound there if it fails its Will saving throw.

    However, it may attempt a further Will saving throw to wrench its way back to Earth after a number of months equal to the level of the sorcerer who banished it. It may make another attempt after the same interval and keep making the attempt until it frees itself. A demon which has freed itself in this manner may never again be bound by the same sorcerer.

    Material Component: A knotted cord.

    Channel Demon

    Power Point Cost: 2
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Personal
    Duration: One round/level
    Prerequisites: Demonic Pact

    When this spell is cast, the sorcerer’s face contorts as his body is temporarily infused with demonic energies!

    He gains a +4 enhancement bonus to Strength and Constitution and his damage reduction increases by +2. Furthermore, he can use his hands as claws that deal 1d6 damage on a successful hit; these count as weapons for the purposes of attacks.

    The sorcerer automatically gains one Corruption point when he casts this spell.

    Conquering Gaze

    Power Point Cost: Victim’s Wisdom + Level
    Components: V, S
    Casting Time: 3 Standard Actions
    Range: Sorcerer must have eye contact with intended victim
    Target: Human
    Duration: Number of days equal to caster’s level
    Saving Throw: None
    Prerequisites: Knowledge (Arcana) 7 ranks
    Magic Attack Roll: DC equal to Victim’s Wisdom + their level

    This spell ensorcels a victim, making him a slave to the sorcerer’s will. The sorcerer must have eye contact with the victim and beat a DC of the victim’s Wisdom plus his level. The number of Power Points is equal to the DC.

    If the spell fails, then sorcerer may not attempt it again on the same victim. If it succeeds, then the victim is a slave to the sorcerer for a number of days equal to the sorcerer’s level; in this time the sorcerer can attempt to extend the control by recasting the spell exactly as before.

    The victim must obey the caster’s commands but will not attempt any action that would be normally contrary to his nature and nor will he take his own life: any command of that nature automatically breaks the spell. Nor can the victim be compelled to reveal secrets of provide information – other spells are needed for the sorcerer to accomplish that aim.

    Enchanted victims do not act unless instructed by the sorcerer and they cannot question their commands (save in the case of self-harm, in which case the spell is broken). When released from the charm they have no recollection of their actions although their dreams may sometimes include hazy memories of their time under the sorcerer’s power.

    A sorcerer may have multiple victims enchanted at once but never more than half his level.

    Cosmic Sacrifice*

    Power Point Cost: 10
    Components: V, S, M
    Casting Time: One minute to begin ritual
    Range: 0 feet
    Effect: Conjures a demonic storm
    Duration: Concentration
    Saving Throw: Will negates
    Prerequisites: Greater Demonic Pact, Summon Demon, Ritual Sacrifice, Knowledge (Arcana) 12 ranks, Perform (Ritual) 12 ranks, Corruption 7+

    This spell opens up a rift in the heavens, calling upon demonic entities from beyond this world. The Power Point cost is just enough to open the rift – after that, the spell starts consuming living beings to fuel its own fury.

    To cast the spell, the sorcerer must sacrifice an innocent mortal as well as calling on his demonic patrons for aid.

    The spell has the following effects:
    One Minute After Casting - A storm of terrible power forms above the caster. This storm is a Windstorm. The storm expands to cover a large area (1/3 mile per level of the caster)

    Three Minutes After Casting - Bolts of lightning lash the land below the storm

    Ten Minutes After Casting - All sorts of unnatural effects manifest; the dead rise, minor demons are conjured, the spells of other sorcerers go awry and so on

    Thirteen Minutes After Casting - Random people within the area of effect are dragged into the sky and consumed by flames. This counts as sacrificing the victims of the spell; most of the Power Points generated are used to fuel the spell or are taken by the otherworldly entities but the sorcerer gets a cut of the power

    Every minute after the thirteenth minute, the sorcerer may make a Perform (Ritual) check to determine how many Power Points he gains.

    Spell Cast In/Perform Check Result
    Less than 20
    21-25
    26-30
    30+
    Lightly Populated Area
    0
    1D4
    1D6
    1D10
    Densely Populated Area
    1D6
    1D10
    1D12
    3D6

    Casting this spell increases the caster’s Corruption total by 1d6.

    Form Demon

    Power Point Cost: 2 per HD of demon
    Components: V, S, M
    Casting Time: 1 hour
    Range: Evil Eye
    Target: One willing demon of maximum HD = level
    Duration: Instantaneous
    Saving Throw: None
    Perform (Ritual) check: DC 10 + (1⁄2 x demon’s HD) + demon’s Constitution modifier
    Prerequisites: Permanent Sorcery, Magic Attack Bonus +4, Master-Words and Signs or Demonic Pact, Summon Demon

    Some sorcerers, or their clients, prefer to clothe their demonic allies and servitors in the form of men, so as to more easily allow them to carry out their work on Earth. This also has the advantage that the demon need not be summoned up on a regular basis, which would risk the consequence of runaway magic.

    Form demon can only be cast on a willing demon, who must be prepared to give up its power to flit from the Outer Dark or hell to Earth and back in exchange for more-or-less permanent residency on Earth. The sorcerer must make a Perform (ritual) check with a DC of 10 + (1⁄2 x demon’s HD) + demon’s Constitution modifier, or the spell fails.

