Introduction
Spells
Attract
Aura of Menace(F)
Aura vs Control(F)
Avoid Conception
Bedroom Eyes
Bind Intimate(F)
Bless Mother
Blind Action
Bodymorph
Call Intimate
Commanding Voice
Con Man
Contortionist
Control Intimate
Control Sleep
Counterfeit Intimate
Cure Hangover
Diagnosis(F)
Disguise
Enchanting Voice
Enhance Beauty(F)
Enhance Charisma(F)
Ensure Conception
Eyemorph
Featuremorph
Fertility
Find
Hairmorph
Headache(F)
Headaches(F)
Hide
Illness(F)
Intimate Dream
Intimate Drain
Intimate Healing
Intimate Mana
Intimate Override
Intimate Tie
Interrogation
Know Intimate State
Lie(F)
Lifesight
Link with Illusion
Listen
Lipreading
Mass Illness(F)
Midwife
Mimicry
Night Vision
Othermorph(F)
Persuasive Voice
Pheromone Speech
Quench Desire
Quench Desires
Repel
Resist Alcohol(F)
Resist Poison
Reverse Polarity(F)
Seductive Voice
See Emotions
Sex Selection
Skinmorph
Slay Intimate(F)
Sneak
Sobriety
Spy on Intimate(F)
Starlight Vision
Sterility
Stop Bleeding
Stun Intimate
Subsume Intimate(F)
Unnatural Fertility
Houri, in this instance, means someone who has made a careful study of the sexuality and reproductive abilities of their race and has spells connected with their studies. Houri magic is useful in a variety of roles: midwife, madam, or head of a shelter for battered women. The phrase ``intimate contact'' is used in many of the spells and is defined according to the community standards of the particular role-playing campaign it is used in. The thought is that when two people are intimate it creates a connection that can be incorporated into a number of types of magic. It is quite common four someone who starts learning houri lore, for whatever reason, to also learn Illusion, Control, or Vision magic because they are synergistic.
This spell causes the caster to emit a subtle scent that causes them to seem quite attractive to other members of their own species. Special failure mode one causes the spell to act as a Repel spell. Duration is 2x per +1 mana. Special failure mode two divides the duration by 3d6. Special failure mode three increases the target of the spell, e.g. a human using this spell might attract dogs.
This spell causes the caster to project an aura of fear and menace that can penetrate walls in a 5" radius. This aura is similar to the aura emitted by some non-corporeal undead. Radius and duration are 2x per +1 mana. Special failure mode one divides the radius by 3d6. Special failure mode two divides the duration by 3d6. Special failure mode three causes the aura to affect the caster making them -10 on skill rolls requiring substantial mental effort, e.g. spell casting.
This spell causes the caster's aura to become visible in dim light and gives it the ability to deflect any sort of magic that would allow another to control him. Spells that normally do not allow a sanity or magic save have one when this spell is in effect. Spells that do have a save the caster makes at +30. The caster may increase the bonus (and gain a bonus on the granted save) by (of) +5 per +1 mana. The caster may double the duration of the Aura vs Control for each +1 mana. Special failure mode one causes the aura glow to be very, very bright, about a 100 watt light bulb's surface brightness but with a larger surface area. This light is not visible to the caster but may annoy the very devil out of his companions. Special failure mode two causes the effects to reverse - the save bonus is a penalty and hence control spells work especially well on the caster. Special failure mode three causes the aura to become mirror surfaced. Again this weird aura is not visible to the caster but it has a 30% chance of reflecting spells the caster throws back at him.
This spell prevents the caster from becoming pregnant. The duration is 2x per +1 mana. Special failure mode one divides the duration by 3d6. Special failure mode two permits the spell to work but also removes any interest in doing anything that might make the spell necessary. Special failure mode three is an inobvious failure.
This spell causes the casters eyes to convey an offer and promise of intimate companionship to one person with whom the caster makes eye contact. The duration is 2x per +1 mana. Special failure mode one causes the spell to have a broadcast effect. Special failure mode two inverts the spell, scaring people off. Special failure mode three causes the caster to be serious about the invitation even if they didn't mean to be.
