Introduction
Spells
Alertness(F)
Antidispell
Antimagic(F)
Apportation(F)
Assay
Baffle Device
Barrier
Bind Mana
Bladefist(F)
Breakfall
Catseyes
Cloak(F)
Close
Darkness
Deep Pocket(F)
Deflection(F)
Detect Heat
Detect Lie
Detect Life
Detect Traps
Disintegrate(F)
Dispel Magic(F)
Divination
Escape(F)
Exorcism
Familiar
Farsee(F)
Force(F)
Forecast
Gate
High Antimagic(F)
Levitation(F)
Lore
Mage Block
Mage Portal
Magerunes
Magestaff(F)
Magic Armor(F)
Magic Missile
Magical Servant
Mark
Open(F)
Planar Apportation(F)
Protection from Magic(F)
Protection from Teleportation(F)
Recharge Item
Restore Mana
Reverse Antimagic
Rune of Accuracy
Rune of Defense
Rune of Power
Rune of Protection
Rune of Wounding
Rune of Slay Lycs
Rune of Slay Spirits
Sanctuary(F)
Sense Magic
Servant
Shell
Steal Magic(F)
Summons(F)
Synlore
Telekinesis
Teleport
Template
Translate
Trigger
Waken Power
Warrior Servant
Werelight
Witch Sight
Thaumaturgy is the magic that deals with knowledge and magic in it's elemental form. Thaumaturges are also able to manipulate dimensional barriers and to divine the crafting of spells within an object. Their primary ability in combat is blasts of invisible force and the dread spell disintegration. Thaumaturgy allows the caster to enchant weapons.
This spell adds +3 to the recipient's surprise and perception saves. The spell duration is 2x per +1 mana the bonus to saves may be increased by +3 for +1 additional mana. Special failure mode one is a fizzle, special failure mode two reverses the effects, mode three puts the recipient into a deep sleep or, if he saves versus magic, acts as mode two.
This spell can only be cast with another spell. It adds it's casting time and mana to the total needed to get the other spell off. The effect is to give Dispel Magic a -10 penalty against the spell in question, -10 more per +1 mana. The mana spent for this spell also counts against the -3 per mana involved for computing the chance of dispelling magic. Special failure modes are inherited. This spell also subtracts its minus from the probability that a Reverse Antimagic will work if it is cast with an Antimagic.
This spell sets up a hemispherical or spherical bubble (at the caster's whim) around the caster. Any incoming spell is stopped by the barrier if the caster saves versus magic at plus the protection in the antimagic field. The mana in the spell stopped is subtracted from the protection in the shell. The protection is the four times the mana invested in protection. One mana point will add +10 meters to the maximum radius of the shell, one mana will double the duration, +3 mana will let the mage choose a shape other than a sphere for the shell though it must still be a function in spherical coordinates (no line outward from the mage may hit the shell more than once), finally +5 mana will let the protection move with the mage and contract or expand as the mage wishes. If the shell is stationary it will go down when the mage steps through it. Mana spent on any of these added effects is not counted as part of the protection. Someone inside the protection can cast spells at the mage normally. Outgoing spells are not affected by the antimagic. Special failure mode one give a -30 penalty to the magic saves of the caster. Special failure mode two causes the spell to have 5+d100 times the normal radius (if fixed radius) or to be the fixed radius version is the variable/shaped version was intended. Special failure mode three causes the effect to be inside out. See the spell Reverse Antimagic: when making a magic item with an Antimagic in it the caster's magic save should be recorded. Illusions are able to pass through an antimagic at will. If the hex containing the center or target of an area effect spell is inside an antimagic then the antimagic functions against it otherwise it does not. The shield is transparent to damage effects.
This spell allows the mage to travel instantly to any place he has been or has a good description of. It may be anywhere or anywhen, but it must be on the same plane the mage cast the spell on. The caster may apport +1 person per +1 mana. The people must be near the mage but need not touch him. Unwilling people get a magic save not to be apported if they are not touching the mage. If the mage attempt to apport based on a bad description or while unaware of some relevant modification of his drop zone, he must roll on the teleport failure table. Special failure mode one requires a roll on the teleport failure table. Special failure mode two requires such a roll at +30. Special failure mode three causes a dimensional rift lasting for from seconds to centuries with referee chosen effects.
This spell allows the mage to tell how much mana is in a magic item with a magic skill roll. In addition if he makes his roll with thaumaturgy at minus 10 per rank of a spell in the item he may identify the area of magic it is in. If he can cast the spell he gets +30 to this roll. If he cannot cast the spell but has the area of magic it is in, he gets a +15 bonus. The caster may add +2 to the roll per +1 mana spent. Multiple areas are rolled separately. Casting this spell after meditating more than (items complexity)x10 minutes allows the caster to get the rough outline of the items action diagram. A mind within the item may reduce assaying rolls by the amount it makes a stress save by. A sucessful roll in the mage's area of magic where he has Assay will detect the presence of a mind. Special failure mode one is a fizzle, mode two gives about 50% error in quantatative data obtained by the spell, special failure mode three causes the caster to get wildly false information.
This spell allows the caster to put a penalty of 5 per mana spent to any skill roll to unlock, disarm, open, or even comprehend a mechanical device. It will also give the device a 5 x mana spent on d100 chance of malfunctioning, at caster's option. For example this spell will cause a door to jam, a trap to not go off, an oar lock to break. The mage may touch a device to remove this spell from it without needing to dispel magic. Special failure mode one activates the break option or doubles its effectiveness if the caster had already chosen it. Special failure mode two causes the spell to fade after 10 minutes. Special failure mode three causes the spell to jump to another random item.
This spell allows the mage to create an invisible barrier. The base area is 10 square meters and the wall starts with 15d6 of damage. Attempting to bash through the wall will cause it to do 3d6 of magic damage to anyone within one inch or the barrier with a modest fizzling sound being the only clue other than the pain. If a living creature with a soul or spirit (humans, elves, dwarves, etc.) actually takes that damage it is deducted from the total in the barrier, at most 3d6 per zap no matter how many people get hurt. When the barrier is down to zero dice, it ceases to prevent passage, but in the case of a regenerating wall (see below) it does not go away.
If a creature or object does damage (impact, point, or edge) to the wall the damage done is compared to the total made by rolling the barrier's remaining dice. If the incident damage is greater the barrier goes down. The barrier is immune to magic, necromantic, spirit, and poison damage. Elemental damage (fire, lightning, cold, etc.) is halved before comparison save for void based damage.
