Magic — Applications by Fundamental

The effect catalog, carried forward from the 1987 HindSight / 2004 magic rules. Applications are listed by intensity (complexity). Provisional source for the Magic chapter rework; scaling formulas are rough OCR artifacts pending cleanup. Z = the intensity variable. Original cramped wording is preserved in each entry's desc_raw in the JSON.

Abeyance

Range: infinite · Duration: see below · Props: a leash, or an hourglass

this is pretty nifty! Voluntarily ending an abeyance counts as an Action Point action. Optional : if an abeyed effect is "placed in" an object/substance deemed suitable by the GM, then the effect will be abeyed until the object/substance is used or consumed in the appropriate manner. If the object/substance is not utilised before the abeyance would be expended, then the effect is lost. (Eg. an application of Images, designed to produce the appearance of a door, could be placed in a container of paint. If Abeyance §2 were used, then if the paint were brushed on a section of wall within the next day, the image of the door would appear. If the paint were left for more than a day before being used, its virtue would be lost, and it would merely be paint.) The object/substance used should also have arcane components/ingredients (GM's discretion; preferably reflecting the nature of the props) added, costing at least as much as similar ingredients for conjurors.

Intensity 0

Simple Abeyance (§1B1)

Delay the whole or a part of the magical effect of which this application is part by up to 30s (fixed, bestowed).

Intensity 1

Abeyance (§1B2)

Delay the whole or a part of the magical effect of which this application is part by up to one day (controlled or fixed, bestowed).

Scaling: at intensity Z'up to Z2 day(s)'

Intensity 2

Master Abeyance (§1A3)

Delay a magical effect of which this application is part indefinitely (controlled or fixed, bestowed).

Intensity 3

External Link (§1A4)

Delay a magical effect's starting to work until another effect is incorporated into it.

The subsequently incorporated effect must be prespecified (although it can, itself, include this application), and the behaviour of the completed effect must be determined in advance.

Once a new magical effect is incorporated into an effect with an external link, the link is sealed (disappears), and the two combine to form a single magical effect, which starts functioning straight away.

This application is designed to allow a group of magicians to build complex effects, combining their knowledge and skills, or to allow a single magician to produce a difficult effect in stages. As such, it is particularly useful if the 'flashy magic' option is not in use.

(Duration: 24h.)

Air

Range: 40m · Duration: 2min · Props: a fan (or perhaps even an ardent admirer)

: the Aristotlean view of the elements implicitly assumed in these rules assumes that the element of air possesses the quality of being hot and wet, and hence equivalent effects as those below producing only the heating or wetting effect should be available at an intensity one greater (the element is more easily accessable than its qualities). I think that the qualities hot and wet might equally belong to the element of earth (volcanoes, lava, geysers, etc.), and the air instead possess the qualities cold and dry. If you wish such a view to pervade your campaign, the necessary changes shouldn't prove too troublesome. The choice is the GM's.

Intensity 0

Conjure Air (§2B1)

Create a 5m×5m×5m volume of air in a space perhaps already occupied by air or vapour (but nothing denser). This volume may be decreased, but the air may not be compressed further.

Used judiciously, this spell creates gusts of wind, etc. (immediate).

Intensity 1

Remove Air (§2B2)

Remove all the air or vapour from a 2m×2m×2m volume (immediate). This won't suffocate people, but it can produce thunderclaps, slam doors, etc.

Create Smoke (§2B3)

Create a volume of thick smoke occupying a volume 5m×5m×5m (fixed).

Stinging Vapours (§2B4)

Create a volume of irritating gas (equivalent to tear gas) occupying a volume 2m×2m×2m (fixed).

Dormitive Vapours (§2A5)

Create a volume of anaesthetic vapour occupying a volume 1m×1m×1m (fixed).

Inhalers must make an EF=5 WP roll to resist falling asleep, and remain asleep until the gas disperses and the inhaler has regained reserve fatigue levels, or is shaken awake.

Note: a character or creature whose fatigue is already at or above reserve fatigue will only remain asleep until the gas disperses or he/she is shaken awake.

Sustenance (§2B6)

The invoker may render him/herself, or one recipient, capable of surviving in a hostile (or lacking) atmosphere for the duration of the spell (controlled, bestowed).

Protection from Air (§2B7)

The invoker may render him/herself or another more resistant to attacks which damage through heat or moistening, by reducing the DCs of said attacks by 4.

If the attack damages through one of the two, and something else (eg. drying, like a fire-based attack), then this protection drops to a reduction in DC of 2.

Intensity 2

Cone of Heat (§2A8)

The invoker may create a cone of heat with its base anywhere within range. The cone is 20m wide at its base and draws to a point at its invoker. Those wholly or mostly within it suffer DC3 from heat (immediate).

Poisonous Vapours (§2A9)

Create a volume of poisonous vapour occupying a volume 1m×1m×1m (fixed).

Those breathing the gas must successfully perform a PR roll or suffer one point of damage each pulse thereafter, until achieving a QR1 or 2 on one of the pain resistance rolls.

Alter Weather (§2A10)

Alter the weather within a 1km radius by shifting the weather's description by one row on each of the three columns below.

While the duration of this effect is only two minutes, the return to normality will be gradual (as though the artificially invoked conditions had come about naturally).

Temperature Wind* Precipitation
-50°C Calm None
-30°C Slight Breeze Fog
-10°C Gusty Breeze Drizzle
5°C Moderate Wind Medium Rain
20°C Strong Wind Heavy Rain
30°C Storm Wind Rivers Flood Levies
40°C Gale Flash Floods
50°C Hurricane (Or hail or snow if applicable)
60°C Tornado

Note: * Wind direction may be altered by up to 45° (eg. from SE to E) instead of altering its intensity.

Intensity 3

Summon Air Elemental (§2A11)

Summon an elemental of air (controlled). The elemental appears in 2×(QR-1) pulses. See [5.2].

Lightning Bolt (§2A12)

Create a lightning bolt 1m wide extending from the invoker to a point within range (immediate).

Anyone touched by the lightning bolt, or placed in electrical contact with it, takes DC6 and is automatically stunned. If he/she achieves a QR10 on his/her PR roll (for the damage) he/she dies of heart failure, and must be revived by a skilled person (at least if in low-tech surroundings) within a minute.

A lightning bolt damages through heat and moisture.

Apportation

Range: 50m · Duration: 10min · Props: a pole, or a glove

Intensity 0

Insubstantial Hand (§3B1)

Manipulate an object as though with one's own hand, but without any tactile sensation (controlled). The 'hand' can move about at walking pace.

Minor Apportation (§3B2)

Perform sleight-of-hand tricks, move/teleport small balls, coin-sized objects, and the like, about his/her person (this over-rides normal range). (Controlled.)

Fling (§3B14)

Fling a single unsecured object, currently within reach of the magician, at a target. Use the magician's strength and throwing skill, with a +1 modifier to accuracy, and the statistics from the weapon tables appropriate to the object flung. (Immediate.)

Scaling: At intensity N'use the magician's strength +2N'

Intensity 1

Float (§3A3)

Counter the effective weight of an object massing no more than one metric tonne, allowing it to float (drift aimlessly) in the fluid in which it resides (eg. air or water). (fixed, bestowed)

Scaling: at intensity Z'no more than Z metric tonne(s) "weightless" '

Lesser Animation (§3B4)

Manipulate a jointed object massing no more than one kilogram as though it were a marionette. (Bestowed, controlled.)

Scaling: at intensity N'no more than N2 kilograms'

Intensity 2

Fly (§3A5)

Render an object massing no more than 100kg able to travel through the air at not more than 60km/h (controlled, bestowed).

