Introduction
Spells
Accept Wound
Advice
Analgesic
Bag of Holding
Big Smoke
Binding Ring(F)
Blend with Nature
Bless Ale
Bless Child
Bless Crops
Bless Herd
Bless Union
Blinding Ring(F)
Brewer
Brigadoon
Chameleon(F)
Clean
Color Fire
Cure Disease(F)
Cure Hangover
Detect Enemies
Dishwashing
Feast(F)
Find Food
Find Item
First Aid
Fortune(F)
Friend of the Little Folk
Healing(F)
Healing Sleep
Healing Wine
Hide
Hobbitholm
Land Friend
Leachcraft
Loosen Tongue
Mend
Mighty Burrowing(F)
Night Sight
Pick Up
Potion Cured Pipeweed
Preserve
Raise Hobbits(F)
Restore Health(F)
Sanctuary
Savor
Sewing
Smoking
Sneak
Sobriety
Stain Removal
Stout Heart
Vintage
Wine of Joy
Wine of Slumber(F)
Mathon is the goddess of hobbits. She is a goddess of the earth and her priests often learn various areas of natural lore in addition to the spells granted by Mathon. Her primary concern is that her people be safe, well fed, happy, and not too noticeable to other peoples that might harm them. Her spells are an eccentric mix of stealth, healing, and home economics. Priests of Mathon are chosen by apprenticeship and typically have a trade, e.g. blacksmith, farmer, potter, and a good deal of common sense. There are no special oaths or duties but Priests of Mathon are typically members of the village council or mayors or something.
Priests of Mathon do have a few offensive spells, many connected with the smoking of pipeweed and the others connected with wine and beer. Typically spells modifying pipeweed and smoke work together well. Priests of Mathon are not prohibited from learning other areas of magic but seldom do. The most common second area is potions, followed by the elemental areas of magic.
This spell allows the priest to touch a wound and transfer it to himself. This transfer is extremely fast, taking a second or two. The wound is measured as hitpoint or health damage taken. If the priest knocks himself out with such wounding he must save versus shock or die. It is up to the referee to decide what "a single wound" is. Characters could do book keeping about the size of wounds they have taken or the referee could simply generate random fractions of the hitpoints the character being treated has taken. Certianly the damage taken in a single blow could all be transferred by an application of this spell. This spell splits randomly any poison in the wound affected between priests and victim. Special failure mode one makes the spell work in reverse. Special failure mode two causes both parties involved to take d3 d6's of hitpoint damage. Special failure mode three lets the spell work but forces both parties involved to save versus unconsciousness.
This spell is Invocational. It permits the priest to speak with the voice of Mathon, drawing on her wisdom. The spell is supposed to be cast when a prayer to or petition of Mathon is made. The spell will not work if used in an inappropriate manner and ends at the first serious interruption or when the advice is as complete as Mathon feels it ought to be. What, exactly, Mathon knows and is willing to say is the province of the referee. Special failure mode one strikes the priest dumb for 2-20 minutes. Special failure mode two requires an unconsciousness save. Special failure mode three lets the spell work but the priest remembers nothing of what was said while the spell is in effect. Mathon may induce any of these special failure modes at will.
This spell stops pain. It will work against any sort of pain though it may leave the person taking it a little woozy. The duration or the analgesic effect may be extended by +6 hours for +1 mana though this might have dangerous side effects in extreme cases. Special failure mode one causes the recipient to to be very sleepy, saves to stay awake nd penalties to the surprise and perception saves are in order. Special failure mode two causes the pain to be saved up for after the spell. Special failure mode three divides the duration by 3d6.
This spell allows the priest to make the inside of a bag, pocket, etc. much larger. The base spell makes the inside of the affected object twice as large as it was. This interior volume may increased by +1x its original volume for +1 mana. The duration is 2x per +1 mana. A problem with this spell is that the objects still have their full weight. Special failure mode one causes the spell to have its duration divided by 2d6. Special failure mode two causes the affected object to have a hole in it and occasionally leak objects even though no hole is visible. Special failure mode three causes the pocket to be obvious to some sort of hyperspatial life-form which may tinker with its contents in a fashion the referee believes to be fun, amusing, or appropriate.
