Introduction
A Comment on Teleportation
Spells
Adaption
Apportal
Apportation
Attack Teleport
Aura Vision
Bend Ether(F)
Blink Teleportation(F)
Clairvoiance
Clear Ether
Combat in Body
Control
Control Ether Elemental
Control Spirit
Dismiss Void Elemental
Elemental Ether Gate
Enhancement
Ether Barrier
Ethereal Realm
Euquintessence
Exorcism
Extraction
Farseeing
Fortune(F)
Hold Void Elemental
Levitation
Magic Manashield
Materialize(F)
Meditation
Mental Bolt
Mental Crush
Poltergeist
Projection(F)
Protection from Ether Elementals
Protection from Spirits
Psychic Invisibility
Psychometry
Push
Rune of Protection from Spirits
Rune:Slay Spirits
Separation
Soul Division
Shuffle
Speak with Spirits(F)
Spirit Armor
Spirit Bolt(F)
Spirit Navigation
Spirit Rune(F)
Spirit Weapon
Spirit Vision
Spiritual Awareness(F)
Spirit Spy
Summon Ether Elemental
Telepathy
Teleport(F)
Teleportal(F)
Thought Projection
Timequake
Timestop(F)
Walk with Spirits
Warp(F)
Zone of Transition
The ether elementalist is an odd class. Ether is a rare element other than on the spirit plane - which is itself made of ether. Ether elementalists are best known for their teleportation and space warping abilities, but they can do a number of other things. Ether elementalists tend to cause spiritual play, so check that section of the rules before deciding to play (or as a referee, allow) an ether elementalist. Ether elementals are very weird. Since a source of ether is needed to summon an ether elemental, it is often impossible to summon one. Even when it is possible to summon one, it is not usually very combat ready. It may, however, be able to teleport things, or do damage to sanity or other spiritual attributes. Some poltergeists and ghosts are ether elementals.
When one gets an inappropriate result on the spell failure table for a teleportation spell then rather than re-rolling or interpreting, one should roll on the teleport failure table .
This spell gives the caster the skill adaption at his nominal rank or +2 ranks if they have it anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using adaption. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure mode one for this spell is pure failure. Mode two causes maladaption so that you are proof against only some of the features of the medium or effect adapted to. Mode three is to adapt so totally that normal conditions are inconvenient or dangerous in some fashion.
This spell opens a portal in the air that may lead anywhere the caster has been or has an accurate description of. The caster may add +4 sq. meters to the size of the portal or add +1 round to the duration for +1 mana. For +3 mana the apportal magically prevents the flow of air, water, etc. through the portal if the other end is in vacuum, water, a sea of acid, etc. The caster may permit the portal to show what is on the other side, may appear misty, or may appear as a mirrired surface at the caster's whim. The failure modes for this spell are a roll on the teleport failure table at +0/20/40 for modes 1,2, and 3 respectively.
This spell allows the caster to vanish and reappear anywhere that he has been or has an accurate description of. The caster may double the mass (e.g. number of people, starting at one; himself) he may take through for +1 mana. If the event that something goes wrong, use a liberal interpretation of the spell failure charts. The special failure modes for this spell are a roll on the appropriate teleport failure table at +0/20/40 for modes 1, 2, and 3, respectively.
This spell is cast with a teleport or apportation spell of any sort except blink teleport and allows the caster to use the spell as a attack that teleports the target to him. The range, etc. of the teleport spell must be adequate. A teleportal would appear, leap at the target herding him through if the hit roll is made, and then settle down to being a "normal" teleportal. For +3 mana the caster may teleport the target wherever he wishes within the range of the teleport spell, subject to targeting the victim in the first place, but in this case the target gets a magic save to avoid the effect. If he makes the save he ends up beside the caster. If he makes it by 30 or more he goes nowhere. The really long range versions of this spell may be targeted with the normal roll through a farsee spell. Range modifiers are hacked by the referee based on the viewpoint of the farsee; typically quite small. Rules for arrival are exactly those for the teleportation or apportation spell being used as an attack teleport. Special failure mode one give the target a magic save (or +30 to the save if he is entitled to one anyway). Special failure mode two makes the caster and target exchange places. Mode three entitles the target to a roll on the teleport failure table.
This spell allows the caster to see the aura of a person, creature or object. This will allow the caster to ascertain the person's moral character or give him a clue as to the type of magic embedded in an item. A person's aura will often be a mixture of colors that display his personality as well flashes of color indicating his current emotions.
