Basic Levels

Level 1 - Magic Primers (1)

Fireball
NE1D4Saving throw-
Duration-Range50m per level

Does 1D6 damage per level of caster. Choice of flame colour. Attack bonus 1.

Force Wall
NE1D8Saving throwNone
Duration1 hour per levelRangeSurrounds caster

The wall of force has a DC of 100, and is semi-permeable, so the caster can still attack from within. It forms a layer about 1mm above the skin/ clothes surface.

Cloud of Confusion
NE1D10Saving throwAura
Duration10 minutesRange50m per level

The victim of this spell, unless he saves, is surrounded by a tenuous cloud of vapour, which hinders and distracts all movements; all dice rolls are HALVED or DOUBLED, whichever is worse for the victim. This includes dodges!

Unlock door
NE1D6Saving throwNone
Duration-RangeTouch

Any physically locked door (not magical locks) will unlock itself. This only applies to doors, not locked boxes etc.

Sword of Thom
NE1D4Saving throwNone
Duration1 hour per level of casterRangetouch

Any bladed, nonmagical, weapon this spell is cast upon now does double damage.

Bond of Bistok
NE1D6Saving throwStrength
Duration1 hour per levelRange10m per level

This spell is cast upon an area of floor, which immediately becomes sticky. Players caught in it must Save with Strength to escape.

Heal
NE1D10Saving throwNone
Duration-RangeTouch

This spell will instantly restore 1D6 damage per level of caster to the Stamina of living creatures only - not armour! Also, deduct 1D10 Poison Points.

Fool's Gold
NE1D10Saving throwWisdom
Duration1 day per level of casterRangeTouch

This spell converts rocks of any size, appparently, into gold. People seeing this gold may recognise its true nature if they successfully save.

Light of Rak
NE1D4Saving throwNone
Durationhalf an hour per levelRange10m

When this spell is cast, a 10m pool of light will surround and follow the caster.

Level 2 - Magic Primers(2)

Summon Wraith
NE1D20Saving throwNone
Duration1 hourRange10m

This spell creates a wraith, a small annoying creature about three feet tall. They will be holding an axe each, and the caster can control one wraith at a time per level. So a level 2 caster can have 2 wraiths at any one time.

They are only useful in combat, and will attack any target the caster commands them to, doing 2D4 damage per action. They have 1D4 actions per turn, and fail all saving throws. They have a DC of 20, an attack of 16, but a dodge of 8.

Jop's Blast of Hatred
NE1D20Saving throwAura
Duration2 minutesRange10m per level of caster

When this spell is cast, all living beings in the vicinity must save with Wisdom. Anyone who fails to do so will see in the target what they most hate, and attack him vehemently until the spell wears off or they die.

Petrify
NE1D20Saving throwAura
DurationIndefiniteRangeTouch

The unlucky target of this spell will solidify, and apparently turn into a statue. This will persist until the spell is cancelled by the caster, or someone casts De-Petrify or Dispel Magic on them, or they manage to Save with Aura, which they can attempt once per turn thereafter. The statue has twice the original DC of the target, and can be destroyed.

Turnek's Carpet of Levitation
NE1D20Saving throwNone
Durationuntil caster climbs off of the carpet.Rangecaster + 500kg per level

This spell creates a carpet to appear out of thin air, decorated with magic symbols. It will grow to carry what the caster wishes, but cannot carry more than the caster, plus 100kg (eg, one character plus equipment) per level of the caster. The caster must stay on the carpet to make it continue to exist. The carpet has 10 DC.

Invisibility
NE1D20Saving throwNone
Duration1 hour per level of casterRangeCaster + personal items

The caster becomes invisible to anyone who can only see visible light; however, they can be heard, and seen with infra-red and ultra-violet.

Instant teleport
NE1D20Saving throwNone
Duration-RangeLine of sight

The caster will teleport to any location within their line of sight.

Fire bolt
NE1D10+5Saving throw-
Duration-RangeLine of sight

A bolt of fire springs from the caster's fingertips, causing 1D10 points of damage to the target per level. Attack bonus: 1

Reflect energy
NE1D12Saving throwNone
Duration1 minuteRangeCaster only

Any damage from explosions and fire/energy weapons will not damage the caster, but the damage will accumulate around them in a globe of brilliant light, until they choose to release ALL accumulated energy at a chosen target, who will take all that damage unless they manage to Save with Reactions. The spell then starts collecting again. When the spell expires, all energy currently stored will be released, randomly damaging anyone in the vicinity.

Level 3 - The Earth element

Encase limb in rock
NE3D6+10Saving throwStrength
DurationindefiniteRange10m per level

The chosen limb of the target will become immobilised unless they save with Strength.