This spell permits the caster to enormously increase the volume of smoke coming out of a pipe or other smoking device. The smoke will fill a 1" radius (7 hexes). Any given 7 hexes stay filled for one round per rank of the the caster as a priest of Mathon after the caste leaves the hex (or the spell ends), with each 3" per round of wind decreasing this by one round. The caster may get 2x duration or +1" radius per +1 mana. The smoke in question is mellow and pleasant, if opaque. For +3 mana the caster may see through the smoke. Special failure mode one deletes the caster's ability to see through the smoke (if any) and adds +d3" to the radius of the effect. Special failure mode two divide the duration of the spell by 3d6. Special failure mode three makes the smoke a foot deep on the floor with a tendency to flow downhill.
This spell permits the caster to target smoke rings he blows on individuals. He may make the rings sit like halos, sit on the target's back, or whatever. If the ring is placed around the target it will hold them as a stout rope. Strength against breaking is 14 plus the caster's rank as a priest of Mathon, +1 per added ring on a single individual. Hit location is free so long as an initial targeting roll is made. Over the eyes these rings act as a blindfold unless the target's hands are free, in which case a small shift permitting sight is not difficult. The caster may target smoke rings one per action but have them wait and all fly out at once; they may for example be clustered about his head before they fly at their targets. The rings cease to have abnormal effect at the end of the spell duration if they have not already ceased to function due to being broken before that. The caster may get 2x duration, +1 point binding strength, or +5 to hit spell targeting for the rings for +1 mana. Special failure mode one causes the rings to attack the caster instead of the intended target. Special failure mode two causes the rings to attack random targets. Special failure mode three causes the rings to require a hit location roll instead of targeting the location the caster wishes.
This spell permits the caster to hide in a type of natural environment that he makes his home in. He is as hard to detect as the hardest to detect natural animal living there and his color, scent, texture etc. are disguised to some degree. This spell ends if the caster moves faster than 1" per round, makes a sudden move, or casts a spell and blows a stress save. While in effect it is almost as effective as multi-sensory invisibility. It does require natural cover and the referee may assign degrees of effectiveness in sparse cover or deny protection in the absence of cover. Special failure mode one causes one sense, usually one the caster has at a low level, e.g. smell in humans, to not be properly blended. Special failure mode two causes the caster to feel discomfort from bugs, grit, thorns, or some such so that a stress save is required not to do something that will end the blending every minute (five rounds). Special failure mode three is like one except that the sense not properly baffled gets an enhanced signal, e.g. the caster reeks.
This spell is invocational. Cast on at least one and no more than a few dozen kegs of ale or beer this spell enhances the quality of the brew, prevents it from spoiling, and reduces the chance of hangover resulting from consumption. Special failure modes permit the spell to succeeded.
This spell protects children from sickness, malnutrition, and ill fortune. As a result, massive exposure to a disease is necessary for a child protected with this spell to catch it. Meager food will still allow the child to grow normally as long as the meager food doesn't go on for years. The child has +30 to their luck save to avoid events that would do them substantial harm until they become an adult. The child also gets luck saves when random chance can take them out of the way of harm. The caster may bless +1 child for +1 mana. A child that receives this spell will be well-disposed to the caster for the rest of his life unless the caster does something substantial to harm the person in question. Special failure mode one deletes the child's liking for the caster but has no other effect. Modes two causes the luck effects to be reversed causing a difficult life (but still with protection from hunger and disease). Special failure mode three increases the effect, causing the child no need less sleep than normal, very little food, and giving near invulnerability to disease. In addition the child becomes arrogant about their advantages and will turn out badly unless very carefully nurtured.
This spell protects crops from rot, rust, blight, excessive insect predation, etc. Bless crops can also protect against magical crop blighting spells with a roll of 50 or less modified by the casting roll modifiers of the two spells (a competitive spell casting roll using the 5 x rank-and-two-per-mana modifier). The spell ensures high yield relative to soil, fertility, and rainfall. The radius is +100" per +1 mana and +1 mana can be used to add +10 to the resistance to blighting spells roll. Special failure mode one deletes the protection against magical blight. Special failure mode two makes the crops look wrong, growing in odd ways, but the crop will still serve it's intended function (food, fiber. etc.). Special failure mode three causes the crops to look irresistible delicious to a local animal (deer, rabbits, protoceretopsians, whatever) and become very nourishing to such animals.
