Desert Lore

copyright 1999 by Dan Ashlock

Contents

(Cover)

   Introduction
   Spells
      Bless Tents
      Burning Heat(F)
      Caravan Path
      Color Glass
      Cool Melt
      Dehydration
      Desert Eyes
      Divination(F)
      Find Water(F)
      Glass Melt
      Glass Steel
      Lightning Sand
      Lose
      Mirage
      Oasis
      Protection from Dehydration
      Protection from Poison
      Protection from Sun
      Sand Creature
      Sand See
      Sand Storm
      Sand Swimmer(F)
      Sand Trap(F)
      Sand Walking
      Scour Rock
      Shimmer(F)
      Soften Glass
      Spines
      Stiffen
      Store Water
      Sunbolt(F)
      Toughen Glass
      Tracklessness
      Venom
      Visions(F)

Introduction

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The desert lore area of natural lore is largely concerned with surviving the desert and taking on the aspects of its denizens. It is only a decent area for a player if the campaign is to be largely in the desert. For some reason, arcane glass making is part of desert lore. The desert lorist can make glass like silk or steel, balsa or teak. Its color, opacity, and texture are all in his pervue. The skills of glass blowing and glass cutting, as well as metalworking skills for glass that is like steel, are an excellent idea if the mage wishes to be effective with his arcane glass.

Desert mages have many offensive spells that only work in full sun and they can redirect sunlight in a destructive fashion. A few of their offensive spells can be used anywhere. Desert lorists are most powerful in their desert homes and least powerful when in woodlands or upon the water.

Spells

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Bless Tents.
Rank: 3.
Csp: -60.
Mana: 5 or more.
Range: short.
Duration: 1 day.
Area of Effect: one desert dwelling.
Description:

This spell prevents natural desert wind, below the force of a hurricane, from blowing away a tent, yurt, lodge, etc. It also makes such dwellings unremarkable to bandits and animals, they will miss them unless they are both looking for them and make a magic save. This spell also allows the owner of a tent or other desert dwelling to make a luck save to avoid unfortunate accidents. These would include ropes breaking, fires, camels entering unexpectedly. Finally this spell keeps steeds and pack animals from wandering off. They will stay near the tent unless forced away.

For +1 mana the caster may add or subtract 3 (as is beneficial to the recipient) from the saves involved in the spell or extend the duration by +1 day. The spell ends if the tents, dwellings, etc. are moved. Special failure mode one causes the saves associated with the spell to be 30 worse than normal. Mode two causes nearby sentient beings, if any, to mistake the tents for their (possible long-lost) homes. Mode three curses the tents with bad luck. They are still protected from wind, etc. but all sorts of things will happen inside the tents. Dice will roll strangely, fires will get loose, scorpions will sleep in shoes, and any other such weirdness that your referee can come up with short of outright devastation.

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Burning Heat(F).
Rank: 2.
Csp: -6.
Mana: 5 or more.
Range: targeting roll.
Duration: 1 round.
Area of Effect: 1" radius.
Description:

This spell requires direct sunlight to function. A cloud passing across the sun will prevent this spell or end it prematurely. Burning Heat has the effect of increasing the sunlight within the area of effect. The base effect will simply cause sunburn rapidly on exposed skin. For each +1 mana the caster may cause the sunlight to intensify to do +1 point of fire damage, last +1 more round, or cover 2x radius. Take +4 damage to be +d6 damage. Ignition, after a full round of exposure, is as follows. Paper at 2 points of damage, cloth at d6, and wood at 2d6. The caster may make himself immune to the effects of the spell for +2 mana. For +3 mana the effect can be made to center on a target and move with it. Centering on the caster may be done at a whim; centering on a hostile target requires the targeting roll with that target's physical elusiveness.

If this spell does damage then it is also the case that trying to look at things while in the area of effect requires a save vs stress. Should a character make the save and open his eyes, he must save vs shock or he will be blinded for d10 rounds. If the shock stress is blown by 30 or more the blindness lasts for d10 minutes, 60 or more and the blindness lasts d10 hours. Special failure modes one causes the effect to be patchy, creating very reduced visibility (-3 perception save per hex, perception save need for objects in the area of effect) and a magic save to avoid the damage. Special failure mode two causes the area of effect to be oval with a 1:1+d6 eccentricity. Special failure mode three multiplies the radius by 5d6.