Earth Maw
NE2D8+10Saving throwReactions
DurationIndefiniteRange10m per level

A six foot maw will open in the ground where the caster wishes, and anyone over it not saving with Reactions plummets to their doom. Of course, things bigger than six feet will not fall in.

De-Petrify
NE1D6+20Saving throwNone
DurationIndefiniteRangeTouch

Any petrified being (see level 2 spell, Petrify) can be restored with this spell.

Rock levitation
NE1D8+20Saving throwNone
DurationIndefiniteRangeTouch

100 metric tonnes of rock per level of caster may be moved at a ponderous 2 kph with this spell. The caster only has to touch the rock once. However, it moves so ponderously that killing people with it will fail.

Earth tremor
NE3D6+10Saving throwReactions
Duration-Range100m

Anyone failing their saving throw will fall over as a small earth tremor passes.

Liquify stone
NE1D4+20Saving throwNone
DurationIndefiniteRangeTouch

Stone becomes a mudlike, thick, liquid which can be poured into moulds, but not really moulded with the hands.

Solidify mud
NE1D4+20Saving throwNone
DurationIndefiniteRangeTouch

This spell converts mud, or the liquid created by the above spell, into solid rock of any desired type. (Granite, limestone, etc.)

Level 4 - the Air Element

Wind
NE1D4+20Saving throwNone
Duration-Range100m

A powerful blast of wind will knock anyone over, unless they manage to Save with Reactions. However, if they fail this, they may try to brace themselves, and Save with Strength.

Breathe without Air
NE1D4+20Saving throwNone
Duration10 minutes per levelRangeCaster

The caster will breathe without air, so may survive underwater for prolonged periods. When this spell expires, it may be cast again, and the caster will continue to breath.

Fog
NE1D4+20Saving throwNone
Duration10 minutes per levelRange10m

A 10m diameter bank of fog will surround the caster, making them and anyone else within the fog bank impossible to hit with all weapons except those with Burst or Full Auto, which must be fired in a spray to hit them and will also hit everyone else in the cloud. Each person in the cloud receives one tenth of the total damage of the burst.

Area effect weapons like grenades and missiles will have the same effect, but infra-red seeking missiles and characters with infra-red vision are unaffected (they can see through it).

Thunderstorm
NE1D4+60Saving throwNone
Duration-Range-

The wizard can cause a torrential downpour with lightning, reducing visibility to just beyond the reach of the arm, about one metre. This will also be very cold.

Acid Rain
NE1D4+60Saving throwNone
Duration-Rangeline of sight

A small cloud will form above the target's head, and sticky, acidic, gel will rain onto him. Water will not wash it off; only holy water or vinegar will. Dispel magic will also work. The acid does 1D4 damage per turn.

Fog of Clammy death
NE1D20+90Saving throwWillpower
Duration-Rangeline of sight

A creepy, dark, fog will rise from the ground and sweep past the target (which can be a group), and anyone in the group failing a Willpower save will fall where they stand, dead.

Suffocation
NE1D20Saving throwEndurance
Duration-Range10m per level

The victim of this spell must Save with Endurance, or else die on the spot.

Immunity to gases
NE1D10Saving throwNone
Duration10 minutes per levelRangecaster

The caster becomes immune to all kinds of magical and nonmagical gases, fogs, etc; however, they will not be able to breathe underwater or in a vacuum - the spell filters the gasses out of their breath, but does not create oxygen.

Levitation
NE1D10Saving throwWillpower
Duration10 minutes per levelRangeTouch, maximum of 100kg weight.

This spell can be cast upon the caster, an object, a friend, or a foe (who gets a Willpower save). The object will float around, completely under control of the caster. Only one Levitation can be controlled by the caster at any one time.

Level 5 - the Water Element

Mold water
NE20+1D8Saving throwNone
Duration-RangeTouch

This spell makes still water act like clay in the caster's hands, allowing them to mold it into, say, a wall to protect the party against fireballs or a big blob to throw onto a fire.

Polyliquidmorph
NE20+1D8Saving throwNone
Duration-RangeTouch

This spell will make any liquid into any other nonmagical liquid the composition of which is known; common liquids like wine and water are allowed. If the caster hopes to turn deadly acid into harmless water, however, remember that they must touch it to do so!

Terrible Thirst
NE20+1D8Saving throwWillpower
Duration10 minutes per levelRange10m per level

The unlucky target of this spell will be able to do nothing except search for something to drink, and drink it until the spell wears off.

Conjure water
NE20+1D8Saving throwNone
Duration-RangeTouch

This spell will make the chosen container fill with water.

Walk upon water
NE20+1D8Saving throwNone
Duration10 minutesRangeCaster

The caster of this spell will be able to walk upon water.

Freeze water
NE20+1D8Saving throwNone
DurationDependsRangetouch

The water this spell is cast upon will instantly freeze, but may begin melting in hot environments.