This spell is cast across an intimate bond (see: Intimate Tie). There is no range limit. It forces the caster's partner to feel anything the caster does - pain, pleasure, discomfort. Any damage done to the caster is also taken by the partner with damage inflicted by the partner being doubled for the partner. Special failure mode one forces the unconsciousness save on the caster. Special failure mode two makes the sharing bidirectional. Special failure mode three causes the caster to get a splitting headache, -20 to all skills requiring concentration - such as spell casting - for 3d6 hours, in addition to which the spell does not work.
This spell permits the caster to ease a pregnancy and improve the chances of the babies or surviving the process. The spell itself will ward off common diseases and problems, e.g. it reduces morning sickness. If something is wrong with the baby the caster may fix the problem but this will cost the caster one or two health, as determined by the referee and in proportion to the baby's degree of damage. Special failure mode one causes the caster to share any morning sickness the mother is experiencing. Special failure mode two causes the caster to share any emotional problems the mother experiences up until the birth. Special failure mode three costs the caster one health no matter what (but this counts toward helping the baby).
This spell either gives the caster the thieving skill Blind Action at his natural initial rank or adds +2 ranks if the caster already has the skill, +1 rank per +1 mana. The duration is +10 minutes per +1 mana. Special failure mode once gives a -30 penalty to the casters skill. Special failure mode two is a fizzle. Special failure mode three divides the duration by 2d6.
This spell transforms the cosmetic details of the caster's body, letting the caster choose height, weight, and details of shape and form. Special failure modes cause unintended modifications.
This spell is cast across an intimate bond (see: Intimate Tie). It causes the person at the other end to feel a need to seek out the caster and gives them a sense of which direction the caster is from them. There is no range limit. Special failure modes give bad directions, to varying degrees.
This spell causes the next statement the caster makes to be heard as a command by a person in authority unless the listener saves versus magic. They will obey without question if the order is sensible and something they might expect. Weird or inappropriate orders permit the listener to make their magic saves at a bit of a bonus. Someone whose rank or position is such that no-one can give them orders gets +15 to their save in addition. The save is -5 per +1 mana. Special failure mode one causes the order to be misunderstood or misinterpreted - if possible toward what the listeners were expecting. Special failure mode two costs the caster use of their voice for 3d6 rounds. Special failure mode three causes whatever the caster says to sound really suspicious and implausible, as well as causing the spell to fail.
This spell gives the caster the thieving skill Confidence Man at his natural initial rank or adds +2 ranks if the caster already possesses the skill, +1 rank per +1 mana. The duration is +10 minutes per +1 mana. Special failure mode once gives a -30 penalty to the casters skill. Special failure mode two is a fizzle. Special failure mode three divides the duration by 2d6.
This spell gives the caster the skill contortionist at his natural initial rank or adds +2 ranks if the caster already possesses the skill, +1 rank per +1 mana. The duration is 2x per +1 mana. Special failure mode once gives a -30 penalty to the caster's skill roll. Special failure mode two is a fizzle. Special failure mode three divides the duration by 3d6.
This spell is cast across an intimate bond (see: Intimate Tie). It forces the caster's partner to obey the caster implicitly so long as the caster concentrates on making them obey. If placed in a permanant magic item the magic item can hold the concentration. The caster's partner gets a stress save to avoid the effects of the spell at -5 per +1 mana when orders are first given. This spell requires the caster be able to issue orders but there is no other range limit. Special failure mode one requires the caster to expend 2d3 stamina to make a command stick. Special failure mode two adds +30 to the partner's stress save. Special failure mode three reverses the direction of the control; a perception save by the partner is needed to notice they are in control.
This spell either gives the caster the skill Control Sleep at his natural initial rank or adds +2 ranks if the caster already has the skill, +1 rank per +1 mana. The duration is 2x per +1 mana. Special failure mode once gives a -30 penalty to the caster's skill roll. Special failure mode two is a fizzle. Special failure mode three divides the duration by 3d6.