Scaling: at intensity A+B'no more than (A+2)x50kg able to travel'at not more than (B+1)x30km/h'

Design: REWORK: forcing flight on a victim must not be cheaper than bestowing it. Make this either (a) resistable AND touch-range, or (b) an explicit grant of flight to the recipient (who then controls their own flight). The only 'fly-and-die' route should remain the complex one — insert a sandestin into the target, bestow flight on the sandestin, and command it to carry the target aloft and drop them — which is costly, multi-part, and easy to avoid/counter.

Animation (§3A6)

Fully animate a flexible object massing no more than one kilogram as though it were a live creature (with ST equal to 2, AG and DX at most equal to those of the invoker; controlled).

Scaling: at intensity A+B'no more than A3 kg 'with ST equal to 2(A+B)'

Levitation (§3A15)

Levitate an object massing no more than 100kg about three metres above the ground. The target rises slowly when the application takes effect, and slowly falls once the effect ceases.

Intensity 3

Lesser Teleportation (§3A7)

The invoker may instantaneously transport him/herself to any point within range and line of sight (immediate). !!! (A matter for debate. Maybe !!)

Telekinetic Strike (§3A8)

Inflict a telekinetic blow at a target within range causing DC6. The blow must be directed by the invoker as though thrown at medium range. (Immediate.)

Scaling: at intensity Z'causing DC 2Z'

Diffuse Animation (§3A16)

The invoker may move/animate a diffuse but distinct material 'thing', no more than 1m×1m×1m in size, such as a cloud of vapour or a puddle.

Intensity 5

Teleportation (§3A9)

Cause an object massing no more than 100kg to be transferred instantly from one place to another, no further away than 100km. (A QR10 indicates permanent loss/death/annihilation of the object so transported, in addition to normal backfire.) (Immediate.) !!!

This assumes the invoker has considerable familiarity with the destination, or knowledge of its exact coordinates (in some useful form).

In either of these two cases, loss/death/annihilation occurs if a QR7 or 10 is achieved.

Scaling: at intensity A+B 'an object massing no more than (A&endash;2)x50kg 'no further away than (B+1)x100km'

Intensity 6

Planar Travel (§3A10)

Cause an object massing no more than 100kg to be transferred instantly from one place to another, on any "plane of existence". The same notes and limitations apply to this as to Teleportation (§3A9), above. (Immediate.) !!!

Scaling: at intensity Z 'an object massing no more than (Z&endash;3)x50kg'

Teleportal (§3A11)

Create a "teleportal": a region (or volume), up to 2m×2m×2m, the contents of which may be transported instantly to another such region, the location of which the invoker has previously visited and made a careful study of (Cartography would be useful here). (Controlled. Not immediate.) !!!

Intensity 7

Create Portal (§3A13)

Create a "portal": a passage between a 3m×2m "doorway" within the invoker's range and another such "doorway" in some other place (chosen with as much accuracy as the invoker can muster) on this or another plane of existence.

A creature entering one of the two "doorways" is instantly transported to the other. Otherwise, the same notes apply to this application as apply to Teleportal (§3A11).

Note that this application is not bestowed, so if used on its own, the portal collapses when its invoker passes through (assuming that the other end is out of range). !!!

Note: in both portal effects, the "doorways" appear as rectangles of blackness, with occasional flickers of colour. Rays of light, sounds, and inanimate objects (unless carried or pushed by a creature) do not pass through.

Optional Teleport & Gate Rules. Applications of Apportation marked with an asterisk (*) receive the following modifications to their intensity:

Cancellation

Range: 25m · Duration: 10min · Props: a small (toy) shield, or a piece of rubber (or some

Intensity 1

Enhance Magic Resistance (§4B1)

The invoker may increase one target's WP for purposes of resisting magic (only) by five. If the target has no magic resistance (eg. if it is inanimate) then it gets a magic-resistant WP of five. The "target" may not mass more than one tonne (bestowed).

Note that this application is totally useless if magic resistance is not allowed in your campaign.

Intensity 2

Teleportation Seal (§4B2)

Render a volume up to 10m×10m×10m impervious to both entry and exit via "teleportation" applications of the Apportation fundamental (bestowed, Duration: 1 day).

Protection against Illusions (§4B3)

The invoker may provide a conscious target with complete protection against illusory damage caused by applications of the Tactile Sensations fundamental (bestowed).

Protection against Magic (§4A13)

The invoker may confer upon his/her target protection against magical damage (including illusory damage), by reducing such damage by four damage classes.

Intensity 3

Gate Seal (§4A4)

Render a volume up to 10m×10m×10m impervious to both entry and exit via "gate" applications — even via existing gates — of the Apportation fundamental (bestowed, Duration: 1 day).

Lesser Curse (§4A5)

The invoker may afflict his/her target with a magical backfire (roll on the Magical Backfire Table, treating any roll of 01-62 as: the target is stunned, and must recover normally; Duration: immediate).

Master Teleportation Seal (§4A6)

Render a volume up to 10m×10m×10m impervious to either entry or exit via "teleportation" applications of the Apportation fundamental (bestowed, Duration: 1 day).

Intensity 4

Lesser Curse Removal (§4A7)

The invoker may remove the effects of a magical backfire (other than an effect reversal) from him/herself or his/her target (Duration: immediate).

Master Gate Seal (§4A8)

Render a volume up to 10m×10m×10m impervious to either entry or exit via "gate" applications — even via existing gates — of the Apportation fundamental (bestowed, Duration: 1 day).

Intensity 5

Divination Block (§4A9)

The invoker may render one target immune to location via applications of the Divination fundamental for the effect's duration (bestowed).

Neutralization (§4A10)

The invoker may neutralise a single magical effect of intensity ≤ n which is within 10m, but in doing so immediately suffers a (D20) backfire (immediate).*

Note: if an attempt to remove a curse (such as caused by some applications of the Tap fundamental) achieves a QR10, then the intensity of the curse is increased by one in addition to the usual ill effects.

Communication

Range: 10m · Duration: 10min · Props: an earhorn

Intensity 0

Gain Understanding (§5B1)

The invoker may make him/herself able to understand the speech of one target within range for the duration of the effect. This is not a "translation" or "know language" spell: only one target may thus be understood.

Intensity 1

Confer Understanding (§5B2)

The invoker may make a target within range able to understand the speech of one other target within range for the duration of the effect (bestowed).

Scaling: at intensity Z'the speech of Z other target(s)'

Intensity 2

Silvertongue (§5B3)

Anything the invoker says becomes utterly believable, by creating the right tone, idiom, body language, and facial expression. His/her statements are believed by anyone hearing them, unless they directly contradict "known facts".

Goldenear (§5A4)

The invoker becomes able to detect any untruth knowingly told to him/her.

If the untruth is masked by a Silvertongue (§5B3, above) then the better QR succeeds; if QRs are equal, then the effect is as though neither were involved (but the GM lies to all concerned parties, informing them that their effects worked — so someone has some fun).

Intensity 3

Bestowed Silvertongue (§5A5)

As Silvertongue (§5A3), but bestowed.

Bestowed Goldenear (§5A6)

As Goldenear (§5A4), but bestowed.

Sense Mood (§5A7)

The invoker becomes aware of the demeanours of all characters within range, and their general emotional state (fear, loathing, hatred, confusion, melancholy, despair, etc.).

Note: the GM can either make a best guess as to the demeanours of PCs, ask their players for an honest opinion, or simply exclude them from this application's effects.

Intensity 4

Telepathic Dialogue (§5A8)

The invoker may engage in telepathic dialogue with any target within range.

If used by the leader of a party in combat, the leader gains a +2 to Initiative rolls (able to quickly and accurately receive information and give orders).

Any lies made during telepathic dialogue are detected if the person lied to makes an Empathy roll (Silvertongue notwithstanding).

Scaling: at intensity Z'dialogue with Z-3 target(s)'

Intensity 5

Telepathic Probe (§5A9)

The invoker may telepathically probe the mind of any one subject within range, and can locate any mind within range.

While concentrating on the thoughts of another, the invoker may not, him/herself, perform any actions whatsoever.