Melt ice
NE20+1D8Saving throwNone
DurationDependsRangetouch

The ice this spell is cast upon will instantly melt, but may begin to freeze again in cold environments.

Immunity to Poison
NE20+1D8Saving throwNone
Duration1 hour per levelRangeCaster

The caster is immune to all poisons except those carried in the air (poison gases).

Level 6 - the Fire Element

Fire bolt
NE10+3D6Saving throwNone
Duration-RangeLine of sight

A bolt of fire springs from the caster's fingertips, causing 3D10 points of damage to the target. Attack bonus 3.

Cause fire
NE10+3D6Saving throwWillpower, if cast upon people
Duration-Range10m per level

The target of this spell will begin to burn, combustible or not. There will be no ash or smoke.

Wall of fire
NE10+3D6Saving throwNone
Duration10 minutes per levelRange10m per level

A wall of fire will spring up where the caster points, at a maximum of 10 square metres per level. Anyone passing through the wall suffers 4D6 damage.

Extinguish fire
NE10+3D6Saving throwNone
Duration-Range10m per level

The chosen fire will go out immediately.

Un-burn
NE10+3D6Saving throwNone
Duration-RangeTouch

When this spell is cast upon some ashes, the ashes will be consumed by black flame and heat will be absorbed. The original item will be magically restored. Warning: casting this upon Ash from the Sun's burning (a Mysterious Ingredient, found inside Magic Bombs) will cause part of the Sun to be reconstructed. Being at an enormous temperature and pressure, an explosion will do 3D6*1 million points of damage to everything within 1,000 km. However, putting this spell into a Magic Bomb, next to the ash from another Magic Bomb, will create a devastating weapon. However, unless specifically instructed to do so by a God, attempting to do this will usually invoke immediate divine wrath, probably destroying the device before it can be activated.

Immunity to magical powders
NE10+3D6Saving throwNone
Duration10 minutes per levelRangeCaster

The caster is unaffected by magical powders, including Acid and Explosive.

Level 7 - Elementary Bio-Control

Paralysis
NE1D10*5Saving throwWillpower
Duration10 minutesRange100 metres

The unlucky target of this spell is incapable of motion, but can talk and see, hear, and so on normally. Also, the may cast spells, although getting into touch range of targets might be difficult.

Mysterious restoration
NE200+1D20*10Saving throwNone
Duration-RangeTouch

The person this spell is cast upon will have their DC returned to its full, and any penalties imposed upon them (such as paralysis) removed.

Uncontrollable laughter
NE1D20*4Saving throwWillpower
Duration10 minutes per levelRange10m per level

The subject of this spell will suddenly break into terrible laughter, and be no use for anything until the spell is cancelled or wears out.

Hypnosis
NE1D20*8Saving throwWillpower
Duration1 hourRange10m per level

The target of this spell will have a command spoken by the caster imprinted in their minds, which their companions may not even know about, which they MUST obey.

Shadow of Fear
NE1D20*8Saving throwAura
Duration10 minutes per levelRange10m per level

The Shadow is a clearly defined area, and anyone within it must make a Save with Aura every turn or start to shriek in fear of the caster, and run away. The Shadow cannot cross a surface lit by direct sunlight.

Telepathy
NE1D20*8Saving throwNone
Duration-RangeLine of sight

The target of this spell and the caster will be in full communication, no matter what languages are in use by either, but the caster must have their eyes closed and fully concentrate to maintain the link; if it is broken, they must re-cast the spell to recreate it.

Thought Broadcast
NE1D20*8Saving throwNone
Duration10 minutes per levelRangeLine of sight

When this spell is cast, the caster's thoughts, or those of anyone they are in a telepathic link with, are transmitted to everyone within line of sight. If the caster casts this then goes into a telepathic trance with an enemy, that enemy will be unable to hide, as thoughts like 'Gosh, I hope they don't know I'm behind this altar' are transmitted.

Level 8 - Combat Spells (1)

Energise weapon
NE80+1D10Saving throwNone
Duration1 actionRangeTouch

The weapon this spell is cast upon will do 3D6 times the normal damage on the next action.

Energise object
NE80+1D10Saving throwNone
Duration10 minutes per levelRangeTouch, object must be smaller than a 10cm cube

The object this spell is cast upon will do 1D4*20 damage to anyone touching it for the duration of the spell.

Swarm of Bees
NE1D20Saving throwNone
Duration-RangeLine of sight

The target of the spell is attacked by a swarm of bees which fly from the caster's ears, and do 1D20 damage.

Skeletal hand
NE1D20Saving throwNone
Duration-Range10m per level

The target of the spell is attacked by a skeletal hand which rises from a hole in the ground and does 1D10*3 damage. This can only be cast when standing on natural ground, it's no use indoors or on paved areas.