This spell requires an intimate bond exist (see: Intimate Tie). It permits the caster to duplicate the physical body (but not equipment and clothing) of their partner. Duration is 2x per +1 mana. Special failure modes create errors from minor to major for modes one through three.
This spell cures hangovers. It will also reduce or eliminate many headaches. The caster may touch +1 people for +1 mana. Special failure mode one effects a partial cure. Special failure mode two returns the subject to a state of drunkenness. Special failure mode three transfers the hangover to the caster.
This spell permits the caster to meditate, turning his awareness inward. If the caster has a disease, is possessed, is being parasitized, or has any other problem with their spirit or body, they will detect it, unless it is hiding (usually this requires careful work by an illusionist or a psychological problem in the caster). If the caster makes his Houri Lore skill roll with a referee supplied modifier (depending on the subtlety of the condition) they will get some sort of idea of what to do to treat the condition. This may be helpful ("gosh, I feel like eating fish") or unhelpful ("it is magic and hostile, you probably need some sort of spell to remove it"). The amount of time for meditation is at least 2d6 minutes and possibly far more if the caster finds something. For +3 mana the caster may use this spell to diagnose someone else but they will detect only the grossest of anomalies unless they have run a baseline with this spell when that person was healthy. The caster must meditate with his hands touching the other person.
Special failure mode one causes the caster to miss subtle things, e.g. asymptomatic diseases or spirits hiding in the subconscious. Special failure mode two causes the caster to detect a serious condition with an uncomfortable cure even if he's healthy. Special failure mode three causes the caster to go into a state akin to suspended animation. If not wakened, the caster will lose d6 hits per day until dead.
This spell either gives the caster the skill Disguise at his natural initial rank or adds +2 ranks if the caster already has the skill, +1 rank per +1 mana. The duration is 2x per +1 mana. Special failure mode once gives a -30 penalty to the caster's skill roll. Special failure mode two is a fizzle. Special failure mode three divides the duration by 3d6.
This spell is cast with a particular person, who must be present, in mind. It causes the caster's speech to seem pleasant and attractive to that person. The caster may affect +1 person per +1 mana and the duration is 2x per +1 mana. Special failure mode one causes the casters voice to attract the person in question so strongly that they pay little or no attention to what the caster says. Special failure mode two costs the caster use of their voice for 3d6 minutes. Special failure mode three causes whatever the caster says to sound harsh and grating to the person(s) the spell was focused upon.
This spell adds +3 to the caster's beauty, +1 more per +1 mana. Beauty gain above racial maximum is halved (20 for player characters). Beauty gain above 5 more than the racial maximum is quartered, etc. Beauty gain resulting from this spell is not subject to pairing limits with charisma. The duration is 2x per +1 mana. All derived statistics that benefit from beauty also benefit from this spell. Special failure mode one is a fizzle. Mode two makes the the beauty gain a beauty penalty. Mode three divides the duration by 3d6 and requires another roll on the spell failure table.
This spell adds +2 to the caster's charisma, +1 more per +2 mana. Charisma gain above racial maximum is halved (20 for player characters). Charisma gain above 5 more than the racial maximum is quartered, etc. Charisma gain resulting from this spell is not subject to pairing limits with beauty. The duration is 2x per +1 mana. All derived statistics that benefit from charisma also benefit from this spell. See the section on combat for a summary of the effects of changing statistics. Special failure mode one is a fizzle. Mode two makes the the charisma gain a charisma penalty. Mode three divides the duration by 3d6 and requires another roll on the spell failure table.
This spell causes its recipient to know exactly when they are or are not fertile and makes conception certain if it is attempted during a fertile period. Duration is +1 week per +1 mana. Special failure mode one causes headaches for the recipient of the spell. Special failure mode two causes the caster to be the one who knows when the recipient is fertile. Special failure mode three causes the information granted to the recipient by the spell to be inaccurate.