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Caravan Path.
Rank: 3.
Csp: -lots.
Mana: 7 or more.
Range: see below.
Duration: 1 year or more.
Area of Effect: see below.
Description:

This spell allows the caster to give some safety to parties crossing the desert. The caster must travel the entire route he wishes to protect. The spell makes people on the path unremarkable and unnoticeable to desert wildlife. It provides similar protection against hostile sentient creatures who blow their magic save. In addition, the mage is supposed to pick a good path through the desert. Merchants or locals often set up sanctuaries along such propitious routes. The spell lasts until one year after the last time the trail is used, +1 year for +1 mana (yes, regular use makes the spell last indefinitely). The spell will make people instinctively follow the path - if you think hard about your route you can get lost, but normal-to-foolish attention will keep you on the path. For each +1 mana the caster may also specify a rule about the trail, which if broken reverse the effects and attract wildlife, bandits, etc. Examples of Rules: You may not commit banditry on the path. You must bow down and worship (fill in your favorite deity) each day before starting etc. Special failure mode one causes the path to have branches that suddenly dump people into the trackless desert. Special failure mode two causes local wildlife to be aware of the caravan path the way woodland predators are aware of a deer trail. Special failure mode three causes a probability inversion so that those on it have excessive luck, both good and bad.

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Color Glass.
Rank: 1.
Csp: -16.
Mana: 1.
Range: short.
Duration: permanent.
Area of Effect: see below.
Description:

This spell allows the caster to choose the color of glass he makes with a Glass Melt or Cold Melt spell. The caster may also freely control the clarity or opacity of the glass. It only works on glass in its molten state. For additional mana the caster may specify a pattern of colors, +1 color per +1 mana. For +3 mana the caster may place in the glass an image he recalls well. Special failure mode one causes the colors to change strangely as the glass cools. Special failure mode two causes the glass to become completely clear whenever it is exposed to sunlight. Special failure mode three causes the glass to crystallize and change into a mass of facets in the weeks after it cools.

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Cool Melt.
Rank: 3.
Csp: -120.
Mana: 7.
Range: short.
Duration: 1 day.
Area of Effect: 1 kilo of sand.
Description:

This spell is like Glass Melt except that the molten glass is cool to the touch. Glass created in a cool melt takes as long to harden as if a hot melt was used, 1/2 cooling time per +1 mana. Special failure mode one causes this spell to function exactly as glass melt, right down to the inconvenient heat. Special failure mode two creates glass with the consistency of water which hardens as water freezes (though its ``freezing point'' is that of molten glass). Special failure mode three causes the glass to remain soft and pliable like clay (it can be fires and will make a tolerable ceramic).

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Dehydration.
Rank: 4.
Csp: -24.
Mana: 7 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one person or creature.
Description:

This spell severely dehydrates the target if it hits as well as hydrating the caster, if he needs it. The target will loose 2d6 hitpoints at the rate of one per round, -2 points per level of added size, until he drinks water. If the target drinks at least one deciliter per hitpoint lost (or to be lost) the points both stop departing and come back at a rate of one per minute. The caster may add +2 hitpoints to this for +1 mana, with +4 being treated as +d6. Each time the dehydration damage exceeds a multiple of the victims con the victim must save vs shock at minus damage taken or lose a point of health. Each hitpoint the victim takes costs him d3 stamina of his stamina, if he has any. While taking dehydration damage the victim must save vs stress at +30 to do anything but try to find water: he feels incredibly thirsty. Other than feeling thirsty the victim will not notice the loss of points until he uses stamina or takes hit or stamina damage. This spell does not work on creatures that do not require water (other than to make them feel mildly nauseous). It has double effect on water elementals and causes the caster to take a fire elementals fire aura damage (if any) should he casts it on a fire elemental; the fire elemental will feel no effect at all. Special failure mode one causes the spell to not rehydrate the caster, instead wetting his garments. Special failure mode two is half effect. Mode three reverses the effect and dehydrates the caster.