| Aura Colors | |
|---|---|
| Black | Rage, brutality, black magic, the color of Undeath. |
| Blue | Calm, peaceful, indicates strength of character. |
| Blue Green | Spiritual power, color of pilgrims and searchers. |
| Brass | Complex, guileful, sneaky. |
| Bronze | Stubborn, hard to change. |
| Brown | Intense concentration, indominatible will. |
| Copper | Avaricious. |
| Dark Blue | Dogmatic, given to blind faith and superstition. |
| Dark Green | Envy, hate, and malice. |
| Dark Purple | Evil intent, the color of evil creatures and evil gods. |
| Dark Red | Emotion, desire, sensuality. |
| Dark Yellow | Cowardly, traitorous. |
| Gold | Law, goodness, color of the sterner good gods. |
| Gray | Worry, sickness, a doubt about current enterprise. |
| Green | Practical, self possessed, also associated with Natural Lore. |
| Lavender | Conservative, civilized, sensitive to others. |
| Light Blue | Creative, spiritual. |
| Light Green | Fey, melancholy, often lonely or reclusive. |
| Orange | Sincere, open hearted, believes in justice and fair play. |
| Pale Pink | Psychotic; weak or confused. |
| Pale Yellow | Idealistic, humanitarian. |
| Pelkett | Color of the gods of chaos (not a natural color). |
| Pink | Compassionate, warm, sociable. |
| Purple | Aura of royalty, the color of kings, a true leader. |
| Red | Energetic, a leader; extroverted. An aura flaring red also means anger or moodiness. |
| Red violet | Lover of Chaos, war battle and violence; a berserker. Not necessarily evil, just crazy. |
| Rose | Generous, unassuming, "motherly". |
| Silver | Trustworthy but hates outside control. |
| Violet | Mercurial, easily persuaded, always looking for something new. |
| Yellow | Intellectual, a sage, possesses great wisdom. |
| Yellow Green | Paranoid, jealous, prone to treason and betrayal. |
| Yellow Orange | Witty, friendly, humorous. |
| White | Purity, honesty, innocence. Children; the color of gentler good gods. |
Magic items have an aura, usually one color, dictated by the intent of the person who made them or the type of magic in them. Elemental spells will have definite colors; red for fire, blue for water, brown for earth, light blue for air, gold for ether, dead gray for void. In general the aura of a magic item will allow the mage to guess what area(s) of magic the the spells embedded in the item came from. If there was a strongly emotional intent in making the object the creators aura colors will persist faintly about the item.
Use of this spell adds 30 to the perceptual integrity against illusions that do not themselves have an aura component. A usual requirement for this is that the illusionist have the ability to perceive auras in some fashion. Special failure mode one is that the person looses their normal sight and can only see auras. Special failure mode 2 is to see auras a black and white only which merely detects the level of magic or fate involved in a person. Special failure mode three is to be blinded for 3-30 rounds.
This spell causes the ether (space-time geometry) around the caster to behave like a fun-house mirror. It is impossible to tell the distance or direction to anything within the area of effect. The practical effects are as follows. Missile weapons take an added -3/1" (yes, -3 to hit per one inch) over and above their normal range modifier per hex of bent ether and the person firing must make a luck save to be firing at the target at all, at +5 per level of added size the target possesses. A person moving through the bent ether must save vs magic each round or make each 1" of movement randomly right left or directly ahead of his current direction. For +1 added mana the caster may get 2x duration, +3" extra radius, -1/1" more to the crappy range modifiers, or -5 to any saves connected with the bend ether (due to more extreme bending). The caster may, by walking the boundaries, make this spell affect any subset of the nominal area of effect. Special failure mode one is to merely have odd ripples in the ether that add -1/1" range modifiers and have no other effect. Mode two is to have the spell go berserk rendering everything in the area of effect a kaleidoscopic blur with no details of form visible and all attacks targeted randomly. Special failure mode 3 is to have the spell appear to work normally but direct and attacks toward the caster at full hit bonus with no range modifier.
This spell causes the caster to teleport about short distances at will, automatically missing solid objects. The caster moves up to 6" per blink and may blink twice per round. The caster may choose to use a blink as a defense and it adds +20 P.E. against any attack in the initiative pip when the caster blinks. It requires a perception save to get the initiative pip right for a particular attack. The caster may freely change his facing while blinking. The duration is +6 rounds for +1 mana, maximum distance is +2" for +1 mana, and the caster may add +1 blink per round for +2 mana. The special failure modes for this spell are rolls on the teleport failure table at +0/20/40.
This spell gives the caster the spiritual skill clairvoyance at his nominal rank or +2 ranks if they have it anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using clairvoyance. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure mode one for this spell causes the caster to get the sensory ensemble of microfauna with resulting confusion. Mode two causes the caster to tune into plants which do not have useful sense. Special failure mode three causes the sensory feeds to go into the wrong slots so that the caster experiences sight as smell, sound as touch, etc. The sadistic details are left to the referee.
This spell clears the ether about the caster. This prevents mystical gloom, darkness, light, fear, and other assorted emotion warping spells from affecting those within the radius, as well as any other effects the referee feels will come from "clearing the ether". The effect is static and ceases if the caster leaves the area of effect. For +3 mana the effect will move with the caster. For +1 mana the caster may add +3" radius or 2x duration. Special failure mode one makes a noise on the spirit plane that attracts nearby spirits, while permitting the spell to work normally. Special failure mode two divides the duration by 3d6. Mode three clouds the ether, causing a random emotion to grip all in the area of effect, while failing to clear other influences.
This spell gives the caster the spiritual skill combat in body at his nominal rank or +2 ranks if they have it anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using combat in body. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure mode one causes the character's surface thoughts to project to everyone nearby. Special failure mode two allows the spell to work normally save that the caster is minus 5x(1d6) to hit (with spirit ``to hit'') and minus a similar amount to his mental elusiveness. Special failure mode three causes the character to be vulnerable to spiritual combat with anyone he looks at (and if they engage he cannot break off).