    If the check is successful the demon loses the Manifest power but becomes immune to the effects of the banish outsider spell as a result. Furthermore, a demon affected by form demon may not be dismissed by means of one of the instant spells that can be formulated by a sorcerer who knows the master-words and signs spell (see Conan the Roleplaying Game, page 266). Any hostile sorcerer wishing to banish a demon affected by form demon must use a bind demon spell instead, which is both more difficult to learn and far more costly to cast.

    Material Component: A handful of earth, plus assorted sorcerous paraphernalia costing 100 silver pieces per HD of the demon.

    Greater Demonic Pact

    Power Point Cost: 8
    Components: V, S, M
    Casting Time: 3 hours
    Range: Effectively unlimited
    Target: One demon lord
    Duration: One hour/level, or until task is fulfilled but see below
    Saving Throw: None
    Prerequisites: Knowledge (Arcana) 12 ranks, Ritual Sacrifice, Tortured Sacrifice, Magic Attack Bonus +6, Demonic Pact, must know at least four sorcery styles, must be subject to a demonic pact

    This spell works as for demonic pact, except as noted above and below.

    The demon summoned is a demon lord, rather than a demon of medium power as for demonic pact. No game statistics are provided for demon lords in the Hyborian Bestiary; in effect, they are more like minor demonic gods than mere monsters.

    A demon lord knows all spells and all sorcery styles.

    Rather than intervening personally on behalf of the sorcerer the demon lord summoned with greater demonic pact will send one or more minions, which can be any of the entities that could normally be summoned with the summon demon spell, up to a total maximum HD equal to twice the sorcerer’s level. It is these minions that will respond to any casting of the spell master, aid me! as well.

    The insight or luck bonus granted by its brand, tattoo or talisman is doubled to +8.

    Each time a sorcerer casts this spell, he must make a Corruption saving throw or gain one point of Corruption, as for demonic pact. However, he does not he automatically fail this saving throw the first time he casts greater demonic pact.

    It is impossible for one sorcerer to have a pact with more than one demon or demon lord at a time. The greater demonic pact replaces the demonic pact that is the prerequisite for the spell.

    Material Component: Powders, potions, incenses and other trappings to a total cost of 500 silver pieces plus a virgin human female who is sacrificed to the demon lord during the casting of the spell.

    Greater Possession

    Power Point Cost: 12
    Components: V, M
    Casting Time: 10 minutes
    Range: 100 miles plus 50 miles per level
    Target: One target
    Duration: 1 hour per level
    Saving Throw: Will negates
    Prerequisites: Magical Attack Bonus +6, Knowledge (Arcana) 5 ranks, Demonic Pact, Master-Words and Signs
    Magic Attack Roll: Sets DC for target’s saving throws

    Like lesser possession, greater possession allows the caster to make mental contact with entities from beyond and offer them a moment’s freedom in the mortal shells of unwitting humans. The entity is usually a being that either is unable to become corporeal or that roams the many dimensions of reality seeking a means of release onto the physical plane. These beings are often demonic gods, dark and powerful beings that could be very dangerous to the summoner without precautions.

    This spell works as lesser possession in all respects except those noted above.

    Ground Rot

    Power Point Cost: 5
    Components: V, S, M
    Casting Time: 3 Standard Actions
    Range: 1 yard per 3 Power Points
    Target: 10 feet of solid ground
    Duration: Days equal to sorcerer’s level
    Saving Throw: Reflexes
    Prerequisites: Knowledge (Nature) 2 ranks
    Magic Attack Roll: Sets DC for initial saving throw

    With this spell the sorcerer rots the ground beneath the feet of an opponent, creating a fetid, muddy pit filled with insects, maggots and putrescent larvae.

    When cast, the victim sinks 1 foot into the pit of rotten material unless it succeeds on a Reflex. Creatures that sink into the rotten ground continue sinking at a rate of 1 foot per round until freed from the original foot.

    This is done by taking a full round action and succeeding on a DC 25 Strength check or DC 18 Escape Artist check where the creature raises 2 feet out of the rotten ground. If half of the creature is stuck below ground, increase the DC by 4. If the creature's arms are completely underground (including below the arms), increase the DC by 10.

    If the victim has been swallowed (usually after five or six Combat Rounds, depending on his height) he starts to suffocate as per the rules of the Conan Core Rulebook.

    Alternatively, someone may assist trapped creatures by pulling them out with rope or any other object the creature can grab onto, in which case they rise at the same rate.

    Once above the rotting ground, the creature must make it out in a single move action at a max move speed of its base land speed. Otherwise, it sinks a foot into the quicksand once again.

    Material Component: A little bag of earth taken from a grave.

    Lesser Possession

    Power Point Cost: 6
    Components: V, M
    Casting Time: 1 minute
    Range: 25 feet + 5 ft./level
    Target: One target
    Duration: 3 rounds plus 1 round per level
    Saving Throw: Will negates
    Prerequisites: Magical Attack Bonus +4, Knowledge (Arcana) 3 ranks, Demonic Pact, Master-Words and Signs
    Magic Attack Roll: Sets DC for target’s saving throws

    It is possible to summon entities that can be offered a human vessel for possession. Such beings may act for a short period in the mortal realm, usually at the behest of the summoner. The exact nature of the possessing being is variable, depending upon the intention and interest of the sorcerer or his sect. Some entities may come from the outer darkness, while others may be disembodied spirits, souls of the dead or occasionally even the strong dominant mental presence of some dark, demonic god.

    The target of a lesser possession will usually be in the presence of the caster. The caster must activate the spell by mentally contacting the presence of an entity, which he then directs at the target. The entity will immediately attempt to invade the target’s mind, provoking a Will saving throw. The DC for this save is based on the scholar’s magic attack roll, as this reflects the strongest entity he can summon. If the target fails, he becomes dominated by the entity.

