is illusion

Document Sample
is illusion Powered By Docstoc
					Advanced Fighting Fantasy
      Spell Book




   All spells for:
     Wizards
       Priests
   Minor Magic
 Mass Battle Magic
Spells - Introduction

Mastery of the arcane arts is difficult indeed! In order to cast the complex
weavings of energy required to cast spells one must spend years of learning and
training, often in a magic school or as an apprentice. As such the Magic
<Special Skill> is one which must be taken at character creation, it may not be
learned later on, other than under exception circumstances.

Also all those years of training, dedication and study in the library has resulted in
those specializing in the arcane arts to be considerably weaker in physical
combat than others. This is reflected in game mechanics in a reduction to the
Heroes initial SKILL score. For every single point placed into the Magic <Special
Skill> at character creation the player must reduce their Initial SKILL score by
one point also. This effect is permanent and the new SKILL score becomes the
Initial score from that point onwards.

Casters come in two forms in Advanced Fighting Fantasy. There is the traditional
Wizard who is known for shooting fireballs from his hands and calling down
lightning blasts from the sky and the devout Priests, followers of a particular
Deity, able to call on the blessing and wisdom of their Gods to deal out divine
healing and righteous fury in equal measure!

Regardless of class, Wizard or Priest, a caster can choose at character creation
to take 3 points worth of Spells for each initial point they placed into their Magic
<Special Skill>. So a player who had spent the maximum of 4 points into his
Magic <Special Skill> when rolling his Wizard could choose Spells worth a
maximum of 12 points in total.

A starting Wizard or Priest is only able to choose from level 1, 2 and 4 Spells.
The high level ones being too powerful for them to learn at creation.

Casting a Spell and Resisting a Spell

Magical spells are stored in the mind of the Hero, ready to be invoked at an
appropriate moment. Spells can be quite powerful if used in the right situations –
but they can be risky too. Casting a spell first requires a successful difficulty roll
made using the Hero’s Magic rating plus 2d6.

If casting a spell in general your GM will assign a difficulty rating for you to beat
in order to be successful in the casting of the spell. If you are casting an
offensive spell against another spell casting user, such as an evil Wizard, or an
Orc Shaman then you have to beat their Magic difficulty roll, exactly as melee
combat is done with determining Attack Strengths. If your opponent gets the
higher roll they have resisted your spell will the power of their mind!




                                           2
Activating a Spell, whether it works or not, costs the Hero a number of WILL
points (see Table 12 below). A Hero can continue to casting spells until his WILL
runs out (at which point he will be so mentally exhausted he will fall
unconscious). Spells which last for a certain length of time may be automatically
stopped before that time by the spell-caster. A list of all possible spells which
can be possessed by both Wizards and Priests is listed below in Table 12:
Wizards and Priests Spells Summary.

Reversing and Counter-Spelling a Spell

Many spells can be reversed – that is, deliberately cast backwards in order to
have the reverse effect of what usually happens, as opposed to working
backwards because of a bad Magic die roll! In the spell list there is already some
examples of this, such as Banish Undead (the reverse of Raise Skelton),
Darkness (Light), Lock (Open) and Grown (Shrink).

However, some other spells not specifically listed may also be reversed. Casting
the reverse of a spell (for which no reverse is already listed) costs the same in
WILL terms as the usual way, plus 1 extra point; however, spells which normally
cost 6 of more WILL points to cast require an extra 2 points to reverse. The spell
does not have to be relearnt or studied any further before it can be cast
backwards. All other characteristics of the spell, including during and area
affected, continue to apply. Thus a character who has Darkness but not Light
may – at the cost of 2 WILL points – illuminate a circular area up to five metres
across for up to 3 minutes (Light proper lasts for 15 minutes).

Some examples of spells that have no reverse (generally because a reverse
would not make sense) include: Fire Bolt, Skill, Stamina, Ward, EDP, Farseeing,
Force Bolt, Levitate, Mirror Selves, All Heal, Lightning Blast, Speak to Animals. If
you are unsure of if a spell you currently know can be reversed consult with your
GM who will have the final say on the matter!

A few further points should be made here. The reverse of Light lasts for only
three minutes, just as in a Darkness spell. Reversing Lock does not require the
extra WILL point if it is being used on something that has been magically shut by
the same spell caster. Strength, when reversed, either negates Strength or gives
the person it has been cast on the strength of a small child (not enough to stand
up in armor or hold a sword, for example). The reverse of Weakness acts like a
Strength spell, and lasts for only one minute or one major task. Languages may
be cast in reverse in order to make a perfectly understandable language
suddenly incomprehensible (this is great for confusing Orcs!). Reversing Find
magically hides something, so that two Find spells needs to be cast before it can
be found – though this has no effect on plain eyesight or touch (it doesn’t make
something invisible). Reversing Restrain will open non-magical handcuffs and
make someone holding the victim let go. The reverse of Death (costing a frightful
12 WILL points to cast) also ages the cast one year. Note also that any subject



                                         3
raised from the dead will now be alive – but may still be so badly injured that they
will die again very soon unless healed. If there are any doubts about the exact
effects of a reversed spell, the GM is at liberty to forbid its use.

Reversing a spell also has one other very special feature of note, it can (even
with spells that’s do not normally be cast in reverse such as Fire Bolt) be cast in
reverse in order to negate the effects of another’s spell as it is being cast, in a
very specific form of Counter-Spell, again for the usual cost, plus 1 extra WILL
point.

Countering an incoming spell in this way requires that the caster himself knows
the spell which is being cast against him. So if an evil sorcerer was casting a
Lightning Blast against our Wizard then he could counter this spell by casting the
reverse of Lightning Blast assuming that:
   1) The Wizard knew the spell Lightning Blast
   2) The Wizard had at least 5 WILL points left

If a caster wanted to be able to counter any spell being cast at him he would
have to learn the more powerful Counter-Spell Spell. Knowledge of this specific
spell removes the restriction of only being able to counter spells you currently
know by using the reverse technique.

When used, Counter-Spell will automatically cost the caster WILL points equal to
the cost of the original spell being cancelled plus a further 1 WILL point, plus any
special penalties which may affect the caster. Furthermore, for Counter-Spell or
reserving to work successfully, the caster must reduce his Magic Special Skill by
the WILL cost of the incoming spell before trying to cancel it.

For example, our Wizard tries to cancel a Fire Bolt cast at himself, costing him 2
WILL points, with his Magic skill of 12 and rolling 8 on 2d6 to give him a score of
12 + 8 - 1 = 19.

Now, our Wizard tries to cancel a Death spell being cast at himself, costing him
11 WILL points, with his Magic skill of 12 and rolling 8 on 2d6 to give him a score
of 12 + 8 - 10 = 10.

It’s this score (in the above examples 19 or 10) which is compared to the
attackers Magic roll when they cast the spell. The Hero will need to beat the
casters roll in order to successfully cancel the spell.

Note: Either of these techniques work only on Spells cast against the caster and
the caster still pays the WILL cost even if the Counter-Spell or reversal fails.




                                         4
Table 12: Wizard and Priest Spells Summary
LEVEL 1               LEVEL 2              LEVEL 4                     LEVEL 6
Aura(P)               Animate(W,P)         (Element)                   Assume Shape(P)
                                           Control(W,P)
Befuddle(W,P)         Blind(P)             All Heal(P)                 Banish Spirit(P)
Bless(P)              Breach(W)            Arrow-Snake(W)              Banish Undead(P)
Bravery(P)            Breathe(W,P)         Black Osmosis(W,P)          Cockroach(W)
Darkness(W,P)         Combine +2 (W,P)     Bolt of Power(P)            Consecrate(P)
Detect Super Natural  Concentrate +2 (W,P) Command(W,P)                Enchant Item(W)
Being(P)
Enhance(W,P)          Consume(W,P)         Counter Magic(P)            Exchange Shape(W)
Fear(W,P)             Counter-Spell (W,P)  Curse(P)                    Hurricane(W)
Fire Bolt(W)          Darksee(W)           Explode(W)                  Petrify(W)
Flash! (W)            Distant Sight(P)     Find(W)                     Raise Skeleton(W,P)
Glowing Eyes(W)       Element              Fly(W)                      See Future(W)
                      Commune(P)
Holy Command(P)       Ensure(W,P)          Gills(W)                    Speak To
                                                                       Supernatural
                                                                       Being(P)
Holy Spear(P)          ESP(W)                   Grand Illusion(W)      Teleport(W)
Ignite(W)              Farseeing(W,P)           Grow(W)                Wall of Power(W)
Illusion(W)            Fog(W,P)                 Invisibility(W)        Web(W,P)
Light(W,P)             Force Bolt(W)            Lightning Blast(W)
Locate Sacred          Languages(W,P)           Magic Bridge(W)        LEVEL 8
Place(P)
Lock(W)                Levitate(W,P)            Most Blessed(P)        Assassin’s
                                                                       Dagger(W,P)
Luck(W,P)              Mind Dart(P)             Poison(W,P)            Earthquake(W)
Open                   Mirror Selves(W)         Purify(P)              Spirit Journey(P)
Osmosis(W,P)           See Through(W)           Remove Curse(P)        Summon
                                                                       Supernatural
                                                                       Being(P)
Peace(W,P)             Sentry(W,P)              Restrain(W,P)
Personalize Spell +1   Shatter(W)               Shrink(W)              LEVEL 10
(W,P)
Silence(P)             Sleep(W)                 Speak to               Death(W)
                                                Animals(W,P)
Stamina(P)             Starry Orb(W)            Speak With The
                                                Dead(P)
Strength(W)            Strong Arm(W)            Spectacular
                                                Image(W,P)
Thunder(W)             Summon(W,P)              Spirit Wall(P)
Tongue Twister(W)      Sure Shot(W)             Wall(W)
Ward(W,P)              Where’s Home(W)          Weather Control(W,P)
Weakness(W)            White Osmosis(W,P)


Wizard(W)
Priest(P)