This spell gives the caster the spiritual skill control at his nominal rank or +2 ranks if they have it anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using control. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure modes one causes the character to ``lock on'' to the wrong opponent or, if only one other mind is nearby, allows the spell to work normally. Special failure mode two causes their to be pale, visible glowing bonds joining controller and controlled when the skill works. Special failure mode three reverses the effect permitting the victim to use the attacker's skill roll to control the attacker. This usually isn't possible but the victim also decides when to break off the attempt. If the victim does not have KS: Spiritual Skills they are likely to break off immediately, as they are unaware of what is happening.
This spell causes an ether elemental to save vs magic or become subject to the will of the caster. For +1 mana the caster may extend the duration of control by double or subtract 5 from the elemental's save to resist control. If spell fails, the elemental will know something was thrown at it. Special failure mode one divides the duration by 3d6. Special failure mode two gives the elemental +30 to its magic save against the spell. Special failure mode three lets the elemental save versus magic to disobey each specific order it is given.
This spell causes a spirit the caster successfully targets to save vs magic or become subject to the casters will. The caster may double his duration of control or subtract five from the spirit's saving throw for +1 mana. The caster may force the spirit to depart or remain in place, no matter what. He may not issue any other commands unless he has some means of communication. This spell does not affect spirits in possession of a body and thus may not be used to control material creatures that happen to have a soul or to exorcize a were-spirit already making someone a werewolf. For the latter tasks, see the spell Exorcism. Special failure mode one causes the spirit to know who is attempting control without being controlled. Special failure mode two divides the duration of control by 3d6. Special failure mode three reverses the effect, permitting the caster a magic save to avoid control by the spirit.
This spell permits the caster to target a blast of essential ether on a void elemental. If the target takes extra damage from spiritual attacks then it takes that much damage from this attack and, if it is a void elemental, it will definitely feel pain enough to make it angry. The essential ether will surround the void elemental sufficiently to invoke, with some probability, the rule that states being surrounded by the counter element will dismiss an elemental. The elemental must save versus stress to avoid being dismissed (the save is involuntary). The caster can subtract five from this save for +1 mana and may cast another dismissal with a delay of -6 for +2 mana. If cast on a non-void elemental then the target will see a momentary sparkle and will feel in passing a range of emotions (unless it takes extra damage from spirit damage). For +2 mana this spell may be stacked onto a spell that does spiritual damage and will affect anyone within the area of effect of that spell. Rank is the higher of the stacked spells and mana costs and casting times add. Special failure mode one causes the caster to take d3 d6's of spiritual damage. Special failure mode two teleports the elemental toward the caster 2-20", stopping in front of the caster rather than overshooting. Special failure mode three causes the caster to be sucked along with the elemental to the elemental plane if it blows its save.
This spell can only be cast on an area where mana is bound. A door or mirror with mana bound into it in the form of mounted mana stones or embedded permanent or recharging spells. The spell lasts as long as the magical object it is cast upon or with. It opens a mystical gate to the elemental plane of ether (spirit plane) that allows transport. Radius is +1" per +1 mana. From both sides, the gate appears exactly as it did before the spell was cast and is used by walking through the gate object with confidence. Normally the gate shows nothing of its far side until after transport. For +3 mana the far side is dimly visible to those near the gate, with details depending on the gate's focus. If the caster is familiar with the spirit plane he may locate the exit of the gate as he wishes, otherwise it will appear at random. The gate freely passes creatures with a design point cost of no more than 20 points per mana embedded in the gate object. Points in excess of this limit require a stress save, at -1 per 5 points over the limit, to use the gate. This roll may be made once per round but requires attempting to use the gate. Special failure mode one causes the limit to be 10 points per mana instead of 20. Special failure mode two causes the transport effect to include a random teleportation of 3d100" upon arrival. Special failure mode three causes the gate to do d100 points of magic damage when used.
This spell gives the caster the skill enhancement at his nominal rank, or +2 ranks if they have it anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using enhancement. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure modes one causes the caster to need a stress save to hold the enhancement each time they save versus unconsciousness. Special failure mode two causes the enhancement to be visible; the caster bulks up. Special failure mode three causes the caster to only gain stamina, not hits, from the enhancement, but this stamina is gained by simply making the spell roll.
This spell causes the ether to change into a 25 square scale inch barrier, shaped to the casters will, that will prevent anything with a spirit from passing through unless it makes a stress save. Attempting to make a stress save and bouncing back does 3d6 of spiritual damage. Passing through does 7d6 of spiritual damage. For +2 mana the caster may add +d6/+2d6 to these two effects and subtract five from such stress saves. For +1 mana the caster may double duration or add 2x area of effect. Nonsentient living creatures, e.g. horses, are -30 on stress saves to pass through the barrier. To wholly unliving creatures the barrier is transparent (undead other than animated dead, such a zombies, are affected normally). Attempting to teleport through the barrier (line of 'porting intersects the barrier) results in a stress save at -10% and taking +2d6/+4d6 damage (depending); the barrier can thus block teleportation and necessitates a roll on the teleport failure table if a teleporter is stopped. The ether barrier is entirely invisible to senses other than detect magic and aura vision. It appears as a transparent area of high refractive index to aura vision. Special failure mode one halves the damage done by the barrier. Special failure mode two makes the barrier one sided - 50% chance for each possible direction being transparent. Special failure mode three permits the spell to appear to work and then attract any disembodied spirits in the area, with the barrier failing at the first attempt of anything to penetrate it.