    Depending upon the nature of the entity, it may have a fairly varied agenda, and will obey the sorcerer only to the limits of its own discretion. The sorcerer should make a Will save (DC 20), to see if the entity will comply with his commands. If the save fails, then the entity will ignore or attack the caster instead of obey him.

    At the end of the spell duration, the possessed victim is released and regains control of his own self. He will have full clarity of the possession, as if he were watching himself from behind his own shoulder.

    Ritual Execution by Demons

    Power Point Cost: 10
    Components: V, S, F, M
    Casting Time: 10+ minutes
    Range: Close or Magical Link
    Target: One living creature
    Duration: See text
    Saving Throw: None if the sun sets or eclipses during the casting of the spell; otherwise Will negates (see text)
    Prerequisites: Master-Words & Signs or Demonic Pact, Summon Demon, Ritual Sacrifice
    Magic Attack Roll: Sets DC for target’s Will saving throws

    This spell requires certain mystical herbs that emit a colourful smoke when burned. You must kill a goat by bleeding it. After the goat expires, the sky will take on a crimson hue. If performed correctly and the sun has set during the performance, the moon will also take on a crimson colour.

    Name your demon lord three times and an inhuman crackle of speech will be heard by all, yet nothing seen yet. The beatings of leathery wings will be heard and the coals will glow weirdly. Around the helpless victim a pool of blood will gather.

    Ghastly wounds will appear all over the victim, but nothing that could cause such wounds will be seen; at this point the victim is losing 1d3 Con per round. As the victim writhes in agony, when his Con reaches below 10, his skin will flay off and his muscle tissue will start to melt, turning into a black mass of tissue and blood; white splotches will appear and observers will realise these white things are the victim’s bones becoming exposed. When the victim dies, the colour of the sky and moon will return to normal and all that will be left is a skeleton lying amid a pool of liquefied tissue and bone. The victim is considered ritually sacrificed.

    If this spell is timed so that the sun goes down during the casting, the victim receives no saving throw, otherwise the victim may make a Will save; if the Will save is made, the tormenting demons will not come and the spell will fail. If the spell takes effect, then the spell ends when either the victim dies or the sorcerer casting the spell dies, whichever happens first.

    Material Component: One goat (or other animal holy to the demon); certain mystical herbs found in the jungles of the Black Kingdoms. These herbs usually cost around 100 silver coins per dose in the Hyborian kingdoms, a little less in Turan or Iranistan, a little more in Vendhya, and substantially less in Zamboula or Tombalku.
    Focus: One cauldron or brazier to burn coals and herbs.

    Spawn of the Black Heart

    Power Point Cost: 15
    Components: S, V, M
    Casting Time: 1 hour
    Range: Special
    Target: None
    Duration: Permanent
    Saving Throw: Fortitude negates and see below
    Prerequisites: Scholar level 4+, Knowledge (Arcana) 3 ranks, Craft (Alchemy) 3 ranks
    Magic Attack Roll: None

    The Acheronians created a mechanism by which a heart could be extracted and magically treated to turn it into a leathery, slowly beating necrotic egg. The heart can later be used as the focal point used to summon forth the terrible spawn of the black heart (See Messantia’s Bestiary) from the outer darkness.

    The sorcerer who casts this spell must prepare a heart using the ancient Acheronian techniques, diluting the mortal blood of the fresh organ and then preserving it in the necrotic fluids extracted from the brain matter of ghouls. The heart is hardened and reanimated through a series of incantations, at which time the demonic being is summoned, it’s essence trapped within the organ. The spawn of the black heart, thus created, is a permanent entity until destroyed. The spell is disrupted should the heart ever be destroyed.

    The spawn of the black heart, once summoned, will obey one command from its summoner, after which it leaves to perform its task, becoming an independent entity. The summoner must attempt a pact with it to gain further access to the creature. The one command the spawn of the black heart receives must be succinct and stated on one sentence, such as ‘Kill my husband’ or ‘Guard this tomb.’ The spawn will not obey commands of a sweeping or broadly interpreted nature, such as ‘Destroy the kingdom’ or ‘Hunt down all my enemies’.

    Summon Demon*

    Power Point Cost: 1 per HD of demon
    Components: V, S, M, XP
    Casting Time: 1 full round
    Range: Close (25 ft. + 5 ft. per two levels)
    Effect: One demon, of maximum HD equal to the caster’s level
    Duration: One task, lasting up to one hour/ level
    Saving Throw: See below
    Prerequisites: Magic Attack Bonus +4, Master-Words and Signs or Demonic Pact
    Magic Attack Roll: Sets DC for the demon’s saving throw

    This spell calls up a single demon to perform a specific task for the sorcerer. This could be as simple as ‘defend me for the duration of the spell’ or a good deal more complex. However, if the wording of the sorcerer’s instructions allows for misunderstanding or wilful misinterpretation, it is likely that the demon will follow the letter of the agreement rather than the spirit.

    As the sorcerer who casts this spell is instructing and ordering the demon in question, he need not make a Corruption saving throw. In effect, this does not count as ‘making peaceful contact’ with the demon – the sorcerer is using his own authority or that of the demon with whom he has a pact to force the summoned demon to co-operate, which is hardly either peaceful or in the demon’s best interests.