The invoker can:

The invoker cannot in any way control the subject, or search through the subject's memories. !!!

Compulsion

Range: 10m · Duration: 10min · Props: a whip, a seal, or a baton

Intensity 1

Charm (§6B1)

Cause a character's demeanour to improve or worsen one row (eg. from neutral to friendly, or vice versa) at the invoker's option (fixed, bestowed).

Scaling: at intensity Z'improve or worsen Z row(s)'

Glamour (§6B2)

Cause a character to be willing to do a favour (as per the interaction rules) for one person of the invoker's choice (fixed, bestowed).

Entreat (§6B3)

Render a target unable to (voluntarily) perform hostile acts against the invoker, and/or any subjects he/she designates (bestowed).

Intensity 2

Sleep (§6A4)

Cause a target (who/which must normally sleep at some time) to fall asleep, for an hour or until awoken (immediate, fixed, bestowed).

Scaling: at intensity Z cause Z-1 target(s)'

Proscription (§6A5)

Render a target unable to (voluntarily) perform a specific act — eg. use a particular weapon, enter a particular room, say a particular word, attack a particular person (bestowed, duration 1h).

Intensity 3

Motor Control (§6A6)

Allow the invoker to control a character's motor functions (ie. his/her movement, but not his/her thoughts; controlled).

Note that release of control causes the target to become rigid in the position last assumed until the application's duration elapses (how sad).

Greater Proscription (§6A7)

Render a target unable to (voluntarily) perform a set of related activities — eg. travel north, eat vegetables, leave the plane, wield a sword (bestowed, duration 1 day).

Intensity 4

Silvertongue (§6A8)

Force one character to believe everything the invoker tells him/her, no matter how outrageous, and act upon those beliefs. If told contradictory things, the affected character will either go insane (think like HAL), or catatonic, until the effect wears off — and the character may make rational judgements on what he/she was told, probably unjustly biased by circumstances (fixed, bestowed).

Geas (§6A9)

Geas the recipient to perform a task according to a 25- (or fewer) word instruction to which he/she has verbally agreed.

Once laid, the geas will cause the recipient pain if he/she knowingly acts against the letter of it: the recipient must make a PR roll once per hour for the first day (cumulative) of such action, once per five minutes for the second day, and once per pulse thereafter. Failure stuns the recipient normally; a QR10 increases his/her damage level by one.

(Duration infinite, controlled or fixed, bestowed.) !!!

Scaling: at intensity Z'a (Z+1)x5 (or fewer) word'

Oath (§6A10)

Enforce a contract to which all the targets (who must be within range; this may include the invoker) have agreed.

If anyone involved in the contract is out of range or resists, no-one is affected. Otherwise, if any one of those involved knowingly acts against the letter of the contract, then he/she is affected as per Geas (§6A9), above.

Intensity 5

Bind Will (§6A11)

Bind the will of a target to that of the invoker, so that he/she does the invoker's bidding (but is otherwise free to do as he/she pleases).

If faced with a highly traumatic situation, forced to do something abhorrent, or alien to its nature, the target may make a resistance roll:

(Duration infinite, fixed, bestowed.) !!!

Dimension

Range: 100m · Duration: 10min · Props: a telescoping rod, or a balloon

Merged Expansion + Extension.

Intensity 0

Reach (§10B1)

Increase the range or one of the dimensional restrictions of an effect of which this application is a constituent by 25%. (Eg. if the volume affected were 4×4×4, it could be increased to 4×5×4, or the effect's range could be increased by one quarter.) (Fixed.)

Minor Extension (§11B1)

Increase by 50% the duration of any non-immediate magical effect of which this application is a part (fixed). (Eg. an effect whose normal duration is 10 minutes would last 15 minutes if it had this application added.)

Intensity 1

Greater Reach (§10B2)

Increase the range or one of the dimensional restrictions of an effect of which this application is a constituent by 100%. (Eg. if the volume affected were 2×2×2, it could be increased to 2×2×4, or the effect's range could be doubled.) (Fixed.)

Lesser Extension (§11B2)

Quadruple the duration of any non-immediate magical effect of which this application is a part (fixed).

Link (§11B3)

Increase the duration of any non-immediate magical effect of which this application is a part indefinitely, by paying a continuing fatigue cost for the effect.

The invoker must pay fatigue equal to the energy of the effect (were this application not a part of it) at intervals equal to the effect's normal duration (ie. the duration of the effect without this application).

The effect is then treated as controlled, whether or not it would otherwise be controlled, insofar as the invoker must concentrate on the effect he/she is sustaining or it will dissipate as though its time had elapsed (similarly the invoker may end the effect at any time); this does not prevent the invoker from controlling those aspects of the effect which would normally be controlled otherwise.

The invoker begins paying fatigue when the effect's duration would normally expire. A character maintaining an effect in the above manner cannot regain fatigue by resting.

Intensity 2

Expansion (§10A3)

Increase/decrease the size of an object (less than 3m×3m×3m) touched by the invoker by up to 50%. The extra mass must be made up by depleting objects in the immediate vicinity of the recipient, or shedding it (as applicable).

This change has a like effect on ST, and so forth, but may cause a living recipient to suffer heart failure: he/she/it must make a PR roll at -1 per expansion (beyond the first) currently affecting him/her/it, each pulse, or lose one point of fatigue (or die of heart failure on a QR10).

(Controlled or fixed, bestowed.)

Scaling: at intensity Z'by up to 25Z%'PR roll at &endash;Z/2 (round down), each pulse, or lose'

Amplification (§10A4)

Increase/decrease any one numerical constraint on the effects of an application which is part of the same effect as this application by up to 50%. This application may not be used to modify the parameters of (this or other) applications of the Expansion fundamental, nor to alter the duration of an effect. (Bestowed.)

Scaling: at Intensity Z'up to 25Z%. This application may not be used to modify the parameters of [this or other] Applications of the Expansion fundamental, nor may it be used to alter the duration of an effect. (Bestowed.)

Extension (§11A4)

Increase, by a factor of twenty, the duration of any non-immediate magical effect of which this application is a part (fixed).

Silent Link (§11A5)

As Link (§11B3), but the invoker need not concentrate on the effect in order to maintain it — he/she need merely continue to pay its fatigue requirements.

Intensity 3

Greater Extension (§11A6)

Increase, by a factor of two hundred, the duration of any non-immediate magical effect of which this application is a part (fixed).

Intensity 4

Master Extension (§11A7)

Increase, by a factor of twenty-five hundred, the duration of any non-immediate magical effect of which this application is a part (fixed).

Matrix Creation (§11A8)

Create a "matrix" for any effect of which this application is a part, in some chosen object within range.

The matrix may be used by a character to invoke the effect (without this application) by performing the number of incant actions which would normally be required to invoke it (ie. its energy were this application not a part of it) while holding (and pointing, or whatever) the object containing the matrix.

The use of any matrix, even one made by a sorceror, requires the presence of the props associated with its component applications. Non-consumed props may be incorporated into the matrix; consumed props will have to be supplied by the user.

After performing the requisite number of incant actions, the matrix user makes an Incant roll as though invoking the effect him/herself (even a non-magician may do this):

Optional (even if Casting is in use): Casting can be used instead of Incantation, as above, by performing a single Cast action.

Note: after attempting (successfully or otherwise) the invocation of an effect including this application, the magician will be extremely fatigued, suffering a -1 modifier to all activity; to recover, he/she must pay 50 EPs, and rest for at least one week, without interruption.

Intensity 5

Permanence (§11A9)

Render permanent any non-immediate magical effect of which this application is a part. Any applications contained in an effect of which this application is part may be treated as bestowed (fixed). !!!

Note: after attempting (successfully or otherwise) the invocation of an effect including this application, the magician will be extremely fatigued, suffering a -1 modifier to all activity; to recover, he/she must pay 100 EPs, and rest for at least one month, without interruption.