Level 9 - Assorted spells

Magic lock
NE1D100Saving throwNone
DurationIndefiniteRangeTouch

The lock this spell is cast upon can only be opened by the caster or with Magic Unlock. However, the door etc. can be blasted away.

Magic Unlock
NE1D100Saving throwNone
Duration-RangeTouch

This spell will open any lock, even magically locked ones. It's not restricted to doors, unlike Unlock Door, either.

Mysterious Hole
NE1D100Saving throwNone
Duration10 minutesRangeTouch

This spell opens a temporary hole in any surface no deeper than 1m, about 1m in diameter. Perfect for escaping from prisons etc.

Teleport
NE1D100Saving throwNone
Duration-RangeCaster + voluntary subjects holding hands, up to one person per level of

the caster.

The caster and friends will be teleported to any location the caster specifies. For places the caster has never before visited, there is a 10 percent chance (0 on a D10) that they will be instead teleported to a location near their point of origin, GM's choice. Large objects such as vehicles cannot be teleported, only characters who wish to teleport so will follow the instructions (hold hands, close your eyes, clear your mind and visualise our destination).

Circle of invisibility
NE1D100Saving throwNone
Duration1 hour per levelRange10m per level

When the caster casts this spell, a circle of up to 10m radius is created in which all living beings and their possessions are invisible to all forms of vision. If the caster moves, the zone will not follow them.

Detect poison
NE1D100Saving throwNone
Duration-RangeTouch

The target of the spell will instantly fall into one of these categories in the caster's mind: poisonous, or edible. It will work on living beings, to detect possible quarry for hunting or foraging - (do you think that three-legged thing's edible?)

Silence
NE1D100Saving throwNone
DurationindefiniteRange10m per level

Within a circle of radius up to 10m, all sounds will be nullified, making talking impossible.

Freeze
NE1D100Saving throwWillpower
Duration1 hour per levelRangetouch

The target of this spell becomes incapable of attacking anyone, but is also incapable of being attacked, for any change in them during this spell is forbidden. They will stand completely still and unconscious.

Safety zone
NE1D100Saving throwNone
Duration1 hour per levelRange10m

A 10m radius circle will be created, centred around but not following the caster if they move, within which no harm may come to anybody. This includes being dragged out of the circle, paralysis, etc. In fact, nobody may do anything affecting others in the circle without the other's permission. If cast in an area with no air, or immense temperatures, etc, air will be supplied in the zone and the temperature will be completely comfortable.

Astral projection
NE1D100Saving throwNone
Duration10 minutes per levelRangeCaster

The caster collapses to the floor, but his mind leaves their body, and they can explore as they wish, moving through walls, etc. All magic powers will be unavailable, as will any weapons. They are merely an observer. They may pass through walls, and only those with Sense magic (Clerical SSC) and devices that can sense magic will detect them, and only Dispel Magic will return them to their body against their will.

Level 10 - Combat spells (2)

Lightning bolt
NE1D20+90Saving throwNone
Duration-RangeLine of sight

A bolt of lightning flies from the caster's fingertips, homing in on the target (no dodge), and doing 2D20 damage. There is no chance to dodge.

Indestructible energy wall
NE1D20+90Saving throwNone
Duration1 hourRangeTouch.

This wall of sparkling energy will block everything both ways, but can be seen and talked through. It springs up from the ground where the caster touches, and can have an area of up to one square meter per level of the caster.

Special Study Courses (SSCs)

Special Study Courses in Magic are available at one per level from level 10 onwards.

Each SSC has associated Magical Objects. When the student chooses the Magical Objects SSC, they will be able to construct any magical objects associated with other SSCs they have. The Mysterious Ingredient must be granted by a god or obtained from somebody who already has it (generally, that means "stolen"), and materials for the physical construction (e.g. wood, metal) must be obtained. A Magical Object Workbench will be needed to make magical objects.

Magical Objects may, of course, themselves be stolen, traded, etc. as well as made from scratch, but they are precious enough to not be available on the open or black markets.

Clerical SSC

The use, management, and maintenance of a magical library and spells. This course covers the use of indexes to find something in a magical library, and the system of recording spells on paper employed throughout Civilisation. With this, the student will be able to record and read spells. Also, these spells are learnt:

Analyse spell: the student will be able to analyse any spell successfully cast upon them, ascertaining its effect if it was not immediately clear, and if they Save with Wisdom they will learn it and be able to cast it if it is BELOW their current level.

Dispel magic: the student will be able to remove any magic spell cast upon a person or object (except themselves). This includes impenetrable walls of force.

Detect magic: the student will automatically see a glowing aura around objects that have had spells cast on them recently, and magic objects. For example, if they see a bag of gold glow suddenly, it's a fair bet that a Fool's Gold has been cast. Also, things protected by invisibility spells, or astrally projecting people are visible as a glowing outline of their caster.