                                            5
Table 13: Wizard and Priest Spell Descriptions
Spell Name              WC   Spell Description
Aura(P)                 1    This works just like the Glowing Eyes spell, except that the glow
                             springs from round a chosen part of the caster, perhaps from just the
                             hands or the head to the whole body.
Befuddle(W,P)           1+   This spell, which must be transmitted to its victim by touch, affects one
                             victim for one minute. They are befuddled, their mind temporarily
                             confused and addled. They will make all ‘active’ rolls (not including
                             luck) at a -4 modifier for the length of the spell, though more likely they
                             will simply withdraw to a safe place and shake their head a lot. The
                             length of the spell may be increased by 30 seconds for every extra will
                             point put into it when cast.
Bless(P)                1    This ritualistic blessing bestows the Luck of the Priest’s deity on one
                             character. It may be used to raise their Luck by 2 levels temporarily
                             Luck or to a nominated special skill for one roll only. The character
                             must be within five metres of the Priest
Bravery(P)              1    This spell gives a little spiritual help in a difficult situation. When cast
                             (on a character within five metres of the Priest), it increases its
                             subject’s SKILL, and hence all linked Special Skills, by 3 points for the
                             next SKILL roll using either their SKILL score or any linked Special
                             Skills.
Darkness(W,P)           1    This spell conjures up an area of murky darkness in a circular area, up
                             to five metres around the caster, for up to three minutes. The darkness
                             extinguishes all artificial light, and negates the Dark Seeing Skill.
Detect Super Natural    1    This spell simply reveals whether any creature within twenty metres is
Being(P)                     of supernatural origin e.g. a skeleton, zombie or golem. However, for
                             any superior supernatural being, such as a Demon, there is a great risk
                             of being drawn unwillingly into its power. If the demon is aware of the
                             spell cast by the Hero (GM’s discretion), it may enter into mental
                             combat with the Priest in an attempt to take control of the latter’s brain.
                             This is done by simply rolling as you would as if casting a spell, Magic
                             versus Magic plus the result of the roll of the two dice by each
                             combatant. Neither side loses any Stamina but whichever character
                             wins two rounds in a row is the overall winner. If this is the Priest, his
                             mind is free. If the Demon wins, the Priest temporarily loses his mind;
                             the Demon takes control of his body and does with it as it wishes.
Enhance                 1    This spell allows the caster to temporarily increase one of a friendly
(Characteristic)(W,P)        target’s 5 characteristics (SKILL, STRENGTH, DEXTERITY, WILL, and
                             PRESENCE). The chosen characteristic is raised by 1 point for 2
                             minutes.
Fear(W,P)               1    This spell terrifies one chosen person, sending him cowering as far
                             away from the spell-caster as possible. The effects last for 1 minute,
                             after which time the victim recovers from his irrational fear.
Fire Bolt(W)            1    The spell hurls a short, stabbing blast of fire at one target from the
                             pointed finger of the caster. Unless the target manages to Dodge the
                             blast, or succeeds in Testing his Luck, the spell causes one die of
                             damage to his Stamina.
Flash! (W)              1    This simply but effective spell causes a short but spectacular burst of
                             light to occur somewhere within ten metres of the caster. Anyone
                             looking at the light will be temporarily blinded for 1-6 minutes (roll for
                             each person). Any person caught by surprise but successfully testing
                             for luck will have managed to shut their eyes in time and will not be
                             affected. The spell will work during a magical Darkness or Fog,
                             causing a two-second burst of normal-strength light to pierce the gloom
                             temporarily.


                                              6
Glowing Eyes(W)   1    Ever wondered how those truly Evil sorcerers manage to make that
                       creepy glowing Evil red eyes effect? Simple: by using this spell. Upon
                       casting, the eyes of the spell-user – or of someone else within five
                       metres – glow brightly and with a deep sinister light in a colour of the
                       caster’s choice. This effect lasts for five minutes, but may be cancelled
                       at will.
Holy Command(P)   1    To use this spell, the Priest must brandish the symbol of his deity, or
                       wave his outstretched hand, and command any on intelligent creature
                       with just one word; the victim will find themselves powerless to resist.
                       The word uttered could be just about anything – Back! Begone! Flee!
                       Stop! Fall! – providing the order is something the victim could
                       reasonable and normally do. The command ‘Die’, for example, would
                       work only on a character about to pass away. The effects of a
                       command can be heard up to three metres away, lasts up to 1 minute,
                       and may be recovered from (at the GM’s discretion) by a Test for Luck.
Holy Spear(P)     1    This spell works exactly like Fire Bolt, save that it produces a blast of
                       pure light rather than fire.
Ignite(W)         1+   This simple spell causes something readily flammable to catch fire
                       (typically with a small fire). The object must be touched by the caster,
                       but the spending of an extra point of Will allows the spell a range of five
                       metres, and a further five metres for every additional point of Will.
                       Note that this will not affect living creatures (though it will affect plants),
                       and can only affect an item rated as Small or Very Small in size.
Illusion(W)       1    The spell-caster can use this spell to create an illusion that will
                       convince one nominated person. For example, the caster may
                       convince a pursuing monster that there is a bridge over a gaping
                       chasm. The illusion will immediately be cancelled if anything happens
                       to dispel the illusion (for example, if the monster steps out on to the
                       bridge). Anyone wounded by an imaginary weapon will appear to take
                       damage, even to the point of unconsciousness, but, when the illusion
                       wears off, will reawaken and realise that it was all in the mind. The
                       illusion lasts for a maximum of three minutes.
Light(W,P)        1    The spell creates a magical light which glows with the same intensity
                       as a Firebrand. It is usually cast upon the tip of a staff or torch. The
                       light lasts for up to fifteen minutes, but can be snuffed out at will by the
                       caster. A magical light of this sort is affected by Darkness.
Locate Sacred     1    Using this spell, a Priest can determine the approximate direction of
Place(P)               the nearest place which is sacred to his religion. This may be a
                       temple, a sacred area or a consecrated tomb or ruin, and it may not
                       necessarily be a desired destination. The feeling of knowing the
                       direction lasts only a few seconds, and of course there may be
                       obstacles between it and the caster. Note that Priests of Evil religions
                       may possess a spell called Locate Unscarred Place.
Lock(W)           1    This spell simply locks a door, treasure check or whatever by magic
                       and stops it from being opened by unauthorised persons. The spell
                       can be removed by an Open spell, or by the original caster casting
                       another Lock spell on top of the first.
Luck(W,P)         1    When cast, this spell increases an adventure’s base will score by 2
                       levels for 4 minutes.
Open              1    This one is used simply to open a lock, whether on a door, treasure
                       chest, window, or anything else that is lockable. It also cancels out a
                       Lock spell.
Osmosis(W,P)      1    All Osmosis spells have their Will cost deducted after the transfer has
                       taken place, and always fail if their target does not have enough Will or
                       has no Will characteristic.
                       This spell transfers 2 points of Will from its target to the caster.



                                         7
Peace(W,P)          1+   This spell works in much the same way as the Special Skill Pacify, in
                         that it calms down the emotions of any two people within give metres of
                         the caster for 2-12 minutes (GM rolls in secret). Anyone successfully
                         testing for luck is not affected by the spell, and any strongly aggressive
                         action will break the spell. The effect of the spell may be expanded by
                         spending 1 further point of Will for every two additional people the
                         caster wishes to be affected.
Personalize Spell   1+   If you don’t wish to Restrain someone, but to bind them in awesomely
(W,P)                    impressive chains of glowing golden light, you can use this spell to add
                         that personal touch. As you might expect, serious Bad Guys use spells
                         like this all the time in order to enhance their image and reputation.
                         Using Personalize is very simple: the spell caster simply decides what
                         special effect he wishes to add to this spell, the GM works out how
                         many points are required (usually from 1 to 6), and that number is
                         added to the standard cost of the spell. Only one magic skill roll is
                         required for both the original spell and the Personalize. Furthermore,
                         for every 3 points put into making a spell one’s own, the victims must
                         reduce their Test for Luck by 1 level.
Silence(P)          1    This spell simply brings down a veil of silence where once there was
                         noise. The effect lasts for 2-12 minutes (GM rolls in secret), and
                         covers an area five metres in diametre. Within that area, nothing
                         makes any noise whatsoever.
Stamina(P)          1    This spell simply restores an adventure’s Stamina, but this time up to 6
                         points. The target’s Stamina score cannot be raised above its initial
                         value, any extra points are lost. The spell cannot be used while the
                         spell-caster is in combat.
Strength(W)         1    This spell endows the caster (or another chosen recipient) with the
                         strength of a Troll when it comes to lifting, carrying or battering. It can
                         be very useful for getting heavy boulders out of the way, kicking open
                         locked doors and so on. The GM should bear in mind that a Troll’s
                         strength may be just too great for a delicate task and judge the results
                         accordingly. The spell lasts for a maximum of one minute or one major
                         task (one locked door, one huge boulder etc).
Thunder(W)          1    Like Flash! Above, this spell conjures up a stunning two-second special
                         effect; in this case, it is a deafening clap of thunder which can be heard
                         up to a kilometre away and affects anything within twenty metres of the
                         caster. Anyone failing to get their hands over their ears in time (Test
                         for Luck) will be able to do nothing for a few vital moments. This spell
                         may be cast in conjunction with Flash! (as one spell, so far as time and
                         the magic skill roll are concerned, but costing 2 Will points) to make a
                         really impressive entrance!
Tongue Twister(W)   1+   This simple spell allows the caster to tangle the target character’s
                         tongue temporarily, and is especially useful if cast against an enemy
                         sorcerer. The spell has a range of five metres, plus an extra five
                         metres for every extra Will point used to cast it, and it lasts for two
                         minutes. Its effects may be avoided by using a test of luck, which
                         should be further modified (when cast upon a sorcerer), by the
                         difference between the caster’s and the subject’s Magic skill score.
                         Thus, a Hero with Magic 9 trying to avoid a tongue twister cast by
                         someone with Magic 7 may add 2 points to their luck when rolling.
Ward(W,P)           1    This spell may deflect one arrow, spear or other missile thrown at the
                         caster. The missile whistles past and falls harmlessly to the ground.
Weakness(W)         1    This spell reduces a victim’s SKILL score by 1-6 points (roll one die) for
                         five minutes.
Animate(W,P)        2+   The rope tricks done by mystics in the marketplace of the southern
                         towns look impressive – until one learns that they are simply using this



                                          8
                         handy spell. The caster may use this spell to animate one object of
                         Small size, or up to six Very Small objects, for a period of two minutes.
                         The object must be within five metres of the caster; each additional Will
                         point cast adds five metres to this range. The number of objects may
                         be doubled for every additional Will point cast. Spending 4 points
                         allows the animation of one Medium-Sized object; 6 points, one Large
                         object, 8 points, one Very Large object (and again doubling this cost
                         allows one to double the number of objects affected, and so on). The
                         length of time may be increased by one minute for every further Will
                         point cast. The animated object may do whatever the caster bids. If,
                         however, it is used to fight or is struck by someone as if in a fight, it has
                         a SKILL based upon the caster’s magic skill score; if it loses, it will lose
                         its animation.
Blind(P)            2    This nasty spell causes one victim, within three metres of the caster, to
                         lose their sight temporarily. The victim should be allowed to Test for
                         Luck to resist the effect; if they fail, the blindness lasts for 1-6 minutes.
                         The reverse of this spell cannot cure natural blindness.
Breach(W)           2+   This spell uses a form of element control, in order to smash through
                         stone walls, and as such it is especially useful in battle and during
                         siege. The spell has a range of five metres, plus five metres for every
                         additional Will point cast. It affects an area of one cubic metre; this
                         may be increased by one cubic metre for every additional 2 Will points
                         cast (thus a block measuring nine cubic metres requires spending of a
                         whopping 18 Will points, and that’s before the range is taken into
                         consideration!). The stone affected is reduced to rubble, allowing
                         passage through its defences equal to half the size affected by the
                         spell.
Breathe(W,P)        2    This spell, quite simply, allows the caster – or, by a simple touch, any
                         person on whom the spell is bestowed – to breathe where there is little
                         or no oxygen. It is especially useful, therefore, for anyone considering
                         venturing underwater. The spell lasts for fifteen minutes per casting;
                         for lengthier periods, the spell Gills would prove more useful.
Combine (W,P)       +2   Using this spell allows the caster to combine two or more different
                         spells together to create a combined effect. For example, a Wizard
                         could combine Lightning Blast along with Glowing Eyes and
                         Spectacular Image to blow something up while looking supremely
                         powerful. This combination would cost 13 points of Will in total, 4 for a
                         Lightning Blast, 4 for a Spectacular Image, 1 for Burning Eyes and 4
                         for 2 Combines.
                         There are limitations with this spell: one cannot, for example, combine
                         three lightning blasts together for massive damage on whatever the
                         caster wishes. Also, certain spells would make little sense when
                         combined together (GM’s discretion)
Concentrate (W,P)   +2   This spell allows the sorcerer to forget about having to react to an
                         ongoing spell when it runs out. If this spell is cast immediately before
                         another spell, when the latter runs out it can be recast automatically –
                         in exactly the same form as before – without wasting time or having to
                         re-roll to see if the spell fails.
Consume(W,P)        2    Fire is a dangerous weapon in the hands of a sorcerer. This spell
                         allows the caster to envelope an object in fire sufficient to destroy it
                         (typically a Large fire). The area affected by the standard spell is one
                         cubic metre, from a distance of up to five metres. The material must
                         be capable of being burned, but needn’t be especially flammable. In
                         this case, and therefore unlike Ignite, the victim may Test for Luck to
                         avoid the effects and can of course take action to put out the flames.
                         For each additional Will points cast, the range may be increased by