This spell is cast while in the ether. It pinches off a bubble of ether and transforms it into a patch of reality with laws, form, etc. exactly conforming to the casters wishes, save that any life must be imported. The caster may cause opening(s) into the ethereal plane, his own plane of origin, or any plane he has visited and studied, for +1 mana each. They may have whatever form he wishes and, local to the opening, the laws and conditions of the new reality may prevail or not as he wishes. The size of the alternate reality and it's fate when it's caster dies may be influenced by the caster in the casting of the spell within whatever bounds the referee decides are appropriate to the campaign. Special failure modes are up to the referee save that the spell should work in some fashion.
This spell renders the caster effectively an ether elemental for the duration. He is susceptible to the various control and summoning spells, gains a teleportation movement of WP", and need not eat or breathe while in contact with ether. A dismiss ether elemental spell will end the spell rather than banishing the caster. The caster has any spiritual damage he takes halved. Being circled by cold iron ends this spell and the caster takes +2d6 from iron or steel weapons. The caster may add a day to the duration for +1 mana. He may cast it on another for +5 mana (by touch) and unwilling victims get a save versus magic. For each +3 mana the caster may get a level of +1 or better weapons to hit, but not more than one third his rank with ether element. Special failure mode one deletes the spiritual protection. Special failure mode two makes the caster look ethereal. Mode three makes the spell last 2d100 times as long.
This spell allows the caster to enter the mind of a possessed person and forces any possessing spirit to confront him and do (spiritual) battle. Winning such a battle drives the possessing spirit forth. This spell may also be used to examine any mental illness from the inside or for the caster to possess others. While his spirit is in another's body the caster's body is catatonic. Spell failure modes will cause the spell to work but deliver the caster to have some inconvenient situation vis-a-vis the possessing spirit.
This spell gives the caster the skill extraction at his nominal rank, or +2 ranks if they have it anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using extraction. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure mode one causes the extraction skill to be partial; the caster may give an objects color spiritual existence, but not its material. Special failure mode two causes the the extraction to work too well - objects the character tries to extract will be permanently extracted and will pay the experience cost out of the caster's own mana - permanently. Special failure mode three causes the casters physical body to take on spiritual existence for the duration of the spell. The effect of this is that the caster takes spiritual damage as spiritual damage to his spirit and as magical damage to his body in parallel.
This spell gives the caster the skill farseeing at his nominal rank, or +2 ranks if they have it anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using farseeing. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure modes are at referee discression and send the farseeing wrong in some interesting, amusing, or dangerous fashion for modes one through three, respectively.
This spell adds +10 to the recipient's luck save, +3 per +1 mana. The caster may also double the duration for +1 mana. Special failure mode one is to add d100-50 to the casters luck save instead. Special failure mode two simply reverses the sign of the amount added (the save goes down). Special failure mode three acts to cause all manner of improbabilities to befall the recipient. All sorts of improbable accidents happen. For special failure mode three the spells duration is multiplied by (d100/d6).
This spell permits the caster to focus their power of spirit on a void elemental so as to paralyze it. If the caster targets the elemental then the elemental and the caster make competitive stress saves each round until the elemental wins one at which point the spell ends. The caster may also end the spell by ceasing to concentrate. For +1 mana the caster gets +10 to his stress save against the elemental. While using this spell the caster is normally concentrating on it and gets the combat penalties for concentration. For +3 mana the caster can use their full elusiveness - but additional spell casting is not possible while holding an elemental in this fashion. This spell fails if cast on a non-void elemental. Special failure mode one causes the caster to also be paralyzed while holding the elemental. Special failure mode two causes the elemental to merely lose 30 off of its elusiveness. Special failure mode three reverses the effects of the spell.
This spell gives the caster the skill levitation at his nominal rank, or +2 ranks if they have it anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using levitation. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure mode one causes the caster to have an awful time with his orientation; he often finds himself sideways. Special failure mode two takes 30 off the skill roll. Special failure mode three causes the caster to lose levitational ability if he needs to make a stress save for any other reason.
This spell transforms the recipient's mana into ablative armor against magic damage. This is visible as a sparkling aura in dim light. The number of points of protection is twice the recipient's mana. This protection is outside any other magic armor and each point of magic damage stopped removes a point of protection. This spell uses up the recipient's mana; unwilling recipients get a magic save to avoid the effect. The caster may add +3 points of protection for +1 mana. Special failure mode one causes there to be one point of shielding per mana. Special failure mode two uses up half the recipient's mana. Special failure mode three causes the spell to affect the caster.
