Introduction
Spells
Apeman
Burning Bright
Den
Din
Dispel Parasites
Foothand
Glowhand
Gluehand
Jungle Drums
Land
Let in the Jungle
Magic Club
Magic Fruit
Manape
Master Word
Mold Proof
Monkey Spy
Monkey Travel
Net
Parasites I
Parasites II
Parasites III
Part Jungle
Tigerclaws
Tigereyes(F)
Tigerhead
Tigerheart(F)
Venomhand(F)
Vine Trap(F)
Water Running
Wise Ears
Jungle Lore is the area of Natural Lore that gives the student knowledge and magical power in the trackless jungle. Though the spells have no particular coercive effect on the caster, most jungle mages go native to some extent, becoming protective of the jungle. Jungle mages have more of a ``society'' to work with than many other natural lore mages as the Master Word spell shows. The monkey and the tiger are definitive of the jungle and some aspect of these creatures appear in many jungle magic spells.
This spell decreases the recipient's intelligence and wisdom to 8 and spends the points so obtained on strength and constitution, divided evenly, as well as having the same effect as a Monkey Travel spell for its entire duration. The recipient's appearance becomes somewhat apelike and his habit of thought turns in an apish direction. This permits the cater to strengthen troops of above average intelligence. They will, if willing, retain any previous allegiance. The caster may lower intelligence and wisdom by 1 more each, extend duration by double, or affect +1 more person, for +1 mana each. Unwilling recipients of this spell get a magic save, at -5 per +1 mana spent overcoming the save. Special failure mode one causes the recipients to lose track of what they are doing and spend the duration of the spell in apelike frolic. When under direct control of a responsible party they may be able to accomplish undemanding tasks. Special failure mode two multiplies the duration of the spell by 3d6. Special failure mode three causes the spell to affect the caster as well as the intended recipient(s).
This spell causes the caster to gain an aura of menace, like that the men living near a jungle ascribe to the tiger; from Blake: Tyger! Tyger! burning bright/In the forests of the night,/What immortal hand or eye/Could frame thy fearful symmetry? . If the caster snaps out an order then a stress save is needed to disobey. The stress save may be repeated each round until made if the person in question has a good reason not to obey - mere cussedness entitles one to a single save. This spell creates atmosphere. Special failure mode one induces ridicule instead of respect. Special failure mode two creates abject fear and hatred leading to either fight or flight, not obedience and respect. Special failure mode three reverses the effect, causing the caster to feel awe of all others.
This spell requires the caster spend 3DP casting parts of the spell around the den (or hut) of a resident of the jungle. Once completed the spell will make those not there at the owner of the dens behest feel uncomfortable and out of place (which won't stop a hungry tiger but may help with lesser creatures). The spell also prevents plants from growing into the den and increases any saves against sickness or similar effects to be at +30 within the den. Special failure mode one causes the spell to fade over a period of months. Special failure mode two makes the residents of the den grouchy and prone to snap and quarrel. Special failure mode three attracts spirits that haunt the den.
This spell increases the din of the jungle. Monkeys hooting, birds screeching, insects buzzing all get louder. A perception save is required to have a conversation in the area of the din, delicate skills, including spell casting, requires a stress save to work normally in he din. If the save is blown the din is impossible to ignore and the skill roll is at -20. The caster may get +3 hours duration or 2x radius for +1 mana. Special failure mode one causes the din to form normally but also forms about he caster so long as he is in the jungle. Special failure mode two divides the duration by 3d6. Special failure mode three is like one save that the normal din does not form.
This spell kills or drives out parasites in the recipient and permits the recipient to return to normal health by healing up if the recipient makes a shock save. These parasites may be anything from malaria to fleas. This save is at a minus for the degree of progress of the disease, +5 per +1 mana. Details are left to the referee. Special failure mode one transfers to parasites to the caster as well as permitting the spell to function normally. Special failure mode two causes the parasite to survive and return in a few days even in the stress save is made. Special failure mode three causes the parasites to be transported magically in low dose to all within 3d3" of the spell recipient. They make shock saves at -30 to avoid contagion.