This spell transforms the caster's eyes, letting the caster choose color, size, pupil shape, and permitting the caster limited effect such as flashing or on-demand glowing eyes. For +1 mana the caster may make their eyes look different from one another. This spell must be cast again to change the appearance of the caster's eyes again. Special failure modes cause unintended modifications.
This spell transforms the caster's face, letting the caster choose the size, shape, spacing, and details of their facial features. To change the caster's features again the spell must be cast again. Special failure modes cause unintended modifications.
This spell can reverse the effects of a Sterility spell and also permits the body to heal natural sterility. This healing is initiated instantly but takes time proportional to the amount of damage that needs to be healed. Special failure mode one doubles the mana cost of the spell. Special failure mode two causes the caster to save versus unconsciousness. Special failure mode three makes the recipient of the spell strongly desirous of exercising their fertility.
This spell either gives the caster the thieving skill Find at his natural initial rank or adds +2 ranks, +1 rank per +1 mana. The duration is +10 minutes per +1 mana. Special failure mode once gives a -30 penalty to the casters skill. Special failure mode two is a fizzle. Special failure mode three divides the duration by 2d6.
This spell transforms the caster's hair, letting the caster choose color, texture, curl, and length. The caster may have hair of several types, e.g. stripes, at +1 mana per added hair type. This spell must be cast again to change the caster's hair again. Special failure modes cause bad hair in varying degrees.
This spell causes a headache in its target. This makes the target -20 on skills and rolls that require thought and concentration, such as spell casting or targeting spells, and -10 on skills and rolls requiring agility or dexterity, e.g. to hit rolls. The target may save versus magic to halve these penalties and the caster may buy +4/+2 to the penalties for +1 mana. For +2 mana the caster may make a headache they can stop on a whim. Special failure mode one halves the penalties such that a save will eliminate them. Special failure mode two makes the headache contagious, with saves, to any that the target touches. Special failure mode three reflects the spell back on the caster.
Save that it is area effect, at +2" radius per +1 mana, this spell is the same as Headache. The caster may purchase additional headache penalties at the same cost.
This spell either gives the caster the thieving skill Conceal (self) at his natural initial rank or adds +2 ranks if the caster already has the spell, +1 rank per +1 mana. The duration is +10 minutes per +1 mana. Special failure mode once gives a -30 penalty to the casters skill. Special failure mode two is a fizzle. Special failure mode three divides the duration by 2d6.
This spell makes its target immediately and violently ill unless they save versus magic. It only affects material life, not undead, elementals, foundationals, demons, or animated constructs. Roll d6 and the target loses one health on a 1-3, two on a 4-5, and 3 on a 6. If they fail to save the target has shooting pains, violent nausea, sinus congestion, headaches, painful rashes, and probably regurgitates. For each health lost the target also loses 2d6 hits without defense but this hitpoint loss does not cause additional health loss. This spell completely incapacitates the target for d3 rounds per health lost. For a like duration they act with all rolls at -20 and all speeds at -4. If the target makes their magic save they take one health and are at -20 with rolls and -4 with speeds for 2d3 rounds. The caster may make the target -10 to their save per +1 mana. Special failure mode one causes d3 duplicate effect in random directions; pick a target and use the mage's full spell hit bonus. Special failure mode two ground zeros the caster. Special failure mode three permits the caster and target to both take the same amount of health and hitpoints, though the caster is not automatically incapacitated.
This spell is cast across an intimate bond (see: Intimate Tie). There is no range limit. The next time, within the spell's duration, that both individuals involved are asleep they will share a dream. The setting of the dream is at the whim of the caster. The caster will remember the dream on waking and may choose if their partner remembers the dream clearly, as a dream is normally remembered, or not at all. The intimate may overcome complete forgetfulness with a stress save, if they desire to. The caster may extend the spell +1 day with one more dream for +1 mana. Special failure mode one causes the setting of the dream to be drawn from the intimates subconscious desires. Special failure mode two causes the setting to be drawn from the caster's nightmares. Special failure mode three causes the dream to end before the caster desires it to, at an inconvenient moment if one is available.