This spell causes an ethereal object to become material. To affect an ethereal object the caster usually needs to be in the spiritual state himself. The exact effects of this spell are greatly dependent on the referees interpretation of the rules about spiritual play. A generous referee might, for example, allow this spell to deprive undead of their immaterial status and make them into men of substance (heh, heh). This would deprive them of their "magic weapons to hit" ability under some rationales of that ability and perhaps their draining ability. It would also give them hitpoints. The caster does not need to be ethereal to attack anything that can attack him for other than spiritual damage. Special failure mode one causes the caster to partially materialize his target. Special failure mode two materializes something in addition to or instead of the intended target. Special failure mode three causes the caster to become ethereal (if material) to shift to the far spirit plane (if ethereal) or to randomly translate across the ether (if already on the far spirit plane). If this spell is used on the far spirit plane the subject will materialize in a quite random location on a random plane of the material world.
This spell gives the caster the skill meditation at his nominal rank, or +2 ranks if they have the skill already, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using meditation. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure mode one causes the character to get all caught up in the cosmic coolness of meditation without gaining any of the benefits. Special failure mode two causes the caster to fall asleep during the meditation after d6x10 minutes. Special failure mode three causes the character to continue to meditate until forcibly snapped out of it by someone.
This spell gives the caster the skill mental bolt at his nominal rank, or +2 ranks if they have the skill already, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using mental bolt. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure mode one causes essentially random target selection due to confused perception - the characters material perceptions are normal but their interface with the spirit realm is all wonky. Special failure mode two causes the caster to feel the effects, against his spirit armor, of any bolt he launches. Special failure mode three causes the caster to affect all nearby with and area effect spirit damage equal to half what the bolt would have done whenever he attempts to target a bolt.
This spell gives the caster the spiritual skill mental crush at his nominal rank, or +2 ranks if they have the skill already, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using mental crush. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure mode one causes the caster to need to save versus unconsciousness when he uses the ability. Special failure mode two causes the caster to be sucked into unconsciousness with his victim - the caster's unconsciousness or lack thereof depends on his victims save. Special failure mode three causes the effect to be over an area, 10-30", but with +30 to the unconsciousness save.
A poltergeist is a disembodied force comprised of malice and possessed of great telekinetic power. A poltergeist is very hard to locate and is not a spirit but rather an ethereal magical construct that must be dispelled to be eliminated. Normally it is utterly invisible except to spirit vision or aura vision. The poltergeist is cast on a person, that the caster knows at least slightly, or a place the caster defines by walking its perimeter. If cast on a person the poltergeist will harass and attempt to indirectly kill the person. Cast on a place it will try to drive away or kill people entering the place. It has the ability to shift its point of perception by 20" per round either within the area it is cast on or within 50" of the person it is cast on. At its point of perception it may exert a 10 strength. For +1 mana the duration can be doubled, the strength of the poltergeist can be +2 to a maximum of 20 strength (+1 per mana for strength above 20), the poltergeists movement can be increased by +3", or its range of effect increased by +25" (farther from the person or outside the place of its focus). A poltergeist will always attempt to work indirectly, through fear and intimidation. Special failure mode one causes the poltergeist to be somewhat visible to normal sight when it does something. Special failure mode two gets you a non-hostile poltergeist that just occasionally plays tricks if it feels like it. Special failure mode three focuses the poltergeist on the caster.
This spell allows the caster to project an image of himself up to 100" in any direction through anything less than 1" of rock or 10 cm of metal. When the spell is cast, an image of the caster seperates from the caster and moves as he does within the distance limits. It may walk through barriesrs that do not stop the spell and may, for example, walk on air. This path may be direct or indirect, though in the latter case the projection must travel the convoluted route. The projection appears as the caster appears and allows him to both use his senses and voice and to cast spells. The caster may get +10 minutes duration or 2x maximum projection distance for +1 mana. The maximum mana the caster may spend on a spell in projected form is the amount of mana spent on the projection spell. This mana may be padded to up the limit. A stress save is necessary to change the focus of projection in a teleportational fashion. The projection may move at the caster's normal movement speed without penalty, so long as it remains in the area of effect. Typically the projection is immune to damage - it is an image that swords and spells just pass through. Darkness, smoke, etc. can still be used to baffle the projection's senses. The caster can end this spell on a whim. Special failure mode one divides the duration by 3d6. Special failure mode two halves the maximum mana the caster can run through the spell. Special failure mode three permits damage done to the projection to do half damage to the caster.
This spell causes a magical barrier that prevents the entry of ether elementals and ethereal enchantments, such as poltergeists or spiritual bolts. The barrier does not stop spells that have not gone off yet - targeting the caster successfully with a spell that has not summoned enchanted material yet, sets off the spell inside the radius of protection. The spell does not prevent the entry of spirits other than ether elementals. The barrier is static and goes down if the caster crosses it. The caster may cause the sphere of protection to move with him for +2 mana. For +1 mana the caster may get 2x duration or +1" radius. Special failure mode one gives elementals +30 to their magic save to cross the barrier. Special failure mode two forces the caster to make a stress save each round the protection is challenged to maintain the protection against etherial enchantments. Special failure mode three divides the spells's duration by 3d6.