The barrier's area may be doubled by expending an extra mana but it is always flat. A mana point will add +3d6 of damage to a barrier. The duration may also be doubled by expending an extra mana with durations of a year being treated as permanence. For +1 mana the caster may make the wall regenerate a die of damage, up to its maximum, per ten minutes. For +3 it can regain 1 per minute. For +5, one per round. For +7, two per round. At the end of the duration the wall loses a regeneration class per ten minutes until it ceases to regenerate, then a d6 of damage per minute until it is gone. Special failure mode one causes the barrier to flicker: there is a 15% chance each round it will toggle (turn on if off or off if on). The barrier does not deduct off time from its duration. Special failure mode two changes the 3d6 in the description to some other number of dice (roll d6 and reject 3). Special failure mode three causes a second identical barrier form in the mirror position on the other side of the mage.
This spell lets the mage put some of his own mana into an object. It requires three DPs per mana embedded. If the object is a magic item it can use that mana. Additionally any mage touching the object may use this mana as their own; it recharges as if it were a meditating mage. The magic skill roll for this spell is based on the total mana embedded in the item with this spell, including any previously embedded AND any recharging or permanent magic in the object as a magic item, but NOT charged mana. The mage may embed unspent experience as mana at the usual rate of conversion. The mage actually deducts the mana so embedded from his total of mana or unspent experience. This gives him the advantage of regaining mana more rapidly (especially if wounded) but it puts him at risk also since he can loose the item and hence the mana permanently. Special failure mode one is a fizzle. Special failure mode two allows the spell to dump the mana but causes anyone that uses the mana to have to save versus unconsciousness. Special failure mode three causes the item to recharge by draining nearby charged or recharging items at random with a proximity bias.
This spell makes any damage the mage does with his bare hands into edge damage (it would normally be impact). The mage may double the duration for each added mana and may add +1 point of damage per extra mana spent. Four extra pips of damage become an extra die instead. This spell causes the mages hands to shine with a faint bluish light and appear to be semi-metallic. Special failure mode one causes the mage's fingers to stick together in a fashion that makes him -10 to hit hand to hand, -20 with ranged attacks and -30 to cast spells. Special failure mode two causes the mages fists to have large mushy energy fields around them, like nerf gloves, that do half impact damage. Special failure mode three makes the mage take damage he does with his fists, in the hand and wrist area.
This spell causes the target to fall slowly (1 meter per second) until it lands on a stable surface. It requires a hit roll with the spell bonus to target it. Each extra mana point adds 100 kg to the maximum weight. If the mage wishes to breakfall an object the needed mana for weight is expended automatically. Special failure mode one causes the object to rise slowly to the height it might have fallen above its starting point. Special failure mode two causes the spell to quite after ten feet. Special failure mode three causes the object to hover for 1-6 rounds then fall.
This spell allows the character to see in the dark like a cat. Total darkness will still prevent him from seeing but normal nighttime darkness will not. The duration on this spell is doubled by each extra mana. The caster's eyes will glow faintly in the dark, he may select the color from yellow, red, green, and blue. Special failure mode one will make this glow increase to a clearly visible searchlight like beam (and allow sight in any amount of darkness). Special failure mode two causes the spell duration to be divided by 2d6. Special failure mode three causes the spell to blind the caster until the spell ends or is dispelled.
This spell gives the mage a magic save against any form of magical detection or location. A given detection spell will fail to detect him if possible, otherwise it will give incorrect information. If the mage is aware of the detection spell he may tailor what it detects. Each additional mana will double the duration of this spell or add +3 to the mage's save. For +10 mana this spell may be cast upon another. Special failure mode one causes the spell to fizzle. Special failure mode two makes all detection spells certain to find the mage but they mist give impossible answers. Special failure mode three makes the mage save at -30.
This spell magically seals any closed object so that it can only be opened by speaking a special password selected when the spell is cast, destroying it, or with an Open or similar spell. The mage that casts the close spell can cancel it by touch and he may himself open the closed object while the close spell is still in effect. This spell will not do the work of closing the object. For +1 mana the make may make a gesture, ritual, or circumstance replace the password. For +1 mana this spell will do the work of closing the door. Special failure mode one causes the spell to have a duration of 3d6 days. Special failure mode two deletes the password and the caster's ability to open the object; it is closed to all. Special failure mode three causes the closed object to gain additional methods of opening appropriate to the objects history.
This spell causes a cloud of opaque darkness. The darkness is completely insubstantial. For five additional mana the mage can see in the darkness. One added mana will double radius or duration of the darkness. Special failure one makes the result of the spell dimness rather than darkness. Special failure mode two causes the darkness to come in fog like patches instead of completely filling the area. Special failure mode three allows everyone to see through the darkness, it just interferes with the color vision. Modes two and three also cancel the casters ability to see through the darkness.
This spell allows the mage to make the inside of a small container much larger. The base spell makes the inside of the affected object 1 cubic meter. This interior volume may be doubled for +1 mana as may the duration. The special focus of this spell is the object it is to be cast on, hence a new special focus must be made for each Deep Pocket. Objects inside the deep pocket have one tenth their normal weight and this divisor may be increased by +10 for each +1 mana. Special failure mode one causes the deep pocket to have one- tenth the usual volume. Special failure mode two causes the pocket to have a small chance of loosing objects into whatever space it exists in when violently shaken (1-10%): this failure mode once attained with a given focus is invariably the result of casting this spell on that focus. Special failure mode three causes the pocket to be obvious to some sort of hyperspacial life form which may tinker with its contents in a fashion the referee believes to be fun, amusing, or appropriate.
This spell allows the mage to cause incoming missiles weighing 1 kilo or less to deflect away from the center of the area of effect. The radius may be increased 1 meter with an added mana, the duration may be doubled with an added mana, and the deflection weight may be doubled with an added mana. The mana use of this spell is demand draw if the caster wishes; the mage need not guess how much mana he needs. For five added mana the area of effect will move with the mage, otherwise it stays where cast until the duration runs out or the mage leaves the area. Special failure mode one causes the missiles to fall at the casters feet instead of deflecting away, which may or may not matter much: Grenade, anyone? Special failure mode two causes the spell to malfunction completely. Special failure mode three causes the caster to be +30 easier to hit with missiles.