Divination

Range: varies · Duration: immediate · Props: utilised.

any information gained through divination should be via the

Intensity 0

Minor Divination (§7B1)

Determine the physical nature of an object; or the race, sex, and age of a character. (Range: 10m.)

Intensity 1

Divine Art (§7B2)

Determine the normal manner of use of an object; or the social standing and profession of a character. (Range: touch.)

Divine Text (§7B3)

The invoker can, assuming he/she is literate, understand writing in an arbitrary language. (Duration: 10min.)

Divine Weather (§7B4)

The invoker may determine what weather conditions over the succeeding 10h will be.

Intensity 2

Confer Understanding (§7A5)

As Divine Text (§7B3), but bestowed.

Divine Past (§7A6)

Determine the general history of an object. (Range: touch.)

Divine Presence (§7A7)

Determine whether or not an object/substance of a particular type exists within 10km.

Divine Direction (§7A8)

Determine in what direction the nearest object/substance of a particular type lies. (Range: 1km.)

Intensity 3

Divine Form (§7A9)

Determine the inner workings and purpose of an object. (Range: touch.)

Divine Location (§7A10)

Determine the direction and distance to an object of a particular type within range. (Range: 1km.)

Intensity 4

Divine Surroundings (§7A11)

Acquire a description of the surroundings of a specific object. (Range: infinite.)

Intensity 5

Divine Exact Location (§7A12)

Determine the physical position of a specific object. (Range: infinite.) !!!

Ask (§7A13)

Gain a single-word reply (you can call it an answer if you're optimistic) to a question of the invoker's choice.

If the answer cannot be expressed in one word, or if the question is poorly defined (eg. if the GM can't understand it, or doesn't want to answer it), then no reply is forthcoming. (Range: infinite.)* !!!

Intensity 6

Question (§7A14)

Gain a single-clause reply to a question of the invoker's choice. Otherwise as per Ask (§7A13).* !!!

Earth

Range: 10m · Duration: 10min · Props: a piece of intrusive igneous rock (eg. granite), and

an application of Earth which will not initially appear either in contact with the ground, or on a plant growing in the ground, has its intensity increased by one.

Intensity 0

Lesser Earth Creation (§8B1)

Create/remove a volume of earth, gravel, rock, or sand (at rest — eg. in a pile on the ground, but not in the air or on an object unable to support it) occupying a volume no greater than 1m×1m×1m (fixed).

Intensity 1

Create Earth (§8B2)

Create/remove a volume of earth, gravel, rock, or sand (at rest — eg. in a pile on the ground, but not in the air or on an object unable to support it) no larger than 5m×5m×5m (fixed).

Create Steel (§8B3)

Create/remove a volume of steel, or other (lighter) metal, larger than 1m×1m×1m (fixed).

Intensity 2

Greater Earth Creation (§8A4)

Create/remove a volume of earth, gravel, rock, or sand (at rest — eg. in a pile on the ground, but not in the air or on an object unable to support it) no larger than 20m×20m×20m (fixed).

Protection against Earth (§8A5)

The invoker may protect him/herself, or one target, against the damaging effects of cold and drying, to the effect of reducing all such attacks causing damage through these qualities by 4 DCs, and by 2 DCs if they are among the effects involved (fixed, bestowed).

Scaling: at intensity Z'by 2Z DCs, and by 2(Z-1) DCs'

Cone of Withering (§8A6)

The invoker may create a cone of withering (this is a drying attack) with its base anywhere within range. The cone is 6m wide at its base and draws to a point at its invoker. Those wholly or mostly within it suffer DC3 from drying (immediate).

Create Gold (§8A7)

Create/remove a volume of gold, lead, mercury, or other (lighter) metal, no larger than 20cm×20cm×20cm (fixed).

Intensity 3

Create Gems (§8A8)

Create/remove a volume of gems occupying a volume no greater than 10cm×10cm×10cm.

Summon Earth Elemental (§8A9)

Summon an elemental of earth (requires one cubic metre of earth, clay, or stone; controlled). The elemental appears in 2×(QR-1) pulses. See [5.2].

Intensity 5

Entomb (§8A10)

Entomb any one object ≤2m×2m×2m in a lump of solid rock (roughly corresponding to its outline). This will suffocate most creatures. (Duration: infinite.)

Petrify (§8A11)

Petrify/unpetrify a living creature/statue. Turn a living target to stone, or restore a "stoned" target to life. (Duration: immediate.)

Note: this is an immediate rather than a permanent effect, so it can't be "dispelled".

Animate Stone (§8A12)

Animate a statue of a living creature ≤2m×2m×2m. The animated statue acts in every way like the "real thing", with the exception of magical and similar special capabilities; other special effects, such as those of poisons, disappear once the animating effect's duration expires (bestowed).

Scaling: at intensity A+B+C'creature 'AmxBmx(C+1)m'

Emotion

Range: 10m · Duration: varies · Props: a pen

an emotion instilled in a wholly inappropriate context may well be ignored. In each case the number of targets affected may be increased by two by increasing intensity by one.

Intensity 1

Control Mood (§9B1)

Instil or suppress in a character a transient emotion such as lust, puzzlement, hunger, fear, or distaste (fixed, bestowed; Duration: 10min).

Intensity 2

Control Feeling (§9A2)

Instil or suppress in a character a built-up emotion such as courage, admiration, jealousy, trust, or anger (fixed, bestowed; Duration: 1h).

Intensity 3

Control Passion (§9A3)

Instil or suppress in a character a deep-seated emotion such as a phobia, loyalty, love, or hate (fixed, bestowed; Duration: 1 day).

Essence

Range: touch · Duration: immediate · Props: a fertile, living egg

Merged Instil (giving) + Tap (taking); Tap/'taking' effects are one complexity level harder than the matching Instil/'giving' effect — giving is easier than taking.

Intensity 0

Lend Vigor (§14B1)

The invoker may transfer as many fatigue points as he/she wishes (and has) from him/herself to the target (who must be of the invoker's race) of the spell.

Rouse (§14B2)

The invoker may immediately unstun one target (who must be of the invoker's race).

Drain Vigor (§22B1)

The invoker may transfer as many fatigue points from the target of the spell as he/she has (or fewer, if the invoker desires) to him/herself. The target of the effect must be of the invoker's race.

Intensity 1

Lend Vigor (Any Race) (§14B3)

As Lend Vigor (§14B1), but the target may be of any race.

Rouse (Any Race) (§14B4)

As Rouse (§14B2), but the target may be of any race.

Take Wound (§14B5)

The invoker may transfer one damage level from the target (who must be of the invoker's race) of the spell to him/herself, but not if the target is dead.

Take Disease (§14B6)

The invoker may transfer a disease or infection from a target of his/her own race to him/herself.

Inflict Wound (§22B2)

The invoker may transfer one wound level from him/herself to the target of the spell, or simply inflict a wound level upon the target, but not if this would kill the target outright. The target of the effect must be of the invoker's race.

Inflict Disease (§22B3)

The invoker may transfer a disease from him/herself to a target of his/her own race.

Inflict Pain (§22B4)

The invoker may cause pain to one target (who must be of the invoker's race), forcing the target to make a PR roll (modified by -1 per additional application simultaneously affecting the target) or become stunned — just as an S result does. (Range 10m.)

Drain Vigor (Any Race) (§22B5)

As Drain Vigor (§22B1), but the target may be of any race.

Intensity 2

Take Wound (Any Race) (§14A7)

As Take Wound (§14B5), but the target may be of any race.

Take Disease (Any Race) (§14A8)

As Take Disease (§14B6), but the target may be of any race.

Inflict Wound (Any Race) (§22A6)

As Inflict Wound (§22B2), but the target may be of any race.

Inflict Disease (Any Race) (§22A7)

As Inflict Disease (§22B3), but the target may be of any race.