Double Range: While casting a spell, the student may double its range, but the spell will use twice as much NE. Spells affecting the caster only can now also affect others; 1 per level. They must stand in a circle holding hands as the spell is cast. Touch spells can now be cast 1m away per level.

Double Duration: While casting a spell, the student may double its duration, but the spell will require twice as much NE. This effect can be combined with the above.

Double Damage: Spells that cause damage will do twice as much with this modification. However, it uses twice as much NE. This effect may be combined with the above two.

Permanance: This requires some ten minutes of concentration beforehand, and when the spell is finally cast, it have indefinite duration. This will drain ALL the caster's NE, and they must have at least ten times the NE needed for the spell (including any stored in objects the caster is touching).

Associated Magical Objects: Automatic copier.

Warfare SSC

Fake fortification
NE1D20+90Saving throwNone
Duration1 day per levelRangeTouch

This spell will create an intangible illusion of a forcefield, wall, etc. usually used to cover a hole in a fort. Weapons will seem to hit it and explode, but really pass through and may cause damage behind. If anything is seen to emerge from the wall, the attackers may realise what is going on, so it is recommended that the defenders don't try to fire through it.

Fake artillery
NE1D20+90Saving throwNone
Duration1 hour per levelRange100m

This spell creates an illusion of heavy artillery, which will proceed to fire upon a target, causing much noise and explosions, but doing no real damage.

Tireless march
NE1D20+90Saving throwNone
Duration1 day per levelRange-

This spell will allow walking characters to move at maximum walking speed for an indefinite period (if the spell is re-cast every day), as long as they are fed (they can eat while marching), without wearing out or needing to sleep.

Confidence in the face of death
NE1D20+90Saving throwNone
Duration1 day per levelRangeline of sight

The group pf people targeted by this spell will become completely fearless - maybe foolishly so.

Sense of doom
NE1D20+90Saving throwMorale
Duration-Rangeline of sight

The exact opposite of the above spell; the targeted group becomes moribund and pessimistic, and may even surrender.

Associated Magical Objects: None.

Divination SSC

This SSC covers all kinds of sense magic.

Sense presence
NE1D10Saving throwNone
Duration-Rangeup to 100m

Reports on the existence of living beings within a specified area. Includes invisible people, or astral projections. The body of somebody who is astrally projecting will NOT be sensed.

Chaos to Order
NE1D10Saving throwNone
Duration-RangeTouch

A broken pot, jigsaw puzzle, or other mixed-up object, will appear briefly in its ordered, original state in the mind's eye of the caster. Handy for unshredding papers.

Sense Evil
NE1D10Saving throwNone
Duration-Rangeline of sight

This spell will tell the caster if the target of the spell is evil, or if it is an object, whether it is or has recently been used for evil purposes, e.g. the knife of an evil assassin.

Time+form of death
NE1D10Saving throwNone
Duration-Rangetouch

When the caster touches a corpse and casts this spell, its time and cause of death becomes evident to them; they see it as a hazy vision, so the face of the killer may even be seen if they were nearby.

Clairvoyance
NE1D20+50Saving throwNone
Duration-Range-

This spell allows the caster to see any specific event in the near past or future. The GM may give them a false answer, if they wish; the spell is not 100% reliable.

Rak's Lie Detector
NE1D20Saving throwWillpower
Duration-Range-

The caster will know if the target is lying, or receive no information if the target succeeds with their saving throw.

Analyse
NE1D20+90Saving throwNone
Duration-RangeTouch

The caster will get full details of how to make the object that is the target, such as a magic item or a cheesecake. However, magic items tend to contain moonbeams and other such annoying ingredients, and not many wizards can cook. If cast upon a magical item, its powers will become clear, except if it is a Potion, Powder, Gas or Tincture.

Intuition
NE1D20Saving throwNone
Duration-Range-

if the caster is caught in some trap, the GM may give them a hint (Look under the carpet...) if they cast this spell. However, if the GM wants them to find out for themselves, they may refuse - but the NE is still used up.

Associated Magical Objects: Lens of Easy Divination, Rod of Truth, Rings of Detection.

Mathemagical SSC

The blending of magic and mathematics, mainly concerning dimensional trickery.

Dimensional Warp
NE1D20*2Saving throwNone
DurationIndefiniteRange-

This spell creates a small dimensional warp, a pocket universe measuring 10 metres square, which the caster can enter and leave at will. Entry/exit is only by permission of the caster, who must be inside the warp to grant access. The entrance is immobile and invisible, except to Divination spells and Detect Magic. Casting Dispel Magic on the entrance to the warp will collapse it, ejecting its contents from the entrance.