This spell allows the mage to scan the area of effect for anything significantly warmer or colder than the surroundings. The area of effect may be extended out another 100 meters for an additional mana. The mage must make a perception roll to spot a heat source or sink. The roll is not needed for extreme heat or cold sources. The caster may add +3 to his perception save per +1 mana. Special failure mode one causes the spell to be nearsighted. Special failure mode two causes it to detect mana instead of heat without the caster being able to tell this other than by interpreting the reasonableness of what he sees. Special failure mode three blinds the caster.
This spell allows the mage to tell if someone he is listening to and can understand is lying. He must make a perception save to tell if the subject is lying, at penalties for a cleverly crafted half truth. The mage must save vs stress to participate in the conversation he is monitoring, due to the intense concentration involved. If he blows the save he has the choice of remaining silent or blowing the spell. The caster may add +3 to his perception save for this spell per +1 mana and for +3 mana he need not concentrate. Special failure mode one makes the perception save be at -30. Special failure mode two causes the caster to randomly feel lies (as opposed to feeling when they occur). Special failure mode three inverts the readings the mage gets.
This spell is like detect heat save that it detects life. A perception save made by 30 or more allows the mage a general idea of the type of life. Special failure modes are as detect heat.
This spell causes a mage's attention do be drawn to traps so that he may recognize them with a perception save. The referee should establish an order of interest for multiple traps based on the mage's personality and objectives. The mage will always know when trap(s) are present; he will feel uneasy. The first trap in the order is located with a normal save, the second with a -10 penalty, an so on. The mage may add +3 to this perception roll for each +1 mana. Special failure mode one deducts 30 from the perception save. Special failure mode two causes the feeling of uneasiness to be continuous. Special failure mode three is as two and adds visions of phantom traps as well.
This spell allows the mage to disintegrate 10 cubic meters of any contiguous non-magic non-living material. Each added mana will allow the disintegration of 10 additional cubic meters. Magical items disintegrate unless they make a roll of 3 x embedded mana or less on d100. This spell does living creatures d100 of damage against the smaller of edge or magic armor. See the area void element for other details on disintegration. In any case, disintegration produces a brilliant blue flash. The caster may add +d100 of damage per +6 mana. Each +d100 subtracts 30 from a magic item's roll not to disintegrate and the caster may no get off more d100 than one third his rank with Arcane Lore. Special failure modes are rerolled.
This spell allows the mage to attempt to disenchant an object or person. The mage makes a Thaumaturgy roll at -3 per mana involved in the spell he is trying to do away with and +/-10 per rank below/above his own the spell he is attacking has. If the spell is in an area the mage does not have there is a penalty of an additional -20. Spells in a school of magic the mage does not have are an additional -50. Embedded spells in magic items add a further penalty of -25 (charged), -50 (recharging), -100 (permanent). The mage may spend +3 mana to make the dispel have a 1 inch radius and may add +1 inch per +1 mana. The mage may add 5 to his dispelling roll per extra mana. The mage rolls separately against each spell in the area of effect. Other spells may make dispelling magic harder as well (e.g. anti-dispel). Special failure modes are at referee inspiration with effects being more horrific for mode three than two and two than one.
This spell is like Detect Heat except that it allows the mage to locate exceptionally powerful entities. Examples are imprisoned demons, old powers of the earth, wildly powerful mages, incredible magic items, etc. A perception save is required to detect such creatures at all. Making the save by 30 or more will allow some information as per the nature of the creature to leak through. The caster may add +3 to their perception save for +1 mana. Such creature often have means to escape such detection and may be detectable usually only when they want to be detected, are imprisoned, or are indifferent to the presence of others. Special failure modes are at referee inspiration.
This spell is a limited form of apportation that allows the mage to return to his home. The mage must spend about twenty minutes casting the first part of this spell in the place he calls his home. He can finish the spell with a single word (making it usable as a defensive action) and he will immediately be apported home. Unless an additional +4 mana are spent the escape spell will fail if the mage attempts to use it from another plane. The mana is spent as the final word is spoken. Spell failure requires rolls on the teleport failure table at +0/+20/+40 for mode one, two, and three respectively.
After this spell is cast the mage and anyone touching him are projected into the mind of the spells target. Once there they may do battle with anyone or anything that is possessing the person or may take control themselves. What the inside of a persons mind looks like depends on the person and the amount of trouble the referee is willing to go to. This spell can be simply a way of getting rid of Lycanthropy or it may be a plot device. If the referee proposes to run an adventure in such an environment he should detail the physics of the matter in some completeness.
The spirits of the mage and his companions are all that go into the mind of the spell's target, their bodies remain unconscious and vulnerable. Entrance into the mind appears as teleportation "poof" the mage and his buddies appear in the mental landscape but egress requires locating a way out, usually a part of the mental landscape tied to a real object or a current thought. Details are left to referee discression. If the mage is not a victim of special failure mode three then casting a dispel magic might be enough to break out.
Special failure mode one causes everyone, including the spirit of the proposed target of the spell and any possessing spirits, to end up in the casters mind. Special failure mode two causes the mage and those touching him to end up in in spirit form on the spirit plane. Special failure mode three causes the mage and everyone touching him to arrive in the victims mind semi-transparent and subject to attack but unable to attack themselves.
This spell is cast by the mage onto any non-sentient material creature. The mana is permanently invested in the creature. Once this is done the mage may concentrate and use the creatures senses, cast spells through the creature, and communicate telepathically with it, in addition to having access to the mana invested in the creature and any initial mana the creature itself had. Cats and goats are among popular choices for familiars as they have +2d6 mana above nominal. Loss of the familiar is annoying as the mana invested is lost with it until the caster goes through a rigorous regime of healing and also potentially fatal as the caster must save versus shock or lose 2d3 points of health when the familiar dies: even if he saves he loses one point. The caster may get this mana back by expending 20 DPs per mana in meditation
The creature that is the subject of a familiar spell will behave as an obedient servant to the mage. If the creature dies then the mage looses the mana permanently. If the creature passes beyond a radius of 1 kilometer from the caster or is separated from him by a substantial amount of stone or metal, he temporarily looses access to the mana and sensory information. The caster must spend five mana to make the creature a familiar, he may spend more. Any mana above five spent into the familiar are doubled. One near abuse of this spell that is allowed is to have the creature stay in a safe location and meditate, vastly increasing the rate for regaining mana.
The caster may spend added mana when casting the spell which is not permanently invested on any of the following effects. For +5 mana the creature may speak with a bit of an accent in the casters voice. For +3 mana the creature may draw on the casters stamina, hitpoints, health, and healing rate. Each time the familiar is wounded the caster may choose to take the damage for him. The previous effect may be run in reverse for another +3 mana; the caster may will damage on his familiar. Immunities and resistance are computed before damage is taken and so a familiar that is fire tolerant takes fire damage done to the caster as damage not as fire damage. For +3 mana the caster may allow himself to use the familiars body to do complex tasks (e.g. picking a lock) if the familiar allows him to.