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Desert Eyes.
Rank: 2.
Csp: -10.
Mana: 3.
Range: none, see below.
Duration: 1 hour.
Area of Effect: one person or creature.
Description:

This spell causes the recipients eyes to be able to tolerate twice the total amount of light they could before. This permits the recipient to see into d6 of effect from a Burning Heat spell. This spell can help with desert sun or other situations like snow blindness. The caster may double duration or maximum light intensity handled for each +1 mana. Each doubling of light handled deals with the brightness of two more dice of Burning Heat damage. Other intensities of light must be interpreted by the referee. This spell deducts -10 from the recipients perception save in low light conditions, -5 more per mana spent increasing maximum brightness handled. Special failure mode one causes the recipient to lose color perception while the spell is in effect. Special failure mode two causes the caster to be somewhat nearsighted (double range modifiers on perception saves). Special failure mode three creates eye beams that do d6 of damage of the sort that Burning Heat does to anyone the caster looks at for six initiative pips.

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Divination(F).
Rank: 2.
Csp: -30.
Mana: 5.
Range: none, see below.
Duration: trance.
Area of Effect: 10" radius.
Description:

This spell allows the caster to tell what has transpired within the last day near at a given spot in the desert in spite of shifting sand, wind, flash floods, or whatever. This spell only works in the desert. The caster goes into a light trance (prone modifiers if he is attacked) and speaks what happened; he personally can see it and is narrating. The caster may ``walk about'' within the area of effect, a purely mental activity. For +1 mana the caster's viewpoint may also fly within the area of effect. Events proceed at their normal pace or up to 100 times their normal pace (the caster may fast forward at will; there is no rewind short of recasting the spell). He may save versus stress to lie, if he wishes, or remain silent at will. The caster may go back 2x as long or increase the radius of effect by +10" for +1 mana each. Special failure mode one causes the caster to be stuck in one point of view, typically the one from which he cast the spell. Special failure mode two causes the caster to see only living creatures - the scenery is that of the present time. Special failure mode three causes the caster to save versus unconsciousness for each hour of past time he reviews.

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Find Water(F).
Rank: 1.
Csp: -24.
Mana: 3.
Range: none, see below.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell allows the caster to feel the closest source of drinkable water. The special focus is commonly a forked branch of fruit wood. The spell locates water within 50", +25" per +1 mana. The duration is +10 min. per +1 mana. Special failure mode one leads the caster to a dry spring, oasis, or sipping hole. Special failure mode two takes the caster to the closest water, be it drinkable or no. Special failure mode three causes the spell to seek magic rather than water.

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Glass Melt.
Rank: 2.
Csp: -120.
Mana: 5.
Range: touch.
Duration: see below.
Area of Effect: 1 kilo of sand.
Description:

This spell allows the caster to melt sand into glass. Impurities will separate out and spray away from the melt as the spell is cast and then the resulting pure sand will melt in 2-12 rounds (it heats smoothly during this time). It is good for the glass to be contained in an appropriate fashion, typically in a crucible. The glass may be molded, blown, or cast if the caster knows how. It can also be used to clog holes or as a very strange hot-glue. The spell will re-melt existing glass as well as sand if the caster wishes. The volume of glass melted is 2x per +1 mana. A kilo of molten glass does 5d6 of fire damage initially if splattered over someone loosing d6 every four rounds. Each doubling of amount does +2d6 damage to a maximum of 11d6 representing damage from immersion. Note that actually hitting someone with molten glass is really, really hard: it is thick, sticky, heavy, and hard to handle.

Glass created with this spell will cool normally, solidifying in about two hours in a one kilo bulk (much faster if separated into bits of blown). The time the glass spends in the molten state may be extended by 2x or decreased by 1/2x per +1 mana. Special failure mode once causes there to be chunks of fused sand in the melt. Special failure mode two leaves impurities in the melt. Mode three causes the glass to retain numerous small air bubbles.