Inflict Pain (Any Race) (§22A8)

As Inflict Pain (§22B4), but the target may be of any race.

Mortal Wound (§22A9)

The invoker may increase a target's wound status by one, even if this kills it; otherwise this effect is identical to Inflict Wound (§22B2).

Intensity 3

Fatigue Vessel (§14A9)

The invoker can instil a non-living object with a capacity to retain fatigue. Anyone holding the object (which feels as warm as flesh) can put fatigue into it, or draw fatigue from it, as an Action Point action. The object can hold a maximum of five points of fatigue.

While this effect continues, the object is treated as a living thing capable of being "killed" (it has a DT appropriate to its size).

If a sandestin application is combined with this effect, then the sandestin can utilise the fatigue points to perform, for example, incant actions. (Duration: 5 minutes.)

Scaling: at intensity Z'maximum of 10Z&endash;25 points'

Mass Pain (§22A10)

The invoker may cause pain to all within 10m, forcing all people and creatures in this region to make a PR roll (modified by -1 per additional application simultaneously affecting a given target) or become stunned.

Greater Curse (§22A11)

The invoker may afflict his/her target with a magical backfire (roll on the Magical Backfire Table, treating any roll of 01-52 as: the target is stunned, and must recover normally).

Steal Years (§22A12)

The invoker may (permanently) reduce his/her physical age — including cancelling his/her growing senility, etc. — by transferring some of his/her years to targets of his/her race (but not beyond their maximum lifespans).

The effect reduces the invoker's age by 2% while aging the targets by (n+2)% of the invoker's (true) age, where n is the percentage of his/her actual age that the invoker has removed by various means, or zero if this is higher (eg. if the invoker has him/herself been artificially aged).

Eg. an invoker who is 150 years old, and has a physical age of 100 years, would be able to decrease his/her age by 2% (ie. 2 years) but would simultaneously increase the age of his/her target(s) by (33+2)% of 150 = 52.5 years (since he/she is 33% younger than he/she ought to be).

Steal Organ (§22A13)

The invoker may regenerate one of his/her organs by demolishing that of his/her target (which must be intact), who must be a member of the invoker's race.

Mortal Wound (Any Race) (§22A14)

As Mortal Wound (§22A9), but the target may be of any race.

Drain Endurance (§22A15)

The invoker may drain a point from the trained EN of a target of his/her own race, and gain it for him/herself (ie. the target's trained EN drops, and the invoker's increases, by one point).

The improvement is only temporary (Duration: 1 day) if the invoker's maximum trained EN is exceeded, or if the target's EN is lower than the invoker's.

Intensity 4

Mass Rouse (§14A10)

The invoker may immediately unstun any or all targets within 10m (his/her discretion).

Mend Wound (§14A11)

The invoker may reduce a target's wound level by one (eg. from 6 to 5, or from 8 to 7) by reducing his/her own trained endurance level by one, and by acquiring two wound levels.

(A corpse's wound status is considered to deteriorate — ie. increase — by one per day after death, at least for purposes of this rule.)

The target must be of the invoker's race.

Remove Backfire (§14A12)

The invoker may remove the effects of a magical backfire (other than an effect reversal) from him/herself or his/her target.

Transplant Organ (§14A13)

The invoker may transplant one of his/her organs to a target (of his/her race), displacing the original organ if applicable.

Drain Endurance (Any Race) (§22A16)

As Drain Endurance (§22A15), but the target may be of any PC race.

Curse (§22A17)

The invoker may inflict an intensity n curse upon his/her target (if lower than 3, the curse cannot be more severe than warts, boils, a toothache, a cold, or some other minor irritation), to the effect of:

(Range 10m, fixed, bestowed.) !!!

Intensity 5

Mend Wound (Any Race) (§14A14)

As Mend Wound (§14A11), but the target may be of any race.

Neutralization (§14A15)

The invoker may neutralise a single magical effect of intensity ≤ n which is within 10m, but in doing so immediately suffers a backfire (roll D100 for type).

If used to counter a curse, and a QR10 is achieved, the curse's intensity increases by one.

Fire

Range: 20m · Duration: 1min · Props: a flaming object (consumed)

each application may be used to achieve the equivalent heating or drying effect, without the flame, at an intensity one greater than normal; also note that armour provides its beam protection against fire damage

Intensity 0

Flame (§12B1)

Create a flame equivalent to a torch (DC1; fixed, bestowed).

Intensity 1

Bolt of Fire (§12B2)

Create a bolt of flame which may be manipulated as a dagger, although it inflicts DC5 (fire damage) on anyone cut by it, or holding it (fixed, bestowed).

Scaling: at intensity Z'inflicts DC2Z+3'

Protection against Fire (§12B3)

Reduce all damage to one target not larger than 2m×2m×2m from fire, and other heating and/or drying effects, by 4 DCs (fixed, bestowed).

Damage inflicted via one or the other and something else (eg. lightning is hot and wet) is reduced by 2 DCs.

Scaling: at intensity Z'effects by 2Z+2 DCs'by 2Z DCs.

Fire (§12B4)

Create a flame equivalent to a large campfire, filling one hex (DC3, or DC1 to three locations), and those adjacent to it (DC1; fixed, bestowed).

Intensity 2

Ball of Fire (§12A5)

Create a fiery explosion (immediate, bestowed):

Scaling: at intensity Z'causing DC2Z+1 'DC2Z 'DCZ '

Fire Storm (§12A6)

Fill a volume up to 5m×5m×5m with flame inflicting DC3 on those entering it (fixed, bestowed).

Intensity 3

Summon Fire Elemental (§12A7)

Summon an elemental of fire (controlled). The elemental appears in 2×(QR-1) pulses. See [5.2].

Greater Fire Ball (§12A8)

Create a fiery explosion (immediate, bestowed):

Scaling: at intensity Z'causing DC2Z'DC2(Z-1)'DCZ-1'

Intensity 5

Incineration (§12A9)

Intensely heat and dry one target within range (to the effect of causing it DC13, which is unlucky). (Immediate.)

Scaling: at intensity Z'causing it DC3Z-2'

Form

Range: 5m · Duration: 30sec · Props: a chisel

Intensity 1

Mold Substance (§18B1)

The invoker gains the ability to mould objects within range with his/her hands as though they were made of soft clay. If able to strike a target in combat with his/her bare hands while this is in effect, the damage inflicted is increased by 2 DCs, and ruins any armour made of rigid material protecting the location struck. (Fixed.)

Intensity 2

Reshape (§18A2)

The invoker gains the ability to reshape any one object he/she touches into any form into which it could be deformed — were it made of clay (and given any amount of time and craftsmanship) — by force of will, almost instantly. The change is permanent. (Immediate.)

Among magicians, this might constitute an artistic medium.

Insubstantiality (§18A3)

Remove the substantiality of all objects (entirely) within a region no larger than 2m×2m×2m — eg. a wall might be made insubstantial, and walked through (fixed, bestowed). An object may not be rendered partially insubstantial.

An object rendered insubstantial becomes weightless, and continues in the direction it was heading when made insubstantial until its substance returns. Insubstantial objects may be affected by, and are in fact in all respects substantial with regard to, other insubstantial objects, but may not otherwise be affected by them.

Wall of Force (§18A4)

Create a region of impenetrable substance (an invisible "wall of force") occupying a volume no larger than 1m×1m×1m (fixed, bestowed).

Scaling: at intensity A+B+C'no larger than (A+1)mxBmxCm (fixed, bestowed).

Strengthen (§18A5)

Strengthen all objects in a region no larger than 2m×2m×2m (fixed, bestowed).

Note: any strengthened object which would otherwise have no magic resistance is considered to gain a WP for purposes of resisting magic equal to 10 (note that all "WP" thus received must derive from one effect, after which the object has a magic resistance and may not receive more). Strengthened objects, creatures, or characters which already have a magic resistance receive no such benefit from this application.