This spell modifies the caster's foot to an apelike state that permits its use as an additional hand. With practice it can be as useful as the caster's main hands. Duration is 2x per +1 mana and the spell may be cast on another person for +2 mana. Special failure mode one causes the caster's ands to become foot-like, creating a -5d6 (roll once, fixed number) to skill rolls that use the hands. Special failure mode two causes the foothand to have exceptionally long and clumsy fingers requiring the occasional save - ask your referee. Special failure mode three multiplies the duration by 3d6.
This spell covers one of the caster's hands with a slime that glows a bright green. The slime will cover one square meter and emits as much light as three torches. To get full lighting effect the slime must be spread over an area. Illumination is proportional to area covered. This light lasts 10 minutes. The caster may get +1 more square meter of coverage or 2x duration of glow for +1 mana. Special failure mode one cuts illumination intensity by 3d3. Special failure mode two divides duration of glow by 3d6. Special failure mode three causes the slime to smell bad.
This spell creates a very sticky slime on the caster's hand, his choice which one, that can be used as glue. This glue covers one square meter and must be applied within six rounds. It holds up 10kg mass and has a griping strength of 10. This glue is water soluble. Additional effects may be purchased as specified in the table below.
| Effect | Mana Cost |
| +10kg per sq meter, +2 grip | +1 |
| per +1 sq meter | +1 |
| glue remains usable for concentration duration | +1 |
| water proof | +1 |
| debonds if caster targets 1 mana at range | +2 |
Special failure mode one causes the glue to debond after 3d6x10minutes. Special failure mode two reduces the time of usability to one round. Mode three causes the glue to bond the caster's hand to the surface he is applying the glue to.
It is not uncommon for the inhabitants of a jungle to have a long range ``code'' based on beating drums. This spell permits the caster to name a person and then use message drums to send them a message without the drum code. The subject of the spell, who must be known to the caster, can understand the message in the drums, without knowing quite how or why he does this unless the mage has warned him or it has happened before. Drum code conveys meaning at about one-third the rate of normal speech. This spell can also be used to ``encrypt'' a message for someone who knows drum code so that no one else can understand it. The caster may get 2x duration or permit +1 persons he knows to understand the message for +1 mana. Special failure mode one causes the message to be slightly garbled. Special failure mode two makes the message unintelligible and also gives the intended recipient a feeling he is being threatened or menaced. Special failure mode three causes the drums to be painfully loud requiring on stress save per minute to avoid needing a one minute break.
This spell adds 3" to the height from which the caster can fall without injury, if he makes an agility save upon landing. The safe landing distance is +2" per +1 mana and the caster may obtain +1 additional safe landing for +1 mana. Special failure mode one causes the fell to appear to work when it doesn't. Mode two causes the caster to make a loud noise that is louder for longer falls. Special failure mode three causes the caster to be at -30 on the agility save, and to bounce as far as he fell in a random direction, taking full damage for the distance fallen on both landings.
This spell causes the animals and plants of the jungle to move in on a village or other similarly protected habitation. This habitation must be out in the light and air (the spell won't push the jungle into a deep cave). Over a period of a few days to weeks walls are knocked down, paths overgrown, crops and livestock eaten of destroyed. This spell requires adjacent jungle and affects only a few dozen dwellings or a single castle complex. Ann additional area may be affected per +1 mana. Special failure mode one causes an incomplete and only partially successful assault by the jungle. Mode two causes immediate assault by carnivores and slaughter. Special failure mode three multiplies the area of effect by 3d6 and increases speed of assault substantially.
This spell allows the caster to burn runes into a stick or club made of wood. This requires 10DP. Once the runes are in place they can be activated by dumping mana into them with a -3 delay; this is a runic spell. The runes, when active, at +10 to hit and +2 damage to the club's attack and cause it to get an extra hit roll that chooses the more delicate of the two locations on a 7 or 8 on d10. The caster may double duration for +1 mana. Special failure mode one deletes the extra hit rolls. Special failure mode two reduces the hit and damage bonuses to +5 +1. Special failure mode three makes the club -10 to hit and +2d6 damage.