This spell is across down an intimate bond (see: Intimate Tie). There is no range limit. It transfers health to the caster to replace health lost by the caster or, at the casters option, to replace missing hitpoints at a 10 hits per 1 health ratio. The caster must replace all their missing health unless the intimate runs out first. If this spell is cast when the caster is at full health then it lasts a week or until the caster looses health. If the intimate is a mage and makes their magic skill roll they will feel the spell being cast but will only know what it is if they have familiarity with Houri Lore. Special failure mode one drains two health per one that the caster may use. Special failure mode two permits the caster's intimate a magic save to avoid the effect. Special failure mode three causes damage healed to return in 3d6 minutes, wasting the transferred health.
This spell is cast across an intimate bond (see: Intimate Tie). There is no range limit. It permits the caster to transfer hitpoints or health to the person at the other end of the intimate bond. Each hitpoint the caster expends restores one hitpoint to the intimate each health restores one health or ten hitpoints if the intimate is at full health. The caster may increase hitpoints healed by +10% per +1 mana, with this bonus accruing to hits generated from health. The increase does not apply to health used to restore health. Special failure mode one transfers one hitpoint to the caster's partner per two the caster expends. Special failure mode two causes the caster to need to save versus unconsciousness after hitpoints are transferred. Special failure mode three causes damage healed to return as damage in 3d6 minutes, wasting the transferred hits.
This spell is cast across an intimate bond (see: Intimate Tie). There is no range limit. It transfers mana from the caster's partner to the caster until the partner is out of the caster is at their nominal maximum. Special failure mode one equalizes the caster's and partner's mana. Special failure mode two transfers one mana to the caster per two taken from the partner. Special failure mode three drains as much mana from the caster as the partner has and does not affect the partner.
This spell is cast across an intimate bond (see: Intimate Tie). There is no range limit. It causes the caster to fall unconscious and the caster's consciousness to override the partner's consciousness. The caster sees through the partners eyes, hears through his ears, and takes over his will and volition. The caster may use the partner's physical abilities and their own mental abilities, ask you referee which is which. The caster may tap their own and their partner's mana. The partner is unaware of what has transpired while they are overridden. If done while the intimate is asleep this spell permits the caster to use the intimates downtime, though this may have noticeable physical effects. Duration is 2x per +1 mana and the caster may withdraw at any time. Special failure mode one blocks a randomly selected sense. Special failure mode two permits the partner to remain aware during the override. Special failure mode three permits the caster to use the partners senses but the partner remains in command of their body and is unaware of the caster.
This spell, cast shortly before intimate contact with someone else, causes a magical bond, called an intimate bond, that the caster can later exploit in a number of ways with other Houri Lore spells. The bond lasts for a year and a day, +1 year and day per +1 mana. The caster may discard the bond at any time and may not have more bonds than their rank with Houri Lore. If the caster has multiple individuals under intimacy bond and wishes to choose between two or more that are not physically present then she must make a perception save, at -10 per individual after the second, to get the right person. Special failure mode one reduces the time the bond lasts to 3 months. Special failure mode two causes a defective bond that induces spell failure in any spell cast though it. Special failure mode three costs the caster one health but permits the spell to otherwise work.
This spell either gives the caster the thieving skill Interrogation at his natural initial rank or adds +2 ranks, +1 rank per +1 mana. The duration is +10 minutes per +1 mana. Special failure mode one makes the caster feel everything he hears is a lie. Special failure mode two causes the caster to become deeply concerned about irrelevant side issues but gives him +15 with using the interrogation skill to follow them up. Special failure mode three makes the caster tell everything he knows about the topic at hand in the course of asking questions unless he saves versus stress (check each round).