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Glass Steel.
Rank: 5.
Csp: -lots.
Mana: 9 or more.
Range: short.
Duration: permanent.
Area of Effect: 1 kilo of glass.
Description:

This spell cast on molten glass gives it the strength and ductility of any metal from soft iron to fine steel (caster's choice) when it cools. Once made, the glass may be forged or worked as if it were metal. This spell makes glass that is immune to a Glass Melt spell. The caster gets 2x mass affected for +1 mana. Careful forging will preserve the color and clarity of the glass feed stocks. Special failure mode one causes the glass to still be somewhat brittle. Mode two creates mechanically normal but electrically conductive glass. Mode three causes the glass to have the mechanical (but not electrical) properties of gold.

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Lightning Sand.
Rank: 4.
Csp: -16.
Mana: 9.
Range: targeting roll.
Duration: 1 day.
Area of Effect: 1" radius.
Description:

This spell creates a 1" deep, 1" radius region of lightning sand. A creature that steps on this sand can fall though it as if it were thick mist but can only go up through it as if it were sand. The grains of sand actually rotate, jiggle, and orient to permit this effect. The caster may add +1" of radius for +1 mana and may add +1" of depth for +2 mana. The duration is 2x per +1". Special failure mode one makes going up as easy and going down. Special failure mode two causes the lightning sand to be buoyant as water. Special failure mode three makes the lightning sand act as quicksand instead.

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Lose.
Rank: 3.
Csp: -20.
Mana: 7.
Range: targeting roll.
Duration: 1 day.
Area of Effect: 3" radius.
Description:

This spell forces people within the area of effect to save vs sanity or become lost. It only works in a desert setting, making use of mirage, dust storms, and other desert phenomena to work. The save gets a bonuses for landmarks, up to +30 depending on prominence. The save is also +30 for a caravan path spell, -30 for the same spell if its conditions are violated, and is -5 per added mana. The caster may get 2x radius for +1 mana. Special failure mode one gives +30 to the victims' sanity saves. Special failure mode two causes the victims to walk decisively in a single, consistent direction (they don't know they're lost) if the sanity save is blown. Special failure mode three causes the effect to center on the caster.

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Mirage.
Rank: 4.
Csp: -36.
Mana: 9 or more.
Range: targeting roll.
Duration: concentration.
Area of Effect: 1000 cu meters.
Description:

This spell allows the caster to create a mirage. A mirage is a solely visual illusion that does not conceal unique features but which may incorporate features of the landscape into it. The caster may double the volume for +1 mana. The illusion looks real if the caster wishes it to and if he makes a competitive perception save with the viewer (at +10 to the caster's roll per +1 mana). A Mirage is not an illusion in the sense of the area Illusions in the school of Enchantments; it is rather a magical spell. It can create lakes, rock spires, cacti, cities, etc. Special failure mode once causes the mirage to be other than what the caster intends. Special failure mode two draws attention to the caster while leaving the mirage intact - people just have a feeling that there is something important right where the caster is. Special failure mode three causes the resulting mirage to be shaped by the expectations of those viewing it that do not know it is a mirage.

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Oasis.
Rank: 5.
Csp: -1200.
Mana: 7 or more.
Range: touch.
Duration: permanent.
Area of Effect: see below.
Description:

This spell requires the caster to surrender one mana (or unspent experience) into the spell per eight mana used, permanently. It creates a charmed spring of fresh water. The caster may make the pool up to 5" across, +3" per added mana. This spell can also restore or refresh dying oasis. The caster may also gain additional effects. For +2 mana the oasis may be hard to find (requires a stress and a magic save) without the caster's good will either exercised directly (``Bless you, my son'') or with a Caravan Path spell or similar sign. For +1 mana the caster gains +30 physical elusiveness while in the place of the oasis: self willed creatures may save versus magic to avoid this effect and the totally mindless are not subject to it. For +3 mana the oasis is a truce zone - hostility is not natural and a stress save at -30 is needed to commit violence within 30" of the oasis. For +1 mana per animal type, animals will come and live at the oasis and be friendly to the caster. Special failure mode one makes the oasis (and the permanent expenditure of mana or experience) temporary lasting 2-3 weeks. Mode two makes the oasis flood enormously for the first 2d100 hours. Mode three either negates a truce zone or, if no truce zone was cast, causes a reverse effect - a stress save at +30 is needed to not attack any stranger at the oasis.