Intensity 3

Transmute (Touch) (§18A6)

The invoker gains the ability to change any object into any familiar object or collection of objects of equal mass to the original, by touching it. (Controlled; Duration: 1h, after which the object reverts to its original form.) !!!

Intensity 4

Ranged Reshape (§18A7)

As Reshape (§18B2), above, but the invoker need not touch the target of the effect, and the target resumes its original form after one minute. (Immediate.) !!!

Intensity 5

Transmute (Ranged) (§18A8)

As Transmute (§18A6), above, but the invoker need not touch the target of the effect, and the effect lasts for only one minute. (Fixed, bestowed.) !!!

Image

Range: 50m · Duration: 10min · Props: mirror, lens, or mask

: applications §13B1 and §13B3 are not illusions per se.

Intensity 0

Beam of Light (§13B1)

Cause a flashlight-equivalent beam of light, good for 20m, to emanate from one's finger (controlled).

Ball of Light (§13B2)

Create a glowing ball up to 20cm in diameter, of any colour (controlled).

Light Control (§13B3)

Brighten or dim one lamp, equivalent to a torch or lantern (so that it becomes twice as bright, or ceases to give off light; controlled).

Intensity 1

Image Manipulation (§13B4)

Alter the appearance of any object up to 5m×5m×5m without altering any of its dimensions or volume by more than 10% (controlled, so that the changed appearance may not only be altered, but seem to move, etc.).

Bestowed Light (§13B5)

Any Intensity 0 application, bestowed.

Intensity 2

Image Creation (§13A6)

Create/remove an image up to 3m×3m×3m (controlled).

Bestowed Image Manipulation (§13A7)

Any Intensity 1 application, bestowed.

Intensity 3

Bestowed Image Creation (§13A8)

Any Intensity 2 application, bestowed.

Clarification: "remove" image actually means to replace an image with what the invoker (controller) believes would be seen were that image not present (ie. not the same as making the object transparent, with the refractive index of air). So a character could not, for example, see through a door by "removing" its image. The invoker might put a sandestin with eyesight and remove image into the door, and then see through it…

Sandestin

Range: Note: the sandestin is created in the invoker's current · Duration: 24h · Props: based on intensity: 0 requires the brain of a bird;

Intensity 0

Simple Sandestin (§17B1)

Place the controlled aspects of the magical effect of which this application is a part under the control of a simple program which is only able to perceive time. The program must comprise a series of simple, non-conditional, imperative clauses — eg. "move north for five seconds", "move 10 metres north", "move around in a circle slowly three times", or even "dart about randomly" — but not something like "walk to the end of the corridor" (fixed, bestowed).

Intensity 1

Conditional Sandestin (§17B2)

As above, but the clauses may be conditional (including terms like "if … then …", "do … until …"). However, the verification of conditions must be based upon some senses bestowed upon the sandestin (either as part of it, or subsequently) or it will assume that all conditional terms are false. Eg. "if you sense magic then glow blue" (of course the sandestin would need some means to perceive magic — and know that that was what it was doing — and some means to glow blue, or it might go beep "SYNTAX ERROR").

Intensity 2

Skilled Sandestin (§17A3)

As above, but the sandestin will also possess (up to) three skills of the invoker's choice, possessed by the invoker, whose formulae do not incorporate IN, with the same PCS and BEF as the invoker.

Intensity 3

Judging Sandestin (§17A4)

As above, but the sandestin will also be able to make qualitative judgements based on its surroundings. (Eg. it could be told to "travel to Lochinvar as quickly as you can" and could make a series of decisions intended to do this; if told to "follow the most dangerous of my enemies" it could again make a value judgement, although it might not be correct.) Note that this assumes the sandestin has been conferred with senses.

The sandestin may use skills involving IN, and may be given (up to three years' worth of) fields of knowledge possessed by the invoker, instead of a skill. The sandestin may perform magical tasks if it has a source of fatigue to pay for them.

These sandestins have one major drawback, however: since they resent forced servitude, they will pervert the spirit, but not the letter, of any command they are given, whenever possible.

Note: if an invoker creates a magical effect containing an intensity 3 or 5 application of Sandestin, then his/her trained IN is reduced by one for its duration (which may be permanent). Lost IN and skill levels are restored when the effect stops (if the effect is obliterated — eg. by Instil — then the loss is permanent). If the invoker improves his/her IN with experience, then any loss he/she is currently suffering as a result of this rule becomes permanent.

Intensity 5

Greater Sandestin (§17A5)

The sandestin's "personality" is similar, and its mind and skills equal, to those of the character who invoked it, and the sandestin will do exactly what the invoker instructs it to do. But it cannot invoke other magical effects using the invoker's skills unless it has some source of fatigue to pay for them (see Instil §14A9). (If it took over another magician using, say, compulsion, and hence gained control of his/her capabilities, it could force the magician to invoke magical effects.)

For every such sandestin the invoker already (currently) has in operation (ie. as part of an extant effect) he/she incurs a -1 modifier to all IN, and IN-related (using fields of knowledge, or IN-dependent skills), tasks.

Note that the intelligence of the sandestin is equal to the reduced intelligence and efficacy of the invoker, and incurs the same negative modifiers as the invoker was suffering at the time of invocation. !!!

Intensity 6

Mind Transfer (§17A6)

The invoker may transfer his/her mind to another object or organism within range (retaining all knowledge and skills, although these may not be usable in the new body).

If the target is non-sapient, then the invoker controls the organism (assuming it fails to resist) completely, extinguishing its "soul". However, while in the body of a non-sapient organism, the invoker increases the intensity of any effect he/she attempts to invoke by two for incantations, and by four for rituals (on top of modifiers for lacking props); casting is unaffected.

If the target is sapient, then the personality with lower WP (the more original personality, in the case of equal WPs) is suppressed whenever the stronger is awake — except where the stronger personality attempts something greatly contrary to the interests of the weaker, in which case both make EF5 WP rolls, the better QR prevailing (a tie indicating the target's body is stunned for fifteen seconds or so, at which point another roll is made). A QR10 WP roll made in such circumstances causes the demise of the fumbling personality. A body left with no personality dies.

A magician's mind in an inanimate object which is not a source of fatigue (such as a staff or fatigue battery) won't be able to produce any effects, even by casting. Note that this application does not produce a "sandestin" as such. (Range 20m; Duration: instantaneous.)

Notes: this application requires a human brain as a prop. If transplanted into a body, this sandestin can use its mental skills, and its physical skills to a degree permitted by its new body (no problems if the new body is wholly superior). If stuck in an inanimate object, with no source of fatigue, then it will have to use casting at -2 or worse (for having no fatigue), or something.

Final notes: a sandestin may be treated as a target, or bestowee, for other applications in an effect of which it is part; it may be allocated a controlled, bestowed application and bestow it upon another target. If affected by a magical effect, and appropriately equipped, a §17A4 or §17A5 sandestin may resist said effect (they would require the Incant skill). A sandestin may be attached to a prepared physical object or creature of sufficient size (GM's discretion as to what is sufficient; only one sandestin per object or creature); if the creature or object is destroyed, then the entire effect is lost. Otherwise, a sandestin is assumed to occupy the location of its invoker at the time it was invoked. A sandestin may be assumed to react with the speed of its invoker (ie. not instantaneously) once preconditions for actions are met.

Scent

Range: 50m · Duration: 10min · Props: perfume, musk, or incense

This is one of four fundamentals whose applications are referred to as illusions. All of the applications of this fundamental can be used to fool magically augmented or replaced versions of one's sense of smell/taste by having their intensities boosted; each will fool any sense working through smell/taste via an application of Perception whose intensity is lower than or equal to twice the amount by which the its intensity has been increased.

Intensity 0

Simple Odour (§15B1)

A waft of a simple odour or flavour (sweet, sour, bitter, saline; fixed).