This spell permits the caster a split second of contact with someone with whom they share an intimate bond. This results in knowledge of their current state; sleeping, sober, drunken, wounded, happy, despondent. Special failure mode one causes partial information. Special failure mode two reverses the effect of the spell. Special failure mode three makes the spell bidirectional.
This spell causes lies told by the caster to sound as plausible as possible and allays any suspicions not founded in clear and obvious fact. In the latter case the listener may save vs insanity to recognize the lie. The caster may double duration or subtract 5 from any insanity saves against the lie for +1 mana. This spell should do a spell versus spell roll with detect lie. Special failure modes tend to make listeners sure the caster is lying (2-3) or to misinterpret his words as much as possible but still believe them (1).
This spell permits the caster to see the life force and bodily interior of a creature they are touching. This is generally useful for any sort of medicine - it is like a life-force based ultrasound. The most typical use is to permit the caster to supervise a birth, seeing problems and being better able to correct them. Having Ease Birth gives +30 to a midwife skill roll. This spell permits the character to spot problems that normally cannot be spotted, from a twisted umbilical cord to an arrowhead left in the muscle. Duration is 2x per +1 mana. Special failure mode one forces the caster to make a perception save to use the augmented vision. Special failure mode two makes the caster's normal sight unreliable while using the special sense granted by this spell. Special failure mode three divides duration by 3d6.
This spell, cast with an houri lore spell and in the presence of an appropriate illusion, permits the caster to have an illusion take their place in an ``intimate contact''. Casting times and mana costs are added and the rank is the higher of the two ranks. Special failure modes are inherited.
This spell either gives the caster the thieving skill Listen at his natural initial rank or adds +2 ranks if the caster already has the skill, +1 rank per +1 mana. The duration is +10 minutes per +1 mana. Special failure mode once gives a -30 penalty to the casters skill. Special failure mode two is a fizzle. Special failure mode three divides the duration by 2d6.
This spell either gives the caster the thieving skill Lipreading at his natural initial rank or adds +2 ranks if the caster already has the skill, +1 rank per +1 mana. The duration is +10 minutes per +1 mana. Special failure mode once gives a -30 penalty to the casters skill. Special failure mode two is a fizzle. Special failure mode three divides the duration by 2d6.
Save that it is radius effect, at +1" per +1 mana, this spell is like Illness. The caster may expend added mana as with illness. Special failure mode one is especially inconvenient and three can be utterly deadly.
This spell either gives the caster the skill Midwife at his natural initial rank or adds +2 ranks if the caster already has the skill, +1 rank per +1 mana. The duration is +6 hours minutes per +1 mana. Special failure mode once gives a -30 penalty to the caster's skill. Special failure mode two is a fizzle. Special failure mode three divides the duration by 3d6.
This spell either gives the caster the skill Mimicry at his natural initial rank or adds +2 ranks if the caster already has the skill, +1 rank per +1 mana. The duration is 2x per +1 mana. Special failure mode once gives a -30 penalty to the caster's skill roll. Special failure mode two is a fizzle. Special failure mode three divides the duration by 3d6.
This spell allows the caster to see perfectly well in any nonzero level of illumination. Special failure mode on causes normal light levels to blind the caster. Special failure mode two causes the caster's eyes to glow red, yellow, or green. Special failure mode three divides the duration by 2d6.
This spell, cast with the other spells that morph appearance or bodily form, permits those spells to affect people other than the caster. Special failure modes are inherited.
This spell causes the caster's speech to seem important, persuasive, and reasonable to listeners. They will not interrupt the caster and will listen with attention to what the caster has to say. The beneficial effects of this spell can be overcome by saying really stupid things. The caster may get 2x duration per +1 mana. Special failure mode one causes the listener to think the caster is trying to trick them. Special failure mode two costs the caster use of their voice for 3d6 minutes. Special failure mode three causes whatever the caster says to sound unimportant and trivial.