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Protection from Dehydration.
Rank: 1.
Csp: -360.
Mana: 1 or more.
Range: touch.
Duration: 1 day.
Area of Effect: one person, creature.
Description:

This spell divides the recipients need for water by 10, and by 10 more per +1 mana. The caster may also get 2x duration per +1 mana. If this spell has a duration of a year or more it is considered permanent. This spell causes the recipient to be far more susceptible to alcoholic beverages, take +2d6 (total) from ingestive poison, and may change the way some alchemical potions affect them, at referee option. This spell also gives the recipient an armor of 6 against the Dehydration spell of desert lore and other similar effects. Special failure mode one causes the spell to prevent sweating, creating 50% greater susceptibility to heat exhaustion effects and causing the spell recipient to take d6 points of poison damage (so save, stamina first) per hour. Special failure mode two divides the duration by 2d6. Special failure mode three causes the caster to slowly turn yellow (full chrome yellow after an hour) plus having the effects of mode one.

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Protection from Poison.
Rank: 4.
Csp: -75.
Mana: 9 or more.
Range: touch.
Duration: 1 hour.
Area of Effect: one person or creature.
Description:

This spell gives the recipient an armor of 5 against poison damage, +1 per +1 mana. The caster may cast the spell on +1 person or get 2x duration for +1 mana. Special failure mode one causes the recipient to need a poison save, separate from other poison saves, to use their armor in a given round. Special failure mode two divides the poison armor in half. Special failure mode three causes poison damage stopped by the armor to get through if and only if it would have done stamina damage.

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Protection from Sun.
Rank: 3.
Csp: -60.
Mana: 7 or more.
Range: touch.
Duration: 1 hour.
Area of Effect: one person or creature.
Description:

This spell protects the recipient from dehydration by solar means, and gives an armor of 6 against damage done by sunlight or magical effects from or associated with the sun (e.g. burning heat). The caster may affect +3 people, get +3 hours duration, or +6 "armor" for +1 mana. Special failure mode divides the duration by 2d3. Special failure mode two turns the recipients skin reflective, permitting the spell to function but making the recipient really easy to spot if there is any light. Special failure mode three makes the recipients glow somewhat as well as reflecting light like mode two; the spell has its normal effect in mode three.

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Sand Creature.
Rank: 6.
Csp: -lots.
Mana: 11 or more.
Range: touch.
Duration: permanent.
Area of Effect: one seed or pregnant creature.
Description:

This spell permits the caster to modify a plant or animal before it germinates or is born so that it may breathe and see through sand and likes to live submerged in sand. The caster must think through the creatures life cycle, finding it food or energy of some sort. If he does not think this though properly then the new creature will probably die. If the creature lives then it may breed normally according to its kind and its sand breathing/living properties breed true. Special failure modes are left to the referee but should modify the subject of the spell in unexpected ways.

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Sand See.
Rank: 2.
Csp: -24.
Mana: 3 or more.
Range: none.
Duration: 1 hour.
Area of Effect: caster.
Description:

This spell allows the caster to see through sand or dust suspended in the air as if the air were clear and protects his eyes from anything but the most extreme blown sand. For +3 mana the caster may throw this spell on another. This spell will also substantially enhance the clarity of a sand swimmer spell's vision function, eliminating the surface ripple distortion and allowing (if not paid for in the Sand swimmer spell) or doubling the range of clear sight. The caster may double duration or clear sight range while sand swimming for +1 mana, though the clear sight range may never exceed that the caster would have in clear air. Special failure mode one causes this spell to see through all parts of a living creature except their bones. Special failure mode two causes the caster to see the suspended sand or dust as beautiful with infinite detail and color. Mode three blinds the caster for 2-20 rounds.