    The demon you are attempting to summon gains a Will saving throw (with a DC set by the magic attack roll) to resist the spell and remain in its own hell, or in the Outer Dark or wherever it abides.

    Material Component: A pinch of powdered sulphur, cast into the air or onto the floor. The demon arises from the sulphur.

    Experience Point Cost: 50 XP/HD of demon.

    Summon Elemental*

    Power Point Cost: 2 per HD of elemental
    Components: F or V, M, XP
    Casting Time: One full round
    Range: Close (25 ft. + 5 ft. per two levels)
    Effect: One elemental, of maximum HD equal to twice the caster’s level
    Duration: One task, lasting up to one hour/level
    Saving Throw: See below
    Prerequisites: Perform (song or an appropriate musical instrument) 7 ranks, Magic Attack Bonus +7, Master-Words and Signs or Greater Demonic Pact
    Magic Attack Roll: Sets DC for the elemental’s saving throw

    This spell calls up a single elemental to perform a specific task for the sorcerer. This could be as simple as ‘defend me for the duration of the spell’ or a good deal more complex. In most cases, though, the elemental will perform the task to the best of its ability and understanding, rather than deliberately misunderstanding as a summoned demon usually would. The elemental is summoned up anywhere within line of sight of the sorcerer.

    The task must never be more than one single mission. For example, an air elemental could carry the sorcerer’s servant from Vendhya to Zembabwe but not wait around till he finishes his business there and bring him back. A water elemental could be summoned up to cause a river to flood, to destroy a specific ship (or even a whole fleet of ships) or to guard a port town and attack any black-sailed ships that come near it for the duration of the spell.

    However, it could not destroy a ship in the Western Ocean, rush over to the Baracha Isles to destroy another ship in the harbour at Tortage and then head to Argos to cause a storm. The elemental, as played by the Games Master, will never agree to any task that sounds like it is really two missions disguised as one. An elemental will regard any single use of one of its special attacks as a task in and of itself.

    One option that always exists with elementals is to call them up on a contingency basis. In this case, the sorcerer casts the spell in advance, explains the task the elemental is to be called up for and the event that will trigger it, then dismisses the elemental again. If the triggering event occurs within the duration of the spell, the elemental will manifest automatically, perform the task and then leave.

    If the triggering event does not occur within the duration of the spell, the spell will be wasted and nothing will happen. When summoned up on a contingency basis in this way, the elemental will be unable to manifest unless the material component is present. The focus or verbal component, however, is only necessary when initially casting the spell.

    The elemental you are attempting to summon gains a Will saving throw (with a DC set by the magic attack roll) to resist the spell and remain in its own strange home. If summoned up on a contingency basis, it may only make one Will saving throw when you call it up to begin the initial negotiations – if the contingency later occurs, it manifests without getting a saving throw to stay home.

    Focus: A musical instrument, played by the sorcerer during the spell’s casting time. This must be appropriate to the elemental called: a drum for water elementals, song or pipes for air elementals, stringed instrument for fire elementals or horn for earth elementals. A sorcerer with 7 ranks of Perform (song) does not need to use a separate instrument when calling up an air elemental (only), as his voice acts as a verbal component to replace the focus.

    Material Component: A small quantity of the element to be summoned up. This need only be a token amount: a breath of air for an air elemental (which is usually provided by the air that forms the sound of the song or pipe music), a cupful of water for a water elemental, a small fire (such as is caused by a handful of flame-powder) for a fire elemental and at least four cubic inches of bare earth for an earth elemental.

    Experience Point Cost: 50 XP/HD of elemental.

    Travel Beyond

    Power Point Cost: 12
    Components: V, S, M, F
    Casting Time: One hour
    Range: Touch
    Effect: Transports the caster and/or up to five willing participants to another dimension
    Duration: See text
    Prerequisites: Magic Attack Bonus +5, Dream of Wisdom, Master-Words and Signs

    This spell transports the caster and up to five others to another dimension, such as Yag or the Dreamlands. The travellers vanish from this world and appear in the otherworld. The caster of the spell can draw the travellers back by casting the spell again, but the reverse casting only costs 6 Power Points and does not require the costly material component.

    The spell calls upon certain demon lords to open the paths beyond this world, and travellers may be forced to serve or give offerings to these cryptic entities in order to win safe passage.

    The spell uses a crystal or other token as an anchor – the travellers must be touching this token when the sorcerer reverses the spell to bring them back to where they began. The spell sends the targets to the general vicinity of the target location in the otherworld, but makes no other guarantees about their safety or sanity.

    Focus: An anchor, usually a crystal, which must be made wholly of terrestrial metal or stone.

    Material Component: Meteoric iron and dust from space costing 5,000 silver pieces.

    Vomit Horror

    Power Point Cost: 2
    Components: V, S
    Casting Time: 1d4 rounds
    Range: Touch
    Effect: Creates a vile monster from the sorcerer’s own soul
    Duration: Special
    Saving Throw: None
    Prerequisites: Concentration 5 ranks, Summon Demon, Channel Demon, Conjure Item

    When this spell is cast, the sorcerer vomits up a pool of vile, writhing inky horror, a demon-like entity that is formed from the taint in the caster’s own soul. The strength of the monster depends on the caster’s Corruption level.

    The monster counts as a demon with Hit Dice equal to the caster’s Corruption, up to a maximum of 15. The caster has Monster Points equal to his Corruption x 5 to spend on buying monster traits.
    The monster will obey the caster’s psychic commands, and the caster may see through the creature’s eyes at will. However, while the monster is manifest, the caster cannot spend or regain Power Points.