                                          9
                          five metres. The volume may be increased by another cubic metre for
                          every additional 2 Will points put into the spell.
Counter-Spell(W,P)   2+   This spell can cancel out any spell that comes from the same class as
                          the person countering, for example a Wizard could counter a Lightning
                          Blast but not a Bolt of Power, and vice versa for Priests. This works in
                          quite a complicated way: when used, the spell will automatically cost
                          the caster Will points equal to the cost of the original spell being
                          cancelled plus a further 1 Will point, plus any special penalties which
                          may affect the caster. Furthermore, for counter-spell to work
                          successfully, the caster must reduce his Magic Skill by the Will cost of
                          the incoming spell before trying to cancel it. This spell works only on
                          spells cast against the caster. The caster still pays the Will cost even if
                          the counter-spell fails.

                          For example, cancelling a Fire Bolt cast at a Wizard with Magic skill of
                          12 costs him 2 Will points, if he can roll 11 or less on two dice.
                          Cancelling out a Death spell, though, would cost 11 Will points if he
                          could somehow roll 2 or less on two dice.
Darksee(W)           2    This simple spell bestows upon the caster, or on any person within five
                          metres of the caster, the Dark Seeing capabilities of a Dwarf for up to
                          twenty minutes.
Distant Sight(P)     2    Using this peculiar spell, the caster may see around corners and even
                          behind then. An invisible eye, carried by a spirit sent by the caster’s
                          deity, can be sent up to ten metres away and may peer in any desired
                          direction, just as if the caster himself was looking. The spell lasts for
                          five minutes but can be cancelled earlier. The eye cannot get inside
                          anywhere the Priest could not, but it can chance its viewpoint as many
                          times as the Priest wishes for the duration of the spell.
Element Commune(P)   2    This spell is available only to Priests who religions are associated with
                          a particular element. Using this spell, the caster can converse with a
                          mass of the particular element; upon casting, awareness grows in the
                          substance and a rough mouth forms in order to speak. Thus, the spell
                          could be used to ask a sword who its owner was or a road could be
                          quizzed on the travellers who had just passed, and so on. The spell
                          allows for the asking of three questions, or it lasts for five minutes,
                          whichever is the sooner.
Ensure(W,P)          2+   This spell helps to make sure nothing goes wrong when casting a spell.
                          It must be cast at the same time as the spell it is ensuring, costs at
                          least 2 Will points to cast, but may cost as many as 11. For each point
                          put into a spell, the caster has a better chance of avoiding the effects
                          of that dreaded Oops! Table. If the caster’s rolls comes up double-6,
                          this spell allows a saving throw, using two dice: the caster must now
                          roll a number less than or equal to the number of points put into
                          Ensure. For example, if the caster specified that he or she was
                          spending an extra 4 points on ensuring a spell, the effects of the Oops!
                          Table would be avoided if he or she where to roll 4 or less on two dice.
                          Note that if a double-6 is rolled again on the Ensure roll, there is no
                          option but to roll on the Oops! Table. Lowly Hero spell casters may
                          see this spell as a gift from the gods, but will soon realise that its price
                          is huge and it is normally reserved for only the most powerful
                          sorcerers.
ESP(W)               2    With this spell, the caster suddenly becomes able to tune in to
                          creature’s thoughts. It won’t allow him to read actual words or ideas,
                          but can indicate a creature’s emotions and general frame of mind. For
                          example, it can reveal whether someone, who appears to be friendly,
                          really is so. It cannot work on inanimate objects, unless they have



                                          10
                        some vestiges of intelligence. The power lasts for a maximum of one
                        minute.
Farseeing(W,P)     2    This spell simply endows the caster with the eyesight of an eagle,
                        allowing him to see in minute detail for a distance of up to five
                        kilometres, and, in less detail, even further. It should be remembered,
                        though, that even eagles can’t see through things like hills or walls.
                        The effect lasts for ten minutes, but can be cancelled at will sooner.
Fog(W,P)           2    This spell is similar to Darkness, but it covers a much larger area
                        (fifteen metres around the caster) for a greater length of time (fifteen
                        minutes). The fog created is thick and dark grey, negating Dark
                        Seeing and making just about any activity impossible. The spell is
                        reversible and used in this way, clears away this or any other fog.
Force Bolt(W)      2    This spell, similar to Fire Bolt, delivers a bolt of guided magical energy
                        which cases 1-6 points of Stamina damage. There is no way of
                        avoiding such a bolt, expect by counter-spell or wall.
Languages(W,P)     2    This spell temporarily gives the caster, or someone on whom the spell
                        is cast, a Languages skill of 12, and therefore a chance of being able
                        to converse in (though not read) a specific language.
Levitate(W,P)      2    Anyone possessing this spell may cast it upon objects, opponents or
                        himself. It frees the target from the effect of gravity and causes him to
                        float freely up or down in the air under the caster’s control. For more
                        controlled movement – say forwards or backwards – one needs a Fly
                        spell/ The levitation lasts for a maximum of five minutes, but the spell
                        can be recast in mid-flight (though, naturally, successful recasting
                        requires another magic roll). If the levitation effect wears off, the object
                        will glide slowly back to earth rather than dropping rapidly.
Mind Dart(P)       2    This spell works exactly like the Magic spell Force Bolt (1d6 damage to
                        a single target), except that the missile is an invisible stab of power
                        which the victim will feel but not see.
Mirror Selves(W)   2    This high-class illusion can convince one victim that the spell-caster is
                        now three people! If fighting against the caster, the victim has only a
                        one-in-three chance of choosing the right target. However, all three
                        will attack him, and all three casters may wound the victim! The
                        illusion lasts for a maximum of three minutes.
See Through(W)     2+   A spell caster who wishes to see what lies beyond something need
                        only cast this spell; the object becomes as transparent as a pane of
                        glass, revealing what lies beyond. The basic spell allows one person
                        (typically the caster) to see through something up to one metre thick.
                        Thus, if looking at a large boulder one would see only a metre into the
                        rock, revealing… well, more rock beyond. The spell may be extended
                        by a metre for every 1 extra Will point cast, and it may be used by an
                        additional person for every 1 extra Will point cast.
Sentry(W,P)        2    When camping for the night out in the wilds, it is advisable to appoint
                        guards in case of danger. Using this spell, a sorcerer can do this
                        magically. The invisible sentry can be placed anywhere up to twenty
                        metres from the caster, for up to twelve hours. If guarding a camp, a
                        sentry will cover one of the four major points of the compass (so four
                        would be needed to provide full circular guard). Should anyone whom
                        the caster would regard as, well, trouble cross their path, the caster will
                        be alerted. Such spell can also be cast upon a door, the lid of a
                        treasure chest or any other object. Another use for this spell might be
                        to cast it upon, say, the mouth of a pocket containing a gold-stuffed
                        purse. If a sneaky thief tried to pick the pocket, the sentry would give
                        the alarm.
Shatter(W)         2    This spell works in exactly the same way as Consume. However,
                        where that spell causes the subject to be consumed by fire, this causes



                                        11
                          it to break into hundreds of pieces. The spell can be cast on anything
                          that can break, though the GM would certainly reduce the chance of
                          success drastically if one was to shatter, say, an enormous diamond.
                          Living creatures whose bones might be the intended target (of a
                          shatter spell cast by a bad guy, of course – no Hero would dream of
                          doing such a thing, surely!) are allowed to Test for Luck to avoid the
                          spell.
Sleep(W)             2    This spell, if it works, simply sends one victim to sleep for five minutes.
                          If the victim is wounded while asleep, he will immediately waken
                          (unless killed by the injury, of course). It is very bad form for Heroes to
                          go around killing people while they sleep.
Starry Orb(W)        2    Using this spell, a magnificent ball of glowing magical light and fire is
                          created in the air up to ten metres away from the spell caster. The orb
                          is so wondrous that it can distract can even hypnotize those who see it
                          at close quarters (anyone within three metres). Creatures and
                          characters of Average intelligence or less will be hypnotized by its
                          beauty four times out of six. Those high intelligence (almost all
                          humanoids, including humans) must Test for Luck or roll against their
                          skill (players choice), or else stare, transfixed in a hypnotic trance. The
                          orb lasts for only three minutes, but the spell can be recast before it
                          runs out.
Strong Arm(W)        2    This spell works in exactly the same way as Sure Shot but is applied to
                          a specific hand-held weapon, a fist or a claw, raising the appropriate
                          Special Skill by 2 points for 2 minutes.
Summon(W,P)          2+   This spell allows the caster to summon any object that is considered to
                          be ‘owned’ by them. The only prerequisite is that the caster possesses
                          a part of the item they wish to summon, for example to summon some
                          bread from the caster’s home, they would need some crumbs from that
                          same loaf to hand. Note, this spell summons the whole of the original
                          item, not a copy or clone of. For example, if our Hero had purchased a
                          flagon of beer from the local tavern, this item would be considered to
                          be ‘owned’ by him after purchase. However, he could not keep a small
                          portion of the beer in a vial to then create more later on. Additionally,
                          this spell cannot be used to summon any living creature or being.
                          The basic spell allows for the summoning of an item up to Very Small
                          size, a process that takes ten full minutes to complete. Each additional
                          2 Will points – and ten more minutes – allows the caster to increase
                          the size to Small, then Medium, to Large and to Very Large.
Sure Shot(W)         2    This simple spell adds 2 points to one nominated character’s Bow,
                          Crossbow, Javelin, or Throwing Dagger Special Skill, for a period of
                          five minutes or one battle, whichever is the shorter.
Where’s Home(W)      2    Sorcerers are not known for getting lost, for the simple reason that they
                          use this handy spell. When cast, the sorcerers instinctively knows in
                          which direction a named place lies. The place needn’t be home, but
                          the caster will have to have known beforehand where the place is
                          located, either from a visit or from seeing an accurate map. Note that
                          the sense lasts for only a few seconds it is entirely possible for the
                          caster to become lost again quickly if the terrain is very inhospitable.
White Osmosis(W,P)   2    All Osmosis spells have their Will cost deducted after the transfer has
                          taken place, and always fail if their target does not have enough Will or
                          has no Will characteristic.
                          The effect of this spell is to average out the Will of the target of this
                          spell and the caster. For example, if White Osmosis is cast on a target
                          with 50 will and you have 2 will, the result is that your target loses 24
                          Will, which is transferred to you, then you lose 2 for casting the spell,
                          for a result of your target ending up with 26 Will and you with 24.