This spell ensures healthy babies (lambs, heifers, etc.) and good growth of a herd (flock, covey, etc.) of domestic animals. Predators will ignore animals affected by this spell in preference of others when other animals are available. Animals affected by this spell develop abnormally good instincts for finding food and water. The duration is +1 year per +1 mana and the caster may affect 2x as many animals (in a single herd). Animals born during the course of this spell will be very well disposed toward the caster for the remainder of their life unless the caster is cruel to them. Special failure mode one lets the spell work normally, save that this final provision is reversed; the animals will fear or hate the caster. Special failure mode two will cause animals born during the course of the spell to be oddly colored or to have an odd physical deformity; Horned chickens: Duck-billed sheep. Mode three causes the animals born during the course of the spell to develop a paranormal ability off the monster lists.
This spell is cast with the priest as the officiant of a wedding. The casting consists of a traditional wedding ceremony of the culture of couple being married and an inspirational speech by the priest. If the ceremony includes vows or promises then the spell will make the couple such that they will not wish to violate them. If the wedding ceremony includes a promise by those present to help the couple then they will feel a need to do so when the couple needs help. The couple will also have an instinct for what does and does not please their partner making everything from the wedding night to meals ten years later somewhat easier and smoother. Special failure modes all permit the spell to work normally.
This spell permits the caster to target smoke rings he blows on individuals. He may make the rings sit like halos, sit on the target's back, or whatever. If the ring is placed around eyes or nose - and hit location is free so long as an initial targeting roll is made - the ring acts as a 3d6 blinding attack. The damage done by a blinding attack is done to the (sight - eyes or smell - nose) perception save. The save returns at a rate of d6 points per round, at the end of each round, if the target tries to disrupt the smoke ring. While his perception save is degraded, the victim must make perception saves to see; failing a save makes the victim effectively blind for the action in which the save was blown. The caster may target smoke rings one per action but have them wait and all fly out at once; they may for example be clustered about his head before they fly at their targets. The rings cease to have abnormal effect at the end of the spell duration if they have not already ceased to function before that. The caster may get 2x duration, +2 points of blinding attacks (+4 becoming +d6), or +5 to hit spell targeting for the rings for +1 mana. Special failure mode one causes the rings to attack the caster instead of the intended target. Special failure mode two causes the rings to attack random targets. Special failure mode three causes the rings to require a hit location roll instead of targeting the location the caster wishes.
This spell either gives the caster the skill Brewer at his natural initial rank or adds +2 ranks if the caster already has the skill, +1 rank per +1 mana. The duration is +1 day 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 3d6.
This spell is invocational. If the people of a small community ask and truly desire, the priest may send them through time. Usually this is done to survive a change, a destruction of tradition, or a wave of chaos. The spell is cast and the community vanishes, the geography of it drops off of the map, to reappear on the day of its disappearance some years later. The priest may cast the spell to make many jumps or only one and may set any conditions he wishes for a permanent return to real time. The number of years in a jump is also his to determine. Members of the community may leave or outsiders enter during the day long stops in real time. While outside of time the village sleeps under the protection of the death god in some hidden part of his realm. Special failure modes are left to Mathon.
This spell causes the caster to exactly resemble his background. A perception roll is necessary to see him even if he's moving fast or fighting. If a perception roll would be needed because of darkness, then a perception roll with a big penalty (-3/1") is needed. If the caster holds stock still or moves with a sneak roll still he cannot be seen. In any case it gives the caster +30 elusiveness versus missiles and +15 in hand-to-hand combat. The duration is +10 minutes per +1 mana. Special failure mode one causes the caster to emit sounds whenever he moves, like Bruce Lee sound effects. Special failure mode two causes the chameleon field to be a little out of phase so that the caster is clearly visible unless the background he is on has no details: the caster is still utterly unrecognizable. Special failure mode three makes the field operate in both directions: while the caster is still impossible to see everything looks sort of the same to him.
This spell permits the caster to banish dust, dirt, mud, stuff in the carpet, etc. within the area of effect. The area of effect is +2" per +1 mana. Special failure mode one doubles the mana cost. Special failure mode two rearranges and conceals the dirt, e.g. dust goes under the carpet. Special failure mode three plasters the dirt, dust, etc. all over the caster.