This spell causes a plant to grow fruit of a size, color, shape, and flavor to the casters whim. It requires 3DP per mana spent on the spell of working with the plant(s) to affect the change. The fruit has additional effects (caused by consuming, stomping, making pie from, or otherwise appropriately utilizing an appropriate quantity of fruit) according to the mana costs in the table below. Fruit will keep their special properties from hours to days after being picked depending on many circumstances (original plant type, caster skill, power of the effect). The referee should systematically make up numbers but use a week divided by the log, base 2, of the mana used as a default number. Spell failure is at referee inspiration, save that poison fruit should get roll at +(0/20/40) on the poison failure table and mode three ought to add a randomly selected power. The plant in question will bear during the normal fruiting time of the plant modified. The caster may increase (or decrease) the bearing season by 2x (1/2x) for +2 mana, subject to referee restrictions on when the plant could bear at all (i.e. not in a raging drought). Typically ingestive effects require a serving; several mouthfulls. Making arrack from the fruit may create a longer lasting version of various ingestive effects. The caster may double duration or the number of plants of the same species affected for +1 mana. Both the reproduction options near the end of the list produce plants that have the fruit permanently.
| Effect | Mana Cost |
| Fruit induces natural sleep in 2-20 minutes, stress save | 3 |
| Fruit induce natural sleep in 2-20 minutes, magic save | 5 |
| Fruit induce natural sleep in 1-3 rounds, magic save | 7 |
| Fruit induces 2d6 day sleep in 1-3 rounds, magic save | 9 |
| Fruit induces eternal sleep in 1-3 rounds, magic save | 11 |
| per -10 to above save | +1 |
| Magic save or amnesia for 3d6 hours when eaten | 3 |
| per 10x amnesia time or -5 save vs amnesia | +1 |
| Ingestive Poison (6d6 @ d6/round, save to no damage) | 1 |
| Poison, per +2d6 damage | +1 |
| Poison, save is to half damage | +2 |
| Poison, no save | +5 |
| Poison, per extra speed class (die per round) | +3 |
| Fruit cause ingester to grow roots next sleep* | 3 |
| per additional regrowth | +2 |
| Strong laxative | 1 |
| Fruit sustains ingester for a full day | 1 |
| Grenade, 4d6 impact in 2" radius, agility or fall | 3 |
| Grenade, +d6 of impact damage (+2d6=+1" rad), -5 save | +1 |
| Juice acts as a food preservative | 1 |
| Fruit bursts into flames doing 3d6 of fire damage in a hex when picked | 2 |
| As above, except fire may be caused or avoided by trigger | 3 |
| Per +d6 of fire (+2d6=+1" radius) | 1 |
| Fruit remains fresh (on plant) unnaturally long | 1 |
| Fruit heals d3 hitpoints in 10 minutes | 7 |
| per +1 point, (+2=+d3) | +1 |
| Ingester dies, sprouts plants that grow same fruits; shock save | 7 |
| Per -10 to above shock save | +1 |
| Fruit has effect of ``affects caster'' jungle lore spell** | M+5 |
| Fruit has effect of ``affects caster'' natural lore spell** | M+7 |
| Fruit has effect of any ``affects caster'' spell** | M+11 |
| Seeds grow into plants with the same berries if planted | 10 |
| *roots are half hitpoints if cut loose, can heal to normal | |
|---|---|
| **M is cost of spell in question, caster must know spell, whole fruit consumed | |
In addition the caster may double duration or the number of plants of the same species affected for +1 mana. Special failure modes are at referee inspiration. The plants that grow from seeds covered by the last option on the list are permanently modified.
This spell is usually cast on a man-like creature, no farther away than a gibbon or mandril. Less human creature require a save versus stress or spell failure and the referee assigns minuses the less human the creature gets. The spell increases the apes intelligence and wisdom to 12 (if they are lower than 12) and gives them a human turn of thought, as well as turning them into the willing lackeys of the caster. The caster can transfer 5 points of skills per mana spent on this spell for any reason to the manape. These skills take about an hour to integrate after which the manape may use them. The spell may be renewed by re-casting before the end of the duration to avoid this delay and permit the ape to continue in his enhanced state. Transferred skills must be skills the caster has and are available to the caster as well. The caster may double duration or affect +1 ape for +1 mana and may pad mana to transfer more skills if they wish. Special failure mode one creates sarcastic, unhelpful lackeys. Special failure mode two creates lackeys that turn hostile 2d3 hours after skill integration. Special failure mode three doubles the total skills transfered in a semi-random fashion in the same direction as the skills originally chosen and denies the caster the use of those skills.