Spoil (§15B2)

Sour beer, spoil the flavour of a meal, or render a flower odourless (fixed).

Intensity 1

Scent Control (§15B3)

Create or suppress an odour or taste as desired within range, not so strong as to be nauseating (fixed).

Mimic Scent (§15B4)

Simulate the scent of some object or creature, sufficient to fool a person, within a 5m×5m×5m volume (controlled).

Stench (§15B5)

Produce an intense and nauseating scent (say skunk oil or burning rubber) causing all in the affected region (up to 5m×5m×5m) to make PR rolls or become stunned (fixed).

Intensity 2

Mimic Scent (Hound-proof) (§15A6)

Simulate the scent of some sort of object or creature, sufficiently well to fool a dog, within a 5m×5m×5m volume (controlled).

Sense

Range: touch · Duration: 1 hour · Props: animal eyes, ears, tongues, lips, noses, etc. as

: a person/creature cannot be allocated more senses than a normal member of its species would possess (or than it normally possesses, if this is higher for some reason). Sandestins can be given a number of senses equal to their intensity. Also note that even augmented and extraordinary senses can be fooled by intensity-boosted illusions. The intensity of any application of this fundamental can be increased in order to punch through illusions if desired (but bear in mind that illusionists have the edge). Applications with intensity boosted to two or more still count as advanced.

Intensity 0

Bestow Sense (§16B1)

Bestow a target with a human sense, and Search and Scan PCSs (if none are possessed) of 5, +5 per sense bestowed (fixed, bestowed).

Possible senses: eyesight, hearing, touch, taste, smell, balance.

Intensity 1

Heighten Sense (§16B2)

Augment one sense the target already possesses to a degree found in nature (controlled). The recipient gains the heightened sense, but you own the spell for its duration — you can switch it off, you sustain it, and it lapses if the recipient leaves your range. E.g. the eyesight of a hawk, cat, or owl; the nose of a bloodhound; the palate of a winetaster (the taste, not the experience); the hearing of a dog, bat, or dolphin.

(Each such sense raises a sandestin's Search/Scan by a further 5.)

Intensity 2

Bestow Heightened Sense (§16A3)

As Heighten Sense (§16B2), but bestowed — the recipient now owns and controls the heightened sense themselves: it persists independently of you and your range, and you can neither sustain nor switch it off.

(Sense offers a bestowed form one intensity above the controlled one. Bestowal is granted per-application, not a universal option — for many effects it would be badly unbalancing.)

Extraordinary Sense (§16A4)

Replace an ordinary sense (already possessed) with an appropriate, and similarly implemented, extraordinary sense (fixed). Eg.:

Transfer Sense to Object (§16A6)

Transfer one of one's senses to an object, for use as though the appropriate sensory apparatus were located on/in it (fixed, bestowed).

Intensity 3

Bestow Replacement Sense (§16A5)

As Replace Sense (§16A4), but bestowed — the recipient owns and controls the new sense themselves, independent of you and your range. (Bestowing costs +1 intensity over the controlled version.)

Intensity 4

True Sight (§16A7)

Gain the ability to see one's surroundings free of all magically induced sensory data, and complete with any magically subdued sensory data (fixed).

Intensity 5

Bestow True Sight (§16A8)

Confer the ability to see one's surroundings free of all magically induced sensory data, and complete with any magically subdued sensory data (bestowed).

Sound

Range: 50m · Duration: 10min · Props: a musical instrument

the descriptions of Sounds applications comprise the sorts of sounds the applications may be used to create. This is one of four fundamentals whose applications are referred to as illusions. All of the applications of this fundamental can be used to fool magically augmented or replaced versions of hearing by having their intensities boosted; each will fool any sense working through hearing via an application of Perception whose intensity is lower than or equal to twice the amount by which the its intensity has been increased.

Intensity 0

Tinkling Bells (§19B1)

Tinkling of bells (controlled).

Distant Singing (§19B2)

Distant singing, unintelligible (controlled).

Whisper (§19B3)

A whisper, automatically heard only by its target; others must make a Scan roll (controlled).

Buzzing (§19B4)

Buzzing (like that of a bee or fly) emanating from one point within range (controlled).

Lesser Silence (§19B5)

Silence any sound no louder than quiet speech (fixed).

Intensity 1

Voice (§19B6)

Audible voice (controlled).

Animal Noises (§19B7)

Animal noises — roars, barks, clip-clops, neighs, etc. (controlled).

Footsteps (§19B8)

Sound of an unarmoured person — clothes rustling, footfalls, breathing, etc. (controlled).

Sounds of Burning (§19B9)

Sounds of burning — hissing, crackling, etc. (controlled).

Silence (§19B10)

Silence any sound no louder than raised voices (fixed).

Bestowed Lesser Sound (§19B11)

Any Intensity 0 application, bestowed.

Intensity 2

Thunderclap (§19A12)

Sound of a huge impact or explosion, or other sound of similar volume (controlled).

Greater Silence (§19A13)

Silence any bearable sound (controlled).

Bestowed Sound (§19A14)

Any Intensity 1 application, bestowed.

Intensity 3

Bestowed Greater Sound (§19A15)

Any Intensity 2 application, bestowed.

Intensity 4

Multiple Sources (§19A16)

All applications of Sound may issue from multiple sources within range (instead of just one) by increasing their intensity. This is a sort of universal version.

Summon

Range: varies · Duration: until arrival · Props: a chime

a creature physically unable to respond to a summoning will be unaffected by it, apart from feeling a slight twinge. Applications of Summon do not affect members of PC races.

Intensity 0

Lesser Summons (§20B1)

Give the nearest creature of a given description, so long as it is within 1km of the invoker, a desire to travel as quickly as it is safely able to the point the invoker occupied at the time of invocation (fixed).

Intensity 1

Summons (§20B2)

Give the nearest creature of a given description, so long as it is within 100km of the invoker, a desire to travel as quickly as it is safely able to the point the invoker occupied at the time of invocation (fixed).

Intensity 2

Planar Summons (§20A3)

Give the nearest creature of a given description, so long as it is in the same plane as the invoker, a desire to travel as quickly as it is safely able to the point the invoker occupied at the time of invocation (fixed).

Animate Dead (§20A4)

Animate the corpse or skeleton of a DT1 or weaker creature (by summoning a trivial demon for the purpose) as a zombie or skeleton respectively (see the creature descriptions).

Note: the figures given (under Creatures) for zombies/skeletons assume that (near-)human skeletons/corpses are being animated. If the original creature had DT d, then the skeleton/zombie will have DT d-3 / d+1, and DC d+1 / d+2. The GM may wish to make special allowance for non-humanoid skeletons/zombies.

Also note that skeletons and zombies are intrinsically hostile to any living creature (including their summoner). Corpses/skeletons without intact heads/skulls cannot be animated.

Scaling: at intensity Z'a DTZ/2 or weaker creatures' Note: the figures given (under Creatures) for zombies/skeletons assume that [near] human skeletons/corpses are being animated: if the original creature had DT d, then the skeleton/zombie will have DT d-3/d+1, and DC d+1/d+2. The GM may wish to make special allowance for non humanoid skeletons/zombies. Also note that skeletons and zombies will be instrinsically hostile to any living creature (including their summoner). Corpses/skeletons without intact heads/skulls cannot be animated.

Intensity 3

Named Summons (§20A4)

Give a specifically designated creature (one whose personal name and appearance can be uniquely specified), wherever it is on whatever plane, a desire to travel as quickly as it is safely able to the point the invoker occupied at the time of invocation (fixed).

Dismissal (§20A5)

Dismiss a creature which fails an EF 7-2B WP roll (use magic resistance lacking a WP value) of DT ≤ ⌊A/2⌋, giving it an overpowering urge to return to its "home" (plane, lair, or whatever). If it has no means to do so, then it will be unaffected. (Range: 20m.)