This spell permits the caster to emit subtle odors that have meaning. The meaning can be tailored to people the caster is near if the caster makes a scent perception roll. If not tailored specifically the message will be broadcast to those nearby - unless there are high winds or some such interference. These messages must be simple, e.g. ``I like you'', ``You're acting like an idiot'', ``Help!'', and pheromone speech is strongly biased toward emotion and away from technical content. Two characters that are both using this spell may have a conversation, albeit with a somewhat limited vocabulary. Special failure mode one divides the duration by 3d6. Special failure mode two causes the messages to be slurred. Special failure mode three makes the scent much stronger, strong enough to excite comment.
This spell removes strong desires from its target. Lust, rage, etc. are suddenly dimmed to interest, annoyance; the mild version of the feeling. Targets that wish to may resist with a magic save which is at -5 per +1 mana. Special failure mode one halves rather than quenching the desire. Special failure mode two causes the desire to be transferred to the caster where it will either take root if appropriate or fade over a period of several rounds if inappropriate. Special failure mode three duplicates the desire in the caster (treat as in mode two) without removing it from the target.
Save that it is area effect, at +2" radius per +1 mana, this spell is the same as Quench Desire. Added mana may be spent as with quench desires.
This spell causes the caster to emit a subtle scent that causes them to seem undesirable and even dangerous to other members of their own species. Special failure mode one causes the spell to act as an Attract spell. Duration is 2x per +1 mana. Special failure mode two divides the duration by 3d6. Special failure mode three increases the target of the spell, e.g. a human using this spell might scare dogs.
This spell divides the effective amount of alcohol consumed during its duration by 3. The caster may double duration or add +2 to the effect divisor for +1 mana. Special failure mode one causes the avoided alcohol to suddenly affect the caster at the end of the duration. Special failure mode two causes the avoided alcohol to flow from the caste to anyone who touches him. Special failure mode three divides the duration by 3d6.
This spell either gives the caster the skill Poison Resistance at his natural initial rank or adds +2 ranks if the caster already has the skill, +1 rank per +1 mana. The duration is 2x per +1 mana. Special failure mode once gives a -30 penalty to the caster's skill roll. Special failure mode two is a fizzle. Special failure mode three divides the duration by 3d6.
This spell causes the caster to change sex. They retain much of their original appearance, becoming a female or male version of their original self. This spell may be used with othermorph. Special failure modes result in various degrees of partial transformation.
This spell is cast with a particular person, who must be present, in mind. It causes the caster's speech to seem wonderfully musical and a pleasure to listen to. Suggestions made by the caster will be taken very seriously and the listener will feel a need to please the caster. The caster may affect +1 person per +1 mana and the duration is 2x per +1 mana. Special failure mode one causes the casters voice to horrify the person in question - they won't even listen to what the person says. Special failure mode two costs the caster use of their voice for 3d6 minutes. Special failure mode three causes whatever the caster says to sound self serving and vile.
This spell permits the caster to see, as a form of aura, the current emotional state of other creature. It requires practice to understand the meaning of the colors and patterns this spell makes apparent. Duration is 2x per +1 mana. Special failure mode one renders some group of related emotions invisible. Special failure mode two divides the duration by 3d6. Special failure mode three permits the caster to see only one group of related emotions.
Cast before conception this spell determines the sex of the child, if the duration hasn't run out. Duration is 2x per +1 mana. Special failure modes result in the child being unusual in minor to major and not necessarily negative ways.
This spell transforms the caster's skin, letting the caster choose color, texture, and other qualities. The caster may give themselves up to +3 armor, but no more than one per category, and armored skin tends to look unusual. Special failure modes cause unintended modifications.
This spell is cast across an intimate bond (see: Intimate Tie). There is no range limit. It forces the caster's partner to save versus magic or die at -5 per +1 mana. If they make the save they take d100 points of magic damage, which may still kill them. Special failure mode one forces the unconsciousness save on the caster. Special failure mode two causes the caster to take as many hitpoints as the partner does or as many as he has if he dies. Special failure mode three causes the caster to get a splitting headache, -20 to all skills requiring concentration - such as spell casting - for 3d6 hours.