    If the monster is slain or banished, the caster must make a Fortitude save (DC 25) or die instantly.

    The caster must physically touch the monster to reabsorb his blackened soul.

    White Darkness

    Power Point Cost: 4
    Components: V, S
    Casting Time: 1d20 minutes
    Range: Personal or Touch
    Target: One creature
    Duration: 1d6 hours
    Saving Throw: Will negates
    Prerequisites: Knowledge (Arcana) 3 ranks, Perform (Dance) 3 ranks, Magic Attack Bonus +1, Demonic Pact or Master-Words and Signs
    Magic Attack Roll: Sets DC for target’s Will saving throw

    The character becomes possessed by a god or Inquice. The character must dance in an orgiastic manner in order to cast this spell on himself, a tribesman dancing with him or a helpless creature in the centre of his dance.

    As the character dances, he feels a strange numbness that is glorious in its whiteness and horrifying in its darkness. An unearthly chorus will identify the god or Inquice entering the character and power will flood the body, threatening to burst out and explode through the chest and head of the character.

    The character must choose to accept the possession or may touch another to pass the power into the other creature. The possessing outsider seizes control of the character (usually the caster) and the character acts as though he is the god, demon or Inquice. A character may volunteer to fail the saving throw.

    The character gains the Possessed template for the duration of the spell. Once a character takes this template, he forever runs the risk of being possessed again in stressful situations. The Will save against this eventuality is 10 + the number of times the character has been possessed by that entity.

    Thus, a Black Coast native who has been possessed by the Inquice of War might find himself possessed by the spirit again whenever combat starts to go against him – and he could end up slaughtering friend as well as foe.

    If cast on a Player Character the Games Master may take control of the character for the duration of the spell. The subject of the spell is completely unaware of his surroundings for the entire duration and will remember nothing of his actions later.

    Possessed Template :

    Once a possessing outsider takes control of a character, this template determines the character’s statistics during the possession. The possessed character is the base creature and the possessor is the possessing outsider. Unless otherwise noted, use the base creature’s statistics. This is a generic template; some entities may have their own particular templates. For example, a character possessed by Jhebbal Sag may take the Child of Jhebbal Sag template in Conan.

    Hit Dice: The possessing creature cares little for the character’s body. The base creature’s Hit Die type becomes a d12 (if the character has more than ten levels, the additional hit points are +4 per level over tenth), as the possessor ignores the pain and other damage inflicted upon it.

    Attacks: The base creature gains a slam attack that deals damage according to its size (1d6 plus size modifier, minimum of one). This slam may be used in place of the base creature’s natural attacks.

    Special Attacks: The base creature gains the possessor’s supernatural or spell-like special attacks. In addition, it gains the following special attack:

    Hideous Spew (Su): The possessed creature may generate a massive flow of stomach acid, showering its enemies in a blast of acidic spray that can strip away their flesh. This is a line up to 20 feet in length that can target one creature as a ranged attack. Those hit by the line of spew may make a Reflex save for half-damage (DC 15+ possessed’s Dexterity modifier). The possessed may use this ability three times per day.

    Creature Size
    Spew Damage
    Tiny
    1D6
    Small
    1D8
    Medium
    2D6
    Large
    2D8
    Huge
    4D6
    Gargantuan
    4D8
    Colossal
    6D10

    Abilities: Replace the base creature’s Intelligence, Wisdom and Charisma with the possessing creature’s scores (assume Int 18, Wis 20 and Cha 20 if specific stats are not known). The base creature gains a +4 bonus to Strength, +2 bonus to Dexterity and a +4 bonus to Constitution. The possessor can manipulate its victim’s body to draw improved physical power from it.

    Skills: Use the possessing creature’s skills (assume Balance +23, Climb +23, Craft (alchemy) +23, Craft (herbalism) +23, Intimidate +23, Jump +23, Knowledge (arcana) +23, Knowledge (religion) +23, Listen +23, Perform (ritual) +23 and Spot +23 if specific skills are not known). In addition, the possessing creature may choose up to 1 + its Intelligence modifier of the base creature’s skills it may use.

    Feats: Use the possessing creature’s feats (assume Power Attack, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved Overrun if specific feats are not known).

    Corruption: Anyone willingly undergoing possession must make a Corruption save. Assume the possessor has a +10 magical attack bonus if a specific one is not known.

    XVII. Umbra

    Tapping into the energies opposing light and fire, umbra sorcery grants the user control over shadows and darkness. This grants enormous benefits to those who thrive in darker places or need the warping of shadows to help hide their activities. Dabblers that wield umbra magic may or may not know that they play with the Outer Darkness whenever they bring some of it to the world, staining them forever with its dangerous taint.

    Umbra sorcery was very rare and its nature and philosophy were poorly understood. Some felt that its dark powers meant it was inherently evil, or at least inextricably linked with evil. Thus, users of Umbra sorcery faced a host of misconceptions, prejudices and even persecution, especially from the clergy of deities representing light.