                                          12
(Element)            4+   The eight prime elements recognised by Allansian sorceress are Air,
Control(W,P)              Cold, Earth, Fire (also called Heat), Metal, Plant, Stone and Water.
                          One of these is selected by the chooser of this spell; a new spell will
                          need to be selected for each new element. The power of the spell is
                          affected by how many points are put into it. The basic spell affects one
                          cubic metre, which may be increased for every 2 Will points. The basic
                          range is five metres, but this can be increased for each additional Will
                          point. Basic duration, if this is a factor, is five minutes which can be
                          increased by five minutes for every 2 extra Will. Effects can vary
                          widely, according to the creativity of the caster. Some effects will work
                          exactly as the spell which already covers them: conjuring up a magical
                          hurricane using Air Control, for example, will cost 6 Will points and will
                          work just like the Hurricane spell. Do note, however, that the more
                          precious the item, the harder it is to summon. Summoning up one
                          cubic metre of solid gold using Metal Control would verge on the
                          impossible – and it would disappear again once the spell ran out, of
                          course!
All Heal(P)          4    This powerful spell can restore a person’s STAMINA, SKILL,
                          STRENGTH, DEXTERITY, APTITUDE and PRESENCE to their initial
                          scores, as well as curing any lingering ailments, including magical
                          poisons, diseases and effects (not curses). It cannot be cast while the
                          spell-caster is in the middle of combat or otherwise engaged.
Arrow-Snake(W)       4    This strange spell is a must for any Wizard who likes giving people
                          nasty surprises. What it does, quite simply, is to turn an arrow, when
                          notched and ready for firing, into a poisonous snake (with Skill 10 and
                          Stamina 4) which instantaneously bites and wounds the archer. The
                          snake automatically inflicts 4 points of damage, before slithering away.
Black Osmosis(W,P)   4    All Osmosis spells have their Will cost deducted after the transfer has
                          taken place, and always fail if their target does not have enough Will or
                          has no Will characteristic.
                          This spell transfers half of the target’s Will score to the caster of this
                          spell. The target must have at least half of their maximum Will or the
                          spell fails.
Bolt of Power(P)     4+   This spell works exactly like spell Lightning Blast, except that it delivers
                          a blast of spiritual force rather than a bolt of lightning.
Command(W,P)         4+   This spell allows the caster quite simply to command one person or
                          object to do their bidding. The commanded person or item must be
                          within five metres and, if living, he or she is allowed a Test for luck to
                          resist the spell. The command can be anything that would not directly
                          threaten the subject: they could not be asked to stab themselves, but
                          they could be commanded to keep walking beyond the edge of a cliff.
                          Living things cannot be commanded to do something they could not
                          normally do; one couldn’t ask an Elf to get up and fly round the room –
                          unless it had a suitable spell. Inanimate objects are more forthcoming
                          and can be commanded to do just about anything. The command lasts
                          for thirty seconds and affects one person or item, or a related group of
                          items (such as a pile of Gold Pieces) up to Medium size. Spending an
                          extra 2 Will points can increase this to Large size, a further 2 to Very
                          Large size.
Counter Magic(W,P)   4    This spell works in every way just like Counter-spell, save that it affects
                          all magic spells rather than only those of your class. As before, the
                          cost of this spell must be added to that of the spell one wishes to dispel
                          or counter.
Curse(P)             4+   Using the full force of his deity, a Priest can call down all manner of
                          mishaps upon his victim. In game terms, this can affect one person
                          within three metres of the caster. He or she will initially lose as many



                                          13
                        Stamina points as the caster has put Will into the spell (in other words,
                        the Priest can put in more than 4 if he wishes to cause the victim real
                        damage), then lose 1 Stamina point per day until he or she dies. The
                        points lost from a Curse cannot be healed by normal means. Typically
                        only a Remove Curse spell or a GM created pilgrimage for five nights
                        or a quest for a specific holy object will remove the curse and allow the
                        character to be healed. Reversing Curse can remove the curse
                        delivered only by the Priests of the same religion as the caster.
Explode(W)          4   This spell works in exactly the same way as Breach and Shatter,
                        except that it causes the named target, up to one cubic metre in size
                        and at a range of up to five metres, to explode as if blown apart by a
                        massive amount of gunpowder. The spell requires fifteen minutes or
                        uninterrupted concentration per cubic metre affected. A further cubic
                        metre may be affected for every 4 extra Will points cast, and the range
                        may be extended by a further five metres for each additional 2 Will
                        points cast. Living objects intended to be the target of such a spell are
                        allowed to Test for Luck to find out whether they are affected.
Find(W)             4   This spell may be used to find anything, from a seam of gold in a mine
                        to the exit of a maze. It cannot detect emotions (find someone with
                        Evil thoughts, for example); and you should be aware of looking for
                        something to general (find metal, say would probably lead you straight
                        to your own sword). When this spell is cast and the appropriate
                        subject is concentrated upon by the caster, he will suddenly know in
                        which direction the sought object lies.

                        However, it should be remembered that the direction is suggest only in
                        terms of a compass-point (north, south-west or whatever), and that no
                        distance is specified. Knowing that a maze’s exit lies to the south is of
                        no help if one actually has to head north while finding the route to that
                        exit. The sensation of knowing the correct direction stays in the mind
                        for one minute.
Fly(W)              4   This spell is an advance on the Levitate spell, in that it allows the spell-
                        caster (or whoever or whatever the spell is cast upon) to move in a
                        sideways direction as well as up and down. The spell lasts for five
                        minutes and can be recast while the Wizard is still in the air. When the
                        spell runs out, the flying person or object glides slowly down to the
                        ground.
Gills(W)            4   This simple transformation spell confers fish-like gills upon the recipient
                        – very useful for underwater adventuring. The gills replace the
                        character’s usual breathing arrangement and are permanent until they
                        are removed either by the caster (a simple command) or by the use of
                        a Remove Curse or Counter-Spell by another caster. Note that if cast
                        upon someone unwilling (in order to suffocate them in the air – a very
                        sneaky trick!) the victim may avoid the spell on a successful Test for
                        Luck roll.
Grand Illusion(W)   4   Building on the Illusion spell, this more sophisticates spell allows for
                        the fooling of as many people as the Hero’s magic score. Hence,
                        someone with Magic 12 may fool up to twelve people with the same
                        illusion. In all other respects the illusion works in exactly the same way
                        as the Illusion spell, including the maximum length of three minutes.
                        The spell can be recast before the spell runs out.
Grow(W)             4   When this spell is cast upon a person or an object, it will grow to half its
                        size again, in all directions. Hence a shield a metre across will grow
                        another half-metre, while a two-metre man will become 3 metres tall!
                        Note that a person’s clothing will not expand with him, and this could
                        prove nasty in very tight armour! The effect will wear off after three



                                        14
                          minutes. Caster the spell again while the first is still working will cause
                          the target to grow half its size again, and so on!
Invisibility(W)      4    This spell turns the cater (or someone or something else) completely
                          invisible for three minutes. One should bear in mind, however, the
                          following points: cloths and equipment are not affects by the spell, and
                          invisible person is not necessarily a silent person, and invisible people
                          still have to open doors, leave footprints in sort earth, and so on.
Lightning Blast(W)   4+   This powerful explosion of pure electrical energy works just like a
                          Force Bolt, except that it delivers 2-12 plus 2 Stamina points of
                          damage. Once again, it can be defeated only by like likes of Counter-
                          Spell, Wall, or Wall of Power. Its basic range is five metres, and this
                          can be increased by five metres for every 2 additional Will points put
                          into the cast.
Magic Bridge(W)      4    This spell allows the caster to create a magical bridge across a chasm.
                          For every 4 Will points put into the spell, five metres of bridge are
                          created. The bridge is wide enough for one person; each additional 4
                          Will points cast to widen it to take another person. It will prove strong
                          enough to bear the weight, at any one time, of as many people as
                          there where Will points put into its construction. The bridge lasts for
                          five minutes, though it will being to start fading from sight one minute
                          before it is due to disappear, giving the Heroes plenty of time to panic.
Most Blessed(P)      4    This special blessing allows one character automatically to re-roll any
                          one die roll, regardless of the circumstances (within the capabilities of
                          the character, this won’t allow the performing of miracles!). It cannot
                          be used to influence any die roll of the caster, and has a range of three
                          metres. It can be revered, to ensure a character automatically fails one
                          die roll (though the GM may still allow the victim to test for luck to avoid
                          the spell’s effects).
Poison(W,P)          4    This nasty spell enables the caster to change any small amount of
                          liquid or edible item into a deadly poison. Used in conjunction with a
                          Fog spell, it can create a cloud of poison gas. If the spell caster is
                          touching the bare flesh of another being when he casts this spell, they
                          are poisoned (test for luck is however allowed). The poison delivers as
                          much damage as the number of Will points put into the spell, plus 2
                          further points (thus a spell caster may use more than 4 Will to create
                          an especially powerful poison). The reverse of this spell can cure a
                          poisoned character of ill-effects, up to the Will cost of the spell, plus 1
                          further point. It can also purify poisoned liquid or food, removing a
                          similar amount.
Purify(P)            4    This ritual spell works like the reverse of a Poison spell, removing the
                          venom from food, drink or even from a victim’s body. Furthermore, is
                          used against a truly Evil of undead being, it will cause them to recoil for
                          a few seconds, perhaps giving the Priest time to escape from their
                          clutches. It has a range of three metres and works instantaneously.
Remove Curse(P)      4    This spell requires a ritual lasting as many hours as there were Will
                          points put into the initial Curse, and it similarly costs as many points to
                          cast.
Restrain(W,P)        4    The nominated person or object upon whom this spell is cast will be
                          held in magical bonds, rooted to the spot and unable to move, for up to
                          three minutes. People restrained in this manner will still be able to
                          breathe and move their eyes, but not to do much more. Objects
                          measuring up to about three metres cubed can be held in place – so a
                          boulder could be temporarily stopped from falling while a glacier could
                          not.
Shrink(W)            4    This spell works in exactly the opposite way to Grow, shrinking a living
                          being or an object down to half its size in all directions. The effect