This spell causes a magical barrier that prevents the entry of spirits, were-spirits, ghosts, and non-corporeal undead that fail to save versus stress. It does not prevent the entry of ether elementals. The barrier is static and goes down if the caster crosses it. The caster may cause the sphere of protection to move with him for +2 mana. For +1 mana the caster may get 2x duration, +1" radius, or -5 to stress saves to cross the barrier. Special failure mode one gives spirits +30 to their magic save to cross the barrier. Special failure mode two creates an inverted barrier that spirits may enter freely but have trouble leaving. Special failure mode three divides the spells's duration by 3d6.
This spell gives the caster the skill psychic invisibility at his nominal rank, or +2 ranks if he has the skill anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using psychic invisibility. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure mode one causes those near the caster to remember later that the caster was there even though the psychic invisibility works normally while the caster is present. Special failure mode two allows each potential victims of the psychic invisibility a stress save to ignore its effects. Special failure mode three causes the ability granted by this spell to draw every eye to the caster if the skill roll succeeds.
This spell gives the caster the skill psychometry at his nominal rank or +2 ranks if they have it anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using psychometry. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure modes bend the information gained in interesting, amusing, or dangerous fashion for modes one through three respectively. One standard way to fail is to focus on only some of the past events that psychometry could normally detect.
This spell gives the caster the spiritual skill push at his nominal rank or +2 ranks if he has it anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using push. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure mode one doubles the amount of health sacrificed or stamina spent (each two stamina spent that you do not have cost d6 hitpoints). Special failure mode two halves the gain from use of the skill if and when it is used. Special failure mode three forces the caster to save versus unconsciousness each time the spell is used.
This spell is engraved, at a cost of 5 DPs and one experience point, on the roof tree of a dwelling, the keystone of a bridge or arch, on the cross-piece of a door, or in other similar place. It prevents the entry of any malevolent spirit and acts as an Ether Barrier to any possessed creature, e.g. a werewolf or infused wraith. The caster may spend extra mana as with ether barrier, costing 1 DP per two extra mana and one extra experience per eight extra mana, rounded normally. A huge dwelling such as a castle requires each entrance be runed. Special failure mode one permits creatures that normally could not enter a stress sae to enter. Special failure mode two causes the spell to have a duration of one year instead of being permanent and te caster will know this has happened. Special failure mode three causes the barrier to attract and annoy spirits that will thereafter tend to lurk outside of it.
This spell requires the caster spend 30 DPs engraving a complex rune on a weapon. Once this is done, including making the spell roll for this spell, the rune may be empowered by touch by anyone who knows this spell with a delay of -3 by dumping in the required mana. A weapon with this rune on it and empowered will do +d100 spiritual damage to a spirit and hit spirits that require up to +5 or better weapons to hit as if it had a high enough hit plus. The rune does the +d100 only to free spirits, not those in possession of a body. Those in possession of a body take +2d6 from such a weapon and the weapon has only its own "plus" of hitting ability against them. Special failure mode one reduces the damage add to +3d6 against free spirits and +d3 aginst spirits in a body. Special failure mode two causes the rune to make a siniging sound on the spirit plane that warns spirits of its presence. This ringing will sound terrifying to spirits. Special failure mode three causes the rune to send back 3d6 of magicdamage each time the rune does d100 points of damage to a spirit.
This spell gives the caster the spiritual skill separation at his nominal rank or +2 ranks if they have it anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using separation. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure mode one causes the caster to pull on all nearby so that any that wish may step out of their bodies whenever he makes a separation roll. Special failure mode two causes the caster to be unable to leave his own body during the spell duration. Special failure mode three causes the caster to swap bodies with someone he attempts to separate - reversible by judicious use of separation - but often inconvenient.
This spell gives the caster the spiritual skill soul division at his nominal rank or +2 ranks if he has it anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using soul division. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure mode one is simple failure. Special failure mode two causes the caster to be unable to separate his spirit from the object in question (for full transfer) or to be unable to personally use the separated abilities (if points are being dumped into objects). Special failure mode three causes whatever was transfered to continue on and be permanently transfered into the next animate creature touching the object in question.
This spell is cast with a teleport spell (add casting times, mana costs, take the higher rank) and allows the teleport to exchange the position of the person teleporting with another person or object; the masses in question simply exchange places. It requires +1 mana per size level (or mass doubling) the target has above the caster. For each +1 mana the caster wishes to spend he may add +1 persons or object to the spell and permute the positions of the persons affected. This spell requires a targeting roll with no range modifier using the casters spell bonus on each person involved. The special failure modes of this spell are to take the result of the failure of the teleport spell this spell was modifying and apply it to all targets (mode one) extra targets (mode 2) or every imaginable target within a substantial distance (mode 3).
This spell allows the caster to be aware of and speak silently with nearby disembodied spirits or spirits inside bodies that are not naturally inhabitants of those bodies. The caster may get +30 minutes duration for +1 mana. Special failure mode one allows limited conversation - as in bad pidgin. Special failure mode two opens the caster surface thoughts to the spirit but permits no understanding. Special failure mode three permits the spell to work normally but, unbeknownst the caster, makes his speech to spirits echo loudly on the spirit plane.