All special failure modes cancel the effects of any added non-invested mana. Special failure mode one causes the familiar to be no more obedient that is normal for an animal of its type. Special failure mode two causes the animal to be literal minded to the point of abject stupidity in carrying out the casters orders. Special failure mode three kills the familiar and does to the caster what normally happens when a linked familiar is killed.
This spell allows the mage to use the special focus (usually a crystal ball or magic mirror) to see faraway people and places. In order to work the mage must concentrate on the spell. The mage must have some piece of the thing he is trying to see, must be very familiar with the target, or have used farsee on it three times before in the recent past. For a person such a piece might be a hair clipping. For a city it might be a bit of dirt from it's street. For +3 mana this spell will allow the mage to smell the far side of the link. For +5 mana the mage may hear what is being said. For +7 mana he may use spiritual abilities through the link. For +10 mana he may cast a single spell through the Farsee, though this will both break his concentration and destroy the usefulness of his bit of the person or place in question. Each time beyond the first that a mage uses a Farsee spell within a given day he must save vs insanity or lose a point of sanity. The mage may add or subtract 5 from this save for each +1 mana. Normally the view is fixed. For +3 mana the view may pan at a rate of 3", +3" per +1 mana. It requires +5 mana for the Farsee to reach other planes of reality (unless the referee has placed a cost structure on his alternate planes). If a farsee is permanently embedded in an item the item may maintain the concentration but a save versus insanity is required at the end of each 10+WP minutes and casting a spell still breaks the connection and denatures the any sample used to target the farsee. Special failure mode one causes any insanity saves to be made at - 30. Special failure mode two leads to random targeting. Special failure mode three leads to a possession attempt by a spirit during the farsee, details are left to the referee. The spirit is not necessarily malign.
This spell lets the mage throw a blast of invisible force that will do 4d6 of point damage or 6d6 of impact damage, stamina first versus point or impact defense. The mage may add d6 of impact damage per added mana or +2d6 of point damage per three added mana. For +3 additional mana the caster may make a burst of impact damage around the target doing 4d6 less than the main effect in a radius of one inch per 2d6 in the main effect. This spell may not do both types of damage at once. Special failure mode once causes the force to ground zero the mage. Special failure mode two is rerolled on the next highest table. Special failure mode three is rerolled on the next highest table.
This spell allows the mage to tell what the weather will be like the next day. Each added mana lets him project the forecast a day into the future. The forecast requires the mage save vs perception to get an accurate reading at -10 per added day. The perception roll is made separately per day until the mage fails a save. The caster may add +3 to his save per +1 added mana. Special failure modes cause inaccurate forecasts that the caster believes to be accurate with the severity of the boo-boo being related to the level of special failure mode.
This spell opens a portal in the air to anywhere the mage could normally go with planar apportation (see the spell of that name). The mage may increase the area of the apportal by 10 sq meters per added mana. If the caster speaks the name of a god, demon or other supernatural being the Gate will seek that being even if the caster could not apport to that being's location. Special failure modes are at referee discression.
This spell is like Antimagic save that spells that it intercepts transfer their mana to the caster and the caster may dump mana into the shield at any time during the spell duration though he may not increase the protection above its nominal level. In addition this shield can, at the caster's option, function against Illusions.
This spell gives the mage a flying movement of 4". Each added mana may add +1" to this. The mage may levitate an additional 100 kg in his close proximity per added mana . All levitated objects must remain in close proximity while levitating or they will fall. The mage gets no particular protection against ambient winds and must overcome them with his flying movement. If this spell is put into a magic item it can maintain the concentration. Special failure mode one allows the caster only vertical control after one minute: he blows with the wind. Special failure mode two causes the caster to have to save versus stress every sixth round to maintain concentration. Special failure mode three causes the caster to have no control over his orientation.
This spell allows the mage to get images, like those of a Farsee, from an object he is meditating over. They will be from the objects past and will center on traumatic past experience that happened near the object and on it's creation. It requires hours of meditation to get readings. Any information about the objects use or operation must be deduced. The added mana for added sensory data are as with farsee save that spells may not be cast through a lore spell. Special failure mode one causes the caster to follow the trail of some other object or person that the object he's trying to lore was associated with in the past. Special failure mode two causes the caster to save versus unconsciousness each time he gets a piece of information (failing causes the caster to pass out and possibly have weird dreams related to but of lower quality than the lore). Special failure mode three causes the caster to be the target of possession by a spirit. The caster may follow a person or item associated with the item being lored, as per special failure mode one, intentionally by making a stress save at -30 and this save may be increased by +5 per +1 mana.
This spell creates a barrier visible only on the spirit planes that prevents a creature or magic item from regaining mana. It can be removed by the caster at a range of touch. The barrier can be removed as if it were a welded suit of armor by the efforts of someone on the spirit plane or with spiritual awareness (20 H.P. generic defense 10). Notice that disassembling such a suit of armor is not something you would want to try with your bare hands. This spell gives the recipient +5 points of armor versus magical or spiritual damage, and hence might be beneficial to a warrior. For +5 mana this spell affects a hex, +1" radius per +2 mana. Special failure mode one causes the shield to be porous reducing the recharge rate by half instead of to zero. Special failure mode two causes a shield to form around the caster as well: you get a pair of shields if you are throwing this on yourself. Special failure mode three causes the spell to fail and the caster to take 3d6 of magical damage (stamina first, vs. armor) per mana spent. There is no save against this effect though an antimagic can stop it.
This spell opens a door in the air that people and objects may step through. The mage must have line of sight on both ends of the portal when he casts the spell. He may add 10 square feet to the area or 100 meters to the range for +1 mana. If someone is using the Mage portal when the caster's concentration is broken, roll on the teleportation failure table. Special failure modes also roll on the teleportation failure table at +0/+20/+40 for mode one, two, and three respectively.
This spell allows the character to use his finger to write like a felt pen in glowing silver for the shorter duration. Once written the runes can continue to be visible throughout the longer duration or may fade only to reappear when a specific trigger event happens in which case they last up to 10 minutes (mage's choice). The trigger may not be too complex. The mage may get 2x duration for +1 mana. Special failure mode one causes the runes to leave a stain behind that makes the writing visible indefinitely. Special failure mode two causes the lines of the runes to move, garbling the message or blurring a picture. Special failure mode three causes the runes to be polychromatic. When Magerunes are used in their triggered mode they normally are gone after one reading. The caster may get 2x as many readings/triggerings for +1 mana.