    Spells
    Prerequisites
    Abyssal Shroud of Midnight (Umbra Basic Spell)Stealth 1 rank
    Shadow Vision (Defensive Blast)
    Blacken the SkyAbyssal shroud of midnight
    BlacklightAbyssal shroud of midnight, Dusk and Dawn, Curtain of Shadows
    Curtain Of ShadowsAbyssal shroud of midnight, Dusk and Dawn
    DarknessAbyssal Shroud of Midnight
    Darkness SimulacrumAbyssal shroud of midnight, Mesmerizing Shade, Knowledge (Arcana) 8 ranks
    DarkvisionAbyssal Shroud of Midnight
    Dusk And DawnAbyssal shroud of midnight
    Mesmerizing ShadeAbyssal shroud of midnight
    Shadow JumpAbyssal shroud of midnight, Blacken the sky, Stealth 5 ranks

    Abyssal Shroud of Midnight (Umbra Basic Spell)

    Power Point Cost: 2
    Components: V, S
    Casting Time: One standard action
    Range: Personal
    Target: Self
    Duration: One minute per two levels
    Magic Attack Roll: Sets the bonus to Hide skill checks
    Prerequisites: Stealth 1 rank

    This spell wraps a cloak of impenetrable darkness around the caster that reaches out and blends in with the natural shadows of the surroundings.

    This spell cannot be performed successfully in direct sunlight or any light bright enough to leave no immediate shadows.

    Depending on the magic attack roll, the caster receives a supernatural bonus to his Stealth skill checks, as shown on the following table.

    Magic Attack Result - Bonus to Stealth skill checks

    MAR
    Bonus
    < 10
    +0
    11 - 14
    +2
    15 - 19
    +4
    > 20
    +6

    Shadow Vision (Defensive Blast)

    Power Point Cost: All remaining Power Points
    Components: V
    Casting Time: Immediate
    Range: Personal
    Area: 10 foot radius around the sorcerer
    Duration: 1 round per Power Point
    Saving Throw: Will negates
    Magic Attack Roll: Sets DC for the victims’ saving throw

    The people surrounding you overlaps the Plane of Shadow, causing them to see flickering images, areas of darkness, and other visual discrepancies with the material world.

    The victims vision are impeded by your power and their ability to determine what’s happening around it. The victims take a -4 penalty on attack rolls, saves, ability checks, and skill checks for the duration of the spell.

    Blacken the Sky

    Power Point Cost: 4
    Components: V, S
    Casting Time: One minute
    Range: Personal
    Target: Self
    Duration: One hour per two levels
    Prerequisites: Abyssal shroud of midnight

    This spell is an augmentation to further any umbra sorcery the caster may wish to cast later.

    For all purposes during the spell’s duration, the caster has a large area of dim shadowy pallor all around him. Natural shadows are deeper, lit areas seem darker and the caster is nestled in its centre.

    While this spell is in effect, the caster has a +1 bonus to all Stealth skill checks and is always considered to be ‘in shadow’ for other spell requisites.

    Blacklight

    Power Point Cost: 5
    Components: V, S, F
    Casting Time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Area: A 20-ft.-radius emanation centered on a creature, object, or point in space
    Duration: One round per level
    Prerequisites: Abyssal shroud of midnight, Dusk and Dawn, Curtain of Shadows

    With a few short words of power, you draw the light from the surrounding area.

    You create an area of total darkness. The darkness is impenetrable to normal vision and darkvision, and creatures outside the spell’s area, even you, cannot see through it. Everybody in the area can see normally within the blacklit area and outside.

    You can cast the spell on a point in space, but the effect is stationary unless you cast it cast on a mobile object. You can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves.

    Focus: This spell needs shadow around the area of effect to be cast

    Curtain Of Shadows

    Power Point Cost: 2
    Components: V, S, F
    Casting Time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Effect: A straight wall whose area is up to one 10-ft. square/level
    Duration: One round per level
    Prerequisites: Abyssal shroud of midnight, Dusk and Dawn

    Rubbing the fleece between your fingers, you hold up your hand and shout an arcane word. In an instant, a wall of dark shadow appears in the indicated location.

    You create a barrier of ominous shadow that obscures vision and blocks line of sight, including darkvision. The wall is insubstantial, so creatures can move through it without penalty.

    Focus: This spell needs shadow around the area of effect to be cast

    Darkness

    Power Point Cost: 3
    Components: V, M
    Casting Time: One full round
    Range: Touch
    Target: Object touched
    Duration: One minute per level
    Prerequisites: Abyssal shroud of midnight

    This spell causes an object to radiate shadowy illumination out to a 20-foot radius.

    All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

    Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells.

    If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

    Material Component: A raven feather.

    Darkness Simulacrum

    Power Point Cost: 10
    Components: V, S
    Casting Time: One hour
    Range: Personal
    Target: Self
    Duration: Until next sunrise
    Prerequisites: Abyssal shroud of midnight, Mesmerizing Shade, Knowledge (Arcana) 8 ranks

    This ritualistic spell allows the caster to create an exact duplicate of his physical self made of solidified darkness. The duplicate is simple and responds only to the caster’s commands but looks exactly like the sorcerer and is equipped identically.

    The simulacrum does not think autonomously but will defend itself or its actions if disturbed. The darkness duplicate has all of the same physical characteristics and skill ranks as the sorcerer but only has a Wisdom, Intelligence and Charisma of 5.

    Focus: This spell must be cast in total darkness.

    Darkvision

    Power Point Cost: 2
    Components: V, S, M
    Casting Time: One standard action
    Range: Personal
    Target: Self
    Duration: One hour per level
    Prerequisites: Abyssal shroud of midnight

    This eerie spell infuses the sorcerer’s eyes with pure darkness from beyond, turning them pitch black from lid to lid and giving the caster supernatural sight.