This spell increases the casters armor against spiritual damage by 5, +2 per +1 mana, with one point of added magic armor accruing for every three full points of added spirit armor. The duration is +10 minutes per +1 mana. It also gives the caster's spirit the appearance of some sort of armor to anyone on the spirit plane, with spiritual vision, or with aura vision. If the caster is able to perceive his spirit, he may cast the armor into whatever form (appearance) he wishes. Special failure mode one causes the armor to have ``gaps'' so that it requires a magic save to function. Special failure mode two causes the armor to come adrift, leaving a lose suit of spiritual armor on the spirit plane for the remainder of the spells duration, after the first time it stops damage. Special failure mode three divides the duration by 3d6.
This spell causes an invisible bolt that does 3d6 of spiritual damage. The caster gets +d6 per +1 mana. The caster may, optionally, use his spell or spirit hit bonus to target this spell. The caster may cast +1 additional bolt with a delay of 6 pips for +2 mana. Special failure mode one causes the bolt to do d3's instead of d6's. Special failure mode two causes the spell to also do damage in a d3" radius about the caster, excluding the caster. Special failure mode three is like two save that the radius is 3d6".
This spell gives the caster the skill spirit navigation at his nominal rank or +2 ranks if they have it anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using spirit navigation. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure modes cause navigational irregularities of various sorts.
This spell requires 20 DPs plus 1 DP per log (base 2) of the number of cubic meter of the object to engrave, as well as one experience point (for the focus); the special focus of this spell is the object be-runed. It gives the object spiritual existence so that it may accompany its owner onto the spirit plane and affect spirits as well as normal objects. Placed on a bulding or structure it will give it a spirit plane twin. Special failure mode one creates a spirit rune that only works at night (when it is night on the relevant material plane). Special failure mode two creates a warped, distorted version of an object. Special failure mode three causes the spirit version of the object to emit a powerful signal on some sensory bandwidth: glow, ring, stink, etc.
This spell transforms the blade, head, etc. of a weapon so that weapon does spiritual damage instead of whatever sort it did before. The caster may add +6 rounds duration for +1 mana. The weapons appearance may modify radically when the spell is active. For +9 mana the spell may do both spiritual and material damage simultaneously. Special failure mode one causes the weapon to have a 50-50 chance of doing spiritual or material damage (roll each round, the +9 mana version is immune to this sort of failure). Special failure mode two causes the weapon to shine like a beacon on the spirit plane. Special failure mode three causes the weapon to become completely ethereal - which may be a bit inconvenient.
This spell allows the caster to see as if he were on the spirit plane. This destroys his normal ability to see, and he must spent 6 initiative pips blind to switch back and forth between the two types of sight. He may double the duration for +1 mana. Special failure mode one causes the caster to need to roll a stress save each round he tried to use spirit vision and shift to normal in rounds where he fails the save. Special failure mode two causes the caster to get aura vision instead of spirit vision (see the spell Aura Vision for details). Special failure mode three is to be gifted with spirit vision permanently and have no normal sight.
This spell gives the caster the skill Spiritual Awareness at initial rank or adds +3 ranks. The caster may get +1 rank for +2 mana or +6 hours for +1 mana. Special failure mode one works but causes the persons spirit to glow brightly on the spirit plane. Special failure mode two permits the spell to work but immediately seperates the caster's spirit from his body, as if a skill roll had been made. Typically this isn't a problem if the person immediately re-enters their body. Special failure mode three is like two save that the person cannot re-enter their body until the spell duration runs out.
This spell creates an apparent bolt of force that misses its target no matter if the targeting roll hits or not. If te targeting roll succeeds the spell creates a small spirit construct in the mind of the target that shares the target's senses and surface toughts. It records these for up to one day per point of intellegence of the caster at which point it shuts down. At any point that the caster touches a person with a spirit spy he cast in him the spy will report, a destructive read proccess that transfers all that the spy saw to the caster as memories. Any spell that permits confrontation of a posessing spirit will destroy a spirit spy, likewise a spiritually aware person examining another person's spirit can find such a spy and destroy it easilly. The number of days a spirit spy can hold can be increased by +1 for +1 mana. Special failure mode once causes the spirit spy to delete one sense. Special failure mode two deletes the recording of surface thoughts. Special failure mode three causes the spell to work normally but do the caster 8d6 of magic damage at readout time.
This spell allows the caster to summon up an ether elemental from a source of ether. This normally requires that the caster be immersed in the ether, i.e. on the spirit plane. The elemental has at most 20 design points per mana spent. If the caster knows a specific elemental, he may summon it up, otherwise he gets a random elemental of up to the maximum number of design points. This spell gives the caster no control over the elemental summoned. The caster may double the duration of the elemental's stay for +1 mana. Special failure mode one does the elemental d100 points of disintegrtion damage as he appears. Special failure mode two causes the elemental to teleport 3d100" as he appears in a random direction. Special failure mode three causes the elemental to come with d3 added elementals, possibly of different types.
This spell gives the caster the skill telepathy at his nominal rank or +2 ranks if he has it anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using telepathy. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure modes one is simple failure. Special failure mode two causes the character to receive surface thoughts from all nearby - which is quite likely an incomprehensible babble - even if they make the skill roll. Special failure mode three causes the telepathy, at whatever level the caster achieves, to be two-way.