This spell permits the caster control over the color of smoke he produces with a pipe or other related device. The spell permits only one color be produced at a time. Duration is +1 hour per +1 mana. Special failure mode one causes the smoke to all be the first color the caster chooses. Special failure mode two causes the caster's cheeks and nose to adopt the color of the smoke he is currently producing. Special failure mode three causes the volume of smoke produced to increase substantially while still permitting control over the color.
This spell reverses the course of a disease for the duration of the spell. The duration is +1 day per +1 mana and the caster may double the rate of progress for +3 mana. This spell does not heal any points of damage, but otherwise reverses a disease including restoring health. Special failure mode one for this spell causes the subject to progress through the disease faster (1+d failure mode two instantly cures the disease but costs the subject a health (it may be regained in the normal manner). Special failure mode three changes the disease into a different disease; referee have fun. This spell is written for something no more serious than plague. Magical or bizarre diseases may subtract from the casting roll at referee option.
This spell cures hangovers and other, similar biochemically induced nausea. This spell also reduces by one point per die stamina damage done by poison (but not more than once). This spell won't affect someone who does not have a hangover or other similar problem: a well person is not eligible for the unpleasant side effects of the special failure modes. Special failure mode one causes the recipient of the spell to convulse (disturbing but doesn't do added damage) for 2d3 rounds (-20 to hit, agility saves, elusiveness). Special failure mode two induces reverse paristalsis. Special failure mode three is like mode one and requires an unconsciousness save at the end of the convulsions.
This spell causes the caster to suddenly know the present location of any intelligent creature that considers itself to any degree the aster's enemy within 10". The radius of the effect is +10" per +1 mana. Special failure mode one requires a perception save for each enemy, to notice them. Special failure mode two causes the caster to see +d3 enemies that are not there or which are creatures that are not enemies, if such are available. Special failure mode three forces the caster to make an unconsciousness save as the spell has its effect.
This spell, cast at a sink or counter with dirty dishes and with wash and rinse water ready causes the dishes to frolic about and wash themselves. The spell is very efficient and clean dishes result even when stuff is burned on. Garbage and leftovers are neatly sorted and piled appropriately. The spell takes from a few minutes to an hour depending on the difficulty of the task. Special failure mode one doubles the mana cost. Special failure mode two does a bad job of washing the dishes. Special failure mode three leaves the area near where the dishes were washed plastered with everything on the dishes.
This spell is invocational. It permits the caster to multiply existing food by a factor of up to ten. The vessels storing the food are also multiplied, but they, and any uneaten food, vanish after the last person involved has finished eating. The caster may make up to +5x as much food for +1 mana. For +3 mana the caster may create a meal he remembers well and then permit the spell to use that meal as the starting point for the multiplication. Special failure mode one affects presentation and appearance but not flavor and nutrition. Special failure mode two affects flavor as well. Special failure mode three causes bizarre dishes to substitute themselves into the menu.
This spell makes the caster acutely sensitive to sources of food and able to "feel" if a given plant, animal, etc. is edible. The duration is +1 hour per +1 mana. Special failure mode one makes the caster unable to tell if food sources will cause indigestion. Special failure mode two causes the caster to mistake purgative properties for exceptional savor. Mode three causes the caster to pass things that will cause annoying allergic reactions.
This spell permits the caster to remember where he left something, e.g. his keys. If it has been moved subsequently this spell is not much help. For +2 mana the spell will help the caster seek out an item that has been moved, though a stress save is needed to follow the item to each new location it has been moved to. Special failure modes create wild goose chases at referee inspiration.
This spell gives the caster the skill First Aid at his nominal rank or adds +2 ranks if he has the skill. The modus operandi of this spell is to give the caster a feeling for exactly how other creatures are put together and where their hurts are. The caster may increase the duration by 2x or add +1 rank for +1 mana. The caster may only administer first aid to his own species, close analogs, or creatures for which he has the corresponding type of lore. Special failure mode one yields -30 to the skill roll, mode two causes the caster to do the first aid in a way that works but causes other problem (my intuition is that you need a body cast), special failure mode three causes the benefits of the first aid to unravel and depart after 2-20 minutes.