    While the spell is in effect the caster gains the Darkvision (60 feet - Black and White) and a +1 circumstance bonus on all Intimidate checks against those who can see his eyes.

    Material Component: A piece of coal.

    Dusk And Dawn

    Power Point Cost: 4
    Components: V, S, F
    Casting Time: One full round
    Range: One full round
    Area: 20-ft.-radius emanation centered on a point in space
    Duration: 10 minute per level
    Prerequisites: Abyssal shroud of midnight
    Magic Attack Roll: Set the intensity of the light change

    By drawing shade from the Plane of Shadow, or banishing shadows back to it, you control the level of illumination in the area.

    You can increase or decrease the brightness of the light sources of an area to make this area darker or lighter.

    MAR
    Effect on Light Sources
    10 ou -
    +/- 5 ft
    11 - 14
    +/- 10 ft
    15 - 19
    +/- 15 ft
    20 - 24
    +/- 20 ft
    25 - 29
    +/- 25 ft
    > 30 ou +
    +/- 30 ft

    You can’t extinguish a source of light with this spell nor increase its brightness more than twice its original brightness.

    Focus : This spell needs shadow around the area of effect to be cast

    Mesmerizing Shade

    Power Point Cost: 1
    Components: V, S, F
    Range: Evil Eye
    Target: One living creature
    Duration: 1 round
    Saving Throw: Will partial
    Prerequisites: Abyssal shroud of midnight

    Shadows flicker before the eyes and in the mind of the subject creature, which suddenly seems to be disoriented. Shadow flickers around the subject, distracting and dazing him. The subject can avoid the daze effect with a successful Will saving throw, but still takes a –1 penalty on attack rolls, checks, and saves.

    Focus: This spell needs shadow around the area of effect to be cast

    Shadow Jump

    Power Point Cost: 2 + 1 per additional round
    Components: V, S, F
    Casting Time: One standard action
    Target: Self
    Duration: One round + 1 per additional power point expended
    Prerequisites: Abyssal shroud of midnight, Blacken the sky, Stealth 5 ranks

    The sorcerer gains the ability to travel magically between shadows with a free action. There are two limitations for this spell. The first one is that the magical transport must begin and end in an area with at least some shadow. The second one is that you must see where you wanna jump.

    The sorcerer can jump each round up to a total of 5 feet per level in this way.

    Focus: This spell needs shadow around the area of effect to be cast

    XVIII. Weather Witchery

    Just as the sea is one of the basic boundaries of human life, so too the weather forms a constant reminder of man’s subservience to nature itself. Crops only grow where the whim of the wind allows it; cities come and go with the sudden clap of thunder and unending rain.

    A sorcerer who masters the weather can shape nations to his whims, destroy fleets and cause the people to bow down before him in proper reverence and awe.

    Spells
    Prerequisites
    Knot Wind (Weather Witching Basic Spell)Knowledge (Nature) 1 rank
    Maelstrom Eruption (Defensive Blast)
    Bottle StormsKnowledge (Nature) 10 ranks, Knot Wind
    Bottle ThunderKnowledge (Nature) 5 ranks, Knot Wind
    Call the Northern WindKnowledge (Nature) 6 ranks, Knot Wind
    Call the Southern WindKnowledge (Nature) 6 ranks, Knot Wind
    SandstormKnowledge (Nature) 5 ranks, Knot Wind
    Wind's WrathKnowledge (Nature) 5 ranks, Knot Wind

    Knot Wind (Weather Witching Basic Spell)

    Power Point Cost: 1
    Components: S, M, XP
    Casting Time: 1 round
    Range: Long (400 ft. plus 40 ft. per scholar level)
    Target: One target
    Duration: One minute/scholar level
    Saving Throw: Reflex negates
    Prerequisites: Knowledge (Nature) 1 rank
    Magic Attack Roll: Sets Reflex save DC

    Using this spell you create a knot that holds within it a single wind. When released, this wind runs out to the extent of the range, blowing for the duration of the spell before vanishing.

    When you release the wind you may choose one target within range that must make a Reflex save or be knocked down. Otherwise, you may select on ship within range and either increase or decrease its sailing speed by one knot. Ending this spell gives the target vessel one extra movement point during the closing turn.

    Maelstrom Eruption (Defensive Blast)

    Power Point Cost: All remaining points
    Components: V
    Casting Time: Immediate
    Range: Personal, also see below
    Effect: Any within 5 ft of the caster + special
    Duration: Instantaneous
    Saving Throw: Reflex halves
    Prerequisites: Knowledge (Nature) 1 rank, Knot Wind
    Magic Attack Roll: Sets DC for opponent's Reflex save

    A mysterious and furious wind erupts from the Sorcerer, erupting around him in a malignant blast creating multiple swirling vortexes of wind. Small cyclones of thick dark blue-grey air appear; materializing instantly beside the Sorcerer, they seek to envelope those closest to the Sorcerer before moving away from him to others within the area.

    Those within 5 ft are attacked by a swirling cyclone of air, each doing 1d6 of violent crushing damage per Power Point spend as they are twisted into contorted shapes. If the victim suffers damage (Example: They do not have the Evasion Special Ability), he must make a Balance check (DC 10 + half damage taken) or fall prone.

    If a victim is killed by a cyclone, it continues its course from 5 ft to find another victim during the next round. If a target survives to the attack or if there's no target within 5 ft, the cyclone fades.