A master word is spoken as part of a sentence: ``we are as brothers three and I, word '', with thanks to Kipling for the idea. There is a different master word for each sort of animal. Only creatures of animal intelligence have master words, e.g. neither ants nor humans have a masterword. Once the masterword is successfully cast and spoken the animals in question will be willing to talk, ready to bargain, an most ill disposed to attack. The caster is not in control but is regarded as a respected member of the animal's community until such time as he proves otherwise. The caster is not granted the ability to speak with the animal in question by this spell but may learn the animal's ``speech'' as a simple language (see the skills list) or use the Talk with Animals Spell. There is no master word for fantastical or magically created creatures unless they have lived in the jungle long enough to become part of its community. Likewise non-jungle creatures may or may not have such a word depending. Typically wolves would but skunks would not, for example. Domestic animals have no master word. The master word for each animal is researched individually and the word and sentence leading up to it are sounds or gestures the animal in question can make. Special failure mode one leaves the animals in question suspicious. Special failure mode two conveys the impression that the speaker is foolish. Special failure mode three conveys the equivalent of deadly insult with the animal reacting according to its type.
This spell prevents mold, mildew, rust, or rot from affecting a container of food or item of equipment. No more than one liter per rank of the caster with jungle lore may be affected, 2x volume or duration per +1 mana. Special failure mode one causes the affected equipment to appear mildewed (or whatever) without impairing its quality. Special failure mode two ensures rapid rot the second the spell ends if the item in question is not first cooked, eaten up, or otherwise consumed. Special failure mode three causes immediate rot, mold, or whatever seems most likely to the referee.
This spell establishes a rapport between a monkey and the caster. The monkey will serve as a spy, watching who or whatever the caster wishes so long as it is not scared away and so long as the caster rewards it with treats. The caster can retrieve, as if they were his own memories, everything the monkey has seen in the last day, by touch if the spell is still in effect. Duration is 2x per +1 mana. Special failure mode one causes the monkey to be very distractable (this is normal and the spell is supposed to suppress it); the caster needs a luck save for each significant happening to keep the monkey from missing it. Special failure mode two causes the transferred memories to be distant, as if from long ago. Special failure mode three causes the monkey to follow or watch whatever he is supposed to follow or watch from about six inches away, possibly attracting attention.
This spell loosens the caster's joints, lengthens its limbs, and strengthens his grip. It permits the caster to climb and swing through the trees like a monkey. The caster gains a climbing movement, where there is anything a monkey could climb, of (DX+ST)/6. The caster can also move at twice this speed laterally through a jungle canopy or similar grip-rich environment. The caster may add +3" movement at the cost of making an agility save, +1" per -5 to that save. Duration is 2x per +1 mana. Special failure mode one requires an agility save (or fall) each round. Special failure mode two divides the duration by 3d6. Special failure mode three causes the character to look like a large ape while the spell is in effect.
This spell require the caster to touch vines or similar plants while walking about. When the spell is cast, they will rapidly weave themselves into a well-made net. The caster may add +4" square to the size of the net for +1 mana though there must be enough vines to support that construction. The vines may be left attacked to the jungle canopy or their roots or may be made to fall lose at the caster's whim. The net has generic armor of 12 and 20 hitpoints and can hold up to a size one average density creature, +1 size/density rank per +2 mana. Going over this limit makes catastrophic failure likely, 30 in 100 chance per level of excess size or mass. Using this net effectively is the caster's problem. Special failure mode one makes an unusably tangled net. Special failure mode two makes a net that looks good but falls apart when stressed. Mode three causes the net to try to wrap up the caster, using his spell bonus to hit.