This spell is usually cast on a mage's staff, but it may be cast on any wooden weapon that has a personal attachment for the mage. The mage spends 2 DPs per mana the weapon may accept when finishes engraving runes. Once this engraving is done (and the casting roll made) the mage may dump the manna in with a delay of -3 and no casting roll. The weapon or staff itself must be the special focus of the spell. For the base three mana the weapon gains +5 to hit, +1 damage, +2 break, and sheds werelight on command. For each two added mana the mage can get +1 damage and +2 break or +5 to hit. For +5 mana the damage done can be changed into edge or point damage instead of whatever the weapon normally does. Recall that each +4 points of added damage are treated as a +d6 instead.
The mage may purchase the following effects for additional mana. For +3 mana the weapon can be summoned as per the Summons spell. For +3 mana the weapon will do 6d6 of magic damage, +2d6 per +1 mana to unauthorized users of the weapon when they draw or grasp the weapon initially. For +5 mana the magestaff will force an unconsciousness save in opponents when it does hitpoints. For +1 mana the staff will glow when touching something that contains mana (other than its possessor) with brightness proportional to mana content. A caster may spend no more than three times his rank plus two plus three times his rank above four mana on this spell and no weapon may have more than one instance of this spell active at a time. The caster may spend the mana for this spell permanently at any time once the runes are engraved. Special failure mode one causes the staff in question to need 50% more mana than usual to be triggered. Special failure mode two causes the staff to have a warped copy of the caster's personality in it that can speak with anyone touching the weapon. Special failure mode three causes the staff to detonate the first time the spell is activated destroying the staff and doing (6+mana in staff) d6 of magic damage.
This spell gives the recipient +12 armor, divided as the caster wishes, among the six categories of armor, though no more than half may go to one type of armor. This armor covers all body areas. For each +1 mana the caster may add +3 armor. The duration may be doubled for each +1 mana spent. Special failure mode one permutes the armor categories. Special failure mode two causes the armor to go to two randomly selected armor categories. Special failure mode three causes the spell to do d6 per mana of damage to the intended recipient.
This spell allows the caster to fire a tiny blue bolt of force that does d5 of point damage as a missile. The caster uses missile hit roll at +5 to hit and may get added damage for exceptional hits. For each +1 mana the caster may fire an additional missile at -4 delay or may buy +5 to hit. The missiles leave a smell of ozone and make a soft crackling sound. Special failure modes are rerolled.
This spell is the same as the Warrior Servant spell except that the servant summoned has 10 in all its basic requisites and the skills Magic and Thaumaturgy at the base level. The caster gets 10 points per added mana to the basic statistics and skills of magical servants, though the servants statistics may not individually exceed three times the caster's rank with thaumaturgy and they may spend no more than the caster has on any individual nonmagical skill. For each +3 mana the caster may bestow an area of magic he has on the Magical Servant at the base level. The caster of this spell will almost certainly want to cast it so as to have the magical servants stay around for a long time so that they may improve their skills. See Warrior Servant for various properties than may be enhanced by added mana. Special failure modes are as for Servant.
This spell puts a mark on the creature touched. Anyone viewing the creature that personally has ten or more mana will be able to see the mark. It will let them know the signature of the mage who put the mark there and what his desire with regard to the creature is. The mage may mark the creature to be helped, killed, obeyed, ridiculed, whatever. Anyone who obeys the mark of their own free will puts the casting mage in their debt to an extent commensurate with their aid to him. For an additional nine mana the mage can cause people unable to see the mark to save versus magic or do the will of the caster with respect to the marked individual, but only to a degree not terribly inconsistent with their normal behavior. Special failure mode causes the intent of the mark to go astray to a degree that increases from mode one to mode three.
This spell opens a stuck or locked object. It can open an object closed with a Close spell without destroying the object, if the caster saves versus stress. The caster may get +3 to this save per +1 mana. Special failure mode one causes the the object opened to disintegrate if it is not at least as strong as a 2x4 plank; th spell fizzles otherwise. Special failure mode two causes the object to jam worse than it was before, if possible. Special failure mode three causes the spell to fizzle and requires an unconsciousness save in any case.
This spell is like apportation save that the apportation can cross from one plane to another. Note the possibility of having to roll teleport failure in interplanar trips is far more perilous.
Any spell, other than those in the elemental school of magic that do direct damage will be stopped by a Protection from Magic spell. In addition no spells other that those in permanent magic items on the person of the recipient of the spell when it is cast can affect the recipient. Thus, magic weapons do not get their bonus to hit the recipient. Magical creatures, demons, elementals, etc., must save vs magic to enter the protected zone and take d3 hitpoints with no defense each time they enter it. The recipient may not be affected by beneficial spells other than those in permanent magic items he had when the spell was cast on him. The recipient of the spell has, by fiat, 1 mana when the spell is in force and must recharge naturally when it ends. Charged magic items are drained down to 1 mana and recharging items are suppressed (though not drained) when the hit the area of effect. The caster may give 2x radius or duration for +1 mana. Notice he is potentially in trouble if the radius includes him when the spell is completed. Special failure mode one causes the spell to fizzle. Special failure mode two causes the radius to be multiplied by 2d6. Special failure mode three causes the spell to suppress even permanent magical items.
This spell creates a zone around the caster into which it is abnormally difficult to teleport. Any teleportation ending inside the area of effect requires a save versus magic to complete. If the save is blown then the teleporting party will end their teleportation outside the area of effect and are entitled to a roll on the teleportation failure table. The caster may get 2x radius, 2x duration, or -10 to the magic save to enter the area for +1 mana. Normally the effect is static; for +2 mana it can move with the caster. Special failure mode one causes the caster to lose one mana each time the field stops or fails to stop a teleport. Special failure mode two causes the area to leak small amounts of ether and, occasionally, monsters. It will tend to attract nearby non-corporeal creatures. Special failure mode three causes the caster to teleport 2-12" away from anyone that manages to teleport into the area of effect, though the caster will stop short of solid objects.
This spell allows the caster to dump his own mana into a charged or recharging item. This spell does not allow the caster to put in more mana than the item can usually hold. The mana spent on the spell is multiplied by the mage's recharge factor and then placed into the item for charged items. The recharge rate for recharging items is 2:1 of the mana spent. Special failure mode one causes a fizzle. Special failure mode two triggers a random or appropriate effect from the item. Special failure mode three causes all the caster's mana to flow into the item and possibly be wasted as well as a triggering event as in mode two.