    Bottle Storms

    Power Point Cost: 25
    Components: V, S, M
    Casting Time: 1 hour
    Range: One mile per sorcerer level
    Target: Area
    Duration: Until the bottle is broken
    Saving Throw: None
    Prerequisites: Knowledge (Nature) 10 ranks, Knot Wind
    Magic Attack Roll: None

    After an hour-long ritual you bind the normal weather for an area into a bottle. It cannot rain again until something breaks the bottle. This causes an intense, crop-killing drought. Rivers dry up, animals die and eventually the area will transform into a desert. Sorcerers who know this spell can hold entire nations hostage to their depraved whims.

    Wind does not move within the area of effect. Ships are considered bestilled and must use oars to move. Ships without oars cannot move within the area of effect unless towed.

    If something breaks the bottle or if the bottle moves out of the area of effect the weather returns to normal. If the drought lasts for more than two months it can take years to repair the damage to the lands.

    Material Component: A glass bottle chased with gold wire costing at least 100 gl

    Bottle Thunder

    Power Point Cost: 10
    Components: V, S, M, XP
    Casting Time: 1 hour
    Range: Close (25 ft. + 5 ft./ 2 scholar levels)
    Target: One target
    Duration: Instant
    Saving Throw: Reflex halves
    Prerequisites: Knowledge (Nature) 5 ranks, Knot Wind
    Magic Attack Roll: None

    This spell prepares a glowing bottle filled with lightning for your use. It takes one hour to prepare the bottle; the preparation ritual must be cast during a thunderstorm. At the end of the ritual you expend the experience and power points to complete the enchantment.

    Releasing the lightning is a standard action that provokes an attack of opportunity. You may target one person within close range who must then make a Reflex saving throw. If the target takes damages from the lightning, he is thrown backwards a number of five feet squares equal to your Charisma modifier.

    If someone breaks the bottle he automatically suffers the effects of the spell without recourse to a saving throw. If the sorcerer breaks the bottle (e.g. by falling on it) he suffers the same fate.

    Material Component: A glass bottle chased with gold wire costing at least 100 gl. The spell must be performed during a thunderstorm.

    Experience Point Cost: 50 XP

    Call the Northern Wind

    Power Point Cost: 10
    Components: V, S, XP
    Casting Time: 1 hour
    Area: One mile radius around caster per scholar level
    Duration: One minute per scholar level
    Saving Throw: Fortitude negates (every minute)
    Prerequisites: Knowledge (Nature) 6 ranks, Knot Wind
    Magic Attack Roll: Sets Fortitude save DC

    By invoking this magic the sorcerer reaches up into the furthest lands of the north, pulling down a storm of cold, bone chilling winds.

    All living creatures caught within the area of effect take 1 point of cold damage every minute. Each target may make a Fortitude saving throw to resist this damage, but must make the save every minute.

    This spell freezes rivers and kills crops in addition to damaging living creatures.

    Experience Point Cost: 50 XP per mile radius affected.

    Call the Southern Wind

    Power Point Cost: 10
    Components: V, S, XP
    Casting Time: 1 hour
    Area: One mile radius around caster per scholar level
    Duration: One minute per scholar level
    Saving Throw: Fortitude negates (every minute)
    Prerequisites: Knowledge (Nature) 6 ranks, Knot Wind
    Magic Attack Roll: Sets Fortitude save DC

    This spell reaches into the heart of the Mountains of Fire, drawing forth writhing winds so hot that they scorch the ground they pass over.

    All living creatures within the area of effect must make a Fortitude save or become exhausted. Those that make this saving throw must make it again one minute later for the entire duration of the spell.

    Crops caught within the area of effect wither into nothing. Furthermore there is a 20% chance that any stretch of grassland or forest will catch on fire, sparking a natural disaster of incredible proportions.

    Experience Point Cost: 50 XP per mile radius affected.

    Sandstorm

    Power Point Cost: 10
    Components: V, S, M, XP
    Casting Time: 1 hour
    Area: 1 mile per scholar level radius around caster
    Duration: 2d3 hours
    Saving Throw: See text
    Prerequisites: Knowledge (Nature) 9 ranks, Knot Wind

    Wind speeds become severe (30 to 50 mph) and visibility is cut by three-quarters. The combined effects of sand and wind that accompany this sandstorm reduce visibility ranges by three quarters, imposing a –8 penalty on Perception and Search checks.

    Sandstorm makes ranged weapon attacks impossible, except when using siege weapons, which suffer a –4 penalty on attack rolls.

    This storm automatically extinguishes candles, torches and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights.

    The wind causes characters who fail a Fortitude save (DC 15) to be checked. Checked creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet.

    In addition to the wind, sandstorms leave 1d6 inches of sand on the ground afterward.

    Material Component: There must be a huge amount sand in the area for this spell to work. The sand is not consumed.

    Experience Point Cost: 50 XP per mile radius affected.

    Wind's Wrath

    Power Point Cost: 4
    Components: V, S
    Casting Time: 1 round
    Range: Close (25 ft. plus 5 ft./2 levels)
    Target: One target
    Duration: Instant
    Saving Throw: Will negates
    Prerequisites: Knowledge (Nature) 5 ranks, Knot Wind
    Magic Attack Roll: Sets the Will save DC

    This brief incantation twists the wind surrounding a target into a momentary maelstrom, gibbering elemental insanities into the target’s ear. In that moment the target receives a momentary glimpse into the harsh truths of reality. "Civilised" men must make a Will save or become flat-footed.

    Characters from races with the barbarian favoured class, who have already faced the worst the world has to offer, are immune to this effect.