This spell causes a bad case of Montezuma's revenge. A save versus shock at -30 may be used to avoid the effects of this spell. The caster may make the save -10 per +1 mana. Someone affected by the spell will need roughly hourly access to facilities and, when put under stress, will be -2 speed. Someone affected by the spell also loses one stamina per hour, off their maximum, until they are at half stamina. The disease lasts 2d3 days, +1 day per +1 mana with +2=+d3. This spell is relatively inobvious with no visual effects, modest gestures, and quiet words. Special failure mode one makes the shock save start normally instead of at -30. Special failure mode two causes a mild case that lasts d3 less long and reduces stamina by no more than a quarter. Special failure mode three causes a very intense case, the victim loses d6 stamina per hour down to zero, that is over in a day.
This spell causes a parasitic infection that pockmarks the victim's skin. A save versus shock at -30 may be used to avoid the effects of this spell. The caster may make the save -10 per +1 mana. Someone affected by the spell will take one hitpoint per hour, each hitpoint accompanied by a pockmark, and said hitpoint coming off of the character's maximum hitpoints as well until half his hitpoints are gone. Each such hitpoint also reduces the character's maximum stamina by one. The condition induced by this spell lasts 3d6 days, +2 days per +1 mana, with +4=+d6. Special failure mode one makes the shock save start normally instead of at -30. Special failure mode two causes a mild case that lasts 2d6 less long and reduces hitpoints by no more than a quarter of maximum. Special failure mode three causes a very intense case, the victim loses d3 per hour, down to one-third of his normal maximum, but the condition only lasts d3 days.
This spell causes a parasitic infection that gives the victim a high fever, shakes, and occasional convulsions. A save versus shock at -30 may be used to avoid the effects of this spell. The caster may make the save -10 per +1 mana. Someone affected by the spell will take one health per day unless they save versus shock at the same minus as for the original effect. The condition induced by this spell lasts a number of days determined as follows. After the first day, roll d6, the disease ends on a 1. The next day the disease ends on a 1 or 2. On the third day it ends on a 1, 2, or 3, and so on. For +3 mana these numbers can be reduced one place - i.e. adding days before the first chance of one in six. It is impossible to do much beyond lying about or riding a very gentle horse slowly when under the influence of this spell. Special failure mode one makes the shock save start normally instead of at -30. Special failure mode two causes a mild case that has +30 above what it would be without the failure to shock saves to avoid health loss and starting with a 1, 2, or 3 as the base point on the first day. Special failure mode three causes a very intense case, the victim loses d3 health the first day, per hour, but the condition only lasts one day.
This spell opens a clear footpath trough thickets, tangles creepers, and other jungle-like obstructions and clearly displays water, swamp, and other obstacles that do not part efficiently. The footpath returns to normal over a period of 5d6 minutes. For +1 mana the caster may double or halve the closing time or may add +20" length. The caster may increase the length of the path and may, by visualization, cause it to curve. Special failure mode one makes the path wider and shorter by a factor of 2d3. Mode two causes the path to close up again in 2d3 rounds. Mode three causes the path to curve wildly and cross itself.
This spell gives the recipient a paw at the end of each of his front limbs that is a claw two sizes larger than his nominal body size, doing point damage. Look up the combat statistics in the natural weapons section of the rules for monsters. Spell casting is at -60 if attempted with tiger paws and unwilling recipients of he spell get a magic save at -5 per +1 mana. Special failure mode one causes the spell to affect the caster as well. Mode two causes the spell to affect the caster only. Special failure mode three divides the duration by 3d6.
This spell causes the recipient's eyes to glow dimly, with a green or yellow light, and permits them to see in the dark, at least when there is some light. Starlight on a clear night is enough. Duration is 2x per +1 mana. Special failure mode on causes normal light levels to blind the caster. Special failure mode two causes the caster's eyes to glow brightly with some bizarre color. Special failure mode three divides the duration by 3d6.
This spell gives the caster a tiger's head. This entitles him to a bite, two body sizes larger than his actual body size. Look up the combat statistics in the natural weapons section of the rules for monsters. Spell casting is at -30 if attempted with the tiger mouth and the caster sounds very tigerish and hard to understand. This limitation may be erased for +2 mana and the duration is 2x per +1 mana. This spell is mostly useful for impressing the yokels. Special failure mode one causes the duration to be divided by 3d6. Mode two causes the spell to prevent speech and any spell that requires spell casting. Special failure mode three costs the caster 5 points of intelligence and wisdom for the spell duration.