This spell allows the mage to siphon mana out of a charged or recharging magic item to recharge his own store. Four mana are needed to start the ball rolling. For each mana above the four spent the mage will get two mana back out of the item, assuming they are there. Note this means at eight mana the mage breaks even. The caster may supercharge his mana, loosing the supercharge at the rate of one per 10 minutes. Special failure mode one causes the mage to get back one mana per mana spent over 4. Special failure mode two causes all the mana transfered to erupt in a mana storm doing 2 hit points of damage per mana in a 2d3" radius with a delay of -2d6 pips. Special failure mode three causes mana to move randomly among the mage and any charged items he carries.
This spell, if it hits the protection field generated by an Antimagic spell, forces a save versus magic (the caster of the Antimagic's magic save, assume 75 if this number is not known) or the Antimagic spell will turn inside out shielding people on the outside against the spells of those in the interior. The caster may subtract 5 from the magic save per +1 mana to a maximum of twice his rank in thaumaturgy of mana expended in this manner. Special failure mode one causes the mana of the Reverse Antimagic to add to the Antimagic (protection=4x mana). Special failure mode two simply brings down the antimagic spell. Special failure mode three causes the antimagic to leap to the caster of the reverse antimagic without turning inside out: it shields the rest of the world from the spells of the caster of the reverse antimagic. This shield can then be reversed.
This spell require the mage to spend three DPs plus one DP per three mana he wishes to be able to expend into a weapon engraving a rune on the weapon. Once the rune is engraved the mage may give the weapon +5 to hit (or missle or bow bonus as appropriate) by dumping three mana into it. This is done as casting a spell with a delay of -3. Each two additional mana give the weapon +5 more to hit. The duration of the spell may be doubled for each +1 mana. Special failure mode one causes the rune to function backwards giving a minus to hit rather than a plus. Special failure mode two causes the weapon to do a critical (hit or miss) one tenth more often (usually on an eight). Special failure mode three causes the weapon to become a backbiter: save versus agility or the sword strikes at the wielder.
This spell require the mage to spend 4 DPs plus 1 DP per two mana he can expend into the weapon engraving a rune on the weapon. Once the rune is engraved the mage may give the weapon the ability to divert up to ten points of his hit bonus into the wielder's physical elusiveness by dumping four mana into it. This is done as activating a magic item with a delay of (-3). Each additional mana gives the weapon +5 more diversion capability. The spells duration is 2x per +1 mana. This rune may not drop a persons hit bonus below +0 or its normal level (whichever is smaller) and the person must be freely wielding the weapon for it to defend them. Special failure mode one causes the weapon to always use its maximum level of diversion. Special failure mode two causes the weapon to use its current diversion level as a hit minus as well. Special failure mode three causes the weapon to divert "to hit" into "elusiveness" only on rounds where its wielder saves versus stress.
This spell requires the mage to spend fifty or more determination points engraving the rune on an object. When he finishes the rune he may dump experience, even experience he has already spent, into the object. The abilities that experience represents are usable by some one person touching the item or, once the item has been used several times, keeping that item on their person. In addition any unspent experience dumped into the item may be applied to any of the wielder's abilities the first time he touches the item, which fixes their application with respect to that person. Another wielder may apply them differently. For each two unspent experience points put into the item the item gets one additional unspent experience point. Things that can only be bought with initial design points may not be dumped into a Rune of Power nor bought with its unspent experience points. The mana cost for this spell is half the number of experience points poured in.
For +3 mana, anyone other than the creator of the rune must save vs stress or become subject to the will of the creator of the rune each time they use any power of the item, e.g. as Sauron's ring. This will may be entirely general or focused on a single task. This save may be decreased by -5 per +1 added mana. This will-control effect is contagious to runes of power made with the help of a given rune, so long as they have fewer points dumped into them. The creator of a rune of power may dump in knowledge, information, and emotions that do not cost experience and will dump an image of his personality into the ring if he uses the added mana to make the ring a tool of his will. Emotional information is not lost to the creator when he does not have the ring. Knowledge is, e.g. if a mage dumped knowledge of spells into a ring then he would have to wear that ring to remember how to cast those spells. He could learn them again, and as if he had a tutor if he had intermittent access to the item with the rune of power. It requires one-tenth the DPs needed to learn knowledge not tied to experience to place such knowledge into a rune of power, in addition to the fifty required to make it in the first place.
Special failure mode one causes all the points invested in some one skill the caster did not wish to lose to get sucked into the item instead of the things he wanted to dump in . Special failure mode two forces the caster to save versus shock at minus the total points dumped into the item or die: if he saves the spell fizzles. Special failure mode three causes the caster to lose every added stam, hit, health, mana, mind, ego, and sanity above nominal to go into the item instead of what he had intended.
This spell require the mage to spend five determination points plus one determination point per mana he can expend into the item engraving a rune on the item. Once the rune is engraved the mage may give the item the ability to bestow +5 physical elusiveness by dumping five mana into it. This is done as casting a spell with a delay of (-3). The mage may give +3 physical elusiveness for each extra mana placed in the item. The duration of the spell is 2x per +1 mana. Special failure mode one causes the rune to decrease the wearer's physical elusiveness against targeted non-damage spells by the same amount it increases the elusiveness otherwise. Special failure mode two causes the recipient of the spell to look blurry like superimposed images a centimeter apart and divides the duration by 2d6. Special failure mode three reverses the effect of the rune decreasing elusiveness rather than increasing it.
This spell require the mage to spend three determination points plus one determination point per three mana he can expend into the weapon engraving a rune on the weapon. Once the rune is engraved the mage may give the weapon +1 point or edge damage or +2 impact damage by dumping three mana into it. This is done as casting a spell with a delay of (-3). The damage type must be the same as the weapon normally does. Each three additional mana give the weapon +1 point/edge or +1 1/2 impact damage, round up. The spells duration is 2x per +1 mana. Special failure mode one causes the weapon to get stuck in the target on a hit that does hitpoints unless the wielder saves versus agility. Special failure mode two causes the weapon to be too "eager" to hit so that each +1 of (edge equivalent) damage causes a -3 to hit. Special failure mode three causes the weapon to have double the damage bonus it would otherwise have but requires an agility save as in mode one at -5 per hitpoint done.