                                          15
                            wears off again after three minutes. Casting the spell again while the
                            first is still working will cause the target to shrink by half its current size
                            again, and so on.
Speak to               4    This spell endows the caster, or another person, with the equivalent of
Animals(W,P)                a languages skill of 12 in bizarre tongues used by the animals and
                            lower creatures. It should be noted that many animals have only very
                            limited conversations! The spell lasts for ten minutes.
Speak With The         4    This total wisdom of the Ancients is cast indeed and, using this
Dead(P)                     complicated spell, a Priest can sometimes tap into it. The spell takes
                            at least one hour to cast, and usually takes the form of a séance in the
                            Priest’s temple or other sacred and protected spot. Where everyone is
                            gathered and the spell nears its end, all those present must join hands
                            and concentrate. The Priest then makes the roll to see if the spell will
                            work. If it does, the right ghostly voice will make itself known and may
                            be questioned. In the case of a double-1 roll, a minor – or even a
                            major – Demon could turn up and attempt to posses the character (use
                            the rules given in the description of Detect Supernatural Being, above).
Spectacular            4    Using this spell, the vainest of sorcerers can appear upon the scene in
Image(W,P)                  such a way that will be so impressive it will scare the stuffing out of all
                            but those with nerves of steel. When it is cast, all manner of
                            impressive effects will be triggered. These many include:
                            instantaneously appearance; rising from a newly opened gaping crack
                            in the ground; descending on a cloud as if from the heavens etc Note
                            that the simply minded characters will be mightily impressed, terrified
                            or reassured by such a display, which will certainly have a massive
                            effect upon Reaction rolls.
Spirit Wall(P)         4    This spell works in a similar way to the magic spell Wall, creating an
                            invisible wall which can keep out ghosts, poltergeists and all other
                            undead. It cannot keep out supernatural creations like demon spawn
                            or demons. The spell lasts for five minutes, surrounds an area
                            measuring five metres in diametre, and will disappear if touched by
                            anything inside the wall. The wall need not have the spell caster at its
                            centre.
Wall(W)                4    Casting this spell creates a wall round an area five metres in diametre,
                            through which nothing can pass, for a maximum of five minutes. It can
                            withstand arrows, sword blows, people, monsters and spells (though
                            counter-spell may remove the wall). If anything from inside the wall
                            touches it, it will immediately disappear. The wall need not be centred
                            round the spell-caster – it could, for example, be placed round an
                            important treasure to stop thieves getting at it.
Weather Control(W,P)   4+   Unlike Element Control, which is concerned with one specific element,
                            the sorcerer using this spell can combine various elements, such as
                            wind and rain, to control the weather in whichever way he or she
                            chooses. The basic spell allows for ‘unusual’ weather to be
                            summoned: it might start to rain heavily, say, or a fierce wind could
                            spring up. The spell covers a circle with a diametre of ten metres, plus
                            ten metres for every 2 extra points of Will. It lasts for five minutes, plus
                            a further five minutes for every 2 Will more. More powerful effects
                            require the expenditure of more Will points, according to the effect
                            required.
Assume Shape(P)        6    Using this spell, the caster can assume the shape of the animal sacred
                            to the Priest’s deity for a period of one hour or until dispelled at the
                            caster’s command (whichever is the shorter) or the Priest is killed. The
                            animal has all the characteristics of the caster, unless a rating is
                            greater for the animal; and it will be a large, healthy specimen of the
                            creature concerned.



                                             16
Banish Spirit(P)    6    A Priest uses this spell to free a ghostly undead spirit (a Ghost,
                         Poltergeist, Banshee, etc.) from its earthly constraints, sending it at last
                         on its way to its astral destination. The banishing required fifteen
                         minutes of preparation, the brandishing of holy symbols and the
                         application of oils or waters holy to the Priest’s deity.
Banish Undead(P)    6    This spell works in the opposite direction to Raise Skeleton, in that it
                         returns an undead creature to the peaceful rest of true death. It will
                         work on one creature, removing the magical life-force which had
                         animated it. A banished corpse may not be resurrected again, so this
                         spell may also be cast upon a corpse to stop it being raised again.
Cockroach(W)        6    This spell will, if a test for luck is failed, turn the victim into a small,
                         insignificant creature of the caster’s choice. The victim retains its brain
                         power, but is generally unable to communicate unless Speak to
                         Animals in employed. The effect is permanent, but a counter-spell
                         (costing 7 Will) could remove it. Note that the spell doesn’t turn a
                         victim’s cloths or possession into anything – they simply remain where
                         they were when the spell was cast.
Consecrate(P)       6+   This ritual spell purifies an area of Evil influence permanently and bars
                         undead and Evil creatures from entering it, as if an invisible wall where
                         built round it. The maximum area affected is a circle five metres in
                         diametre, but this can be increased by a further five metres for every
                         extra Will point expended by the Priest. To cast, the spell takes ten
                         minutes for every Will point spent (i.e. at least an hour); it requires the
                         use of holy symbols, chalk or oil to make the boundary of the area, and
                         so on. The consecrated area can be removed by another Priest
                         casting the reserve of this spell, Desecrate (spells involving extra Will
                         points must be counteracted fully by the same number of points). A
                         second casting of Desecrate creates an area which can keep out any
                         truly Good characters, such as Elves, Gnomes, Pixies, and any
                         especially well-behaved Heroes. Note that Desecrate is only ever cast
                         by Bad Guys, and would never, ever, be used by a true Hero.
Enchant Item(W)     6    This handy conjuration allows spells to be cast into an item and stored
                         there. The process of creating a magical item in such a manner is very
                         costly in terms of magical equipment, potions, oils, special rare metals
                         and so on. The basic Will cost for endowing an item with a particular
                         spell is the 6 points for enchant item, plus the cost of the spell itself,
                         cast three times into the item over a period of hours equal to the total
                         Will cost for the entire operation in days! As can readily be seen,
                         creating a magical item is a lengthy and draining exercise, generally
                         attempted only by specialist, high-powered Wizards.
Exchange Shape(W)   6+   All it takes is a touch and this spell allows the caster to exchange
                         bodies with his victim in an instant! This can take one of two forms:
                         either the bodies change, or the minds do; this is the same thing really,
                         but it does determine where the sorcerer ends up! If a sorcerer stays
                         where he is but acquires the shape of the other persons, he will retain
                         his own characteristics (but will, of source, now have a new body
                         dressed in his old cloths, which could prove tricky). If the caster moves
                         his mind to the new body, he will acquire its Stamina but will keep his
                         own skill and luck. For an additional 2 Will points. The spell acquires a
                         range of five metres. And each additional 2 points add a further five
                         metres.
Hurricane(W)        6    On casting this spell, a Wizard conjures up a powerful gale or wind,
                         rain, hail and snow, which then covers an area up to thirty metres
                         around the caster (he can chose to make it cover a smaller area), for
                         up to five minutes. All characters within the area, including the Heroes
                         but not the caster, must test for luck or roll against their skill (player’s



                                         17
                            choice) or be blown off their feet and suffer 1-3 Stamina points of
                            damage. Other fixtures and fittings in the area may also be damaged
                            or blown over (the GM will rule on this). No fighting, magic or speech
                            is possible while the hurricane continues. The reverse of this spell can
                            control magical storms like this one; it can also clam a natural storm
                            within an area of ten metres round the sorcerer for up to five minutes.
Petrify(W)              6   Being turned to stone is very unpleasant indeed, but that’s exactly what
                            this spell does. A Test for Luck may be used to avoid the spell. The
                            effect starts at the feet and slowly works its way up the poor victim’s
                            body, petrifying him and his clothes and equipment as it goes. The
                            victim loses 1 Stamina point every minute, and this will continue until
                            he is turned completely to stone – that is, unless a counter-spell is
                            used again it, or the wizard who caster it is killed, whereupon the
                            effects will reverse until the victim has fully recovered again. If the
                            victim dies before this can happen, he will not revert back to flesh
                            again, and will remain a statue forever.
Raise Skeleton(W,P)     6   This necromantic spell is used to breathe life back into a corpse,
                            forcing it to return to life as a skeleton under the control of the caster.
                            The spell requires an hour-long ritual to work. While the corpse need
                            not be complete, any missing features will not grow back when it is
                            brought back to life. It should also be remembered that the undead do
                            not really think for themselves, so any instructions given to a skeleton
                            must be very explicit if they are not to be misinterpreted.
See Future(W)           6   This bizarre spell allows the caster to glimpse brief scenes from the
                            future, typically from the forthcoming life of one individual person. The
                            future in this case can be no more than two days ahead. The visions
                            conjured up are brief and confusing and cannot always be relies on to
                            represent exactly what will happen.
Speak To                6   This spell works in exactly the same way as Speak with the Dead (see
Supernatural Being(P)       above), except that a supernatural being from a higher plane may be
                            consulted. If the priest knows both the name of the being and the
                            plane on which they dwell, the procedure is fairly safe. However,
                            blindly asking, ‘Is there anybody there?’ may well summon up
                            something extremely nasty, which may use the link to attempt to
                            possess the caster (see Detect Supernatural Being, above) or even
                            manifest in physical form on the Earthly Plane.
Teleport(W)             6   To teleport is to hope from one place to another in the twinkling of an
                            eye, setting off and arriving almost instantaneously. A wizard using
                            this means of travel may go anywhere within ten kilometres radius in a
                            single jump, and may take whatever he can carry in his hands (this
                            includes another human being). The caster need not know the exact
                            details of where he is going; the spell automatically stops him
                            reappearing inside a mountain or at the bottom of the sea – but only, of
                            course, if the spell works right!
Wall of Power(W)        6   Using this spell, the caster can conjure up a powerful version of the
                            magical barrier created by Wall. Where that spell simply kept things
                            out, the wall created by this spell will actively damage whatever comes
                            into contact with it. The wall is in fact a dome which covers an area
                            five metres in diameter in every direction but which needn’t be around
                            the caster, for a period of 5 minutes. This size may be increased by
                            five metres by adding 3 Will points per increase. The wall is
                            constructed from one of the eight elements (see Element Control), and
                            takes its form accordingly. Thus a metal Wall of Power might consist
                            of thousands of blades, whereas a Cold wall would be a whirling storm
                            of snow and ice. Anything attempting to move through the wall will
                            take 3-18 points of Stamina damage upon contact, and will continue to



                                            18
                           do so every Attack Round that they remain in contact. The wall itself is
                           impenetrable unless defeated by a Counter-spell or another Wall of
                           Power spell. Wall and Element Control (for the correct element!) may
                           also work, albeit with a penalty of -2.
Web(W,P)              6    Restrain works on only one character or one item of a size up to three
                           metres cubed. Web, however, can cover an area up to five metres
                           across in a sticky spider’s web that traps all within it and stops anyone
                           from moving except to breathe (and that with difficulty). A very strong
                           character such as a Hill Giant, or one with Strength, could break out of
                           its embrace after two successful Skill rolls; otherwise, everyone is
                           trapped for up to five minutes. The spell can both be recast before it
                           runs out and banished by a Counter-Spell.
Assassin’s            8    This strange spell conjures up a ghostly hand clutching a dagger.
Dagger(W,P)                Together, they will slowly pursue their intended victim for as long as it
                           takes to find him. Once it has done so, the hand will attempt to stab
                           the victim to death. It has a nominal skill of 10, though it has no
                           Stamina points and can only be fended off, not destroyed. It can be
                           trapped – for a short while, at least – inside a container; and it can be
                           escaped by running or riding away very fast for a long time. Its pursuit
                           is relentless, however; unless its would-be victim can cast a reverse
                           Assassin’s Dagger spell or a counter-spell (at a cost of 9 Will points)
                           upon the dagger – which must be present to receive the banishing
                           spell – it will surely eventually catch up with and kill character.
Earthquake(W)         8    The wizard casting this spell can conjure a powerful earthquake over
                           an area of up to thirty metres round himself. The earthquake will make
                           the ground buckle and vast cracks will open up, destroying any rickety
                           buildings and brining down walls within that area, and sometimes
                           demolishing even more solidly constructed dwellings. All within the
                           area (except for the spell caster) must successfully Test for Luck and
                           roll against their current Skill, or be lost down a crack in the ground.
                           The quake lasts for three minutes and cannot be conjured again for ten
                           mins. Its range can be extended by ten metres for every extra point of
                           Will put into that spell by the caster. The reverse of this spell can tame
                           both magical and natural earthquakes.
Spirit Journey(P)     8+   Using a ball of thin silver twine and this spell, the caster or another
                           person can be transported into a nominated part of the Demonic Plane
                           or to the higher heavens where the Gods of Good and their ghostly
                           servants dwell. Preparing for such a journey requires a full day of
                           concentration, spell-casting and general ritual, and the spell can be
                           cast only within an area purified by a Consecrate (or Desecrate, in the
                           case of the Bad Guys) spell. The spell allows the traveller to cross
                           over into the other domain and remain there for one hour. Every hour
                           they remain beyond that time costs the caster another 1 Will point.
                           The silver twine must form an unbroken link between the traveller and
                           someone back at the starting place. If the cord is broken, the traveller
                           may well become lost in the plane. Furthermore, for all the time that
                           the way between the planes stays open, there is a chance that
                           something very nasty will decide to use it as a short cut to the Earthly
                           Plane!
Summon Supernatural   8    Conjuring up Demons, even minor ones, is fraught with dangers, so a
Being(P)                   great many precautions must be gone through before this is attempted.
                           Demon-summoning is a special favourite of Bad Guy Priests, thought it
                           may be used by the Heroes in very exceptional circumstances (to
                           acquire information, force a Demon to serve the cause of Good, etc.) It
                           requires the use of any area that has been cleansed and magically
                           prepared with Desecrate (or Consecrate), and marked out with a