This spell causes the recipient to be unable to consider the possibility of defeat when there is even the most modest chance of victory. The recipient gains +2 to Asp, +1 to Msp and Bsp, +20 to hit, +10 missile to hit, +10 bow to hit, and +3d6 stamina. He is +15 on stress save unless they are against fear in which case he is at +30. Unconsciousness saves are increase by +20. The recipient is completely unwilling to back off from a fight and can only be stopped by being knocked unconscious. The recipient is unable to speak clearly and tends to snarl and growl, perception save to understand finer meanings; the recipient will also tend not to be too interested in what other people have to say other than ``look out behind you'' or related sorts of comments. Duration is 2x per +1 mana. At the end of the spell the recipient must save versus shock, at minus hitpoints taken since commencement of the spell and -5 per duration doubling, or fall unconscious and lose a point of health. The shock save is a good save in most people, but still gives clear priorities for who should be hit with a Tigerheart spell. If made permanent somehow the shock save is made the next time the person is calm, typically when they go to sleep. Special failure mode one gives a -30 on the terminal shock save. Special failure mode two puts d3 points of health at risk. Special failure mode three combines one and two.
This spell creates a venomous slime on the casters off hand that can be used to envenom one sword, or up to three knives or darts. The caster wipes the venom from his hand onto the weapon. This venom does 4d6 @ d6/round poison (save to no damage) and is insinuative. The poison remains usable for 6 rounds after which it loses 2d6/round of intensity. Additional effects may be purchased as specified in the table below.
| Effect | Mana Cost |
| +2d6 of damage | +1 |
| per +1 die per round(speed class) | +2 |
| save to 1/2 damage | +3 |
| no saving throw | +7 |
| 2x time until unusable | +1 |
| Unconc. save at minus hitpoints done | +3 |
| Contact poison, can be used with handshake | +3 |
| Odorless(normally has a mild smell) | +1 |
| Colorless(normally green) | +1 |
Special failure mode one garners a roll on the poison failure table. Special failure mode two reduces the time of usability to one round. Mode three given the poison a strong smell or causes it to glow green.
This spell is cast on a vine firmly attacked to the living part of the jungle canopy. When the vine is touched by the type of creature specified by the caster the vine will grab. The vine uses the caster's spell bonus as its to hit and, if it hits, gets three hit rolls taking the part nearest to the feet. The vine has a gripping strength of 20, +2 per +1 mana, no more than 20 plus twice the caster's rank with jungle lore. The type of creature that triggers the vine trap can be quite broad or narrow. On one end of the spectrum the vine could be instructed to catch anything good to eat - drawing its culinary understanding from the caster's mind. On the other end of the spectrum a single person could be named. The trap remains set for one day, 2x time per +1 mana. The caster may set +1 vine trap per +1 mana if the vines are available. Special failure mode one causes the trap to grab the caster as he finishes the spell. Special failure mode two randomizes the targeting instructions capriciously. Special failure mode three rolls another failure mode and applies it to all vines within 3d6" of the caster.
This spell permits the caster to run across water without sinking so long as his movement rate when crossing the water is at least 6" per round. This is an ability like that of some tropical lizards. The caster must start running immediately and the spell is cast and it stops when he stops running. If the caster runs each round he may continue to use this spell for quite a while. Special failure mode one requires a minimum velocity of 9". Mode two causes it to fail on a 1 in 6 rolled for each inch of water crossed. Mode three causes the caster to save versus stress or lose his sense of direction while on water.
This spell permits the caster to correctly understand the noises of the jungle, with a perception save, knowing which creatures are defending territory, advertising for mates, declaring there is danger, etc. Wise ears permit the caster to track major predators in his immediate area, find water or food that animals have just found, know where kills are, and especially to track disturbances or intrusions. This spell also permits the caster to zero in on the uncanny in a hotter-colder sort of fashion. Duration is 2x or the perception save is +10 per +1 mana. Special failure mode one causes the caster to confuse two common sets of signals, e.g. mate advertising and danger cries. Special failure mode two causes the noise of the jungle to feel uncomfortably loud, deducting 30 from the perception save and canceling any adds. Special failure mode three divides duration by 3d6.