Shadow Warp
NE1D20*2Saving throwNone
DurationIndefiniteRangeCaster

When this spell is cast, the caster becomes two-dimensional, and appears to disappear. However, their shadow remains; they may walk about freely in this state, and will be both untouchable (attacking them will be futile), and unable to attack (not even spells). A Dispel Magic will restore them unwillingly to their 3D form, or they can cancel the spell at will. They can find a way through all but airtight doors, windows, etc. in this form.

Future Leap
NE1D20*2Saving throwNone
Duration-RangeCaster

When this spell is cast, the caster will disappear and then reappear at exactly the same place, but as far into the future as the caster wishes.

Name: Sense Dimensional Warp NE: 1D20 Saving Throw: None Duration: - Range: Line of sight

When this spell is cast, the caster will see objects with dimensional warps attached, such as Dimensional Traps, and will also see the entrance to a Dimensional Warp spell, although they may not gain entrance without permission.

Associated Magical Objects: Dimensional Trap, Mysterious Bag, Portable Hole, Cloak of Pockets.

Chaos SSC

Chaotic Blast
NE1D20+40Saving throwWillpower
Durationuntil target succeeds a Save with WillpowerRange10m per level

A blast of the atmosphere of the Chaotic Direction will come from the caster's fingers, and direct itself at the target. It will follow them as a cloud until they manage to will it away. The atmosphere of the Chaotic direction contains clumps of solid, liquid, and gas of varying sizes, speeds, and composition. The solid parts will scour, the liquid parts may be acidic, and the gaseous bubbles may be fluorine or some other nasty gas. The cloud does 1D20 damage per turn. This spell will only work on living beings, or armour/vehicles containing such.

Spell Scramble
NE1D20+40Saving throw-
Duration-Range-

When a spell is cast upon the caster, if they manage a Save with Reactions and then spend the NE cost of this spell, they will be able to pull off this spell in time and randomly change the incoming spell into a blast of Magical Chaos. See the table of Magical Chaos Effects in the Magic Rules.

Associated Magical Objects: Chaotic Magic Rings, Potion of Twisted Thoughts, Staff of Weakening, Goblet of Death.

Necromancy SSC

Skull guardian
NE1D20Saving throwNone
DurationIndefiniteRangeTouch

The caster must cast this spell upon a skull, which will then protect the object it was resting on during the casting. Anyone approaching the object will trigger the skull to rise into the air, and look at the closest living being. The skull will turn around to follow them, until somebody else comes nearer. If they come any closer, the skull will emit a bolt of light, paralysing them for 1D6 turns. The skull has no dodge ability, and has 4 DC per level of caster.

Animate dead
NE1D10*5Saving throwNone
Durationhalf an hour per level of casterRangeTouch

Any recently deceased body can be brought back to life, with its original attributes, for the duration of the spell. It will be entirely under the caster's control. Animated bodies are referred to as 'undead'.

Rekill
NE1D10*5Saving throwWillpower
Duration-Range10m per level

The undead this spell is cast upon will be returned to the dead state.

Resurrect
NE200+1D20*10Saving throwNone
Duration-RangeTouch

Any recently (within a minute or two) killed body will be returned to life, with all attributes as they where before death.

Associated Magical Objects: Skull of Kraan.

Fire SSC

Become elemental force (Fire)
NE1D20Saving throwNone
DurationIndefiniteRangeCaster

The caster turns into a raging fire that emits no heat. They will be incapable of using any weapons, magical objects, etc. on their possession, except the spell improvement (doubled range, etc) powers of a staff. Any fire attacks on them will give him Stamina/DC, rather than take, and any damage spells they cast automatically do double damage. Their touch does 1D100 damage, and any wooden weapons used against them will be destroyed. Manipulating objects and opening doors, etc, becomes impossible.

Associated Magical Objects: Flame rod, Powders.

Earth SSC

Become elemental force (Earth)
NE1D20Saving throwNone
DurationIndefiniteRangeCaster

The caster appears to turn into a huge rocky humanoid, about 3m high. They will be incapable of using any weapons, magical objects, etc. on their possession, except the spell improvement (doubled range, etc) powers of a staff. Their Strength doubles, and they may crush people, doing 1D100 damage. They may still manipulate objects and open doors, but their fingers are large and clumsy, so only simple actions are possible.

Associated Magical Objects: Potions, Amazing Spade.

Air SSC

Become elemental force (Air)
NE1D20Saving throwNone
DurationIndefiniteRangeCaster

The caster turns into a towering 3m high tornado. They will be incapable of using any weapons, magical objects, etc. on their possession, except the spell improvement (doubled range, etc) powers of a staff. They will be immune to all attacks except flames and fire, but they may not manipulate objects and open doors. They can do little real damage, except with spells.

Associated Magical Objects: Magical Gases, Everlasting air mask.