                                           19
             number of rune-inscribed circles: one to hold the Demon, another to
             contain the caster and his accomplices. Various oils and incense must
             be burnt on braziers, and long-winded incantations and gestures must
             be made for a period of many hours as the skill of the Demon being
             summoned. If the final Magic Skill roll fails, there is every chance that
             something very drastic will happen. The right Demon could show up
             but escape its bonds; a wrong, much stronger Demon could show up
             and escape its bonds; the caster and his helpers could be sucked into
             the Demonic Plane.
Death   10   This is the ultimate incantation in any Evil Wizard’s spell book. It will
             almost never be used by a hero, expect in the direst of circumstances.
             If the magic skill roll succeeds, the victim dies, full stop. There is no
             Test for Luck to avoid its effects. It is little consolation to the victim to
             know that a Wizard casting this spell and losing 10 points from his Will
             in one horrific go will also age a full year in an instant.




                              20
Failing a Spell and the Oops! Table

The use of magic has its advantages and disadvantages. The advantages – the
effects that the spell deliver – are self-evident; the disadvantages become
apparent on all those occasions where a Magic Skill roll fails and something
completely untoward happens! Still, that’s the price one pays for being able to do
something miraculous every once in a while.

Provided only that he has enough WILL points to cover the cost, a spell-caster
may cast a spell he already knows as many times as he likes. (Truly doomed
HEROES may be allowed to cast a spell that will knock them unconscious
through exhaustion).

As we have already stated, the chance of a spell working correctly is rolled
against the GM’s difficulty rating (characters without this Special Skill may not
cast a spell at all, so there is no APTITUDE check alternative to this procedure).
There are, as one might expect, modifiers which should be applied:

Table 14: Spell casting modification table
                                                        Modifier
Caster wearing no armor
Caster wearing light armor
Caster wearing medium armor
Will Cost of spell will reduce WILL to 2 or less        -2
Caster moving                                           -2
Caster drunk                                            -4
Caster restrained                                       -2
Caster under attack                                     -1
Caster actively in combat                               -2
Caster otherwise disturbed                              -1 or -2
Caster in the presence of great Evil                    -3
Caster unable to speak                                  -12

If the dice-roll succeeds, the spell’s listed effects occur. If they roll fails, the GM
will decide what happens. Luckily, in some cases, the spell will simply fizzle out.
In others, a missile spell (like Fire Bolt) may veer off course and zap the wrong
person or Sleep may send its caster into a profound slumber! Depending on the
urgency of the situation, the GM may allow a spell-caster to attempt a Test for
Luck roll in order to stop a mis-cast spell affecting himself.

However – and this is where things start to get really tense – if a character rolls a
double-1 while casting a spell, he must then roll 1d6 (this determines if you
should refer to the ODD or EVEN Oops! Table), followed by 3d6 and cross-
reference the result to the appropriately nasty enter on the following odd & even
Oops! Tables:




                                                   21
Table 15: ODD Oops! Table
Roll   Description
3      There’s a flash, closely followed by an ominous croak – the caster has turned into a
       toad!
4      Twenty-five years of the caster’s life drop away – now he may be a very small child.
5      A small shoal of herring materialize over the caster’s head for a five-metre area
       around him!
6      Suddenly the caster can communicate only in a totally weird and incomprehensible
       language that not even those with Languages Special Skill can understand!
7      The caster is suddenly inflicted with permanent hiccups (-4 to further spell-casting)!
8      The caster grows a not unattractive tail!
9      Every Gold Piece in the caster’s possession turns into a butterfly – and flutters away!
10     A surprised-looking Orc (STAMINA 8, SKILL 7, STRENGTH 8, DEXTERITY 7,
       APTITUDE 4, PRESENCE 4, Sword) has just materialized besides the caster!
11     The caster’s hair turns bright blue!
12     The caster’s footwear catches fire (Small fire)!
13     The caster suddenly grows a small pair of goat’s horns on his forehead!
14     A dead Giant Squid materializes in the air directly over another member of the party!
15     The caster’s hair starts to grow extra quickly and uncontrollably, and won’t stop!
16     All the weapons of everyone in the room turn into flowers!
17     The caster changes sex!
18     The caster simply disappears in a buff of fragrant smoke, never to be seen again,
       leaving nothing but a pair or smoking boots!
Table 16: EVEN Oops! Table
Roll   Description
3      Flash! The caster is now a very small, bewildered looking budgie!
4      Flash! The caster is now a human-sized, bewildered looking budgie!
5      The caster loses his or her voice for a year and a day (this will seriously affect spell
       casting abilities).
6      A massive all of water suddenly appears near by, heading like a tidal wave directly for
       the Heroes.
7      The caster’s feet swell up to four times their normal size.
8      A startled Common Troll (STAMINA 9, SKILL 9, STRENGTH 8, DEXTERITY 7,
       APTITUDE 4, PRESENCE 4, Club, 2 Attacks) has just materialized besides the caster
       – and boy is it annoyed!
9      All the caster’s clothes, armor and equipment shrink to half their original size.
10     The caster acquires a permanent cold, and now cannot stop sniffling and sneezing (-2
       to all dice rolls)
11     The caster grows an extra arm (odd number left arm, even number right); with training.
       They may even be able to fight with it.
12     The caster’s skin turns bright green.
13     Everyone’s weapons go limp and floppy, as if made of rubber.
14     The caster climbs the nearest tree (or another very tall feature) and won’t come down.
15     The caster’s arms turn into wings; with practice, they could fly, but of course their
       hands have gone.
16     The caster’s legs turn into the hind legs of a ram.
17     The caster suddenly loses the power of gravity; unless restrained, he or she will slowly
       float up into the sky like a balloon!
18     Storm-clouds gather overhead, thunder rumbles deafeningly – and a bolt of lightning
       zaps the spell caster into a small pile of smoking ash!




                                                 22
WILL and Replenishing it!


A Hero’s WILL is a representation of the current mental state of the Hero. It is
decreased mainly by the Hero casting Magic spells, although there may be other
reasons it wanes; walking in a hot desert with no water, for example.

Your character’s WILL changes constantly during an adventure as casting spells
takes its toll on the Hero’s mental acuity. It can be restored and recovered in a
number of ways, however:
   - Having a good night’s rest (GM’s Discretion) restores WILL to its initial
       value.
   - A Hero can meditate for as long as he wishes outside of combat to restore
       1 point of WILL every 30 minutes. If the Hero is meditating inside a temple
       to a God of Good, this is increased to 2 points of WILL every 30 minutes.
       If they are meditating in a temple dedicated to the caster’s chosen deity,
       this regeneration is increased to 4 points of WILL every 30 minutes.
       The meditation undertaken has to be undisturbed, or it breaks. Any
       attacks made on the Hero meditating will result in an Unopposed Strike.
   - A rare Will Potion restores 2d6 points of WILL when consumed. (Note that
       no Hero Potion Brewers can make this potion!)
   - A Priest with the Trance <Special Skill> may also use it to restore their
       WILL as well as STAMINA.




                                        23
Priests - Overview

Beyond the often random and chaotic nature of the Wizards of Titan are the
much calmer Priests. Having learnt their control and mastery of the arcane arts
through the worship and teachings of a particular Deity they often consider
themselves to be (wrongly or rightly) superior to that of Wizards, who they see as
uncontrolled, reckless and lacking any sense of focus or direction. Role-playing
a Priest in Advanced Fighting Fantasy requires a few more notes, they require a
proper background, deities, temples and worshippers before they can be used in
a game, and this generally means a more established, campaign-style game. If
you think you are up for the challenge, read on!

For the most part, too, Priests tend not to venture far beyond their sacred
temples, and only rarely go on expeditions or adventures. In the middle of a
teeming city, however, there will be many temples, both sanctioned by the rulers
and also illicit ones, as well as numerous other Priests on official visits.

Priestly spells are very similar to standard Magic spells, though many of them are
more concerned with life and death, and with Good and Evil, than with
spectacular illusions and grand explosions of light or noise. The higher-powered
spells often require long-winded rituals which can only be attempted in a temple
and which are never used during an adventure.

A starting character chooses to become a Priest in exactly the same way as they
would a spell caster, including reducing their SKILL. However, rather than
choosing spells from the Magic spell list, they choose from the Priest spell list
(See table 12 and 13). Unless the character is a renegade Priest, now barred or
even excommunicated from his religion, every character possessing Priest spells
will actually be a Priest.

As with Wizards magic Spells, a starting Hero may not choose any Spell costing
more than 4 WILL points. Again, like Wizards spells, those costing 6 or more
WILL points to cast often require full concentration in order to work properly; they
may even require hour-long rituals before the altar. Those requiring less effort
may generally be cast and then forgotten about, continuing to work until their
duration expires.

Being a Priest

Hero characters who have chosen to be Priests require a little more work from
their players than usual, because of the responsibilities of their position. Of
course there are those religions which encourage their Priests to spend all their
time adventuring, seeing it is a great opportunity to fight Evil, spread the word
and perhaps also gain a few Gold Pieces for the temple roof-replacement fund.
Others are opposed to the adventuring life; Priests of such beliefs are often like
Elves, renegades from their past who have to make a new life as an adventurer.



                                         24
In the later case, of course, the Priest no longer has access to his or her temple,
and will be unable to learn any new Priest Spells.

A Priest character, whether played as a Hero, a Bad Guy or an Extra, must
belong (or have once belonged) to a certain religion. There is a wide range or
Gods and lesser Deities to choose from. Hero Priests may choose to follow one
God at a time. If the game provides an opportunity, they may convert to another
faith but, doing so, they will lose all the Priest spells they already know and must
start again as a novice and learn new spells through tuition and experience.
Other characters may covert to being a Priest, again starting as a lowly beginner.

Note than Hero Priests may not choose to be a follower of an Evil or Chaos
religion; such matters are for Bad Guys, who will get their righteous come-
uppance at the hands of the avenging Heroes soon enough. Where we have
included such religions below, they are for the GM to apply in full detail to such
Bad Guys, rather than for the players to choose.