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Sand Storm.
Rank: 6.
Csp: -600.
Mana: 13.
Range: none.
Duration: 2d6 hours.
Area of Effect: see below.
Description:

This spell creates a sand storm of dimensions natural to the area it is cast in. In the desert this can be quite bad, on the beach it is merely annoying, in the woods, nothing happens. The mage may get +d6 hours duration for +1 mana. A desert sand storm usually blocks sight and makes all but the slowest travel impractical. Special failure mode 1 causes a weak, wimpy storm. Special failure mode two causes rain or snow to mix with the sand storm causing flash floods, drifts, etc. Mode three causes a horribly excessive storm that scours flesh from the bones in a core area some 2d100" across; (1-3)d6 edge damage/round for 1-10 minutes at peak, decreasing away from the core.

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Sand Swimmer(F).
Rank: 4.
Csp: -6.
Mana: 7 or more.
Range: none.
Duration: 30 minutes.
Area of Effect: caster.
Description:

This spell allows the caster to swim through sand as if it were water. He will be as buoyant as he wishes, from easy floating to rapid diving. The caster may revert to his normal mode of interacting with sand at any point and then return to sand swimming. Special failure mode one causes the caster to be quite buoyant no matter what, floating about half in and out of the sand. Mode two causes the spell to end the first time that caster stops sand swimming. Mode three causes the caster to sink like a stone in sand no matter what, hopefully reaching a rocky bottom and being able to walk out. For +1 mana the caster may see through the sand as if it were slightly murky water (including the distortion of objects on the "surface"). See the spell Sand see for an alternative. For +2 mana the caster may "breathe" the sand. The duration is +1 hour per +1 mana and the caster may throw the spell on another person for +3 mana.

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Sand Trap(F).
Rank: 4.
Csp: -30.
Mana: 7 or more.
Range: targeting roll.
Duration: 1 hour.
Area of Effect: 3" radius.
Description:

This spell creates a layer of exceedingly low friction sand a few centimeters thick (shifting sand). This spell doesn't change the appearance of the sand at all. This sand is the navigational equivalent of wet ice, keeping your feet requires an agility save, said save at -30 for fighting or other difficult movement. For +1 mana the caster may get 2x duration, double the depth (it takes longer to use up), or add +5" radius for +1 mana. Shifting sand causes substantial reduction in movement, typically agility saves are needed after 1/4 speed, saves at -30 after 1/2 speed. A moderate wind will blow away shifting sand in 2-12 rounds. A high wind will blow it away in 2-6 rounds. The caster may vary the shape of the area of shifting sand to any simple shape so long as total area is not increased. The caster may also walk the boundary of the effect to make complex shapes. Places inside the area of effect not covered with sand are not affected. Special failure mode one divides the duration of the spell by 2d6. Special failure mode two multiplies the radius by 2d3. Special failure mode three causes a patchy effect so that one can't tell where the shifting sand is.

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Sand Walking.
Rank: 2.
Csp: -9.
Mana: 3 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: one person or creature.
Description:

This spell permits the recipient to walk on sand as if it were firm turf. This negates movement penalties and fatigue that come from walking on sand. This spell also allows the recipient to avoid the evil effects of a sand trap spell - the slippery sand feels normal. For +3 mana the recipient may walk on low density dust or sand, e.g. lightning sand or dust traps, as if it were normal sand. The caster may affect +1 person or get 2x duration for +1 mana. Special failure mode one divides the duration by 2d6. Special failure mode two causes sand to stick to the recipient's feet like thick mud with movement penalties of 10% to 50%. Special failure mode three causes all sand to function as a Sand Trap spell.

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Scour Rock.
Rank: 4.
Csp: -45 .
Mana: 9 or more.
Range: short.
Duration: concentration.
Area of Effect: large.
Description:

This spell allows the caster to cause sand filled winds to blow over a rock formation and shape it to his will. The grinding sand is drawn from the rock, so this spell has little effect against non-stone objects. The spell removes a meter of rock per minute from the outer surface of the rock. People on or near the rock will be buffeted and blinded until they move away, taking 3d6 of edge damage per round. Special failure mode one causes the spell to fail part way through. Special failure mode two causes the caster to get a shape somewhat at variance with what he was trying for. Special failure mode three causes the scouring effect to buffet the caster blinding him for d6xd6 rounds, doing 3d6 of edge damage, and ending the spell subsequent to this buffeting.