Water SSC

Become elemental force (Water)
NE1D20Saving throwNone
DurationIndefiniteRangeCaster

The caster will appear to melt into a puddle of water. They will be incapable of using any weapons, magical objects, etc. on their possession, except the spell improvement (doubled range, etc) powers of a staff. They will be immune to everything except flames, explosions, and gas. They may mix in with any body of water, becoming so diluted that they are invulnerable to everything except the entire body of water evaporating, yet unable to do anything except watch and listen until they reform. All attack spells they cast will do double damage, and they can smother anyone who fails to dodge, killing them. They may manipulate objects, including fine motor skills, but their Strength is halved.

Associated Magical Objects: Goblet of Quenched thirst, Tinctures.

Wards SSC

This very general purpose SSC allows the student to protect any circular area or room, up to 10m diameter or side per level, against any specific description of creature. For example, they may protect a 10m diameter area from horses, a square room of 15m side against a particular person, etc. The wards can be removed by the caster, or with Dispel Magic.

The second facet of the SSC is in the creation of various magical traps etc. to guard buildings. They only work indoors.

Invisible Portal
NE1D100Saving throwNone
DurationIndefiniteRangeTouch

The chosen doorway will disappear, to become indistinguishable from the surrounding walls. However, objects may still pass through the doorway.

Hot Knob
NE1D100Saving throwNone
DurationIndefiniteRangeTouch

This spell is cast upon a metal doorknob or ring used to pull a door open. The knob will become immensely hot, but nobody can tell this without touching it, unless they have infra-red vision. Touching the knob does 3D20 damage.

Apparent riches
NE1D100Saving throwReactions
DurationIndefiniteRangeTouch

This spell is cast upon some kind of explosive, e.g. Exploding Powder or TNT, it will appear to become some valuable object. When touched, the illusion is broken, and the explosive becomes visible. If the victim leaps back in time (Save w. Reactions), the explosion will not harm them or anything nearby, no matter what the blast radius is. If they do not, the entire force of the explosion is channelled into their body, so what would have done 3D6*100 damage to a 10m radius does (3D6*100)*10*10 damage to him, i.e. the original damage times blast radius times blast radius.

Pandora's Box
NE1D100Saving throwNone
Duration-Range-

The spell must be cast upon an ornate box, looking as though it contains some great treasure. When the box is opened, a pulse of light will paralyse everyone within ten metres.

Associated Magical Objects: Amulet of Ward Immunity.

Runestones SSC

A runestone is any piece of stone, with a magical symbol written upon it. More than one symbol may be put on a stone, depending upon its size. The caster will not be affected, and they may grant anyone immunity to their stones. The range is up to them, up to 10m per level. If a rune is written in Rune Chalk, it may be rubbed off by anyone; however, if it is chiselled into the stone, the stone must be destroyed to cancel the rune. Stones may be hidden in gravel, etc, but must not be covered, i.e. beneath some paper. Different runes on one stone may have different ranges.

Bio-antigravity: All living creature within range of the stone will be pulled upwards, instead of downwards, by gravity. In the open, they will plummet into the sky to their doom; in a room, they will hit the ceiling. Any possessions they were carrying will drop to the floor below, maybe to be picked up by the caster or their party.

Guard: Any creature passing within range will be attacked by a fire bolt (1D10) per turn. The source of the bolts - the rune - is obvious, so hiding it will be pointless.

Ward: If the WARDS SSC has been learnt, the stone may be protected by any ward. As stones may be moved but wards may not, this makes a portable ward.

Burn: The stone will be surrounded by flame, which will clearly do anyone touching it 1D20*2 damage. This can be used to protect a rune from tampering, or quickly written on a pebble to be thrown.

Light: The stone will glow with a brilliance controllable by the caster, making the perfect replacement for a torch if written upon a wall of a room.

Dimensional Trap: If the Mathemagical SSC has been learnt, the stone may be turned into a Dimensional Trap magic object, and trap anyone coming within range.

Immense Mass: The stone will weigh an immense amount; however, it will not squash what is placed upon in any way. Any living or undead creature attempting to pick up that object or the stone, however, will not be able to budge it.

Associated Magical Objects: Rune Chalk, Rune Chisel, Rune Compass.

Magical Weapons SSC

Using this SSC, any weapon may be given special abilities. This requires several hours of work on a Magical Object Workbench. Only one special ability may be granted per weapon.

Cast spell - upon the wielder's command, any spells the student has put into the weapon (they must be ones they know, maximum of 2 per weapon, and they must be chosen during construction) can be cast at the target the weapon is pointed at. The weapon will appear to be a level ten wizard, as far as '10m per level' etc. goes, and it may not cast spells above level 6. The weapon will never run out of NE.

Extra Damage - the weapon may be made to do 1D4+1 times as much damage as it would normally do.

Improved Aim - +4 to Attack Bonus.