This rune requires forty determination points to engrave on a weapon and dumping fifteen mana into the weapon as a a spell with a delay of (-3) will empower it. The caster may get 2x duration per +1 mana. The weapon with an active rune of Slay Lycs has +10 to hit (anything), and does d100 of damage in addition to it's normal damage when it hits a Lycanthropy. Note that a Slay Spirit rune, below, is only efficacious on a Lycanthropy in its disembodied form. The Slay Lycs rune will not work on the wholly human form of a Lycanthropy, only an at least partially animalistic form. The hit plus of a Slay rune does not add with other magical hit pluses, rather the largest hit plus is used. The caster may optionally make the weapon special for one type of Lycanthropy, e.g. werewolves or wererats. In this case the weapon is +15 to hit but only does added damage against the single type of Lycanthropy. Special failure mode one deletes the to hit pluses and makes the weapon +0 but the damage bonus remains. Special failure mode two deletes the damage bonus but leaves the hit pluses. Special failure mode three reverses the hit plus against creatures that the weapon would to extra damage to (-10 to hit in the general case) and deletes the damage bonus.
This rune requires forty determination points to engrave on a weapon. Spending fifteen mana, as a spell, with a delay of (-3) into the weapon will empower it. The duration of the effect is 2x per +1 mana. A weapon with an active rune of Slay Spirits is a has +10 to hit, and does d100 of damager in addition to it's normal damage when it hits a (disembodied) spirit. It is also able to touch or hit things on the spirit plane. A Slay Spirit rune is only efficacious on a free floating spirit, not an imprisoned spirit or a spirit in possession of a body. It is effective against demons, etc. in spirit form. The hit plus of a Slay rune does not add with other magical hit pluses, rather the larger hit plus is used. If the caster wishes he may make the rune special for a particular type of spirit in which case it is +15 to hit but does its extra damage to only one sort of spirit.
This spell makes the mage unremarkable and unnoticeable so long as he doesn't act in an aggressive fashion. People who would normally be interested in him must save versus magic to notice him. Others will completely miss him unless he does something very obvious. This spell will not break the attention of someone actually watching him. The caster may put a penalty of -3 per +1 mana to the saves to notice him and the spells duration is 2x per +1 mana. Special failure mode one will cause the caster to be very noticeable on any round where he fails to save versus stress. Special failure mode two will cause the caster to be extremely noticeable to some sense he does not possess. Special failure mode three causes the caster to glow, emit buzzing sounds, and stink.
This spell makes a mages nose sensitive to magic. The "odor" of the magic will give, possibly cryptic, clues to the function of the magic. Intensity of smell will correlate to the amount of embedded mana or rank of spells involved. Making a perception roll is necessary to accurately locate magic, making it by thirty or more gives good solid clues about it. The save is +3 per added mana, the duration 2x per added mana. Special failure modes result in misinformation. Mode one causes misidentification of items as magic/non-magic. Mode two causes the caster to get incorrect clues as to the type of magic. Mode three causes the intensity information to be maliciously randomized.
This spell will summon up a translucent field of energy that will serve the mage as a menial. Its appearance will be as the mage desires, but it may not be too large and will be very concerned with its own survival. It will only obey the mage if it is not placed in jeopardy by his orders. The servant will, if summoned multiple times, develop a personality. Unless the mage specifically prevents it, the servant will build up memories from summoning to summoning. The servant's personality is a reflection of his summoners (have you ever noticed that pets come to look like their masters?) The servant has basic requisites of six. For each +1 mana the spells duration may be doubled or the servant may be granted +1 to its requisites to a maximum of ten. Special failure mode one creates a paranoid servant. Special failure mode two causes the servant to be surly and disobedient in the sense of obeying the letter of the casters commands. Special failure mode three causes the servant to obey anyone as if they were the caster.
This spell allows the mage to place a spell into a magical shell that releases it, as if it had just been cast, when some trigger condition occurs. This trigger condition cannot get information from inside another magic item's action diagram. The rank or the shell spell is 3 or the rank of the highest rank spell inside the shell, whichever is higher. The mana for figuring the magic skill roll is 5 plus the embedded spell's mana. Multiple spells may be embedded. The trigger condition may not be too complex. There is a penalty to the spell casting roll of -10 to embed Arcane Lore spells outside the area of Thaumaturgy and -25 to embed spells from outside the school of Arcane Lore. For each +1 mana the caster may make a spell with a duration of instantaneous reusable once. Thus, a force spell in a shell could go off three times for +2 added mana. The trigger conditions must be re-fulfilled for reuse of the spell. A caster may not have any more Shell spells active than their rank in Thaumaturgy but a shell not on the caster's person loses its attachment to them after two days per rank of the embeded spell. Special failure mode one modifies the trigger condition. Special failure modes two and three cause the embedded spells to have special failure modes when they go off.
This spell drains d6 of mana out of the target and restores half the mana drained to the caster. An additional die of effect costs 1 additional mana. A save versus magic reduces the mana drained by one point per die. Special failure mode one deletes the recharging effect. Special failure mode two reverses the direction of flow. Special failure mode three causes all the mana involved to do d6 per mana of magic damage to caster and victim.
The special focus for this spell is the item to be summoned. A special rune is engraved on the object as part of making it a special focus. Once this is done the mage may cause the object to teleport to his hand by casting the summons spell. The object may not weigh more than 10 kilos. Additional kilometers of range cost a single mana each and the mass of the object may grow by 10 kilos per added mana. The object may not be alive. Defacing the rune prevents the spell from functioning. Finally, it costs +5 mana to summon the item if the summoner or item is completely enclosed in metal. Extra range is demand draw but mana to penetrate metal is not. The caster is free to put objects inside his summoned object, thus this spell could be cast on a chest and the contents of the chest made to suit the circumstance. Special failure one causes the item to arrive at a distance of 2d6" from the caster. Special failure mode two causes the caster to teleport to the item and take d100 points of magic damage. Special failure mode three requires a roll on the teleport failure table for the item in question.
A caster may have as many items under the influence of a summon spell as he wishes and may sort which item(s) he will bring by visualization of the item(s). Casting this spell allows the caster to summon one enspelled item +1 per +2 mana. If an item is the special focus of a summons spell then any thaumaturge who can cast a summons spell may gain the ability to summon it with this spell after meditating over it for 5 DPs. It the item in in the actual possession of another mage able to summon it then it comes only if the summoner makes a competitive magic save at -30, +5 per +1 mana, with at most +5xrank in thaumaturgy added in this fashion.