Most of the following Gods and Deities are worshipped in one form or another
across the whole of TITAN. There are also likely to be any number minor Gods,
saints, holy men and other objects of worship, peculiar to one area or tribe. In
such cases the GM should invent the details for himself, using the framework
below as a guide. More details of all of the Gods and Deities, including the minor
Gods of the Dwarfs and Elves and the many animals Gods, may be found in the
pages of the book Titan, written by Marc Gascoigine.

Table 17: List of Commonly Worshipped Major Deities of Good and Evil
Deity       Description
Courga      Also called: Tuanar, Kirilin, Nureya. Appearance: Graceful warrior girl. Special
            concern: Grace. Side: Good. Symbol: Cat. Scared colour: none. Temple:
            Delicate spires. Adventuring Priests?: Yes. Doesn’t teach: Poison, Raise
            Skeleton, Summon Supernatural Being, Death.
Death       Also called: The Finisher, Grim Reaper, Krsh. Appearance: Varies. Special
            concern: Death. Side: Evil and Chaos. Symbol: Skull. Scared colour: Black.
            Temple: Varies. Adventuring Priests?: Yes.
Decay       Also called: The Scavenger, Urgulla. Appearance: Rotting skeleton. Special
            concern: Decay, Insects, Mould. Side: Evil and Chaos. Symbol: Skeletal hand
            or fly. Scared colour: Bone white. Temple: Varies. Adventuring Priests?: Yes.
Disease     Also called: The Festing Lord, Voma, Krur. Appearance: Disease-ridden,
            malformed man. Special concern: Disease. Side: Evil and Chaos. Symbol:
            Maggot. Scared colour: Pus yellow. Temple: Varies. Adventuring Priests?:
            Rarely.
Filash      Also called: Tereb Khrizat. Appearance: Fiery man. Special concern: Fire. Side:
            Good. Symbol: Flame. Scared colour: Orange. Temple: Varies. Adventuring
            Priests?: Rarely. Doesn’t teach: Darkness, Poison, Speak to Animals, Raise
            Skeleton, Summon Supernatural Being. Note: Husband of Throff, father of
            Verlang (god of metals) and Lorodil (god of volcanoes).
Fourga      Also called: Vinar, Pirin. Appearance: Warrior. Special concern: Pride. Side:
            Good/Neutral. Symbol: Dog. Scared colour: Red. Temple: Square with dome.
            Adventuring Priests?: Yes. Doesn’t teach: Peace, Raise Skeleton, Summon
            Supernatural Being. Note: Worshipped by some Neutral and Evil peoples.


                                             25
Galana      Also called: Erillia, Kachasta, Zaran, the Gardener. Appearance: Woman
            swathed in flowers. Special concern: Fertility, Plants and Elves. Side: Good.
            Symbol: Plant or tree. Scared colour: Green. Temple: Glade of trees or wooden
            building. Adventuring Priests?: Yes. Doesn’t teach: Langauges, Poisons, Speak
            with the Dead, Raise Skeleton, Summon Supernatural Being. Note: Daughter of
            Titan
Glantanka   Also called: Assamura, Herel, Ariella. Appearance: Silver/gold woman with
            glowing hair and eyes. Special concern: Sun. Side: Good. Symbol: Sun. Scared
            colour: Yellow. Temple: Pyramid or glass dome. Adventuring Priests?: Rarely.
            Doesn’t teach: Darkness, Fog, Poison, Speak to Animals, Raise Skeleton,
            Summon Supernatural Being. Note: Sister of Filash
Hamaskis    Also called: Serion, Tyralar. Appearance: Old man or fresh-faced youth with
            huge open book. Special concern: Learning and Sorcery. Side: Good. Symbol:
            Staff. Scared colour: Purple. Temple: Library. Adventuring Priests?: Yes.
Libra       Also called: Sicalla, Bersten, Macalla. Appearance: Beautiful woman. Special
            concern: Justic and Truth. Side: Good. Symbol: Scales. Scared colour: Grey.
            Temple: Varies. Adventuring Priests?: Yes. Doesn’t teach: Fear, Blind, Fog,
            Poison, Raise Skeleton, Summon Supernatural Being.
Logaan      Also called: The Trickster, Ranjan, Akolyra. Appearance: Crazed clown. Special
            concern: Balancing Good and Evil, Law and Chaos. Side: Neutral. Symbol:
            Two-headed arrow or six-pointed star. Scared colour: Rainbow. Temple: Varies.
            Adventuring Priests?: Rarely.
Sindla      Also called: Cheelah, Gredd, Avana, Catis. Appearance: Aged but handsome
            woman. Special concern: Luck and Fate. Side: Good. Symbol: Dice. Scared
            colour: White. Temple: Dome, topped with statue. Adventuring Priests?: Yes.
            Doesn’t teach: Poison, Raise Skeleton, Summon Supernatural Being. Note:
            Mother of Asrel, Usrel, sister of Titan.
Sukh        Also called: Whaan, Tir. Appearance: Raging man. Special concern: Wind and
            Storms. Side: Good/Neutral. Symbol: Howling face. Scared colour: None.
            Temple: Varies. Adventuring Priests?: Yes. Doesn’t teach: Bless, Fog, Raise
            Skeleton, Summon Supernatural Being, Death. Note: Worshipped by some Evil
            peoples.
Telak       Also called: Orail, Swordbearer, Shieldbearer, the Warrior. Appearance: Heavily
            armed warrior, lion or dragon. Special concern: Courage. Side: Good. Symbol:
            Golden sword. Scared colour: Gold. Temple: Varies. Adventuring Priests?: Yes.
            Doesn’t teach: Fear, Poison, Raise Skeleton, Summon Supernatural Being.
            Note: Son of Courga and Fourga
Throff      Also called: Alishanka, Kerellim. Appearance: Bejewelled woman. Special
            concern: Earth and Dwarfs. Side: Good. Symbol: Diamond. Scared colour:
            Silver. Temple: Varies. Adventuring Priests?: Yes (Dwarfs). Doesn’t teach: Fear,
            Poison, Speak to Animals, Raise Skeleton, Spirit Journey, Summon
            Supernatural Being. Note: Wife of Filash.
Usrel       Also called: Liriel, Enkala, Ageral, Westrëa. Appearance: Motherly woman with
            arms outstretched. Special concern: Peaces. Side: Good. Symbol: White
            flower. Scared colour: White. Temple: Varies. Adventuring Priests?: Yes.
            Doesn’t teach: Blind, Poison, Raise Skeleton, Summon Supernatural Being.
            Note: Mother of Courga and Fourga.




                                             26
Minor Magic

Minor Magic is a <Special Skill> like any other. Possessing this Skill means that
a character knows a few small charms or incantations which serve to make life
that little bit easier in some circumstances. They are typically used by people to
help ease their trading or farming, or whatever business they are in. They may
be learnt by Hero characters, simply by their choosing the Minor Magic <Special
Skill> (with no loss of SKILL points). Choosing this <Special Skill> allows a
character to select as many Minor Magic spells as he or she has Initial
APTITUDE points, from the list below.

Minor Magic spells are cast just like any other spell, except that they don’t require
grand gestures (though a wise woman has been known to over-act, to impress
her gullible peasant customers). They are usually triggered by a moment’s
thought, together with the snapping of the fingers or wiggling of the nose or ears.

A normal difficulty roll is made using the Hero’s Minor Magic rating plus 2d6. The
GM may well waiver his counter difficulty as quite often there is nothing
happening which would result in it being noticed and thus resisted. You must
always attempt the roll however as a double 1 is a guaranteed a failure with any
<Special Skill> check! If successful, the spell works with no WILL cost. The only
modifiers needed arise when the caster is restrained, drunk, under attack or in
combat, or otherwise disturbed.

Unless there is a really serious obstacle to a spell being cast, total modifiers
should be in the order of only -1 to -3. If the roll fails, the spell does not work and
the Hero must lose 1 WILL point. If the roll fails with a double 1, the spell
backfires in a more dramatic way, typically diverting on to an innocent bystander
or even on to the caster himself. There is no Oops! Table for Minor Magic spells.

Minor Magic spells cannot be combined which each other (but see Instil below)
or with the more powerful Magic spells (they just cancel each other out with a
small fizzing pop and a smell like hot tin). No Minor Magic spells is reversible
either, though every spell can be cancelled by its caster before it has run its full
course.

Minor Magic spells available are as follows: Attraction, Burn, Cool, Dry, Enhance,
Extinguish, Glimmer, Hear, Heat, Hold, Holt It!, Honesty, Inebriate, Instil, Jab,
Mend, Mistake, Noises Off!, Pied Piper, Pucker, Push, Repulsion, Ripen, Secret,
Slip, Smudge, Sober, Sour, Spark, Spill, Stutter, Weather Improve

Table 18: Minor Magic Spells
Spell Name       Description
Attraction       This spell makes its recipient suddenly realise that someone else (who
                 need not be present, as long as the spell caster has a good enough picture
                 of the person in his mind of knows the name) is, gosh, really rather
                 attractive in a nice sort of way. This spell is usually cast into a drink (using


                                               27
             Instil) by dotty old village wise women, before giving it to people as a love
             potion. The spell can last up to one hour, and the attraction itself needs to
             be seriously and deliberately rejected before it can be overcome.
Burn         A small flat area of heat, up to five centimetres across, forms and burns a
             hole in the desired object, as if a candle were being held just underneath it.
             This spell can be used on living beings, though they tend to notice the heat
             before it can get too serious, and pull their hands away with a small shriek.
             This spell is most commonly used to light a candle or start a fire in a grate,
             though the invisible flame can last up to three minutes if required.
Cool         The opposite of Heat, this spell can cool an item or a person down by any
             amount, from a few degrees to below freezing. This spell causes no serious
             damage and cannot actually freeze a living being; it is used by spell casters
             most often for cooling hot drinks and for avoiding the effects of sweltering
             summer days. The effects last for 3-18 minutes (GM rolls in secret).
Dry          This simple spell allows the caster to dry one wet item up to Small in size. It
             will not remove substances like oil, but it will affect water-based damp
             patches caused by something like a spilt flagon of ale.
Enhance      This spell simply makes a small object or a cluster of very small objects look
             a little pleasanter. This can make a rotten crabapple look rosy and
             succulent or an old battered lamp shine like new, but it cannot turn a
             handful of dull copper coins into shiny gold ones. A Test for Luck or roll
             again skill may be used to avoid the effects of the illusion at the GM’s
             discretion. This effect lasts for 1-6 minutes (GM rolls in secret),
Extinguish   This puts out flames and fires, usually small ones. If you want to put out
             anything larger than a burning sheet of paper, a -1 to -3 modifier as to the
             chance of success must be applied. A fire larger than a campfire cannot be
             extinguished using this spell.
Glimmer      While the creation of a powerful magical light requires the Magic spell Light,
             some illumination can be provided by this Minor Magic spell. It creates a
             dull glow (like that from the dying embers of a fire perhaps), enough ifor
             someone to find their way across a room to a proper candle for example.
             The light lasts for 2-12 minutes (GM rolls in secret).
Hear         This useful spell allows the caster to listen in to a specific conversation
             taking place somewhere in the same room, to the virtual exclusion of all
             other noise. Generally, it cannot pick up the voice of anyone whispering or
             otherwise trying not to be heard (-2 modifier to the chance of success), and
             the caster must be able to see the person or people doing the talking. The
             spell lasts for two minutes or one conversation, whichever is the shorter,
Heat         The opposite of Cool, this minor magic enchantment simply heats up an
             object or person. It is useful for keeping warm on cold days or heating up
             one’s dinner. The spell lasts for up to ten minutes, and may be recast
             before it has expired.
Hold         This spell fixes one object or part of a person in place for thirty seconds, as
             if stuck with strong glue. (A failed roll against kill or Test for Luck by the
             victim may be required, GM’s discretion).
Holt It!     This little spell causes all action within five metres of the caster, or in a
             circle round a designated spot up to five metres from the caster, to pause
             for two seconds. This should give the caster time to perform one short
             action, most usefully dodging out of the way of a descending blade,
             perhaps.
Honesty      A single lie or deceit can be countermanded with this spell; it suddenly
             makes the deceiver own up and contradict a lie or reveal his cheating. The
             victim may need to be touched, and should generally be allowed a roll
             against their skill or a Test for Luck to avoid being affected. The spell
             affects only one person, and for one specific untruth or swindle.
Inebriate    This victim of this spell needs to be touched or order to be affected, but,