This spell is invocational. It brings some measure of good fortune, increasing the recipient's luck save by +15. Duration is +1 day per +1 mana and the save bonus is +5 per +1 mana but no more than five times the caster's rank as a priest of Mathon, if added mana is to be spent. Special failure modes cause the good fortune in question to have quirks, at referee inspiration.
This spell is invocational. It requires no gestures, just a verbal declaration heard by its intended target (and, of course, a successful spell casting roll). This spell marks the recipient as being a friend of hobbits. The effect of this will be for hobbits to feel the recipient isn't so bad, almost as trustworthy as a hobbit, unless the person proves otherwise by their actions. The status of friend is not granted lightly, rather it is granted for good cause or great service to hobbits. Special failure mode one causes the spell to work but cost 7 mana. Special failure mode two causes the caster to require an unconsciousness save (but the spell works). Special failure mode three permits the spell to work but costs the caster half his (maximum) stamina.
This spell accelerates the healing rate of hitpoints by a factor of 10. For +1 mana the caster may increase this multiplier by +5 or add +1 day to the duration. Special failure mode one causes the person healing to feel terrifically hungry and healing will not take place unless they have access to food. Mode two causes the spell to exchange health for hitpoints at a ten for one rate until all hitpoints are healed (at the normal healing rate of the spell). Mode three is like mode two except that the exchange takes place instantly.
This spell is invocational. It causes the recipient to have a deep and restful sleep the next time they sleep. Use a spell vs spell roll for spells that causes troubled sleep. The sleep is also healing, causing the person to heal hitpoints during the day of and following the sleep as if they had two more health and sanity than they do. Likewise the recipient has any DPs spent on any form of healing that uses DPs increased by 50%. Duration is +1 day per +1 mana. It is very had (-30 to relevant save) to wake from a healing sleep. Special failure mode one causes the person healing to feel terrifically hungry, when awake, and healing will not take place unless they have access to food. Mode two causes the spell to cause the recipient to have weird, possibly meaningful dreams (likely sent by Mathon). Special failure mode three gives the recipient insomnia and, as a result, causes the spell to have no effect.
This spell is cast with any healing spell the caster knows, adding mana and casting time and taking the higher rank. It permits the caster to modify a jug of wine, beer, ale, mead, etc. so that it has the effect of the healing spell when quaffed. This multiplies the healing spell, as five may drink the liter of healing wine. The caster may affect +1 liter of drink for +2 mana. Special failure modes one causes a save versus magic to be needed for the quaffer to experience the healing effects. Mode two causes the drink to taste awful. Mode three causes the drink to also act as wine of slumber.
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 is invocational. It requires the caster to walk the boundaries of an area settled for at least a while by hobbits. After he has walked the bounds and considered the hobbits within the area most carefully the spell acts to make the land within the area hobbitish territory. Dark or evil creatures will feel the area is ``wrong'' and avoid it unless they have a strong motive to enter it. Hobbits will feel comfortable in the area. Hobbitish endeavors within the area will go well unless attempted with utter incompetence. Travelers and other ``outsiders'' will feel inclined to be polite, respectful, and orderly while in the area. Hobbits will feel a sense of community. Special failure modes permit the spell to work normally.
This spell allows the caster to designate a home area (he may have only one) in an area he has the corresponding area of natural lore for. The caster must spent 50 DP (with breaks) meditating in the area in question. At the completion of the spell the caster will not be regarded as an enemy or prey by any non-sentient creature in the area, will always be able to find food and water in the area, and can pass through the area at normal movement rate no matter what conditions obtain. The caster will also be able to detect damage to the area and will live as long as the area's ecology remains intact. The caster may not change his home area once he has designated it unless he dies (that ends the spell) in which case he may recast the spell if he comes back. All special failure modes are referee inspiration.
This spell is invocational. It gives the caster the skill Leachcraft at his nominal rank or adds +2 ranks if he has the skill. The modus operandi of this spell is to give the caster actual knowledge, shared by Mathon, of how living creatures are put together. The caster may increase the duration by 2x or add +1 rank for +1 mana. The caster may only administer leachcraft to creatures of which Mathon has knowledge. Special failure mode one yields -30 to the skill roll, mode two causes the caster to perform the Leachcraft in a way that works but causes other problem, special failure mode three causes the benefits of the leachcraft to be impermanent in some way.