This spell allows the caster to link the knowledge of any number of people all touching one another. The effect is for them to automatically integrate all their knowledge, making deductions they would otherwise miss, and to add together their ranks in knowledge skills they might have. For the most part this spell serves as a plot device. Special failure modes are a referee inspiration.
This spell allows the mage to exert a strength of six on objects at range. He may increase the strength by +2 for each additional mana he spends up to strength 20. Beyond strength 20 additional points of strength cost one mana each. The duration of this spell may be doubled by expending an additional mana. This spell allows the caster to wield weapons en remote. The caster must make a perception roll when the referee rules he might not be able to see well enough to do something with his TK. The caster takes a range penalty of -2/1" in any case with hand-to-hand weapons wielded at range. For +5 mana the caster may telekinese through a crystal ball or other such device. Using a scrying device is considered to be a range of 5" no matter how far they look and telekinesis is not considered to be casting a spell through the scrying device. Special failure mode one causes the strength of the TK to be divided in half. Special failure mode two causes items being TK'd to be joined to the caster by visible glowing bonds. Special failure mode three causes the TK to function as a poltergiest, randomly tipping and moving objects for the spells duration.
This spell allows the mage to vanish and reappear elsewhere. The mage must have line of sight on his destination, though he may use a Farsee to achieve this. He may add 100 meters to the range or 2x mass (base mass is the mage's mass), who must be touching him, for one mana each. For each +1 mana the caster may also teleport again (within six rounds per added teleportation). The mana for added people is demand draw. Special failure modes require a roll on the teleport failure table at +0/+20/+40 for modes one through three respectively.
If this spell is used while making a magic item it renders each spell that it applies to a usable template. This allows another spell caster to throw his own mana through the item to power that spell. This counts as use of a magic item: delay is -3 and no casting roll is required. The total amount of mana poured into a spell is limited to what the spell can have casting it out of the magic item. The mana for the spell(s) templated and the template itself are added, the rank is the higher of the two ranks. Notice this forces spells that could be cast separately in making a magic item to be cast together. In addition it takes 3 DPs per rank of the other spell(s) to set up the template. So, for example, a wand with a force spell template in it that has a five mana version of the spell in it could be used by any mage to throw a five mana force spell without drawing on the wand's mana and without needing a casting roll. If the template spell is used on spells that have trigger conditions then these conditions must be satisfied or an attempt to cast the spell through the item undergoes spell failure. The mana for the template spell is not cast permanently into an item. The template spell allows charged, recharging, or permanent spells to be templated. If the magic item does not require concentration and its creator desires it then a non-mage may throw their mana through though it. This requires the non-mage have magic skill or spend 5DP learning how with the help of a mage. Special failure modes either 50% cause the spells inside the template to be failed spells or 50% cause the embedded spells to work okay but make any attempt to cast through the template to roll spell failure at +0/+25/+50 for modes one through three respectively.
This spell allows the mage to understand the language of the first person he touches after casting it. This spell only works on creatures that have a language and it may not work on creatures from other planes depending on how weird they are. The mechanism is allowing the mage to telepathically tap the creature's speech ability, speech centers, or whatever. The spell thus fails horribly on creatures magically or naturally protected from telepathy. Special failure mode one causes the caster to understand as if the speakers of the language he has just acquired were speaking in high speed pidgin. Special failure mode two causes the newly acquired language to replace the casters mother tounge and requires in the case of weird lifeforms that the caster save versus insanity or lose a point of sanity (which may be healed in the normal fashion). Special failure mode three is as two but causes the casters mother tounge to replace the targets mother tounge in the targets mind. This may not please the target.
This spell allows the caster to activate a magic item that he doesn't know the trigger conditions for. The success rate is a magic roll as if the mage were casting the spell in the item (i.e. the basic magic roll if he doesn't have the area the spell is in). He may add 5 to the roll to trigger per +1 mana. Blowing the roll causes a simple failure to trigger. Blowing it by 30 or more causes a spell failure triggering of some effect in the item with the amount the trigger roll was blown by as a modifier. Special failure modes for this spell are inherited.
This spell awakens (and may annoy) any beings of great power in the general vicinity. They cannot detect the source of the annoyance unless their powers let them know about their environment in an intimate fashion. See divination for an idea of the type of creature affected. Special failure modes are at referee inspiration but all cause the spell to work correctly in addition to other effects.
This spell is similar to the Servant spell except that the servant summoned has 8 in all its basic requisites (like a pre- design-point player character), all the figured statistics of a player, and the warrior servant is willing to fight on the behalf of its summoner and die bravely. For each added mana the caster may extend the duration of the warrior servant by 2x, Summon +1 additional warrior servant, or spend five design points on the warrior servants basic statistics, not raising them beyond three times the mage's rank with thaumaturgy. Likewise these points may be used to buy skills the caster has but not more design points than the caster has spent and not magical or psionic skills.
Warrior servants have claws and (natural) armor. The armor is impact 4, edge and point 2, fire and magic 6, necromancy, poison, and hellfire, 0. In addition the mage may train his warrior servants, if summoned multiple times or for a very long duration in human armor or arms. The mage may increase (or decrease) the size of his warrior servants (see the section on monsters) by +/- on level for +5 mana. The warrior servants are wholly invisible when standing still and require a perception save to locate when moving except at very close proximity (like the chameleon field in the movie Predator). Arms and armor they wear constantly will become invisible in about half and hour but return to normal in a few minutes removed from their person. Warrior servants get experience out of which they may buy skills and improve their stats. They are able to use magic items as a player character could and magic items they have become invisible as do their weapons. Special failure modes are as with Servant.
This spell lets the mage summon up a small globe of bluish light that cast light roughly equal to a torch. An additional mana may double the duration of the spell or summon up another globe of light. The mage may send the globes at fast walking speed anywhere within his line of sight or leave them on station. Special failure mode one causes the light to be at the level of a guttering candle. Special failure mode two cause the globes to move at random (d10" and then pick a new direction each round). Special failure mode three multiplies the duration by d100/d100 and also rolls another spell failure result.
This spell allows the caster to see spirits, even possessing spirits, and creatures of the spirit plane. It also allows the character to see the spiritual character of an area as if it were the weather. An evil temple might look stormy. Finally, it makes auras visible. See the Ether Element spell Spirit Vision for further details on the appearance of auras. Special failure mode one causes the caster to lose sight of auras. Special failure mode two causes the caster to have only witch sight and no normal sight. Special failure mode three causes the caster to see only auras, he cannot see the spirit plane or the material world.