                                           28
              when they are, they are suddenly very drunk indeed! This spell can also be
              put into harmless-looking drunk using Instil. The effects of this spell may be
              removed by Sober or Counter-Spell; otherwise it lasts for one hour.
Instil        This useful spell allows the effects of another Minor Magic spell to be
              introduced into a drink or some food, so that when someone drinks or eats
              the item they will be affected by it. Instil can hold a spell inside the
              appropriate item for 1-3 full days (GM rolls in secret) from the time when
              both spells were cast.
Jab           Using a pointed finger, the caster touches someone lightly but makes them
              feel as though they have been poked with a sharpened stick (roll a die; on a
              6 the victim loses 1 Stamina point). Alternatively, with a success modifier of
              -1, the caster can choose to jab or lightly tap the victim from a distance of
              up to five metres (in this instance, do not roll for the possibility of injury).
Mend          This handy spell is ideal for mending small holes in objects. It can fix a
              patch to a cloak or a plug of metal to an old pan, but it cannot fix a snapped
              sword or repair a leaking boat. For it to work, this spell requires the
              presence of a small piece of the item’s material to fix the hole.
Mistake       When this spell is cast, its victim will make one small mistake. The caster
              should tell the GM what the desired effect should be before trying to cast
              the spell. If the mistake is a big one, the GM may forbid it or impose a
              success modifier of between -1 and -3, and may allow the victim to Test for
              Luck. The mistake could, for example, make a horse turn into a street
              along which its rider didn’t wish to go, cause someone to trip on a paving
              slab, or write “I O U 1000 Gold Pieces’ instead of 100!
Noises Off!   Hark! What’s that? Is it approaching reinforcements? Nope, just a wiling
              sorcerer using this handy Minor Magic Spell. When cast, indistinct noises
              are head coming from a short distance away. They will be appropriate to
              the situation, so they could be footsteps, the rustle of bushes, or whatever.
Pied Piper    This spell causes a group of irritating insects or vermin to follow the caster
              wherever he or she goes (if at all possible) for 2-12 minutes (GM rolls in
              secret). The numbers of creatures affected may be up to 10 rats, 100
              beetles or spiders, or 500 small flies or ants. These numbers may be
              doubled, trebled and so on, at the cost of a modifier of -2 each time.
Pucker        The victim of this spell will suddenly have tremendous difficulty eating or
              drinking, as their cheeks are sucked in and their mouth puckers up
              uncontrollably. The affects last for 1-3 minutes (GM rolls in secret), and
              may be resisted by a successful Test for Luck, at the GM’s discretion.
Push          This simple spell acts as if the caster where physically pushing the affected
              item or person. Only one push is allowed, and only objects that could be
              pushed easily by the caster in person can be affected. A human being may
              be allowed a Test for Luck to avoid being pushed, at the GM’s discretion.
              This little spell is very dangerous when an adventurer is standing near
              riverbanks, cliff tops etc.
Repulsion     This spell works in exactly the opposite way to Attraction, causing its victim
              to take an instant (but not necessarily violent) dislike to another person. In
              all others ways it works just like Attraction (see above).
Ripen         Using this small enchantment, the caster can cause unripened or rotting
              food to be restored to an edible state. The spell works for one particular
              food item per casting. This spell can be used to counter-act the effects of
              Sour.
Secret        This handy little spell allows the caster to snaffle one small object and
              secret it about his or her person without apparently doing anything
              suspicious. The object must be touched and cannot be much larger than a
              Gold Piece. Note that if someone is directly watching such an object when
              this spell is cast, they may not see where it went, but they’ll certainly see it
              go!



                                            29
Slip           Rather like Mistake or Push, this Minor Magic spell causes its victim to slip,
               as if a banana skin had just appeared beneath his feet. A successful Test
               for Luck or roll against Skill will avoid the effects of this spell, which lasts
               only long enough to cause one slip.
Smudge         This Minor Major spell causes writing to become blurred, faded, run or
               otherwise rendered unreadable. It can affect an area only a few
               centimetres across, but that should be more than enough to ruin a scroll, a
               map or an important letter. The item needs to be touched in order to be
               affected. The smudge is permanent, but the document can be restored
               using this spell again (or Counter-Spell).
Sober          The opposite of Inebriate, this spell simply sobers up an intoxicated person.
               It requires one touch, and it is equally effective against both magical and
               natural drunkenness. This spell can also be used in conjunction with Instil
               to create a non-alcoholic ale or spirit.
Sour           This spell allows the caster to spoil a single item or container of food or
               liquid, up to the size of a barrel of ale (it won’t ruin an entire cow, though it
               can be used to spoil its milk be poisoning the cow’s udder!). The soured
               food or liquid will give anyone who swallows it a fairly sever stomach-ache,
               but will not do any really serious injury. The souring lasts for 1-3 days
               (GM’s rolls in secret).
Spark          Like the effect of jab, this spell causes a tiny but quite shocking electrical
               spark to jump from the caster’s forefinger for few centimetres. It is
               especially useful for surprising someone, or making a recalcitrant cow or
               goat move. The spark does no real damage (no Stamina points are lost),
               though it can be useful in distracting someone’s attention for more vital
               business.
Spill          With a gentle nudging action, the caster can use this spell to knock over any
               container up to Medium size, at a distance of up to five metres. If the
               container is made of a particularly heavy material, or if it isn’t easy to knock
               over, the GM may impose a penalty to the chance of success.
Stutter        This neat little spell cases the victim (within a range of five metres of the
               caster) to stutter over one line or sentence, or one particular piece of
               information. No matter how hard they try, they can’t get the words out, for
               up to two minutes. It will not work on a spell unless this is being read from a
               scroll or book.
Weather        Finally, this useful spell allows the caster to have vague influence over the
Improve        weather in a small area. It can turn heavy rain into light rain, light rain into a
               fine drizzle, blow away a few clouds; it cannot turn a gale or blizzard into a
               heat wave. The weather may be affected for 3-18 minutes (Gm rolls in
               secret) over a distance or ten metres from the caster, who may move
               around while the spell is in effect.

Mass Battle Spells and Notes Regarding Spell Casting in Mass Battles

One of the most important elements in any epic fantasy battle must be the spells
cast by sorcerers on both sides. Spells for use in battle are often similar to
ordinary spells (and, indeed, a character who has a personal spell can often use
it in a similar way when caught up in a <Mass Battle>) but they tend to require a
lot of WILL to cast in order to affect large numbers of people.

Each unit with at least one sorcerer present may cast one spell per Battle Round,
in the Fire phase. The success of the spell depends, as always, on a successful
roll for the caster’s Magic <Special Skill>. If more than one sorcerer is present,


                                              30
you may choose which sorcerer is tested (this should usually be the one with the
highest Magic skill score!). The unit may not perform any movement or missile
firing in this round. Add 1 to the WILL cost of a spell for every 10 men in a unit
(round fractions up). Thus, casting Heal on 10 men costs 3 WILL points, but
casting it on 25 me costs 5 WILL points. This WILL cost may be spread among
all the sorcerers present in a unit, so two sorcerers would each reduce their WILL
score by 2 points after casting a 4-point spell.

Here are some spells, modified for use in <Mass Battle> conditions. Other spells
possessed by the Heroes may also be modified so that they can be used in
battle, as the GM decides:

Table 19: Mass Battle Spell Descriptions
Spell Name        Description
Befuddle (2)      This spell can be cast at any one unit within 12cm of the sorcerer’s unit.
                  This target unit loses 2 points from its BATTLE SKILL for 1-6 Battle Rounds
                  (the GM rolls, in secret).
Calm (2)          This spell will calm any one fleeing unit, regardless of how it failed its
                  Morale Check roll; range 8cm.
Clearmind (2)     This spell cancels out the results of a Befuddle spell, giving back up to 4
                  BATTLE SKILL points (very useful) if a unit has been hit by the spell twice!).
                  Range is 8cm.
Fear (2)          This spell, range 12can, causes the affected unit to automatically fail a
                  Morale Check roll if made in this Battle Round. If no roll is attempted this
                  round, the spell has been wasted.
Fog (2)           Using this spell, a sorcerer can create a magical mist which will hide a
                  chosen unit for the next 4 Battle Rounds. The unit should be removed from
                  the board, and its new position worked out secretly, unit it reappears. Note
                  that any enemy unit coming across the unit will be able to see then, but
                  must fight at -2 because of the mist. The mist may be dispelled before its
                  full duration is over. This spell has a range of 12cm, and may of course be
                  cast on the sorcerer’s own unit.
Heal (2)          This spell can be cast at a unit within 8cm. It will restore up to 4 lost points
                  of BATTLE STAMINA; it will not take such a score above its Initial level.
Shield (2)        This spell allows the target unit, which must be within 8cm, to gain 2
                  BATTLE SKILL points temporarily, for 4 Battle Rounds.
Weaken (2)        Any single enemy unit within 12cm of the caster can be afflicted by this
                  spell, which causes it to lose 2 BATTLE STAMINA points.
Breach (varies)   This spell simply destroys any constructed cover, within a range of 12cm. It
                  costs as much to cast as the BATTLE STAMINA of the cover itself,
Fortify (3/4/5)   Using this spell, the caster can create magical cover for his unit. The spell
                  creates a defence with a BATTLE STAMINA of 3,4 or 5 points, according to
                  the WILL placed behind it (though extra WILL points may be needed to
                  extend the cover to more than 10 soldiers).
Arrow Storm (4)   This spell creates a storm of real arrows which automatically hits the target,
                  doing normal damage as if for a longbow. The range is 25cm. Note than
                  the enemy forces cannot distinguish an Arrow Storm attack from an actual
                  bow attack if the apparent position of the ‘archers’ is hidden.

Note that the sorcerers can also use any other ‘personal’ spells they may have;
fortifying their own STAMINA and WILL is likely to be a high priority. One such
spell may be cast by a sorcerer at the end of a Battle Round in which they have


                                                31
not cast another spell, fought or lost a Morale Check roll (i.e., they may move and
cast such a spell on themselves).

For full details on the <Mass Battle> system used in Advanced Fighting Fantasy
make sure to refer to the <Mass Battle> section.




                                        32

				
DOCUMENT INFO