Designer's Note: so, in some sense, this effect is no good against low- or high-end demons — the former can't and the latter won't — but good against the mediocre ones, and other summoned critters of course.

Time

Range: 10m · Duration: 10min · Props: a timepiece

Intensity 1

Slow (§23B1)

Slow a target's metabolism (by 50%*), reducing his/her/its speed and Initiative BEF by one (bestowed).

Intensity 2

Quicken (§23A2)

Quicken a target's metabolism (by 100%*), increasing his/her speed and Initiative BEF by one (bestowed).

Intensity 3

Temporal Immunity (§23A3)

Render a target immune to the effects of any of the other applications of the Time fundamental (bestowed). !!!

Designer's Note: this is a fiddly application. As a rule, it can be made part of a magical effect, immunising the effect to applications of the Time fundamental. (Eg. an effect of long, but finite, duration could be temporarily neutralised by Stasis Field, §23A6, below, unless it had been immunised by this application.) On the other hand, while this immunisation would allow an effect to pass through a stasis field, it would not allow it to affect something within the stasis field.

Hibernation (§23A4)

Slow down the metabolism of a sleeping target by a factor of 100,000 (so that a year seems like a few minutes). (Duration: until awakened — naturally, or by being, for example, shaken.)

Intensity 4

Stasis Field (§23A5)

Create a stasis field no larger than 5m×5m×5m. All creatures and objects within are (unless immunised) in stasis, and cannot act or be harmed in any fashion. All creatures and objects outside are (unless immunised) unable to enter the field. !!!

Scaling: at intensity A+B+C'a stasis field no larger than (2A+3)mx(2B+1)mx(2C+1)m'

Age (§23A6)

Increase or reduce the age of a target by up to ten years. (Targets made older are aged, while those made younger also lose experience, skills, etc. Ie. when a target's age is reduced by X years, it becomes as it was X years ago, whereas increasing a target's age does not make it as it will be in X years, but as it might be were it to lie around — doing nothing and having nothing done to it — for that time.)

Note that this application, as stated, is temporary, and reverses once the effect is ended (either by running out of time or being dispelled).

Mass Age (§23A6)

Age multiple targets, otherwise as Age (§23A6).

Touch

Range: 50m · Duration: 10min · Props: a feather, or a fan

any damage a character feels he/she has suffered as a result of these applications is illusory, and can only knock a character out (if he/she/it thinks he/she/it was killed/knocked out) or make him/her/it think he/she/it is in pain, wounded, or whatever, but not kill him/her/it, or directly damage him/her/it. This is one of four fundamentals whose applications are referred to as illusions. All of the applications of this fundamental can be used to fool magically augmented or replaced versions of a sense of touch by having their intensities boosted; each will fool any sense working through touch via an application of Perception whose intensity is lower than or equal to twice the amount by which the its intensity has been increased.

Intensity 0

Light Touch (§21B1)

Inflict or remove a sensation equivalent in intensity to a light touch, a ST1 grasp/push, or a gentle cool/warm breeze (controlled).

Intensity 1

Sharp Touch (§21B2)

Inflict or remove a sensation equivalent in intensity to a jab, prod, poke, a ST5 grasp/push, a scald (all having DC≤1), or one's purse being cut (controlled).

Intensity 2

Painful Touch (§21A3)

Inflict or remove a sensation equal to a sharp blow, a burn, a ST9 grasp/push, or a bite (DC4, controlled).

Numb (§21A4)

Numb a target, improving his/her/its Pain Resistance rolls by +2, but penalising any tasks involving DX or DX-dependent skills by -1 (fixed, bestowed).

Intensity 3

Agonizing Touch (§21A5)

Inflict or remove a sensation equal to a large impact, a large creature's bite, a mighty blow, a coronary, a ST15 grasp/push, or the effects of a class C or P1 poison (DC8, controlled).

Scaling: at intensity Z'ST5Z'class D&endash;(Z-1)/2 (C-1=B, etc.) or P(Z-2) poison (DC 2Z+2, controlled)

Suppress Pain (§21A6)

Render a character unaware of pain: not stunned by damage, does not suffer negative modifiers for light wound status, and incurs -1 for medium and -2 for heavy wound status; suffers a -2 penalty to all rolls versus DX or DX-dependent skills (fixed).

Water

Range: 30m · Duration: 5min · Props: a mouthful of water (consumed)

Intensity 0

Create Water (§24B1)

Create/remove one hundred litres of water (approximately 25 gallons), in some container, or on the ground (ie. not in mid-air).

Extinguish (§24B2)

Extinguish one hex (rough equivalent of a campfire) of fire, creating vapour filling 10m×10m×10m.

Intensity 1

Dagger of Ice (§24B3)

Create a dagger of ice which inflicts DC5 on anyone holding or struck with it.

Scaling: at intensity Z'inflicts DC 2Z+3'

Protection against Water (§24B4)

The invoker may protect him/herself, or one target, against the damaging effects of cold and moisture, to the effect of reducing all such attacks causing damage through these qualities by 4 DCs, and by 2 DCs if they are among the effects involved (fixed, bestowed).

Scaling: at intensity Z'by 2Z+2 DCs, and by 2Z DCs'

Create Great Water (§24B5)

Create/remove 10,000 litres of water in a container or on the ground.

Intensity 2

Create Ice (§24A6)

Create/remove 10,000 litres of ice in a container or on the ground.

Cone of Bloating (§24A7)

The invoker may create a cone of bloating with its base anywhere within range. The cone is 12m wide at its base and draws to a point at its invoker. Those wholly or mostly within it suffer DC3 from becoming bloated with water (immediate).

Scaling: at intensity Z'suffer DCZ+1'

Alter Seas (§24A8)

Alter conditions in a 1km radius by shifting the conditions by (at most) one row on each of the two columns below.

Wind* Seas
Calm Glassy
Slight Breeze Calm
Gusty Breeze Low Swell
Moderate Wind Moderate Swell
Strong Wind Large Swell
Storm Wind Stormy Seas
Gale Rending Seas
Hurricane Tidal Waves
Tornado

Note: * Wind direction may be altered by up to 45° (eg. from SE to E) instead of altering its intensity. Also note that while the duration of this effect is only five minutes, the return to normality will be gradual (as though the artificially brought conditions had come about naturally).

Scaling: at intensity Z'by [at most] Z-1 row(s)'

Intensity 3

Summon Water Elemental (§24A9)

Summon an elemental of water (controlled). The elemental appears in 2×(QR-1) pulses. See [5.2].

Wood

Range: 20m · Duration: 10min · Props: a green branch, a small piece of fresh mistletoe,

Intensity 1

Create Wood (§25B1)

Create a piece of wood (equivalent to any naturally occurring kind) ≤0.5m×0.5m×4m.

Expand Wood (§25B2)

Expand a wooden object ≤2m×2m×2m by increasing its linear dimensions by up to 100%. The object's mass remains constant, so that normal wood would become as light as balsa, while its strength is unchanged.

Contract Wood (§25B3)

Contract a wooden object ≤2m×2m×2m by reducing its linear dimensions by up to 50%. The object's mass remains constant, while its strength and density increase markedly.

Intensity 2

Create Great Wood (§25A4)

Create a piece of wood (equivalent to any naturally occurring kind) ≤1m×1m×20m.

Mature Plant (§25A5)

Rapidly mature a plant (so that it undergoes the equivalent of five years of growth during ten minutes).

Animate Plant (§25A6)

Animate a plant no larger than 2m×2m×2m. It will have the fighting abilities and mobility of a zombie, with DT = height in m, and DC = height in m + 1.

Scaling: at intensity A+B+C'measuring no more than 2(A+1)mx2Bmx2Cm'

Carve Wood (§25A7)

The invoker may instantly transform a piece of wood into anything into which it could be made by skilled carpenters given time. (Range: touch.)