Telepathic Link - the weapon will 'bond' to it's owner after 1D10 days of them owning it, and they will be able to make it levitate, attack people, or cast spells at will wherever it may be. Also, they may see from its point of view, making it possible to aim a ranged weapon without having to have it near your eye.

Associated Magical Objects: Bag of Ammunition.

Magical Objects SSC

This SSC allows the creation of any of the magical objects associated with SSCs the student has learnt, and the creation and use of a magic staff.

Associated Magical Objects: Magic Staff, Magic Ring, Horn of Plenty, Sphere of Magical Immunity, Magical Bomb, Invisible Tent, Spell repeater.

Combat SSC

Various spells of an attacking nature, and a +2 bonus to Attack and Defence.

Energy Bolt
NE1D4*50Saving throwNone
Duration-RangeLine of sight

The Energy bolt does 1D4*50 damage, and looks very impressive. There is an Attack Bonus of 5.

Hammer of Thom
NE1D4*50Saving throwNone
Duration10 minutes per levelRange-

In the caster's hand appears a magical weapon of great power, a great war hammer. It does 1D6*100 damage, close range only, and is +5 Attack bonus. It can also cast up to ten Lightning Bolts, 2D20 damage, which are undodgeable.

Associated Magical Objects: Ring of Combat.

Defence SSC

This entire SSC is the study of one very powerful spell.

Force Wall (Advanced)
NESpecialSaving throwNone
Duration1 hourRangeTouch or Caster

The caster can use as much NE as he wants to on this wall of force around him or an object/person; each NE he uses gives the wall 20 DC. The wall is one-way, so the target may still attack outwards.

Sorcery SSC

This SSC is only available when all others have been learnt. The Sorcerer is able to create new spells and magical objects, as long as the GM agrees.

For example, Sorcerer Sam wants to make his new 'Dimensional Back Door' spell. He explains that this will allow him to sneak into a Dimensional Warp if the opening to the warp is within his line of sight, e.g. a Cloak of Pockets or Dimensional Trap. The GM decides that this is OK with him, so allows Sam to spend the next two months working in his lab to create the spell. Secretly, the GM rolls a D20. If he rolls above Sam's level minus twenty, Sams spell fails, and the GM thinks up an interesting effect for it other than the intended one. Sam will not find out until he actually casts the spell. If Sam had a Sphere of Spell Testing, he would have been able to spot the error early on, and the GM would not be able to fail his spell. The GM must decide on NE usage, etc. The same applies for Magical Objects, except that the GM must now decide upon a cost and Mysterious Ingredient (which requires 2D6 days of prayer to get hold of).

Floating Citadels SSC

Please see the Building a Base section for details on the terms used below.

All the spells in this SSC require a citadel built around a shrine, upon which a mage may cast the following incantations, each of which require a week of meditation. How much money is spent upon the shrine sets the 'ratings' referred to in the list. Use this table:

Cost of Shrine (c)Size in m2Rating1Rating2
10010241
20020482
40030973
800401954
1,600503905
3,200607816
6,4007015627
12,800803,1258
25,600906,2509
51,20010012,50010
102,40011025,00011
204,80012050,00012
409,600130100,00013

Also, each incantation requires rare gems, which must be bought. Each set of gems of a suitable rating costs one tenth as much as the shrine did.

Levitiation - the Citadel will be able to float as high as needs be - given an air source, so limiting it to 5km high without an internal air system, as the occupants will pass out - and can move at a speed of up to the Rating2 km/h.

Sphere of Protection - this creates a spherical bubble around the Citadel, which has a DC of the Rating1 times 1,000,000 and a Resilience of the Rating1 times 10. The Sphere may be switched on and off by a mage in the Shrine at will. If the Sphere is damaged, it will regain 100,000 times the Rating1 DC every midnight.

Undead Army - whenever the Citadel is infiltrated by enemy troops - drones etc. do not count - Undead will start to rise from the floors, Rating2 undead for every enemy soldier. Here are the attributes for the Undead warriors:

NameUndead Warrior
Constitution15
Intellect0
Muscle15
Charm0
Beauty0
Wisdom0
Reactions15
Willpower15
Run speed15
Skills-
Spells-
Endurance14
Strength14
Charisma0
Persuasion7
Aura4
Alertness7
Attack14
Dodge14
Stamina45
NE25
Actions per turn4
Initiative10.5
Unarmed AttackRating2 * 1D4 damage, touch range Only
Burning TouchRating2 * 3D6 damage, touch range only, uses 5 NE
DC20 + (Rating2 * 2)
ScarinessRating2
NotesPartially decayed - skeleton and rotting flesh both visible.

Fire suppression - when a fire is about to start in or spread to another part of the Citadel, the Citadel may save with Rating2*2 to make it go out.