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Shimmer(F).
Rank: 4.
Csp: -3.
Mana: 1.
Range: none.
Duration: instantaneous.
Area of Effect: caster.
Description:

This spell causes the caster to shimmer out of sight and reappear somewhere else, with a time delay equal to the shortest time it would take him to move there, without magic or pushing his movement, including going around barriers. He must fix his destination before he casts the spell and has a maximum range of 1 km plus 1 km per added mana. While ``moving'' the caster may use his senses but may not speak or interact with the rest of the world in any other way. Spirits encountered on the near spirit plane may interact with the caster (see the rules on spiritual play and combat). If the caster wishes to ``unshimmer'' early or change his destination ``in flight'' he must make a stress save to do so and undergoes spell failure if he fails. Each additional stress save to change course again is at -10. For +1 mana the caster may gain +10 to such stress saves, +3" ``movement'', or the right to re-shimmer again, as if the spell had been recast, within 10 rounds (+10 rounds per added mana) of the time he de-shimmers. Special failure mode one leaves the caster faintly visible as he shimmers. Mode two causes the spell to cease at d100% of it's intended distance. Mode three causes nearby creatures to enter the shimmer state with the caster an be able to interact with him during the shimmer.

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Soften Glass.
Rank: 3.
Csp: -50.
Mana: 5 or more.
Range: touch.
Duration: permanent.
Area of Effect: 1/8th cubic meter of glass.
Description:

This spell, cast on molten glass, causes it to have the consistency of leather, extruded plastic or felted fabric when it cools. Anything from silk to leather is possible as a texture. A glass blower may be able to draw fibers from such soft glass or it may be poured in sheets and cut. The caster gets 2x volume for +1 mana. Special failure mode one causes the glass to have an unpleasant texture, e.g. burlap. Mode two leaves the glass somewhat brittle (like fiberglass cloth). Mode three causes the glass to be hard and inflexible, like heavy polyethelyene.

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Spines.
Rank: 2.
Csp: -16.
Mana: 5 or more.
Range: touch.
Duration: 1 hour.
Area of Effect: one person or creature.
Description:

This spell causes the recipient to grow spines. They add +5 physical elusiveness against weapons and spells that attack at a point (swords, knives, arrows, magic missiles, not boulders, not fireballs) and cause opponents who hit with their bare hands (claws, mouth, tentacles, etc.) to take point damage (direct to hits, in the striking member) one die less than the damage they do, to a maximum of 3d6. For +1 mana the caster may get +3 elusiveness and +2 maximum damage, but only as much extra mana may be spent in this fashion as the caster's rank with desert lore. The caster may add 2x duration for +1 mana. The caster may do damage as with a sting (natural weapon) appropriate to his body size with the spines. Special failure mode one causes the spines to impair the recipients vision by bad location, deducting 30 from perception saves. Special failure mode two makes the spines blunt causing the damage to be impact instead of point. Special failure mode three makes the spines absurdly large and heavy deducting 2d3 from the recipient's movement and five times that amount from their physical elusiveness.

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Stiffen.
Rank: 2.
Csp: -30.
Mana: 3 or more.
Range: touch.
Duration: 1 day.
Area of Effect: 1000 cu meters.
Description:

This spell stiffens (normal) sand to the hardness of rock. The shape of the sand stiffened is up to the caster. This spell turns shifting sand (or the sand of a sand trap spell) into normal sand. The caster may add +1 day or plus 1000 cu meters for +1 mana. For +3 mana it will change shifting sand into stiff sand. This spell does not reshape sand, but it can be used to stiffen some part of a piece of sand to form a shape via erosion. The duration is 2x per +1 mana with durations beyond a year being treated as permanent. Special failure mode one divides duration by 2d6. Special failure mode two causes the stiffened sand to be an irregular three dimensional net inside the area that was supposed to be stiffened. Mode three causes the area of effect to be increased by a factor of 3d6.