This spell is unobtrusive, it requires only concentration to cast. Cast in an inn, tap room, or on a group around a campfire this spell causes those present, other than the caster, to feel like talking. Those with a reason, founded in their goals or psychological limitations, not to talk may save versus magic to avoid the spell. Duration is 2x per +1 mana and magic saves are at -5 per +1 mana. Special failure mode one causes people to utterly babble, making it somewhat obvious that something is up. Special failure mode two reverses the effects making everyone close-mouthed. Special failure mode three divides the duration by 3d6.
This spell permits the caster to run his finger along a split seam or a rip or tear in cloth and have the damage completely mended. The caster may also join, with a neat seam, two pieces of cloth. The caster may deal with +1 tear or burst seam for +1 mana. Special failure mode one doubles the mana cost. Special failure mode two make the repair obvious. Special failure mode three transfers the tear to the caster's garments (or does one hitpoint if the caster is naked for some odd reason).
This spell causes soil, sand, or other earthen substances short of stone to flee from the caster's touch, permitting him to make a burrow with hard packed sides up to 2" across. The rate of forward progress is 1" per round. The caster may add +6 rounds duration or +1/2" maximum diameter for +1 mana. The ability to work on mud costs +2-4 mana depending on the wetness of the mud. This spell creates a hobbits equivalent of a temporary shelter; such shelters can be finished into proper hobbit holes quite easily.
This spell allows the mage the sense night sight from the monster power lists. Hobbits normally already have star sight. Duration is 2x per +1 mana. This spell may be cast on another person for +3 mana. Special failure mode one causes the casters eyes to glow with a white light while the spell is in effect. Special failure mode two causes the spell to fail the next time the caster attempts to cast a spell or trigger a magic item. Mode three divides the duration by 3d6.
This spell causes the objects in a room to sort themselves out and move to their correct location. Objects not ``native'' to the room are piled neatly in a place of the caster's choosing. The maximum area picked up is +2" per +1 mana split as the caster wishes between length and breadth. Special failure mode one doubles the mana cost. Special failure mode two puts everything away neatly in the wrong place. Special failure mode three moves everything about with great vigor without actually picking up at all.
This spell requires that the caster have a potion or other active alchemical fluid available. Poison or strong whiskey, for example, will work, though using this spell with poison is most unlike a priest of Mathon. The potion is added to a quantity of pipeweed, each potion can be used to treat an amount of pipeweed sufficient for five generous pipes. This process requires some 3DP plus one DP per potion after the first. When completed the smoke generated by the pipeweed takes on the properties of the potion in question. The caster may, at a whim, declare himself immune to the effects or not. If smoked properly out of a pipe the smoke will have the effect of the potion on those breathing the smoke in the first six rounds the pipe burns. The potion effect on one person is that of a single dose of the potion for each pipeful smoked - no multiple effects entail. Such curing also acts to preserve the potion. If the pipeweed in question is burned other than properly in a pipe then the smoke has the effect of the potion after d3 potion failures from the potion failure table.
This spell will arrest decay, spoilage, or other similar processes in any organic substance. The spell affects one organic object, be it a carrot or a deer carcass, a bottle of ale or a keg of wine, a grain bin or a head of cabbage. The caster can affect 2x as many objects or preserve them for 2x as long for +1 mana. Special failure mode one make the spell appear to work but in fact have no effect. Special failure mode two causes the object to appear somewhat ugly if enough time passes for decay to take hold but in fact remain wholesome. Special failure mode three causes instant putrifaction.
This spell requires some 7DP to cast. It requires that its special focus by a device capable of making great noise or otherwise attracting attention over a great range. Typical foci are trumpets or bells. Once cast, the spell enables the focus to attract hobbits to it, ready for trouble. The focus must be operated by someone aware of a specific trouble; the spell lends that concern magical force and causes those that hear the focus to feel it. It is not uncommon for the focus to be a village's bell. Special failure mode one creates a focus that summons hobbits in a worried state even when the operator of the focus has no concerns. Special failure mode two makes the effect more general, summoning any intelligent creature with feelings of concern. Special failure mode three causes the operator to become obsessive about operating the focus when they do so with concern.