This spell either gives the caster the thieving skill Sneak at his natural initial rank or adds +2 ranks if the caster already has the skill, +1 rank per +1 mana. The duration is +10 minutes per +1 mana. Special failure mode once gives a -30 penalty to the casters skill. Special failure mode two is a fizzle. Special failure mode three divides the duration by 2d6.
This spell permits the caster to move a person from drunk to the morning after in a split second. The drunkenness must have resulted from alcohol or a very similar substance - this spell does nothing for more exotic chemical indulgences. The caster may touch and affect +1 person for +1 mana. Special failure mode one causes a really bad hangover. Special failure mode two causes regurgitation in the course of attaining sobriety. Special failure mode three transfers the drunkenness to the caster.
This spell is cast across an intimate bond (see: Intimate Tie). There is no range limit. It causes the caster to fall unconscious and the caster's consciousness to join the partner's consciousness. The caster sees through the partners eyes, hears through his ears, feels what he feels, etc. The caster may not use their own abilities, save for thought and spirit skills, unless they can multistream (see the spell of the same name in Vision Magic), in which case the caster may stay conscious. The partner is unaware of the caster. Duration is 2x per +1 mana and the caster may withdraw at any time. Special failure mode one blocks a randomly selected sense. Special failure mode two makes the partner aware his consciousness is being tapped. Special failure mode three reverses the direction of information flow.
This spell allows the caster to see in starlight or better. 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 change some bizarre color. Special failure mode three divides the duration by d6.
This spell renders its target sterile. Unwilling targets get a magic save, at -5 per +1 mana. Special failure mode one causes the sterility to fade after 3d6 weeks. Special failure mode two causes the spell to be contagious - anyone who touches the target of the spell must save versus magic, at +15 better than the original spell, or be affected as well. Special failure mode three reflects the spell back on the caster without the caster's knowledge.
This spell stops the caster's bleeding and restores d3 hitpoints if the character was recently wounded and wounded since the last time the spell was cast; this includes transferred wounds. It also adds +30 to the caster's bleeding save, +5 more per +1 mana. Special failure mode one cancels the save bonus. Special failure mode two allows the save bonus but causes a d3 wound. Special failure mode three does d6 wounds of size d3 and cancels the save bonus.
This spell is cast across an intimate bond (see: Intimate Tie). There is no range limit. It forces the caster's partner to save versus unconsciousness at -5 per +1 mana. Special failure mode one forces the unconsciousness save on the caster. Special failure mode two causes the caster to become unconscious if their partner does. Special failure mode three causes the caster to get a splitting headache, -20 to all skills requiring concentration - such as spell casting - for 3d6 minutes.
This spell is cast across an intimate bond (see: Intimate Tie). There is no range limit. The spell causes the intimate to become subsumed within the caster, taking on a subordinate existence. The intimate and whatever he is carrying vanishes from the world. The intimate's knowledge and memories become part of the caster's knowledge and memories. The caster may, by concentrating, summon up the intimate's semblance and, in that form, use all of the intimate's skills - but not their own. The caster may learn any skills the intimate as as if they were working with a skilled tutor. The caster must make a stress save to take on the form of the intimate. The caster may resume their own form by making an additional stress save, using their own stress save. While in the form of the intimate they are almost indistinguishable from the intimate. Only their added knowledge and differing motivations are available clues. Whichever form is currently visible determines the aura of the individual. Powerful magic intended to uncover truth makes a spell vs spell roll against the subsumption. Special failure mode one breaks the intimate tie, preventing the subsumption. Special failure mode two is like one and does the caster d3 points of health. Special failure mode three is like two but also stuns the caster for 3d100 rounds.
Cast on the female half of a a pair of creatures from different species this spell permits a fertile union that would normally be impossible. Conception must occur during the spell duration, which is 2x per +1 mana. The potential father must be in physical contact with the potential mother (e.g. holding hands) when the spell is cast. Other details and special failure modes are left to the referee.