This spell causes the caster to vanish an appear up to 50" away within line of sight. The caster may add +50" to the maximum range per +1 mana. The caster may also teleport 2x as many times for +1 mana, teleporting at those times permitted by the normal rules governing movement. This does not count as a ``duration'' but as multiple instantaneous effects. The added instantces of teleportation must happen within a number of rounds equal to the number of teleporations. The special failure modes for this spell are a roll on the appropriate teleportation failure table at +0/20/40 for special failure modes 1, 2, and 3 respectively.
This spell creates a portal in the air, up to 3" away, that allows people to step through distances as specified in teleport, with added mana as specified in teleport. For +1 mana the caster may add +3" to the distance the portal may appear from them or may add +4 square inches to the size of the portal. The caster may permit the portal to show what is on the other side, may appear misty, or may appear as a mirrired surface at the caster's whim. The special failure modes for this spell are a roll on the appropriate teleportation failure table at +0/20/40 for special failure modes 1, 2, and 3 respectively.
This spell gives the caster the skill thought projection at his nominal rank or +2 ranks if he has it anyway, +1 rank or 2x duration per added mana. Note that spiritual awareness is a prerequisite of using though projection. This spell may be cast with the spell Spiritual Awareness, adding mana costs and casting times, and taking the higher rank. Special failure mode one causes the projected thoughts to be audible on the spirit plane as sound. Special failure mode two causes the caster to always project to all in the area no matter what the skill roll. Special failure mode three makes the caster's projected thoughts garbled and indistinct.
This spell causes a timequake. It throws people, creatures, and objects within the area of effect through space and time in a random fashion determined by the referee. The caster may save vs magic to avoid the effect. For +1 mana the caster may increase the radius by +30" or add +5 to his save to fail to be affected. The point in the round at which a particular object or person vanishes is up to the referee. The special failure modes of this spell are 10x, 50x, and 1000x radius of effect for mode 1, 2, and 3 respectively.
This spell stops time within the area of effect, except for the caster. He may not change the shape of or damage time stopped objects or creatures but he can rearrange them (if he can lift them) and steal things from them. If the caster leaves the area of effect the spell ceases. The caster may buy +3" radius or +1 round duration for +1 mana. The radius of effect is immobile and impenetrable from the outside, appearing as a Nivenesque stasis field. Placing one timestop inside another has wildly variable effects, essentially a licence to the referee to do almost anything. Special failure mode one adds 3d6 to the (non-spirit) speeds of all those in the area of effect. Special failure mode two subtracts 3d6 from the (non-spirit) speeds of all those in the area of effect. Special failure mode three timestops the caster only (transforming him into a silver statue of himself) until an outside force dispels the spell.
This spell requires no gestures or magic words, just a spell casting roll and concentration. This spell permits the caster and his personal effects to shift briefly onto the near spirit plane. He can retrieve or deposit material objects there and use his physical combat statistics against a spirit's spiritual statistics. While on the spirit plane he gets a magic save to avoid any drain attacks by creatures of darkness. While on the spirit plane the caster is essentially invisible unless he is adjacent to the observer - in which case he can be spotted as a ripple or shimmer. The caster is transparent to (material) weapons that are less than +3 while on the spirit plane. The caster can walk through or past walls that do not have spiritual existence. The caster may get +3 rounds duration for +1 mana. Special failure mode one causes the spell to have a duration of one round. Special failure mode two shifts the caster but only those of his effects that have spiritual existence. Special failure mode three causes magic items on the caster's person to stay on the spirit plane when he returns to the material plane.
This spell severely bends space in the close vicinity of the caster so as to reflect attacks made from a range of 1" or less, e.g. hand-to-hand or very close ranged attacks, and deflect attacks from a greater range. The caster must make a stress save to turn each attack with a modifier of -3 per attack after the first in a given round. If he succeeds in a close attack, the attacker rolls to hit the attacker with his own attack, using spell to hit bonus. The caster may pad his save by +6 per added mana or may extend duration by +6 rounds for +1 mana. This spell will make the caster look as if he's breaking into parts each time he makes a reflection save. Special failure mode one starts the caster off with a -30 stress save. Special failure mode two divides the duration by 3d3, to a minimum of one round. Special failure mode three causes the effect to take 30 off of any hand-to-hand or short (less than 3") hit rolls of any sort the caster makes. Hit rolls at longer range are modified to -60.
This spell allows the mage to join two worlds or planes. He must know both worlds involved or he will get a random tunnel through to another world. The zone of transition is usually filled with obscuring mist or something from the climactic interface inside it. It does not allow atmosphere, fluid, etc. to pass between the worlds, only objects moving with volition. The point of exit depends on the relationship between the two worlds (i.e. the referee) and is not the free choice of the caster. The caster may double the duration for +1 mana. A duration of a year or more is considered permanent. Zones of transition tend to line corresponding points. Cast to connect a material world with its own near spirit plane it would just cross connect corresponding locations; a corridor that wanders from material to spirit and back without changing much. The mage may make the interface any length he likes from a few inches to miles. Long interfaces may have some structure (side tunnels, larger and smaller spaces, etc. Special failure mode one is to have the zone of transition connect two points in the same world. Special failure mode two is to connect to a random world instead of the one intended. Special failure mode three is like two but the referee should be malicious in his choice of of world.