This spell restores a point of health per hour, up to the recipients natural maximum. The spell duration is +1 hour per +1 mana. The recipient must make a shock save for each point of health he gets back. Blowing a save ends the spell and no health is regained for the day of the blown save. Special failure modes subtract 10 and 30 respectively from the shock saves for modes 1-2. Special failure mode three restores all the missing health in the space of a few seconds but destroys 3d6 hitpoints per restored health; restore the health first then figure out the hitpoint loss and any lost health that may accrue.
This spell makes the caster unremarkable. When in combat, given a choice of targets the caster will be chosen last. If the caster is the sole target a sanity save is still necessary to attack him. The caster may deduct 5 from such saves or add +30 minutes duration for +1 mana. Out of combat guards or lookouts won't notice the caster unless he stomps through their card game or some such. Attacking someone sacrifices your unremarkableness with respect to that person.
This spell renders food for up to eight savory, even if it was pretty bad to start with. The caster may affect food for +8 people for +1 mana. The effect fades in the amount of time it would have taken the food to become in-edible. Special failure modes one causes the food to taste very unusual. Special failure mode two make the food savory to particular tastes, e.g. very spicy. Special failure mode three causes the food to cause upset stomaches, etc.
This spell either gives the caster the skill Sewing at his natural initial rank or adds +2 ranks if the caster already has the skill, +1 rank per +1 mana. The duration is +1 day 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 Smoking 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. Note this spell helps you play games with smoke rings, which is relevant to other spells in this area of magic. 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 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 induces immediate sobriety. Added mana is needed for anything more than alcoholic drunkenness, e.g. to counteract drugs. Two mana dispels alcoholic catatonia. Three mana throws off the effects of euphoric drugs. Four mana can temporarily (a few hours) suppress addiction. Special failure mode one causes craving for whatever was just nullified. Special failure mode two transfers the lack of sobriety to the caster. Special failure mode three transfers the lack of sobriety to d3 randomly selected nearby people.
This spell permits the caster to brush away a stain with his hand as if it were just powder. The caster may brush away +1 stain per +1 mana. Special failure mode one doubles the mana cost. Special failure mode two simply changes the color of the stain to be a little more appropriate. Special failure mode three transfers the stain to the caster's garments (or skin, if the caster is naked for some odd reason).
This spell causes the recipient to be very hard to scare. Fear or terror effects that normal have no save gain one and save for effects that normally have a save are at +30. The caster may add +5 to all save or double duration for +1 mana. Special failure mode one causes the spell not to help with anything that a recipient has a personal fear of (psychological limitation). Special failure mode two causes the priest to feel the fear the spells recipients avoid (details are left to the referee). Special failure mode three divides the duration by 3d6.
This spell is invocational. It moves drink one rank up the table below. The caster may affect +1 liter or move a drink one rank further for +1 mana. Use of the spell is supposed to be to reward kindness or o prevent special occasions being spoiled.
| Vinegar |
| Water |
| Beer/Vin Ordinare |
| Ale/Wine/Mead |
| Fine Ale/Fine Wine/Fine Mead |
| Asstd. Liquors/Extraordinary Wine |
| Remarkable beverages/Nectar |
| etc. |
Special failure modes are obvious. Move down or sideways: ``MILK?!?''.
This spell permits the caster to modify a jug of wine, beer, ale, mead, etc. so that it enhances and amplifies any positive emotions present in the quaffers. The caster may affect +1 liter of drink for +1 mana. Special failure modes one leads to boisterousness. Mode two causes the drink to be somewhat soporific. Mode three causes the drink to make its quaffer's somewhat maudlin.
This spell permits the caster to modify a jug of wine, beer, ale, mead, etc. so that it makes the quaffer's sleepy and ready for bed. People having quaffed such drink are -20 to skill and hit rolls and -4 speed. The penalties increase by +5/+1 for each additional drink (mug, glass) quaffed. The caster may affect +1 liter of drink for +1 mana. Special failure modes one gives disturbing dreams. Special failure mode two guarantees a hangover. Mode three doubles the length of sleep.