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Store Water.
Rank: 1.
Csp: -60.
Mana: 1.
Range: touch.
Duration: see below.
Area of Effect: one person or creature.
Description:

This spell allows the recipient to take a long drink and store the water for the future. The recipient may add 10 kg of water, +5 per +1 mana to his body weight. At 10% of personal body weight of stored water the creature storing the water looses a point of speed, another for each additional +10%, and no more than 40% may be stored. Three kilos of water allows a day of no drinking for a size zero creature, in proportion of increased and decreased size. Each kilo of water also serves as twelve points of ablative fire armor or armor against the dehydration spell, a sunbolt, or burning heat spell. Special failure mode one causes the water to manifest itself as a pot belly rather than distributing evenly over the character's body. Special failure mode two causes the water to come back up in 1-10 minutes. mode three causes the casters body to process the water out in the natural fashion at great speed.

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Sunbolt(F).
Rank: 5.
Csp: -6.
Mana: 11 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: 1" radius (seven hexes).
Description:

This spell calls down a bolt of whatever the sun is made of. The sun must be in the sky for the spell to work, though it may be behind clouds. This spell cannot punch through more than a foot of wood, six inches of earth, two inches of stone, or one inch of metal. The bolt does 8d6 against fire or magic armor, whichever is lower. Damage is stamina first. The caster may get +1" radius or +d6+1 for +1 mana, remember that +4=+d6. For +2 mana the caster may get an additional bolt with a delay of +4. This spell forces magic items to make the same save they must make against disintegration (see: Thaumaturgy or Void Element) or fry. Special failure mode one is half damage. Special failure mode two is double damage. Special failure mode three is 2d3x radius.

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Toughen Glass.
Rank: 4.
Csp: -240.
Mana: 9 or more.
Range: short.
Duration: permanent.
Area of Effect: 1 kilo of glass.
Description:

This spell is like soften glass, it must be cast on glass in the molten state to have an effect, but it gives glass the mechanical properties of wood, from balsa to teak, at the casters whim. The caster gets 2x volume for +1 mana. The resulting glass is a buoyant as wood but not flammable. Special failure mode one is to have the glass crack, like stressed wood, as the spell finishes. Special failure mode two is to have the glass made be as flammable as wood. Mode three causes the glass to be much softer or harder than intended.

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Tracklessness.
Rank: 5.
Csp: -800.
Mana: 11 or more.
Range: none.
Duration: permanent. .
Area of Effect: 1 km radius.
Description:

This spell causes all desert land within the area of effect to have the effect of a successful Lose spell on anyone within it. Those with the skill Natural Lore : Desert may save vs magic to avoid the effects. Caravan Path spells cast by the caster of the Tracklessness spell grant immunity, unless their conditions are violated. The caster may have 2x radius for +1 mana. This spell has special failure modes one and two as Lose. Special failure mode three causes the area of effect to become patchy and to triple as well. The effect tends to avoid inhabited places when special failure mode three is in effect.

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Venom.
Rank: 3.
Csp: -60.
Mana: 7 or more.
Range: touch.
Duration: 1 day.
Area of Effect: one person or creature.
Description:

This spell bestows venomous fangs, treat as a bite natural weapon, with three uses of intensity six speed six poison (6d6 at 1/round) with a save to no damage. The caster may get +2 intensity, +1 speed, +3 uses, or +1 day duration for +1 mana. The poison may be made to have a save to half damage for +2 mana and to have no save for +4 mana. The fangs only deliver their venom if they hit for hitpoint damage. Special failure mode one requires a roll on the poison failure table (see the section on color). Special failure mode two causes the fangs to be two size classes smaller than the creature that gets them. Special failure mode three creates poison that can only do stamina damage.

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Visions(F).
Rank: 4.
Csp: -600.
Mana: 9.
Range: short.
Duration: concentration.
Area of Effect: see below.
Description:

This spell allows the caster to save vs stress to bring up a mirage of a place within the desert with which he is familiar. The mirage will depict what is happening in that place in current time. The caster may selectively blur the mirage if he wishes. There must be bright moonlight or normal sunlight for the spell to work. Special failure mode one causes the image to be blurry. Mode two causes the image to depict the recent past instead of the present. Mode three causes the image to be of the distant past of some part of the future.